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Difference between revisions of "Tempest - Alacrity Support Healer"

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===Weapon Variants===
 
===Weapon Variants===
Sceptre can be used instead of dagger if you need to be at range.
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Sceptre can be used instead of dagger if you need to be at range, but you will lose significant healing from {{skill|Cone of Cold}}.
  
  

Revision as of 12:46, 30 November 2022

This is a test build. You may comment and rate it.

Focused on: HealingSupport and Utility

Designed for: Raids

Difficulty:
TBD
This build was last updated on November 30, 2022.

Overview

Tempest is capable of providing permanent uptime of Alacrity Alacrity, Fury Fury, Might Might, Protection Protection, Regeneration Regeneration, Swiftness Swiftness and high Vigor Vigor on their subgroup, and offering more healing than Druid - Boon Support Healer.

Because you provide the same boons and do higher personal DPS and healing than druid, this build excels as a druid replacement for groups that need a little more healing than druid offers. You will miss out on druid's higher CC, and tempest's reliance on being close to the squad for boons makes it a poor kiter, but you gain "Rebound!" which will allow you to skip certain mechanics that would otherwise down the group.


Skill Bar

Dagger/Warhorn
Utility


Weapon Variants

Sceptre can be used instead of dagger if you need to be at range, but you will lose significant healing from Cone of Cold.


Skill Variants

Utility Skills

"Aftershock!" is needed to maintain permanent Protection Protection. As you need to leave Water Attunement for boons, this can leave you without sources of healing, so Signet of Water, Conjure Frost Bow and Glyph of Elementals (water) are there to fill in the gap, but can be swapped out if they are not needed.

  • Most utility shout skills are provide a number of boons thanks to Zephyr's Boon and Invigorating Torrents, so it is important to keep at least one on your bar, but you can bring more if desired.
    • "Eye of the Storm!" provides a group stunbreak as well as Superspeed Superspeed which can be particularly useful on "event" encounters such as Spirit Woods or Siege Escort. It also offers some extra stability, which may be useful during Overload Fire as you don't use Harmonious Conduit and being interrupted mid-cast will cause you to drop Alacrity Alacrity.


Elite Skills

"Rebound!" provides a way to skip certain mechanics that would otherwise down the group.


Template Code

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Specializations


Trait Variants

  • Bolt to the Heart and Fresh Air may be more DPS depending on your rotation, Lightning Rod was chosen for the extra weakness uptime, which benefits a few classes.
  • Cleansing Wave for a bit more condi cleansing
  • Gale Song for easier Protection Protection uptime.
  • Tempestuous Aria will let you build Might Might up faster, but you lose the ability to provide permanent uptime of Regeneration Regeneration and Vigor Vigor for the squad.


Equipment

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Magi
Feet
Harrier
Backpiece
Harrier
Accessory
Harrier
Accessory
Harrier
Amulet
Harrier
Ring
Harrier
Ring
Harrier
Dagger
Harrier
Warhorn
Harrier
Sigil
Sigil
Rune
x6
Infusion
x16
Infusion
x2


Equipment Variants

  • The gear above is designed to cap boon duration when using +70 concentration food.


Consumables

Food

  • or ascended versions


Utility


Usage

The basic rotation idea will be the same regardless of which mainhand weapon you're using, as your key skills are on your overloads, warhorn, and shouts, leaving mainhand weapon skills predominantly for damage.


Opener

Start in Fire Attunement Fire Attunement

  • Throw out any quick DPS skills such as Wildfire and use "Aftershock!" in the fire field to blast some Might Might
  • Overload Fire to start stacking Might Might
  • Stay in Fire Attunement Fire Attunement until you hit 25 Might Might
  • Heat Sync to share the Might Might and Fury Fury with your squad


Swap to Water Attunement Water Attunement

  • Frozen Burst to blast more Might Might
  • Tidal Surge
  • Cone of Cold


Swap to Earth Attunement Earth Attunement

  • Sand Squall to apply Protection Protection and extend boons on everyone
  • Dust Storm and other DPS skills
  • Wait until Overload Earth is ready and use it


Main rotation

The core of your boon application is to use Heat Sync and Sand Squall whenever they are available (every 24 seconds, with Alacrity Alacrity), also using the overloads in these attunements. This means you want to switch to Fire Attunement Fire Attunement within ~3 seconds of it coming off cooldown, and repeat the opener. You should alternate between Water Attunement Water Attunement and one of the other attunements, using whichever healing skills are available whenever you return to water. It is important NOT to use Overload Water as this will lock you out of Water Attunement Water Attunement for too long. Enter Air Attunement Air Attunement for Cyclone, and you can try to squeeze in some extra DPS via Lightning Orb or Overload Air but it's not essential.


