Difference between revisions of "Tempest - Alacrity Support Healer"
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| specialization = Tempest | | specialization = Tempest | ||
| designed for = Raid | | designed for = Raid | ||
− | | rating = | + | | rating = Good |
| focus = Healing, support, utility | | focus = Healing, support, utility | ||
+ | | xpac = hot | ||
| meta = | | meta = | ||
| difficulty = 2 | | difficulty = 2 | ||
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==Overview== | ==Overview== | ||
− | Tempest is capable of providing permanent uptime of {{tooltip|Alacrity}}, {{tooltip|Fury}}, {{tooltip|Might}}, {{tooltip|Protection}}, {{tooltip|Regeneration}}, {{tooltip|Swiftness}} and high {{tooltip|Vigor}} on their subgroup, | + | Tempest is capable of providing permanent uptime of {{tooltip|Alacrity}}, {{tooltip|Fury}}, {{tooltip|Might}}, {{tooltip|Protection}}, {{tooltip|Regeneration}}, {{tooltip|Swiftness}} and high {{tooltip|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 {{Skill|"Rebound!"}} which will allow you to skip certain mechanics that would otherwise down the group, and {{trait|Arcane Resurrection}} allows you to help revive players without locking yourself into the animation. | ||
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|utility1 = Conjure Frost Bow | |utility1 = Conjure Frost Bow | ||
|utility2= Signet of Water | |utility2= Signet of Water | ||
− | |utility3 = " | + | |utility3 = "Feel the Burn!" |
|elite = Glyph of Elementals | |elite = Glyph of Elementals | ||
}} | }} | ||
Line 31: | Line 31: | ||
===Weapon Variants=== | ===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. | |
− | * '''Staff''' has | ||
===Skill Variants=== | ===Skill Variants=== | ||
+ | '''Utility'''<br> | ||
+ | As you need to leave {{skill|Water Attunement}} for boons, this can leave you without sources of healing, so {{Skill|Signet of Water}}, {{Skill|Conjure Frost Bow}} and {{Skill|Glyph of Elementals (water)}} are there to fill in the gap. {{Skill|"Feel the Burn!"}} provides long-range {{tooltip|Might}} to make up for the small AoE of {{Skill|Overload Fire}}. Any of these skills can be swapped out if desired: | ||
+ | * If using {{relic|Relic of Karakosa}}, {{skill|Arcane Wave}} provides some extra on-demand healing (assuming there is a field to combo with). It also provides some CC. | ||
+ | * Most utility shout skills provide an AoE aura, which trivialises maintaining permanent {{tooltip|Regeneration}} and {{tooltip|Vigor}} thanks to {{trait|Invigorating Torrents}}, in addition to the other potent effects: | ||
+ | ** {{Skill|"Aftershock!"}} provides {{tooltip|Aegis}} and a blast finisher for {{relic|Relic of Karakosa}}. | ||
+ | ** {{Skill|"Eye of the Storm!"}} provides a group stunbreak as well as {{tooltip|Superspeed}} which can be particularly useful on "event" encounters such as Spirit Woods or Siege Escort. It also offers some extra {{tooltip|Stability}}, which may be useful during {{skill|Overload Fire}} as you don't use {{trait|Harmonious Conduit}} and being interrupted mid-cast will cause you to drop {{tooltip|Alacrity}}. Note that this shout does not provide an aura. | ||
+ | ** {{skill|"Flash-Freeze!"}} is a reliable way to access Frost Aura, which can be a potent defensive tool against attacks that cannot be blocked with {{skill|"Aftershock!"}}. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | '''Elite''' <br> | ||
+ | {{Skill|"Rebound!"}} provides {{tooltip|Stability}} and a way to skip certain mechanics that would otherwise down the group. | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQYROiUXMC7HEscSBQF2Eo8AjwB0EnQSJgCZEgAAAAAAAAAAAAAAAAAAAAADLwBnAFkAAA==] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
+ | {{Specialization|Water|mid|mid|bot}} | ||
{{Specialization|Arcane|bot|top|top}} | {{Specialization|Arcane|bot|top|top}} | ||
− | |||
{{Specialization|Tempest|mid|bot|mid}} | {{Specialization|Tempest|mid|bot|mid}} | ||
===Trait Variants=== | ===Trait Variants=== | ||
− | * {{Trait| | + | * {{Trait|Stop, Drop, and Roll}} on encounters with a lot of {{tooltip|Burning}} or {{tooltip|Chilled}}. |
− | * {{ | + | * {{trait|Powerful Aura}}, in combination with the '''Fire''' specialization, can be used for extreme condition removal. |
− | * {{Trait|Gale Song}} for easier {{tooltip|Protection}} uptime. | + | ** {{trait|Unstable Conduit}} could be used in combination for even more auras. |
