Difference between revisions of "Tempest - Frontline Aurashare"
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{{Build | {{Build | ||
| profession = elementalist | | profession = elementalist | ||
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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 = archived |
| xpac = hot | | xpac = hot | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | + | This build primarily fills the role of the healer and cleanser for its party as an alternative to Scrapper | |
+ | |||
+ | {{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. | ||
+ | |||
+ | 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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===Skill Variants=== | ===Skill Variants=== | ||
:You can switch any equipped shout for the utilities below, just figure which skill will bring more value for your group. | :You can switch any equipped shout for the utilities below, just figure which skill will bring more value for your group. | ||
− | * {{Skill|"Feel the Burn!"}} | + | * {{Skill|"Feel the Burn!"}} shortest CD shout, for slightly more heal/cleanse |
− | * {{Skill|"Eye of the Storm!"}} | + | * {{Skill|"Eye of the Storm!"}} group stunbreak and AOE superspeed |
+ | * {{Skill|Conjure Earth Shield}} for {{Skill|Magnetic Aura}} share | ||
+ | * {{Skill|Signet of Earth}} single target {{Tooltip|Immobilize}}, good for small group play | ||
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;Rune Variants | ;Rune Variants | ||
− | * {{ | + | * {{Rune|Superior Rune of the Monk}} high healing increase, but drops some condition clear and defensive stats |
+ | * {{Rune|Superior Rune of Radiance}} for {{Skill|Shocking Aura}} uptime | ||
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** 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 {{Trait|Sunspot}}, {{Trait|Smothering Auras}} and {{Skill|Fire Shield}}/{{Skill|Transmute Fire}} | ** The most important part of the rotation is maximizing the amount of swaps into {{Skill|Fire Attunement}} to proc {{Trait|Sunspot}}, {{Trait|Smothering Auras}} and {{Skill|Fire Shield}}/{{Skill|Transmute Fire}} | ||
− | ** The order of the non-fire attunements is not important to the rotation, change | + | ** 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|Air Attunement}} - anti-melee CC, projectile hate, single target CC, single target {{Skill|Glyph of Renewal}} |
− | ** | + | **# {{Skill|Earth Attunement}} - personal survivability, AoE CC, AoE {{Skill|Glyph of Renewal}} |
** Skipping or cancelling the '''Overload''' of {{Skill|Earth Attunement}} or {{Skill|Air Attunement}} is fine if you need fast healing/condition cleanse | ** Skipping or cancelling the '''Overload''' of {{Skill|Earth Attunement}} or {{Skill|Air Attunement}} is fine if you need fast healing/condition cleanse | ||
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| | | | ||
* Start the fight in {{Skill|Air Attunement}} | * Start the fight in {{Skill|Air Attunement}} | ||
− | # {{Skill|Shocking Aura}} | + | # {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} |
+ | # {{Skill|Overload Air}} | ||
# {{Skill|Fire Attunement}} | # {{Skill|Fire Attunement}} | ||
# {{Skill|Transmute Fire}} | # {{Skill|Transmute Fire}} | ||
# {{Skill|Fire Shield}} | # {{Skill|Fire Shield}} | ||
− | # {{Skill|Water Attunement}} | + | # {{Skill|Water Attunement}}/{{Skill|Earth Attunement}}/{{Skill|Air Attunement}} |
− | |||
− | |||
− | |||
− | |||
− | |||
# Use skills 2 through 5 as needed until- | # Use skills 2 through 5 as needed until- | ||
− | # {{Skill|Overload | + | # {{Skill|Overload Water}}/{{Skill|Overload Earth}}/{{Skill|Overload Air}} |
− | + | # Repeat from step 3. | |
− | + | * If at any stage your group is not engaged or is standing back, not needing to be cleansed or healed, simply pause and pick up again when you resume pushing or being pushed. If you have plenty of downtime, you can start from {{Skill|Air Attunement}} again. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | # Repeat from step | ||
− | * If at any stage your group is not engaged or is standing back, not needing to be cleansed or healed, simply pause and pick up again when you resume pushing or being pushed. If you have plenty of downtime, you can start from Air again. | ||
}} | }} | ||
+ | |||
===Overall Priorities=== | ===Overall Priorities=== | ||
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* 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 | * This builds has low active defenses | ||
− | ** {{Skill|Obsidian Flesh}} | + | ** Be careful about attuning into {{Skill|Earth Attunement}}, since you'll lose access to {{Skill|Obsidian Flesh}} after leaving it |
− | ** {{Skill|Magnetic Wave}} | + | ** 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 | ||
+ | *** While overloading, if needed, move further away ensure the cast finishes - {{Trait|Powerful Aura}} has 600 radius | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;Active defense priority | ||
+ | | | ||
+ | * {{Skill|Magnetic Wave}} - for {{Tooltip|Immobilize}} | ||
+ | * '''Dodge''' | ||
+ | * {{Skill|Burning Speed}} | ||
+ | * {{Skill|Earthen Rush}} | ||
+ | * {{Skill|Obsidian Flesh}} | ||
+ | }} | ||
+ | |||
===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 | + | ** 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 | ||
====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 | ||
+ | ** {{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 Fire}}/{{Skill|Transmute Lightning}} both significant condition clear with {{Trait|Smothering Auras}} | ||
{{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}} + {{Rune|Superior Rune of the Trooper}} |
