Tempest - Support Healer
This is a placeholder build that was useful in the past. Click here to view current builds.
Focused on: Healing and Support
Designed for: Raids
Difficulty:
TBD
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 - Boon Support Healer.
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
Staff
Utility
Skill Variants
may be taken instead of for an additional ranged heal/revive, or on encounters where reflects are undesirable (such as Cairn or Matthias).
Template Code
[&DQYRPSUWMD7HEscSwxLDEqUSpRJ0EnQSmRKZEgAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Trait Variants
- Protection without having to trait Earth. for some additional
- Might generation at the cost of Vigor. better
- if you have to deal with Chilled or Burning in an encounter.
Specialization Variants
Earth
Replace Arcane with Earth if you need to provide Protection. This lets you buff allies with your shouts through .
Fire
Replace Arcane with Fire if you need condition cleanse.
Equipment
Head
Magi
Magi
Shoulders
Magi
Magi
Chest
Magi
Magi
Hands
Magi
Magi
Legs
Magi
Magi
Feet
Magi
Magi
Backpiece
Magi
Magi
Accessory
Magi
Magi
Accessory
Magi
Magi
Amulet
Magi
Magi
Ring
Magi
Magi
Ring
Magi
Magi
Staff
Magi
Magi
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
Use 6x
for more AoE condi clear on condition-heavy fights.
Consumables
Food
Utility
Usage
- Stay in and try to use 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 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 on the groups of people (for healing through finishers) and use 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 and use on the target and with the outer ring inside of the hitbox.
- Switch to and use slightly in front of the target as well as . If you can not directly switch back to , you can use for additional cripple and immobilize, including protection for your party.
- You can also use , but watch out for your own water fields there.
- Additional information for Deimos kiting:
- Use for more self sustain.
- Keep using on the ground under you for healing yourself.
- Benefit from for additional safety, specially on challenge mode.
- You can use 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 and (over ) 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 , 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.
Ratings
The years have not been kind to staff heal tempest - struggling for a mantle to call it's own.
With 5 person boons becoming the norm, it's hard to justify staff heal tempest in a subgroup that needs others to cover might, fury, quickness, and alacrity still.
If you want carry potential as a healer without much concern for generating boons, there's heal scourge. If you want to play elementalist as a healer, there's the boon support heal tempest - which covers many important boons (including defensive boons that will keep your team alive better!). If you want to play a healer that's easy to get value out of, there's heal mechanist.
Probably the best build when it comes to raw healing without too many different kits (like scrapper) or stuff. Consider this a well performing low intensity healer. Great choice if you just want to heal a ton without pressing 500 keys a second. Personally this is my #1 healer for it's simplicity and build variations.
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.
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.
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.
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.
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.
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.
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.
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.
Comments
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