Difference between revisions of "Tempest - Alacrity Support Healer"
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| specialization = Tempest | | specialization = Tempest | ||
| designed for = Raid | | designed for = Raid | ||
− | | rating = | + | | rating = Great |
| focus = Healing, support, utility | | focus = Healing, support, utility | ||
| meta = | | meta = | ||
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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, but can be swapped out if they are not needed. | 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, but can be swapped out if they are not needed. | ||
− | * Most utility shout skills provide a number of boons thanks to | + | * Most utility shout skills provide a number of boons thanks to {{trait|Invigorating Torrents}}, so it is important to keep at least one on your bar, but you can bring more if desired. |
− | ** {{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 | + | ** {{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}}. |
+ | ** {{skill|"Feel the Burn!}} is needed to cap {{tooltip|Might}} if you're not using '''Warhorn'''. | ||
Line 65: | Line 66: | ||
===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''' variant below, can be used for extreme condition removal. | ||
+ | ** {{skill|Unstable Conduit}} could be used in combination for even more auras. | ||
* {{Trait|Gale Song}} for easier {{tooltip|Protection}} uptime. | * {{Trait|Gale Song}} for easier {{tooltip|Protection}} uptime. | ||
* {{Trait|Tempestuous Aria}} will let you build {{tooltip|Might}} up faster, but you lose the ability to provide permanent uptime of {{tooltip|Vigor}} for the squad. | * {{Trait|Tempestuous Aria}} will let you build {{tooltip|Might}} up faster, but you lose the ability to provide permanent uptime of {{tooltip|Vigor}} for the squad. | ||
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This said, '''Arcane''' is a rather unimpressive traitline, so it can be freely swapped to '''Fire''' or '''Air''': | 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 {{trait|Smothering Auras}}. | * '''Fire''' adds a lot of potential condi cleanse via {{trait|Smothering Auras}}. | ||
− | * '''Air''' gives you a primary source of {{tooltip|Fury}}, which may be necessary if you are somehow paired with a {{tooltip|Quickness}} support that doesn't provide any {{tooltip|Fury}} for you to extend. | + | * '''Air''' gives you a primary source of {{tooltip|Fury}}, which may be necessary if you are somehow paired with a {{tooltip|Quickness}} support that doesn't provide any {{tooltip|Fury}} for you to extend. It also offers higher CC. |
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| 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 = | + | | infusion1-qt = 16 |
+ | | infusion2 = Mystical +9 Agony Infusion | ||
+ | | infusion2-qt = 2 | ||
<!-- Custom stats --> | <!-- Custom stats --> | ||
− | | head = | + | | head = |
| shoulders = | | shoulders = | ||
| chest = | | chest = | ||
Line 111: | Line 116: | ||
| feet = | | feet = | ||
| backpiece = Magi | | backpiece = Magi | ||
− | | accessory1 = | + | | accessory1 = Magi |
| accessory2 = Magi | | accessory2 = Magi | ||
| amulet = | | amulet = | ||
− | | ring1 = | + | | ring1 = |
− | | ring2 = | + | | ring2 = |
}} | }} | ||
+ | |||
+ | * {{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. | ||
===Equipment Variants=== | ===Equipment Variants=== | ||
* 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. | ||
+ | |||
Revision as of 02:40, 15 August 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, 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. You will miss out on druid's higher CC, and tempest's reliance on being close to the squad for boons makes it a poor kiter, but you gain "Rebound!" which will allow you to skip certain mechanics that would otherwise down the group.
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 Cone of Cold.
- Staff has by far the greatest healing potential, but the lack of Warhorn creates a shortfall in boons that needs to be addressed.
Skill Variants
Utility
"Aftershock!" is needed to maintain permanent Protection if you aren't taking Arcane (or Warhorn).
As you need to leave Water Attunement for boons, this can leave you without sources of healing, so Signet of Water, Conjure Frost Bow and Glyph of Elementals (water) are there to fill in the gap, but can be swapped out if they are not needed.
- Most utility shout skills provide a number of boons thanks to Invigorating Torrents, so it is important to keep at least one on your bar, but you can bring more if desired.
- "Eye of the Storm!" provides a group stunbreak as well as
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 Overload Fire as you don't use Harmonious Conduit and being interrupted mid-cast will cause you to drop
Alacrity.
