Tempest - Midline Auramancer

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The community gave this build a rating, making it second-tier: Good.

Focused on: ControlSupportHealing.

Designed for:


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

Skill Bar


Weapon Variants



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.

Skill Variants


  • For Elemental Surge Arcane variant.
  • Versatile personal stability
  • Team support defensive option.
  • Personal defensive option with utility for rez/stomping.
  • for




  • If you find yourself having issues being focused.


  • 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.
  • Highest over time heals per second at the loss of burst healing
  • For



Swap Earth to Arcane to lose group Protection Protection uptime and personal defense in exchange for high healing and condi clear on dodge rolls in water or a powerful CC from
in Earth attunement.


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Superior Rune of the Monk
Healing WvW Infusion



  • 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.


  • Superior Sigil of Concentration Superior Sigil of Concentration
    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
    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
    Superior Sigil of Renewal.pngSuperior Sigil of Renewal
    Heal Nearby Allies on Weapon Swap (360 radius). (Cooldown: 9s)


  • 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.



  • 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


  • 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



  • 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
    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


  • 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),
    • Blast finishers can be used on Ice fields to give an aura in an AoE.


  • You can blast your own water fields with
    by either casting
    first then quickly swapping to water and using either
    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


  • : Dagger 3 (
  • :
    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: 4 stars
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9 Ratings
4 stars
Xivor gave this build 4 stars 4 weeks ago

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.

3 stars
Freya gave this build 3 stars 4 weeks ago

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

3 stars
Tyroxin gave this build 3 stars last month

A relic from Heart of Thorns. The fights allow for a proper backline again so any ele would have far more impact using Meteor Shower and the various CC available. Also in the Frontline, the support is sufficiently covered by Firebrands and maybe Scrappers.

6 More Ratings
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
TwanBr gave this build 5 stars April 2018

The introduction of Path of Fire elite specializations made the auramancer significantly weaker. In my opinion this build still has some unique potential when opting for staff and arcana, which this build does suggest as potential options.

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.

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