Difference between revisions of "Tempest - Staff Aurashare Support"
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'''Variants''' | '''Variants''' | ||
* Taking {{Trait|Invigorating Torrents}} along with {{Trait|Cleansing Water}} on {{Tooltip|Water}} could significantly increase your group cleansing but overloads become harder to pull off because of the loss of {{Tooltip|Stability}}. | * Taking {{Trait|Invigorating Torrents}} along with {{Trait|Cleansing Water}} on {{Tooltip|Water}} could significantly increase your group cleansing but overloads become harder to pull off because of the loss of {{Tooltip|Stability}}. | ||
− | ** {{Trait|Latent Stamina}} can also be taken alongside this trait to squeeze more value out of {{Tooltip|Vigor}}. | + | ** {{Trait|Latent Stamina}} can also be taken alongside this trait to squeeze more value out of {{Tooltip|Vigor}}, and {{Trait|Unstable Conduit}} becomes harder to utilize without Stability anyways so you don't lose out on much. |
<!--===Specialization Variants=== | <!--===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 {{Trait|Stone Heart}} surviving burst damage becomes harder on it: | '''Arcane''' over '''Earth'''. This version has better rez power, slightly more healing/cleansing, a new blast finisher, but due to the loss of {{Trait|Stone Heart}} surviving burst damage becomes harder on it: |
Revision as of 19:12, 14 December 2023
The community gave this build a rating, making it top-tier: Great
Focused on: Support and Utility
Designed for: PvP Conquest
Difficulty:
Hard
This build was last updated on December 14, 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 choices for the optional slot or even instead of
:- - multiple defensive CDs in one conjure ranging from CC to invulnerability.
- - better mobility, makes it easier to reach allies who need healing while also allowing you to escape to the safety of the highground when pressured.
- - 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.
- - 2 aura charges on low CD, boosts your group healing. Semi-popular when playing with and .
Elite
- - better mobility and CC that could peel for allies and even works on downed enemies, which could be used to disrupt rez attempts.
Template Code
[&DQYaPxErMDvHEnQAdBIAAOYAAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- Stability access to the build at the expense of defense against soft-CC. adds easy AoE
Variants
- Frost Aura proc with synergy. trades some condition removal for a
Variants
- Taking Water could significantly increase your group cleansing but overloads become harder to pull off because of the loss of Stability.
- Vigor, and becomes harder to utilize without Stability anyways so you don't lose out on much. can also be taken alongside this trait to squeeze more value out of
along with on
Equipment
Staff
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Sigils
Relics
- - more cleansing.
- - barrier sharing on your healing skill.
- - turns your elite into a source of defensive boons useful against every type of damage.
- If taking
- - allows you to partially refund your dodges.
:
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. For more tips check out our settings guide.
- 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:
- Shocking Aura from Overload Air.
- Frost Aura from Overload Water, plus the trait proc from .
- Fire Aura from Overload Fire.
- Magnetic Aura from Overload Earth, (Earth skill #3), (an Earth Shield skill) and (if taken).
- 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).
Overloads
- 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.
- Beginning an overload procs Stability, Protection and Swiftness on top of breaking stuns. Depending on your choice of utilities these might be your only stun breaks.
- Stability to safely cast something more important, like or . 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. You could even cancel the skill in the first second and use the
- even on an build pumps out a considerable amount of AoE damage, use it to help your team get kills and to cleave downed targets. The AoE that's applied at the end of the channeling is a very strong defensive ability too if you manage to use this Overload preemptively.
- Stability and it's one of your best personal survivability skills. The combination of Protection + makes it harder for Power-based specs to kill you. is the hardest to mess up because it comes with
- 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 . One of the strongest emergency support CDs in the build, great at cleansing and healing allies but it can be a bit hard to use for self-sustain as the incoming damage is often greater than the healing of this Overload. While a successful channeling triggers a huge burst of healing at the end, if you're the one getting pressured don't overcommit - don't be afraid to cancel this skill if you have to dodge or use another defensive CD when you're in danger. is the only overload which doesn't do damage, thus won't break
- Using before an Overload reduces the chance of getting interrupted by skills like or pressurd into canceling by a .
