Tempest - Staff Aurashare Support
The community gave this build a rating, making it top-tier: Great
Designed for: PvP Conquest
A healing and cleansing focused PvP Tempest support build.
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 .
- - better mobility and CC that could peel for allies and even works on downed enemies, which could be used to disrupt rez attempts.
- adds easy AoE Stability access to the build at the expense of defense against soft-CC.
- trades some condition removal for a Frost Aura proc with synergy.
- Taking along with on Water could significantly increase your group cleansing but overloads become harder to pull off because of the loss of Stability.
- can also be taken alongside this trait to squeeze more value out of Vigor.
- - 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 effectively refund your dodges.
- 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:
- 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).
- 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.
- 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 to safely cast something more important, like or .
- 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.
- is the hardest to mess up because it comes with 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 only overload which doesn't do damage, thus won't break 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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 combo fields is a very important part of group support on a Staff build:
- 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.
- 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 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 a source of AoE Stability, use it to shield important casts like your heal or rez glyph.
- 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).
- 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 Blind.
- and has several CC skills, use them to kite enemies and peel for allies.
- cleanses movement impairing conditions. Consider using it next to allies before swapping to Water to increase the chance of removing damaging conditions with . The Superspeed is quite useful for kiting too.
- 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.
- 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.
- (skill 3) is the most versatile skill on this conjure as it has a bit of everything: mobility, CC, even 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 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.
- 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 consider swapping to earth for the Stability while channeling the glyph.
- 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.
- If taken 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.
- 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).
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