Build

Tempest - Midline Auramancer

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Platinum.png

The community gave this build a rating, making it top-tier: Great.

Focused on: ControlSupport.

Designed for:

Overview

Auramancer provides high survivability and team support through auras and group healing.

Skill Bar

Dagger/FocusHealingUtilityElite

Weapon Variants

Staff

Staff
Healing
Utility
Elite
Fireball
1Activation.png
Fireball
Cast a fireball that explodes on impact and hits multiple foes.
Damage.pngDamage: 343
Book.pngNumber of Targets: 3
Radius.pngRadius: 180
Range.pngRange: 1,200
Lava Font
8Recharge.png
Lava Font
Make lava erupt from the target area.
Damage.pngDamage (4x): 1,292
Book.pngNumber of Targets: 5
Duration.pngDuration: 4 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Fire
Range.pngRange: 1,200
Flame Burst
½Activation.png
10Recharge.png
Flame Burst
Burn foes at the target location.
Damage.pngDamage: 40
Burning.png2Burning (6s): 1,572 Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Range.pngRange: 1,200
Burning Retreat
20Recharge.png
Burning Retreat
Quickly roll backward, leaving behind a line of fire that burns.
Damage.pngDamage: 40
Burning.pngBurning (1s): 131 Damage
Duration.pngDuration: 6 seconds
Book.pngEvade: 1 second
Combo.pngCombo Field: Fire
Meteor Shower
Activation.png
30Recharge.png
Meteor Shower
Call down a meteor shower onto the target area.
Damage.pngDamage: 525
Book.pngNumber of Impacts: 24
Book.pngNumber of Targets: 3
Duration.pngDuration: 9 seconds
Radius.pngDamage Radius: 120
Radius.pngRadius: 360
Range.pngRange: 1,200
Water Blast
¾Activation.png
Water Blast
Spray a jet of water at your foe that splashes to heal nearby allies.
Damage.pngDamage: 121
Healing.pngHealing: 372
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Range.pngRange: 1,200
Ice Spike
¾Activation.png
4Recharge.png
Ice Spike
Drop a giant ice spike on foes to make them vulnerable.
Damage.pngDamage: 605
Vulnerability.png5Vulnerability (10s): 5% Incoming Damage, 5% Incoming Condition Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 300
Range.pngRange: 1,200
Geyser
¾Activation.png
20Recharge.png
Geyser
Create a geyser to heal nearby allies.
Healing.pngHealing: 2,424
Book.pngNumber of Targets: 5
Duration.pngDuration: 2 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Water
Range.pngRange: 1,200
Frozen Ground
30Recharge.png
Frozen Ground
Coat the target area in ice, chilling foes that enter it.
Chilled.pngChilled (2s): -66% Skill Recharge Rate, -66% Movement Speed
Book.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 300
Combo.pngCombo Field: Ice
Range.pngRange: 1,200
Book.pngUnblockable
Healing Rain
1Activation.png
40Recharge.png
Healing Rain
Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.
Regeneration.png3Regeneration (4s): 1,560 Heal
Book.pngConditions Removed: 1
Book.pngNumber of Targets: 5
Book.pngPulses: 3
Duration.pngDuration: 6 seconds
Radius.pngRadius: 450
Combo.pngCombo Field: Water
Range.pngRange: 1,200
Chain Lightning
¾Activation.png
Chain Lightning
Hit multiple foes with arcs of chain lightning.
Damage.pngDamage: 266
Book.pngNumber of Bounces: 3
Range.pngRange: 1,200
Lightning Surge
Activation.png
10Recharge.png
Lightning Surge
Charge a lightning surge that damages and blinds foes near your target when it discharges.
Damage.pngDamage: 525
Blind.pngBlind (5s): Next outgoing attack misses.
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Range.pngRange: 1,200
Gust
¼Activation.png
25Recharge.png
Gust
Push foes backward with a burst of air.
Knockback.pngKnockback: 400
Book.pngNumber of Targets: 5
Range.pngRange: 1,200
Windborne Speed
¼Activation.png
25Recharge.png
Windborne Speed
You and nearby allies gain swiftness, while curing crippled, immobilized, and chilled.
Swiftness.pngSwiftness (10s): 33% Movement Speed
Book.pngNumber of Targets: 5
Radius.pngRadius: 300
Static Field
¾Activation.png
40Recharge.png
Static Field
Create an electrical field that stuns foes crossing it.
Damage.pngDamage: 202
Stun.pngStun: 2 seconds
Duration.pngDuration: 4 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Lightning
Range.pngRange: 1,200
Book.pngUnblockable
Stoning
¾Activation.png
Stoning
Hurl a rock and weaken your foe.
Damage.pngDamage: 202
Weakness.pngWeakness (3s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,200
Eruption
Activation.png
6Recharge.png
Eruption
Shake the ground until it erupts and damages foes.
Damage.pngDamage: 504
Bleeding.png6Bleeding (12s): 1,584 Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 300
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200
Magnetic Aura
30Recharge.png
Magnetic Aura
Reflect projectiles with magnetic energy.
Magnetic Aura.pngMagnetic Aura (4s): Reflect projectiles with magnetic energy.
Unsteady Ground
¼Activation.png
30Recharge.png
Unsteady Ground
Create unsteady ground that foes cannot cross.
Duration.pngDuration: 3 seconds
Range.pngRange: 1,200
Shock Wave
¾Activation.png
30Recharge.png
Shock Wave
Create a shockwave that bleeds and immobilizes your target.
Damage.pngDamage: 202
Bleeding.pngBleeding (20s): 440 Damage
Immobilize.pngImmobilize (2s): Unable to move.
Book.pngNumber of Targets: 5
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,200

