Tempest - Alacrity Support Healer
The community gave this build a rating, making it second-tier: Good
Focused on: Healing, Support and Utility
Designed for: Raids
Overview
Tempest is capable of providing permanent uptime of Alacrity,
Fury,
Might,
Protection,
Regeneration,
Swiftness and
Vigor on their subgroup, along with a lot of healing.
The combination of Alacrity in a 600-unit radius by spamming auras. This allows a lot of freedom in terms of weapons, traitlines and skills to suit different encounters, though a bit of care is required to ensure all boon are being properly covered.
Additionally, you have tools such as
which will allow you to skip certain mechanics that would otherwise down the group, and allows you to help revive players without locking yourself into the animation.
Skill Bar
Weapon Variants
- Staff has practically the same healing, but the lack of Warhorn creates a shortfall in boons that needs to be addressed. In return, Staff has greater ability to provide healing at range.
- Even if you have to be at range a lot, Dagger is the best mainhand option for Warhorn as it contains an aura, a leap finisher (for providing more auras), and an extra source of
Fury.
Skill Variants
Utility
As you need to leave for boons, this can leave you without major sources of healing, so , and are there to fill in the gap. provides long-range Might to make up for the small AoE of . Any of these skills can be swapped out if desired:
- in will provide some barrier.
- If using , provides some extra on-demand healing (assuming there is a field to combo with), as well as some CC.
- Most utility shout skills provide an AoE aura, which trivialises maintaining permanent
Alacrity,
Regeneration and
Vigor thanks to , in addition to the other potent effects:
Aegis and a blast finisher for .
provides 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 as you don't use and being interrupted mid-cast will cause you to drop
Alacrity. Note that this shout does not provide an aura.
provides a group stunbreak as well as - is a reliable way to access Frost Aura, which can be a potent defensive tool against attacks that cannot be blocked with .
Elite
provides Stability and a way to skip certain mechanics that would otherwise down the group.
Template Code
Specializations
Specialization Variants
Arcane is chosen as a default traitline as the lower cooldowns on attunement swapping and overloads allows you to be more flexible with your rotation, and provides permanent Swiftness and extra
Protection padding from . is a nice bonus.
This said, Arcane is not essential, so it can be swapped to another traitline:
- Fire and Earth add a lot of potential condi cleanse via and , respectively. Fire provides more, and at double the range, but Earth has more synergy with the rest of a healer's kit.
- Air offers higher CC.
Earth
Earth makes Protection very easy by adding it to your auras, provides an extra source of
Stability, and allows you to cleanse conditions with every blast finisher.
- If using a signet, provides an additional aura source.
Stability, which can be problematic on encounters that corrupt boons. In this case take instead.
provides
Fire
Fire also adds condition cleanse and additional sources of auras if using at least one conjured weapon. Might provision - particularly helpful for Staff, which relies on the small 180-unit AoE from . However, the AoE from this trait is only 240 units so the difference may not be noticable.
Equipment
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Magi
Magi
Magi
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x16
x2
Equipment Variants
- is the best option for players that don't own Secrets of the Obscure.
- The gear above is designed to cap boon duration when using +70 concentration food.
- and offer nearly identical healing. Water was chosen as it is cheaper and heals more frequently.
Consumables
Food
-
- as a cheaper alternative
Utility
Usage
In addition to Alacrity, Heal Tempest can provide permanent uptimes of
Fury,
Might,
Protection,
Regeneration,
Swiftness and
Vigor. The way you do so will change between weapons and what your third traitline is.
Auras you apply to allies provide Alacrity and healing, and makes any aura applied to you also apply to allies within 600 units. A standard "loop" is around ~25 seconds, so you want to be providing at least four auras during this.
You can fit in two overloads, so is extremely valuable. This leaves as your only way to apply permanent Vigor. It also gives
Regeneration, so these two boons are easily covered.
With Warhorn, Might is trivial and you can reliably upkeep
Fury thanks to . Most supports and some DPS will also provide
Fury, but if you are literally the only source, you could pad your uptime with or . An easier approach is just to bring as this also improves
Might generation and provides an aura.
