Tempest - D/F Auramancer
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This PvP Tempest build provides great support by mixing damage mitigation, condition cleansing, direct healing, and projectile denial.
- can be considered if more cleansing is needed in the matchup.
By taking Fire over Earth you trade some direct damage reduction for better cleansing in general:
- - better aura durations.
- - boost to your group healing.
- - Chill messes with attunement cooldowns which can really screw Elementalists over. This rune combined with makes you all but immune to it. It's worth considering especially against Necromancers, and the 6th proc is useful in general while under pressure.
- 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.
- is your main panic button, should mainly be used if you'd die otherwise. is panic button #2 but can be used more freely, even as a mobility skill between capture points.
- When playing with , every aura applied to you is also granted to nearby allies. This isn't restricted to elementalist auras only - using in a for example will share with allies. Auras can't be applied to downed players.
- Auras in the build:
- from Overload Air and dagger #3 in air.
- from Overload Water plus the trait procs from and .
- from Overload Fire, on Focus, and combos suchs as + .
- from Overload Earth.
- is useful in just about any situation. Whether you have to run away from a fight, peel for your allies, or interrupt an enemy stomp/rez attempt, can't go wrong with Tornado!
- Avoid getting locked into 1v1s, always be in team fights. You depend on your allies just as much as they depend on you! Tempest's job is to keep party members alive through support, and these allies must peel for you in return (if the enemy team gets to focus you without allies counterpressuring them you'll probably end up dead).
- These skills become available after having spent at least 6 seconds in the same attunement. Switching to another attunement while overloading will interrupt the skill, yet still puts the attunement on the increased CD of 20 seconds.
- Overloads have some of the longest cast times in the entire game, which means they can be easily interrupted. Of course there are ways to reduce the chance of that happening:
- is without a doubt the least important overload in the build and can be used more freely, even as a mobility tool between capture points or simply as a stun break in combat.
- can be shielded through from projectile-based interrupts such as and the stun from dagger's can win a couple of seconds of freecasting vs melee specs. Even on a Mender build this overload pumps out a considerable amount of AoE damage, use it to help your team get kills and to cleave downed targets.
- is the hardest to mess up because it comes with Stability, but if you're afraid that won't do the trick then could at least shield you from projectiles while channeling.
- is the only overload which doesn't do damage, thus won't break Stealth. The build itself doesn't provide any access to stealth, but in an organized team you can coordinate this with an Engineer for instance and ask him to throw a at you. This should make it significantly easier to get this channel off, but you'll still be vulnerable to PBAoE like . Hold on to this as long as you can, Water Overload has extremely powerful cleansing /healing but it does lock your out of an important attunement.
- Fire is arguably the least important attunement of the build, although you could still use the Overload to break stun or share auras, and it has another aura on skill #5 plus a short evade frame on .
Support and sustain
- Auras and overloads grant ~2 seconds of Protection, which is further empowered by resulting in a 40% direct damage reduction instead of the usual 33%. can reduce incoming damage for all affected allies by 50% because of the extra 10% reduction built into this aura (and that's without even factoring in being on Earth for ).
- Every aura you apply also heals allies via .
- is the best source of protection in the build. Not only does it pulse this boon each second, it'll also leave behind an AoE that does the same thing after a successful overload.
- Water Attunement is where most of your non-aura based support comes from:
- Always try attuning to Water next to an ally to share the healing from . Don't idle in it too much because you should fit as many Water swaps into a fight as possible.
- Use on allies whenever necessary, and make sure that you don't have an enemy targeted otherwise some pulses may go in the wrong direction.
- is a last resort option, only to be used if it singlehandedly saves an ally and you're out of options because sending Water on a longer CD is going to negatively impact your healing output.
- is associated with self-sustain:
- Merely just swapping to this attunement can already negate Power based burst damage thanks to .
- can be used to instantly cleanse conditions from yourself, reflect projectiles, or to blast combo fields. Both this and Obsdian Flesh can be used while CC'd.
- is one of the best defensive skills an ele could have, this skill is basically second .
- has various tools to mitigate and prevent damage:
- applies AoE Weakness after a small delay, significantly reducing direct damage dealt by enemies.
- CCs any target that strikes you in melee. This is one of the strognest defensive tools in your kit! Pressing this at the beginning of an air overload could also make it way easier to get the full channel off and then gain a second Shocking Aura right when the first one expires. Always use when this aura is about to run out for yet another AoE CC.
- is great versus projectile based attacks but will do nothing against melee.
- is a very powerful AoE heal for both yourself and the team. Try to coordinate it with your allies so that they receive every 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. can be used to instantly move in and heal up teammates who are far away but need emergency healing.
- When playing with , blowing some extra CDs sooner than later can be beneficial against condition builds for attempting to keep your HP above 75%.
- is a very potent ranged rez with a secondary effect that can be customized to fit a bunch of different situations. In general you should just focus on getting the rez as soon as possible regardless of attunement, but if you're able to swap to the right element beforehand this glyph becomes even more powerful. Couple of things to note:
- The attunement bonus depends on which attunement you've started channeling this skill on. Swapping from Air to Fire in the middle of it for example is going to proc the Air bonus.
- Whatever attunement you're using, consider swapping to Earth for the stability while channeling to make it easier to pull off.
- Air Attunement teleports the ally to your location. It's great if you're in a safe spot, you may even consider teleporting to the highground beforehand with .
- Water Attunement brings them back with max HP, which is probably the best option if you only have to rez one ally and you're not in a safe spot.
- Earth Attunement is for reviving multiple allies as it is an AoE rez.
- Fire Attunement is mainly for your personal survivability. Even if you don't have an ally to rez, you could use this glyph on Fire and give yourself a 15 second window of immortaility, as using this skill in Fire revives the caster when they go down!
- If you're absolutely certain that a teammate is going to die in 2 seconds, you may consider using this skill on their location in advance to bring them up a split second after they go down. This is a bit risky however, as if they don't die (or don't die inside the range of the skill) you're going to have to cancel cast with a weapon stow, which send it on a short CD of 5 seconds thus might not be available when they actually go down.
- turns the caster invulnerable, allowing you to rez without getting interrupted or killed.
- Note: Mist Form must be activated AFTER starting to revive an ally, otherwise it won't work.
- Stack Swiftness for your team before the match starts!
- Switch to before the 10 second countdown even begins. The moment the countdown starts cast whilst running towards the exit from spawn, this skill will produce a Static field. Use then follow up immediately with (both of these are Blast finishers).
- When you're done switch to as you don't want to start fights in Water.