Heal Alacrity Tempest
Armor
Weapons & Sigils
Trinkets
Food
Infusions
Condition Cleanse
- Enter
to activate
Water Attunement
Cleansing Wave
"Wash the Pain Away!"
Overload Water +
Water Attunement activates
Dodge for area healing and condition cleanse
Cleansing Wave
Burst Healing
In addition:
Utility
mitigates damage and gives
"Flash-Freeze!" for
"Aftershock!", , and projectile reflect for group stability
"Eye of the Storm!"
Crowd Control
Core Loop (Boons + Sustain)
Use
"Flash-Freeze!"
"Aftershock!"
Target Stats
1000
1000
1000
1000
0
0
0
0
1000
15922
5%
150%
0
0%
0%Heal Alacrity Tempest provides high amounts of sustained healing and permanent
Sand Squall
"Rebound!"
Build Fundamentals
The core gameplay of this build involves rotating between
Fire Attunement
Earth Attunement
Overload Fire
Overload Earth
Water Attunement
Air Attunement
While casting the Core Loop, use
"Flash-Freeze!"
"Aftershock!"
"Aftershock!"
"Flash-Freeze!"
Tempest also has on-demand
"Eye of the Storm!"
"Aftershock!"
"Aftershock!"
"Aftershock!"
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
Soothing Mist
Water Attunement
Soothing Mist
Cleansing Wave
Water Attunement
"Wash the Pain Away!"
Water Attunement
Cone of Cold
Tidal Surge
Water Globe
Water Globe
into
Water Globe
Frozen Burst
Earth Attunement
Sand Squall in the globe to activate
Dodge which will cast
Evasive Arcana for a total of 3 blast finishers amounting to over 7000 area healing!
Shock Wave
Save
"Rebound!"
Delay
Heat Sync
Overload Fire
Overload Fire
Use
Overload Water
Water Attunement
Water Attunement
Overload Water
and
Latent Stamina
Latent StaminaTempest has an important special interaction with
Latent Stamina
Invigorating Torrents
"Feel the Burn!"
"Flash-Freeze!"
"Aftershock!"
Dodges
Water Attunement
Latent Stamina
Evasive Arcana
Evasive Arcana
Latent Stamina
Evasive Arcana
Evasive Arcana
Evasive Arcana
Dodge
:
Fire Attunement Area
Flame Burst. :
Water Attunement Area heal and condition cleanse.
Cleansing Wave :
Air Attunement Area
Blinding Flash. :
Earth Attunement Area
Shock Wave, , 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
Cleansing Wave
Shock Wave
Blinding Flash
Alternatives
Utility Skills
You can swap out
"Flash-Freeze!"
If you need additional crowd control or even more healing.
Conjure Frost Bow For long-range revival with a variety of bonus effects!
Glyph of Renewal For long-range area heal.
Signet of Water For instant self-mobility.
Lightning Flash
If you need more than one specialized utility skill the order of replacement is as follows:
"Flash-Freeze!" (situational depending on if you need a stun-break/stability)
"Eye of the Storm!" (situational depending on if you need projectile-reflect uptime)
"Aftershock!"
Using
Glyph of Elementals
Water Attunement
Crashing Waves
"Rebound!"
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
Dragon's Tooth
Phoenix
Staff is a playable option for extreme ranged healing and greater revive power. However,
Sand Squall
Traits
This build doesn’t apply
Zephyr's Boon
Raging Storm
Fresh Air
Stormsoul
Raging Storm
If there is a significant amount of
Stop, Drop, and Roll
Armor
Weapons & Sigils
Trinkets
Food
Infusions
Perma Boons Loop
Check Opening Rotation first, then continue following this list, while using
"Feel the Burn!"
"Aftershock!"
"Eye of the Storm!"
Overload Fire
Water Attunement
Healing Rain
Geyser
Ice Spike
Overload Water
Air Attunement
Windborne Speed
Overload Air
Earth Attunement
Magnetic Aura if you need
Transmute Earth
Eruption
Fire Attunement
Lava Font
Healing
Consider
Relic of Karakosa
Water Attunement
Healing Rain (for
Frozen Ground )
Frost Aura
Geyser
Ice Spike- Just before using
, cast
Overload Water so you get extra healing duo Combo Field + Blast
Ice Spike - Fill with
anytime you need more healing.
Water Blast
Conditions Cleanse
Relic of the Trooper
(
Water Attunement is activated once you swap to this attunement)
Cleansing Wave
Healing Rain
"Wash the Pain Away!"- Dodges activate
duo
Cleansing Wave
Evasive Arcana - With
every “Shout” skill provides one additional Condition Cleanse.
Relic of the Trooper
Crowd Control
Air Attunement
Static Field
Gust
Earth Attunement
Shock Wave if on top of the target
Unsteady Ground
Opening
Remember to entirely wait the end of each Overload cast before going to the next skill/attunment.
(if you use this utility)
"Aftershock!"
