Tempest - DPS Auramancer

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Ratings

This build has a rating of 5 stars based on 2 votes.
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5 stars
Tao101 gave this build 5 stars • June 2020
At last a Tempest build that beautifully combinds damage and support. I play dagger/warhorn and staff on weapon swap and in practice I find myself playing the staff more often. This way I have the reach to hit my targets or support my allies with far more ease, with the added bonus of increased survivability from range. Plus once you do find yourself in the melee train, if you're now stuck on staff it's not a massive issue as you are (especially as this is a fresh air build) being a tempest now able to hit hard with your shouts and overloads to good effect with the staff still being surprisingly effective at close quarters from a CC point of view. This has given WvW a new lease of life for me.
4 stars
ApocSR2N gave this build 4 stars • April 2020
I've been using a similar build for a while, and it does work quite well I think. With some backup nearby, the continual overloads can really put out a lot of hurt that is hard to mitigate. If not under pressure, you can follow a very easy damage rotation by continually exploiting FA plus Overload Air. When things go south, you have a lot of "Get out of jail free" cards with Eye of the Storm, Overload Earth/Water, Mist Form, and potentially FGS. I would probably skip the Impact and Severance runes and go straight to a picking between Force/Air/Energy. With the availability of stunbreaks and Stability that some classes have, I don't want to commit quite so hard to relying on CC. This build definitely suffers when outranged- you're not survivable enough to reliably spam Air Overload always. I keep around a staff so that I can contribute when I can't make it in to melee. I would also consider Speed runes to help with engaging and disengaging in combat. You miss out on some damage, but the in-combat mobility is very nice for a squishy melee character.

Comments

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