Tempest - Boon Support Power DPS

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Focused on: Direct damageSupport.

Designed for:

Expansions required:

GW2 Heart of Thorns logo.png

Overview

A Tempest build focused on boon support in dungeons and fractals. This build provides 25 Might Might and Fury Fury to its party while still dealing respectable DPS for a support class.
If needed, it can change its skills and traits to provide Vigor Vigor and Protection Protection at a significant DPS tradeoff (see "Auramancer Variant" below).
The boons provided by this build are generally redundant with Chronomancer - Utility Boon Support (Fractal) or Druid - Boon Support Healer (Fractal), making it a poor choice in organized team comps. However, it can be a good option in disorganized dungeons or fractals when a chronomancer or druid isn't available.

Skill Bar

Scepter/WarhornHealingUtilityElite

Slot Changes

Healing Skills
  • for a strong group heal.
Utility Skills
  • for soft CC, magnetic aura, and a blast finisher.
  • for an extra AoE stunbreak.
Elite Skills
  • to preempt lethal damage.
  • for utility through various elemental summons.

Auramancer Variant

Run
,
,
, and

Specializations

Variants

  • if another party member can cover Fury Fury.
  • for an automatic stun break for you and your allies.

Arcane Variant

If you have trouble maintaining Might Might and Fury Fury you can run Arcane instead of Air for
. This is a personal DPS loss but likely a group DPS increase.
If your group can consistently maintain 7+ boons, Arcane is a straight up DPS increase over Air, but you should ask yourself why you aren't playing Weaver - Power DPS instead.

Auramancer Variant

If you need to provide Protection Protection, you can replace Air with Earth. This is a large DPS loss but gives you access to
.
When running Earth you should change your skill bar to
,
,
, and
You can also take
in Tempest if Vigor Vigor is needed.

Equipment

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Berserker stat icon.png
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Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
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6x
Superior Rune of Strength
18x
Mighty Infusion
Variants
  • is a decent option if you only have one gear set.
  • for night time encounters.
  • if your party can CC bosses consistently.
  • Slaying sigils if you can get the bonus.

Consumables

Food

  • Bowl of Sweet and Spicy Butternut Squash Soup Bowl of Sweet and Spicy Butternut Squash Soup
    Bowl of Sweet and Spicy Butternut Squash Soup.pngBowl of Sweet and Spicy Butternut Squash Soup
    Nourishment (1 h):
    Food.png+100 Power+70 Ferocity+10% Experience from Kills
    Consumable

Utility

  • Potent Superior Sharpening Stone Potent Superior Sharpening Stone
    Potent Superior Sharpening Stone.pngPotent Superior Sharpening Stone
    Nourishment (1 h):
    Potion.pngGain power equal to 3% of your precisionGain power equal to 6% of your ferocity+10 Experience from kills
    Consumable

Usage

The logic behind this rotation is very simple and boils down to spamming
and blasting your fire fields for Might Might and Fury Fury.
is used to double up on boons; other DPS skills are used to fill downtime.

Opening Rotation (Standard Variant)

  1. Precast
    and hit the boss with the last hit
  2. under
  3. in
  4. in
  5. under
    1. Lightning Swing Lightning Swing
      ½Activation.png
      Lightning Swing
      Bash your foe.
      Damage.pngDamage: 355
      Targets.pngNumber of Targets: 3
      Range.pngRange: 150
       Forward arrow.png 
      Static Swing Static Swing
      ½Activation.png
      Static Swing
      Strike your foe again.
      Damage.pngDamage: 355
      Targets.pngNumber of Targets: 3
      Range.pngRange: 150
       Forward arrow.png 
      Thunderclap Thunderclap
      ½Activation.png
      Thunderclap
      Smash the ground and damage nearby foes.
      Damage.pngDamage: 533
      Blind.pngBlind (3s): Next outgoing attack misses.
      Targets.pngNumber of Targets: 5
      Radius.pngRadius: 180
      Combo.pngCombo Finisher: Blast
      Range.pngRange: 150
    2. Drop conjure
    1. until
      is ready
    2. Drop conjure
  6. Camp
    and use skills off cooldown.

Opening Rotation (Auramancer Variant)

  1. Precast
    and hit the boss with the last hit
  2. under
  3. in
  4. in
  5. under
  6. Camp
    and use skills off cooldown.

DPS Tips

  • You probably won't be able to follow the opening rotation exactly due to spotty or nonexistent Alacrity Alacrity. Fill gaps in the rotation with autoattacks if needed.
  • You can bring an offhand focus and get your party to stack might in the fire field from
    . This fills the gap in might while you're doing your opening rotation.
  • Keep track of where you placed your conjures. After
    and
    come off cooldown, you can pick up your conjures and use those skills again.
    • You can remember the cooldown of
      by chaining it after every
      as they have the same cooldown.
    • If you leave
      , use your conjured weapons to cover the DPS loss.
  • Cast
    on the far side of the boss's hitbox, so the projectile hits both as it leaves and as it comes back.
  • deals higher damage than
    in short fights that will be over before
    comes off cooldown. In these situations you should open with
    in
    and then swap to Fire for the rest of your rotation.
  • In very short fights you won't be able to pick up your
    or
    a second time. In these cases, you can tell your teammates to pick them up and use
    or
    - these skills deal insane burst damage and are often DPS increases over your teammates' normal skills.

General Tips

  • While you deal good damage for a support class, remember that you are fundamentally a support class with a lot more utility than your DPS teammates, so don't be afraid to swap out of
    for extra utility or CC when needed. DPS means nothing if you can't clear.
    • provides pulsing Blind Blind with
      and
      , and projectile reflection with
      . You can also
      for Protection Protection and Stability Stability.
    • provides CC with
      and good emergency healing with
      and
      .
    • provides CC with
      and high AoE damage with
      .
  • is a versatile skill that can provide different elementals for different situations:
    • Ice Elemental for CC and a strong burst heal.
    • Earth Elemental can help to tank bosses.
  • can be used to save your party from wipes. Use it when it looks like things are about to go south.
  • If running Auramancer Variant use your shouts off cooldown to keep up Protection Protection.
  • Swap to
    out of combat for
    and to have
    ready for your next fight.

CC

  • and
    in
Build rating - 3 stars
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1 Ratings
3 stars
Chinkeeyong gave this build 3 stars September 2018

This build is generally not worth running because its support overlaps with Chrono and Druid, but it's one of the stronger off-meta support builds and uses the same gear as a DPS Tempest. If none of the party members can swap, it's worth bringing this build to carry the group.

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