Let me begin by describing how I currently see the metagame. Feel free to disagree and post your thoughts. Currently dominant builds are:
- Sizer’s 20066 S/D
- Strength/celestial D/D elementalist 02066/00266
- Strength/cele/soldier/valk axebow and hambow off-bunkers
- 3kit balthazar engi
- Standard condimancer
- Oh so classic 01661 bunker guard
Honorable mentions:
- Power necro(lich)
- Pistol whip
- 44006 shatter
Obviously these are not the only builds that are played, but to me they are extremely abundant. (Worth noting I play around rank 100 mmr EU soloq)
So why tempest defense? The main reason is the trickery meta. It’s no secret that S/D trickery is a hard matchup for D/D. Tempest defense however COMPLETELY turns this matchup around. S/D relies heavily on a strong opener with a mug + a precast larcenous strike. Every time he opens on you with steal however, he hits the shocking aura that pops from the daze, interrupting him before he even gets the chance to finish the pre-cast ability. His offensive is completely nullified, and chances are you get to punish him quite hard since he can hardly touch you with shocking aura up. When it wears out you still have a 20s cooldown shocking aura up your sleeve, and by the time his steal recharges, so will your tempest defense.
On top of that, this build does substantially more damage than a classic setup. If you ask a thief what his worst enemy is, it’s damage. Be it another thief, a sneaky mesmer or whatever. With 200 percent critical damage and 40 crit chance, you pose a very real threat to the S/D thief. Whereas he was previously in control of the engagement and could disengage at will, this build is quite a bit more scary.
The second real strong-suit of this build is an area where classic D/D often falls short. Up-front damage and kill potential. That’s where the icebow comes in. It might seem like a bit of a gimmick, and it probably is, but hear me out. First off, tempest defense damage boost procs off the #5 skill. For those of you who didn’t know, that ability is a 5 second stun that can not be broken by a regular stun-break. Only blink type abilities can get you out of it. The downside is that it’s a very slow projectile with a lengthy wind-up animation. When used in conjunction with lightning flash however, this skill becomes MUCH harder to avoid. Long story short, if you get hit by this and you don’t have a blink or form of invulnerability, you’re probably dead. The skill 4 with 20 % bonus damage from tempest defense will decimate you.
This skill spawns another bow on the ground. If you can get a teammate to pick it up he can chain the stun together into a 10s stun, or stun someone else and use the same combo. Thieves are especially suited for this, since they can steal to their opponent before the 5 skill hits, and do insane damage with the 4 skill since they’re likely on a zerker’s amulet, however a bunker can also make good use of this purely for the stun.
Opening a match with a refuge into a double icebow from you and your thief can truly snowball a match.
I planned to dissertate on the merits of this build against every other meta spec, but I feel the post would get way too long that way. If you read this far, you could probably see its merits versus hammers, fear chains and classic D/D. I would very much like to point out that shocking aura will interrupt pistol-whip and thus completely and utterly shuts down PW thieves. Same goes for blurred frenzy, although S/P mesmer is not as common anymore. The two most important advantages I feel I have touched on enough. Trickery matchup and insane teamfight potential with sheer damage and stunlock. Test the damage out for yourself (don’t forget to swap while barraging for might and fury).
The biggest downsides are probably:
- rather poor condi management(reliant on ER)
- rather reliant on your team to know what to do with the bow(tell them)
Please do let me know what you think
P.S.: The two points in water can be freely spent on many things. Prime candidates are cantrip mastery, piercing shards (massive overkill on icebow damage), armor of earth when below 50% (good for not dying, which might be a problem with only two cantrips), elemental shielding(extra TD proc) and stone splinters. When deciding on where to spend, don’t underestimate soothing mist area support! Also this build can be ran in an aura sharing variant, 06062 in tPvP mainly.