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Tempest - Staff Support

The community gave this build a rating, making it second-tier: Good

Focused on: ControlSupportHealing and Condition cleanse

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsSecrets of the Obscure builds

Difficulty:
Easy

This build was last updated on October 27, 2025 and is up to date for the October 28, 2025 patch.

Overview

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

Glyph of Renewal is an exceptionally powerful revive skill - in Air Attunement it has the unique effect of repositioning the target, allowing the tempest to fully reset a player that went down in a bad place.

Compared to D/X builds, staff excels at CC but has lower personal survivability.


Skill Bar

Staff
Staff
Utility


Variants

Weapons
Utilities
  • "Feel the Burn!" shortest CD shout, for slightly more heal/cleanse
  • "Eye of the Storm!" group stunbreak and AOE superspeed
  • "Flash-Freeze!"
  • Arcane Wave
  • Arcane Power Lets you use a weapon skill twice. Syncs well with Geyser if rotating between Water and Earth attunements, allowing you to use Geyser twice per rotation.


Specializations


Template Code

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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
Staff
Minstrel
Sigil
Sigil
Staff
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Relics
  • Relic of the Monk


Consumables

    • personal option


Usage

Quick Guide

  • Staff Tempest is a secondary support that relies on Relic of Karakosa for healing output
  • Your largest sources of Healing and Condition Clear are from Blast Finishers via Relic of Karakosa and Diamond Skin
List of Blast Finishers Toggle
  • "Aftershock!"
  • Water Attunement
    • Ice Spike
  • Earth Attunement
    • Eruption
    • Transmute Earth
    • Overload Earth
  • Use Glyph of Renewal to revive downed allies, usually either in either Earth Attunement or Air Attunement
  • Start fights in Fire Attunement to Overload Fire before engaging
  • Rotate between Water Attunement and Earth Attunement for Healing and Condition Clear
    • In Water Attunement use all your weapon skills before Overload Water
    • In Earth Attunement activate Transmute Earth as often as possible by gaining Magnetic Aura via the weapon skill, "Aftershock!" and Overload Earth + Unstable Conduit
  • CC enemies when your group spikes with "Aftershock!", Unsteady Ground in Earth Attunement and Static Field in Air Attunement
  • Whenever there is low pressure incoming and you don't need to CC go into Fire Attunement and charge up Overload Fire


General

  • As soon as you get 25 stacks of Sigil of Superior Sigil of Benevolence and get out of combat, swap back to the set without it


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
  • This build has low active defenses
Defensive Skill List Toggle
  • Burning Retreat - Evade Evade and Movement
  • All Overload skills - Stunbreak
  • Since you lack personal stunbreaks 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 - Powerful Aura has 600 radius


Priorities

High
  • Glyph of Renewal
  • Healing/Condition Clear
Moderate
Low
  • Aura/boonshare


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 Glyph of Renewal 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 Glyph of Renewal, don't waste the skill on players that can be hand rezzed.
  • Use Glyph of Renewal in Air Attunement on single players and Earth Attunement on multiple players
    • If the teleportation from Air Glyph is not needed (or actively harmful), use the glyph in Water Attunement for the extra heal
  • If a downed ally can be safely revived by other means don't use Glyph of Renewal
  • If you are under the effect of Illusion of Life you can cast Glyph of Renewal in Fire Attunement to avoid timing out