Brings a powerful "ground game" of combo fields and area CC, but in exchange for a large decrease in personal defensive skills, largely from the Focus. Strong option for large scale open field, weaker in GvG/small scale.

Skill Variants

Utility

  • For Elemental Surge Arcane variant.
  • Versatile personal stability
  • Team support defensive option.
  • Personal defensive option with utility for rez/stomping.
  • for
    builds.

Specializations

Main

Variants

  • If you find yourself having issues being focused.

Variants

  • Optimal in GvG. Lose slight healing and frost aura uptime to gain AoE cleanse for Burn/Chill on a 10s CD.
  • Additional personal survivability at the cost of group utility.
  • For staff variant.
  • for extra condition hate.
  • Highest over time heals per second at the loss of burst healing
  • For
    variant.

Variants

Variants

Swap Earth to Arcane to lose group Protection Protection uptime and personal defense in exchange for high healing and condi clear on dodge rolls in water or a powerful CC from
in Earth attunement.

Equipment

Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
6x
Superior Rune of the Monk
18x
Healing WvW Infusion

Variants

Stats

  • Add Nomad's for more personal defense, Cleric's or Magi's for more healing power and Celestial or Crusader's for an offensive set.

Sigils

  • Superior Sigil of Concentration Superior Sigil of Concentration
    9Recharge.png
    Superior Sigil of Concentration.pngSuperior Sigil of Concentration
    Boons you apply last 33% longer for 7 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
  • Superior Sigil of Energy Superior Sigil of Energy
    9Recharge.png
    Superior Sigil of Energy.pngSuperior Sigil of Energy
    Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
  • Superior Sigil of Renewal Superior Sigil of Renewal
    9Recharge.png
    Superior Sigil of Renewal.pngSuperior Sigil of Renewal
    Heal Nearby Allies on Weapon Swap (360 radius). (Cooldown: 9s)

Runes

  • Be aware of boon duration if swapping runes.
  • Superior Rune of Durability Superior Rune of Durability
    Superior Rune of Resistance.pngSuperior Rune of Durability
    (1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): 25% chance when struck to grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second. (Cooldown: 20 seconds) (5): +100 Toughness (6): +15% Boon Duration; +125 Vitality
    Defensive option with boon duration.
  • Superior Rune of the Trooper Superior Rune of the Trooper
    Superior Rune of the Trooper.pngSuperior Rune of the Trooper
    (1): +25 Vitality (2): +35 Toughness (3): +50 Vitality (4): +65 Toughness (5): +100 Vitality (6): Shouts remove a condition from each affected ally.
    Defensive option with condition cleanse.

Consumables

Food

  • Delicious Rice Ball Delicious Rice Ball
    Delicious Rice Ball.pngDelicious Rice Ball
    Nourishment (30m):
    Food.png100 Healing Power+10% Healing Effectiveness (Outgoing)+25% Magic Find during Lunar New Year
    Consumable

Utility

  • Bountiful Maintenance Oil Bountiful Maintenance Oil
    Bountiful Maintenance Oil.pngBountiful Maintenance Oil
    Nourishment (30 m):
    Potion.pngGain 0.6% Outgoing Healing Increase for Every 100 Healing PowerGain 0.8% Outgoing Healing Increase for Every 100 Concentration+10% Experience from Kills
    Consumable

Usage

General:

