Tempest - Support Healer

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The community gave this build a rating, making it top-tier: Great.

Focused on: SupportUtility.

Designed for:

Expansions required:

GW2 Heart of Thorns logo.png

Overview

A healing Tempest build for raids. This build provides extremely high AoE healing and defensive utility for a raid squad, making it a good choice as a secondary raid healer after the Druid.
Because of the massive range of all of its skills, this build works very well as a kiter for raid mechanics, e.g. shards on Cairn or messengers on Dhuum.

Skill Bar

StaffHealingUtilityElite

Specializations

Variant

  • for an automatic stun break for you and your allies.
  • if you have to deal with Chilled or Burning in an encounter.

Earth Variant

Replace Arcane with Earth if you need to provide Protection Protection. This lets you buff allies with your shouts through
.

Equipment

Magi stat icon.png
Magi stat icon.png
Magi stat icon.png
Magi stat icon.png
Magi stat icon.png
Magi stat icon.png
Magi stat icon.png
Magi stat icon.png
Magi stat icon.png
Magi stat icon.png
Magi stat icon.png
Magi stat icon.png
Magi stat icon.png
6x
Superior Rune of the Monk

Variant

  • Use 6x
    for more AoE condi clear on condition-heavy fights.

Consumables

Food:

Delicious Rice Ball Delicious Rice Ball
Delicious Rice Ball.pngDelicious Rice Ball
Nourishment (30m):
Food.png100 Healing Power+10% Healing Effectiveness (Outgoing)+25% Magic Find during Lunar New Year
Consumable

Utility:

Bountiful Maintenance Oil Bountiful Maintenance Oil
Bountiful Maintenance Oil.pngBountiful Maintenance Oil
Nourishment (30 m):
Potion.pngGain 0.6% Outgoing Healing Increase for Every 100 Healing PowerGain 0.8% Outgoing Healing Increase for Every 100 Concentration+10% Experience from Kills
Consumable

