Difference between revisions of "Tempest - Condition Auramancer"

(Updated to current patch)
Line 18: Line 18:
 
| profession = elementalist
 
| profession = elementalist
 
| specialization = tempest
 
| specialization = tempest
| weapon1 = scepter
+
| weapon1 = dagger
| weapon2 = focus
+
| weapon2 = dagger
 
| healing = Signet of Restoration
 
| healing = Signet of Restoration
 
| utility1 = "Feel the Burn!"
 
| utility1 = "Feel the Burn!"
Line 30: Line 30:
 
===Skill Variants===
 
===Skill Variants===
 
'''Utility'''
 
'''Utility'''
* {{Skill|Signet of Earth}} - good personal defense with a nice active.
+
* {{Skill|Signet of Earth}} - good personal defense with a nice active. Note: Be mindful of {{Trait|Written in Stone}}'s 25s internal cooldown.
* {{Skill|Signet of Water}} - extra sustain with {{Skill|Transmute Frost}} synergy if taking offhand Dagger.
+
* {{Skill|Signet of Water}} - extra sustain with {{Skill|Transmute Frost}} synergy if taking offhand Dagger. Note: Be mindful of {{Trait|Written in Stone}}'s 25s internal cooldown.
  
 
'''Elite'''
 
'''Elite'''
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==Specializations==
 
==Specializations==
{{Specialization|Fire|top|mid|mid}}
+
{{Specialization|Fire|top|mid|bot}}
''Variants''
 
* {{Trait|Blinding Ashes}} trades damage for a bit more sustain. Better if your allies will generate lots of Might for you.
 
 
{{Specialization|Earth|bot|top|mid}}
 
{{Specialization|Earth|bot|top|mid}}
 
{{Specialization|Tempest|bot|bot|bot}}
 
{{Specialization|Tempest|bot|bot|bot}}
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==Equipment==
 
==Equipment==
 
{{PvP equipment
 
{{PvP equipment
| weapon1 = scepter
+
| weapon1 = dagger
| weapon2 = focus
+
| weapon2 = dagger
| sigil1 = Smoldering
+
| sigil1 = Cleansing
| sigil2 = Purging
+
| sigil2 = Energy
| rune = Forge
+
| rune = Orr
 
| amulet = Sage
 
| amulet = Sage
 
}}
 
}}
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===Equipment Variants===
 
===Equipment Variants===
 
'''Weapons'''
 
'''Weapons'''
* Offhand Dagger - changes the play pattern away from {{Skill|Transmute Fire}} synergy, shifting the sustain and damage around to different attunements for higher mobility and a more melee-oriented playstyle. Steeper learning curve, but can be quite rewarding.
+
* Offhand Focus - trades {{Skill|Transmute Water}} for {{Skill|Transmute Fire}}. Less mobility but longer range. Gain access to powerful defensive cooldowns like {{Skill|Obsidian Flesh}}, {{Skill|Magnetic Wave}}, and {{Skill|Swirling Winds}}. CC becomes ranged and single-target instead of melee AoE.
  
 
'''Runes'''
 
'''Runes'''
* {{Rune|Balthazar}} - higher damage and health at the cost of toughness and the extra aura proc.
+
* {{Rune|Forge}} - extra aura proc, {{Tooltip|Burning}} duration, and toughness. Recommended if taking offhand Focus.
* {{Rune|Orr}} - anti-condi option that stacks with {{Skill|Signet of Water}}. Can take {{Trait|Earthen Blessing}} as well, but this will significantly reduce your damage, so consider swapping to {{Trait|Burning Rage}} if doing so. Only recommended if taking offhand Dagger.
+
* {{Rune|Balthazar}} - increased {{Tooltip|Burning}} damage and health.
 +
* {{Rune|Undead}} - high damage anti-Power option.
  
 
'''Sigils'''
 
'''Sigils'''
* {{Sigil|Energy}} - additional dodges against comps with fewer conditions to cleanse.
+
* {{Sigil|Smoldering}} - increased {{Tooltip|Burning}} damage.
 +
* {{Sigil|Agony}} - can be higher damage if staying longer in Earth.
 
