Difference between revisions of "Tempest - Staff Aurashare Support"

 
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| specialization = tempest
 
| specialization = tempest
 
| designed for = Conquest
 
| designed for = Conquest
| rating = test
+
| rating = great
 
| focus = support, utility
 
| focus = support, utility
 +
| difficulty = 3
 
}}
 
}}
 
__TOC__
 
  
 
==Overview==
 
==Overview==
A healing and cleansing focused PvP Tempest support build.
+
A PvP support Tempest support build focusing on massive healing output and great group cleansing plus some aura and boon sharing. It even has access to some AoE {{Tooltip|Stability}} sharing, which makes Staff unique amongst Elementalist builds.  
  
  
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| weapon2 =  
 
| weapon2 =  
 
| healing = "Wash the Pain Away!"
 
| healing = "Wash the Pain Away!"
| utility1 = Mist Form
+
| utility1 = "Aftershock!"
| utility2 = Conjure Earth Shield
 
 
| utility3 = Glyph of Renewal
 
| utility3 = Glyph of Renewal
| elite = Tornado
+
| elite = "Rebound!"
 
}}
 
}}
 +
  
 
===Skill Variants===
 
===Skill Variants===
 
'''Utility'''
 
'''Utility'''
  
{{Skill|Mist Form}} can be replaced by:
+
Viable choices for the optional slot or even instead of {{Skill|"Aftershock!"}}:
* {{Skill|"Aftershock!"}} - more group support, better combo potential, and you get to transmute this aure while in {{Skill|Earth Attunement}} for additional bonuses such as AoE {{Tooltip|Stability}}.
+
* {{Skill|Conjure Earth Shield}} - multiple defensive CDs in one conjure ranging from CC to invulnerability.
 +
 
 +
* {{Skill|Lightning Flash}} - 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.
 +
 
 +
* {{Skill|Mist Form}} - 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.
  
 
* {{Skill|Armor of Earth}} - stun break and strong defensive skill on a lower CD than Mist Form, could make it easier to get casts off under pressure too.
 
* {{Skill|Armor of Earth}} - stun break and strong defensive skill on a lower CD than Mist Form, could make it easier to get casts off under pressure too.
 +
 +
* {{Skill|"Feel the Burn!"}} - 2 aura charges on low CD, boosts your group healing.  Semi-popular when playing with {{Trait|Invigorating Torrents}} and {{Trait|Cleansing Water}}.
 +
 +
 +
'''Elite'''
 +
* {{Skill|Tornado}} - 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==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQYRKxo/MDvHEnUA6wBPAeYAkAAdAesAlgCWAAAAAAAAAAAAAAAAAAAAAAA=]
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code = [&DQYaPxErMDvHEnQAdBIAAOYAAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
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==Specializations==
 
==Specializations==
 
{{Specialization|Earth|bot|bot|bot}}
 
{{Specialization|Earth|bot|bot|bot}}
 +
'''Variants'''
 +
* {{Trait|Rock Solid}} adds easy AoE {{Tooltip|Stability}} access to the build at the expense of defense against soft-CC.
 
{{Specialization|Water|bot|mid|mid}}
 
{{Specialization|Water|bot|mid|mid}}
 +
'''Variants'''
 +
* {{Trait|Soothing Ice}} trades some condition removal for a {{Tooltip|Frost Aura}} proc with {{Trait|Powerful Aura}} synergy.
 
{{Specialization|Tempest|bot|mid|bot}}
 
{{Specialization|Tempest|bot|mid|bot}}
 
+
'''Variants'''
 
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* 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}}.
===Specialization Variants===
+
** {{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===
 
'''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:
{{Specialization|Arcane|mid|top|top|variant=yes}}
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{{Specialization|Arcane|mid|top|top|variant=yes}}-->
  
  
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| rune = Dolyak
 
| rune = Dolyak
 
| amulet = Avatar
 
| amulet = Avatar
 +
| relic = Relic of Karakosa
 
}}
 
}}
  
  
 
===Equipment Variants===
 
===Equipment Variants===
'''Runes'''
+
<!--'''Runes'''
 
* {{Rune|Radiance}} - better aura durations.
 
* {{Rune|Radiance}} - better aura durations.
  
