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    August 2023

    WvW - Zerg
    Recommended icon Recommended


    Minstrel's icon Superior Rune of the Water icon
    Minstrel's HelmSuperior Rune of the Water
    Minstrel's icon Superior Rune of the Water icon
    Minstrel's ShouldersSuperior Rune of the Water
    Minstrel's icon Superior Rune of the Water icon
    Minstrel's ChestSuperior Rune of the Water
    Minstrel's icon Superior Rune of the Water icon
    Minstrel's GlovesSuperior Rune of the Water
    Minstrel's icon Superior Rune of the Water icon
    Minstrel's LegsSuperior Rune of the Water
    Minstrel's icon Superior Rune of the Water icon
    Minstrel's BootsSuperior Rune of the Water

    Weapons & Sigils

    Dagger icon Superior Sigil of Energy icon
    Minstrel's DaggerSuperior Sigil of Energy
    Dagger icon Superior Sigil of Transference icon
    Minstrel's DaggerSuperior Sigil of Transference
    Dagger icon Superior Sigil of Benevolence icon
    Minstrel's DaggerSuperior Sigil of Benevolence


    Minstrel's icon
    Minstrel's Backpiece
    Minstrel's icon
    Minstrel's Accessory
    Minstrel's icon
    Minstrel's Accessory
    Minstrel's icon
    Minstrel's Amulet
    Minstrel's icon
    Minstrel's Ring
    Minstrel's icon
    Minstrel's Ring
    Relic icon
    Relic of Antitoxin


    Bowl of Fruit Salad with Mint Garnish icon Bountiful Maintenance Oil icon
    Bowl of Fruit Salad with Mint GarnishBountiful Maintenance Oil


    18 x Healing WvW Infusions icon
    18 x Healing WvW Infusions

    Weapon Skills

    Utility Skills



    Target Stats


    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, this build truly shines in GvG and smaller scale encounters!

    Build Fundamentals

    This build allows you to be the main source of healing and cleansing in your party by transmuting auras and using shouts.

    This build has strong passive and burst healing from multiple sources, for exampleTransmute Frost, "Wash the Pain Away!", Water Attunement, and Overload Water, as well as from granting allies auras, via Elemental Bastion.

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

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

    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 Shocking Aura itself or Overload Air, Shocking Aura will change to Transmute Lightning which consumes the shocking aura to stun nearby enemies! The transmutations you have access to on this build are Transmute Lightning in Air Attunement and Transmute Frost in Water Attunement. The previously mentioned extra effect of Smothering Auras 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 Pyromancer's Puissance. Doing so will buff your allies’ damage via flame expulsion! So after the fire overload use "Feel the Burn!" then use Ring of Fire swapping into earth attunement to combo with Earthquake and Churning Earth . 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

    Fire Attunement

    Water Attunement

    Air Attunement

    • Shocking Aura 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
    • Updraft is extremely strong crowd control and evade skill
      • There is a long cast time and it locks you in place, use it wisely

    Earth Attunement

    • Earthquake is used in combo with Ring of Fire
    • Earthen Rush is a strong skill that will enemies
      • Extremely useful on engagements as it allows you to evade attacks
      • Combo it as explained earlier with Ring of Fire
        • 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.
    • Overload Earth 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


    • "Wash the Pain Away!" 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.  
    • "Flash-Freeze!" will enemies and grant allies Frost Aura, so make sure to use this in water attunement to gain value from Transmute Frost
    • "Feel the Burn!" grants might and Fire Aura.
    • "Eye of the Storm!" is a stun break for you and your allies while also granting
    • "Rebound!" 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 "Rebound!" ends without a target taking lethal damage, it will apply an aura based on the attunement you are currently in, so being in Water Attunement when the skill ends is critical.
      • This skill may also be used to prevent allies from downing to Illusion of Life, if you cast it right before Illusion of Life ends on them, they will not go down.

    Additional Notes

    Take an extra dagger in your build with Superior Sigil of Benevolence, this is so you can stack more healing power on kills.  Once stacked you can then swap in the dagger with transference.


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