Difference between revisions of "Tempest - Staff Support"

(Overview)
(Usage)
Line 52: Line 52:
 
'''''General'''''
 
'''''General'''''
 
* Under General Options / User Interface enable "''Thick party health bars"'' and "''Always show health bars''". These will make it much easier to keep track of who needs your support.
 
* Under General Options / User Interface enable "''Thick party health bars"'' and "''Always show health bars''". These will make it much easier to keep track of who needs your support.
 +
 
* {{Skill|Mist Form}} is your main panic button, only to be used if you'd die otherwise. {{Skill|Lightning Flash}} is panic button #2 but can be used more freely, even as a mobility skill between capture points.
 
* {{Skill|Mist Form}} is your main panic button, only to be used if you'd die otherwise. {{Skill|Lightning Flash}} is panic button #2 but can be used more freely, even as a mobility skill between capture points.
 +
 
* '''Avoid getting locked into 1v1s, always be in team fights'''. You depend on your allies just as much as they depend on you! Tempest's job is to keep party members alive through support, and these allies must peel for you in return (if the enemy team gets to focus you without allies counterpressuring them you'll probably end up dead).
 
* '''Avoid getting locked into 1v1s, always be in team fights'''. You depend on your allies just as much as they depend on you! Tempest's job is to keep party members alive through support, and these allies must peel for you in return (if the enemy team gets to focus you without allies counterpressuring them you'll probably end up dead).
 +
 
* It's possible to steal a capture point by knocking enemies off with {{Skill|Gust}} then keeping them out with some of your area denial skills such as {{Skill|Static Field}} or {{Skill|Unsteady Ground}}. The same skills are also good for creating some breathing room when you're being focused by the enemy team.
 
* It's possible to steal a capture point by knocking enemies off with {{Skill|Gust}} then keeping them out with some of your area denial skills such as {{Skill|Static Field}} or {{Skill|Unsteady Ground}}. The same skills are also good for creating some breathing room when you're being focused by the enemy team.
 +
 
* Being a support build doesn't mean you don't have any pressure - {{Skill|Lava Font}}, {{Skill|Meteor Shower}}, and {{Skill|Overload Air}} all do decent damage which could be useful in situations where there's nothing to support or you have to contribute some cleave damage (for example vs downed targets).
 
* Being a support build doesn't mean you don't have any pressure - {{Skill|Lava Font}}, {{Skill|Meteor Shower}}, and {{Skill|Overload Air}} all do decent damage which could be useful in situations where there's nothing to support or you have to contribute some cleave damage (for example vs downed targets).
  
Line 60: Line 64:
 
'''Overloads'''
 
'''Overloads'''
 
* These skills become available after spending at least 6 consecutive seconds in one attunement. Switching to another attunement while overloading will interrupt the skill, yet still puts the attunement on the increased CD of 20 seconds.
 
* These skills become available after spending at least 6 consecutive seconds in one attunement. Switching to another attunement while overloading will interrupt the skill, yet still puts the attunement on the increased CD of 20 seconds.
 +
 
* {{Skill|Overload Fire}} is arguably the least important one in the build, even if you can't pull off an uninterrupted overload at least it can be used as a stun breaker without hesitation.
 
* {{Skill|Overload Fire}} is arguably the least important one in the build, even if you can't pull off an uninterrupted overload at least it can be used as a stun breaker without hesitation.
  
Line 65: Line 70:
 
'''Support and sustain'''
 
'''Support and sustain'''
 
* {{Trait|Cleansing Water}} turns every source of {{gw2wiki|Regeneration}} into a source of condition cleansing.
 
* {{Trait|Cleansing Water}} turns every source of {{gw2wiki|Regeneration}} into a source of condition cleansing.
 +
 
* The 2 most important sources of {{gw2wiki|Protection}} are the following:
 
* The 2 most important sources of {{gw2wiki|Protection}} are the following:
 
** {{Skill|Overload Earth}} - not only does it pulse this boon each second, it'll also leave behind an AoE that does the same thing after a successful overload.
 
** {{Skill|Overload Earth}} - not only does it pulse this boon each second, it'll also leave behind an AoE that does the same thing after a successful overload.
 
** Attuning to {{Skill|Earth Attunement}}. This is instant and applies AoE Protetion, so try to attune near allies whenever possible.
 
** Attuning to {{Skill|Earth Attunement}}. This is instant and applies AoE Protetion, so try to attune near allies whenever possible.
 +
 
* {{gw2wiki|Water Attunement}} is where most of your non-Tempest related '''support''' comes from:
 
* {{gw2wiki|Water Attunement}} is where most of your non-Tempest related '''support''' comes from:
 
** Swapping to Water in the middle of a dodge roll near an ally already pumps out a decent amount of healing via Water's share of {{Trait|Evasive Arcana}} and the trait {{Trait|Healing Ripple}}. Don't idle in Water too much because you should fit as many Water swaps into a fight as possible.
 