* {{Rune|Monk}} - boost to your group healing.
+
* {{Rune|Monk}} - boost to your group healing.-->
 
 
 
 
 
'''Sigils'''
 
'''Sigils'''
 
* {{Sigil|Cleansing}}
 
* {{Sigil|Cleansing}}
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* {{Sigil|Escape}}
 
* {{Sigil|Escape}}
 +
 +
 +
'''Relics'''
 +
* {{Relic|Relic of the Monk}} - boosts your group healing and it's easier to utilize than Karakosa, but overall Karakosa is better when played right.
 +
 +
* {{Relic|Relic of Antitoxin}} - more cleansing.
  
  
 
==Usage==
 
==Usage==
<!--
 
 
'''General'''
 
'''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.
+
* 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 [[Guide:Tips_for_Settings|settings guide]].
 
 
* {{Skill|Mist Form}} is your main panic button, should mainly be used if you'd die otherwise. {{Skill|Lightning Flash}} is panic button #2 but can be used more freely, even as a mobility skill between capture points.
 
  
* When playing with {{Trait|Powerful Aura}}, every aura applied to you is also granted to nearby allies. This isn't restricted to elementalist auras only - using {{Skill|Magnetic Leap}} in a {{Skill|Chaos Storm}} for example will share {{Skill|Chaos Armor}} with allies. Auras can't be applied to downed players.
+
* When playing with {{Trait|Powerful Aura}} every aura applied to you is also granted to nearby allies. This isn't restricted to elementalist auras only - using {{Skill|Ice Spike}} in a {{Skill|Chaos Storm}} for example will share {{Skill|Chaos Armor}} with allies. Auras can't be applied to downed players.
  
 
* Auras in the build:
 
* Auras in the build:
:* {{Skill|Shocking Aura}} from Overload Air and dagger #3 in air.
+
:* {{Tooltip|Shocking Aura}} from Overload Air.
:* {{Skill|Frost Aura}} from Overload Water plus the trait procs from {{Trait|Elemental Bastion}} and {{Trait|Soothing Ice}}.
+
:* {{Tooltip|Frost Aura}} from Overload Water, {{Skill|Frozen Ground}} plus the trait proc from {{Trait|Elemental Bastion}}.
:* {{Skill|Fire Shield}} from Overload Fire, {{Skill|Fire Shield}} on Focus, and combos suchs as {{Skill|Flamewall}} + {{Skill|Magnetic Leap}}.
+
:* {{Tooltip|Fire Aura}} from Overload Fire.
:* {{Skill|Magnetic Aura}} from Overload Earth and {{Skill|Magnetic Surge}} (an Earth Shield skill).
+
:* {{Tooltip|Magnetic Aura}} from Overload Earth, {{Skill|Magnetic Aura}} (Earth skill #3), {{Skill|Magnetic Surge}} (an Earth Shield skill) and {{Skill|"Aftershock!"}} (if taken).
  
 
* {{Skill|Tornado}} 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!
 
* {{Skill|Tornado}} 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!
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'''Overloads'''
 
'''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.
+
* 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 {{Tooltip|Stability}}, {{Tooltip|Protection}} and {{Tooltip|Swiftness}} on top of '''breaking stuns.''' Depending on your choice of utilities these might be your only stun breaks.
 +
 
 +
* {{Skill|Overload Fire}} 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 {{Tooltip|Stability}} to safely cast something more important, like {{Skill|Glyph of Renewal}} or {{Skill|"Wash the Pain Away!"}}.
 +
 
 +
*{{Skill|Overload Air}} even on an {{Amulet|Avatar}} build pumps out a considerable amount of AoE damage, use it to help your team get kills and to cleave downed targets. The AoE {{Skill|Shocking Aura}} that's applied at the end of the channeling is a very strong defensive ability too if you manage to use this Overload preemptively.
  
* Beginning an overload procs {{Tooltip|Stability}}, {{Tooltip|Protection}} and {{Tooltip|Swiftness}} on top of '''breaking stuns.'''
+
* {{Skill|Overload Earth}} is the hardest to mess up because it comes with {{Tooltip|Stability}} and it's one of your best personal survivability skills. The combination of {{Tooltip|Protection}} + {{Trait|Stone Flesh}} makes it harder for Power-based specs to kill you.
  
* Overloads have some of the longest cast times in the entire game, which means they can be easily interrupted. Of course there are ways to reduce the chance of that happening:
+
* {{Skill|Overload Water}} is the only overload which doesn't do damage, thus won't break {{Tooltip|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 {{Skill|Toss Elixir S}} at you. This should make it significantly easier to get this channel off, but you'll still be vulnerable to PBAoE like {{Skill|Jade Winds}}. 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.
:* {{Skill|Overload Fire}} 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.
 
