Tempest - Boon Support Healer

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

Focused on: HealingSupport and Utility

Designed for: Raids


Tempest is capable of providing permanent uptime of Fury Fury, Might Might, Protection Protection, Regeneration Regeneration, Swiftness Swiftness and 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, without having to bring a second healer. You will miss out on druid's multiple damage buffs and higher CC, and tempest's reliance on being close to the squad for boons makes it a poor kiter, but you gain which will allow you to skip certain mechanics that would otherwise down the group. Additionally, as Druid's buffs are most beneficial to power DPS, swapping the druid for a tempest is a minimal group DPS loss if people are playing condi DPS builds.

Skill Bar


Weapon Variants

Sceptre can be used instead of dagger if you need to be at range

Skill Variants

Utility Skills

  • may be taken instead of for an additional ranged heal/revive, or on encounters where reflects are undesirable (such as Cairn or Matthias)
  • provides a group stunbreak as well as Superspeed Superspeed which can be particularly useful on "event" encounters such as Spirit Woods or Siege Escort

Elite Skills If won't be useful you could use in Water Attunement Water Attunement - is a massive heal on only a 15 second cooldown, and is a small CC as well

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Trait Variants

  • and may be more DPS depending on your rotation, was chosen for the extra weakness uptime, which benefits a few classes.
  • for a bit more condi cleansing
  • for an automatic stun break for you and your allies.
  • 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 Variants

  • The gear above is designed to cap boon duration when using +100 concentration food. If you are not using such food, you can switch some of the magi pieces to harrier.



  • or ascended versions



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.


Start in Fire Attunement Fire Attunement

  • to provide some initial Might Might and Fury Fury
  • Throw out any quick DPS skills such as and use in the fire field to blast some Might Might
  • to start stacking Might Might
  • Use and stay in Fire Attunement Fire Attunement until you hit 25 Might Might
  • to share the Might Might and Fury Fury with your squad

Swap to Earth Attunement Earth Attunement

  • to apply Protection Protection and extend boons on everyone
  • and other DPS skills
  • If you don't need to apply Protection Protection you can switch to another attunement, otherwise wait until is ready and use it

Main rotation

The core of your boon application is to use and whenever they are available (every 24 seconds, with Alacrity Alacrity). This means you want to switch to Fire Attunement Fire Attunement within ~3 seconds of it coming off cooldown, and repeat the opener. The rest of the time you can balance between Water Attunement Water Attunement and Air Attunement Air Attunement if you wish to focus on healing or damage, respectively.

Be aware that your skills that generate Magnetic Aura - , , via , and while in Earth Attunement Earth Attunement - will cause your group 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.


Most of the time, your healing will be done passively through aura sharing from your shouts and overloads (thanks to ), and from your Regeneration Regeneration. If extra healing is required, you have the following skills available:

  • is your bread and butter emergency heal, as it doesn't require you to break from your rotation to use, and can hit up to 10 players
  • Swapping to Water Attunement Water Attunement will trigger
  • and on warhorn
  • on dagger, plus you can use to blast the water field from for more
  • on sceptre

Healing tips

  • Try to space out your auras (such as from your utility shouts) a bit after the opener so that you have persistent healing
  • There are additional auras on and , and can provide another aura if you combo with an appropriate field such as that from
  • Using will put Water Attunement Water Attunement on a 20-second cooldown, so it should only be used as a last resort
  • 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
  • On dagger, the long cast time of allows you to switch to Water Attunement Water Attunement during the cast to get a free if you use it as the last skill in Fire Attunement Fire Attunement, then switch to Earth Attunement Earth Attunement as normal


Conveniently, just about the only skill that isn't a DPS increase or a heal is on dagger (and even that can be a heal if you can get an aura combo), 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 on sceptre, as the extra toughness might make you the tank on some encounters

Fresh Air rotations

If you're running , 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 each time. This is a minor reduction in boon generation that allows you to get two uses each of out , , and each loop.


If your group has low Vulnerability 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:

  • 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.


This build has a rating of 3 stars based on 1 votes.
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3 stars
Centimane gave this build 3 stars • June 2022
Boon heal tempest is often overlooked in the current meta that's focused on healers that can cover alacrity or quickness. While it has some of the highest healing output in the game, it does so at the expense of useful boons. Heal tempest can pull off some big "saves" that other healers wouldn't be able to manage as a result. But the better the group the heal tempest is in, the less impact it will find itself having. It doesn't have the role compression of healbrand or heal mechanist. It can't offer aegis or stability (unless it trades off providing fury) to combat mechanics. It needs to be in close range to provide its boons - unlike druid, and can't handle many of the mechanics like pushing, immobilizing, or cleansing as well as druid can. The biggest difference that sets boon heal tempest apart is rebound - a fantastic skill to be sure - but usually not enough of a difference to be worth it. Can be useful in training groups in fights with few mechanics to make use of the extra healing, but most of the time the group will be wondering "why not play X instead?" and you will likely struggle to find a good reason.


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