Be aware that your skills that generate Magnetic Aura - Sand Squall, "Aftershock!", Overload Earth via Unstable Conduit, and "Rebound!" while in Earth Attunement Earth Attunement - will cause you to reflect projectiles. This can be very useful, but can also lead to problems at encounters such as Matthias or Cairn if you are not careful when you use them.


Healing

  • Swapping to Water Attunement Water Attunement will trigger Healing Ripple
  • Tidal Surge and Water Globe on warhorn
  • Cone of Cold on dagger, plus you can use Frozen Burst to blast the water field from Water Globe for more
  • Water Trident on sceptre


Your sustained healing will be lower when outside of Water Attunement Water Attunement, so you should use your other skills to maintain your group's health:

  • "Wash the Pain Away!" is your bread and butter emergency heal, as it doesn't require you to break from your rotation to use
  • Signet of Water is a substantial heal and partial revive that can target players up to 1200 away. This makes it by far your most reliable ranged heal and therefore it should probably be saved for when it's needed rather than using it on the stack
  • Conjure Frost Bow is a powerful conjure that will provide you with sustained from Water Arrow if Water Attunement Water Attunement. The splash healing only works if you hit a target, but it could be used to provide healing to the stack if you need to be at range
  • Crashing Waves is an enormous heal on a very low cooldown for as long as your elemental is alive


Healing tips

  • While not exactly a heal, "Rebound!" can be much more effective by negating incoming damage that would otherwise down multiple people - good encounter knowledge will help you make the best use of this


Damage

Conveniently, just about the only skill that isn't a DPS increase or a heal is Earthen Rush on dagger, so as long as you keep switching attunements at the correct time you can go pretty far by just mashing any skill that's off cooldown

You may also wish to avoid Rock Barrier on sceptre, as the extra toughness might make you the tank on some encounters


Fresh Air rotations

If you're running Fresh Air, you can structure your rotation for a bit more damage by going from Earth Attunement Earth AttunementAir Attunement Air AttunementWater Attunement Water AttunementAir Attunement Air AttunementFire Attunement Fire Attunement after the opener staying in Air Attunement Air Attunement long enough to use Overload Air each time. This is a minor reduction in boon generation that allows you to get two uses each of out Overload Air, Cyclone, and Lightning Orb each loop.


Vulnerability

If your group has low Vulnerability Vulnerability, you can boost it significantly by taking Fresh Air and/or sceptre:

  • Overload Air generates about 15 stacks
  • Lightning Orb can generate 25 stacks even on a small target if aimed properly
  • Shatterstone's short cooldown allows it to be used twice each time you switch to water, for an extra 10 stacks per loop


Crowd control

You don't have a huge amount of CC available, and what you do have is part of your rotation so you may need to delay some skills if there is a defiance bar coming up:

  • Deep Freeze is a significant amount of CC, and can be pushed higher if you're able to build up two stacks of water arrow before using it
  • Crashing Waves if your elemental is alive
  • Tidal Surge
  • Cyclone
  • Shocking AuraTransmute Lightning on dagger

If you're running Fresh Air you can keep your air skills off cooldown and go about your rotation as normal, as this trait means you will always be able to switch to air as soon as a defiance bar appears.


Ratings

This build has a rating of 4 stars based on 3 votes.
Log in or register to rate this build.
4 stars
OfficerAndyGentleman gave this build 4 stars • April 2024
The addition of the Karakosa relic has significantly improved this build's ability healing when outside of water attunement. Overloads are still somewhat awkward to use in practise, but much more reliable than they used to be.
5 stars
MechaOG gave this build 5 stars • August 2022
This build seems to be really good at many things. It has a lot of customizability to prepare yourself for all kinds of groups and encounters. If something doesn't work with one group, there is an alternative. With the August 23 patch, Aegis is also added to the kit with the change to Aftershock. This will take off the pressure from guardians and reduce the chances of messing up. Will be testing it further, and will update the rating accordingly.
3 stars
Centimane gave this build 3 stars • July 2022
Boon heal tempest's addition of alacrity at the expense of Elemental Bastion is a mixed bag. It now outputs similar enough boons to HAM or HB, but doesn't heal nearly as well as it used to while outside of water attunement. It also loses out on the (admittedly small) utility of auras because it doesn't bother sharing them. It also has a much harder time providing stability, can't provide aegis, and still has a hard time covering many of the mechanics healers traditionally handled. But in exchange is a large depth of options that come available to elementalists, 4 attunements worth of skills, valid weapon changes, a host of trait changes, lots of utility freedom that all allow you to tailor the build to the encounter. This build isn't for the feint of heart - to play it at a comparable level to HAM or HB is to know the class and encounters very well, and to be constantly tweaking your build. If you want a build that you can just copy and play this definitely isn't it - you should know every skill and trait (including the ones not taken in the build) very well and know when to apply them. In the right hands, this build is very strong. In the wrong hands this build doesn't contribute much.

Comments

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