Difference between revisions of "Tempest - D/D Aurashare"
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| designed for = wvw zerg | | designed for = wvw zerg | ||
| focus = control, support, healing, condition cleanse | | focus = control, support, healing, condition cleanse | ||
− | | rating = | + | | rating = great |
| meta = | | meta = | ||
− | | xpac = hot | + | | xpac = hot, soto |
+ | | difficulty = 1 | ||
}} | }} | ||
Line 28: | Line 29: | ||
|utility1 = "Aftershock!" | |utility1 = "Aftershock!" | ||
|utility2 = "Flash-Freeze!" | |utility2 = "Flash-Freeze!" | ||
− | |utility3 = | + | |utility3 = |
|elite = "Rebound!" | |elite = "Rebound!" | ||
}} | }} | ||
Line 34: | Line 35: | ||
===Variants=== | ===Variants=== | ||
+ | ;Weapons | ||
+ | * '''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 | ||
− | |||
− | |||
==Specializations== | ==Specializations== | ||
{{Specialization|Fire|bot|mid|mid}} | {{Specialization|Fire|bot|mid|mid}} | ||
− | {{Specialization|Water| | + | {{Specialization|Water|top|mid|mid}} |
{{Specialization|Tempest|bot|bot|bot}} | {{Specialization|Tempest|bot|bot|bot}} | ||
− | |||
− | |||
Line 59: | Line 61: | ||
| weight = Light | | weight = Light | ||
| stats = Minstrel | | stats = Minstrel | ||
− | | rune = Superior Rune of the | + | | 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 73: | Line 76: | ||
}} | }} | ||
− | ; | + | |
− | * {{ | + | ===Equipment Variants=== |
− | + | ;Relic | |
+ | * {{Relic|Relic of the Trooper}} more cleanse, but less heal | ||
Line 105: | 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 | + | ** {{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}} |
− | | | ||
− | |||
− | |||
* '''Dodge''' | * '''Dodge''' | ||
* {{Skill|Burning Speed}} | * {{Skill|Burning Speed}} | ||
* {{Skill|Earthen Rush}} | * {{Skill|Earthen Rush}} | ||
− | }} | + | * {{Skill|Obsidian Flesh}} |
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Detailed Explanations=== | ||
+ | ====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 | ||
+ | * 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 | ||
+ | ** 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 avoid timing out | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ====Condition clear==== | ||
+ | * {{Skill|"Aftershock!"}} should be saved for {{Tooltip|Immobilize}} rather than used to proc {{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}} | ||
+ | |||
+ | {{Collapse start|Condition clear priority}} | ||
+ | * {{Skill|Water Attunement}} | ||
+ | ** {{Skill|Cleansing Wave}} | ||
+ | ** {{Skill|Transmute Frost}} - {{Trait|Smothering Auras}} | ||
+ | ** {{Skill|Frost Aura}} - {{Trait|Smothering Auras}} | ||
+ | ** {{Skill|Overload Water}} - {{Trait|Unstable Conduit}} + {{Trait|Smothering Auras}} | ||
+ | * {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Smothering Auras}} | ||
+ | * {{Skill|Air Attunement}} | ||
+ | ** {{Skill|Transmute Lightning}} - {{Trait|Smothering Auras}} | ||
+ | ** {{Skill|Shocking Aura}} - {{Trait|Smothering Auras}} | ||
+ | ** {{Skill|Overload Air}} - {{Trait|Unstable Conduit}} + {{Trait|Smothering Auras}} | ||
+ | * {{Skill|Earth Attunement}} | ||
+ | ** {{Skill|Overload Earth}} - {{Trait|Unstable Conduit}} + {{Trait|Smothering Auras}} | ||
+ | * {{Skill|"Flash-Freeze!"}} - {{Trait|Smothering Auras}} | ||
+ | * {{Skill|"Rebound!"}} - {{Trait|Smothering Auras}} | ||
+ | * {{Skill|"Wash the Pain Away!"}} | ||
+ | * {{Skill|"Aftershock!"}} - {{Trait|Smothering Auras}} | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ====Healing==== | ||
+ | * Most of your healing comes from {{Skill|Water Attunement}} and {{Skill|"Wash the Pain Away!"}} | ||
+ | ** 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 | ||
+ | ** 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!"}} | ||
+ | ** 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|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}} | ||
+ | * {{Skill|"Wash the Pain Away!"}} | ||
+ | * {{Skill|Water Attunement}} - {{Trait|Healing Ripple}} | ||
+ | ** {{Skill|Cone of Cold}} | ||
+ | ** {{Skill|Cleansing Wave}} | ||
+ | ** {{Skill|Frost Aura}} {{to}} {{Skill|Transmute Frost}} | ||
+ | ** {{Skill|Frozen Burst}} - {{Relic|Relic of Karakosa}} | ||
+ | ** {{Skill|Overload Water}} | ||
+ | * {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Smothering Auras}} | ||
+ | * {{Skill|Air Attunement}} | ||
+ | ** {{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}} | ||
+ | |||
