Tempest - Midline Auramancer

The Official API is experiencing issues; skill, trait and item data cannot be loaded at the moment.
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Legendary.png

Part of the current metagame.

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great.

Focused on: ControlSupport.

Designed for:


Overview

Auramancer provides high survivability and team support through auras and group healing.

Skill Bar

Dagger/FocusHealingUtilityElite

Weapon Variants

Staff

Staff
Healing
Utility
Elite
Fireball
1Activation.png
Fireball
Cast a fireball that explodes on impact and hits multiple foes.
Damage.pngDamage: 343
Targets.pngNumber of Targets: 3
Radius.pngRadius: 180
Range.pngRange: 1,200
Lava Font
8Recharge.png
Lava Font
Make lava erupt from the target area.
Damage.pngDamage (4x): 1,292
Targets.pngNumber of Targets: 5
Duration.pngDuration: 4 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Fire
Range.pngRange: 1,200
Flame Burst
½Activation.png
10Recharge.png
Flame Burst
Burn foes at the target location.
Damage.pngDamage: 40
Burning.png2Burning (6s): 1,572 Damage
Targets.pngNumber of Targets: 5
Radius.pngRadius: 180
Range.pngRange: 1,200
Burning Retreat
20Recharge.png
Burning Retreat
Quickly roll backward, leaving behind a line of fire that burns.
Damage.pngDamage: 40
Burning.pngBurning (1s): 131 Damage
Duration.pngDuration: 6 seconds
Book.pngEvade: 1 second
Combo.pngCombo Field: Fire
Meteor Shower
Activation.png
30Recharge.png
Meteor Shower
Call down a meteor shower onto the target area.
Damage.pngDamage: 525
Book.pngNumber of Impacts: 24
Targets.pngNumber of Targets: 3
Duration.pngDuration: 9 seconds
Radius.pngDamage Radius: 120
Radius.pngRadius: 360
Range.pngRange: 1,200
Water Blast
¾Activation.png
Water Blast
Spray a jet of water at your foe that splashes to heal nearby allies.
Damage.pngDamage: 121
Healing.pngHealing: 372
Targets.pngNumber of Targets: 5
Radius.pngRadius: 180
Range.pngRange: 1,200
Ice Spike
¾Activation.png
4Recharge.png
Ice Spike
Drop a giant ice spike on foes to make them vulnerable.
Damage.pngDamage: 605
Vulnerability.png5Vulnerability (10s): 5% Incoming Damage, 5% Incoming Condition Damage
Targets.pngNumber of Targets: 5
Radius.pngRadius: 300
Range.pngRange: 1,200
Geyser
¾Activation.png
20Recharge.png
Geyser
Create a geyser to heal nearby allies.
Healing.pngHealing: 2,424
Targets.pngNumber of Targets: 5
Duration.pngDuration: 2 seconds
Radius.pngRadius: 240
Combo.pngCombo Field: Water
Range.pngRange: 1,200
Frozen Ground
30Recharge.png
Frozen Ground
Coat the target area in ice, chilling foes that enter it.
Chilled.pngChilled (2s): -66% Skill Recharge Rate, -66% Movement Speed
Targets.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngRadius: 300
Combo.pngCombo Field: Ice
Range.pngRange: 1,200
Book.pngUnblockable
Healing Rain
1Activation.png
40Recharge.png
Healing Rain
Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.
Regeneration.png3Regeneration (4s): 1,560 Heal
Book.pngConditions Removed: 1
Targets.pngNumber of Targets: 5
Book.pngPulses: 3
Duration.pngDuration: 6 seconds
Radius.pngRadius: 450
Combo.pngCombo Field: Water
Range.pngRange: 1,200
Chain Lightning
¾Activation.png
Chain Lightning
Hit multiple foes with arcs of chain lightning.
Damage.pngDamage: 266
Book.pngNumber of Bounces: 3
Range.pngRange: 1,200
Lightning Surge
Activation.png
10Recharge.png
Lightning Surge
Charge a lightning surge that damages and blinds foes near your target when it discharges.
Damage.pngDamage: 525
Blind.pngBlind (5s): Next outgoing attack misses.
Targets.pngNumber of Targets: 5
Radius.pngRadius: 180
Range.pngRange: 1,200
Gust
¼Activation.png
25Recharge.png
Gust
Push foes backward with a burst of air.
Knockback.pngKnockback: 400
Targets.pngNumber of Targets: 5
Range.pngRange: 1,200
Windborne Speed
¼Activation.png
25Recharge.png
Windborne Speed
You and nearby allies gain swiftness, while curing crippled, immobilized, and chilled.
Swiftness.pngSwiftness (10s): 33% Movement Speed
Targets.pngNumber of Targets: 5
Radius.pngRadius: 300
Static Field
¾Activation.png
40Recharge.png
Static Field
Create an electrical field that stuns foes crossing it.
Damage.pngDamage: 202
Stun.pngStun: 2 seconds
Duration.pngDuration: 4 seconds
Radius.pngRadius: 180
Combo.pngCombo Field: Lightning
Range.pngRange: 1,200
Book.pngUnblockable
Stoning
¾Activation.png
Stoning
Hurl a rock and weaken your foe.
Damage.pngDamage: 202
Weakness.pngWeakness (3s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,200
Eruption
Activation.png
6Recharge.png
Eruption
Shake the ground until it erupts and damages foes.
Damage.pngDamage: 504
Bleeding.png6Bleeding (12s): 1,584 Damage
Targets.pngNumber of Targets: 5
Radius.pngRadius: 300
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200
Magnetic Aura
30Recharge.png
Magnetic Aura
Reflect projectiles with magnetic energy.
Magnetic Aura.pngMagnetic Aura (4s): Reflect projectiles with magnetic energy.
Unsteady Ground
¼Activation.png
30Recharge.png
Unsteady Ground
Create unsteady ground that foes cannot cross.
Duration.pngDuration: 3 seconds
Range.pngRange: 1,200
Shock Wave
¾Activation.png
30Recharge.png
Shock Wave
Create a shockwave that bleeds and immobilizes your target.
Damage.pngDamage: 202
Bleeding.pngBleeding (20s): 440 Damage
Immobilize.pngImmobilize (2s): Unable to move.
Targets.pngNumber of Targets: 5
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,200

