Tempest - Aurashare
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Focused on: Control, Support, Healing and Condition cleanse
Designed for: WvW Zerg
Overview
This build primarily fills the role of the healer and cleanser for its party as an alternative to Scrapper
is an exceptionally powerful revive skill - in it has the unique effect of repositioning the target, allowing the tempest to fully reset a player that went down in a bad place.
Tempest provides high amounts of might provided with
, and as well as unique auras including the very powerful .For the usage of attunements and skills, tempest can stick to a relatively simple rotation. While a strict rotation is not optimal in all situations, it is effective for beginners and helps to allow focus on other things while learning.
Skill Bar
Variants
- Weapons
- Dagger/Dagger more healing, less cleanse and Might - see Build:Tempest_-_D/D_Aurashare
- Utilities
- shortest CD shout, for slightly more heal/cleanse
- group stunbreak and AOE superspeed
- for share
- Immobilize, good for small group play single target
Specializations
- Variants
- Alacrity uptime ~20% healing loss, but decent
Template Code
Equipment
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
x6
x18
Equipment Variants
- Relics
Consumables
-
- personal option
Usage
General
- As soon as you get 25 stacks of and get out of combat, swap back to the set without it
- Unlike most builds in WvW, Dagger/Focus aurashare tempest can be played with a skill rotation
- Breaking the rotation to survive is fine, breaking it to try and access more healing or condition clear is usually suboptimal
- The most important part of the rotation is maximizing the amount of swaps into to proc , and /
- The order of the non-fire attunements is not important to the rotation, roughly prioritize in this order, but change based on needs:
- - healing and cleanse
- - anti-melee CC, projectile hate, single target CC, single target
- - personal survivability, AoE CC, AoE
- Skipping or cancelling the Overload of or is fine if you need fast healing/condition cleanse
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Overall Priorities
- High
- Condition clear
- Healing
- Moderate
- CC
- Low
- Aura/boonshare
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- This builds has low active defenses
- Be careful about attuning into , since you'll lose access to after leaving it
- Since you lack personal stunbreaks and Stability and you heavily rely on skills with longer casttimes, you want to position safely
- Stay close to tag, but not directly on top - within 200-300 range is close enough to quickly respond to movements and get boons without getting stuck behind
- While overloading, if needed, move further away ensure the cast finishes - has 600 radius
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Detailed Explanations
Glyph of Renewal
- Under General Options / Combat/Movement turn on Allow Skill Retargetting and set Ground Targetting to Instant Cast, this will make cast at the location your cursor is at the end of the cast, instead of where you initially targetted
- Focus on reviving allies who are far away with , don't waste the skill on players that can be hand rezzed.
- Use
- If the teleportation is not needed (or actively harmful), use the glyph in for the extra heal
in on single players and on multiple players
- If a downed ally can be safely revived by other means don't use
- If you are under the effect of you can cast in to avoid timing out
Condition clear
- Most of your condition clear is tied up in attunements and overloads by
- Immobilize respectively and each cleanse two conditions but should normally be saved for healing and
, so conserve your shouts unless you absolutely need them
- Keep in mind the small, 240 radius of / . Both are significant condition clear with
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Healing
- Most of your healing comes from
- Enter when you predict heavy pressure coming in the next 10 seconds
and
- Tempests biggest burst heal skill is
- Keep in mind most of the healing is on the first pulse which only has a radius of 180
- ⇒ is instant cast, meaning it provides the healing immediately and can also be used while CCed
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CC
- Use your CC when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
- Be careful using and since leaving locks you out of
- Save
- The Immobilize from hits in 600 radius
when is available to CC instead
- Make sure to check the targets boon bar for Stability
is great for picking off players left behind their groups and following up on other CC
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- Try to be in
- Activate as soon as you enter so its duration doesn't overlap with +
for melee engages to apply
- Make sure you're close to your group when leaving to proc , it has a short 240 radius
- Prebuff Alacrity during downtime and out of combat by rotating through attunements
- Make sure to leave off cooldown
- When you're close to an engage, also avoid using
Settings
- Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
- Also under General Options / User Interface turn on Thick party health bars
- Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
- Under Squad Options uncheck View as a grid. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.
Ratings
Comments
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