Difference between revisions of "CroTIger"

(Skill Bar)
(Usage)
 
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| designed for = conquest
 
| designed for = conquest
 
| focus = support, utility
 
| focus = support, utility
| rating = good
+
| rating = testing
 
}}
 
}}
  
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| specialization = tempest
 
| specialization = tempest
 
| set1 = dagger, warhorn
 
| set1 = dagger, warhorn
| healing = "Ether Renewal"
+
| healing = Ether Renewal
| utility2 = "Armor of Earth"
+
| utility1 = Conjure Earth Shield
| utility3 = "Lightning Flash"
+
| utility2 = Lightning Flash
| elite = "Tornado"
+
| utility3 = Armor of Earth
 +
| elite = Tornado
 
}}
 
}}
  
===Slot Changes===
 
For the optional '''utility''' slot:
 
* {{Skill|Lightning Flash}} is an excellent mobility tool which can be useful in various situations.
 
* {{Skill|"Aftershock!"}}  adds more support, projectile denial, and has synergy with several traits.
 
  
 
==Specializations==
 
==Specializations==
Line 30: Line 27:
 
{{Specialization|Water|top|top|mid}}
 
{{Specialization|Water|top|top|mid}}
 
{{Specialization|Tempest|bot|bot|top}}
 
{{Specialization|Tempest|bot|bot|top}}
Variants
 
* Currently the build is optimized for surviving direct damage and providing as much support as possible. Before each game you should check the enemy team's comp and decide whether you need more cleansing or not. If you do, take {{Trait|Diamond Skin}} and {{Trait|Cleansing Water}}.
 
  
 
==Equipment==
 
==Equipment==
Line 49: Line 44:
 
'''General'''
 
'''General'''
 
* Under General Options / User Interface enable "''Thick party health bars"'' and "''Always show health bars''". These will make it much easier to keep track of who needs your support.
 
* Under General Options / User Interface enable "''Thick party health bars"'' and "''Always show health bars''". These will make it much easier to keep track of who needs your support.
* When playing with {{Trait|Powerful Aura}}, every aura applied to you is also granted to nearby allies. This isn't restricted to elementalist auras only - using {{Skill|Magnetic Leap}} in a {{Skill|Chaos Storm}} for example will share {{Skill|Chaos Armor}} with allies. Auras can't be applied to downed players.
+
* With {{Trait|Powerful Aura}}, every aura applied to you is also granted to nearby allies. This isn't restricted to elementalist auras only - using {{Skill|Magnetic Leap}} in a {{Skill|Chaos Storm}}. Auras can't be applied to downed players.
 
* Auras in the build:
 
* Auras in the build:
:* {{Skill|Shocking Aura}} from Overload Air and dagger #3 in air.
+
:* {{Skill|Shocking Aura}} from Overload Air and dagger 3 in air.
:* {{Skill|Frost Aura}} from Overload Water, {{Trait|Elemental Bastion}}, {{Trait|Soothing Ice}}, {{Skill|"Flash-Freeze!"}}.
+
:* {{Skill|Frost Aura}} from Overload Water, {{Trait|Soothing Ice}}.
:* {{Skill|Fire Shield}} from Overload Fire, {{Skill|"Feel the Burn!"}}, Focus #5 in fire, and the {{Skill|Flamewall}} + {{Skill|Magnetic Leap}} combo.
+
:* {{Skill|Fire Shield}} from Overload Fire, Warhorn 5 in fire attunement for fire field and using leap finishers
:* {{Skill|Magnetic Aura}} from Overload Earth (and {{Skill|"Aftershock!"}} if taken).
+
:* {{Skill|Magnetic Aura}} from Overload Earth, {{Trait|Imbued Melodies}} and {{Skill|Magnetic Surge}} from {{Skill|Conjure Earth Shield}}.
:* {{Skill|"Rebound!"}} can be used to gain any aura you want, provided you swap to the associated Attunement.
+
 
* '''Avoid getting locked into 1v1s, always be in team fights'''. You depend on your allies just as much as they depend on you! Tempest's job is to keep party members alive through support, and these allies must peel for you in return (if the enemy team gets to focus you without allies counterpressuring them you'll probably end up dead).
+
* '''Avoid getting into 1v1s especially vs condition oriented builds, althought build is good vs power matchups'''. Your main role is to support allies with Auras and burst enemies down while roaming with high mobility. Build has high AoE damage which makes it good for cleaving downed targets.
  