:*{{Skill|Overload Air}} can be shielded through {{Skill|Swirling Winds}} from projectile-based interrupts such as {{Skill|Headshot}} and the stun from dagger's {{Skill|Shocking Aura}} can win a couple of seconds of freecasting vs melee specs. Even on a Mender build this overload pumps out a considerable amount of AoE damage, use it to help your team get kills and to cleave downed targets.
 
:* {{Skill|Overload Earth}} is the hardest to mess up because it comes with {{Tooltip|Stability}}, but if you're afraid that won't do the trick then {{Skill|Magnetic Wave}} could at least shield you from projectiles while channeling.
 
:* {{Skill|Overload Water}} is the only overload which doesn't do damage, thus won't break {{Tooltip|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 {{Skill|Toss Elixir S}} at you. This should make it significantly easier to get this channel off, but you'll still be vulnerable to PBAoE like {{Skill|Jade Winds}}. Hold on to this as long as you can, Water Overload '''has extremely powerful cleansing /healing''' but it does lock your out of an important attunement.
 
  
* Fire is arguably the least important attunement of the build, although you could still use the Overload to break stun or share auras, and it has another aura on skill #5 plus a short evade frame on {{Skill|Burning Speed}}.
+
* Using {{Skill|"Aftershock!"}} before an Overload reduces the chance of getting interrupted by skills like {{Skill|Headshot}} or pressurd into canceling by a {{Skill|Rapid Fire}}.
  
  
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* {{Skill|Overload Earth}} 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.
 
* {{Skill|Overload Earth}} 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.
  
* {{Skill|Water Attunement}} is where most of your non-aura based '''support''' comes from:
+
* {{Skill|Water Attunement}} 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 {{Trait|Healing Ripple}} and {{Trait|Cleansing Wave}}. Don't idle in Water too much because you should fit as many Water swaps into a fight as possible.
** Always try attuning to Water next to an ally to share the healing from {{Trait|Healing Ripple}}. Don't idle in it too much because you should fit as many Water swaps into a fight as possible.
 
** Use {{Skill|Cone of Cold}} on allies whenever necessary, and make sure that you don't have an enemy targeted otherwise some pulses may go in the wrong direction.
 
** {{Skill|Overload Water}} is a last resort option, only to be used if it singlehandedly saves an ally and you're out of options because sending Water on a longer CD is going to negatively impact your healing output.
 
  
* {{Skill|Earth Attunement}} is associated with '''self-sustain''':
+
* {{Skill|Water Blast}} is an okay filler when you've got nothing better to do. '''Note:''' this skill can target allies.
** Merely just swapping to this attunement can already negate Power based burst damage thanks to {{Trait|Stone Heart}}.
+
**Make sure that you don't have anyone targeted when you're trying to self-heal as you should aim this at your feet.
** {{Skill|Magnetic Wave}} can be used to instantly cleanse conditions from yourself, reflect projectiles, or to blast combo fields. Both this and Obsdian Flesh can be used while CC'd.
 
** {{Skill|Obsidian Flesh}} is one of the best defensive skills an ele could have, this skill is basically second {{Skill|Mist Form}}.
 
  
* {{Skill|Air Attunement}} has various tools to mitigate and prevent damage:
+
* {{Skill|Geyser}} 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.
** {{Skill|Convergence}} applies AoE Weakness after a small delay, significantly reducing direct damage dealt by enemies.
 
** {{Skill|Shocking Aura}} CCs any target that strikes you in melee. This is one of the '''strognest defensive tools''' in your kit! Pressing this at the beginning of an air overload could also make it way easier to get the full channel off and then gain a second Shocking Aura right when the first one expires. Always use {{Skill|Transmute Lightning}} when this aura is about to run out for yet another AoE CC.
 
** {{Skill|Swirling Winds}} is great versus projectile based attacks but will do nothing against melee.
 
** {{Skill|Gale}} is an '''unblockable''' ranged CC that could pin enemies down so allies can burst them down, or it could simply be used to stop enemies from doing damage for a while and chase allies.
 
  
* {{Skill|"Wash the Pain Away!"}} 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. {{Skill|Lightning Flash}} can be used to instantly move in and heal up teammates who are far away but need emergency healing.
+
* {{Skill|Healing Rain}} 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 {{Skill|Overload Water}} might be better because the Overload pulses more frequently and has no initial cast time.
 +
** 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 {{Tooltip|Burning}}, if you feel like you can sacrifice this source of cleansing on some {{Tooltip|Blind}} and {{Tooltip|Vulnerability}} it can act as a source of healing that could still end up saving your team.
  