Healing/Condition Clear

Healing Skills List Toggle
  • "Wash the Pain Away!"
  • Water Attunement - Healing Ripple
    • Water Blast
    • Geyser
    • Frozen Ground
    • Healing Rain
    • Overload Water
  • Any Blast Finisher via Relic of Karakosa
Condition Clear Skills List Toggle
  • "Wash the Pain Away!" cleanses 3 condi but best used as a burst heal.
  • Water Attunement
    • Healing Rain
    • Overload Water
  • Any Blast Finisher via Diamond Skin
  • Start fights in Fire Attunement for Overload Fire before you engage the enemy
  • Outside of the opener your attunement priority is:
  1. Water Attunement - Priority whenever healing/condition clear is needed
  2. Earth Attunement - Secondary Priority whenever healing/condition clear is needed
  3. Air Attunement - Priority for CC
  4. Fire Attunement - Priority when low enemy pressure and CC isn't needed
  • Once all of your skills are on cooldown on one attunement you should immediately swap to the next best attunement for your situation
    • You Overload skills can be powerful, but take a lot of time to cast and increase the cooldown of your Attunement
      • Water Overload should always be cast unless the healing and Condition Clear isn't needed
      • Earth Overload should usually be cast, but cancel it if nessecary
        • Make sure to cast Transmute Earth after finishing Earth Overload before you swap Attunement
      • Air Overload should sometimes be cast, don't worry if you have to cancel it or can't stay in Air Attunement long enough to charge it
      • You shouldn't often be in Fire Attunement long enough to charge Fire Overload but if incoming pressure is low feel free to charge and cast it for Might Might
  • Your largest sources of Healing and Condition Clear are from Blast Finishers via Relic of Karakosa and Diamond Skin
    • Your own fields have priority for combo finishers. You have access to three field types that are useful to blast: Fire on Overload Fire, Water on Geyser and Healing Rain, and Ice on Frozen Ground
      • Water is generally the best field type to blast
      • Prioritize blasting your fields, but don't delay your healing just to do so
List of Blast Finishers Toggle
  • "Aftershock!"
  • Water Attunement
    • Ice Spike
  • Earth Attunement
    • Eruption
    • Transmute Earth
    • Overload Earth
  • Use Ice Spike and Eruption on the fields you make with Geyser and Healing Rain for healing or Frozen Ground for damage mitigation if healing isn't needed
    • It is often worth swapping straight to Earth Attunement after Water Attunement to land Eruption on a field
      • The timing with Eruption is somewhat tight so practice it out of combat
  • Use Transmute Earth whenever you can while in Earth Attunement
    • Try to cast "Aftershock! in Earth Attunement whenever it will be useful for an extra Transmute Earth proc
  • Tempests biggest burst heal skill is "Wash the Pain Away!"
    • Keep in mind most of the healing is on the first pulse which has a radius of 240
  • Water Attunement Healing Ripple is instant cast, meaning it provides the healing immediately and can also be used while CCed


Aura/Boonshare

  • Overload Fire is a significant Might Might generator, but limited by the long charging and casting time in an Attunement with very little support value otherwise
    • Try to go into Fire Attunement whenever you're in a low pressure situation, such as both groups disengaging from each other to regroup
  • Use Magnetic Aura Transmute Earth as the first Stability Stability application on ranged engages
  • Other than ranged engages, use Transmute Earth as frequently as possible
  • Use Frozen Ground on your group before pushes to give Frost Aura


CC

CC Skill List Toggle
  • "Aftershock!" - Immobilize Immobilize
  • Air Attunement
    • Gust
    • Static Field - Stun Stun
    • Overload Air via Unstable Conduit - Stun Stun
  • Earth Attunement
    • Unsteady Ground - Line
    • Overload Earth - Immobilize Immobilize
  • Use your CC when:
    • Your group calls a spike such as Wells (Well of Corruption)
    • On top of enemy downs (while alive enemies are on top of them)
    • Enemy groups move defensively while your group is pushing
  • Be careful not to knock enemies out of your groups spikes with Gust

Superspeed

  • Focus on using Windborne Speed when your group is pushing or disengaging from the enemy


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 3 votes.
Log in or register to rate this build.
5 stars
Soldier198 gave this build 5 stars • February 2025
02/20/2025 Tempest can choose to run Staff, D/D, or D/Wh with different strengths and weaknesses. Staff - High Cleanse, High Healing, High Utility D/D - High Cleanse, High Healing, Low Utility D/Wh - Medium Cleanse, High Healing, High Utility I use the Earth trait line over Fire for Staff and D/Wh.
4 stars
Tyroxin gave this build 4 stars • February 2023
Okay, but feels underwhelming. The hot fancy new stability source is nice and may or may not be equal to guard numberwise - but, access to it is gated to earth, which directly hampers its usability compared to guard, which has it in the utilities. Would need Eye of the Storm to fill the stunbreak role, which is single charged and therefore considerably less flexible compared to FBs Mantra. The rest of the support package is still good - healing, cleanses - but I wouldn't want to run myself as the only stability for my group. (Even the engage stability role feels iffy to me).
5 stars
Jaukk gave this build 5 stars • February 2023
After the february 14th, 2023 patch, staff tempest definetely became a top tier option for open field over the standard dagger/x build, specially for players who enjoy the non-stop usage of ground targeted skills and its gameplay aspect. The access to magnetic aura through multiple sources (overload earth, staff3 earth, "aftershock!", etc) allows a continuous AoE stab and cleanse output with transmute earth. On top of that, the recent buffs to staff skills, such as healing rain increased cleansing and healing for each condition removed, frozen ground now granting frost aura, better heal output through geyser and staff autos (on allies), and superspeed access on air4, definetely improved the overall viability of this build. Also, the possibility to use 10-men ground CC skills such as static and line along with the commander's call to drop wells or spike really makes the gameplay feel more interactive as you aren't purely supporting but also contributing to your group's effectiveness on generating downstates through coordinated damage and CC.

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