Difference between revisions of "Tempest - Staff Aurashare Support"
Line 30: | Line 30: | ||
Viable options for the optional slot: | Viable options for the optional slot: | ||
− | * {{Skill|"Aftershock!"}} - more group support, better combo potential | + | * {{Skill|"Aftershock!"}} - more group support, better combo potential and you get to transmute this aura while in {{Skill|Earth Attunement}} for additional bonuses such as AoE {{Tooltip|Stability}}. |
* {{Skill|Mist Form}} - instant invulnerability access + stun break, great panic button. Could even help you rez and stomp as long as you start channeling those before you enter Mist Form. | * {{Skill|Mist Form}} - instant invulnerability access + stun break, great panic button. Could even help you rez and stomp as long as you start channeling those before you enter Mist Form. | ||
Line 81: | Line 81: | ||
==Usage== | ==Usage== | ||
+ | To be added | ||
<!-- | <!-- | ||
'''General''' | '''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. | * 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 {{Trait|Powerful Aura}} every aura applied to you is also granted to nearby allies. This isn't restricted to elementalist auras only - using {{Skill|Ice Spike}} in a {{Skill|Chaos Storm}} for example will share {{Skill|Chaos Armor}} with allies. Auras can't be applied to downed players. | |
− | |||
− | * When playing with {{Trait|Powerful Aura}} | ||
* Auras in the build: | * Auras in the build: | ||
− | :* {{ | + | :* {{Tooltip|Shocking Aura}} from Overload Air. |
− | :* {{ | + | :* {{Tooltip|Frost Aura}} from Overload Water, {{Skill|Frozen Ground}} plus the trait proc from {{Trait|Elemental Bastion}}. |
− | :* {{ | + | :* {{Tooltip|Fire Aura}} from Overload Fire. |
− | + | :* {{Tooltip|Magnetic Aura}} from Overload Earth, {{Skill|Magnetic Aura}} (Earth skill #3), {{Skill|Magnetic Surge}} (an Earth Shield skill) and {{Skill|"Aftershock!"}} (if taken). | |
* {{Skill|Tornado}} 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! | * {{Skill|Tornado}} 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! | ||
Line 122: | Line 121: | ||
* {{Skill|Overload Earth}} 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. | * {{Skill|Overload Earth}} 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. | ||
− | * {{Skill|Water Attunement}} is where most of your | + | * {{Skill|Water Attunement}} is where most of your '''support''' comes from: |
− | ** | + | ** Swapping to Water in the middle of a dodge roll near an ally already pumps out a decent amount of healing via Water's share of {{Trait|Evasive Arcana}} and the trait {{Trait|Healing Ripple}}. Don't idle in Water too much because you should fit as many Water swaps into a fight as possible. |
− | ** | + | ** {{Skill|Water Blast}} is an okay filler when you've got nothing better to do. Make sure that you do not have an enemy targeted (and that auto targeting is disabled in the options) when using this skill, as you should either aim this at your feet or at an ally. |
− | ** {{Skill| | + | ** {{Skill|Ice Spike}} has value as a '''Blast finisher'''. Blasting {{Skill|Frozen Ground}} applies AoE {{Skill|Frost Aura}}, while blasting any of the Water fields on this weapon does AoE healing. |
+ | ** {{Skill|Geyser}} is a decent AoE heal and a '''Water''' field. Read more about its other applications below. | ||
+ | ** {{Skill|Healing Rain}} is yet another '''Water''' field and hands down the best source of AoE condition cleansing in the build. | ||
+ | |||
+ | * {{Skill|Fire Attunement}} doesn't leave you defenseless either - {{Skill|Burning Retreat}} has a lengthy on top of being a mobility skill and {{Skill|Flame Burst}} | ||
* {{Skill|Earth Attunement}} is associated with '''self-sustain''': | * {{Skill|Earth Attunement}} is associated with '''self-sustain''': | ||
− | ** Merely just swapping to this attunement can already negate Power based burst damage thanks to {{Trait|Stone Heart}}. | + | ** Merely just swapping to this attunement can already negate Power-based burst damage thanks to {{Trait|Stone Heart}}. |
− | ** { | + | ** { |
− | |||
− | * {{Skill|Air Attunement}} | + | * {{Skill|Air Attunement}} is all about CC: |
