Build

Tempest - Celestial Auramancer

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Focused on: BunkeringSupportUtility.

Designed for:

Overview

This build is a versatile teamfighter that provides an excellent mix of support through auras, boons, healing, condition cleansing, with a bit of CC and AoE pressure.

Admin note: feel free to suggest a new amulet below.

Skill Bar

StaffHealingUtilityElite

Slot Changes

"Flash-Freeze!" "Flash-Freeze!"
¼Activation.png
25Recharge.png
"Flash-Freeze!"
Shout. Unleash a torrent of ice on enemy locations, chilling those who cannot escape. Grant frost aura to allies in range.
Damage.pngDamage: 414
Frost Aura.pngFrost Aura (5s): Chill foes that strike you (only once per second for each attacker); incoming damage is reduced by 10%.
Chill.pngChilled (3s): -66% Skill Recharge Rate, -66% Movement Speed
Book.pngNumber of Targets: 5
Radius.pngRadius: 600
can be replaced by:
  • Armor of Earth Armor of Earth
    75Recharge.png
    Armor of Earth
    Cantrip. Protect yourself with earth armor and gain protection and stability.
    Protection.pngProtection (6s): -33% Incoming Damage
    Stability.png10Stability (6s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
    Duration.pngDuration: 6 seconds
    Stun-Break.pngBreaks stun
    - less common but useful against CC-heavy teams.
  • "Aftershock!" "Aftershock!"
    ¼Activation.png
    45Recharge.png
    "Aftershock!"
    Shout. Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain magnetic aura.
    Damage.png2Damage: 888
    Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
    Cripple.pngCrippled (6s): -50% Movement Speed
    Immobilize.pngImmobilize (2s): Unable to move.
    Book.pngNumber of Targets: 5
    Book.pngBlast Radius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 600
    - primarily used to counter Dragonhunters.

Weapons:

  • Dagger/Focus is also a viable option and provides slightly more access to auras.

Specializations

Variants

  • - you gain some extra stability, but lose a bit of CD reduction and resistance to soft CC.

Variants

  • If you're using Dagger/Focus take
    and
    .


Equipment

Staff.png
I.png
Superior Sigil of Leeching
9Recharge.png
Superior Sigil of Leeching.pngSuperior Sigil of Leeching
Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
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)
I.png
Superior Rune of the Soldier
Superior Rune of the Soldier.pngSuperior Rune of the Soldier
(1): +25 Vitality (2): +35 Toughness (3): +50 Vitality (4): +65 Toughness (5): +100 Vitality (6): Shouts remove a condition from each affected ally.
Celestial Amulet
Celestial Amulet.pngCelestial Amulet
+460 Power +460 Precision +460 Toughness +460 Vitality +460 Ferocity +460 Healing Power +460 Condition Damage

Variants

Rune

  • Superior Rune of the Monk Superior Rune of the Monk
    Superior Rune of the Monk.pngSuperior Rune of the Monk
    (1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15s) (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies.
  • 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

Sigils

  • Superior Sigil of Geomancy Superior Sigil of Geomancy
    9Recharge.png
    Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
    Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
  • Superior Sigil of Doom Superior Sigil of Doom
    9Recharge.png
    Superior Sigil of Doom.pngSuperior Sigil of Doom
    Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)

Usage

Roles

As a Tempest you provide on point damage and support using your overloads and shouts. In general you should try to be in teamfights as much as you can where your AoEs and heals will be most effective, although this build can hold its ground in 1v1s too.

