Difference between revisions of "Tempest - Aurashare (GvG)"
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| designed for = wvw gvg | | designed for = wvw gvg | ||
| focus = control, support, healing, condition cleanse | | focus = control, support, healing, condition cleanse | ||
− | | rating = | + | | rating = archived |
| xpac = hot | | xpac = hot | ||
− | | | + | | difficulty = 1 |
}} | }} | ||
==Overview== | ==Overview== | ||
− | + | This build primarily fills the role of the healer and cleanser for its party as an alternative to Druid, Scrapper or Vindicator. [[Build:Catalyst_-_Support_Catalyst_(GvG) | Catalyst]] can also be used instead for the same role, see [[Guide:GvG_Support_Elementalist_Builds | here]] for a comparison | |
+ | |||
+ | {{Skill|Glyph of Renewal}} is an exceptionally powerful revive skill - in {{Skill|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 and in {{Skill|Earth Attunement}} it revives up to three players. | ||
+ | |||
+ | Tempest provides high amounts of might provided with {{Trait|Pyromancer's Puissance}}, {{Skill|Fire Shield}} and {{Skill|Transmute Fire}} as well as unique auras including the very powerful {{Skill|Shocking Aura}}. | ||
+ | |||
+ | 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. | ||
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|weapon1 = Dagger | |weapon1 = Dagger | ||
|weapon2 = Focus | |weapon2 = Focus | ||
− | |||
− | |||
|healing = "Wash the Pain Away!" | |healing = "Wash the Pain Away!" | ||
|utility1 = "Aftershock!" | |utility1 = "Aftershock!" | ||
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− | + | ;Variants | |
− | + | * {{Skill|"Flash-Freeze!"}} or {{Skill|"Eye of the Storm!"}} instead of {{Skill|Signet of Earth}} are easier to use. | |
− | + | ||
− | * {{Skill|" | ||
− | |||
− | |||
− | |||
− | |||
− | |||
==Specializations== | ==Specializations== | ||
{{Specialization|Fire|bot|mid|mid}} | {{Specialization|Fire|bot|mid|mid}} | ||
{{Specialization|Water|bot|mid|mid}} | {{Specialization|Water|bot|mid|mid}} | ||
− | {{Specialization|Tempest|bot|bot| | + | {{Specialization|Tempest|bot|bot|mid}} |
+ | |||
+ | ;Variants | ||
+ | * {{Trait|Elemental Bastion}} | ||
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| weight = Light | | weight = Light | ||
| stats = Minstrel | | stats = Minstrel | ||
− | | rune = Superior Rune of | + | | rune = Superior Rune of Radiance |
| rune-qt = 6 | | rune-qt = 6 | ||
+ | | relic = Relic of Antitoxin | ||
| weapon1 = Dagger | | weapon1 = Dagger | ||
| weapon2 = Focus | | weapon2 = Focus | ||
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| infusion1-qt = 18 | | infusion1-qt = 18 | ||
}} | }} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
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** {{Food|Delicious Rice Ball}} personal option | ** {{Food|Delicious Rice Ball}} personal option | ||
* {{Utility|Bountiful Maintenance Oil}} | * {{Utility|Bountiful Maintenance Oil}} | ||
+ | ** {{Utility|Flask of Pumpkin Oil}} is an alternative if you can go for many revives | ||
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* Unlike most builds in WvW, Dagger/Focus aurashare tempest can be played with a skill rotation | * 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 | ** 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 {{Skill|Fire Attunement}} to proc | + | ** The most important part of the rotation is maximizing the amount of swaps into {{Skill|Fire Attunement}} to proc {{Trait|Smothering Auras}} with {{Skill|Fire Shield}}/{{Skill|Transmute Fire}} and to generate large amounts of {{Tooltip|Might}} with {{Trait|Sunspot}} and the Flame Expulsion from {{Trait|Pyromancer's Puissance}} |
** The order of the non-fire attunements is not important to the rotation, roughly prioritize in this order, but change based on needs: | ** The order of the non-fire attunements is not important to the rotation, roughly prioritize in this order, but change based on needs: | ||
**# {{Skill|Water Attunement}} - healing and cleanse | **# {{Skill|Water Attunement}} - healing and cleanse | ||
**# {{Skill|Air Attunement}} - anti-melee CC, projectile hate, single target CC, single target {{Skill|Glyph of Renewal}} | **# {{Skill|Air Attunement}} - anti-melee CC, projectile hate, single target CC, single target {{Skill|Glyph of Renewal}} | ||
− | **# {{Skill|Earth Attunement}} - personal survivability, | + | **# {{Skill|Earth Attunement}} - personal survivability, movement, AoE {{Skill|Glyph of Renewal}} |