Brings a powerful "ground game" of combo fields and area CC, but in exchange for a large decrease in personal defensive skills, largely from the Focus. Strong option for large scale open field, weaker in GvG/small scale.

Dagger/Warhorn

Dagger/Warhorn
Healing
Utility
Elite
Dragon's Claw
½Activation.png
Dragon's Claw
Fling fire in a claw-shaped spread at your foe.
Damage.pngDamage per Projectile: 138
Range.pngRange: 400
Drake's Breath
Activation.png
5Recharge.png
Drake's Breath
Spray a cone of fire at foes while on the move.
Damage.pngDamage (4x): 732
Burning.png4Burning (2½s): 1,310 Damage
Targets.pngNumber of Targets: 5
Range.pngRange: 400
Burning Speed
¾Activation.png
12Recharge.png
Burning Speed
Slide forward and blast the area, leaving behind a line of fire that burns foes.
Damage.pngBlast Damage: 734
Damage.pngFire Wall Damage: 37
Burning.pngBurning (1½s): 197 Damage
Targets.pngNumber of Targets: 5
Duration.pngFire Wall Duration: 4 seconds
Radius.pngBlast Radius: 240
Book.pngEvade: ¾ seconds
Combo.pngCombo Field: Fire
Range.pngRange: 600
Heat Sync
¾Activation.png
30Recharge.png
Heat Sync
Give stacks of might to yourself, then spread boons you have to allies.
Might.png3Might (10s): +90 Power, +90 Condition Damage
Fury.pngBoon Copied: 20% Critical Chance
Might.pngBoon Copied: 30 Power, 30 Condition Damage
Book.pngNumber of Allied Targets: 5
Radius.pngRadius: 600
Range.pngRange: 600
Wildfire
¾Activation.png
30Recharge.png
Wildfire
Release a fiery torrent that burns enemies.
Damage.pngDamage: 218
Burning.pngBurning (2s): 262 Damage
Duration.pngDuration: 8 seconds
Radius.pngInterval: 1 second
Radius.pngRadius: 180
Book.pngDistance: 600
Combo.pngCombo Field: Fire
Vapor Blade
½Activation.png
Vapor Blade
Cast a vapor blade that inflicts vulnerability and returns to you.
Damage.pngDamage: 121
Vulnerability.pngVulnerability (6s): 1% Incoming Damage, 1% Incoming Condition Damage
Targets.pngNumber of Targets: 5
Range.pngRange: 600
Cone of Cold
Activation.png
10Recharge.png
Cone of Cold
Spray an icy blast in a cone that damages foes and heals allies.
Damage.pngDamage (4x): 732
Healing.pngHealing: 740
Targets.pngNumber of Targets: 5
Range.pngRange: 400
Frozen Burst
¼Activation.png
12Recharge.png
Frozen Burst
Detonate a burst of ice that chills nearby foes.
Damage.pngDamage: 153
Chilled.pngChilled (3s): -66% Skill Recharge Rate, -66% Movement Speed
Targets.pngNumber of Targets: 5
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Tidal Surge
¼Activation.png
35Recharge.png
Tidal Surge
Send out a tidal wave that regenerates and heal allies, then knock enemies back.
Damage.pngDamage: 333
Healing.pngHealing: 1,302
Regeneration.pngRegeneration (8s): 1,040 Heal
Knockback.pngKnockback: 240
Radius.pngHealing Radius: 360
Range.pngRange: 360
Water Globe
½Activation.png
35Recharge.png
Water Globe
Blast out a watery orb that heals allies as it travels.
Healing.pngHealing: 470
Book.pngPulses: 4
Radius.pngInterval: 1 second
Radius.pngRadius: 240
Range.pngRange: 750
Book.pngUnblockable
Lightning Whip
¾Activation.png
Lightning Whip
Lash your foe with lightning.
Damage.pngDamage (2x): 462
Targets.pngNumber of Targets: 3
Range.pngRange: 300
Lightning Touch
¾Activation.png
