Difference between revisions of "Tempest - Condition Auramancer"
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* You should try to free cast in Fire attunement for as long as possible; even your autoattacks in Fire do good ranged AoE damage and aren't projectiles. Only switch to Earth when you're being pressured or run out of cooldowns and want to cast {{Skill|Hurl}} from inside a fire field to burst a single target. | * You should try to free cast in Fire attunement for as long as possible; even your autoattacks in Fire do good ranged AoE damage and aren't projectiles. Only switch to Earth when you're being pressured or run out of cooldowns and want to cast {{Skill|Hurl}} from inside a fire field to burst a single target. | ||
− | * While Fire and Earth are your primary attunements to swap between, Air can be useful (especially for opening fights) due to the quick burst, projectile denial, CC, and blind. Do not stay in Air unless you are waiting to Overload for {{Tooltip|Swiftness}} to rotate off a point (more on that later). You should rarely, if ever, use Water attunement. | + | * While Fire and Earth are your primary attunements to swap between, Air can be useful (especially for opening fights) due to the quick burst, projectile denial, CC, and blind. Do not stay in Air unless you are waiting to Overload for {{Tooltip|Swiftness}} to rotate off a point (more on that later). You should rarely, if ever, use Water attunement; it can be helpful to pop into for a spot of healing and/or CC but do not linger. |
* As with most ranged DPS, try to get the high ground and LoS/kite enemy attacks. If possible, still stay close enough to get value from your Shouts and share your auras. If an ally is being focused, get near enough to protect them and counterpressure but be prepared to swap Earth and kite away again should they switch to you. | * As with most ranged DPS, try to get the high ground and LoS/kite enemy attacks. If possible, still stay close enough to get value from your Shouts and share your auras. If an ally is being focused, get near enough to protect them and counterpressure but be prepared to swap Earth and kite away again should they switch to you. |
Revision as of 14:07, 13 May 2023
This is a test build. You may comment and rate it.
Focused on: Condition damage
Designed for: PvP Conquest
Difficulty:
TBD
This build was last updated on May 13, 2023.
Overview
A condition Tempest build for PvP with exceptional sustain against all types of damage and moderate group support.
Skill Bar
Scepter/Focus
Utility
Skill Variants
Heal
- - better condition cleansing but the longer cast time makes it easier to interrupt.
- - if playing variant.
Utility
can be replaced with one of the following:
- - much stronger defensive utility than Lightning Flash but big loss to mobility. Can be used to safestomp.
- - AoE stunbreak and mobility took, only worth considering if playing variant.
Elite
- - burst damage and better mobility, could be a lifesaver when you're getting chased. Good in teamfights and for cleaving downed enemies.
- - niche pick for team support and self-sustain under pressure, only worth considering if playing variant.
Template Code
[&DQYlAB8pMDsXAXQAwxIAAJAAAAB0EgAAJgAAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- trades damage for a bit more sustain.
Variants
- provides a frequent additional condition cleanse at the cost of losing some strike damage reduction.
Variants
- adds extra sustain to the build but makes it harder to secure your Overloads.
- Might generation and great Weakness uptime in teamfights and duels. Consider additional Shouts in slot skills. additional
Equipment
Scepter
Focus
Sigil
Sigil
Rune
Amulet
Equipment Variants
Runes
- - tankier to strike damage and offers a frequent aura proc.
- - very tanky option with additional AoE cleanse on shouts. Particularly good with variant.
Sigils
- - additional cleanse against condition-heavy comps. Replaces .
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 cleave, and mostly ranged. Excellent downed cleave.
- Exceptional sustain and utility, especially in protracted teamfights near allies; very hard to kill for a DPS. Good AoE healing, Protection application, condi cleanse, and unique defensive effects like Magnetic Aura.
- Flexible build decisions for adjusting to different comps and metas.
Cons
- Heavily reliant on Burning for damage, lacks cover conditions; soft to builds with frequent and reliable cleanse, such as Shoutsworn.
- Somewhat lacking in mobility.
- Low CC output; forced to switch to suboptimal attunements for CC.
General
- This build is all about maintaining as close to 100% Fire Aura uptime as possible. Ideally, you will each aura just before it expires. Thanks to your traits, each application will heal you, cleanse a condition, and grant enchanced Protection. If taking , you'll also gain Vigor and 24px Regen.
- 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). You'd rather stay ranged and autoattack than get close enough to Overload Fire on someone, unless they are downed and you want to cleave (but is on cooldown.)
- You should try to free cast in Fire attunement for as long as possible; even your autoattacks in Fire do good ranged AoE damage and aren't projectiles. Only switch to Earth when you're being pressured or run out of cooldowns and want to cast from inside a fire field to burst a single target.
- While Fire and Earth are your primary attunements to swap between, Air can be useful (especially for opening fights) due to the quick burst, projectile denial, CC, and blind. Do not stay in Air unless you are waiting to Overload for Swiftness to rotate off a point (more on that later). You should rarely, if ever, use Water attunement; it can be helpful to pop into for a spot of healing and/or CC but do not linger.
- As with most ranged DPS, try to get the high ground and LoS/kite enemy attacks. If possible, still stay close enough to get value from your Shouts and share your auras. If an ally is being focused, get near enough to protect them and counterpressure but be prepared to swap Earth and kite away again should they switch to you.
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. As soon as the combo field drops, switch Fire for and , then switch Earth and use and .
- Use for the toughness buff before entering combat or switching attunements and throw before switching as well.
- Don't bother casting unless the enemy will take multiple ticks (CC'd or downed, for example), as your autoattacks will do more against a moving target.~
- Try to use your blast finishers in your Fire fields when possible for more AoE Might stacking. Your Fire fields come from and overloading Fire.
- 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 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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