Dominique de Lombre, on 23 November 2012 - 03:26 PM, said:
I sound like a newb

but I haven't come across a staff aura build on the forums and wouldn't know quite where to start for my own. Do you know of one? It would be greatly appreciated! Just looking for a fun build again since EA nerf...
It might not be often recommended but I do run a support staff build using the Powerful Aura and Zephyr's Boon traits. I started a writeup on it but just haven't gotten down to finishing it...I might do so at some point. The staff may only have access to one aura through an outright spell cast, but I would debate that Magnetic Aura has the best defensive capability amongst all the other auras currently in the game. It reflects projectiles which makes it a cinch to traverse past ranged attack mobs (because you don't actually get hit, you don't enter combat mode and your run speed doesn't slow). It can be used to effectively protect frontline allies from ranged mobs during combat AND damage them at the same time.
Zephyr's Boon just adds utility to the aura by also granting swiftness and fury to yourself and any ally affected by the aura. Eruption can be used to trigger Frozen Ground to produce area Frost Armor which is essentially Frost Aura, so it gives the same benefits from Zephyr's Boon. But Eruption is clunky and tricky to use, whereas Arcane Wave is much quicker to pull off on Frozen Ground. I also have Aquamancer's Alacrity traited to bring the CD of Frozen Ground down to be more in line with that of Arcane Wave so they can be used in tandem more often. Aquamancer's Alacrity of course offers the benefit of reducing the CD of any other water weapon skills so we can generate water fields more often. And IMHO, the elementalist underwater skills in water attunement are amazing too.