** Swapping to Water in the middle of a dodge roll near an ally already pumps out a decent amount of healing via Water's share of {{Trait|Evasive Arcana}} and the trait {{Trait|Healing Ripple}}. Don't idle in Water too much because you should fit as many Water swaps into a fight as possible.
Line 75: Line 82:
 
** {{Skill|Healing Rain}} is yet another '''Water''' field and hands down the best source of AoE condition cleansing in the build.
 
** {{Skill|Healing Rain}} is yet another '''Water''' field and hands down the best source of AoE condition cleansing in the build.
 
** {{Skill|Overload Water}} is a last resource option, only to be used if it singlehandedly saves a team fight and you're out of options because sending Water on a longer CD is going to negatively impact your healing output.
 
** {{Skill|Overload Water}} is a last resource option, only to be used if it singlehandedly saves a team fight and you're out of options because sending Water on a longer CD is going to negatively impact your healing output.
 +
 
* {{Skill|Fire Attunement}} doesn't leave you defenseless either - {{Skill|Burning Retreat}} is usable even if you're {{gw2wiki|Immobilize}}d and evades incoming attacks, on top of being a mobility skill!
 
* {{Skill|Fire Attunement}} doesn't leave you defenseless either - {{Skill|Burning Retreat}} is usable even if you're {{gw2wiki|Immobilize}}d and evades incoming attacks, on top of being a mobility skill!
 +
 
* There's a lot of combo potential in this build:
 
* There's a lot of combo potential in this build:
 
** Precast a '''Water''' or '''Ice field''' on {{gw2wiki|Water Attunement}} {{to}} {{Skill|Ice Spike}} {{to}} {{gw2wiki|Earth Attunement}} {{to}} dodge, enhanced by {{Trait|Evasive Arcana}} {{to}} {{Skill|Magnetic Aura}} + {{Skill|Transmute Earth}} = 3 blast finishers in one field.
 
** Precast a '''Water''' or '''Ice field''' on {{gw2wiki|Water Attunement}} {{to}} {{Skill|Ice Spike}} {{to}} {{gw2wiki|Earth Attunement}} {{to}} dodge, enhanced by {{Trait|Evasive Arcana}} {{to}} {{Skill|Magnetic Aura}} + {{Skill|Transmute Earth}} = 3 blast finishers in one field.
 +
 
* {{Skill|"Wash the Pain Away!"}} Is a very powerful AoE heal for both yourself and the team. Try to coordinate it with your allies so that they receive every pulse of the channel to maximize the healing. The first pulse heals the most but has the smallest radius, while the other two pulses have a lower healing value but larger radius. {{Skill|Lightning Flash}} can be used to instantly move in and heal up teammates who are far away but need emergency healing.
 
* {{Skill|"Wash the Pain Away!"}} Is a very powerful AoE heal for both yourself and the team. Try to coordinate it with your allies so that they receive every pulse of the channel to maximize the healing. The first pulse heals the most but has the smallest radius, while the other two pulses have a lower healing value but larger radius. {{Skill|Lightning Flash}} can be used to instantly move in and heal up teammates who are far away but need emergency healing.
 +
 
* Save allies from death with {{Skill|"Rebound!"}}.  
 
* Save allies from death with {{Skill|"Rebound!"}}.  
 
**'''Important''': Don't use any heals on teammates who are under the effect of Rebound, use them ''after'' it was consumed or expired. The only exception is when you are absolutely certain that they won't reach 1HP over its duration for some reason.
 
**'''Important''': Don't use any heals on teammates who are under the effect of Rebound, use them ''after'' it was consumed or expired. The only exception is when you are absolutely certain that they won't reach 1HP over its duration for some reason.
Line 85: Line 96:
 
'''Reviving allies'''
 
'''Reviving allies'''
 
* {{Trait|Arcane Resurrection}} turns {{Skill|Geyser}} into a rather potent rez skill, and even spawns its own Geyser when you begin to revive someone.  
 
* {{Trait|Arcane Resurrection}} turns {{Skill|Geyser}} into a rather potent rez skill, and even spawns its own Geyser when you begin to revive someone.  
 +
 
* The two {{gw2wiki|Geyser}}s (weapon and trait proc) stack in effectiveness!
 