− | + | ||
{{Collapsible | {{Collapsible | ||
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|;Skill Rotation | |;Skill Rotation | ||
| | | | ||
− | * Start the fight in {{Skill| | + | * Start the fight in {{Skill|Earth Attunement}} |
− | # {{Skill| | + | # {{Skill|Earthen Rush}} |
# {{Skill|Fire Attunement}} | # {{Skill|Fire Attunement}} | ||
# {{Skill|Transmute Fire}} | # {{Skill|Transmute Fire}} | ||
# {{Skill|Fire Shield}} | # {{Skill|Fire Shield}} | ||
− | # {{Skill| | + | # {{Skill|Air Attunement}} |
− | # | + | # {{Skill|Shocking Aura}} |
− | # {{Skill|Overload Water}} | + | # {{Skill|Transmute Lightning}} right before Overload |
− | + | # {{Skill|Overload Air}} {{to}} {{Skill|Transmute Lightning}} | |
− | * If at any stage your group is not engaged or is standing back, not needing to be cleansed or healed, | + | # {{Skill|Fire Attunement}} |
+ | # {{Skill|Transmute Fire}} | ||
+ | # {{Skill|Water Attunement}} | ||
+ | # {{Skill|Overload Water}} | ||
+ | # Repeat | ||
+ | |||
+ | * The order or {{Skill|Water Attunement}} and {{Skill|Air Attunement}} can be swapped. | ||
+ | * Use {{Skill|Burning Speed}}, {{Skill|Cone of Cold}}, {{Skill|Frozen Burst}}, {{Skill|Freezing Gust}}, {{Skill|Comet}}, {{Skill|Convergence}}, {{Skill|Ring of Earth}} as fillers | ||
+ | * Use {{Skill|Swirling Winds}} for the projectile block | ||
+ | * Use {{Skill|Gale}} and {{Skill|Signet of Earth}} for single target focus | ||
+ | * If at any stage your group is not engaged or is standing back, not needing to be cleansed or healed, continue to swap in and out of {{Skill|Fire Attunement}} for the {{Tooltip|Might}} | ||
}} | }} | ||
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;Low | ;Low | ||
− | * Aura/ | + | * Aura/Boonshare |
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* This builds has low active defenses | * This builds has low active defenses | ||
** Be careful about attuning into {{Skill|Earth Attunement}}, since you'll lose access to {{Skill|Obsidian Flesh}} after leaving it | ** Be careful about attuning into {{Skill|Earth Attunement}}, since you'll lose access to {{Skill|Obsidian Flesh}} after leaving it | ||
+ | ** Since your personal stunbreaks are time-gated '''Overloads'' and you don't have access to {{Tooltip|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 - {{Trait|Powerful Aura}} has 600 radius | ||
+ | ** While in {{Skill|Fire Attunement}}, move a bit closer - {{Trait|Smothering Auras}}, {{Skill|Transmute Fire}} and the Flame Expulsion from {{Trait|Pyromancer's Puissance}} have 240 radius. | ||
{{Collapsible | {{Collapsible | ||
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|;Active defense priority | |;Active defense priority | ||
| | | | ||
− | * {{Skill|Magnetic Wave}} - for {{Tooltip|Immobilize}} | + | * {{Skill|Magnetic Wave}} - for cleansing {{Tooltip|Immobilize}} |
* '''Dodge''' | * '''Dodge''' | ||
* {{Skill|Burning Speed}} | * {{Skill|Burning Speed}} | ||
* {{Skill|Earthen Rush}} | * {{Skill|Earthen Rush}} | ||
* {{Skill|Obsidian Flesh}} | * {{Skill|Obsidian Flesh}} | ||
+ | * {{Skill|Tornado}} - for {{Tooltip|Stability}} and {{Skill|Dust Charge}} | ||
}} | }} | ||
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===Detailed Explanations=== | ===Detailed Explanations=== | ||
====Glyph of Renewal==== | ====Glyph of Renewal==== | ||
+ | * Under '''General Options / Combat/Movement''' turn on '''Allow Skill Retargetting''' and set '''Ground Targetting''' to '''Instant Cast''', this will make {{Skill|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 {{Skill|Glyph of Renewal}}, don't waste the skill on players that can be hand rezzed. | * Focus on reviving allies who are far away with {{Skill|Glyph of Renewal}}, don't waste the skill on players that can be hand rezzed. | ||
− | * Use {{Skill|Glyph of Renewal}} in {{Skill|Air Attunement}} on single players and {{Skill|Earth Attunement}} on multiple players | + | * Use {{Skill|Glyph of Renewal}} in {{Skill|Air Attunement}} on single players and {{Skill|Earth Attunement}} on multiple players if possible |
− | ** | + | ** Don't delay your cast for this, it is better to get the revive from the wrong attunement over being to late |