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 another 10% (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.
- is where most of your support comes from. Even just swapping to this attunement next to an ally is enough to heal and cleanse them via and . Don't idle in Water too much because you should fit as many Water swaps into a fight as possible.
- Make sure that you don't have anyone targeted when you're trying to self-heal as you should aim this at your feet.
is an okay filler when you've got nothing better to do. Note: this skill can target allies.
- is a decent AoE heal and one of your Water fields. Getting allies to stay inside can be a bit tricky but it's great for personal survivability at least.
- This isn't just an anti-condition pressure tool, the healing on this skill is quite good if it can remove any conditions. This doesn't have to be 10 stacks of Burning, if you feel like you can sacrifice this source of cleansing on some Blind and Vulnerability it can act as a source of healing that could still end up saving your team.
is your other Water field and an extremely valuable source of condition removal with a huge radius. However this skill is more about providing a steady stream of cleansing for your team over a longer period of time to prevent them from getting overwhelmed by conditions. If you or your temmates are already overwhelmed or close to it then might be better because the Overload pulses more frequently and has no initial cast time.
- It takes a few seconds for Ice Spike to fall from the sky and do its thing, which means you could even precast this skill and place the combo field after.
has value as a Blast finisher. Blasting applies AoE , while blasting any of the Water fields on this weapon does AoE healing. Technically blasting Frozen Ground also results in AoE healing because of , but blasting a Water Field heals more.
- Blasting these 3
- is a low-CD blast finisher on Earth, cast it before leaving this attunement for Water. The delay on this skill lets you place combo fields from other attunements on top of Eruption.
- Magnetic Aura. The build has plenty of Magnetic Aura sources like using skill #3 on earth or the utility shout . Transmuting an aura consumes that aura though, so there's some decision making involved. Except for when your aura is about to run out, then there's really no cost to transmuting it and you should always try to if you get the chance. The CD is only 3 seconds so you could even do several transmutes from different sources back-to-back for more blast finishers. is for when you're swapping from Water to Earth and you're already standing in an active combo field. This is the chain skill of slot #3 on that becomes available while you have an active
combo fields is a very important part of group support on a Staff build:
- Stability, use it to shield important casts like your heal or rez glyph. is a source of AoE
- Because of even just swapping to Earth could save your life against Power-based burst attempts. For a few seconds they'll be unable to score any critical hits against you and swapping out of Earth refreshed the buff (albeit with shorter duration).
- Blind. doesn't leave you defenseless either - has a lengthy evade frame on top of being a mobility skill (useful for repositioning) and has an AoE
- and has several CC skills, use them to kite enemies and peel for allies.
- Superspeed is quite useful for kiting too. cleanses movement impairing conditions. Consider using it next to allies before swapping to Water to increase the chance of removing damaging conditions with . The
- 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. (if taken) can be used to instantly move in and heal up teammates who are far away but need emergency healing.
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 2) blocks the next hit and grants you barrier.
- Magnetic Aura application for group support + projectile reflect + aura trait synergy including healing and Protection. If you drop the shield while in you get to use too. (skill 3) is the most versatile skill on this conjure as it has a bit of everything: mobility, CC, even
- (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 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.
Reviving allies
- 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.
- When playing with Stability while channeling the glyph. consider swapping to earth for the
- 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 .
- 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.
- is for reviving multiple allies as it is an AoE rez.
- 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. 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.
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:
- If taken
- Note: Mist Form must be activated AFTER starting to revive an ally, otherwise it won't work.
turns the caster invulnerable, allowing you to rez without getting interrupted or killed.
Stacking swiftness
- Stack Swiftness for your team before the game starts!
- For this you must begin on . Cast on the exit gate and swap to while channeling this skill and then use as soon as you can. Immediately follow up by placing a on top of Eruption before it goes off.
- Finish the chain with on Water.
- Swap to Fire as you don't want to start fights on Water (you'd lose out on the on-swap procs).
Ratings
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
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