With Staff, your options for Might and
Fury are much more limited. You must run to provide permanent
Fury, and the easiest way to provide
Might is with .
Might could also be provided by taking the Fire traitline for , but you'll need to attune to fire twice during the loop to reach 25 stacks (or attune once and , but then is already providing full
Might).
For either weapon, Protection can be covered either by taking the Earth traitline for , taking the Arcane traitline and attuning to twice during the loop, or using . If there are any gaps in your uptime, you can pad it with .
Similarly, Swiftness can be covered either with the Arcane traitline, , or blasting an air field. The only air field Warhorn has access to is , whilst staff also has .
Warhorn Opener
Start in
- Throw out any quick DPS skills such as
Might
and use (if using) in the fire field to blast some Might
to start stacking Might and
Fury with your squad
to share the
Swap to
- to blast
Swap to
Might
to blast more - and swap during the cast
Swap to
Protection and extend boons on everyone
to apply - and other DPS skills
- Wait until is ready and use it
Warhorn rotation
The core of your boon application is to use Alacrity, though the build has enough boon duration to extend each loop up to ~32s if the situation demands), also using the overloads in their respective attunements. This means you want to switch to within ~3 seconds of it coming off cooldown, and repeat the Opener. You should alternate between , and one of the other attunements, using whichever healing skills are available whenever you return to water. It is important NOT to use as this will lock you out of for too long. While in you can use for extra
Swiftness or CC.
The blast finisher from
is slightly delayed, so it is possible to cast it then switch to Water and use before the blast hits, getting two combos.
Be aware that your skills that generate Magnetic Aura - , , via , and while in - 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.
Staff Rotation
The main selling point of Staff is the amount of long-range healing it can provide while in Alacrity to make it permanent, so it is necessary to regularly swap to for a second overload and
Might.
As it also lacks the utility of Warhorn, Fury, and your
Might would be less reliable.
Be aware that the boon radius for Might on is only 180, so significant
Might uptime will be lost if you're not stacked tightly on your group. This can be somewhat mitigated by bringing extra blast finishers and comboing with fire fields, or using in (or swapping to a Warhorn build).
Opener
Start in
Might
to start stacking
Swap to
- for the blast finisher
Swap to
Swiftness
for
Swap to
- quickly to squeeze in another blast finisher
Rest of the Rotation
While in you can autoattack and use for group healing. is a blast finisher on a low cooldown, and your skills 3-5 all provide combo fields, and provides AoE condi cleanse. Use as soon as you can, but don't swap attunement immediately. A good rule of thumb is to use three times while you're in Water.
For extra healing you can use a combo field as one of your last skills in Might - this requires not having any lingering combo fields from .
None of the skills in fire are particularly useful, so just use
as soon as you can and repeat the Opener.
Healing
- Swapping to will trigger
- and on warhorn
- on dagger, plus you can use to blast the water field from for more
- and on staff.
- Any aura triggers
- Every shout apart from
- All your overloads thanks to
- on Dagger
- on Warhorn
- on Staff
- on Staff
- Blast finishers in ice fields, or leap finishers in dark, ethereal, fire, ice or light fields.
Your sustained healing will be lower when outside of , so you should use your other skills to maintain your group's health:
- is your bread and butter emergency heal, as it doesn't require you to break from your rotation to use
- 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
- is a powerful conjure that will provide you with sustained from if . 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
- is an enormous heal on a very low cooldown for as long as your elemental is alive
- If using , is an instant-cast blast finisher, and thanks to it having two charges, it can be provide a lot of burst healing if used in quick succession.
Healing tips
- While not exactly a heal, 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 every skill is a DPS increase or a heal, 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.
Fresh Air rotations
If you're running , you can structure your rotation for a bit more damage by going from → → → → after the opener staying in long enough to use each time. This is a minor reduction in boon generation that allows you to get two uses each of out , , and each loop.
Vulnerability
If your group has low Vulnerability, you can boost it significantly by taking and/or sceptre:
- generates about 15 stacks
- can generate 25 stacks even on a small target if aimed properly
- '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:
- 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
- if your elemental is alive
- → on dagger
If you're running
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



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