− | * | + | ** If the teleportation is not needed (or actively harmful), use the glyph in {{Skill|Water Attunement}} for the extra heal |
+ | * If a downed ally can be safely revived by other means don't use {{Skill|Glyph of Renewal}} | ||
+ | * If you are under the effect of {{Skill|Illusion of Life}} you can cast {{Skill|Glyph of Renewal}} in {{Skill|Fire Attunement}} to revive yourself after timing out | ||
====Condition clear==== | ====Condition clear==== | ||
* Most of your condition clear is tied up in attunements and overloads by {{Trait|Smothering Auras}}, so conserve your shouts unless you absolutely need them | * Most of your condition clear is tied up in attunements and overloads by {{Trait|Smothering Auras}}, so conserve your shouts unless you absolutely need them | ||
+ | ** Use {{Skill|Fire Shield}}, {{Skill|Transmute Fire}}, {{Skill|Shocking Aura}} and {{Skill|Transmute Lightning}} for this purpose - keep in mind that the range for the cleanse is 240 | ||
+ | * {{Skill|Water Attunement}} with {{Trait|Cleansing Wave}} | ||
+ | * {{Skill|"Wash the Pain Away!"}} and {{Skill|"Aftershock!"}} each cleanse two conditions but should normally be saved for healing and {{Tooltip|Immobilize}} respectively | ||
{{Collapsible | {{Collapsible | ||
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** {{Skill|Fire Shield}} - {{Trait|Smothering Auras}} | ** {{Skill|Fire Shield}} - {{Trait|Smothering Auras}} | ||
* {{Skill|Water Attunement}} | * {{Skill|Water Attunement}} | ||
− | ** {{Skill|Overload Water}} | + | ** {{Skill|Overload Water}} - {{Trait|Unstable Conduit}} + {{Trait|Smothering Auras}} |
* {{Skill|Air Attunement}} | * {{Skill|Air Attunement}} | ||
− | ** {{Skill|Shocking Aura}} | + | ** {{Skill|Transmute Lightning}} - {{Trait|Smothering Auras}} |
− | ** {{Skill|Overload Air}} | + | ** {{Skill|Shocking Aura}} - {{Trait|Smothering Auras}} |
+ | ** {{Skill|Overload Air}} - {{Trait|Unstable Conduit}} + {{Trait|Smothering Auras}} | ||
* {{Skill|Earth Attunement}} | * {{Skill|Earth Attunement}} | ||
** {{Skill|Overload Earth}} - {{Trait|Unstable Conduit}} + {{Trait|Smothering Auras}} | ** {{Skill|Overload Earth}} - {{Trait|Unstable Conduit}} + {{Trait|Smothering Auras}} | ||
* {{Skill|"Flash-Freeze!"}} - {{Trait|Smothering Auras}} | * {{Skill|"Flash-Freeze!"}} - {{Trait|Smothering Auras}} | ||
* {{Skill|"Rebound!"}} - {{Trait|Smothering Auras}} | * {{Skill|"Rebound!"}} - {{Trait|Smothering Auras}} | ||
− | * {{Skill|"Wash the Pain Away!"}} | + | * {{Skill|"Wash the Pain Away!"}} |
− | * {{Skill|"Aftershock!"}} | + | * {{Skill|"Aftershock!"}} - {{Trait|Smothering Auras}} |
}} | }} | ||
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====Healing==== | ====Healing==== | ||
* Most of your healing will be passively applied by rotating through your attunements, applying '''aura''' skills and {{Trait|Soothing Mist}}. Your main decision is when to go into {{Skill|Water Attunement}} and when to use your '''shout''' skills | * Most of your healing will be passively applied by rotating through your attunements, applying '''aura''' skills and {{Trait|Soothing Mist}}. Your main decision is when to go into {{Skill|Water Attunement}} and when to use your '''shout''' skills | ||
− | + | * Enter {{Skill|Water Attunement}} for the immediate healing from {{Trait|Healing Ripple}} and, after a short delay from {{Skill|Overload Water}} | |
+ | ** Try to predict when the final proc of {{Skill|Overload Water}} will line up with incoming damage | ||
+ | * Tempests biggest burst heal skill is {{Skill|"Wash the Pain Away!"}} | ||
+ | ** Keep in mind most of the healing is first pulse which only has a radius of 180 | ||
+ | * {{Skill|Cone of Cold}} is decent healing while waiting for {{Skill|Overload Water}} | ||
{{Collapsible | {{Collapsible | ||
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|;Healing priority | |;Healing priority | ||
| | | | ||
− | |||
* {{Skill|"Wash the Pain Away!"}} | * {{Skill|"Wash the Pain Away!"}} | ||
− | * {{Skill| | + | * {{Skill|Water Attunement}} - {{Trait|Healing Ripple}} |
− | |||
− | |||
** {{Trait|Soothing Mist}} | ** {{Trait|Soothing Mist}} | ||
** {{Skill|Frozen Burst}} - water field blast | ** {{Skill|Frozen Burst}} - water field blast | ||
− | ** {{Skill|Overload Water}} | + | ** {{Skill|Overload Water}} - {{Trait|Unstable Conduit}} + {{Trait|Elemental Bastion}} |
