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Difference between revisions of "Tempest - D/D Aurashare"

 
(18 intermediate revisions by 3 users not shown)
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| focus = control, support, healing, condition cleanse
 
| focus = control, support, healing, condition cleanse
 
| rating = great
 
| rating = great
| meta = y
+
| meta =  
| xpac = hot
+
| xpac = hot, soto
 
| difficulty = 1
 
| difficulty = 1
 
}}
 
}}
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|utility1 = "Aftershock!"
 
|utility1 = "Aftershock!"
 
|utility2 = "Flash-Freeze!"
 
|utility2 = "Flash-Freeze!"
|utility3 = Glyph of Renewal
+
|utility3 =  
 
|elite = "Rebound!"
 
|elite = "Rebound!"
 
}}
 
}}
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===Variants===
 
===Variants===
 
;Weapons
 
;Weapons
* '''Dagger/Focus''' more cleanse/healing but less {{tooltip|Might}}/defense - see [[Build:Tempest_-_Aurashare]]
+
* '''Dagger/Focus''' more {{tooltip|Might}}/defense - see [[Build:Tempest_-_Aurashare]]
 +
* '''Staff''' - see [[Build:Tempest_-_Staff_Support]]
  
 
;Utilities
 
;Utilities
 +
* {{Skill|Glyph of Renewal}}
 
* {{Skill|"Feel the Burn!"}} shortest CD shout, for slightly more heal/cleanse
 
* {{Skill|"Feel the Burn!"}} shortest CD shout, for slightly more heal/cleanse
 
* {{Skill|"Eye of the Storm!"}} group stunbreak and AOE superspeed
 
* {{Skill|"Eye of the Storm!"}} group stunbreak and AOE superspeed
Line 47: Line 49:
 
{{Specialization|Water|top|mid|mid}}
 
{{Specialization|Water|top|mid|mid}}
 
{{Specialization|Tempest|bot|bot|bot}}
 
{{Specialization|Tempest|bot|bot|bot}}
;Variants
 
* {{Trait|Lucid Singularity}} ~20% healing loss, but decent {{Tooltip|Alacrity}} uptime
 
  
  
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| rune = Superior Rune of the Monk
 
| rune = Superior Rune of the Monk
 
| rune-qt = 6
 
| rune-qt = 6
 +
| relic = Relic of Karakosa
 
| weapon1 = Dagger
 
| weapon1 = Dagger
 
| weapon2 = Dagger
 
| weapon2 = Dagger
Line 76: Line 77:
  
  
===Relic===
+
===Equipment Variants===
* '''Trooper'''' - cleanse
+
;Relic
* '''Monk''' - healing
+
* {{Relic|Relic of the Trooper}} more cleanse, but less heal
  
  
Line 108: Line 109:
 
* This build has moderate passive defense
 
* This build has moderate passive defense
 
* This build has moderate mobility skill access
 
* This build has moderate mobility skill access
* This builds has low active defenses
+
** {{Skill|Burning Speed}} and {{Skill|Earthen Rush}} are your main mobility skill, you want to use them when you far away from the tag to get closer,  or to have active Evade if you don't have any dodge on heavy pressure case
 +
* This build has low active defenses
 
** Since you lack personal stunbreaks and {{Tooltip|Stability}} and you heavily rely on skills with longer casttimes, you want to position safely
 
** Since you lack personal stunbreaks and {{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
 
*** 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 overloading, if needed, move further away ensure the cast finishes - {{Trait|Powerful Aura}} has 600 radius
 +
** {{Skill|Obsidian Flesh}} is your panic button, but as healer you don't want to use it to much or your party will die. You can cancel it anytime with a weapons stow or some high priority skills like {{Skill|"Wash the Pain Away!"}} or {{Skill|"Rebound!"}}
  
 
{{Collapse start|Active defense priority}}
 
{{Collapse start|Active defense priority}}
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* {{Skill|Burning Speed}}
 
