Difference between revisions of "Tempest - D/D Aurashare"
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| weapon1 = Dagger | | weapon1 = Dagger | ||
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* ;Antitoxin | * ;Antitoxin | ||
* ;Monk | * ;Monk | ||
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Revision as of 19:48, 22 August 2023
This build was last updated on August 22, 2023 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 cleanse/healing but less Might/defense - see Build:Tempest_-_Aurashare
- Utilities
- shortest CD shout, for slightly more heal/cleanse
- group stunbreak and AOE superspeed
Specializations
- Variants
- Alacrity uptime ~20% healing loss, but decent
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
Infusion
x18
x18
Relic
- ;Antitoxin
- ;Monk
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
- This builds 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
- 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
- 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
- Much 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 are significant condition clear with
Condition clear priority
- -
- -
- - +
- - +
- -
- -
- - +
- - +
- - +
- - +
- -
- - +
Healing
- Most of your healing comes from
- Enter when 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 only has a radius of 180
- ⇒ is instant cast, meaning it provides the healing immediately and can also be used while CCed
Healing priority
- ⇒
- - water field blast
-
- - +
- -
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
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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