** {{Skill|Cone of Cold}} | ** {{Skill|Cone of Cold}} | ||
* {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Elemental Bastion}} | * {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Elemental Bastion}} | ||
− | ** {{Skill|Fire Shield}} | + | ** {{Skill|Fire Shield}} - {{Trait|Elemental Bastion}} |
* {{Skill|Air Attunement}} | * {{Skill|Air Attunement}} | ||
− | ** {{Skill|Shocking Aura}} | + | ** {{Skill|Shocking Aura}} - {{Trait|Elemental Bastion}} |
** {{Skill|Overload Air}} - {{Trait|Unstable Conduit}} + {{Trait|Elemental Bastion}} | ** {{Skill|Overload Air}} - {{Trait|Unstable Conduit}} + {{Trait|Elemental Bastion}} | ||
* {{Skill|Earth Attunement}} | * {{Skill|Earth Attunement}} | ||
** {{Skill|Magnetic Wave}} - water field blast | ** {{Skill|Magnetic Wave}} - water field blast | ||
** {{Skill|Overload Earth}} - {{Trait|Unstable Conduit}} + {{Trait|Elemental Bastion}} | ** {{Skill|Overload Earth}} - {{Trait|Unstable Conduit}} + {{Trait|Elemental Bastion}} | ||
+ | * {{Skill|"Aftershock!"}} - {{Trait|Elemental Bastion}} | ||
}} | }} | ||
====CC==== | ====CC==== | ||
− | * Use your CC when: | + | * Use your AoE CC when: |
** Your group calls a spike: | ** Your group calls a spike: | ||
*** Winds - {{Skill|Winds of Disenchantment}} | *** Winds - {{Skill|Winds of Disenchantment}} | ||
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** On top of enemy downs (while alive players are on top of them) | ** On top of enemy downs (while alive players are on top of them) | ||
** Enemy groups moving defensively while your group is pushing | ** Enemy groups moving defensively while your group is pushing | ||
− | * {{Skill|Earthen Rush}} | + | * Be careful using {{Skill|Earthen Rush}} since leaving {{Skill|Earth Attunement}} locks you out of {{Skill|Obsidian Flesh}} |
− | * {{Skill|Gale}} | + | ** The {{Tooltip|Immobilize}} from {{Skill|"Aftershock!"}} hits in 600 radius |
+ | * If your team is focusing on a single player, use {{Skill|Gale}} and {{Skill|Signet of Earth}} | ||
** Make sure to check the targets boon bar for {{Tooltip|Stability}} | ** Make sure to check the targets boon bar for {{Tooltip|Stability}} | ||
− | * | + | * Use {{Skill|Tornado}} to stop the enemy from reviving downed players by knocking them away |
− | ** | + | ** It can also be used if you notice that the enemy ran out of {{Tooltip|Stability}} and access to it |
+ | ** Press 2 once for {{Skill|Dust Tornado}}, then use {{Skill|Dust Charge}} and the pulsing knock to CC | ||
{{Collapsible | {{Collapsible | ||
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|;CC priority | |;CC priority | ||
| | | | ||
− | * {{Skill| | + | * {{Skill|Water Attunement}} |
− | + | ** {{Skill|Comet}} | |
− | ** {{Skill| | ||
− | |||
− | |||
* {{Skill|Air Attunement}} | * {{Skill|Air Attunement}} | ||
** {{Skill|Transmute Lightning}} | ** {{Skill|Transmute Lightning}} | ||
** {{Skill|Shocking Aura}} | ** {{Skill|Shocking Aura}} | ||
** {{Skill|Overload Air}} - {{Trait|Unstable Conduit}} | ** {{Skill|Overload Air}} - {{Trait|Unstable Conduit}} | ||
− | * {{Skill| | + | * {{Skill|Earth Attunement}} |
− | ** {{Skill| | + | ** {{Skill|Earthen Rush}} |
+ | ** {{Skill|Ring of Earth}} | ||
+ | * {{Skill|"Aftershock!"}} | ||
+ | * {{Skill|Tornado}} | ||
}} | }} | ||
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* Try to be in {{Skill|Air Attunement}} for melee engages to apply {{Skill|Shocking Aura}} | * Try to be in {{Skill|Air Attunement}} for melee engages to apply {{Skill|Shocking Aura}} | ||
** Activate {{Skill|Shocking Aura}} as soon as you enter {{Skill|Air Attunement}} so its duration doesn't overlap with {{Skill|Overload Air}} + {{Trait|Unstable Conduit}} | ** Activate {{Skill|Shocking Aura}} as soon as you enter {{Skill|Air Attunement}} so its duration doesn't overlap with {{Skill|Overload Air}} + {{Trait|Unstable Conduit}} | ||
− | * Make sure you're close to your group when leaving {{Skill|Fire Attunement}} to proc {{Trait|Pyromancer's Puissance}}, it has a short | + | ** Use {{Skill|Transmute Lightning}} right before {{Skill|Overload Air}} to get extra cleanse and CC |
+ | * Make sure you're close to your group when leaving {{Skill|Fire Attunement}} to proc {{Trait|Pyromancer's Puissance}}, it has a short 240 radius | ||
+ | * Adjust your positioning so that you don't get interrupted while channeling '''overloads''' | ||
====Settings==== | ====Settings==== | ||