  
 
'''Overloads'''
 
'''Overloads'''
* These skills become available after spending at least 6 seconds in the same attunement. Switching to another attunement while overloading will interrupt the skill, yet still puts the attunement on the increased CD of 20 seconds.
+
* These skills are available after spending at least 6 seconds in the same attunement. Switching to another attunement while overloading will interrupt the skill, yet still puts the attunement on the increased CD of 20 seconds.
* Overloads have some of the longest cast times in the entire game, which means they can be easily interrupted. Of course there are ways to reduce the chance of that happening:  
+
* Overloads have long cast times but you get stability on cast through {{Trait|Harmonious Conduit}}. You  can cast {{Skill|Armor of Earth}} to gain additional stability stacks while casting the overload. You can use overloads while {{Skill|Conjure Earth Shield}} is equipped.
 +
 
 +
 
 +
'''Survivability'''
 +
 
 +
* Build has a good amount of toughness and decent amount of vitality thanks to rune and amulet.
 +
* {{gw2wiki|Protection}} is further increased to 40% damage reduction with {{Trait|Hardy Conduit}}.
 +
* {{Skill|Armor of Earth}} is stunbreak, gives protection, stability, vigor and regen.
 +
* Use {{Skill|Fortify}} for avoiding damage when targeted. Careful with this skill though it can make you lose the capture point if there is no other ally!
 +
* {{Skill|Earthen Rush}}, {{Skill|Burning Speed}} on dagger evades and provides mobility for disengage. Skills as {{Skill|Magnetic Surge}} and {{Skill|Lightning Flash}} even the autoattack on shield contribute your mobility further more.
 +
*{{Skill|Conjure Earth Shield}} gives additional vitality and toughness while equipped, good amount of barriers, mobility, and block making this skill good for disengage or entering combat.
 +
*Build does not rely on healing but you can still get some healing from water attunement and fast recharge heal skill. Condition damage is biggest threat to this build since your best condition cleanse is your heal skill removing up to 8 conditions.
 +
*Aura application is very important part of this build since they bring both defense and offense and can be used for bringing utility and support for teamfights {{Trait|Powerful Aura}}
 +
*Cantrip skills have reduced cooldown and grant vigor and regeneration. Build has access to many boons (defensive and offensive ones) and have good boon uptime which can be extended with {{Skill|Sand Squall}}
 +
 
 +
 
 +
 
 +
{{Skill|Conjure Earth Shield}}
 +
 
 +
some of the longest cast times in the entire game, which means they can be easily interrupted. Of course there are ways to reduce the chance of that happening:  
 
:*{{Skill|Overload Air}} can be shielded through {{Skill|Swirling Winds}} from projectile-based interrupts such as {{Skill|Headshot}} and the stun from dagger's {{Skill|Shocking Aura}} can win a couple of seconds of freecasting vs melee specs. Even on a Mender build this overload pumps out a considerable amount of AoE damage, use it to help your team get kills and to cleave downed targets.
 
:*{{Skill|Overload Air}} can be shielded through {{Skill|Swirling Winds}} from projectile-based interrupts such as {{Skill|Headshot}} and the stun from dagger's {{Skill|Shocking Aura}} can win a couple of seconds of freecasting vs melee specs. Even on a Mender build this overload pumps out a considerable amount of AoE damage, use it to help your team get kills and to cleave downed targets.
 
:* {{Skill|Overload Earth}} is the hardest to mess up because it comes with {{gw2wiki|Stability}}, but if you're afraid that won't do the trick then {{Skill|Magnetic Wave}} and {{Skill|Obsidian Flesh}} are both good covers depending on the situation. Careful with Obsidian Flesh though as this skill can make you lose the capture point if no other ally is contesting it!
 