− | + | * {{Trait|Gale Song}} for easier {{tooltip|Protection}} uptime. Bear in mind that this will compromise {{tooltip|Vigor}} uptime on '''Warhorn''' builds if you don't apply extra auras to make up for the loss (via {{trait|Invigorating Torrents}}). | |
===Specialization Variants=== | ===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 | + | '''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 {{tooltip|Swiftness}} and extra {{tooltip|Protection}} padding from {{trait|Elemental Attunement}}. {{trait|Arcane Resurrection}} is a nice bonus. |
− | This said, '''Arcane''' is | + | 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 {{trait|Smothering Auras}} and {{trait|Diamond Skin}}, respectively. '''Fire''' provides more, and at double the range, but '''Earth''' doesn't require you change other traits and has more synergy with the rest of a healer's kit. | |
− | * '''Air''' | + | * '''Air''' offers higher CC. |
+ | |||
+ | |||
+ | '''Earth''' | ||
+ | {{Specialization|Earth|bot|mid|top|variant=y}} | ||
+ | |||
+ | * {{trait|Rock Solid}} provides {{tooltip|Stability}}, which can be problematic on encounters that corrupt boons. In this case take {{trait|Earthen Blessing}} instead. | ||
Line 87: | Line 91: | ||
| weapon2 = Warhorn | | weapon2 = Warhorn | ||
| sigil1 = Superior Sigil of Transference | | sigil1 = Superior Sigil of Transference | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Water |
| infusion1 = Healing +9 Agony Infusion | | infusion1 = Healing +9 Agony Infusion | ||
| infusion1-qt = 16 | | infusion1-qt = 16 | ||
| infusion2 = Mystical +9 Agony Infusion | | infusion2 = Mystical +9 Agony Infusion | ||
| infusion2-qt = 2 | | infusion2-qt = 2 | ||
+ | | relic = Relic of Karakosa | ||
<!-- Custom stats --> | <!-- Custom stats --> | ||
| head = | | head = | ||
Line 97: | Line 102: | ||
| chest = | | chest = | ||
| hands = | | hands = | ||
− | | legs = | + | | legs = |
| feet = | | feet = | ||
− | | backpiece = | + | | backpiece = Magi |
− | | accessory1 = | + | | accessory1 = Magi |
− | | accessory2 = | + | | accessory2 = Magi |
| amulet = | | amulet = | ||
− | | ring1 = | + | | ring1 = |
− | | ring2 = | + | | ring2 = |
}} | }} | ||
===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. | ||
==Consumables== | ==Consumables== | ||
'''Food''' | '''Food''' | ||
− | + | * {{food|Bowl of Fruit Salad with Mint Garnish}} | |
− | * {{food|Delicious Rice Ball}} | + | ** {{food|Delicious Rice Ball}} as a cheaper alternative |
'''Utility''' | '''Utility''' | ||
− | |||
* {{utility|Bountiful Maintenance Oil}} | * {{utility|Bountiful Maintenance Oil}} | ||
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===Opener=== | ===Opener=== | ||
− | Start in {{ | + | Start in {{skill|Fire Attunement}} |
− | + | # Throw out any quick DPS skills such as {{Skill|Wildfire}} and use {{Skill|"Aftershock!"}} (if using) in the fire field to blast some {{tooltip|Might}} | |
− | + | # {{Skill|Overload Fire}} to start stacking {{tooltip|Might}} | |
− | + | # {{Skill|Heat Sync}} to share the {{tooltip|Might}} and {{tooltip|Fury}} with your squad | |
− | |||
− | Swap to {{ | + | Swap to {{skill|Air Attunement}} |
− | + | # {{skill|Convergence}} to blast | |
− | |||
− | |||
− | Swap to {{tooltip|Earth Attunement}} | + | Swap to {{skill|Water Attunement}} |
− | + | # {{Skill|Frozen Burst}} to blast more {{tooltip|Might}} | |
− | + | # {{Skill|Tidal Surge}} | |
− | + | # {{Skill|Cone of Cold}} and swap during the cast | |
+ | |||
+ | |||
+ | Swap to {{skill|Earth Attunement}} | ||
+ | # {{Skill|Sand Squall}} to apply {{tooltip|Protection}} and extend boons on everyone | ||
+ | # {{Skill|Dust Storm}} and other DPS skills | ||
+ | # Wait until {{Skill|Overload Earth}} is ready and use it | ||
===Main rotation=== | ===Main rotation=== | ||
− | The core of your boon application is to use {{Skill|Heat Sync}} and {{Skill|Sand Squall}} whenever they are available (every | + | The core of your boon application is to use {{Skill|Heat Sync}} and {{Skill|Sand Squall}} whenever they are available (every ~25 seconds with {{tooltip|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 {{skill|Fire Attunement}} within ~3 seconds of it coming off cooldown, and repeat the ''Opener''. You should alternate between {{skill|Water Attunement}}, {{skill|Air Attunement}} and one of the other attunements, using whichever healing skills are available whenever you return to water. It is important NOT to use {{Skill|Overload Water}} as this will lock you out of {{skill|Water Attunement}} for too long. While in {{skill|Air Attunement}} you can use {{Skill|Cyclone}} for extra {{tooltip|Swiftness}} or CC. |
