Heal Alacrity Tempest
Traits
Armor
Weapons & Sigils
Trinkets
Food
Infusions
Weapon Skills
Utility Skills
Condition Cleanse
- Enter
to activate + activatesDodge
for area healing and condition cleanse
Burst Healing
Dodge
In addition:
Utility
mitigates damage and gives for , , and projectile reflect for group stability
Crowd Control
from , , and from
Core Loop (Boons + Sustain)
Use
Target Stats















Heal Alacrity Tempest provides high amounts of sustained healing and permanent
Build Fundamentals
The core gameplay of this build involves rotating between
While casting the Core Loop, use
Tempest also has on-demand
Using all of these abilities provides permanent
Note: If there is no source of
Adapt this Core Loop with the abilities you need depending on the situation.
Important Interactions And Ability Usage
Your main sources of sustained healing are
into in the globe to activateDodge
which will cast for a total of 3 blast finishers amounting to over 7000 area healing!
Save
Delay
Use
and
Tempest has an important special interaction with Dodges
Dodge
: Area . : Area heal and condition cleanse. : Area . : Area , , and Blast Finisher.
Each of these abilities has its own separate 10-second internal cooldown. As such, they will almost certainly be available in each Attunement on your next Dodge
Alternatives
Utility Skills
You can swap out
If you need additional crowd control or even more healing. For long-range revival with a variety of bonus effects! For long-range area heal. For instant self-mobility.
If you need more than one specialized utility skill the order of replacement is as follows:
(situational depending on if you need a stun-break/stability) (situational depending on if you need projectile-reflect uptime)
Using
Gear
The gear specified here is a mixture of Harrier’s and Magi’s gear which provides massive healing, boon duration, and decent survivability.
Celestial gear is an excellent alternative that makes you extremely durable, deals a bit of free damage, and gets more value out of powerful condition applications such as
Weapons
Scepter is a good alternative to Dagger if you prefer a more ranged playstyle and it also has a large amount of Blast Finisher potential from
Staff is a playable option for extreme ranged healing and greater revive power. However,
Traits
This build doesn’t apply
If there is a significant amount of
Traits
Armor
Weapons & Sigils
Trinkets
Food
Infusions
Weapon Skills
Utility Skills
Perma Boons Loop
Check Opening Rotation first, then continue following this list, while using
if you need
Healing
Consider
(for ) - Just before using
, cast so you get extra healing duo Combo Field + Blast - Fill with
anytime you need more healing.
Conditions Cleanse
( is activated once you swap to this attunement) - Dodges activate
duo - With
every “Shout” skill provides one additional Condition Cleanse.
Crowd Control
if on top of the target
Opening
Remember to entirely wait the end of each Overload cast before going to the next skill/attunment.
(if you use this utility) if you need - Check Perma Boons Loop in Priority.
Target Stats















Introduction
Heal Alacrity Tempest provides high amounts of sustained healing and permanent
Build Fundamentals
Your main loop consists of maintaining 25 stacks of
Only Overloads provide
In your opening, use
Maintain
Swap to
Build Specifics
Shout Skills are a valuable source of the main boons, but they can be delayed if during a fight you require something specific like
provides one stack of for 10 seconds (if Boon Duration is 100%). provides one stack of for 10 seconds (if Boon Duration is 100%). provides three stacks of for 10 seconds (if Boon Duration is 100%).
Unlike
Healing Concepts
is the main source of Healing for your team. If needed, you can stay in this attunement longer until it’s safe to swap to another one, considering a few points: is a Water Field, strong Healing and with a low cooldown. Before you swap to another attunement like Earth, consider placing it since you can use Blast Finishers to provide more Healing via Water Combo Area Healing and . can be cast right before you swap to another attunement, while there’s a field on the ground. provides , granting a 10% damage reduction to your party. A good way to view this is that if your party are taking less damage, they require less Healing per second. - Casting first
and then always grants Area Healing upon using a Blast Finisher skill, as the most recently applied combo field is given priority. If you swap this order, you will instead grant .
is a good Relic to provide healing with any Combo Field + Blast Finisher even outside of . Below are a few combos you can do to maximize the healing: and can be used on any field. Also, if cast right before , it activates the relic.
is a great healing skill and should be used during other attunements as you will have less healing generation than . is a very effective way to increase Condition Cleanse for some encounters. Every Shout skill will cleanse one additional Condition from your party. If in a particularly condition-heavy encounter, this relic along with can provide a huge amount of cleanse. is one of your strongest Healing skills. If needed, you can delay it in order to provide better healing, but be careful with your uptime. - Entering
and also Dodging while in this attunement triggers for extra Healing and Condition cleanses.
Crowd Control
– if aimed on top of the target – transforms you into a Tornado, unlocking different skills, some of which help with CC. You launch enemies around you every 3 seconds for a total of 5 times, and at the same time you can use and to quickly destroy the enemy breakbar.
Alternatives
Skills
- Replace
, in that order with the following skills if the fight needs it: – burst of Healing and Reviving a target from distance – for different types of Revive, depending on which attunement you are in that moment. – whenever the fight requires a teleport skill – for summoning a hammer that helps with CC. – for summoning a bow that helps with CC and enhances Healing. – grants you immunity from taking damage from many enemy attacks. It’s a valuable option when you want to Hand Kite in the Deimos fight.
- Replace
with one of the following skills if the fight needs it: – a good option to quickly destroy the enemy breakbar. – mostly recommended for use while in . Helps on Healing, CC and cleansing via .
Gear
is a good option to increase your CC Power. Optimal usage is to use full Harrier’s and replace in order to have enough Boon Duration. - Two tank setups you can use:
- You can swap to full Giver’s to get the highest toughness and Boon Duration. This setup is good if you want to be as tanky as possible, and you can replace
with for additional CC. - Full Minstrel’s is a good option for very high toughness and more Healing Power, but keep in mind that in this variant you will need
to reach 100% Boon Duration.
- You can swap to full Giver’s to get the highest toughness and Boon Duration. This setup is good if you want to be as tanky as possible, and you can replace
- A few Relics to consider during some fights:
– for better condi-cleanse through your “Shout” skills. For each Shout skill used, it removes 1 condition from allies within 600 range. – for a passive general Healing buff. does its job very well when you proc it, but you may prefer this as an alternative.
Food
is a good option if you don’t have access to Ascended food.