:* {{Skill|Overload Earth}} is the hardest to mess up because it comes with {{gw2wiki|Stability}}, but if you're afraid that won't do the trick then {{Skill|Magnetic Wave}} and {{Skill|Obsidian Flesh}} are both good covers depending on the situation. Careful with Obsidian Flesh though as this skill can make you lose the capture point if no other ally is contesting it!

Latest revision as of 16:51, 25 May 2019



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This build is unrated.

Focused on: SupportUtility.

Designed for:

Overview[edit]

This PvP Tempest build provides great support by mixing damage mitigation, condition cleansing, direct healing, and projectile denial.

Skill Bar[edit]

Dagger/WarhornHealingUtilityElite


Specializations[edit]




Equipment[edit]

Dagger.png
Warhorn.png
I.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of Radiance
Superior Rune of Radiance.pngSuperior Rune of Radiance
(1): +25 Vitality (2): +5% Boon Duration (3): +50 Vitality (4): +5% Boon Duration (5): +100 Vitality (6): +10% Boon Duration; increase the duration of auras you grant by +33%.
Paladin's Amulet
Paladin's Amulet.pngPaladin's Amulet
+1050 Power +1050 Precision +560 Toughness +560 Vitality

Equipment Changes[edit]

Sigils

  • Superior Sigil of Agility Superior Sigil of Agility
    9Recharge.png
    Superior Sigil of Agility.pngSuperior Sigil of Agility
    Gain 5 seconds of swiftness and 1 second of quickness when you swap to this weapon while in combat. (Cooldown: 9s)
  • Superior Sigil of Escape Superior Sigil of Escape
    18Recharge.png
    Superior Sigil of Escape.pngSuperior Sigil of Escape
    Remove movement-impairing effects from yourself when swapping to this weapon while in combat.

Usage[edit]

General

  • Under General Options / User Interface enable "Thick party health bars" and "Always show health bars". These will make it much easier to keep track of who needs your support.
  • With
    , every aura applied to you is also granted to nearby allies. This isn't restricted to elementalist auras only - using
    in a
    . Auras can't be applied to downed players.
  • Auras in the build:
  • from Overload Air and dagger 3 in air.
  • from Overload Water,
    .
  • from Overload Fire, Warhorn 5 in fire attunement for fire field and using leap finishers
  • from Overload Earth,
    and
    from
    .
  • Avoid getting into 1v1s especially vs condition oriented builds, althought build is good vs power matchups. Your main role is to support allies with Auras and burst enemies down while roaming with high mobility. Build has high AoE damage which makes it good for cleaving downed targets.


Overloads

  • These skills are available after spending at least 6 seconds in the same attunement. Switching to another attunement while overloading will interrupt the skill, yet still puts the attunement on the increased CD of 20 seconds.
  • Overloads have long cast times but you get stability on cast through
    . You can cast
    to gain additional stability stacks while casting the overload. You can use overloads while
    is equipped.


Survivability

  • Build has a good amount of toughness and decent amount of vitality thanks to rune and amulet.
  • Protection Protection is further increased to 40% damage reduction with
    .
  • is stunbreak, gives protection, stability, vigor and regen.
  • Use
    for avoiding damage when targeted. Careful with this skill though it can make you lose the capture point if there is no other ally!
  • ,
    on dagger evades and provides mobility for disengage. Skills as
    and
    even the autoattack on shield contribute your mobility further more.
  • gives additional vitality and toughness while equipped, good amount of barriers, mobility, and block making this skill good for disengage or entering combat.
  • Build does not rely on healing but you can still get some healing from water attunement and fast recharge heal skill. Condition damage is biggest threat to this build since your best condition cleanse is your heal skill removing up to 8 conditions.
  • Aura application is very important part of this build since they bring both defense and offense and can be used for bringing utility and support for teamfights
  • Cantrip skills have reduced cooldown and grant vigor and regeneration. Build has access to many boons (defensive and offensive ones) and have good boon uptime which can be extended with


some of the longest cast times in the entire game, which means they can be easily interrupted. Of course there are ways to reduce the chance of that happening:

