Tempest - D/D Aurashare

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: ControlSupportHealing and Condition cleanse

Designed for: WvW Zerg

Expansions required: Heart of Thorns builds

This build was last updated on October 30, 2022 and is up to date for the November 29, 2022 game patch.

Overview

This build primarily fills the role of the healer and cleanser for its party.

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 some Might Might provided with as well as unique auras - primarily and the very powerful .


Skill Bar

Dagger/Dagger
Dagger/Dagger
Utility


Variants

Weapons
Utilities
  • shortest CD shout, for slightly more heal/cleanse
  • group stunbreak and AOE superspeed
  • for share
  • single target Immobilize Immobilize, good for small group play


Specializations

Variants
  • ~20% healing loss, but decent Alacrity Alacrity uptime


Template Code

[&DQYfKxErMD/HEgAApRIAAHQSAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Dagger
Minstrel
Dagger
Minstrel
Sigil
Sigil
Dagger
Minstrel
Dagger
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Rune Variants
  • high healing increase, but drops some condition clear and defensive stats
  • for uptime


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


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
    • Since you lack personal stunbreaks and Stability 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
Active defense priority
  • Dodge


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 in on single players and on multiple players
    • If the teleportation is not needed (or actively harmful), use the glyph in for the extra heal
  • 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

  • Much of your condition clear is tied up in attunements and overloads by , so conserve your shouts unless you absolutely need them
    • and each cleanse two conditions but should normally be saved for healing and Immobilize Immobilize respectively
  • Keep in mind the small, 240 radius of /. Both are significant condition clear with
Condition clear priority
    • -
    • -
    • - +
  • - +
    • -
    • -
    • - +
    • - +
  • - +
  • - +
  • -
  • - +


Healing

  • Most of your healing comes from and
    • Enter when you predict heavy pressure coming in the next 10 seconds
  • can be used twice in each if you use it as soon as you enter and again as you leave attunement
    • Channeled skills like finish casting even if you leave attunement after starting the cast
  • 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
Healing priority
  • -
    • - water field blast
  • - +
    • -


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
  • Save when is available to CC instead
CC priority
    • -


Aura/boonshare

  • Try to be in for melee engages to apply
    • Activate soon after entering so its duration doesn't overlap with +
  • Make sure you're close to your group when leaving to proc , it has a short 240 radius


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

This build has a rating of 5 stars based on 1 votes.
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5 stars
Arete gave this build 5 stars • October 2022
Good alternative to D/F tempest, trading cleansing for heals. Loses a lot of defense and utility, both are pretty marginal at very large group sizes but an issue for this build in smaller groups. Unique auras and solid CC help set it apart from druid/vindicator/scrapper.

Comments

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