** {{Skill|Convergence}} applies AoE Weakness after a small delay, significantly reducing direct damage dealt by enemies. | ** {{Skill|Convergence}} applies AoE Weakness after a small delay, significantly reducing direct damage dealt by enemies. | ||
** {{Skill|Shocking Aura}} 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 {{Skill|Transmute Lightning}} when this aura is about to run out for yet another AoE CC. | ** {{Skill|Shocking Aura}} 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 {{Skill|Transmute Lightning}} when this aura is about to run out for yet another AoE CC. | ||
Line 140: | Line 142: | ||
* {{Skill|"Wash the Pain Away!"}} 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. {{Skill|Lightning Flash}} can be used to instantly move in and heal up teammates who are far away but need emergency healing. | * {{Skill|"Wash the Pain Away!"}} 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. {{Skill|Lightning Flash}} can be used to instantly move in and heal up teammates who are far away but need emergency healing. | ||
− | * {{Skill|Conjure Earth Shield}} is | + | |
− | * | + | '''Earth Shield''' |
− | * | + | * {{Skill|Conjure Earth Shield}} is one of the strongest defensive skills in any Elementalist's toolkit. Use it whenever you're under heavy focus and running out of CDs. |
− | * | + | |
− | + | * {{Skill|Stone Sheath}} (skill 2) blocks the next hit and grants you barrier. | |
+ | |||
+ | * {{Skill|Magnetic Surge}} (skill 3) is the most versatile skill on this conjure as it has a bit of everything: mobility, CC, even {{Tooltip|Magnetic Aura}} application for group support + projectile reflect + aura trait synergy including healing and {{Tooltip|Protection}}. If you drop the shield while in {{Skill|Earth Attunement}} you get to use {{Skill|Transmute Earth}} too. | ||
+ | |||
+ | * {{Skill|Magnetic Shield (elementalist)}} (skill 4) is an AoE pull. Might not always be the best under pressure because of its relatively long cast time but it could be great at peeling for allies by pulling enemies off of them, and it does offer barrier/protection for personal survivability while disrupting enemies if it goes off. You could even set up kills for your team by pulling enemies from the safety of the highground. | ||
+ | |||
+ | * {{Skill|Fortify}} (skill 5) is the ultimate defensive skill, making you immortal (but also immobile) for its duration. Should be the first skill you use on Earth Shield if you're taking a lot of damage. This is a great skill when you're trying to stall a bit while waiting for CDs to come back up. | ||
+ | |||
+ | * You're free to use Overloads and swap attunements while holding the shield. | ||
+ | |||
+ | * When you cast the skill a 2nd shield spawns on the ground. Both you and your allies could make use of the second shield, but keep in mind that dropping the first shield and picking up the second one doesn't refresh the CD of shield skills. Using up all the shield skills, dropping the shield to use weapon skills and then picking up the 2nd shield a bit later is fine though. | ||
Line 158: | Line 170: | ||
** 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. While the weapon stow only sends it on a short CD of 5 seconds, that's more than enough for enemies to finish off your ally. | ** 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. While the weapon stow only sends it on a short CD of 5 seconds, that's more than enough for enemies to finish off your ally. | ||
− | * {{Skill|Mist Form}} turns the caster invulnerable, allowing you to rez without getting interrupted or killed. | + | * ''If taken'' {{Skill|Mist Form}} 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. | ** '''Note:''' Mist Form must be activated ''AFTER'' starting to revive an ally, otherwise it won't work. | ||
− | ''' | + | '''Stacking swiftness''' |
− | * Stack {{Tooltip|Swiftness}} for your team before the | + | * Stack {{Tooltip|Swiftness}} for your team before the game starts! |
+ | |||
+ | * For this you must begin on {{Skill|Earth Attunement}}. Cast {{Skill|Eruption}} on the exit gate and swap to {{Skill|Air Attunement}} while channeling this skill and then use {{Skill|Windborne Speed}} as soon as you can. Immediately follow up by placing a {{Skill|Static Field}} on top of Eruption before it goes off. | ||
− | * | + | * Finish the chain with {{Skill|Ice Spike}} on Water. |
− | * | + | * Swap to Fire as you don't want to start fights on Water. |
--> | --> |
Revision as of 19:16, 25 March 2023
This build was last updated on March 25, 2023 and is up to date for the October 8, 2024 patch.