* The two {{gw2wiki|Geyser}}s (weapon and trait proc) stack in effectiveness!
 +
 
* If you're about to die, dropping this AoE at your feet restores downed health for you, making it easier for allies to get the rez.
 
* If you're about to die, dropping this AoE at your feet restores downed health for you, making it easier for allies to get the rez.
 +
 
* {{Skill|Mist Form}} turns the caster invulnerable, allowing you to rez without getting interrupted or killed.
 
* {{Skill|Mist Form}} turns the caster invulnerable, allowing you to rez without getting interrupted or killed.
 
** '''Note:''' Mist Form must be activated ''AFTER'' starting to revive an ally, otherwise it won't work.
 
** '''Note:''' Mist Form must be activated ''AFTER'' starting to revive an ally, otherwise it won't work.
Line 93: Line 107:
 
'''Stacking swiftness'''
 
'''Stacking swiftness'''
 
* Stack {{gw2wiki|Swiftness}} for your team before the game starts!
 
* Stack {{gw2wiki|Swiftness}} for your team before the game starts!
 +
 
* For this you must begin on {{gw2wiki|Earth Attunement}}. Drop {{Skill|Eruption}} on the exit gate - whilst channeling this skill, swap to {{gw2wiki|Air Attunement}} and place {{Skill|Static Field}} on top of Eruption.
 
* For this you must begin on {{gw2wiki|Earth Attunement}}. Drop {{Skill|Eruption}} on the exit gate - whilst channeling this skill, swap to {{gw2wiki|Air Attunement}} and place {{Skill|Static Field}} on top of Eruption.
 +
 
* Finish the chain with {{Skill|Windborne Speed}}.
 
* Finish the chain with {{Skill|Windborne Speed}}.
  
 
==Top Streamers==
 
==Top Streamers==
 
* Twitch: [https://www.twitch.tv/vallun Vallun]
 
* Twitch: [https://www.twitch.tv/vallun Vallun]

Revision as of 12:37, 7 November 2019

The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Gold.png

The community gave this build a rating, making it second-tier: Good.

Focused on: SupportUtility.

Designed for:


Overview

A capable (but relatively squishy) PvP Tempest meant to support allies in teamfights. Staff support Tempest focuses on healing, cleansing, and reviving allies, but may have a harder time against burst oriented comps than the Dagger/Focus build.

Skill Bar

StaffHealingUtilityElite

Slot Changes

For the optional slot you should usually pick an aura of your choice:

  • - counters ranged pressure and can be detonated on Earth, also applies AoE Protection Protection.
  • - an excellent choice against direct damage on a relatively short cooldown.
  • - the weakest shout on this list, but also the most spammable and the only one that can be used while stunned as it's instant. This is mainly for trait synergy, not the aura itself.
  • - the only non-aura skill on the list, adds much needed defense against CC-heavy comps.

Template Code

[&DQYRHSUXMD/HEnQA6wAAAJAAAAAAAAAAmRIAAAAAAAAAAAAAAAAAAAAAAAA=]
COPY

Specializations



Variants

  • fares better against CC but competes with a trait that provides quit a bit of sustain in general, including condition cleansing through trait synergy. Often gets combined with for a more CC resistant build, and because picking the Armor over an aura for the 3rd utility slot lessens the value of anyways.

Equipment

Staff.png
I.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Superior Rune of the Monk
Superior Rune of the Monk.pngSuperior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
Mender's Amulet
Mender's Amulet.pngMender's Amulet
+1050 Power +560 Precision +560 Vitality +1050 Healing power

Usage

General

  • Under General Options / User Interface enable "Thick party health bars" and "Always show health bars". These will make it much easier to keep track of who needs your support.
  • is your main panic button, only to be used if you'd die otherwise. is panic button #2 but can be used more freely, even as a mobility skill between capture points.
  • Avoid getting locked into 1v1s, always be in team fights. You depend on your allies just as much as they depend on you! Tempest's job is to keep party members alive through support, and these allies must peel for you in return (if the enemy team gets to focus you without allies counterpressuring them you'll probably end up dead).
  • It's possible to steal a capture point by knocking enemies off with then keeping them out with some of your area denial skills such as or . The same skills are also good for creating some breathing room when you're being focused by the enemy team.
  • Being a support build doesn't mean you don't have any pressure - , , and all do decent damage which could be useful in situations where there's nothing to support or you have to contribute some cleave damage (for example vs downed targets).


Overloads

  • These skills become available after spending at least 6 consecutive seconds in one attunement. Switching to another attunement while overloading will interrupt the skill, yet still puts the attunement on the increased CD of 20 seconds.
  • is arguably the least important one in the build, even if you can't pull off an uninterrupted overload at least it can be used as a stun breaker without hesitation.