* {{Sigil|Escape}} - decent for escaping in Earth or Air.
 
* {{Sigil|Escape}} - decent for escaping in Earth or Air.
  
 
==Usage==
 
==Usage==
 
'''Elite Specialization Basics'''
 
'''Elite Specialization Basics'''
 
 
* Tempest gains access to Overloads after staying attuned to an element for a period of time. Overloads are stun breaks that pulse while channeling and have a powerful effect at the end.
 
* Tempest gains access to Overloads after staying attuned to an element for a period of time. Overloads are stun breaks that pulse while channeling and have a powerful effect at the end.
  
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'''Pros'''
 
'''Pros'''
* Surprisingly high damage, good AoE, mostly ranged. Excellent downed cleave.
+
* Surprisingly high damage, good AoE. Excellent downed cleave.
 
* Exceptional sustain and utility, especially in protracted teamfights near allies; very hard to kill for a DPS. Good AoE healing, boon application (especially {{Tooltip|Protection}} and {{Tooltip|Vigor}}), condi cleanse, and auras.
 
* Exceptional sustain and utility, especially in protracted teamfights near allies; very hard to kill for a DPS. Good AoE healing, boon application (especially {{Tooltip|Protection}} and {{Tooltip|Vigor}}), condi cleanse, and auras.
  
 
'''Cons'''
 
'''Cons'''
* Heavily reliant on {{Tooltip|Burning}} for damage, lacks cover conditions; can struggle against builds with frequent and reliable cleanse. Low burst.
+
* Heavily reliant on {{Tooltip|Burning}}/{{Tooltip|Bleeding}} for damage, lacks cover conditions; can struggle against builds with frequent and reliable cleanse. Low burst.
* Somewhat lacking mobility - leans heavily on {{Skill|Signet of Air}} if not taking offhand Dagger.
+
 
  
 
'''General'''
 
'''General'''
* This build is all about maintaining as close to 100% {{Tooltip|Fire Aura}} uptime as possible. Ideally, you will {{Skill|Transmute Fire}} each aura just before it expires. Thanks to your traits, each application will heal you, cleanse a condition, and grant defensive boons.
+
To be added.
 
 
* Your Overloads should not be spammed or used as part of the damage rotation: they are a free stun break. While almost always worth finishing the channel, their primary use is to break stuns and allow you to kite (especially in Earth). You'd rather stay ranged and autoattack than get close enough to Overload Fire on someone, unless they are downed and you want to cleave (and only if Fire4 is on cooldown.)
 
 
 
* You should try to free cast in Fire attunement for as long as possible; even your autoattacks in Fire do good ranged AoE damage (and aren't blocked by projectile hate). Only switch to Earth when you're being pressured or run out of cooldowns and want to cast {{Skill|Hurl}} from inside a fire field to burst a single target.
 
  
* While Fire and Earth are your primary attunements to swap between, Air is useful (especially for opening fights) due to the quick burst, projectile denial, CC, and blind. Do not stay in Air unless you are waiting to Overload for {{Tooltip|Swiftness}} to rotate off a point (more on that later). Water attunement can be useful for some quick soft and hard CC and/or healing, but don't stay too long - you'll get more healing from a single aura application as you get from {{Skill|Water Trident}}.
 
 
* As with most ranged DPS, try to get the high ground and LoS/kite enemy attacks. If possible, still pop in close enough to get value from your Shout AoE and share your auras before stepping back. If an ally is being focused, get near enough to protect them and counterpressure but be prepared to swap Earth and kite away again should they switch to you.
 
  
 
'''Tips'''
 
'''Tips'''
* Start each match in Air attunement. Use Overload Air as you approach the door, then use all your blast finishers in the combo field to stack {{Tooltip|Swiftness}} on your team. As soon as the combo field drops, switch Fire for {{Skill|Dragon's Tooth}} and {{Skill|Phoenix}}, then switch Earth and use {{Skill|"Aftershock!"}} and {{Skill|Magnetic Wave}}.
+
* Start each match in Air attunement. Use Overload Air as you approach the door, then use all your blast finishers in the combo field to stack {{Tooltip|Swiftness}} on your team.
 