+ | * Under '''General Options / Combat/Movement''' turn on '''Allow Skill Retargetting''' and set '''Ground Targetting''' to '''Instant Cast''', this will make {{Skill|Glyph of Renewal}} cast at the location your cursor is at the end of the cast, instead of where you initially targetted | ||
* 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. | * 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''' | * 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 | ** '''Thick squad health bars''' can be used too as a matter of personal preference, but is not recommended for large numbers | ||
− | * Under '''Squad Options''' | + | * Under '''Squad Options''' check '''View as a grid'''. This will allow you to keep track of your allies' health so that you can better predict when to use {{Skill|Glyph of Renewal}} |
Latest revision as of 00:49, 28 August 2024
Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.
Focused on: Control, Support, Healing and Condition cleanse
Designed for: WvW GvG
Overview
This build primarily fills the role of the healer and cleanser for its party as an alternative to Druid, Scrapper or Vindicator. Catalyst can also be used instead for the same role, see here for a comparison
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 and in it revives up to three players.
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
- or instead of are easier to use.
Specializations
- Variants
Template Code
Equipment
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
x6
x18
Consumables
-
- personal option
-
- is an alternative if you can go for many revives
Usage
General
- 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 Might with and the Flame Expulsion from to proc with / and to generate large amounts of
- 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, movement, AoE
|
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 your personal stunbreaks are time-gated 'Overloads and you don't have access to 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
- While in , move a bit closer - , and the Flame Expulsion from have 240 radius.
|
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
- Don't delay your cast for this, it is better to get the revive from the wrong attunement over being to late
- 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 possible
- 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 revive yourself after timing out
Condition clear
- Most of your condition clear is tied up in attunements and overloads by
- Use , , and for this purpose - keep in mind that the range for the cleanse is 240
, so conserve your shouts unless you absolutely need them
- with
- Immobilize respectively and each cleanse two conditions but should normally be saved for healing and
|
Healing
- Most of your healing will be passively applied by rotating through your attunements, applying aura skills and . Your main decision is when to go into and when to use your shout skills
- Enter
- Try to predict when the final proc of will line up with incoming damage
for the immediate healing from and, after a short delay from
- Tempests biggest burst heal skill is
- Keep in mind most of the healing is first pulse which only has a radius of 180
- is decent healing while waiting for
|
CC
- Use your AoE 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
- The Immobilize from hits in 600 radius
since leaving locks you out of
- If your team is focusing on a single player, use
- Make sure to check the targets boon bar for Stability
and
- Use
- It can also be used if you notice that the enemy ran out of Stability and access to it
- Press 2 once for , then use and the pulsing knock to CC
to stop the enemy from reviving downed players by knocking them away
|
- Try to be in
- Activate as soon as you enter so its duration doesn't overlap with +
- Use right before to get extra cleanse and CC
for melee engages to apply
- Make sure you're close to your group when leaving to proc , it has a short 240 radius
- Adjust your positioning so that you don't get interrupted while channeling overloads
Settings
- 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
- 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 check View as a grid. This will allow you to keep track of your allies' health so that you can better predict when to use
Ratings
Comments
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