+ | |||
+ | ====CC==== | ||
+ | * Use your CC when: | ||
+ | ** Your group calls a spike: | ||
+ | *** Winds - {{Skill|Winds of Disenchantment}} | ||
+ | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} | ||
+ | *** Shades - {{Skill|Desert Shroud}} | ||
+ | *** Traps - {{Skill|Procession of Blades}}+{{Skill|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 {{Skill|"Aftershock!"}} when {{Skill|Earth Attunement}} is available to CC instead | ||
+ | ** The {{Tooltip|Immobilize}} from {{Skill|"Aftershock!"}} hits in 600 radius | ||
+ | |||
+ | {{Collapse start|CC priority}} | ||
+ | * {{Skill|"Aftershock!"}} | ||
+ | * {{Skill|Earth Attunement}} | ||
+ | ** {{Skill|Earthquake}} | ||
+ | ** {{Skill|Overload Earth}} | ||
+ | ** {{Skill|Ring of Earth}} | ||
+ | * {{Skill|Air Attunement}} | ||
+ | ** {{Skill|Transmute Lightning}} | ||
+ | ** {{Skill|Shocking Aura}} | ||
+ | ** {{Skill|Overload Air}} - {{Trait|Unstable Conduit}} | ||
+ | * {{Skill|Water Attunement}} | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ====Aura/boonshare==== | ||
+ | * Try to be in {{Skill|Air Attunement}} for melee engages to apply {{Skill|Shocking Aura}} | ||
+ | ** 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 | ||
+ | * {{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: Control, Support, Healing and Condition cleanse
Designed for: WvW Zerg
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.
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 provided with as well as unique auras - primarily and the very powerful .
Skill Bar
Dagger/Dagger
Dagger/Dagger
Utility
Variants
- Weapons
- Dagger/Focus more Might/defense - see Build:Tempest_-_Aurashare
- Staff - see Build:Tempest_-_Staff_Support
- Utilities
- shortest CD shout, for slightly more heal/cleanse
- group stunbreak and AOE superspeed
Specializations
Template Code
[&DQYfKxErMD/HEgAApRIAAHQSAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Dagger
Minstrel
Minstrel
Dagger
Minstrel
Minstrel
Sigil
Sigil
Dagger
Minstrel
Minstrel
Dagger
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relic
- more cleanse, but less heal
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
- and 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 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
- 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 or
- Since you lack personal stunbreaks and Stability and you heavily rely on skills with longer casttimes, you want to position safely
Active defense priority
- Dodge
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 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
- 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 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
- Immobilize rather than used to proc should be saved for
- Keep in mind the small, 240 radius of / . Both are significant condition clear with
Condition clear priority
- -
- -
- - +
- - +
- -
- -
- - +
- - +
- -
- -
- -
Healing
- Most of your healing comes from
- Avoid leaving if you predict heavy pressure coming in the next 10 seconds
and
- Channeled skills like finish casting even if you leave attunement after starting the cast
can be used twice in each if you use it as soon as you enter and again as you leave attunement
- Tempests biggest burst heal skill is
- Keep in mind most of the healing is on the first pulse which has a smaller radius than the rest of the skill
- ⇒ is instant cast, meaning it provides the healing immediately and can also be used while CCed
- can be enabled by , , and, of course, . Make sure to use it as often as possible.
- A significant part of your healing comes from
- Try to make your last cast in then immediately swap to or to use blasts on the field
and blast finishers:
Healing priority
- ⇒
- -
-
- - +
- -
- -
- -
- -
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
- Your group calls a spike:
- Save
- The Immobilize from hits in 600 radius
when is available to CC instead
CC priority
- -
- Try to be in
- Activate soon after entering so its duration doesn't overlap with +
for melee engages to apply
- Make sure you're close to your group when leaving to proc , it has a short 240 radius
- Stability for your party if the primary providers have downtime can be used to cover
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
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.
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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