Usage

  • Stay in
    Water Attunement Water Attunement
    10Recharge.png
    Water Attunement
    Attune to water, gaining superior support and healing abilities.
    and try to use
    Water Blast Water Blast
    ¾Activation.png
    Water Blast
    Spray a jet of water at your foe that splashes to heals nearby allies.
    Damage.pngDamage: 73
    Heal.pngHealing: 372
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 180
    Range.pngRange: 1,200
    close to the boss as much as possible.
  • Use your shouts for pushing some additional heal when needed, as well as holding regeneration and vigor up all the time.
  • Use
    Geyser Geyser
    ¾Activation.png
    20Recharge.png
    Geyser
    Create a geyser to heal nearby allies.
    Heal.pngHealing: 2,424
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 2 seconds
    Radius.pngRadius: 180
    Combo.pngCombo Field: Water
    Range.pngRange: 1,200
    and on your tank or people who stay far away from you for additional healing. Remember that it revives allies, so save it if you expect someone to go down soon.
  • For AoE healing on everyone use
    Healing Rain Healing Rain
    Activation.png
    45Recharge.png
    Healing Rain
    Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.
    Regeneration.png3Regen (4s): 1,560 Heal
    Book.pngConditions Removed: 1
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 6 seconds
    Radius.pngRadius: 360
    Combo.pngCombo Field: Water
    Range.pngRange: 1,200
    on the groups of people (for healing trough finishers) and use
    Overload Water Overload Water
    4Activation.png
    20Recharge.png
    Overload Water
    Overload. Create a surge of accumulated water magic, healing and cleansing allies. When the cast ends, heal the area and apply regeneration. Using this skill causes the attunement to have a longer recharge.
    Heal.pngHealing: 392
    Heal.pngFinal Healing: 2,132
    Regeneration.pngRegeneration (8s): 1,040 Heal
    Book.pngConditions Removed per Pulse: 1
    Book.pngWater Attunement Recharge: 20 seconds
    Radius.pngInterval: 1 second
    Radius.pngRadius: 360
    for big burst heals on everyone. Both of them give a lot of condition remove as well.
  • Do not forget to dodge for more healing and condition removal.
  • Crowd Control (needs some training):
    • Swap to
      Air Attunement Air Attunement
      10Recharge.png
      Air Attunement
      Attune to air, gaining heavy damage and control abilities.
      and use
      Gust Gust
      ¼Activation.png
      25Recharge.png
      Gust
      Push foes backwards with a burst of air.
      Knockback.pngKnockback: 400
      Book.pngNumber of Targets: 5
      Range.pngRange: 1,200
      on the target and
      with the outer ring inside of the hitbox.
    • Switch to
      Earth Attunement Earth Attunement
      10Recharge.png
      Earth Attunement
      Attune to earth, gaining superior damage-over-time and defensive abilities.
      and use
      Unsteady Ground Unsteady Ground
      ¼Activation.png
      30Recharge.png
      Unsteady Ground
      Create unsteady ground that foes cannot cross.
      Duration.pngDuration: 3 seconds
      Range.pngRange: 1,200
      slightly in front of the target as well as
      Shockwave Shockwave
      ¾Activation.png
      30Recharge.png
      Shockwave
      Create a shockwave that bleeds and immobilizes your target.
      Damage.pngDamage: 122
      Bleed.pngBleeding (20s): 850 Damage
      Immobilize.pngImmobilize (2s): Unable to move.
      Book.pngNumber of Targets: 5
      Combo.pngCombo Finisher: Physical Projectile
      Range.pngRange: 1,200
      . If you can not directly switch back to
      Water Attunement Water Attunement
      10Recharge.png
      Water Attunement
      Attune to water, gaining superior support and healing abilities.
      , you can use
      Overload Earth Overload Earth
      4Activation.png
      20Recharge.png
      Overload Earth
      Overload. Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, then deliver a final blast of power to the area. Using this skill causes the attunement to have a longer recharge.
      Damage.pngDamage: 275
      Cripple.pngCrippled (3s): -50% Movement Speed
      Bleed.pngBleeding (9s): 198 Damage
      Immobilize.pngImmobilize (4s): Unable to move.
      Protection.pngProtection (1s): -33 Incoming Damage
      Stability.png3Initial Stability(3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
      Book.pngNumber of Targets: 5
      Duration.pngStorm Duration: 4 seconds
      Radius.pngInterval: 1 second
      Radius.pngRadius: 240
      Combo.pngCombo Finisher: Blast
      Stun-Break.pngBreaks stun
      for additional cripple and immobilize, including protection for your party.
    • You can also use
      Frozen Ground Frozen Ground
      40Recharge.png
      Frozen Ground
      Coat the target area in ice, chilling foes that enter it.
      Chill.pngChilled (2s): -66% Movement Speed, -66% Skill Recharge Rate
      Book.pngNumber of Targets: 5
      Duration.pngDuration: 5 seconds
      Radius.pngRadius: 240
      Combo.pngCombo Field: Ice
      Range.pngRange: 1,200
      Unblockable.pngUnblockable
      , but watch out for your own water fields there.
  • Additional information for Deimos kiting:
    • Use
      for more self sustain.
    • Keep using
      Water Blast Water Blast
      ¾Activation.png
      Water Blast
      Spray a jet of water at your foe that splashes to heals nearby allies.
      Damage.pngDamage: 73
      Heal.pngHealing: 372
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 180
      Range.pngRange: 1,200
      on the ground under you for healing yourself.
    • Benefit from
      for additional safety, specially on challenge mode.
    • You can use
      Mist Form Mist Form
      75Recharge.png
      Mist Form
      Cantrip. Morph into an invulnerable, vaporous mist for a brief time.
      Book.pngMovement Speed Increase: 66%
      Duration.pngDuration: 3 seconds
      Book.pngPrevents Capture-Point Contribution
      Stun-Break.pngBreaks stun
      for avoiding the round smash of Deimos, if you use a tactic, where you are sometimes close to him and can not handle it.
    • For challenge mode: Rotate between
      "Rebound!" "Rebound!"
      ¼Activation.png
      75Recharge.png
      "Rebound!"
      Shout. Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.
      Heal.pngHealing: 2,131
      Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1 second cooldown per attacker).
      Frost Aura.pngFrost Aura (5s): -10% Incoming Damage
      Shocking Aura.pngShocking Aura (5s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
      Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
      "Rebound!".pngRebound (5s): Ignore the next lethal blow and receive healing
      Book.pngNumber of Allied Targets: 5
      Radius.pngRadius: 600
      and
      Arcane Shield Arcane Shield
      75Recharge.png
      Arcane Shield
      Arcane. Block attacks with an energy shield. If it blocks three attacks, it explodes for critical damage.
      Damage.pngDamage: 365
      Arcane Shield.png3Arcane Shield (5s): Block attacks. Explodes after blocking three attacks.
      Book.pngNumber of Targets: 5
      Radius.pngRadius: 360
      Stun-Break.pngBreaks stun
      (over
      "Aftershock!" "Aftershock!"
      ¼Activation.png
      45Recharge.png
      "Aftershock!"
      Shout. Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain magnetic aura.
      Damage.png2Damage: 888
      Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
      Cripple.pngCrippled (6s): -50% Movement Speed
      Immobilize.pngImmobilize (2s): Unable to move.
      Book.pngNumber of Targets: 5
      Book.pngBlast Radius: 240
      Combo.pngCombo Finisher: Blast
      Range.pngRange: 600
      ) for surviving the one-shot-mechanic. You will get a lot of damage from a debuff additional to the other mechanics afterwards, so do not hesitate to ask the other healers for additional burst healing support after you used
      "Rebound!" "Rebound!"
      ¼Activation.png
      75Recharge.png
      "Rebound!"
      Shout. Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.
      Heal.pngHealing: 2,131
      Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1 second cooldown per attacker).
      Frost Aura.pngFrost Aura (5s): -10% Incoming Damage
      Shocking Aura.pngShocking Aura (5s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
      Magnetic Aura.pngMagnetic Aura (5s): Reflect projectiles with magnetic energy.
      "Rebound!".pngRebound (5s): Ignore the next lethal blow and receive healing
      Book.pngNumber of Allied Targets: 5
      Radius.pngRadius: 600
      , since you will be low-life then. Save some of your own healing cooldowns for that as well. Further protection from the stone spirits of the druids might be also helpful.
Build rating - 5 stars
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8 Ratings
5 stars
Chinkeeyong gave this build 5 stars September 2018

