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I Tried NEW HEAL AURAMANCY TEMPEST in Guild Wars 2 Thoughts

rmyoung87: Your trait line outside of water/tempest is discretionary, but it couples with your weapon choice. Taking arcane works best for staff, but for dagger/warhorn if you run earth instead, you get protection on auras, blast finishers cleanse conditions, and you have traits that make you take less strike damage so it's great for tanking.

The people who said they overload earth instead, that is generally the dagger/warhorn rotation (unless you take earth, then you overload air), staff rotation defaults to overload water. In general, heal tempest is very flexible and that's the challenge of it, knowing what traits/weapons/utilities to take. It's not like heal mechanist where you take the default build and just hit your F skills on cooldown, medkit in emergency, and then just hit weapons to do things.

xLeopanther: Note on the field combos:

Only Ice field blast finisher triggers (ice) auras on allies.

Fire field blast finisher is aoe might.

Lightning field blast is aoe swiftness.

And Water field blast is a aoe heal.

There are other combos that do generate auras (through leap finishers) but staff doesn't have access to that, and leap finisher only gives yourself aura (so does require the aurashare trait to give it to allies). Someone mentioned in another comment that it's possible to upkeep alac even without the aurashare trait, by using shouts staff water 4 blasting the ice field. The ice field blast also allows you to apply alac at range, if you're doing a mechanic away from the group (like a kite role or mech tank in KO).

It does take some practice though to always only blast the fields you want, especially since two of Staff's blast finishers have a long delay. So you have to plan the rotation correctly for the blasts to combo the field you want them to combo. Transmute earth (staff 3 when you have an earth aura already, which it also provides) is another blast finisher that is instant and centered on you.

666caveman: I love playing Aura Tempest over the old build. Previous iterations of alacrity tempest REQUIRED you to finish your overloads; otherwise, your boon uptime was god awful. Combine that with Elementalist already having some of the worst stability application in the game led to a lot of frustrating fights where you couldn't get alacrity up because of a knockback. Aura temp is a godsend. Now I'm no longer beholden to overloads to do my job. I do prefer D/W over Staff simply because it has several aura generators built into skills, such as Water 3, Air 3, and Earth 4. So if I lose my overload, I just pop an aura and keep going; nothing lost.

If you do end up choosing Staff over D/W, then "Feel the burn" is required for Fury, as you have no other way of applying it. But you do have access to consistent stability. A little Ele trick: when switching to Earth, dodge roll. While running the Arcane trait line, dodging while in Earth will do a blast finisher, and if you're in a field, you'll make a magnetic aura. Consume it while in Earth and create stability! Saves a lot of time and also bypasses the long cooldown of hard casting it. D/W doesn't really have this option, as it cannot consume the aura, but also it kinda needs to run the Earth trait line over Arcane for the stability when switching to Earth.

This build is currently butting up against Qheal Catalyst for my favourite build at the moment, if it wasn't for the piss poor stability application.

Can't wait for you to try the new Ele Inferno builds that have rocketed up the benchmarks of late.

ExiMaster: why u play the bald rat race

beneteus3833: one tap on earth 3 is another aura

double tapping earth 3 gives stab and blast finisher

important note on glyph of renewal: EARTH revives 3 player, not just 1

ProfessorGripph: I wish they would replace that terrible conjurer trait in the fire tree so that healers that want to take the condi cleanse on aura trait and the now not completely terrible might trait would have something better to take. I have also always viewed that trait and wondered how it dodges all patches when no one takes it.

ploik21: Powerful Auras is a trap imo, you can upkeep alac with AoE auras easily with two shouts and the staff water 4 into 2.

neroxidy3746: Tempest also gets soothing mist, a second regeneration-like boon, for like 10 seconds when swapping to water. If you overload water you're locked out of it after swapping, so lose uptime on that boon. Since tempest already heals a lot it's often not necessary to overload water, which means you can just dip into water, cast one/two skills, then swap to the next. That way you'll keep soothing mist active and got water overload as an "oh sh-t button" in reserve.

Air on dagger and Earth on staff also allows to double-dip auras with skill 3 -> detonation -> overload air/earth -> detonation -> skill 3 combo, so you're giving double alacrity there.

iridradiant: I usually run flash-freeze and aftershock in the utilities slots (they carry boons in addition to all the stuff the traits give you for auramancy), but may revisit Signet of Water, since it has a bigger heal and revival on a shorter cooldown. I only run Eye of the Storm in WvW for the stun break and super speed since it has no aura with it. That relic sounds interesting to try too; I currently run Relic of the Monk, but the Relic of Mercy is hilarious in combination with Arcane Resurrection. I like running Marshal's gear over Harrier's since I throw out so many boons constantly, I don't feel the need to have the duration on them from Concentration, but the extra damage from its condi damage helps counter that wet noodle feeling.

Also don't discount the amount of condi cleanses that auramancy can bring. It comes in handy particularly on demon fractals, since they like pumping out so many torment conditions. And, dodge rolling with the Evasive Arcana trait also heals and cleanses - knowing the fight enough to know when you can just dodge roll to heal or if you need the dodge roll for a mechanic is key.

