Tempest
Rotation
Might share combo
Fire Attunement
Overload Fire
"Feel the Burn!"
Ring of Fire
Earth Attunement
Earthquake
Earthen Rush
Attunement rotation
Water rotation
Water Attunement
Frost Aura
Transmute Frost
Cleansing Wave
Cone of Cold
or"Flash-Freeze!"
Overload Water
Transmute Frost
Note: Transmute Frost
You can use "Rebound!"
Water Attunement
Transmute Frost
Tempests can provide good support with good condition removal, passive healing, and solid burst healing. It also brings some unique utility via auras that buff allies, both defensively and offensively, this build truly shines in GvG and smaller scale encounters!
Build Fundamentals
This build allows you to be the main source of healing and cleansing in your party by transmuting auras and using shouts.
This build has strong passive and burst healing from multiple sources, for exampleTransmute Frost
"Wash the Pain Away!"
Water Attunement
Overload Water
Elemental Bastion
Additional cleanse is provided by using weapon skills, transmuting auras via Smothering Auras
This build has huge trait synergy with auras. Applying an aura to an ally will heal them through Elemental Bastion
Vigor
Regeneration
Invigorating Torrents
The aura transmute mechanic means your weapon skills have a secondary flip over ability called ‘transmute skill’. This can only be activated while you have the aura they apply currently on you. For example, after applying a shocking aura to yourself either by using Shocking Aura
Overload Air
Shocking Aura
Transmute Lightning
Transmute Lightning
Air Attunement
Transmute Frost
Water Attunement
Smothering Auras
The use of combo fields and a specific rotation of skills, as well as an attunement rotation to maximize effectiveness, is necessary to be successful. Other than overloading water attunement, overloading other attunements could be done as a defensive maneuver, and doing so will break you out of stun. Positioning is very important when using overload skills as they are channeled skills and can be easily interrupted.
Main Priorities
Staying alive is the most important priority. Survivability is obtained by dodging, evading, and positioning as well as party defensive boons such as cleanses, stability, and heals.
Starting the fight in fire attunement is beneficial and out of combat on the empower call you can overload fire for might. Upon leaving fire attunement you will consume any might and give it to allies via Pyromancer's Puissance
"Feel the Burn!"
Ring of Fire
Earthquake
Churning Earth
Attunements and Weapon Skills
Fire Attunement

- Entering
serves as one of your cleansesFire Attunement
gives you a Fire Aura whenever you enterSunspot
.Fire Attunement
- Combined with
this will cleanse allies each time you enterPowerful Aura
due toFire Attunement
.Smothering Auras
is an evade frame, which can be used defensively as needed.Burning Speed
as explained earlier, you use this to combo with, before you exit fire attunement.Ring of Fire
will grant alliesPyromancer's Puissance
whenever you leaveMight
Fire Attunement
- Remain in
briefly forFire Attunement
generation, if you are able to cast any skills before switching attunements, doing so will increase theMight
output. This can be valuable, but do not sacrifice supporting allies for it, but remember you cannot gain might from this trait unless you are in combat.Might
- Remain in
Water Attunement

- Entering
heals allies throughWater Attunement
and removes a condition withHealing Ripple
.Cleansing Wave
also activates when usingHealing Ripple
Overload Water
- Next use dagger skill
then press again toFrost Aura
Transmute Frost
,"Flash-Freeze!"
, and"Rebound!"
are all extremely powerful whilst in water attunement. They will all applyOverload Water
, which is able to be transmuted viaFrost Aura
Transmute Frost
- Note: There is a 2.5-second internal cooldown, so do not spam this skill, but rather be patient making sure to not swap out of water too soon.
- Always use
before leavingOverload Water
Water Attunement
- Although the radius of the effect is quite large at 360, make sure you are in the range of allies when casting it. Especially at the end of the overload when the strongest healing occurs.
, can be used for further condition removal and provides decent healingCleansing Wave
Air Attunement

is an extremely strong defensive and offensive skillShocking Aura
- Use it as the enemy is pushing toward you or during an offensive to push the enemy out of the way
- Do your best to avoid transmuting this skill unless needed for cleansing
is extremely strong crowd control and evade skillUpdraft
- There is a long cast time and it locks you in place, use it wisely
Earth Attunement

is used in combo withEarthquake
Ring of Fire
is a strong skill that willEarthen Rush
enemiesImmobilize
- Extremely useful on engagements as it allows you to evade attacks
- Combo it as explained earlier with
Ring of Fire
- Note: Incorrectly used, this skill has the potential to move you out of position as it will move you in a straight line in the direction you are facing.
Will provide a source ofOverload Earth
or a stun break, but only use as a last resortStability
- Finishing the cast will
enemies, so positioning is critical to maximize the value of using this skillImmobilize
- Finishing the cast will
Shouts
is your strongest easily accessible burst healing ability on this build."Wash the Pain Away!"
- There are several healing pulses, with each one healing less but with an increased radius, and the final pulse will also cleanse a condition.
- Greater value can be seen from this skill if you position near low-health allies when initially casting this skill.
will"Flash-Freeze!"
enemies and grant alliesChilled
, so make sure to use this in water attunement to gain value fromFrost Aura
Transmute Frost
grants might and Fire Aura."Feel the Burn!"
- Use before leaving fire attunement so you can share
viaMight
Pyromancer's Puissance
- Use before leaving fire attunement so you can share
is a stun break for you and your allies while also granting"Eye of the Storm!"
Superspeed
will prevent allies from immediately dying when taking lethal damage, it will negate the death blow and will cause them to get healed instead. This can be useful but usually doesn’t keep the ally alive if they are taking consistent damage."Rebound!"
- If
ends without a target taking lethal damage, it will apply an aura based on the attunement you are currently in, so being in"Rebound!"
when the skill ends is critical.Water Attunement
- This skill may also be used to prevent allies from downing to
, if you cast it right beforeIllusion of Life
ends on them, they will not go down.Illusion of Life
- If
Additional Notes
Take an extra dagger in your build with Superior Sigil of Benevolence, this is so you can stack more healing power on kills. Once stacked you can then swap in the dagger with transference.