* {{Skill|Burning Speed}}
 
* {{Skill|Earthen Rush}}
 
* {{Skill|Earthen Rush}}
 +
* {{Skill|Obsidian Flesh}}
 
{{Collapse end}}
 
{{Collapse end}}
  
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===Detailed Explanations===
 
===Detailed Explanations===
 
====Glyph of Renewal====
 
====Glyph of Renewal====
 +
{{Collapse start|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
 
*  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.
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* If a downed ally can be safely revived by other means don't use {{Skill|Glyph of Renewal}}
 
* 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 avoid timing out
 
* If you are under the effect of {{Skill|Illusion of Life}} you can cast {{Skill|Glyph of Renewal}} in {{Skill|Fire Attunement}} to avoid timing out
 +
{{Collapse end}}
  
  
 
====Condition clear====
 
====Condition clear====
* Much of your condition clear is tied up in attunements and overloads by {{Trait|Smothering Auras}}, so conserve your shouts unless you absolutely need them
+
* {{Skill|"Aftershock!"}} should be saved for {{Tooltip|Immobilize}} rather than used to proc {{Trait|Smothering Auras}}
** {{Skill|"Wash the Pain Away!"}} and {{Skill|"Aftershock!"}} each cleanse two conditions but should normally be saved for healing and {{Tooltip|Immobilize}} respectively
 
 
* Keep in mind the small, 240 radius of {{Skill|Transmute Frost}}/{{Skill|Transmute Lightning}}. Both are significant condition clear with {{Trait|Smothering Auras}}
 
* Keep in mind the small, 240 radius of {{Skill|Transmute Frost}}/{{Skill|Transmute Lightning}}. Both are significant condition clear with {{Trait|Smothering Auras}}
  
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* {{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}} + {{Rune|Superior Rune of the Trooper}}
+
* {{Skill|"Flash-Freeze!"}} - {{Trait|Smothering Auras}}
* {{Skill|"Rebound!"}} - {{Trait|Smothering Auras}} + {{Rune|Superior Rune of the Trooper}}
+
* {{Skill|"Rebound!"}} - {{Trait|Smothering Auras}}
* {{Skill|"Wash the Pain Away!"}} - {{Rune|Superior Rune of the Trooper}}
+
* {{Skill|"Wash the Pain Away!"}}
* {{Skill|"Aftershock!"}} - {{Trait|Smothering Auras}} + {{Rune|Superior Rune of the Trooper}}
+
* {{Skill|"Aftershock!"}} - {{Trait|Smothering Auras}}
 
{{Collapse end}}
 
{{Collapse end}}
  
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====Healing====
 
====Healing====
 
* Most of your healing comes from {{Skill|Water Attunement}} and {{Skill|"Wash the Pain Away!"}}
 
* Most of your healing comes from {{Skill|Water Attunement}} and {{Skill|"Wash the Pain Away!"}}
** Enter {{Skill|Water Attunement}} when you predict heavy pressure coming in the next 10 seconds
+
** Avoid leaving {{Skill|Water Attunement}} if you predict heavy pressure coming in the next 10 seconds
 
* {{Skill|Cone of Cold}} can be used twice in each {{Skill|Water Attunement}} if you use it as soon as you enter and again as you leave attunement
 
* {{Skill|Cone of Cold}} can be used twice in each {{Skill|Water Attunement}} if you use it as soon as you enter and again as you leave attunement
 
** Channeled skills like {{Skill|Cone of Cold}} finish casting even if you leave attunement after starting the cast
 
** Channeled skills like {{Skill|Cone of Cold}} finish casting even if you leave attunement after starting the cast
 
* Tempests biggest burst heal skill is {{Skill|"Wash the Pain Away!"}}
 
* Tempests biggest burst heal skill is {{Skill|"Wash the Pain Away!"}}
** Keep in mind most of the healing is on the first pulse which only has a radius of 180
+
** Keep in mind most of the healing is on the first pulse which has a smaller radius than the rest of the skill
 
* {{Skill|Water Attunement}} {{to}} {{Trait|Healing Ripple}} is instant cast, meaning it provides the healing immediately and can also be used while CCed
 
