Difference between revisions of "Tempest - Condition Auramancer"
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Revision as of 15:54, 5 August 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Support
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on August 05, 2023 and is up to date for the October 8, 2024 patch.
Overview
A condition Tempest build for PvP with exceptional sustain against all types of damage and moderate group support.
Skill Bar
Dagger/Dagger
Utility
Skill Variants
Utility
- - good personal defense with a nice active. Note: Be mindful of 's 25s internal cooldown.
- - extra sustain with synergy if taking offhand Dagger. Note: Be mindful of 's 25s internal cooldown.
Elite
- - burst damage and mobility, could be a lifesaver when you're getting chased. Good in teamfights and for cleaving downed enemies.
- - teamfight CC option for certain comps, especially if you can coordinate well with your team.
Template Code
[&DQYfORonMD90AHQAwxKPAHQSkQAcARwBJgCZEgAAAAAAAAAAAAAAAAAAAAADVgAvADEAAA==]
Specializations
Equipment
Dagger
Dagger
Sigil
Sigil
Rune
Amulet
Equipment Variants
Weapons
- Offhand Focus - trades for . Less mobility but longer range. Gain access to powerful defensive cooldowns like , , and . CC becomes ranged and single-target instead of melee AoE.
Runes
- Burning duration, and toughness. Recommended if taking offhand Focus. - extra aura proc,
- Burning damage and health. - increased
- - high damage anti-Power option.
Sigils
- Burning damage. - increased
- - can be higher damage if staying longer in Earth.
- - decent for escaping in Earth or Air.
Usage
Elite Specialization Basics
- Tempest gains access to Overloads after staying attuned to an element for a period of time. Overloads are stun breaks that pulse while channeling and have a powerful effect at the end.
- Tempests also gain access to Shouts, which have a large AoE effect that buffs allies and harms enemies.
Pros
- Surprisingly high damage, good AoE. Excellent downed cleave.
- Exceptional sustain and utility, especially in protracted teamfights near allies; very hard to kill for a DPS. Good AoE healing, boon application (especially Protection and Vigor), condi cleanse, and auras.
Cons
- Heavily reliant on Burning/ Bleeding for damage, lacks cover conditions; can struggle against builds with frequent and reliable cleanse. Low burst.
General
To be added.
Tips
- Start each match in Air attunement. Use Overload Air as you approach the door, then use all your blast finishers in the combo field to stack Swiftness on your team.
- Your Overloads should not be spammed or used as part of the damage rotation: they are a free stun break. While almost always worth finishing the channel, their primary use is to break stuns and allow you to kite (especially in Earth).
- Try to use your blast finishers in your Fire fields when possible for more AoE Might stacking.
- If taking Protection, Weakness application, and Immobilize. Don't forget that you can support your Elemental, including sharing auras! , use in Fire for very high damage or in Earth for
- If facing an enemy that uses a lot of projectiles (Rangers, Dragon Hunters, Rifle/Pistol Engineers, etc.) save skills like Magnetic Aura too! and for critical moments. Also remember that Overloading Earth grants
Ratings
Oppressively strong after all the recent buffs to daggers. Has everything in its kit to be meta, and can easily hold in 1v2. Only thing the build is missing is mobility. Only real threat to it is necromancer with unblockable boon corrupt, but other than that most other match-ups are quite balanced or favorable. It can be run with demon queen to proc some poison into the condi spread making it even more oppressive in 1v1's in which case taking cleansing fire (replacing aftershock) is recommended for sustain against condition damage and additional burn source.
Not sure why they keep buffing this, it's definitely strong and allows for newbies to dip their toes into Tempest. Definitely a jack-of-all-trades role, doesn't truly master any of them. Has a plethora of AoEs via "Feel the Burn!", "Aftershock!" and obviously Overloads. It's definitely showing the power of a well-timed Fire Elemental.
D/D, despite being overall weaker than S/F, in my opinion makes the build feel much better to play, more access to combos for extra aura procs, higher mobility and better spike damage aswell as healing and cleansing all contribute to a making the build more well rounded. You do ofcourse loose ranged damage and air/earth 5, but running with a dedicated support, such as chrono which is everywhere right now, allows you to run into people's faces without much thought. Very fun, and as a bonus, saw play in the 2v2 tournament alongside a hybrid condi support vindicator and did extremely well, however that was the S/F version, showing that both are viable in different scenarios or game modes. D/D is better in conquest and S/F is better in 2v2/3v3
I feel powerful as ever when using this build. It can still support its team while dishing out decent damage. Only problem is builds with high cleanse and you are not a natural healer.
It's somewhere between a 4 and a 5 for me. It's a solid build but being sort of a jack of all trades, master of none means that in every role there are going to be better builds (be it support or teamfight), so if you were to make a competitive comp this would be hard to fit in (unless it becomes strong enough to be stacked). It's quite decent for ranked soloQ though since you can be useful anywhere on the map and can adapt to any rotations your team makes. Good damage and healing, kinda weak mobility. I never mind getting one on the team, in the end they tend to pull their weight but it was definitely stronger pre-scepter nerfs, dagger's nowhere near as busted as peak scepter was.
Amazing burn DPS and team presence with boons and auras. For me, focus offhand is much stronger due to Transmute Fire (fire 5) alone. The build generates an aura every few seconds, which gives 800 heal+regen+protection+vigor+cleanse on everyone nearby and then you can transmute the fire auras for big AoE fire, boons and cleanse. I'd say this is an easy build to get into because you can spend 80% of your time in fire, but the 20% other time where you have to play piano in other attunements is where legends are born. It tends to strongly swing fights in your team's favor and wins games. Enter the fight in lightning for Gale knockdown, but then instantly swap to Fire to proc fire aura from Sunspot trait ->flamewall on approach -> Burning Speed hip thrust -> transmute fire from sunspot trait -> into BOOM BOOM BOOM chain of Feel the Burn -> transmute fire -> fire shield -> transmute fire -> feel the burn -> transmute fire loop for with constant heals and aoe boons burns and cleanses. I recommend Latent Stamina trait for uber dodges. You get so many dodges from Latent Stamina that you can spend half the match in an invuln state. Basically BOOM BOOM BOOM dodge BOOM dodge endlessly until they are dead. UPDATE: you should bring rune of the forge + sigil of smoldering if you want to do actual damage.
My favorite build in PvP right now! Great jack-of-all-trades and is proving just as strong in the miniseason as in Conquest. Brings so much value to fights, you will often end games with both Damage and Healing badges (and 0 deaths). Been addicted since I discovered it, it feels extremely powerful and very flexible. Recently preferring the Tempestuous Aria variant due to the Power-heavy meta but all of them feel great. This build lets you have your cake and eat it, too. It can be a bit tricky to learn at first, but once you get it down it is incredibly rewarding.
Comments
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