Overview
A healing and cleansing focused PvP Tempest support build.
Skill Bar
Staff
Utility
Skill Variants
Utility
Viable options for the optional slot:
- Stability. - more group support, better combo potential and you get to transmute this aura while in for additional bonuses such as AoE
- - instant invulnerability access + stun break, great panic button. Could even help you rez and stomp as long as you start channeling those before you enter Mist Form.
- - stun break and strong defensive skill on a lower CD than Mist Form, could make it easier to get casts off under pressure too.
Template Code
[&DQYRKxo/MDvHEnUA6wBPAeYAkAAdAesAlgCWAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Specialization Variants
Arcane over Earth. This version has better rez power, slightly more healing/cleansing, a new blast finisher, but due to the loss of
surviving burst damage becomes harder on it:
Equipment
Staff
Sigil
Sigil
Rune
Amulet
Equipment Variants
Runes
- - better aura durations.
- - boost to your group healing.
Sigils
Usage
To be added
Ratings
The build is still entirely workable, but I feel it has fallen behind in balancing alittle. It has burst healing, aurashare and projectile denial as well as condi cleanse, but one of the issues it has is actually created by one of its strengths. It pumps out so many boons just by existing, that if a condi necro (which is very common right now) just looks at you funny and corrupts them, you're basically insta dead. The issues is without water 5, overload or heal, which all happen over duration with relatively long animations, it's easy to catch a tempest out because of how many animations it takes to cleanse. Stability does exist but it's a bit weird to get since you have to transmute the magnetic aura, and the stab doesn't even last long enough to cover the heal in alot of circumstances. Still good, but I'd stick to core guard or chrono for now.
Amazing healing especially when you know how to use Karakosa relic properly but it relies on allies watching your back more than D/F, for which reason I still prefer that version. No invuln, no instant stun, only 1 evasion makes it rough to survive with sometimes. In terms of support performance, in theory at least, this is one of the best builds however since it has so many tools for dealing with whatever the enemy team throws at your team.
More relaxing to play than d/f, however its a bit too easy to get focused and burst down, imo d/f is probably better but as someone who came back after a year not playing this is decent enough
The healing is just broken. Dagger tempest was already the #1 support in pvp but CMC thought it'd be wise to buff support tempests even more for.. reasons. At least stone heart got nerfed so that's nice. Is there a 6/5? I'd give it that.
Just as good as D/F if not better after the recent patch, more healing and more cleansing but bit harer to survive on it because it has less Shocking Aura access and no Earth invuln. Transmute Earth buffs added Stability access to Tempest which put it even higher about core Guard now.
Having great success with this build with an average of 500-600k heal per match. Very good at rezzing and if the team doesnt need alot if support then the air overload and meteor shover/lava still do decent damage, I average between 100-200k dmg per match.
I generally think this one is the best support build for ele, if you go to damage, use the fire dancer, if you want support, stay in a team with your staff as a tempest and you can be so annoying and incredibly useful.
I do use this build as my main build on plat 1 instead of my FB support, this build is actually way more fun than FB in my OP
Great chill output, ranged support in heals, auras, condi cleanse.
The geyser rez is less than a second and on very low cooldown, almost guaranteed even under heavy pressure with mist form.
Considering easy access to chill and pretty mobile, this build can kite quite well and I don't feel so squishy either.
This build decent if your team can peel for you (preferably with another support such as blood scourge or firebrand), otherwise it folds quite easily when focused as it lacks many of the self-peel that d/f tempest has, and it's still outclassed by firebrands.
Being squishy and lacks edge that Firebrand offers such as Stability, on-demand stunbreaks, and Resistance--pretty much everything from Tome of Courage.
However, this build has something Firebrand does not: auras, arguably more ranged support, and geyser rez which is actually very nice. Also has Mist Form that can make more awesome plays.
Edit: better than expected, moving it up
Nathanel doesn't understand what makes this one so good. Staff tempest has more condition removal and AoE healing than any other build bar firebrands, but the rez is better than FB's. For ranked this is 5/5, for tournaments 4/5.
Comments
Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium