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    Support Tempest
    October 2024

    WvW - Zerg
    Support
    Recommended icon Recommended

    Traits

    Armor

     Helm
     Shoulders
     Chest
     Gloves
     Legs
     Boots

    Weapons & Sigils

     Dagger
     Dagger
     Dagger

    Trinkets

     Backpiece
     Accessory
     Accessory
     Amulet
     Ring
     Ring

    Food

    Infusions

    19 x

    Weapon Skills

    Utility Skills

    copied

    Skill Priority

    Might share combo

    Attunement rotation 

    Water rotation 

    1. or

    Note: has a 2.5s cooldown.

    You can use and let the effect expire in for another way to use generate frost aura to access .

    Target Stats

    10001000100010000000
    1000159225%150%00%0%

    Introduction

    Tempests can provide good support with good condition removal, passive healing, and solid burst healing. It also brings some unique utility via auras that buff allies, both defensively and offensively.

    For the Arcane variant, check the alternatives at the bottom.

    Build Fundamentals

    This build allows you to be the main source of healing and cleansing in your party by transmuting auras and using shouts, it has strong passive and burst healing from multiple sources, for example , , , as well as from granting allies auras via and finally granted by the trait .

    Additional cleanse is provided by using weapon skills, transmuting auras via , and using shouts.

    This build has huge trait synergy with auras. Applying an aura to an ally will heal them through , and grant them and via .

    The aura transmute mechanic means your weapon skills have a secondary flip over ability called ‘transmute skill’.  This can only be activated while you have the aura they apply currently on you. For example, after applying a shocking aura to yourself either by using itself or , will change to which consumes the shocking aura to stun nearby enemies! The transmutations you have access to on this build are in and  in . The previously mentioned extra effect of is that transmuting an aura will remove another two conditions from nearby allies!

    The use of combo fields and a specific rotation of skills, as well as an attunement rotation to maximize effectiveness, is necessary to be successful. Other than overloading water attunement, overloading other attunements could be done as a defensive maneuver, and doing so will break you out of stun. Positioning is very important when using overload skills as they are channeled skills and can be easily interrupted.

    Main Priorities

    Staying alive is the most important priority. Survivability is obtained by dodging, evading, and positioning as well as party defensive boons such as cleanses, stability, and heals.

    Starting the fight in fire attunement is beneficial and out of combat on the empower call you can overload fire for might. Upon leaving fire attunement you will consume any might and give it to allies via . Doing so will buff your allies’ damage via flame expulsion! So after the fire overload use swapping into earth attunement to combo with and . Your group will now have 25 might!  After earth attunement, go into air attunement and transmute (i.e. apply) a shocking aura as needed. Finally, switch to water attunement for your burst healing and cleansing, more details on this will be explained later.

    Attunements and Weapon Skills

    • Entering serves as one of your cleanses
      • gives you a Fire Aura whenever you enter .
      • Combined with this will cleanse allies each time you enter due to .
    • is an evade frame, which can be used defensively as needed.
    • as explained earlier, you use this to combo with, before you exit fire attunement.
    • will grant allies whenever you leave
      • Remain in briefly for generation, if you are able to cast any skills before switching attunements, doing so will increase the output. This can be valuable, but do not sacrifice supporting allies for it, but remember you cannot gain might from this trait unless you are in combat.

    • Entering heals allies through and removes a condition with . also activates when using
    • Next use dagger skill then press again to
    • , , and are all extremely powerful whilst in water attunement. They will all apply , which is able to be transmuted via
      • Note: There is a 2.5-second internal cooldown, so do not spam this skill, but rather be patient making sure to not swap out of water too soon.
    • Always use before leaving
      • Although the radius of the effect is quite large at 360, make sure you are in the range of allies when casting it. Especially at the end of the overload when the strongest healing occurs.
    • , can be used for further condition removal and provides decent healing

    • is an extremely strong defensive and offensive skill
      • Use it as the enemy is pushing toward you or during an offensive to push the enemy out of the way
      • Do your best to avoid transmuting this skill unless needed for cleansing
    • is extremely strong crowd control and evade skill
      • There is a long cast time and it locks you in place, use it wisely

    • is used in combo with
    •  is a strong skill that will enemies
      • Extremely useful on engagements as it allows you to evade attacks
      • Combo it as explained earlier with

    Note: Incorrectly used, this skill has the potential to move you out of position as it will move you in a straight line in the direction you are facing.