+ | |||
+ | The blast finisher from {{skill|Convergence}} is slightly delayed, so it is possible to cast it then switch to Water and use {{skill|Frozen Burst}} before the blast hits, getting two combos. | ||
+ | |||
+ | |||
+ | Be aware that your skills that generate Magnetic Aura - {{Skill|Sand Squall}}, {{Skill|"Aftershock!"}}, {{Skill|Overload Earth}} via {{Trait|Unstable Conduit}}, and {{Skill|"Rebound!"}} while in {{skill|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. | ||
+ | |||
+ | |||
+ | [https://youtu.be/06aWmjxwOo0 Video example] | ||
+ | |||
+ | |||
+ | ===Staff Rotation=== | ||
+ | The main selling point of '''Staff''' is the amount of long-range healing it can provide while in {{skill|Water Attunement}}, so it is worth camping this attunement for most of the loop. {{skill|Overload Water}} does not quite provide enough {{tooltip|Alacrity}} to make it permanent, so it is necessary to regularly swap to {{skill|Fire Attunement}} for a second overload and {{tooltip|Might}}. | ||
+ | |||
+ | As it also lacks the utility of '''Warhorn''', {{skill|"Feel the Burn!"}} is essential as you otherwise lack {{tooltip|Fury}}, and your {{tooltip|Might}} would be less reliable. | ||
+ | |||
+ | Be aware that the boon radius for {{tooltip|Might}} on {{skill|Overload Fire}} is only 180, so significant {{tooltip|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 {{skill|Glyph of Lesser Elementals}} in {{skill|Fire Attunement}} (or swapping to a '''Warhorn''' build). | ||
+ | |||
+ | |||
+ | '''Opener'''<br> | ||
+ | Start in {{skill|Fire Attunement}} | ||
+ | # {{Skill|Overload Fire}} to start stacking {{tooltip|Might}} | ||
+ | # {{skill|"Feel the Burn!"}} | ||
− | + | Swap to {{skill|Earth Attunement}} | |
+ | # {{skill|Eruption}} for the blast finisher | ||
+ | |||
+ | |||
+ | Swap to {{skill|Air Attunement}} | ||
+ | # {{skill|Windborne Speed}} for {{tooltip|Swiftness}} | ||
+ | |||
+ | |||
+ | Swap to {{skill|Water Attunement}} | ||
+ | # {{skill|Ice Spike}} quickly to squeeze in another blast finisher | ||
+ | |||
+ | |||
+ | '''Rest of the Rotation'''<br> | ||
+ | While in {{skill|Water Attunement}} you can autoattack and use {{skill|Geyser}} for group healing. {{skill|Ice Spike}} is a blast finisher on a low cooldown, and your skills 3-5 all provide combo fields, and {{skill|Healing Rain}} provides AoE condi cleanse. Use {{skill|Overload Water}} as soon as you can, but don't swap attunement immediately. A good rule of thumb is to use {{skill|Ice Spike}} three times while you're in Water. | ||
+ | |||
+ | For extra healing you can use a combo field as one of your last skills in {{skill|Water Attunement}}, swap to {{skill|Earth Attunement}} for {{skill|Eruption}}, then {{skill|Fire Attunement}}. Alternatively, by casting {{skill|Lava Font}} as soon as you switch to {{skill|Fire Attunement}} then {{skill|Eruption}} will combo this instead for AoE {{tooltip|Might}} - this requires not having any lingering combo fields from {{skill|Water Attunement}}. | ||
+ | |||
+ | None of the skills in fire are particularly useful, so just use {{skill|Overload Fire}} as soon as you can and repeat the ''Opener''. | ||
+ | |||
+ | |||
+ | [https://youtu.be/uKzeAnsDbyk Video example] | ||
===Healing=== | ===Healing=== | ||
− | * Swapping to {{ | + | * Swapping to {{skill|Water Attunement}} will trigger {{Trait|Healing Ripple}} |
* {{Skill|Tidal Surge}} and {{Skill|Water Globe}} on warhorn | * {{Skill|Tidal Surge}} and {{Skill|Water Globe}} on warhorn | ||
* {{Skill|Cone of Cold}} on dagger, plus you can use {{Skill|Frozen Burst}} to blast the water field from {{Skill|Water Globe}} for more | * {{Skill|Cone of Cold}} on dagger, plus you can use {{Skill|Frozen Burst}} to blast the water field from {{Skill|Water Globe}} for more | ||
− | * {{ | + | * {{skill|Water Blast}} and {{skill|Geyser}} on staff. |
− | Your sustained healing will be lower when outside of {{ | + | Your sustained healing will be lower when outside of {{skill|Water Attunement}}, so you should use your other skills to maintain your group's health: |