General

Whenever you apply an aura you also receive Protection due to
which makes your auras an even stronger tool of defense. You also get a heal from
. Auras are:
  • Shocking Aura Shocking Aura
    25Recharge.png
    Shocking Aura
    Envelop yourself with electrical energy that stuns nearby foes if they attack you. Each attaker can be affected by this only once every 2 seconds.
    Shocking Aura.pngShocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
    Stun.pngStun (1s): Unable to use skills or move.
    from
    Overload Air Overload Air
    4Activation.png
    20Recharge.png
    Overload Air
    Overload. Use your air magic to summon a nimbus that repeatedly strikes nearby allies, then create a lingering static region that strikes enemies at the same interval. Using this skill causes the attunement to have a longer recharge.
    Damage.pngDamage: 312
    Overload Air.pngStatic Charge (10s): Your next attack delivers a lightning strike.
    Vulnerability.pngVulnerability (10s): 1% Incoming Damage, 1% Incoming Condition Damage
    Book.pngNumber of Targets: 3
    Duration.pngField Duration: 4 seconds
    Radius.pngAttack Interval: ¼s
    Radius.pngRadius: 360
    Combo.pngCombo Field: Lightning
    Stun-Break.pngBreaks stun
    Range.pngRange: 360
    .
  • Frost Aura Frost Aura
    40Recharge.png
    Frost Aura
    Protect yourself with frost armor that reduces incoming damage by 10%. While active, it chills foes that hit you. Each attaker can be affected by this only once per second.
    Frost Aura.pngFrost Aura (7s): -10% Incoming Damage
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    from
    Overload Water Overload Water
    4Activation.png
    20Recharge.png
    Overload Water
    Overload. Create a surge of accumulated water magic, healing and cleansing allies. When the cast ends, heal the area and apply regeneration. Using this skill causes the attunement to have a longer recharge.
    Heal.pngHealing: 392
    Heal.pngFinal Healing: 2,132
    Regeneration.pngRegeneration (8s): 1,040 Heal
    Book.pngConditions Removed per Pulse: 1
    Book.pngWater Attunement Recharge: 20 seconds
    Radius.pngInterval: 1 second
    Radius.pngRadius: 360
    ,
    ,
    ,
    "Flash-Freeze!" "Flash-Freeze!"
    ¼Activation.png
    25Recharge.png
    "Flash-Freeze!"
    Shout. Unleash a torrent of ice on enemy locations, chilling those who cannot escape. Grant frost aura to allies in range.
    Damage.pngDamage: 414
    Frost Aura.pngFrost Aura (5s): Chill foes that strike you (only once per second for each attacker); incoming damage is reduced by 10%.
    Chill.pngChilled (3s): -66% Skill Recharge Rate, -66% Movement Speed
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 600
    , and the
    Eruption Eruption
    Activation.png
    6Recharge.png
    Eruption
    Shake the ground until it erupts and damages foes.
    Damage.pngDamage: 304
    Bleed.png6Bleeding (12s): 3,060 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 1,200
    +
    Frozen Ground Frozen Ground
    40Recharge.png
    Frozen Ground
    Coat the target area in ice, chilling foes that enter it.
    Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Ice
    Range.pngRange: 1,200
    Unblockable.pngUnblockable
    combo.
  • Fire Shield Fire Shield
    40Recharge.png
    Fire Shield
    Envelop yourself in a fiery shield that burns foes and grants might every time you are struck (cooldown of 1 second per attacker).
    Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1-second cooldown per attacker).
    Might.pngMight (10s): 30 Power, 30 Condition Damage
    Burn.pngBurning (1s): 328 Damage
    Radius.pngCondition Duration Reduction: 20%
    from
    Overload Fire Overload Fire
    4Activation.png
    20Recharge.png
    Overload Fire
    Overload. Unleash all flames you've accumulated, searing enemies and strengthening allies. Finishing the cast leaves a tornado behind. Using this skill causes the attunement to have longer recharge.
    Damage.pngPulse Damage: 367
    Burn.pngPulse Burning (3s): 393 Damage
    Might.pngPulse Might (12s): +30 Power, +30 Condition Damage
    Duration.pngDuration: 5 seconds
    Radius.pngInterval: 1 second
    Stun-Break.pngBreaks stun
    Combo.pngCombo Field: Fire
    Combo.pngCombo Finisher: Whirl
    Range.pngRange: 180
    and
    "Feel the Burn!" "Feel the Burn!"
    20Recharge.png
    "Feel the Burn!"
    Shout. Heat waves blast out from the player, causing damage and granting fire aura to allies.
    Damage.pngDamage: 592
    Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1 second cooldown per attacker).
    Burn.pngBurning (4s): 524
    Book.pngNumber of Targets: 5
    Book.pngBlast Radius: 600
    .
  • Magnetic Aura Magnetic Aura
    30Recharge.png
    Magnetic Aura
    Reflect projectiles with magnetic energy.
    Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
    from
    Overload Earth Overload Earth
    4Activation.png
    20Recharge.png
    Overload Earth
    Overload. Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, then deliver a final blast of power to the area. Using this skill causes the attunement to have a longer recharge.
    Damage.pngDamage: 275
    Cripple.pngCrippled (3s): -50% Movement Speed
    Bleed.pngBleeding (9s): 198 Damage
    Immobilize.pngImmobilize (4s): Unable to move.
    Protection.pngProtection (1s): -33 Incoming Damage
    Stability.png3Initial Stability(3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Book.pngNumber of Targets: 5
    Duration.pngStorm Duration: 4 seconds
    Radius.pngInterval: 1 second
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    Stun-Break.pngBreaks stun
    and
    "Aftershock!" "Aftershock!"
    ¼Activation.png
    45Recharge.png
    "Aftershock!"
    Shout. Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain magnetic aura.
    Damage.png2Damage: 888
    Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
    Cripple.pngCrippled (6s): -50% Movement Speed
    Immobilize.pngImmobilize (2s): Unable to move.
    Book.pngNumber of Targets: 5
    Book.pngBlast Radius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 600
  • "Rebound!" "Rebound!"
    ¼Activation.png
    75Recharge.png
    "Rebound!"
    Shout. Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.
    Heal.pngHealing: 2,131
    Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1 second cooldown per attacker).
    Frost Aura.pngFrost Aura (5s): -10% Incoming Damage
    Shocking Aura.pngShocking Aura (5s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
    Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
    "Rebound!".pngRebound (5s): Ignore the next lethal blow and receive healing
    Book.pngNumber of Allied Targets: 5
    Radius.pngRadius: 600
    can be used to gain any aura you want, provided you swap to the associated Attunement.
  • Using your auras for sustain is critical to your success as a Tempest. Each shout will apply an aura to you and nearby allies and damage enemies and provide you and your allies a decent heal.
  • "Wash the Pain Away!" "Wash the Pain Away!"
    ½Activation.png
    25Recharge.png
    "Wash the Pain Away!"
    Shout. Mists billow out of the player, healing allies that are in range.
    Heal.pngFirst Heal: 3,560
    Heal.pngSecond Heal: 1,950
    Heal.pngThird Heal: 980
    Book.pngNumber of Targets: 5
    Radius.pngFirst Heal Radius: 180
    Radius.pngSecond Heal Radius: 240
    Radius.pngThird Heal Radius: 360
    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 they can receive. The first pulse heals the most but has the smallest radius, while the other two pulses have a lower healing value but larger radius.
  • Focus off hand only: You will want to use
    Obsidian Flesh Obsidian Flesh
    50Recharge.png
    Obsidian Flesh
    Envelop yourself in stony armor, making yourself invulnerable.
    Duration.pngDuration: 4 seconds
    Book.pngPrevents Capture-Point Contribution
    when focused to help survive, as overloading will make you a target of focus pressure more often. This however can make you lose the capture point.
  • In general, decide when to overload carefully. Overload Air is your go-to offensive skill, use this whenever you’re not being heavily pressured to leave a devastating AoE on the point. When running Fresh Air you can use it even more frequently by getting a critical hit after leaving air after and overload to refresh its cooldown instantly. Overload Fire provides burning, a fire field, and decent mightstacking to your team, Overload Water provides a lot of healing and regeneration, and Overload Earth provides lots of protection to allies, has more stability on channel, and applies bleeds to enemies. When you overload, watch your positioning carefully to make sure you’re doing damage to an enemy or healing an ally but use the radius of the overload to stay out of direct AoEs and cleave to ensure your overloads don’t get interrupted. Do not overload if you’re being focused in a teamfight, although Overload Water can sometimes save you if you time it right and don’t get interrupted.