10Recharge.png
Lightning Touch
Shock your foe and inflict weakness.
Damage.pngDamage: 220
Weakness.pngWeakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Targets.pngNumber of Targets: 3
Range.pngRange: 300
Shocking Aura
25Recharge.png
Shocking Aura
Envelop yourself with electrical energy that stuns nearby foes if they attack you. Each attacker can be affected by this only once every 2 seconds.
Shocking Aura.pngShocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
Stun.pngStun: 1 second
Cyclone
1Activation.png
25Recharge.png
Cyclone
Blast out a cyclone that pulls enemies toward its location and grants swiftness to allies it affects.
Damage.pngDamage: 297
Swiftness.pngSwiftness (10s): 33% Movement Speed
Radius.pngPull: 180
Book.pngNumber of Impacts: 9
Targets.pngNumber of Targets: 3
Radius.pngRadius: 240
Range.pngRange: 750
Book.pngUnblockable
Lightning Orb
½Activation.png
25Recharge.png
Lightning Orb
Launch an orb of lightning that fires projectiles at nearby foes.
Damage.pngDamage: 119
Vulnerability.pngVulnerability (10s): 1% Incoming Damage, 1% Incoming Condition Damage
Radius.pngMissile Launch Interval: ¼ seconds
Radius.pngRadius: 360
Range.pngRange: 1,200
Impale
¾Activation.png
Impale
Spear your foes on a giant stone spike.
Damage.pngDamage: 183
Bleeding.pngBleeding (10s): 220 Damage
Range.pngRange: 300
Ring of Earth
¾Activation.png
6Recharge.png
Ring of Earth
Bleed foes with a ring of rocky spikes.
Damage.pngDamage: 455
Bleeding.pngBleeding (12s): 264 Damage
Crippled.pngCrippled (3s): -50% Movement Speed
Targets.pngNumber of Targets: 5
Book.pngBlocks Missiles
Radius.pngRadius: 240
Magnetic Grasp
½Activation.png
12Recharge.png
Magnetic Grasp
Immobilize your foe, making them vulnerable to a Magnetic Leap attack.
Damage.pngDamage: 37
Immobilize.pngImmobilize (2s): Unable to move.
Book.pngUnblockable
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 900
Sand Squall
½Activation.png
30Recharge.png
Sand Squall
Apply protection to yourself and your allies, then increase the duration of all boons currently existing on you and your allies. Gain magnetic aura.
Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
Protection.pngProtection (2s): -33% Incoming Damage
Targets.pngNumber of Targets: 5
Radius.pngDuration Increase: 2
Radius.pngRadius: 600
Combo.pngCombo Finisher: Blast
Dust Storm
¾Activation.png
30Recharge.png
Dust Storm
Summon a dust storm that inflicts conditions.
Damage.pngDamage: 99
Bleeding.png2Bleeding (10s): 440 Damage
Blind.pngBlind (2s): Next outgoing attack misses.
Book.pngNumber of Impacts: 5
Targets.pngNumber of Targets: 5
Duration.pngDuration: 5 seconds
Radius.pngInterval: 2 seconds
Radius.pngRadius: 180
Range.pngRange: 750

D/Wh is a middle ground option between Staff and D/F, it provides some of the combo field and ground control of staff, some of the defensive capability of D/F and the highest personal healing output of the three sets. D/Wh excels at raw healing output, and boon support with giving significant Might Might

Skill Variants

Utility

  • Always for Arcane variant.
  • Versatile personal stability
  • Team support defensive option.
  • Personal defensive option with utility for rez/stomping.
  • for builds.

