Difference between revisions of "Tempest - Staff Support"
Soldier198 (talk | contribs) (mainbarred earth traitline, removed fire traitline, cleaned up usage) |
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|healing = "Wash the Pain Away!" | |healing = "Wash the Pain Away!" | ||
|utility1 = "Aftershock!" | |utility1 = "Aftershock!" | ||
− | |utility2 = | + | |utility2 = Arcane Wave |
|utility3 = Glyph of Renewal | |utility3 = Glyph of Renewal | ||
|elite = "Rebound!" | |elite = "Rebound!" | ||
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;Weapons | ;Weapons | ||
* '''Dagger/Dagger''' - see [[Build:Tempest_-_D/D Aurashare]] | * '''Dagger/Dagger''' - see [[Build:Tempest_-_D/D Aurashare]] | ||
− | |||
;Utilities | ;Utilities | ||
* {{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 | ||
− | + | * {{Skill|Arcane Echo}} Lets you use a weapon skill twice, best used with longer CD skills like Healing Rain. | |
+ | * {{Skill|"Flash Freeze!"}} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization| | + | {{Specialization|Earth|bot|mid|top}} |
{{Specialization|Water|top|mid|mid}} | {{Specialization|Water|top|mid|mid}} | ||
{{Specialization|Tempest|bot|bot|bot}} | {{Specialization|Tempest|bot|bot|bot}} | ||
− | |||
− | |||
− | |||
− | |||
Line 97: | Line 93: | ||
* 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 | * 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 | ||
* Try to spend the majority of your time in {{Skill|Water Attunement}} so that your {{Skill|Air Attunement}} and {{Skill|Earth Attunement}} are ready when needed | * Try to spend the majority of your time in {{Skill|Water Attunement}} so that your {{Skill|Air Attunement}} and {{Skill|Earth Attunement}} are ready when needed | ||
− | + | ||
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====Condition clear==== | ====Condition clear==== | ||
− | * | + | * The majority of your condition clear comes from blast finishers due to {{trait|Diamond Skin}}. Because this build uses the Karakosa Relic, you also heal whenever you blast finish. |
− | |||
{{Collapse start|Condition clear priority}} | {{Collapse start|Condition clear priority}} | ||
* {{Skill|Water Attunement}} | * {{Skill|Water Attunement}} | ||
** {{Skill|Healing Rain}} | ** {{Skill|Healing Rain}} | ||
− | ** {{Skill| | + | ** {{Skill|Ice Spike}} + any combo field |
− | ** {{Skill|Overload Water | + | ** {{Skill|Overload Water}} |
− | |||
* {{Skill|Earth Attunement}} | * {{Skill|Earth Attunement}} | ||
− | ** {{Skill| | + | ** {{Skill|"Aftershock!"}} + any combo field |
− | ** {{Skill|Transmute Earth}} | + | ** {{Skill|Transmute Earth}} + any combo field |
− | ** {{Skill| | + | ** {{Skill|Eruption}} + any combo field |
− | * {{Skill| | + | ** {{Skill|Transmute Earth}} + any combo field |
− | ** {{Skill|Overload | + | ** {{Skill|Overload Earth}} + any combo field |
− | * {{Skill| | + | ** {{Skill|Transmute Earth}} + any combo field |
− | * {{Skill| | + | * {{Skill|Arcane Wave}} + any combo field. |
− | * {{Skill|"Wash the Pain Away!"}} | + | * {{Skill|"Wash the Pain Away!"}} cleanses 3 condi but best used as a burst heal. |
− | |||
{{Collapse end}} | {{Collapse end}} | ||
====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}} skills, blast finishers, and {{Skill|"Wash the Pain Away!"}} |
* Use {{Skill|Ice Spike}} and {{Skill|Eruption}} on the fields you make with {{Skill|Geyser}} and {{Skill|Healing Rain}} for healing or {{Skill|Frozen Ground}} for damage mitigation if healing isn't needed | * Use {{Skill|Ice Spike}} and {{Skill|Eruption}} on the fields you make with {{Skill|Geyser}} and {{Skill|Healing Rain}} for healing or {{Skill|Frozen Ground}} for damage mitigation if healing isn't needed | ||
** It is often worth swapping straight to {{Skill|Earth Attunement}} after {{Skill|Water Attunement}} to land {{Skill|Eruption}} on a field | ** It is often worth swapping straight to {{Skill|Earth Attunement}} after {{Skill|Water Attunement}} to land {{Skill|Eruption}} on a field | ||
*** The timing with {{Skill|Eruption}} is somewhat tight so practice it out of combat | *** The timing with {{Skill|Eruption}} is somewhat tight so practice it out of combat | ||
* 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 | + | ** Keep in mind most of the healing is on the first pulse which has a radius of 240 |
* {{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 | ||
Line 180: | Line 173: | ||
** {{Skill|Water Blast}} | ** {{Skill|Water Blast}} | ||
** {{Skill|Overload Water}} | ** {{Skill|Overload Water}} | ||
− | |||
* {{Skill|Earth Attunement}} | * {{Skill|Earth Attunement}} | ||
** {{Skill|Eruption}} - water/ice field blast | ** {{Skill|Eruption}} - water/ice field blast | ||
− | ** {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}} | + | ** {{Skill|Magnetic Aura}} {{to}} {{Skill|Transmute Earth}} blast finisher |
+ | ** {{skill|Overload Earth}} blast finisher | ||
+ | ** {{skill|Transmute Earth}} blast finisher | ||
{{Collapse end}} | {{Collapse end}} | ||
Line 221: | Line 215: | ||
====Aura/boonshare==== | ====Aura/boonshare==== | ||
− | |||
* Use {{Skill|Frozen Ground}} on your group before pushes to give {{Skill|Frost Aura}} | * Use {{Skill|Frozen Ground}} on your group before pushes to give {{Skill|Frost Aura}} | ||
Revision as of 19:41, 25 June 2025
The community gave this build a rating, making it second-tier: Good
Focused on: Control, Support, Healing and Condition cleanse
Designed for: WvW Zerg
Difficulty:
Easy
This build was last updated on June 25, 2025 and is up to date for the August 19, 2025 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 .
Compared to D/X builds, staff excels at CC but has lower personal survivability.
Skill Bar
Staff
Staff
Utility
Variants
- Weapons
- Dagger/Dagger - see Build:Tempest_-_D/D Aurashare
- Utilities
- shortest CD shout, for slightly more heal/cleanse
- group stunbreak and AOE superspeed
- Lets you use a weapon skill twice, best used with longer CD skills like Healing Rain.
Specializations
Template Code
[&DQYfKxEpMD/HEgAAdBIAAKUSAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAA=]
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
Staff
Minstrel
Minstrel
Sigil
Sigil
Staff
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Relics
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
- Try to spend the majority of your time in so that your and are ready when needed
Overall Priorities
- High
- Condition clear
- Healing
- Moderate
- Low
- Aura/boonshare
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- This build has low active defenses
- Since you lack personal stunbreaks 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 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
- The majority of your condition clear comes from blast finishers due to . Because this build uses the Karakosa Relic, you also heal whenever you blast finish.
Condition clear priority 