  • can be shielded through
    from projectile-based interrupts such as
    and the stun from dagger's
    can win a couple of seconds of freecasting vs melee specs. Even on a Mender build this overload pumps out a considerable amount of AoE damage, use it to help your team get kills and to cleave downed targets.
  • is the hardest to mess up because it comes with Stability Stability, but if you're afraid that won't do the trick then
    and
    are both good covers depending on the situation. Careful with Obsidian Flesh though as this skill can make you lose the capture point if no other ally is contesting it!
  • is the only overload which doesn't do damage, thus won't break stealth. The build itself doesn't provide any access to stealth, but in an organized team you can coordinate this with an Engineer for instance and ask him to throw a
    at you. This should make it significantly easier to get this channel off, but you'll still be vulnerable to PBAoE like
    . Hold on to this as long as you can, Water Overload should only be used for emergency cleansing /healing.
  • Fire is arguably the least important attunement of the build, even if you can't pull off an uninterrupted overload at least it can be used as a stun breaker without hesitation.


Support and sustain

  • All of your shouts remove a condition thanks to Soldier runes, and every aura is shared with allies.
    • If taken
      doubles the cleansing, but sacrifices non-shout based aura sharing.
  • Auras grant 2 seconds of Protection Protection, which is further empowered by
    resulting in a 40% direct damage reduction instead of the usual 33%.
    can reduce incoming damage for all affected allies by 50% because of the extra 10% reduction from Frost Aura (and that's without even factoring in
    ).
  • The next best application of Protection after auras comes from
    . Not only does it pulse this boon each second, it'll also leave behind an AoE that does the same thing after a successful overload.
  • Water Attunement Water Attunement is where most of your non-aura based support comes from:
    • Always try attuning to Water next to an ally to share the healing from
      and cleansing from
      . Don't idle in it too much because you should fit as many Water swaps into a fight as possible.
    • Use
      on allies whenever necessary, and make sure that you don't have an enemy targeted otherwise some pulses may go in the wrong direction.
    • is a last resource option, only to be used if it singlehandedly saves a team fight and you're out of options because sending Water on a longer CD is going to negatively impact your healing output.
  • is associated with self-sustain:
    • Merely just swapping to this attunement can already negate Power based burst damage thanks to
      .
    • can be used to instantly cleanse conditions from yourself, reflect projectiles, or to blast combo fields. Both this and Obsdian Flesh can be used while CC'd.
    • is an excellent and versatile defensive skill: use it to safe stomp downed enemies / revive downed allies, cover your earth overload (if you're afraid of boon stripping), or to get an entire channel of
      off uninterrupted.
    • shouldn't be underestimated either, jumping away from the fight every once in a while could give you a much needed break.
  • Is a very powerful AoE heal for both yourself and the team. Try to coordinate it with your allies so that they receive every pulse of the channel to maximize the healing. The first pulse heals the most but has the smallest radius, while the other two pulses have a lower healing value but larger radius.
    can be used to instantly move in and heal up teammates who are far away but need emergency healing.
  • Save allies from death with
    .
    • Important: Don't use any heals on teammates who are under the effect of Rebound, use them after it was consumed or expired. The only exception is when you are absolutely certain that they won't reach 1HP over its duration for some reason.
  • When playing with
    , blowing some extra CDs sooner than later can be beneficial against condition builds for attempting to keep your HP above 75%.


Swiftness stacking

  • Stack Swiftness Swiftness for your team before the match starts!
  • Switch to
    before the 10 second countdown even begins. The moment the countdown starts cast
    whilst running towards the exit from spawn, this skill will produce a Static field. Use
    then follow up immediately with
    (both of these are Blast finishers).
  • When you're done switch to
    as you don't want to start fights in Water.
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