* {{Skill|Water Attunement}} {{to}} {{Trait|Healing Ripple}} is instant cast, meaning it provides the healing immediately and can also be used while CCed
 +
* {{Skill|Transmute Frost}} can be enabled by {{Skill|Frozen Burst}}, {{Skill|Overload Water}}, {{Skill|Flash-Freeze}} and, of course, {{Skill|Frost Aura}}. Make sure to use it as often as possible.
 +
* A significant part of your healing comes from {{Relic|Relic of Karakosa}} and blast finishers:
 +
** {{Skill|Frozen Burst}}
 +
** {{Skill|Earthquake}}
 +
** {{Skill|Churning Earth}}
 +
** {{Skill|Convergence}}
 +
** Try to make {{Skill|Frozen Burst}} your last cast in {{Skill|Water Attunement}} then immediately swap to {{Skill|Air Attunement}} or {{Skill|Earth Attunement}} to use blasts on the field
  
 
{{Collapse start|Healing priority}}
 
{{Collapse start|Healing priority}}
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** {{Skill|Cleansing Wave}}
 
** {{Skill|Cleansing Wave}}
 
** {{Skill|Frost Aura}} {{to}} {{Skill|Transmute Frost}}
 
** {{Skill|Frost Aura}} {{to}} {{Skill|Transmute Frost}}
** {{Skill|Frozen Burst}} - water field blast
+
** {{Skill|Frozen Burst}} - {{Relic|Relic of Karakosa}}
 
** {{Skill|Overload Water}}
 
** {{Skill|Overload Water}}
 
* {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Smothering Auras}}
 
* {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Smothering Auras}}
 
* {{Skill|Air Attunement}}
 
* {{Skill|Air Attunement}}
 
** {{Skill|Shocking Aura}} - {{Trait|Smothering Auras}}
 
** {{Skill|Shocking Aura}} - {{Trait|Smothering Auras}}
 +
** {{Skill|Convergence}} - {{Relic|Relic of Karakosa}}
 +
* {{Skill|Earth Attunement}}
 +
** {{Skill|Earthquake}} - {{Relic|Relic of Karakosa}}
 +
** {{Skill|Churning Earth}} - {{Relic|Relic of Karakosa}}
 
{{Collapse end}}
 
{{Collapse end}}
  
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** Activate {{Skill|Shocking Aura}} soon after entering {{Skill|Air Attunement}} so its duration doesn't overlap with {{Skill|Overload Air}} + {{Trait|Unstable Conduit}}
 
** Activate {{Skill|Shocking Aura}} soon after entering {{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 240 radius
 
* 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
 +
* {{Skill|"Rebound!"}} can be used to cover {{Tooltip|Stability}} for your party if the primary providers have downtime
  
  

Latest revision as of 03:09, 9 October 2024

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 buildsSecrets of the Obscure builds

Difficulty:
Easy
This build was last updated on October 09, 2024 and is up to date for the October 8, 2024 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.

Tempest provides some Might Might provided with Pyromancer's Puissance as well as unique auras - primarily Frost Aura and the very powerful Shocking Aura.


Skill Bar

Dagger/Dagger
Dagger/Dagger
Utility


Variants

Weapons
Utilities
  • Glyph of Renewal
  • "Feel the Burn!" shortest CD shout, for slightly more heal/cleanse
  • "Eye of the Storm!" group stunbreak and AOE superspeed


Specializations


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
Relic


Equipment Variants

Relic
  • Relic of the Trooper more cleanse, but less heal


Consumables

    • personal option


Usage

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


Overall Priorities

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


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • Burning Speed and Earthen Rush are your main mobility skill, you want to use them when you far away from the tag to get closer, or to have active Evade if you don't have any dodge on heavy pressure case
  • This build 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 - Powerful Aura has 600 radius
    • Obsidian Flesh is your panic button, but as healer you don't want to use it to much or your party will die. You can cancel it anytime with a weapons stow or some high priority skills like "Wash the Pain Away!" or "Rebound!"
Active defense priority Toggle
  • Dodge
  • Burning Speed
  • Earthen Rush
  • Obsidian Flesh


Detailed Explanations

Glyph of Renewal

Glyph of Renewal Toggle
  • 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 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


