Difference between revisions of "Tempest - Alacrity Support Healer"
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| stats = Harrier | | stats = Harrier | ||
| weight = Light | | weight = Light | ||
− | | rune = Superior Rune of | + | | rune = Superior Rune of the Monk |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Dagger | | weapon1 = Dagger | ||
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| infusion2 = Mystical +9 Agony Infusion | | infusion2 = Mystical +9 Agony Infusion | ||
| infusion2-qt = 2 | | infusion2-qt = 2 | ||
− | | relic = Relic of | + | | relic = Relic of Karakosa |
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===Equipment Variants=== | ===Equipment Variants=== | ||
− | * {{ | + | * {{relic|Relic of the Monk}} 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. | * The gear above is designed to cap boon duration when using +70 concentration food. | ||
* {{sigil|Superior Sigil of Renewal}} and {{sigil|Superior Sigil of Water}} offer nearly identical healing. Water was chosen as it is cheaper and heals more frequently. | * {{sigil|Superior Sigil of Renewal}} and {{sigil|Superior Sigil of Water}} offer nearly identical healing. Water was chosen as it is cheaper and heals more frequently. |
Revision as of 15:49, 4 December 2023
The community gave this build a rating, making it top-tier: Great
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 high Vigor on their subgroup, along with a lot of healing.
The need to constantly switch attunements makes the rotation quite rigid, so it has to rely on utility skills for reactive healing, and its reliance on being close to the squad for boons makes it a poor kiter. On the plus side, you gain
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
- Sceptre can be used instead of Dagger if you need to be at range, but you will lose significant healing from .
- Staff has greater healing potential, but the lack of Warhorn creates a shortfall in boons that needs to be addressed.
Skill Variants
Utility
Protection if you aren't taking Arcane (or Warhorn). It also provides a blast finisher if using .
is needed to maintain permanentAs you need to leave
for boons, this can leave you without sources of healing, so , and are there to fill in the gap, but can be swapped out if they are not needed.- If using , provides some extra on-demand healing (assuming there is a field to combo with).
- Most utility shout skills provide a number of boons thanks to
- 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. provides a group stunbreak as well as
- Might if you're not using Warhorn. is needed to cap
- is your only reliable way to access Frost Aura, which can be a potent defensive tool against attacks that cannot be blocked with .
, so it is important to keep at least one on your bar, but you can bring more if desired.
Elite
provides a way to skip certain mechanics that would otherwise down the group.
Template Code
Specializations
Trait Variants
- Burning or Chilled. on encounters with a lot of
- could be used in combination for even more auras.
, in combination with the Fire variant below, can be used for extreme condition removal.
- Protection uptime. for easier
- Might up faster, but you lose the ability to provide permanent uptime of Vigor for the squad. will let you build
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 the extra Protection from means you don't need to rely on to make it permanent. is a nice bonus.
This said, Arcane is a rather unimpressive traitline, so it can be freely swapped to Fire or Air:
- Fire adds a lot of potential condi cleanse via .
- Air gives you a primary source of Fury, which may be necessary if you are somehow paired with a Quickness support that doesn't provide any Fury for you to extend. It also offers higher CC.
Fire
- if you aren't using any conjured weapons.
Air
- Weakness uptime, which benefits a few classes. and may be more DPS or utility depending on your rotation, was chosen for the extra
Equipment
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Magi
Magi
Magi
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
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
- Throw out any quick DPS skills such as Might and use in the fire field to blast some
- Might to start stacking
- Stay in Fire Attunement until you hit 25 Might
- Might and Fury with your squad to share the
Swap to Water Attunement
- Might to blast more
Swap to Earth Attunement
- Protection and extend boons on everyone to apply
- and other DPS skills
- Wait until is ready and use it
Main rotation
The core of your boon application is to use Alacrity), also using the overloads in these attunements. This means you want to switch to Fire Attunement within ~3 seconds of it coming off cooldown, and repeat the opener. You should alternate between 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 as this will lock you out of Water Attunement for too long. Enter Air Attunement for , and you can try to squeeze in some extra DPS via or but it's not essential.
and whenever they are available (every 24 seconds, with
Be aware that your skills that generate Magnetic Aura - , , via , and while in 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 will trigger
- and on warhorn
- on dagger, plus you can use to blast the water field from for more
Your sustained healing will be lower when outside of Water Attunement, 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
- 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 is a powerful conjure that will provide you with sustained from if
- is an enormous heal on a very low cooldown for as long as your elemental is alive
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 the only skill that isn't a DPS increase or a heal is
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 cooldownYou 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 Earth Attunement → Air Attunement → Water Attunement → Air Attunement → Fire Attunement after the opener staying in 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.
, you can structure your rotation for a bit more damage by going from
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
Comments
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