Overload Fire
"Feel the Burn!"
Eye of the Storm
Water Attunement
Healing Rain
Geyser
Ice Spike
Overload Water
Air Attunement
Windborne Speed
Overload Air
Earth Attunement
Magnetic Aura if you need
Transmute Earth
Eruption
Fire Attunement
Lava Font
Overload Fire- Check Perma Boons Loop in Priority.
Target Stats
1000
1000
1000
1000
0
0
0
0
1000
15922
5%
150%
0
0%
0%Introduction
Heal Alacrity Tempest provides high amounts of sustained healing and permanent
Magnetic Aura
Transmute Earth
"Rebound!"
Frost Aura
Build Fundamentals
Your main loop consists of maintaining 25 stacks of
Overload Fire
Only Overloads provide
In your opening, use
"Aftershock!"
"Eye of the Storm!"
"Feel the Burn!"
Invigorating Torrents
Maintain
Water Attunement
Air Attunement
Windborne Speed
Overload Air
Air Attunement
Water Attunement
Swap to
Earth Attunement
Elemental Attunement
Overload Earth
Eruption
Fire Attunement
Lava Font
Magnetic Aura
Transmute Earth
Earth Attunement
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
"Eye of the Storm!"for 10 seconds (if Boon Duration is 100%). provides one stack of
"Aftershock!"for 10 seconds (if Boon Duration is 100%). provides three stacks of
"Rebound!"for 10 seconds (if Boon Duration is 100%).
Unlike
"Eye of the Storm!"
"Feel the Burn!"
"Aftershock!"
Overload Fire
Lava Font
Downed
Invigorating Torrents
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:
Water Attunement 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
Geyser .
Relic of Karakosa can be cast right before you swap to another attunement, while there’s a field on the ground.
Ice Spike provides
Frozen Ground , 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.
Frost Aura- Casting first
and then
Geyser 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
Frozen Ground .
Frost Aura
is a good Relic to provide healing with any Combo Field + Blast Finisher even outside of
Relic of Karakosa . Below are a few combos you can do to maximize the healing:
Water Attunement
Eruption
Lava Font
Static Field
Eruption
Magnetic Aura
Transmute Earth and
Healing Rain
Geyser
Ice Spike can be used on any field. Also, if cast right before
"Aftershock!" , it activates the relic.
Overload Fire
is a great healing skill and should be used during other attunements as you will have less healing generation than
"Wash the Pain Away!" .
Water Attunement 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
Relic of the Trooper can provide a huge amount of cleanse.
Healing Rain is one of your strongest Healing skills. If needed, you can delay it in order to provide better healing, but be careful with your
Overload Wateruptime. - Entering
and also Dodging while in this attunement triggers
Water Attunement for extra Healing and Condition cleanses.
Cleansing Wave
Crowd Control
Static Field
Gust
Shock Wave – if aimed on top of the target
Unsteady Ground – 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
Tornado and
Debris Tornado to quickly destroy the enemy breakbar.
Dust Charge
Alternatives
Skills
- Replace
,
"Feel the Burn!"
"Aftershock!" in that order with the following skills if the fight needs it:
"Eye of the Storm!" – burst of Healing and Reviving a target from distance
Signet of Water – for different types of Revive, depending on which attunement you are in that moment.
Glyph of Renewal – whenever the fight requires a teleport skill
Lightning Flash – for summoning a hammer that helps with CC.
Conjure Lightning Hammer – for summoning a bow that helps with CC and enhances Healing.
Conjure Frost Bow – 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.
Mist Form
- Replace
with one of the following skills if the fight needs it:
"Rebound!" – a good option to quickly destroy the enemy breakbar.
Tornado – mostly recommended for use while in
Glyph of Elementals . Helps on Healing, CC and cleansing via
Water Attunement .
Crashing Waves
Gear
is a good option to increase your CC Power. Optimal usage is to use full Harrier’s and replace
Sigil of Paralyzation in order to have enough Boon Duration.
Superior Sigil of Concentration- 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
Superior Sigil of Concentration for additional CC.
Sigil of Paralyzation - 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.
Superior Sigil of Concentration
- 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.
Relic of the Trooper – for a passive general Healing buff.
Relic of the Monk does its job very well when you proc it, but you may prefer this as an alternative.
Relic of Karakosa
Food
is a good option if you don’t have access to Ascended food.
Delicious Rice Ball
Frozen Burst
Shocking Aura
Transmute Lightning
Cyclone
Earthen Rush
Dust Storm
Flame Burst
Conjure Frost Bow
Glyph of Renewal
Signet of Water
Lightning Flash
Healing Rain
Geyser
Ice Spike
Frozen Ground
Water Blast
Static Field
Gust
Unsteady Ground
Eye of the Storm
Tornado
Debris Tornado
Dust Charge
Conjure Lightning Hammer
Mist Form
Sigil of Paralyzation
Relic of the Monk
Delicious Rice Ball