Pilz

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

Overview

The Fire Tempest provides strong condition cleanse and healing. It has access to one of the strongest revive skills, , brings access to auras and provides a good amount of crowd control.


Skill Bar

Dagger/Focus
Dagger/Focus
Utility


Skill Variants

Utilities
Signet of Earth provides a very strong single target immobilize. However, it can be switched out for other utilities in some situations. Especially for starting out, the alternatives are easier to use.
  • the best option for another aura/heal utility
  • group stunbreak and AOE superspeed
Elite
  • this is usually not worth using, however it synergises with the Mesmer's revive skill as it can prevent the players from dying to the debuff.


Template Code

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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
Scepter
Minstrel
Dagger
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Rune Variants
  • can be used if extra tankiness is required. It increases the amount of condition cleanse.
  • increases the healing but loses quite a bit of defensive stats compared to the other choices.


Consumables

    • personal option
    • is worth using if you can go for many revives

Usage

General

  • This build fills the role of the healer and cleanser in the party, so it is important to focus on these things first.
  • The is very powerful. Especially used in air attunement, it can completely reset a player that went down in a bad place. Make sure to be in a save position when this is needed.
  • Auras are quite powerful and since the access is mostly limited to Elementalists, you should applies these as much as possible.
  • The amount of might provided by is a lot, however the range is small. If possible, make sure to get value out of this trait.
  • Since you do not have good access to stunbreaks and stability for yourself and you heavily rely on skills with longer casttimes, you want to be in safe positions during the round. Especially while overloading, it is perfectly fine to move a bit away from the commander to ensure the cast.
  • For the usage of attunements and skills, you can stick to a relatively simple rotation. This is not optimal in all situations but it is a very solid start and helps you to focus on other things while learning.
    • - This is the source of most cleanses tied to the Focus skill / . This is also the source of a large amount of AoE might coming from the trait . Maximize the frequency with which you use this attunement.
    • - This is a great source of healing. Use whenever possible.
    • - is by far the strongest Aura. Therefore, use the Dagger skill and often. Keep this attunement ready for if you expect someone to die off position. Use {{Swirling Windsßß

Use to counter enemy Necromancer's . Use for one of the strongest single target CC effects.

    • - This is mostly a filler attunement you want to switch into to start the cooldown on the Fire attunement. It provides an invulnability on Focus, . In Earth, becomes a AoE revive with a decently large radius.






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

Focused on: Strike damageDps and Boon support

Designed for: WvW Zerg

Expansions required: End of Dragons builds

Overview

A Power based Vindicator build for WvW. The power of greatsword, the durability of Jalis, and the damage of allow this build to deal strong damage with great survivability.


Skill Bar

Hammer
Greatsword
Utility
Utility


Template Code

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Specializations

Variants
  • selfish stat boost, can be worth it if you party has only two DPS
  • constant stability removal with quickness uptime but less DPS.
Variants
  • if your party is providing might cap on spikes without your help
  • with extremely high vigor uptime and regularly hitting 3+ targets with


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Assassin
Ring
Berserker
Ring
Berserker
Hammer
Berserker
Sigil
Sigil
Greatsword
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

Stats
Sigils
  • Greatsword


Consumables

    • personal food option


Usage

Priorities

High
  • Ranged Spike
Moderate
Low
  • CC


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
      • Neutral creatures can be used as targets
  • This builds has high active defenses
    • Only use defensively if desperate, it will likely leave you more out of position than when you started
    • Toggle on whenever you expect significant pressure, its upkeep is cheap
    • breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
Active defense priority
  • - for stunbreaking
  • - for stunbreaking
  • - for Immobilize Immobilize
  • - Saint Viktor
  • Dodge
    • - if short on Endurance
  • - general use
  • / - general use
  • - Saint Viktor


Detailed Explanations

Ranged Spike

  • Casting immediately before will make both hits land at the same time
    • is the priority skill if you can't use both
  • Avoid casting as groups cross each other so you aren't left behind


Sustained damage

  • You can through traps and marks to activate them without taking any damage.
  • Try to place in the direction your group is pushing if possible, but prioritize hitting enemies
  • Toggle on any time you're in range and in Jalis, but prioritize other skills when energy is limited
Skill priority
Greatsword
  • - 5 charges
Hammer


Might

  • Your might is mostly passively generated through through using Aliiance skills and
  • Stay close to your group, has a small radius
  • Before leaving Alliance stance, use to swap to Saint Viktor and proc
    • As soon as you reenter Alliance stance, use again to get access to Archemorus skills


CC

  • Use 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
  • Use when all other skills are on cooldown and projectile block is stopping your
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