Condition clear

  • "Aftershock!" should be saved for Immobilize Immobilize rather than used to proc Smothering Auras
  • Keep in mind the small, 240 radius of Transmute Frost/Transmute Lightning. Both are significant condition clear with Smothering Auras
Condition clear priority Toggle
  • Water Attunement
    • Cleansing Wave
    • Transmute Frost - Smothering Auras
    • Frost Aura - Smothering Auras
    • Overload Water - Unstable Conduit + Smothering Auras
  • Fire Attunement - Sunspot + Smothering Auras
  • Air Attunement
    • Transmute Lightning - Smothering Auras
    • Shocking Aura - Smothering Auras
    • Overload Air - Unstable Conduit + Smothering Auras
  • Earth Attunement
    • Overload Earth - Unstable Conduit + Smothering Auras
  • "Flash-Freeze!" - Smothering Auras
  • "Rebound!" - Smothering Auras
  • "Wash the Pain Away!"
  • "Aftershock!" - Smothering Auras


Healing

  • Most of your healing comes from Water Attunement and "Wash the Pain Away!"
    • Avoid leaving Water Attunement if you predict heavy pressure coming in the next 10 seconds
  • Cone of Cold can be used twice in each Water Attunement if you use it as soon as you enter and again as you leave attunement
    • Channeled skills like Cone of Cold finish casting even if you leave attunement after starting the cast
  • 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 smaller radius than the rest of the skill
  • Water Attunement Healing Ripple is instant cast, meaning it provides the healing immediately and can also be used while CCed
  • Transmute Frost can be enabled by Frozen Burst, Overload Water, Flash-Freeze and, of course, Frost Aura. Make sure to use it as often as possible.
  • A significant part of your healing comes from Relic of Karakosa and blast finishers:
    • Frozen Burst
    • Earthquake
    • Churning Earth
    • Convergence
    • Try to make Frozen Burst your last cast in Water Attunement then immediately swap to Air Attunement or Earth Attunement to use blasts on the field
Healing priority Toggle
  • "Wash the Pain Away!"
  • Water Attunement - Healing Ripple
    • Cone of Cold
    • Cleansing Wave
    • Frost Aura Transmute Frost
    • Frozen Burst - Relic of Karakosa
    • Overload Water
  • Fire Attunement - Sunspot + Smothering Auras
  • Air Attunement
    • Shocking Aura - Smothering Auras
    • Convergence - Relic of Karakosa
  • Earth Attunement
    • Earthquake - Relic of Karakosa
    • Churning Earth - Relic of Karakosa


CC

  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Save "Aftershock!" when Earth Attunement is available to CC instead
    • The Immobilize Immobilize from "Aftershock!" hits in 600 radius
CC priority Toggle
  • "Aftershock!"
  • Earth Attunement
    • Earthquake
    • Overload Earth
    • Ring of Earth
  • Air Attunement
    • Transmute Lightning
    • Shocking Aura
    • Overload Air - Unstable Conduit
  • Water Attunement


Aura/boonshare

  • Try to be in Air Attunement for melee engages to apply Shocking Aura
    • Activate Shocking Aura soon after entering Air Attunement so its duration doesn't overlap with Overload Air + Unstable Conduit
  • Make sure you're close to your group when leaving Fire Attunement to proc Pyromancer's Puissance, it has a short 240 radius
  • "Rebound!" can be used to cover Stability Stability for your party if the primary providers have downtime


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 4 stars based on 2 votes.
Log in or register to rate this build.
5 stars
Soldier198 gave this build 5 stars • June 2024
06/25/2024 Buffs made this build an exceptional healer and cleanser. While it was previously capable of outputting high cleansing and respectable healing, combined buffs to Cone of Cold, Frozen Burst, and Soothing Ice allows for significantly improved healing and cleansing and nonstop transmutations of Frost Aura, as well as an extraordinary high uptime of Frost Aura in general. Very powerful right now, but with a lesser amount of general utility compared to Scrapper and Druid.
3 stars
Arete gave this build 3 stars • April 2024
Good alternative to D/F tempest, trading might for and cleanse and 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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