Elite

  • AoE disruption for small scale groups.

Specializations

Main

Variants

  • If you find yourself having issues being focused.


Variants

  • Optimal in GvG. Lose slight healing and frost aura uptime to gain AoE cleanse for Burn/Chill on a 10s CD.
  • Additional personal survivability at the cost of group utility.
  • For staff variant.
  • for extra condition hate.


  • For variant.

Variants

Variants

  • for staff builds

Swap Earth to Arcane to lose group Protection Protection uptime and personal defense in exchange for a powerful CC from in Earth attunement.

Equipment

Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
Minstrel stat icon.png
6x
Superior Rune of the Monk
18x
Healing WvW Infusion

Variants

Stats

  • Add Nomad's for more personal defense, Cleric's or Magi's for more healing power and Celestial or Crusader's for an offensive set.

Sigils

  • Superior Sigil of Concentration Superior Sigil of Concentration
    9Recharge.png
    Superior Sigil of Concentration.pngSuperior Sigil of Concentration
    Boons you apply last 33% longer for 7 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
  • Superior Sigil of Energy 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)
  • Superior Sigil of Renewal Superior Sigil of Renewal
    9Recharge.png
    Superior Sigil of Renewal.pngSuperior Sigil of Renewal
    Heal Nearby Allies on Weapon Swap (360 radius). (Cooldown: 9s)

Runes

  • Be aware of boon duration if swapping runes.
  • Superior Rune of Durability Superior Rune of Durability
    Superior Rune of Resistance.pngSuperior Rune of Durability
    (1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): 25% chance when struck to grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second. (Cooldown: 20 seconds) (5): +100 Toughness (6): +15% Boon Duration; +125 Vitality
    Defensive option with boon duration.
  • Superior Rune of the Trooper Superior Rune of the Trooper
    Superior Rune of the Trooper.pngSuperior Rune of the Trooper
    (1): +25 Vitality (2): +35 Toughness (3): +50 Vitality (4): +65 Toughness (5): +100 Vitality (6): Shouts remove a condition from each affected ally.
    Defensive option with condition cleanse.

Consumables

Food

  • Delicious Rice Ball Delicious Rice Ball
    Delicious Rice Ball.pngDelicious Rice Ball
    Nourishment (30m):
    Food.png100 Healing Power+10% Healing Effectiveness (Outgoing)+25% Magic Find during Lunar New Year
    Consumable

Utility

  • Bountiful Maintenance Oil Bountiful Maintenance Oil
    Bountiful Maintenance Oil.pngBountiful Maintenance Oil
    Nourishment (30 m):
    Potion.pngGain 0.6% Outgoing Healing Increase for Every 100 Healing PowerGain 0.8% Outgoing Healing Increase for Every 100 Concentration+10% Experience from Kills
    Consumable

Usage

General:

  • Try to avoid putting yourself in situations where you will need to swap attunement without overloading. accounts for a significant part of your healing output.
  • If you are alone and have to run somewhere, you can stack permanent swiftness: overload an attunement and immediately switch to another one to gain Can't find such trait "Speedy Conduit"! Please refer to our trait index effect. Repeat this with every attunement. If using a staff, when on Air also use .
  • The best use of is when it avoids fatal damage and heals you. Use it when you anticipate significant incoming damage on you or an ally.
  • Is a very powerful AoE heal for yourself and allies. Try to coordinate it with your allies so they receive each 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.
  • Your auras do not stack in duration, try to avoid overlapping the same aura unless it is absolutely necessary for healing.
    • Pay particular attention to in this respect.
  • You can secure stomps by activating or

Dagger/X

  • is a leap finisher and will give an aura if used in a fire, light or ice field.
    • The aura is granted on impact, not on cast.
    • does not need to be cast on the same target as . As long as the grasp connects you can leap to any target.
  • Your blast finishers are: , (Aim camera directly down without a target selected to drop on yourself), and
    • Blast finishers can be used on Ice fields to give an aura in an AoE.