An old favorite of training groups, this build's excellent long-range healing and high defensive utility makes it the perfect complement to a Druid.

5 stars
Bearpaws5 gave this build 5 stars August 2018

I've actually been using this build in fractals to compensate for pugs who decide to face-tank every encounter. For raw healing output, it's the only thing that can compensate for lazy pugs.

5 stars
PaxV gave this build 5 stars January 2018

The build is powerfull AS A HEALER indeed, but with the arrival of PoF I started to use this same build Marshal stats to add a damage capability the reduction in healing is minor , the sustain of the build will shift from stats to your own heals and the healthpool will drop considerably. However you gain basic power and a minor amount of precision and condition dmg allowing short swaps to other attunements at low pressure moments, the acces to the basic healing, the 10 second of lingering heals through sopothing mists and the acces to the shouts make burst heals possible if needed.

This said this build is still formidable and will suit to fill any main healer spot in raids.

5 More Ratings
5 stars
Troupe gave this build 5 stars December 2017

Excellent sustained and burst healing as well as condition cleanse and AoE revive options make this one of the best healing options available for weaker groups, however almost non-existent damage/breakbar capabilities and a complete lack of offensive support makes this build a rare sight on many encounters.

5 stars
KinkyKun gave this build 5 stars June 2017

It has insane healing per second and some decent burst healing. Additionally the range at which this build works is quite a fair bit bigger than druids, so it's easier to help allies at a distance. It loses a lot of damage obviously, but it's a great build when you need something to make things easier rather than strictly faster.

5 stars
Valandor gave this build 5 stars February 2017

Strong focus on Heal over Time (2000 per second without quickness and cooldown usage) with some pretty strong burst heals as well as an "Oh-shit-button". All of that has a higher range than druid, but you loose some DPS compared to druids in your setup.

All in all very good build for save kills and pretty usefull on some hardmodes, where you need constant healing with a high range or a kiter.

5 stars
Gayahell gave this build 5 stars January 2017

A build that i use since the beginning of HoT and Raid. He is not for DPS, he is there for Heal and he does the job very well. The raid hp above 90% all time, faster and easy to use. In McM is good too. You don't make DPS but you keep your companion alive. If you want break stun and boost speed, use "Eye of the storm". "Flash-Freeze" and "Aftershock" is good with the Vale Guardian to keep the seekers away for the green Aoe. I repeat, this build is not for DPS but is very well to keep the raid hp above 90% and being the only heal . Try it.

5 stars
Iknowwww gave this build 5 stars December 2016

A valid build to keep raid hp above 90% all time. Less stress and good for carrying people into raid also good for static raid. The Soothing Mist + Autoattack all the time makes the group stacking at the boss ignoring as much damage as the cant and aura give more and more heal + defenses. Auramancer Dagger/Warhorn has very short healing range make it a bad build for Vale Guardian for example but Staff healing has very long range and huge aoe healing makes it the best for almost every raid available.

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