* {{Skill|Conjure Earth Shield}} is easily the best survival tool in the build, and one that can be shared with allies as a 2nd one is dropped on the ground for them to pick up.  
+
* {{Skill|Ice Spike}} has value as a '''Blast finisher'''. Blasting {{Skill|Frozen Ground}} applies AoE {{Skill|Frost Aura}}, while blasting any of the '''Water''' fields on this weapon does AoE healing. Technically blasting Frozen Ground also results in AoE healing because of {{Trait|Elemental Bastion}}, but blasting a Water Field heals more.
** Skill 2 is a block.  
+
** 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.
** Skill 3 is a mobility skill with CC and anti-projectile/aura share synergy.  
+
 
** Skill 4 is an AoE pull which is great for peeling for allies or just CCing in general. Even has barrier and {{Tooltip|Protection}}.
+
* Blasting these 3 {{Skill|Water Attunement}} combo fields is a very important part of group support on a Staff build:
** Skill 5 is an invulnerability for when you're being heavily focused.
+
** {{Skill|Eruption}} 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.
 +
** {{Skill|Transmute Earth}} 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 {{Skill|Earth Attunement}} that becomes available while you have an active {{Tooltip|Magnetic Aura}}. The build has plenty of Magnetic Aura sources like using skill #3 on earth or the utility shout {{Skill|"Aftershock!"}}. 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.
 +
 
 +
* {{Skill|Transmute Earth}} is a source of AoE {{Tooltip|Stability}}, use it to shield important casts like your heal or rez glyph.
 +
 
 +
* Because of {{Trait|Stone Heart}} 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).
 +
 
 +
* {{Skill|Fire Attunement}} doesn't leave you defenseless either - {{Skill|Burning Retreat}} has a lengthy evade frame on top of being a mobility skill (useful for repositioning) and {{Skill|Flame Burst}} has an AoE {{Tooltip|Blind}}.
 +
 
 +
* {{Skill|Air Attunement}} and {{Skill|Earth Attunement}} has several CC skills, use them to kite enemies and peel for allies.
 +
 
 +
* {{Skill|Windborne Speed}} cleanses movement impairing conditions. Consider using it next to allies before swapping to Water to increase the chance of removing damaging conditions with {{Trait|Cleansing Wave}}. The {{Tooltip|Superspeed}} is quite useful for kiting too.
 +
 
 +
* {{Skill|"Wash the Pain Away!"}} 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. {{Skill|Lightning Flash}} (if taken) can be used to instantly move in and heal up teammates who are far away but need emergency healing.
 +
 
 +
 
 +
'''Earth Shield'''
 +
* {{Skill|Conjure 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|Stone Sheath}} (skill 2) blocks the next hit and grants you barrier.
 +
 
 +
* {{Skill|Magnetic Surge}} (skill 3) is the most versatile skill on this conjure as it has a bit of everything: mobility, CC, even {{Tooltip|Magnetic Aura}} application for group support + projectile reflect + aura trait synergy including healing and {{Tooltip|Protection}}. If you drop the shield while in {{Skill|Earth Attunement}} you get to use {{Skill|Transmute Earth}} too.
 +
 
 +
* {{Skill|Magnetic Shield (elementalist)}} (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|Fortify}} (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.
  
  
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** 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.
 
** 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.
  
* {{Skill|Mist Form}} turns the caster invulnerable, allowing you to rez without getting interrupted or killed.
+
* ''If taken'' {{Skill|Mist Form}} turns the caster invulnerable, allowing you to rez without getting interrupted or killed.
 
** '''Note:''' Mist Form must be activated ''AFTER'' starting to revive an ally, otherwise it won't work.
 
** '''Note:''' Mist Form must be activated ''AFTER'' starting to revive an ally, otherwise it won't work.
  
  
'''Swiftness stacking'''
+
'''Stacking swiftness'''
* Stack {{Tooltip|Swiftness}} for your team before the match starts!
+
* Stack {{Tooltip|Swiftness}} for your team before the game starts!
 +
 
 +
* For this you must begin on {{Skill|Earth Attunement}}. Cast {{Skill|Eruption}} on the exit gate and swap to {{Skill|Air Attunement}} while channeling this skill and then use {{Skill|Windborne Speed}} as soon as you can. Immediately follow up by placing a {{Skill|Static Field}} on top of Eruption before it goes off.
  