− | * {{Skill|"Rebound!"}} - {{Trait|Smothering Auras}} | + | * {{Skill|"Rebound!"}} - {{Trait|Smothering Auras}} + {{Rune|Superior Rune of the Trooper}} |
− | * {{Skill|"Wash the Pain Away!"}} | + | * {{Skill|"Wash the Pain Away!"}} - {{Rune|Superior Rune of the Trooper}} |
− | * {{Skill|"Aftershock!"}} | + | * {{Skill|"Aftershock!"}} - {{Trait|Smothering Auras}} + {{Rune|Superior Rune of the Trooper}} |
}} | }} | ||
====Healing==== | ====Healing==== | ||
− | * Most of your healing will be passively applied by rotating through your attunements, applying '''aura''' skills and {{ | + | * 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}} when you predict heavy pressure coming in the next 10 seconds | ** Enter {{Skill|Water Attunement}} when you predict heavy pressure coming in the next 10 seconds | ||
+ | * 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|Water Attunement}} {{to}} {{Trait|Healing Ripple}} is instant cast, meaning it provides the healing immediately and can also be used while CCed | ||
{{Collapsible | {{Collapsible | ||
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* {{Skill|"Wash the Pain Away!"}} | * {{Skill|"Wash the Pain Away!"}} | ||
* {{Skill|"Flash-Freeze!"}} - {{Trait|Elemental Bastion}} | * {{Skill|"Flash-Freeze!"}} - {{Trait|Elemental Bastion}} | ||
− | * {{Skill| | + | * {{Skill|Water Attunement}} - {{Trait|Healing Ripple}} |
− | + | ** {{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}} | ||
}} | }} | ||
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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| | + | * Be careful using {{Skill|Earthen Rush}} and {{Skill|Overload Earth}} since leaving {{Skill|Earth Attunement}} locks you out of {{Skill|Obsidian Flesh}} |
+ | * Save {{Skill|"Aftershock!"}} when {{Skill|Earth Attunement}} is available to CC instead | ||
+ | ** The {{Tooltip|Immobilize}} from {{Skill|"Aftershock!"}} hits in 600 radius | ||
* {{Skill|Gale}} is great for picking off players left behind their groups and following up on other CC | * {{Skill|Gale}} is great for picking off players left behind their groups and following up on other CC | ||
** Make sure to check the targets boon bar for {{Tooltip|Stability}} | ** Make sure to check the targets boon bar for {{Tooltip|Stability}} | ||
− | |||
− | |||
{{Collapsible | {{Collapsible | ||
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* {{Skill|"Aftershock!"}} | * {{Skill|"Aftershock!"}} | ||
* {{Skill|Earth Attunement}} | * {{Skill|Earth Attunement}} | ||
− | ** {{Skill| | + | ** {{Skill|Earthen Rush}} |
** {{Skill|Overload Earth}} | ** {{Skill|Overload Earth}} | ||
** {{Skill|Ring of Earth}} | ** {{Skill|Ring of Earth}} | ||
* {{Skill|Air Attunement}} | * {{Skill|Air Attunement}} | ||
− | ** {{Skill|Transmute | + | ** {{Skill|Transmute Lightning}} |
** {{Skill|Shocking Aura}} | ** {{Skill|Shocking Aura}} | ||
** {{Skill|Overload Air}} - {{Trait|Unstable Conduit}} | ** {{Skill|Overload Air}} - {{Trait|Unstable Conduit}} | ||
* {{Skill|Water Attunement}} | * {{Skill|Water Attunement}} | ||
− | ** Comet | + | ** {{Skill|Comet}} |
}} | }} | ||
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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 | + | * 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 |
Latest revision as of 22:26, 27 July 2022
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 Zerg
Overview
This build primarily fills the role of the healer and cleanser for its party as an alternative to Scrapper
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 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
Skill Variants
- You can switch any equipped shout for the utilities below, just figure which skill will bring more value for your group.
- shortest CD shout, for slightly more heal/cleanse
- group stunbreak and AOE superspeed
- for share
- Immobilize, good for small group play single target
Specializations
Template Code
Equipment
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
x6
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
- 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 to proc , and /
- 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, AoE CC, AoE
- Skipping or cancelling the Overload of or is fine if you need fast healing/condition cleanse
|
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 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
|
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
- 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
- Most of your condition clear is tied up in attunements and overloads by
- Immobilize respectively and each cleanse two conditions but should normally be saved for healing and
, so conserve your shouts unless you absolutely need them
- Keep in mind the small, 240 radius of / both significant condition clear with
|
Healing
- Most of your healing will be passively applied by rotating through your attunements, applying aura skills and
- Enter when you predict heavy pressure coming in the next 10 seconds
. Your main decision is when to go into and when to use your shout skills
- Tempests biggest burst heal skill is
- Keep in mind most of the healing is 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
|
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:
- Be careful using and since leaving locks you out of
- Save
- The Immobilize from hits in 600 radius
when is available to CC instead
- Make sure to check the targets boon bar for Stability
is great for picking off players left behind their groups and following up on other CC
|
- Try to be in
- Activate as soon as you enter 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
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
Comments
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