* {{Skill|"Wash the Pain Away!"}} is your bread and butter emergency heal, as it doesn't require you to break from your rotation to use | * {{Skill|"Wash the Pain Away!"}} is your bread and butter emergency heal, as it doesn't require you to break from your rotation to use | ||
* {{Skill|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 | * {{Skill|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 | ||
− | * {{Skill|Conjure Frost Bow}} is a powerful conjure that will provide you with sustained from {{Skill|Water Arrow}} if {{ | + | * {{Skill|Conjure Frost Bow}} is a powerful conjure that will provide you with sustained from {{Skill|Water Arrow}} if {{skill|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 |
* {{Skill|Crashing Waves}} is an enormous heal on a very low cooldown for as long as your elemental is alive | * {{Skill|Crashing Waves}} is an enormous heal on a very low cooldown for as long as your elemental is alive | ||
− | + | * If using {{relic|Relic of Karakosa}}, {{skill|Arcane Wave}} 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. | |
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'''Fresh Air rotations''' | '''Fresh Air rotations''' | ||
− | + | If you're running {{Trait|Fresh Air}}, you can structure your rotation for a bit more damage by going from {{skill|Earth Attunement}} → {{skill|Air Attunement}} → {{skill|Water Attunement}} → {{skill|Air Attunement}} → {{skill|Fire Attunement}} after the opener staying in {{skill|Air Attunement}} long enough to use {{Skill|Overload Air}} each time. This is a minor reduction in boon generation that allows you to get two uses each of out {{Skill|Overload Air}}, {{Skill|Cyclone}}, and {{Skill|Lightning Orb}} each loop. | |
− | If you're running {{Trait|Fresh Air}}, you can structure your rotation for a bit more damage by going from {{ | ||
'''Vulnerability''' | '''Vulnerability''' | ||
− | |||
If your group has low {{tooltip|Vulnerability}}, you can boost it significantly by taking {{Trait|Fresh Air}} and/or sceptre: | If your group has low {{tooltip|Vulnerability}}, you can boost it significantly by taking {{Trait|Fresh Air}} and/or sceptre: | ||
* {{Skill|Overload Air}} generates about 15 stacks | * {{Skill|Overload Air}} generates about 15 stacks |
Latest revision as of 18:34, 10 October 2024
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 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
- 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.
Skill Variants
Utility
As you need to leave for boons, this can leave you without 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:
- If using , provides some extra on-demand healing (assuming there is a field to combo with). It also provides some CC.
- Most utility shout skills provide an AoE aura, which trivialises maintaining permanent 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
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 specialization, can be used for extreme condition removal.
- Protection uptime. Bear in mind that this will compromise Vigor uptime on Warhorn builds if you don't apply extra auras to make up for the loss (via ). for easier
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 doesn't require you change other traits and has more synergy with the rest of a healer's kit.
- Air offers higher CC.
Earth
- Stability, which can be problematic on encounters that corrupt boons. In this case take instead. provides
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
- 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
Main 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.
and whenever they are available (every ~25 seconds withThe 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.
, so it is worth camping this attunement for most of the loop. does not quite provide enoughAs it also lacks the utility of Warhorn, Fury, and your Might would be less reliable.
is essential as you otherwise lackBe 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 .
, swap to for , then . Alternatively, by casting as soon as you switch to then will combo this instead for AoENone 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.
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 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 , 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
Comments
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