Tempest - D/W Auramancer

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: SupportUtility.

Designed for:

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

Dagger/WarhornHealingUtilityElite

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

Dagger.png
Warhorn.png
I.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (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 Sanctuary
Superior Rune of Sanctuary.pngSuperior Rune of Sanctuary
(1): +25 Vitality (2): +5% Boon Duration (3): +50 Vitality (4): +10% Boon Duration (5): +100 Vitality (6): Gain a barrier with health equal to 20% of any heals you receive.
Mender's Amulet
Mender's Amulet.pngMender's Amulet
+1050 Power +560 Precision +560 Vitality +1050 Healing power

Equipment Changes

Runes

  • Superior Rune of the Soldier 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.
    - for more condition clearing.
  • Superior Rune of Radiance Superior Rune of Radiance
    Superior Rune of Radiance.pngSuperior Rune of Radiance
    (1): +25 Vitality (2): +5% Boon Duration (3): +50 Vitality (4): +5% Boon Duration (5): +100 Vitality (6): +10% Boon Duration; increase the duration of auras you grant by +33%.
    - for longer aura duration and a slight boost to boon duration.
  • 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 (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)
    - for additional outgoing healing.

Sigils

  • Superior Sigil of Courage Superior Sigil of Courage
    2Recharge.png
    Superior Sigil of Courage.pngSuperior Sigil of Courage
    On hit gain might for 10 seconds. (Cooldown: 2s)
    - for more might to share with allies.
  • Superior Sigil of Escape Superior Sigil of Escape
    18Recharge.png
    Superior Sigil of Escape.pngSuperior Sigil of Escape
    Remove movement-impairing effects from yourself when swapping to this weapon while in combat.
    - 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 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 Vulnerability, and grants allies a unique additional strike for their next attack.
  • - This skill grants allies Protection Protection and inflicts Crippled Crippled and Bleeding Bleeding to enemies. Once the channel finishes, it inflicts Immobilize Immobilize; while using
    , each pulse of Protection Protection to allies activates the signet, allowing for massive healing if standing on top of allies.

Support and Sustain

  • Superior Rune of Sanctuary Superior Rune of Sanctuary
    Superior Rune of Sanctuary.pngSuperior Rune of Sanctuary
    (1): +25 Vitality (2): +5% Boon Duration (3): +50 Vitality (4): +10% Boon Duration (5): +100 Vitality (6): Gain a barrier with health equal to 20% of any heals you receive.
    : 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
    Superior Rune of the Soldier 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.
    .
  • All your auras have the ability to remove conditions, if using
    or the combination of
    with
    .
  • All your auras also grant Protection Protection; it can also be granted from the Overload Earth as mentioned above.
  • You can share Might Might and Fury 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 Protection. It also is a support skill by increasing the duration of boons on allies by 2 seconds.
  • is a Blind Blind pulsing skill that extends out overtime to a maximum of 750 range.
  • is a source of Protection Protection and has a unique synergy with
    where it heals per ally granted the boon per pulse.

Swiftness Stacking

  • Stack Swiftness 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 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
    .
Build rating - 2 stars
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2 Ratings
2 stars
Ether gave this build 2 stars March 2019

Don't even bother switching to fire traits if you're gonna be playing auramancer while looking for more damage at the same time. The damage increase is too insignificant to matter in the grand scheme of things and will actually decrease your sustain, which increases your chances of dying and becoming a liability to your teammates. If you are really in desperate need of damage, just go play other classes with good cleave like holo/scrapper.

2 stars
Hanz gave this build 2 stars March 2019

Dagger/Focus is fine, Staff is fine, Warhorn is just bad however. There's no reason to play that off hand when there are 2 better options for weapons.

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