  • Try to avoid putting yourself in situations where you will need to swap attunement without overloading.
    accounts for a significant part of your healing output.
  • If you are alone and have to run somewhere, you can stack permanent swiftness: overload an attunement and immediately switch to another one to gain
    effect. Repeat this with every attunement. If using a staff, when on Air also use
    .
  • The best use of
    is when it avoids fatal damage and heals you. Use it when you anticipate significant incoming damage on you or an ally.
  • Is a very powerful AoE heal for yourself and allies. Try to coordinate it with your allies so they receive each pulse of the channel to maximize the healing. The first pulse heals the most but has the smallest radius, while the other two pulses have a lower healing value but larger radius.
  • Your auras do not stack in duration, try to avoid overlapping the same aura unless it is absolutely necessary for healing.
    • Pay particular attention to
      in this respect.
  • You can secure stomps by activating
    or

Dagger/X

  • is a leap finisher and will give an aura if used in a fire, light or ice field.
    • The aura is granted on impact, not on cast.
    • does not need to be cast on the same target as
      . As long as the grasp connects you can leap to any target.
  • Your blast finishers are:
    ,
    (Aim camera directly down without a target selected to drop
    on yourself),
    and
    • Blast finishers can be used on Ice fields to give an aura in an AoE.

Staff

  • You can blast your own water fields with
    by either casting
    first then quickly swapping to water and using either
    or
    before it goes off or by casting
    then immediately swapping to water and using
    on it.
  • has a long cast time and by the end of it you can find yourself out of position or focused by enemies. You can avoid this in two ways:
    • Use
      after you start casting it.
    • Use the "burning retreat trick" (see GYF). This way avoids using
      but you can find yourself even further away from your zerg. Gfycat:
      Burning Retreat Trick
  • 's direction is based on your where your character is looking. Turn briefly while casting the skill to aim it and effectevily blocking the passage. Gfycat:
    See GYF for explaination

Auras

  • : Dagger 3 (
    ).
  • :
    ,
    and
    ,
    through Ice fields and Blast Finishers on Ice fields (AoE).
  • :
    , focus 5 (
    ) and
    through Fire fields.
  • : Staff 3 (
    , warhorn 4 (
    - AoE).
  • Any elemental aura:
    will give the aura corresponding to the attunement you are in when the buff expires,
    does the same when you finish the overload of an attunement.
    • Fire gives
      , Water gives
      , Air gives
      , Earth gives
      .
  • Light Aura Light Aura:
    through Light fields.

Counters and Weaknesses

  • Heavily reliant on group support for stability
  • Minimal condition clear, mitigated with variant traits and/or
    Superior Rune of the Trooper Superior Rune of the Trooper
    Superior Rune of the Trooper.pngSuperior Rune of the Trooper
    (1): +25 Vitality (2): +35 Toughness (3): +50 Vitality (4): +65 Toughness (5): +100 Vitality (6): Shouts remove a condition from each affected ally.

Video Guides

  • YouTube:
    [vR] Crann
  • YouTube:
    Ash GvG and WvW
  • YouTube:
    [GS] Trembles
  • YouTube:
    [GS] Miss Major
Build rating: 97%
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
6 Ratings
Silver Medal - Good
TwanBr said this build was good last month

The introduction of Path of Fire elite specializations made the auramancer significantly weaker. In my opinion this build still has some unique potential when opting for staff and arcana, which this build does suggest as potential options.

Gold Medal - Great
Xivor said this build was great October 2017

This is still the go-to build for organized healing. Good semi-passive healing and protection uptime from auras. Good might stacks if running WH. Great defensive protection with Frost Aura. No damage, but highly survivable, fully capable of keeping a frontline alive on pushes.

Gold Medal - Great
Alistair DragonHeart said this build was great February 2017

I personally prefer scepter warhorn as it feels like it gives more impressive heals and when i play tempest healer I don't care about my personal damage output. Otherwise I use pretty much this exact build

3 More Ratings
Gold Medal - Great
Packit said this build was great August 2016

This is a solid build and adds a lot of sustain with the current boon meta. With sharpening stones you'll still be over 2k power making it an effective heal bot while still being able to put out damage. Staff for zergs is much better via AOE's and water fields.

Gold Medal - Great
The Blue Rangerr said this build was great June 2016

This build fulfills key roles in the modern zerg and gives important sustain to allies. Correct usage gives damage, healing, CC and powerful auras.

Gold Medal - Great
Arete said this build was great June 2016

Extremely strong build in the current meta, difficulty is a bit dependent on the weapon set chosen, staff being the most difficult to execute correctly. While Druid builds can bring greater healing and strong offensive buffs, the defensive support and utility from Tempest is the reason this build has far wider usage. Key strengths of the build are its ability to aurashare the very powerful shocking and frost auras, being an extremely hard target to focus in a GvG/small scale setting, as well as being able to bring the amazing utility of staff into a very frontline centric meta in open field.

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