- "Feel the Burn! is needed to cap
Might if you're not using Warhorn.
- "Eye of the Storm!" provides a group stunbreak as well as
Elite
"Rebound!" provides a way to skip certain mechanics that would otherwise down the group.
Template Code
Specializations
Trait Variants
- Stop, Drop, and Roll on encounters with a lot of
Burning or
Chilled.
- Powerful Aura, in combination with the Fire variant below, can be used for extreme condition removal.
- Unstable Conduit could be used in combination for even more auras.
- Gale Song for easier
Protection uptime.
- Tempestuous Aria will let you build
Might up faster, but you lose the ability to provide permanent uptime of
Vigor for the squad.
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 Elemental Attunement means you don't need to rely on "Aftershock!" to make it permanent. Arcane Resurrection 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 Smothering Auras.
- 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
- Burning Fire if you aren't using any conjured weapons.
Air
- Bolt to the Heart and Fresh Air may be more DPS or utility depending on your rotation, Lightning Rod was chosen for the extra
Weakness uptime, which benefits a few classes.
Equipment
- Superior Sigil of Renewal and Superior Sigil of Water offer nearly identical healing. Water was chosen as it is cheaper and heals more frequently.
Equipment Variants
- The gear above is designed to cap boon duration when using +70 concentration food.
Consumables
Food
- Bowl of Fruit Salad with Mint Garnish
- Delicious Rice Ball as a cheaper alternative
Utility
- Bountiful Maintenance Oil
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 Wildfire and use "Aftershock!" in the fire field to blast some
Might
- Overload Fire to start stacking
Might
- Stay in
Fire Attunement until you hit 25
Might
- Heat Sync to share the
Might and
Fury with your squad
Swap to Water Attunement
- Frozen Burst to blast more
Might
- Tidal Surge
- Cone of Cold
Swap to Earth Attunement
- Sand Squall to apply
Protection and extend boons on everyone
- Dust Storm and other DPS skills
- Wait until Overload Earth is ready and use it
Main rotation
The core of your boon application is to use Heat Sync and Sand Squall whenever they are available (every 24 seconds, with 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 Overload Water as this will lock you out of
Water Attunement for too long. Enter
Air Attunement for Cyclone, and you can try to squeeze in some extra DPS via Lightning Orb or Overload Air but it's not essential.
Be aware that your skills that generate Magnetic Aura - Sand Squall, "Aftershock!", Overload Earth via Unstable Conduit, and "Rebound!" 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 Healing Ripple
- Tidal Surge and Water Globe on warhorn
- Cone of Cold on dagger, plus you can use Frozen Burst to blast the water field from Water Globe for more
- Water Trident on sceptre
Your sustained healing will be lower when outside of Water Attunement, so you should use your other skills to maintain your group's health:
- "Wash the Pain Away!" is your bread and butter emergency heal, as it doesn't require you to break from your rotation to use
- 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
- Conjure Frost Bow is a powerful conjure that will provide you with sustained from Water Arrow if
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
- Crashing Waves is an enormous heal on a very low cooldown for as long as your elemental is alive
Healing tips
- While not exactly a heal, "Rebound!" 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 Earthen Rush 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 cooldown
You may also wish to avoid Rock Barrier on sceptre, as the extra toughness might make you the tank on some encounters
Fresh Air rotations
If you're running Fresh Air, you can structure your rotation for a bit more damage by going from Earth Attunement →
Air Attunement →
Water Attunement →
Air Attunement →
Fire Attunement after the opener staying in
Air Attunement long enough to use Overload Air each time. This is a minor reduction in boon generation that allows you to get two uses each of out Overload Air, Cyclone, and Lightning Orb each loop.
Vulnerability
If your group has low Vulnerability, you can boost it significantly by taking Fresh Air and/or sceptre:
- Overload Air generates about 15 stacks
- Lightning Orb can generate 25 stacks even on a small target if aimed properly
- Shatterstone'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:
- Deep Freeze 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
- Crashing Waves if your elemental is alive
- Tidal Surge
- Cyclone
- Shocking Aura → Transmute Lightning on dagger
If you're running Fresh Air 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
![4 stars](/wiki/images/b/b1/4-star.png)
![5 stars](/wiki/images/d/dd/5-star.png)
![3 stars](/wiki/images/f/f0/3-star.png)
Comments
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