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Tempest - Aurashare (GvG)

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: ControlSupportHealing and Condition cleanse

Designed for: WvW GvG

Expansions required: Heart of Thorns builds

Difficulty:
TBD
This build was last updated on April 04, 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.
  • "Feel the Burn!" shortest CD shout, for slightly more heal/cleanse
  • "Eye of the Storm!" group stunbreak and AOE superspeed
  • Conjure Earth Shield for Magnetic Aura share
  • Signet of Earth single target Immobilize Immobilize, good for small group play


Specializations


Template Code

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Copy Template Code


Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Dagger
Minstrel
Focus
Minstrel
Sigil
Sigil
Dagger
Minstrel
Focus
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Rune Variants
  • Rune of Superior Rune of the Monk a modest healing increase at a significant loss of conditions cleansed.


Consumables

    • personal option


Usage

General

  • As soon as you get 25 stacks of Sigil of 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 Fire Attunement to proc Sunspot, Smothering Auras and Fire Shield/Transmute Fire
    • The order of the non-fire attunements is not important to the rotation, roughly prioritize in this order, but change based on needs:
      1. Water Attunement - healing and cleanse
      2. Air Attunement - anti-melee CC, projectile hate, single target CC, single target Glyph of Renewal
      3. Earth Attunement - personal survivability, AoE CC, AoE Glyph of Renewal
    • Skipping or cancelling the Overload of Earth Attunement or Air Attunement is fine if you need fast healing/condition cleanse
Skill Rotation
  • Start the fight in Air Attunement
  1. Shocking Aura Transmute Lightning
  2. Fire Attunement
  3. Transmute Fire
  4. Fire Shield
  5. Water Attunement/Earth Attunement/Air Attunement
  6. Use skills 2 through 5 as needed until-
  7. Overload Water/Overload Earth/Overload Air
  8. Repeat from step 2.
  • 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
  • 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
  • This builds has low active defenses
    • Be careful about attuning into Earth Attunement, since you'll lose access to Obsidian Flesh after leaving it
Active defense priority
  • Magnetic Wave - for Immobilize Immobilize
  • Dodge
  • Burning Speed
  • Earthen Rush
  • Obsidian Flesh


Detailed Explanations

Glyph of Renewal

  • Focus on reviving allies who are far away with Glyph of Renewal, don't waste the skill on players that can be hand rezzed.
  • Use Glyph of Renewal in Air Attunement on single players and Earth Attunement on multiple players
    • If you can't be in a good position, don't cast in Air Attunement
  • Under General Options / Combat/Movement turn on Allow Skill Retargetting and set Ground Targetting to Instant Cast, this will make 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 Smothering Auras, so conserve your shouts unless you absolutely need them
Condition clear priority
  • Fire Attunement - Sunspot + Smothering Auras
    • Transmute Fire - Smothering Auras
    • Fire Shield - Smothering Auras
  • Water Attunement
    • Overload Water
  • Air Attunement
    • Shocking Aura
    • Overload Air
  • Earth Attunement
    • Overload Earth - Unstable Conduit + Smothering Auras
  • "Flash-Freeze!" - Smothering Auras
  • "Rebound!" - Smothering Auras
  • "Wash the Pain Away!"
  • "Aftershock!"


Healing

  • Most of your healing will be passively applied by rotating through your attunements, applying aura skills and Soothing Mist. Your main decision is when to go into Water Attunement and when to use your shout skills
    • Enter Water Attunement when you predict heavy pressure coming in the next 10 seconds
Healing priority
  • "Rebound!" - only when a target would reach 0hp
  • "Wash the Pain Away!"
  • "Flash-Freeze!" - Elemental Bastion
  • "Aftershock!"
  • Water Attunement
    • Soothing Mist
    • Frozen Burst - water field blast
    • Overload Water
    • Cone of Cold
  • Fire Attunement - Sunspot + Elemental Bastion
    • Fire Shield
  • Air Attunement
    • Shocking Aura
    • Overload Air - Unstable Conduit + Elemental Bastion
  • Earth Attunement
    • Magnetic Wave - water field blast
    • Overload Earth - Unstable Conduit + Elemental Bastion


CC

  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+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
  • Earthen Rush and Overload Earth are your strongest CCs, but be careful using them since leaving Earth Attunement locks you out of Obsidian Flesh
  • 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 Stability Stability
  • Save "Aftershock!" when Earth Attunement is avalible to CC instead
    • The Immobilize Immobilize from "Aftershock!" hits in 600 radius
CC priority
  • "Aftershock!"
  • Earth Attunement
    • Earthen Rush
    • Overload Earth
    • Ring of Earth
  • Air Attunement
    • Transmute Lightning
    • Shocking Aura
    • Overload Air - Unstable Conduit
  • Water Attunement
    • Comet


Aura/boonshare

  • Try to be in Air Attunement for melee engages to apply Shocking Aura
    • Activate Shocking Aura as soon as you enter Air Attunement so its duration doesn't overlap with Overload Air + Unstable Conduit
  • Make sure you're close to your group when leaving Fire Attunement to proc 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.


Ratings

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