Tempest - D/W Auramancer
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Contents
Overview
This PvP Tempest build offers might and fury sharing, boon extending, condition cleansing, direct healing, and projectile denial at the cost of less self-sustain.
Skill Bar
Slot Changes
For "Wash the Pain Away!":
- - for more self-sustain and synergy with .
For "Flash-Freeze!":
- - for more access.
For Lightning Flash:
- - for invulnerability and safe-ressing/safe-stomping.
For both slots:
- - for burst healing on a short CD; requires proper targeting.
Specializations
Variant:
- - if the enemy team has intense direct damage; such as a Deadeye or a Herald.
Variant:
- - if the team needs more healing support than you need condition cleansing.
- - if you don't prioritize having a shorter cool down on and .
Specialization Changes
Replace Water with Fire if needing more damage and might than support.
- Also swap out for for Stability to ease pressure of being interrupted while channeling overloads; healing will now come from attuning to Fire.
Equipment



Equipment Changes
Runes
- - for more condition clearing.
- - for longer aura duration and a slight boost to boon duration.
Superior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
Sigils
- - for more might to share with allies.
- - for escaping immobilizes and other snares.
Usage
General
- Under General Options / User Interface enable "Thick party health bars" and "Always show health bars". These will make it much easier to keep track of who needs your support.
- When playing with , every aura applied to you is also granted to nearby allies. This isn't restricted to auras on elementalists; you can use in a , for example, and share with allies. Auras cannot be applied to downed allies.
- Auras in the build:
- from Overload Air and Dagger #3 in air.
- from Overload Water, , , and .
- from Overload Fire, , + , + , and .
- from Overload Earth, , and .
- can grant any of the auras mentioned above depending on which attunement you land on when the timer is up or when someone has taken lethal damage.
Overloads
- These skills become usable once staying in the same attunement for 6 seconds; swapping to another attunement while casting an overload will put it on full cool down of 20 seconds.
- Overloads have incredibly long cast times, meaning they are incredibly susceptible to interrupts. There are ways to reduce the chance such as and .
- - This skill offers considerable
Might to those allies who stand in it, inflicts burning to enemies, and deals decent damage, even with Mender's Amulet.
- - This skill is a last-resort healing skill when you, and/or allies, are low health; this is a last-resort heal and should be used only when needed. This skill does not deal damage, meaning you could cast this while an allies grants stealth.
- - This skill deals considerable damage to enemies, limited to 3 targets, inflicts
Vulnerability, and grants allies a unique additional strike for their next attack.
- - This skill grants allies
Protection and inflicts
Crippled and
Bleeding to enemies. Once the channel finishes, it inflicts
Immobilize; while using , each pulse of
Protection to allies activates the signet, allowing for massive healing if standing on top of allies.
- - This skill offers considerable
Support and Sustain
- : applying auras, casting skills while having , and grant barrier regardless of being full health or not.
- All your shouts have the ability to remove conditions, if using .
- All your auras have the ability to remove conditions, if using or the combination of with .
- All your auras also grant
Protection; it can also be granted from the Overload Earth as mentioned above.
- You can share
Might and
Fury with .
- You can extend allies boons with .
- Attuning to Water alone heals allies while using the Water Traitline; it can also clear conditions when traited with .
- should be casted while swapping between attunements to give a little boost to healing; otherwise cast it whenever it is up.
- is a Water Field, use while it is traveling; it also heals allies while traveling.
- Important: This skill can be blocked by skills such as due to technically being a projectile.
- is a last-resort heal, as mentioned above, and can turn the tides of a team-fight.
- Attuning to Earth alone is a massive increase to sustain while using due to becoming immune to critical hits.
- blocks projectiles for a short duration.
- is a decent mobility skill, is also a Leap Finisher.
- is a source of and
Protection. It also is a support skill by increasing the duration of boons on allies by 2 seconds.
- is a
Blind pulsing skill that extends out overtime to a maximum of 750 range.
- is a source of
Protection and has a unique synergy with where it heals per ally granted the boon per pulse.
Swiftness Stacking
- Stack
Swiftness for your team before the match starts!
- Switch to before the 10-second countdown begins; once it down, wait for allies to rush to the front and cast . You could also do -> and that could set everyone off well.
- Once you're finished, attune to .
Might Stacking
- Stack
Might for your team!
- Cast and once it's finished, use and that should be enough. Additionally cast to lay down a larger Fire Field for allies to blast and use their combo finishers on in the fight.
- Your own blast finishers are: , , and .
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