Support Tempest
Traits
Armor
Weapons & Sigils
Trinkets
Food
Infusions
Weapon Skills
Utility Skills
Skill Priority
Might share combo
Attunement rotation
Water rotation
or
Note:
You can use
Target Stats















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
Additional cleanse is provided by using weapon skills, transmuting auras via
This build has huge trait synergy with auras. Applying an aura to an ally will heal them through
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
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
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.
- Remain in
- 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
- Finishing the cast will
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
- Use before leaving fire attunement so you can share
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.
- If
Additional Notes
Take an extra dagger in your build with
Alternatives
Pick Arcane over Fire for additional revival utilities over condition cleanses.
Traits
Armor
Weapons & Sigils
Trinkets
Food
Infusions
Weapon Skills
Utility Skills
Target Stats















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
Your main healing skills are
Additional cleanse is provided by using weapon skills, transmuting auras via
Each of your blast finishers will activate
Whenever you attune to
This build has huge trait synergy with auras. Applying an aura to an ally will heal them through
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
Blast Finishers
Crowd Control
with .
Alternatives
Pick Arcane over Fire for additional revival utilities over condition cleanses.