 
* Use {{Skill|Rock Barrier}} for the toughness buff before entering combat or switching attunements and throw {{Skill|Dust Devil}} before switching as well.
 
  
* Don't bother casting {{Skill|Flamewall}} unless the enemy will take multiple ticks (CC'd or downed), as your autoattacks will do more against a moving target.
+
* Your Overloads should not be spammed or used as part of the damage rotation: they are a free stun break. While almost always worth finishing the channel, their primary use is to break stuns and allow you to kite (especially in Earth).
  
* Try to use your blast finishers in your Fire fields when possible for more AoE {{Tooltip|Might}} stacking. Your Fire fields come from Fire4 and overloading Fire.
+
* Try to use your blast finishers in your Fire fields when possible for more AoE {{Tooltip|Might}} stacking.
  
 
* If taking {{Skill|Glyph of Elementals}}, use in Fire for very high damage or in Earth for {{Tooltip|Protection}}, {{Tooltip|Weakness}} application, and {{Tooltip|Immobilize}}. Don't forget that you can support your Elemental, including sharing auras!
 
* If taking {{Skill|Glyph of Elementals}}, use in Fire for very high damage or in Earth for {{Tooltip|Protection}}, {{Tooltip|Weakness}} application, and {{Tooltip|Immobilize}}. Don't forget that you can support your Elemental, including sharing auras!
  
* If facing an enemy that uses a lot of projectiles (Rangers, Dragon Hunters, Rifle/Pistol Engineers, etc.) save {{Skill|"Aftershock!"}} and {{Skill|Magnetic Wave}} for critical moments. Also remember that Overloading Earth grants {{Tooltip|Magnetic Aura}} too!
+
* If facing an enemy that uses a lot of projectiles (Rangers, Dragon Hunters, Rifle/Pistol Engineers, etc.) save skills like {{Skill|"Aftershock!"}} and {{Skill|Magnetic Wave}} for critical moments. Also remember that Overloading Earth grants {{Tooltip|Magnetic Aura}} too!

Revision as of 15:54, 5 August 2023

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

Focused on: Condition damage and Support

Designed for: PvP Conquest

Difficulty:
Normal
This build was last updated on August 05, 2023 and is up to date for the March 19, 2024 patch.


Overview

A condition Tempest build for PvP with exceptional sustain against all types of damage and moderate group support.


Skill Bar

Dagger/Dagger
Utility


Skill Variants

Utility

  • Signet of Earth - good personal defense with a nice active. Note: Be mindful of Written in Stone's 25s internal cooldown.
  • Signet of Water - extra sustain with Transmute Frost synergy if taking offhand Dagger. Note: Be mindful of Written in Stone's 25s internal cooldown.

Elite

  • Conjure Fiery Greatsword - burst damage and mobility, could be a lifesaver when you're getting chased. Good in teamfights and for cleaving downed enemies.
  • Tornado - teamfight CC option for certain comps, especially if you can coordinate well with your team.


Template Code

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Specializations


Equipment

Dagger
Dagger
Sigil
Sigil
Rune
Amulet


Equipment Variants

Weapons

  • Offhand Focus - trades Transmute Water for Transmute Fire. Less mobility but longer range. Gain access to powerful defensive cooldowns like Obsidian Flesh, Magnetic Wave, and Swirling Winds. CC becomes ranged and single-target instead of melee AoE.

Runes

  • Rune of Forge - extra aura proc, Burning Burning duration, and toughness. Recommended if taking offhand Focus.
  • Rune of Balthazar - increased Burning Burning damage and health.
  • Rune of Undead - high damage anti-Power option.

Sigils

  • Sigil of Smoldering - increased Burning Burning damage.
  • Sigil of Agony - can be higher damage if staying longer in Earth.
  • Sigil of Escape - decent for escaping in Earth or Air.

