Tempest - Frontline 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

This build was last updated on April 04, 2022 and is up to date for the August 2, 2022 game 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.
  • shortest CD shout, for slightly more heal/cleanse
  • group stunbreak and AOE superspeed
  • for share
  • single target Immobilize Immobilize, good for small group play


Specializations


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
Focus
Minstrel
Sigil
Sigil
Dagger
Minstrel
Focus
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Rune Variants
  • a modest healing increase at a significant loss of conditions cleansed.


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
  • 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:
      1. - healing and cleanse
      2. - anti-melee CC, projectile hate, single target CC, single target
      3. - personal survivability, AoE CC, AoE
    • Skipping or cancelling the Overload of or is fine if you need fast healing/condition cleanse
Skill Rotation
  • Start the fight in
  1. //
  2. Use skills 2 through 5 as needed until-
  3. //
  4. 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
  • 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 , since you'll lose access to after leaving it
Active defense priority


Detailed Explanations

Glyph of Renewal

  • Focus on reviving allies who are far away with , don't waste the skill on players that can be hand rezzed.
  • Use in on single players and on multiple players
    • If you can't be in a good position, don't cast in
  • 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


Condition clear

  • Most of your condition clear is tied up in attunements and overloads by , so conserve your shouts unless you absolutely need them
Condition clear priority
  • - +
    • -
    • -
    • - +
  • -
  • -


Healing

  • Most of your healing will be passively applied by rotating through your attunements, applying aura skills and . Your main decision is when to go into and when to use your shout skills
    • Enter when you predict heavy pressure coming in the next 10 seconds
Healing priority
  • - only when a target would reach 0hp
  • -
    • - water field blast
  • - +
    • - +
    • - 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
  • and are your strongest CCs, but be careful using them since leaving locks you out of
  • 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 when is avalible to CC instead
CC priority
    • -


Aura/boonshare

  • Try to be in for melee engages to apply
    • Activate as soon as you enter so its duration doesn't overlap with +
  • Make sure you're close to your group when leaving to proc , 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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