The nice thing about running the Glyph of Elementals over Rebound is that the ice elemental's punches carry the slow condition (and can thus hurt break bars), and is great for healing in melee if you're hanging back to take advantage of the staff's range... or you can summon a different elemental for different circumstances instead if you don't need the extra healing at the moment. Rebound also has tricky timing which I have trouble hitting. Dropping water staff 3 on the downed marker is much easier.

VinceMouse: Wait a minute, this is just Scrapper with magic instead of science!

VinceMouse: Do you trust your team?

Yes: Druid

No: Tempest

VinceMouse: Weaver: Foxtrot, Jitterbug, and three other dances all at the same time.

Tempest: Casual Waltz through Boneskinner.

Insig385: I got to play auraheal tempest this past weekend n it worked really well, to the point of being better heal than my commanders heal. I was running the dagger/wh running earth traitline n i was so happy getting to play it again, it has been yeaaaaaaars

zargrant: As a Elementalist main, I love this patch so much. Elemental Bastion make us more room to mistake as AHeal. It make us doesn't have to completed Overload anymore to provide Alac 100%, plus it make healing mush easier because we don't have to serious about the second Overload per loop anymore. It only Fire Overload that have to be finished to privide Might but most class in the game can help us provide Might. //And Elemental Bastion make us more way to play ADPS too.

masterdragon2345: For spamming 30 seconds of alac (and vigor regen) in 1 second, wh dagger goes air 3 2 into water 3 4. Thats from 600 range and can be done every ~10 seconds

taylorgarrett793: one thing to note with over loads is that they are all a stun break. on ya self

one thing to also note is that for cc, u can use rebound while in air ( assuming ya using staff) or over load air to give eletric aura which stuns foes that attack ya. which if applied to ya allies as well. can be a some what decent cc if the situition is right

same with using rebound in earth and using earth over load

daltonbarker7967: I am so happy that the grandmaster trait with all the aura healing now has alacrity, as it always should've been :.) now we just need longbow and skins for elementals and I'll die happy ele main. <3

erikdc666: this might not work as well on staff, but running dagger/warhorn, you can take full advantage of the fact that "powerful aura" is 600 radius

which means with feel the burn being 600, heat sync being 600 and alac/regen/vigor/prot/soothing mists coming from aura's, which you again give on 600 rad...

you can give all your boons to people, even if stacking is being done well

be it inexperience or certain mechanics forcing you or others further away, or tanking on a big hitbox

in my opinion, feels so good compared to a 360 radius boongiver where you're unsure who you're actually hitting with it... and "why the hell is Timmy over there with only 5 stacks of might?"

also, opener wise (dagger/warhorn still)

running in while channeling fire overload, hitting feel the burn when you reach the boss and then heat syncing, is gives

14sec alac, 25 might, 30 sec of fury, 17.5 sec of vigor and regen and 10.5 sec of protection (exact numbers might differ depending on concentration)

that's just 4.75 sec into the fight, even less if your quickness provider is actually awake

gabrielpelegrini6135: auramancer has access to a very unique list of buffs unavailable to any other support:

frost aura, they take 10% less damage

peaceonworldkiwi: This is the ele heal build for me, because my name is literally Aura.

I will mance myself, for I am your saviour.

DanielLimads: Since tempest is an "auramancy", giving alac by using aura is a pretty obvious thing to do. I'm glad they finally did this change.

Depends on overload to give alac was very problematic cause elementalist are lack stab then sometimes you just don't have stab enough and easily get interrupted. It's very easy to play tempest aheal now.

I like to play using sword/warhorn. 2 aura on utilities skills and earth warhorn 4 is enough to keep 100% uptime then you can use others traits focus on boons, cleanse etc. I like to use staff when i need extra cleanse.

Btw, check reworked utility skill arcane echo. It's very usuful, very interesting.

Nolnocnaes: It's a great build in PVE and I prefer the dagger/warhorn version as it allows for more Aura creation. The spear is a lot of fun too, but less Aura creation. It's too bad the build is now mid in WVW, used to be pretty decent until anet removed a lot of alacrity options from WVW. With no alacrity, no stability, low health and easily killed even with minstrel gear this build is heavily reliant on being in a good group/guild to be effective whereas before some recent patches it was pretty strong as a pug or solo.

xezzee: I hope Arena Net reworks Elemental's Conjure Elemental Weapons to work like Engineer's Kits, they could move the second weapon behind elemental Lockdown trait with 30s cooldown you drop an elemental wepaon when you enter them. This would enable allies to use them.

Other than that I love hTemp especially because you have to choose what you bring as you can't bring it all, hTemp has most choice from all healers which is also why it's not the best healer

tonywang7431: hows the healing?

prashantgaikwad9808: That boat kid has more aura than ur ele

dimi8396: i would like this one.. but the stability thing is rly bad. As an example i was healer in DS and ofc. i had to go to ryland.. my groupe flamed me for lack of stability.. q.q

Jul 15 2025

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