Staff

  • You can blast your own water fields with by either casting first then quickly swapping to water and using either or before it goes off or by casting then immediately swapping to water and using on it.
  • has a long cast time and by the end of it you can find yourself out of position or focused by enemies. You can avoid this in two ways:
    • Use after you start casting it.
    • Use the "burning retreat trick" (see GYF). This way avoids using but you can find yourself even further away from your zerg. Gfycat:
      Burning Retreat Trick
  • 's direction is based on your where your character is looking. Turn briefly while casting the skill to aim it and effectevily blocking the passage. Gfycat:
    See GYF for explaination

Auras

  • : Dagger 3 ().
  • : , and , through Ice fields and Blast Finishers on Ice fields (AoE).
  • : , focus 5 () and through Fire fields.
  • : Staff 3 (, warhorn 4 ( - AoE).
  • Any elemental aura: will give the aura corresponding to the attunement you are in when the buff expires, does the same when you finish the overload of an attunement.
    • Fire gives , Water gives , Air gives , Earth gives .
  • Light Aura Light Aura: through Light fields.

Counters and Weaknesses

  • Heavily reliant on group support for stability
  • Minimal condition clear, mitigated with variant traits and/or
    Superior Rune of the Trooper Superior Rune of the Trooper
    Superior Rune of the Trooper.pngSuperior Rune of the Trooper
    (1): +25 Vitality (2): +35 Toughness (3): +50 Vitality (4): +65 Toughness (5): +100 Vitality (6): Shouts remove a condition from each affected ally.

Video Guides

  • YouTube:
    [vR] Crann
  • YouTube:
    Ash GvG and WvW
  • YouTube:
    [GS] Trembles
  • YouTube:
    [GS] Miss Major
Build rating - 5 stars
Only registered users can vote. Log in or Register. (It only takes a few seconds!)
9 Ratings
5 stars
MorroIan gave this build 5 stars last month

Excellent healer/support variant with scrapper losing anti toxin runes

4 stars
Threather gave this build 4 stars May 2019

This build setup competes with scrapper that does the same things better, superspeed, cleanses and heals.

The saving grace for this build is that it applies frost and fire auras often making it apply immense condi pressure on enemy casters that don't stay near their commander forcing them to stack shutting down any solo plays from enemy.

Only 1 tempests is necessary for this effect however. Any more has diminishing returns.

The build is worth 4 stars, there also exists Fire traits aura cleanse + powerful aura variant if going for antitoxin runes which should be mentioned in the build.

4 stars
Freya gave this build 4 stars March 2019

Outclassed by firebrand, which is a story for every support build besides firebrand itself and chrono.

With 10 man buffs on pretty much every patch in last half a year, i believe i can give it 1 star more. Still isn't on par with FB though.

6 More Ratings
4 stars
Xivor gave this build 4 stars September 2018

This is still the go-to build for organized healing. Good semi-passive healing and protection uptime from auras. Good might stacks if running WH. Great defensive protection with Frost Aura. No damage, but highly survivable, fully capable of keeping a frontline alive on pushes.

UPDATE 20180617

FB outclasses this in healing effectiveness. Plain and simple. Even Healing Scrapper and Ventari Healer can outclass in the raw healing department. The support from the auras are nice, but not enough to convince anyone to take this build over better healing options.

5 stars
Dekong gave this build 5 stars June 2018

Used to be great in HoT, the heals are still good, the aura share is even better, but does not justify losing a spot for a healing tempest when Firebrand / chronomancer is available

5 stars
Garfried gave this build 5 stars June 2018

Not as strong as it was in HoT. Firebrand and other healing specs now perform better than auramancer.

5 stars
Alistair DragonHeart gave this build 5 stars February 2017

I personally prefer scepter warhorn as it feels like it gives more impressive heals and when i play tempest healer I don't care about my personal damage output. Otherwise I use pretty much this exact build

5 stars
Packit gave this build 5 stars August 2016

This is a solid build and adds a lot of sustain with the current boon meta. With sharpening stones you'll still be over 2k power making it an effective heal bot while still being able to put out damage. Staff for zergs is much better via AOE's and water fields.

5 stars
The Blue Rangerr gave this build 5 stars June 2016

This build fulfills key roles in the modern zerg and gives important sustain to allies. Correct usage gives damage, healing, CC and powerful auras.