Support and sustain

  • turns every source of Regeneration Regeneration into a source of condition cleansing.
  • The 2 most important sources of Protection Protection are the following:
    • - not only does it pulse this boon each second, it'll also leave behind an AoE that does the same thing after a successful overload.
    • Attuning to . This is instant and applies AoE Protetion, so try to attune near allies whenever possible.
  • Water Attunement Water Attunement is where most of your non-Tempest related support comes from:
    • Swapping to Water in the middle of a dodge roll near an ally already pumps out a decent amount of healing via Water's share of and the trait . Don't idle in Water too much because you should fit as many Water swaps into a fight as possible.
    • is an okay filler when you've got nothing better to do. Make sure that you do not have an enemy targeted (and that auto targeting is disabled in the options) when using this skill, as you should either aim this at your feet or at an ally.
    • has value as a Blast finisher. Blasting applies AoE , while blasting any of the Water fields on this weapon does AoE healing.
    • is a decent AoE heal and a Water field. Read more about its other applications below.
    • is yet another Water field and hands down the best source of AoE condition cleansing in the build.
    • is a last resource option, only to be used if it singlehandedly saves a team fight and you're out of options because sending Water on a longer CD is going to negatively impact your healing output.
  • doesn't leave you defenseless either - is usable even if you're Immobilize Immobilized and evades incoming attacks, on top of being a mobility skill!
  • There's a lot of combo potential in this build:
  • Is a very powerful AoE heal for both yourself and the team. Try to coordinate it with your allies so that they receive every pulse of the channel to maximize the healing. The first pulse heals the most but has the smallest radius, while the other two pulses have a lower healing value but larger radius. can be used to instantly move in and heal up teammates who are far away but need emergency healing.
  • Save allies from death with .
    • Important: Don't use any heals on teammates who are under the effect of Rebound, use them after it was consumed or expired. The only exception is when you are absolutely certain that they won't reach 1HP over its duration for some reason.


Reviving allies

  • turns into a rather potent rez skill, and even spawns its own Geyser when you begin to revive someone.
  • The two Geyser Geysers (weapon and trait proc) stack in effectiveness!
  • If you're about to die, dropping this AoE at your feet restores downed health for you, making it easier for allies to get the rez.
  • turns the caster invulnerable, allowing you to rez without getting interrupted or killed.
    • Note: Mist Form must be activated AFTER starting to revive an ally, otherwise it won't work.


Stacking swiftness

  • Stack Swiftness Swiftness for your team before the game starts!
  • For this you must begin on Earth Attunement Earth Attunement. Drop on the exit gate - whilst channeling this skill, swap to Air Attunement Air Attunement and place on top of Eruption.
  • Finish the chain with .

Top Streamers

Build rating - 4 stars
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
6 Ratings
5 stars
Donyajoon gave this build 5 stars April 2019

Great chill output, ranged support in heals, auras, condi cleanse.

The geyser rez is less than a second and on very low cooldown, almost guaranteed even under heavy pressure with mist form.

Considering easy access to chill and pretty mobile, this build can kite quite well and I don't feel so squishy either.

3 stars
LazySummer gave this build 3 stars April 2019

This build decent if your team can peel for you (preferably with another support such as blood scourge or firebrand), otherwise it folds quite easily when focused as it lacks many of the self-peel that d/f tempest has, and it's still outclassed by firebrands.

5 stars
Utrex gave this build 5 stars April 2019

Being squishy and lacks edge that Firebrand offers such as Stability, on-demand stunbreaks, and Resistance--pretty much everything from Tome of Courage.

However, this build has something Firebrand does not: auras, arguably more ranged support, and geyser rez which is actually very nice. Also has Mist Form that can make more awesome plays.

Edit: better than expected, moving it up

3 More Ratings
5 stars
Soller gave this build 5 stars April 2019

Nathanel doesn't understand what makes this one so good. Staff tempest has more condition removal and AoE healing than any other build bar firebrands, but the rez is better than FB's. For ranked this is 5/5, for tournaments 4/5.

3 stars
Nathanel gave this build 3 stars March 2019

I see no reason as to why this build should be played. Its an obselete mock auramancer. The protrection,regen and more available condi cleanse on the standard auramancer offset its niche ressing capabilities. If u want range u are better of playing auramancer with staff and or make some slight adjustments.

Its not a weak build. But rather a unneeded build.

4 stars
Hanz gave this build 4 stars March 2019

Staff Tempest is making a soft comeback in ranked. Not as good as a Firebrand, but it's a decent support with a lot of healing, damage mitigation, cleansing and even rez power.