Tempest - D/D Aurashare

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 Zerg

Expansions required: Heart of Thorns builds

Difficulty:
TBD
This build was last updated on October 30, 2022 and is up to date for the April 16, 2024 patch.

Overview

This build primarily fills the role of the healer and cleanser for its party.

Glyph of Renewal is an exceptionally powerful revive skill - in 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 some Might Might provided with Pyromancer's Puissance as well as unique auras - primarily Frost Aura and the very powerful Shocking Aura.


Skill Bar

Dagger/Dagger
Dagger/Dagger
Utility


Variants

Utilities
  • "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

Variants
  • Lucid Singularity ~20% healing loss, but decent Alacrity Alacrity uptime


Template Code

[&DQYfKxErMD/HEgAApRIAAHQSAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAA=]
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
Dagger
Minstrel
Sigil
Sigil
Dagger
Minstrel
Dagger
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Rune Variants
  • Rune of Superior Rune of the Monk high healing increase, but drops some condition clear and defensive stats
  • Rune of Superior Rune of Radiance for Shocking Aura uptime


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


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
    • Since you lack personal stunbreaks and Stability 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 - Powerful Aura has 600 radius
Active defense priority
  • Dodge
  • Burning Speed
  • Earthen Rush


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 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 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 the teleportation is not needed (or actively harmful), use the glyph in Water Attunement for the extra heal
  • If a downed ally can be safely revived by other means don't use Glyph of Renewal
  • If you are under the effect of Illusion of Life you can cast Glyph of Renewal in Fire Attunement to avoid timing out


Condition clear

  • Much of your condition clear is tied up in attunements and overloads by Smothering Auras, so conserve your shouts unless you absolutely need them
    • "Wash the Pain Away!" and "Aftershock!" each cleanse two conditions but should normally be saved for healing and Immobilize Immobilize respectively
  • Keep in mind the small, 240 radius of Transmute Frost/Transmute Lightning. Both are significant condition clear with Smothering Auras
Condition clear priority
  • Water Attunement
    • Cleansing Wave
    • Transmute Frost - Smothering Auras
    • Frost Aura - Smothering Auras
    • Overload Water - Unstable Conduit + Smothering Auras
  • Fire Attunement - Sunspot + Smothering Auras
  • Air Attunement
    • Transmute Lightning - Smothering Auras
    • Shocking Aura - Smothering Auras
    • Overload Air - Unstable Conduit + Smothering Auras
  • Earth Attunement
    • Overload Earth - Unstable Conduit + Smothering Auras
  • "Flash-Freeze!" - Smothering Auras + Rune of Superior Rune of the Trooper
  • "Rebound!" - Smothering Auras + Rune of Superior Rune of the Trooper
  • "Wash the Pain Away!" - Rune of Superior Rune of the Trooper
  • "Aftershock!" - Smothering Auras + Rune of Superior Rune of the Trooper


Healing

  • Most of your healing comes from Water Attunement and "Wash the Pain Away!"
    • Enter Water Attunement when you predict heavy pressure coming in the next 10 seconds
  • Cone of Cold can be used twice in each Water Attunement if you use it as soon as you enter and again as you leave attunement
    • Channeled skills like Cone of Cold finish casting even if you leave attunement after starting the cast
  • Tempests biggest burst heal skill is "Wash the Pain Away!"
    • Keep in mind most of the healing is on the first pulse which only has a radius of 180
  • Water Attunement Healing Ripple is instant cast, meaning it provides the healing immediately and can also be used while CCed
Healing priority
  • "Wash the Pain Away!"
  • Water Attunement - Healing Ripple
    • Cone of Cold
    • Cleansing Wave
    • Frost Aura Transmute Frost
    • Frozen Burst - water field blast
    • Overload Water
  • Fire Attunement - Sunspot + Smothering Auras
  • Air Attunement
    • Shocking Aura - Smothering Auras


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
  • Save "Aftershock!" when Earth Attunement is available to CC instead
    • The Immobilize Immobilize from "Aftershock!" hits in 600 radius
CC priority
  • "Aftershock!"
  • Earth Attunement
    • Earthquake
    • Overload Earth
    • Ring of Earth
  • Air Attunement
    • Transmute Lightning
    • Shocking Aura
    • Overload Air - Unstable Conduit
  • Water Attunement


Aura/boonshare

  • Try to be in Air Attunement for melee engages to apply Shocking Aura
    • Activate Shocking Aura soon after entering 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 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

This build has a rating of 3 stars based on 1 votes.
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3 stars
Arete gave this build 3 stars • April 2024
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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