* Switch to {{Skill|Air Attunement}} before the 10 second countdown even begins. The moment the countdown starts cast {{Skill|Overload Air}} whilst running towards the exit from spawn, this skill will produce a Static field. Use {{Skill|Magnetic Wave}} then follow up immediately with {{Skill|Frozen Burst}} (both of these are Blast finishers).
+
* Finish the chain with {{Skill|Ice Spike}} on Water.
  
* When you're done switch to {{Skill|Fire Attunement}} as you don't want to start fights in Water.
+
* Swap to Fire as you don't want to start fights on Water (you'd lose out on the on-swap procs).
-->
 

Latest revision as of 12:22, 29 March 2024

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 March 29, 2024 and is up to date for the March 19, 2024 patch.

Overview

A PvP support Tempest support build focusing on massive healing output and great group cleansing plus some aura and boon sharing. It even has access to some AoE Stability Stability sharing, which makes Staff unique amongst Elementalist builds.


Skill Bar

Staff
Utility


Skill Variants

Utility

Viable choices for the optional slot or even instead of "Aftershock!":

  • Conjure Earth Shield - multiple defensive CDs in one conjure ranging from CC to invulnerability.
  • Lightning Flash - 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.
  • Mist Form - 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.
  • Armor of Earth - stun break and strong defensive skill on a lower CD than Mist Form, could make it easier to get casts off under pressure too.
  • "Feel the Burn!" - 2 aura charges on low CD, boosts your group healing. Semi-popular when playing with Invigorating Torrents and Cleansing Water.


Elite

  • Tornado - 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=]
Copy Template Code


Specializations

Variants

  • Rock Solid adds easy AoE Stability Stability access to the build at the expense of defense against soft-CC.

Variants

  • Soothing Ice trades some condition removal for a Frost Aura Frost Aura proc with Powerful Aura synergy.

Variants

  • Taking Invigorating Torrents along with Cleansing Water on Water Water could significantly increase your group cleansing but overloads become harder to pull off because of the loss of Stability Stability.
    • Latent Stamina can also be taken alongside this trait to squeeze more value out of Vigor Vigor, and Unstable Conduit becomes harder to utilize without Stability anyways so you don't lose out on much.


Equipment

Staff
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Sigils

  • Sigil of Cleansing
  • Sigil of Purging
  • Sigil of Escape


Relics

  • Relic of the Monk - boosts your group healing and it's easier to utilize than Karakosa, but overall Karakosa is better when played right.
  • Relic of Antitoxin - more cleansing.


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 Powerful Aura every aura applied to you is also granted to nearby allies. This isn't restricted to elementalist auras only - using Ice Spike in a Chaos Storm for example will share Chaos Armor with allies. Auras can't be applied to downed players.
  • Auras in the build:
  • Shocking Aura Shocking Aura from Overload Air.
  • Frost Aura Frost Aura from Overload Water, Frozen Ground plus the trait proc from Elemental Bastion.
  • Fire Aura Fire Aura from Overload Fire.
  • Magnetic Aura Magnetic Aura from Overload Earth, Magnetic Aura (Earth skill #3), Magnetic Surge (an Earth Shield skill) and "Aftershock!" (if taken).
  • Tornado 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 Stability, Protection Protection and Swiftness Swiftness on top of breaking stuns. Depending on your choice of utilities these might be your only stun breaks.
  • Overload Fire 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 Stability Stability to safely cast something more important, like Glyph of Renewal or "Wash the Pain Away!".
  • Overload Air 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 Shocking Aura that's applied at the end of the channeling is a very strong defensive ability too if you manage to use this Overload preemptively.
  • Overload Earth is the hardest to mess up because it comes with Stability Stability and it's one of your best personal survivability skills. The combination of Protection Protection + Stone Flesh makes it harder for Power-based specs to kill you.
  • Overload Water is the only overload which doesn't do damage, thus won't break Stealth 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 Toss Elixir S at you. This should make it significantly easier to get this channel off, but you'll still be vulnerable to PBAoE like Jade Winds. 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.
  • Using "Aftershock!" before an Overload reduces the chance of getting interrupted by skills like Headshot or pressurd into canceling by a Rapid Fire.


