Difference between revisions of "Tempest - Aurashare (GvG)"
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==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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|weapon1 = Dagger | |weapon1 = Dagger | ||
|weapon2 = Focus | |weapon2 = Focus | ||
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|healing = "Wash the Pain Away!" | |healing = "Wash the Pain Away!" | ||
|utility1 = "Aftershock!" | |utility1 = "Aftershock!" | ||
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}} | }} | ||
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==Specializations== | ==Specializations== | ||
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}} | }} | ||
− | ;Rune Variants | + | ;Rune Variants |
− | * {{ | + | * {{Rune|Superior Rune of the Trooper}} extra cleanse but less {{Skill|Shocking Aura}} uptime |
− | + | * {{Rune|Superior Rune of the Monk}} high healing increase, but drops some condition clear and defensive stats | |
− | |||
− | * {{ | ||
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** {{Food|Delicious Rice Ball}} personal option | ** {{Food|Delicious Rice Ball}} personal option | ||
* {{Utility|Bountiful Maintenance Oil}} | * {{Utility|Bountiful Maintenance Oil}} | ||
+ | ** {{Utility|Flask of Pumpkin Oil}} is an alternative if you can go for many revives | ||
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* Start the fight in {{Skill|Air Attunement}} | * Start the fight in {{Skill|Air Attunement}} | ||
# {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} | # {{Skill|Shocking Aura}} {{to}} {{Skill|Transmute Lightning}} | ||
+ | # {{Skill|Overload Air}} | ||
# {{Skill|Fire Attunement}} | # {{Skill|Fire Attunement}} | ||
# {{Skill|Transmute Fire}} | # {{Skill|Transmute Fire}} | ||
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# Use skills 2 through 5 as needed until- | # Use skills 2 through 5 as needed until- | ||
# {{Skill|Overload Water}}/{{Skill|Overload Earth}}/{{Skill|Overload Air}} | # {{Skill|Overload Water}}/{{Skill|Overload Earth}}/{{Skill|Overload Air}} | ||
− | # Repeat from step | + | # 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 Air again. | + | * 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. |
}} | }} | ||
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;Low | ;Low | ||
− | * | + | * Aurashare/Boonshare |
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* This builds has low active defenses | * This builds has low active defenses | ||
** Be careful about attuning into {{Skill|Earth Attunement}}, since you'll lose access to {{Skill|Obsidian Flesh}} after leaving it | ** Be careful about attuning into {{Skill|Earth Attunement}}, since you'll lose access to {{Skill|Obsidian Flesh}} after leaving it | ||
+ | ** 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 Auras}} has 600 radius | ||
{{Collapsible | {{Collapsible | ||
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===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}} |
}} | }} | ||
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* 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 | * 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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|;Healing priority | |;Healing priority | ||
| | | | ||
− | |||
* {{Skill|"Wash the Pain Away!"}} | * {{Skill|"Wash the Pain Away!"}} | ||
− | * {{Skill| | + | * {{Skill|Water Attunement}} - {{Trait|Healing Ripple}} |
− | |||
− | |||
** {{Trait|Soothing Mist}} | ** {{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}} | ||
}} | }} | ||
====CC==== | ====CC==== | ||
− | * Use your CC when: | + | * Use your AoE CC when: |
** Your group calls a spike: | ** Your group calls a spike: | ||
*** Winds - {{Skill|Winds of Disenchantment}} | *** Winds - {{Skill|Winds of Disenchantment}} | ||
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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|Earthen Rush}} and {{Skill|Overload Earth}} | + | * Be careful using {{Skill|Earthen Rush}} and {{Skill|Overload Earth}} since leaving {{Skill|Earth Attunement}} locks you out of {{Skill|Obsidian Flesh}} |
− | * {{Skill|Gale}} | + | * Save {{Skill|"Aftershock!"}} when {{Skill|Earth Attunement}} is available to CC instead |
+ | ** The {{Tooltip|Immobilize}} from {{Skill|"Aftershock!"}} hits in 600 radius | ||
+ | * If your team is focusing on a single player, use {{Skill|Gale}} and {{Skill|Signet of Earth}} | ||
** Make sure to check the targets boon bar for {{Tooltip|Stability}} | ** Make sure to check the targets boon bar for {{Tooltip|Stability}} | ||
− | * | + | * Use {{Skill|Tornado}} to stop the enemy from reviving downed players by knocking them away |
− | * | + | * It can also be used if you notice that the enemy ran out of {{Tooltip|Stability}} and access to it |
{{Collapsible | {{Collapsible | ||
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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 {{Trait|Pyromancer's Puissance}}, it has a short | + | * 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 |
Revision as of 00:45, 2 June 2022
This build was last updated on June 02, 2022 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 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
Dagger/Focus
Utility
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
Rune
x6
x6
Infusion
x18
x18
- Rune Variants
- extra cleanse but less uptime
- high healing increase, but drops some condition clear and defensive stats
Consumables
-
- personal option
-
- is an alternative if you can go for many revives
Usage
General
- 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
- Aurashare/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 AoE 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
- If your team is focusing on a single player, use
- Make sure to check the targets boon bar for Stability
and
- Use to stop the enemy from reviving downed players by knocking them away
- It can also be used if you notice that the enemy ran out of Stability and access to it
|
- 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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