Counters

  • High Chill Chill uptime, as chill affects Attunement and Overload cooldowns and Overload charge-up times.
  • Heavy condition pressure in teamfights once diamond skin is broken

Top Streamers

Related Builds

Elementalist - Celestial Staff

Build rating: 93%
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
3 Ratings
Silver Medal - Good
Terriblebuilddude said this build was good October 2015

My major problem with this build is that auras aren't that great relative to the cost (skill cooldown, etc) of using them over other sources of support. Fire and Frost are particularly bad, whereas Magnetic and Shocking are quite useful. That said, in practice this is a solid, effective, and fun (!) alternative to the current D/D build and finally offers something new to the Ele profession. My concern for the future is that the more it gets played, the better opponents will become at interrupts and general disruptive play, to which the Tempest is very vulnerable currently.

Gold Medal - Great
Serapti.3064 said this build was great October 2015

I find it wonderful that Tempest lets elementalists hit like a truck in celestial without needing to stack might, and heal themselves and allies without being forced to take water/arcane traits. One should note that this build is the complete inverse of the old D/D ele since the water/arcane synergies shouldn't be taken and don't work very well with tempest, but I'd also argue that tempest has carved a powerful new niche in teamfighting and supporting allies in the new meta that the old D/D ele build can't keep up with.

Gold Medal - Great
Hanz said this build was great October 2015

Being viable without Arcana or Water was impossible for years, but looks like with Tempest it's a thing now. Provides very unique (and effective) support with auras, shouts, combo fields, boons, overloads, anti-projectile, etc while still doing damage. It's a surprisingly great supportive build.