Usage

Elite Specialization Basics

  • Tempest gains access to Overloads after staying attuned to an element for a period of time. Overloads are stun breaks that pulse while channeling and have a powerful effect at the end.
  • Tempests also gain access to Shouts, which have a large AoE effect that buffs allies and harms enemies.


Pros

  • Surprisingly high damage, good AoE. Excellent downed cleave.
  • Exceptional sustain and utility, especially in protracted teamfights near allies; very hard to kill for a DPS. Good AoE healing, boon application (especially Protection Protection and Vigor Vigor), condi cleanse, and auras.

Cons

  • Heavily reliant on Burning Burning/Bleeding Bleeding for damage, lacks cover conditions; can struggle against builds with frequent and reliable cleanse. Low burst.


General To be added.


Tips

  • Start each match in Air attunement. Use Overload Air as you approach the door, then use all your blast finishers in the combo field to stack Swiftness Swiftness on your team.
  • Your Overloads should not be spammed or used as part of the damage rotation: they are a free stun break. While almost always worth finishing the channel, their primary use is to break stuns and allow you to kite (especially in Earth).
  • Try to use your blast finishers in your Fire fields when possible for more AoE Might Might stacking.
  • If taking Glyph of Elementals, use in Fire for very high damage or in Earth for Protection Protection, Weakness Weakness application, and Immobilize Immobilize. Don't forget that you can support your Elemental, including sharing auras!
  • If facing an enemy that uses a lot of projectiles (Rangers, Dragon Hunters, Rifle/Pistol Engineers, etc.) save skills like "Aftershock!" and Magnetic Wave for critical moments. Also remember that Overloading Earth grants Magnetic Aura Magnetic Aura too!


Ratings

This build has a rating of 5 stars based on 3 votes.
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5 stars
Gkhougaz gave this build 5 stars • September 2023
Amazing burn DPS and team presence with boons and auras. For me, focus offhand is much stronger due to Transmute Fire (fire 5) alone. The build generates an aura every few seconds, which gives 800 heal+regen+protection+vigor+cleanse on everyone nearby and then you can transmute the fire auras for big AoE fire, boons and cleanse. I'd say this is an easy build to get into because you can spend 80% of your time in fire, but the 20% other time where you have to play piano in other attunements is where legends are born. It tends to strongly swing fights in your team's favor and wins games. Enter the fight in lightning for Gale knockdown, but then instantly swap to Fire to proc fire aura from Sunspot trait ->flamewall on approach -> Burning Speed hip thrust -> transmute fire from sunspot trait -> into BOOM BOOM BOOM chain of Feel the Burn -> transmute fire -> fire shield -> transmute fire -> feel the burn -> transmute fire loop for with constant heals and aoe boons burns and cleanses. I recommend Latent Stamina trait for uber dodges. You get so many dodges from Latent Stamina that you can spend half the match in an invuln state. Basically BOOM BOOM BOOM dodge BOOM dodge endlessly until they are dead. UPDATE: you should bring rune of the forge + sigil of smoldering if you want to do actual damage.
4 stars
Ethan gave this build 4 stars • May 2023
It's okay...good damage, decent sustain with cleanses and heals, but sorely lacks stunbreaks and stab access, also suffers from being very slow to rotate. As an additional side note, people always assume that tempests are supports, so when they see the icon, you get focused, and this build doesn't have many ways of peeling, yes it has earth 5, but that isn't enough because of the before mentioned lack of stab, lack of stunbreaks, and lack of swiftness or other movement, hovering at a 3.5 for me because there is no reason to play this over staff support or any scepter Cata build. Extra points for a fun hybrid playstyle
5 stars
Aalterego gave this build 5 stars • May 2023
My favorite build in PvP right now! Great jack-of-all-trades and is proving just as strong in the miniseason as in Conquest. Brings so much value to fights, you will often end games with both Damage and Healing badges (and 0 deaths). Been addicted since I discovered it, it feels extremely powerful and very flexible. Recently preferring the Tempestuous Aria variant due to the Power-heavy meta but all of them feel great. This build lets you have your cake and eat it, too. It can be a bit tricky to learn at first, but once you get it down it is incredibly rewarding.

Comments

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