- + any combo field
- + any combo field
- + any combo field
- + any combo field
- + any combo field
- + any combo field
- + any combo field
- + any combo field.
- cleanses 3 condi but best used as a burst heal.
Healing
- Most of your healing comes from skills, blast finishers, and
- Use
- It is often worth swapping straight to
- The timing with is somewhat tight so practice it out of combat
after to land on a field
and on the fields you make with and for healing or for damage mitigation if healing isn't needed
- It is often worth swapping straight to
- Tempests biggest burst heal skill is
- Keep in mind most of the healing is on the first pulse which has a radius of 240
- ⇒ is instant cast, meaning it provides the healing immediately and can also be used while CCed
Healing priority 

- - water/ice field blast
-
- - water/ice field blast
- ⇒ blast finisher
- blast finisher
- blast finisher
Stability
- Use
Stability application on ranged engages
as the first - Other than ranged engages, try to fill any gaps in your guardian's
Stability uptime, especially when your group is pushing
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
Stability
- The
Immobilize from hits in 600 radius
for when enemies have - The
CC priority 

- -
Superspeed
- Focus on using when your group is pushing or disengaging from the enemy
- Use on your group before pushes to give
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

02/20/2025 Tempest can choose to run Staff, D/D, or D/Wh with different strengths and weaknesses.
Staff - High Cleanse, High Healing, High Utility
D/D - High Cleanse, High Healing, Low Utility
D/Wh - Medium Cleanse, High Healing, High Utility
I use the Earth trait line over Fire for Staff and D/Wh.

Okay, but feels underwhelming.
The hot fancy new stability source is nice and may or may not be equal to guard numberwise - but, access to it is gated to earth, which directly hampers its usability compared to guard, which has it in the utilities. Would need Eye of the Storm to fill the stunbreak role, which is single charged and therefore considerably less flexible compared to FBs Mantra.
The rest of the support package is still good - healing, cleanses - but I wouldn't want to run myself as the only stability for my group.
(Even the engage stability role feels iffy to me).

After the february 14th, 2023 patch, staff tempest definetely became a top tier option for open field over the standard dagger/x build, specially for players who enjoy the non-stop usage of ground targeted skills and its gameplay aspect.
The access to magnetic aura through multiple sources (overload earth, staff3 earth, "aftershock!", etc) allows a continuous AoE stab and cleanse output with transmute earth.
On top of that, the recent buffs to staff skills, such as healing rain increased cleansing and healing for each condition removed, frozen ground now granting frost aura, better heal output through geyser and staff autos (on allies), and superspeed access on air4, definetely improved the overall viability of this build.
Also, the possibility to use 10-men ground CC skills such as static and line along with the commander's call to drop wells or spike really makes the gameplay feel more interactive as you aren't purely supporting but also contributing to your group's effectiveness on generating downstates through coordinated damage and CC.
Comments
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