Support and sustain

  • Auras and overloads grant ~2 seconds of Protection Protection, which is further empowered by Hardy Conduit resulting in a 40% direct damage reduction instead of the usual 33%. Frost Aura can reduce incoming damage for all affected allies by another 10% (and that's without even factoring in being on Earth for Geomancer's Training).
  • Every aura you apply also heals allies via Elemental Bastion.
  • Overload Earth 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.
  • Water Attunement 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 Healing Ripple and Cleansing Wave. Don't idle in Water too much because you should fit as many Water swaps into a fight as possible.
  • Water Blast is an okay filler when you've got nothing better to do. Note: this skill can target allies.
    • Make sure that you don't have anyone targeted when you're trying to self-heal as you should aim this at your feet.
  • Geyser 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.
  • Healing Rain 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 Overload Water might be better because the Overload pulses more frequently and has no initial cast time.
    • 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 Burning, if you feel like you can sacrifice this source of cleansing on some Blind Blind and Vulnerability Vulnerability it can act as a source of healing that could still end up saving your team.
  • Ice Spike has value as a Blast finisher. Blasting Frozen Ground applies AoE Frost Aura, while blasting any of the Water fields on this weapon does AoE healing. Technically blasting Frozen Ground also results in AoE healing because of Elemental Bastion, but blasting a Water Field heals more.
    • 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.
  • Blasting these 3 Water Attunement combo fields is a very important part of group support on a Staff build:
    • Eruption 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.
    • Transmute Earth 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 Earth Attunement that becomes available while you have an active Magnetic Aura Magnetic Aura. The build has plenty of Magnetic Aura sources like using skill #3 on earth or the utility shout "Aftershock!". 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.
  • Transmute Earth is a source of AoE Stability Stability, use it to shield important casts like your heal or rez glyph.
  • Because of Stone Heart 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).
  • Fire Attunement doesn't leave you defenseless either - Burning Retreat has a lengthy evade frame on top of being a mobility skill (useful for repositioning) and Flame Burst has an AoE Blind Blind.
  • Air Attunement and Earth Attunement has several CC skills, use them to kite enemies and peel for allies.
  • Windborne Speed cleanses movement impairing conditions. Consider using it next to allies before swapping to Water to increase the chance of removing damaging conditions with Cleansing Wave. The Superspeed Superspeed is quite useful for kiting too.
  • "Wash the Pain Away!" 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. Lightning Flash (if taken) can be used to instantly move in and heal up teammates who are far away but need emergency healing.


Earth Shield

  • Conjure 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.
  • Stone Sheath (skill 2) blocks the next hit and grants you barrier.
  • Magnetic Surge (skill 3) is the most versatile skill on this conjure as it has a bit of everything: mobility, CC, even Magnetic Aura Magnetic Aura application for group support + projectile reflect + aura trait synergy including healing and Protection Protection. If you drop the shield while in Earth Attunement you get to use Transmute Earth too.
  • Magnetic Shield (elementalist) (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.
  • Fortify (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

  • Glyph of Renewal 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:
    • 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 Rock Solid consider swapping to earth for the Stability Stability while channeling the glyph.
    • Air Attunement 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 Lightning Flash.
    • Water Attunement 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.
    • Earth Attunement is for reviving multiple allies as it is an AoE rez.
    • Fire Attunement 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.
  • If taken Mist Form turns the caster invulnerable, allowing you to rez without getting interrupted or killed.
    • Note: Mist Form must be activated AFTER starting to revive an ally, otherwise it won't work.


Stacking swiftness

  • Stack Swiftness Swiftness for your team before the game starts!
  • For this you must begin on Earth Attunement. Cast Eruption on the exit gate and swap to Air Attunement while channeling this skill and then use Windborne Speed as soon as you can. Immediately follow up by placing a Static Field on top of Eruption before it goes off.
  • Finish the chain with Ice Spike 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

This build has a rating of 5 stars based on 10 votes.
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5 stars
ABoredApe gave this build 5 stars • April 2024
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.
4 stars
Acedia1092 gave this build 4 stars • July 2023
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
5 stars
Vex gave this build 5 stars • May 2023
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.
5 stars
Hanz gave this build 5 stars • March 2023
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.
5 stars
Princ152 gave this build 5 stars • February 2020
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.
5 stars
Jonas Wolf gave this build 5 stars • January 2020
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
5 stars
Donyajoon gave this build 5 stars • April 2019
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.
3 stars
LazySummer gave this build 3 stars • April 2019
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.
5 stars
Utrex gave this build 5 stars • April 2019
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
5 stars
Soller gave this build 5 stars • April 2019
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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