Difference between revisions of "Tempest - Frontline Aurashare"
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}} | }} | ||
− | + | ||
− | + | ;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!"}} additional access to {{Tooltip|Fire Aura}} | * {{Skill|"Feel the Burn!"}} additional access to {{Tooltip|Fire Aura}} | ||
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{{Specialization|Water|bot|mid|mid}} | {{Specialization|Water|bot|mid|mid}} | ||
{{Specialization|Tempest|bot|bot|bot}} | {{Specialization|Tempest|bot|bot|bot}} | ||
+ | |||
===Template Code=== | ===Template Code=== | ||
Line 64: | Line 65: | ||
}} | }} | ||
− | + | ;Rune Variants | |
− | |||
* {{rune|Superior Rune of the Monk}} a modest healing increase at a significant loss of conditions cleansed. | * {{rune|Superior Rune of the Monk}} a modest healing increase at a significant loss of conditions cleansed. | ||
+ | |||
===Consumables=== | ===Consumables=== | ||
Line 74: | Line 75: | ||
− | ==Usage== | + | ==Usage== |
− | === | + | ===General=== |
− | * | + | * As soon as you get 25 stacks of {{Sigil|Superior Sigil of Benevolence}} 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 {{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 your priorities based on what you need: | ||
+ | *** {{Skill|Water Attunement}} - healing and cleanse | ||
+ | *** {{Skill|Earth Attunement}} - personal survivability, AoE CC, AoE {{Skill|Glyph of Renewal}} | ||
+ | *** {{Skill|Air Attunement}} - anti-melee CC, projectile hate, single target CC, single target {{Skill|Glyph of Renewal}} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | = | + | {{Collapsible |
+ | |width=85 | ||
+ | |;Skill Rotation | ||
+ | | | ||
* Start the fight in {{Skill|Air Attunement}} | * Start the fight in {{Skill|Air Attunement}} | ||
− | + | # {{Skill|Shocking Aura}} -> {{Skill|Transmute Lightning}} | |
− | * {{Skill|Fire Attunement}} | + | # {{Skill|Fire Attunement}} |
− | ** {{Skill|Transmute Fire}} | + | # {{Skill|Transmute Fire}} |
− | ** {{Skill|Fire Shield}} | + | # {{Skill|Fire Shield}} |
+ | # {{Skill|Water Attunement}} | ||
+ | # Use skills 2 through 5 as needed until- | ||
+ | # {{Skill|Overload Water}} | ||
+ | # {{Skill|Fire Attunement}} | ||
+ | # {{Skill|Transmute Fire}} | ||
+ | # {{Skill|Earth Attunement}} | ||
+ | # Use skills 2 through 5 as needed until- | ||
+ | # {{Skill|Overload Earth}} | ||
+ | # {{Skill|Fire Attunement}} | ||
+ | # {{Skill|Transmute Fire}} | ||
+ | # {{Skill|Fire Shield}} If available | ||
+ | # {{Skill|Air Attunement}} | ||
+ | # {{Skill|Shocking Aura}} -> {{Skill|Transmute Lightning}} | ||
+ | # Use skills 2,4 and 5 until- | ||
+ | # {{Skill|Overload Air}} | ||
+ | # {{Skill|Fire Attunement}} | ||
+ | # {{Skill|Transmute Fire}} | ||
+ | # Repeat from step 5. | ||
+ | * 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=== | ||
+ | ;High | ||
+ | * {{Skill|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 | ||
+ | ** {{Skill|Burning Speed}} | ||
+ | ** {{Skill|Earthern Rush}} | ||
+ | * This builds has low active defenses | ||
+ | ** {{Skill|Obsidian Flesh}} | ||
+ | ** {{Skill|Magnetic Wave}} | ||
+ | |||
+ | |||
+ | ===Detailed Explanations=== | ||
+ | ====Glyph of Renewal==== | ||
+ | * 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 you can't be in a good position, don't cast in {{Skill|Air Attunement}} | ||
+ | * 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 | ||
+ | |||
+ | |||
+ | ====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 | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;Condition clear priority | ||
+ | | | ||
+ | * {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Smothering Auras}} | ||
+ | ** {{Skill|Transmute Fire}} - {{Trait|Smothering Auras}} | ||
+ | ** {{Skill|Fire Shield}} - {{Trait|Smothering Auras}} | ||
+ | * {{Skill|Water Attunement}} | ||
+ | ** {{Skill|Overload Water}} | ||
+ | * {{Skill|Air Attunement}} | ||
+ | ** {{Skill|Shocking Aura}} | ||
+ | ** {{Skill|Overload Air}} | ||
+ | * {{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!"}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | ====Healing==== | ||
+ | * Most of your healing will be passively applied by rotating through your attunements, applying '''aura''' skills and {{Skill|Soothing Mists}}. 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 | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;Healing priority | ||
+ | | | ||
+ | * {{Skill|"Rebound!"}} - only when a target would reach 0hp | ||
+ | * {{Skill|"Wash the Pain Away!"}} | ||
+ | * {{Skill|"Flash-Freeze!"}} - {{Trait|Elemental Bastion}} | ||
+ | * {{Skill|"Aftershock!"}} | ||
* {{Skill|Water Attunement}} | * {{Skill|Water Attunement}} | ||