    • Will provide a source of or a stun break, but only use as a last resort
      • Finishing the cast will enemies, so positioning is critical to maximize the value of using this skill

    Shouts

    • is your strongest easily accessible burst healing ability on this build.
      • There are several healing pulses, with each one healing less but with an increased radius, and the final pulse will also cleanse a condition.
      • Greater value can be seen from this skill if you position near low-health allies when initially casting this skill.  
    • will enemies and grant allies , so make sure to use this in water attunement to gain value from
    • grants might and Fire Aura.
      • Use before leaving fire attunement so you can share  via
    • is a stun break for you and your allies while also granting
    • will prevent allies from immediately dying when taking lethal damage, it will negate the death blow and will cause them to get healed instead. This can be useful but usually doesn’t keep the ally alive if they are taking consistent damage.
      • If ends without a target taking lethal damage, it will apply an aura based on the attunement you are currently in, so being in when the skill ends is critical.
      • This skill may also be used to prevent allies from downing to , if you cast it right before ends on them, they will not go down.

    Additional Notes

    Take an extra dagger in your build with , this is so you can stack more Healing Power on kills. Once stacked you can then swap to the other set with .

    Alternatives

    Pick Arcane over Fire for additional revival utilities over condition cleanses.

    Traits

    Armor

     Helm
     Shoulders
     Chest
     Gloves
     Legs
     Boots

    Weapons & Sigils

     Staff
     Staff

    Trinkets

     Backpiece
     Accessory
     Accessory
     Amulet
     Ring
     Ring

    Food

    Infusions

    20 x

    Weapon Skills

    Utility Skills

    copied

    Target Stats

    10001000100010000000
    1000159225%150%00%0%

    Introduction

    Tempests can provide good support with good condition removal, passive healing, and solid burst healing. It also brings some unique utility via auras that buff allies, both defensively and offensively.

    For the Arcane variant, check the alternatives at the bottom.

    Build Fundamentals

    This build allows you to be the main source of healing and cleansing in your party by transmuting auras and using shouts, it has strong passive and burst healing from multiple sources, for example , , , and , as well as from granting allies auras via and finally granted by the trait .

    Your main healing skills are and , which can be combo-finished with blast finishers for additional healing. It’s good to be aware that your Water autoattack can target allies and heal them.

    Additional cleanse is provided by using weapon skills, transmuting auras via , and using shouts.

    Each of your blast finishers will activate  for some extra healing, regardless of which type of combo field is on the ground.

    Whenever you attune to you grant which is a powerful passive healing buff granted by the trait .

    This build has huge trait synergy with auras. Applying an aura to an ally will heal them through , and grant them and via .

    will prevent allies from immediately dying when taking lethal damage, it will negate the death blow and will cause them to get healed instead. This can be useful but usually doesn’t keep the ally alive if they are taking consistent damage.

    TIP: It’s important to remember that you can attunement swap while casting weapon skills without cancelling your skill.

    Build Specifics

    Know which type of Revival you are performing when using .

    • Revive one ally and you will self revive if downed in the next 15 seconds.
    • Revive one ally at full health.
    • Revive one ally and teleport them to you.
    • Revive three allies around you.

    Additionally, if you have Arcane equipped (see Alternatives), your revives allies thanks to , which will spawn an additional when pressing F on a downed ally.

    is a great movement skill, buffing your allies with and a shorter .

    Blast Finishers

    Crowd Control

    • with .

    Alternatives

    Pick Arcane over Fire for additional revival utilities over condition cleanses.

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