− | ** | + | ** {{Skill|Soothing Mists}} |
+ | ** {{Skill|Frozen Burst}} - water field blast | ||
** {{Skill|Overload Water}} | ** {{Skill|Overload Water}} | ||
− | * {{Skill|Fire Attunement}} | + | ** {{Skill|Cone of Cold}} |
− | ** {{Skill| | + | * {{Skill|Fire Attunement}} - {{Trait|Sunspot}} + {{Trait|Elemental Bastion}} |
+ | ** {{Skill|Fire Shield}} | ||
+ | * {{Skill|Air Attunement}} | ||
+ | ** {{Skill|Shocking Aura}} | ||
+ | ** {{Skill|Overload Air}} - {{Trait|Unstable Conduit}} + {{Trait|Elemental Bastion}} | ||
+ | * {{Skill|Earth Attunement}} | ||
+ | ** {{Skill|Magnetic Wave}} - water field blast | ||
+ | ** {{Skill|Overload Earth}} - {{Trait|Unstable Conduit}} + {{Trait|Elemental Bastion}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | ====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 | ||
+ | * {{Skill|Earthern Rush}} and {{Skill|Overload Earth}} are your strongest CCs, but be careful using them since leaving {{Skill|Earth Attunement}} locks you out of {{Skill|Obsidian Flesh}} | ||
+ | * {{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}} | ||
+ | * Save {{Skill|"Aftershock!"}} when {{Skill|Earth Attunement}} is avalible to CC instead | ||
+ | ** The {{Tooltip|Immobilize}} from {{Skill|"Aftershock!"}} hits in 600 radius | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;CC priority | ||
+ | | | ||
+ | * {{Skill|"Aftershock!"}} | ||
* {{Skill|Earth Attunement}} | * {{Skill|Earth Attunement}} | ||
− | ** | + | ** {{Skill|Earthern Rush}} |
** {{Skill|Overload Earth}} | ** {{Skill|Overload Earth}} | ||
− | + | ** {{Skill|Ring of Earth}} | |
− | |||
− | ** {{Skill| | ||
* {{Skill|Air Attunement}} | * {{Skill|Air Attunement}} | ||
− | ** {{Skill|Shocking Aura}} | + | ** {{Skill|Transmute Shocking Aura}} |
− | + | ** {{Skill|Shocking Aura}} | |
− | ** {{Skill|Overload Air}} | + | ** {{Skill|Overload Air}} - {{Trait|Unstable Conduit}} |
− | * {{Skill| | + | * {{Skill|Water Attunement}} |
− | ** {{Skill| | + | ** Comet |
− | * | + | }} |
− | * | + | |
+ | |||
+ | ====Aura/boonshare==== | ||
+ | * 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}} | ||
+ | * Make sure you're close to your group when leaving {{Skill|Fire Attunement}} to proc {{Skill|Flame Explusion}} {{Trait|Flame Explusion}} ({{Trait|Pyromancer's Puissance}}), it has a short range | ||
+ | |||
− | === | + | ====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. |
Revision as of 22:49, 27 February 2022
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:
TBD
This build was last updated on February 27, 2022 and is up to date for the October 8, 2024 patch.
Overview
Aurashare provides massive outgoing condition cleanse with strong boon, aura support and healing.
Skill Bar
Dagger/Focus
Dagger/Focus
Utility
- Skill Variants
- You can switch any equipped shout for the utilities below, just figure which skill will bring more value for your group.
- Fire Aura additional access to
- for a 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
Focus
Minstrel
Minstrel
Sigil
Sigil
Dagger
Minstrel
Minstrel
Focus
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
- Rune Variants
- a modest healing increase at a significant loss of conditions cleansed.
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, change your priorities based on what you need:
- - healing and cleanse
- - personal survivability, AoE CC, AoE
- - anti-melee CC, projectile hate, single target CC, single target
|
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
Detailed Explanations
Glyph of Renewal
- Focus on reviving allies who are far away with , don't waste the skill on players that can be hand rezzed.
- Use
- If you can't be in a good position, don't cast in
in on single players and on multiple players
- 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
Condition clear
- Most of your condition clear is tied up in attunements and overloads by , so conserve your shouts unless you absolutely need them
|
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
|
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:
- and are your strongest CCs, but be careful using them since leaving locks you out of
- 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
- Save
- The Immobilize from hits in 600 radius
when is avalible to CC instead
|
- 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 range
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
Can fill the cleanse slot of a Scrapper, but falls a bit short in the parameters relevant for public level play. Compared directly, aura utility is used much less than the stealth a Scrapper brings.
Great construction can be used as a scraper replacement when not available
Comments
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