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    Heal Alacrity Tempest
    February 2025

    Group PvE
    Defensive Support

    Traits

    Armor

     Helm
     Shoulders
     Chest
     Gloves
     Legs
     Boots

    Weapons & Sigils

     Dagger
     Warhorn

    Trinkets

     Backpiece
     Accessory
     Accessory
     Amulet
     Ring
     Ring

    Food

    Infusions

    18 x

    Weapon Skills

    Utility Skills

    copied

    Condition Cleanse

    • Enter to activate
    • + Dodge activates 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 and off-cooldown.

    Target Stats

    10001000100010000000
    1000159225%150%00%0%

    Heal Alacrity Tempest provides high amounts of sustained healing and permanent , , , , , and 25 stacks of . This build also has access to other boons such as , , and many useful utilities, including boon extension (thanks to ), ample condition cleanses, projectile reflection, and a counter to one-shot attacks ().

    Build Fundamentals

    The core gameplay of this build involves rotating between and to cast and respectively, while quickly passing through and to use healing and utility as needed.

    While casting the Core Loop, use and off-cooldown. Save if you need to provide projectile reflection with Magnetic Aura or to mitigate incoming spike damage with Frost Aura.

    Tempest also has on-demand  from and from . (Note that you will typically use off-cooldown to upkeep . As such, you may need to delay based on the encounter to use  effectively.)

    Using all of these abilities provides permanent , , , , , and to your team, while also extending all boons on your party by about 10%! If there is even a single source of partial in your group, you’ll also more or less guarantee 100% uptime.
    Note: If there is no source of in your party, use the Air traitline as described at the bottom of this page for .

    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 and , which combine to heal your group for ~1000 HP per second! Simply entering provides a lot of your healing:  will be applied to your allies, while will remove one condition from five targets. As such, rotating through Attunements and weaving in will greatly benefit your healing output and condition cleanse.

    is a powerful burst heal that also doubles as a condition cleanse. Other sources of raw healing include weapon skills such as , , and is also a water field; utilize blast finishers with this to generate even more healing. Here’s an example of an excellent combo:

    1. into
    2. Dodge in the globe to activate which will cast for a total of 3 blast finishers amounting to over 7000 area healing!

    Save to counter incoming burst damage that could cause people to go into a downed state. Knowledge of the encounter comes in handy here. This skill also gives 3 stacks of to allies around you.

    Delay after to share to allies too far away to get from .

    Use as your emergency heal and condition cleanse. Remember that after using this pulsing heal, you will not be able to re-enter for a while. This means you may want to delay leaving after using . Otherwise, you may lock yourself out of key healing abilities for an extended period of time.

    and

    Tempest has an important special interaction with ; causes applying to also restore 10 endurance (1/5 of a dodge roll) in addition to its normal effects. Combined with , this means all auras will restore endurance. As a result, casting , , and more or less off cooldown supplies extra endurance and Dodges to yourself and your team.

    also applies to nearby allies, further increasing the importance of rotating attunements quickly and efficiently!

    has a built-in synergy with : when you are about to apply a lot of dodging immediately restores your endurance through vigor applications, essentially giving you a ‘free’ dodge and activating at the same time. Doing this will prevent you from ‘wasting’ the endurance gained from .

    is an incredible trait that causes your Dodge in each Attunement to have a special effect:

    • : 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. The two most notable skills are (burst heal and condition cleanse) and (Blast Finisher great for blasting water fields). Careful usage of these extra abilities can greatly improve your ability to sustain your team.

    does get a special mention as it can be used to blind enemies to mitigate incoming damage.

    Alternatives

    Utility Skills

    You can swap out  for:

    • 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:

    1. (situational depending on if you need a stun-break/stability)
    2. (situational depending on if you need projectile-reflect uptime)

    Using in will grant access to which is a colossal area heal on a short cooldown. If you don’t need the utility of then taking this will provide a significant increase in burst healing potential. However, the elemental can be a bit unwieldy to position correctly.

    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 and . However, this may also result in you tanking in some encounters (not an issue in Strike Missions). This is typically not problematic, as Tempest is more than capable of functioning as a tank. Still, if you don’t want to tank then just stick with the Harrier’s/Magi’s setup.

    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 and for more healing or if required.

    Staff is a playable option for extreme ranged healing and greater revive power. However, generation will be somewhat reduced and boon extension from will also be lost, which is less than ideal.

    Traits

    This build doesn’t apply on its own, and instead copies and extends existing . This is usually covered by other players in your group, but if it isn’t then replace Arcane with the Air trait line and take , , and . This will provide a huge amount of for your group! If you need more break bar damage take instead of .

    If there is a significant amount of or in an encounter, then will help massively, causing your dodge rolls to remove and on a 10-second cooldown.

    Traits

    Armor

     Helm
     Shoulders
     Chest
     Gloves
     Legs
     Boots

    Weapons & Sigils

     Staff

    Trinkets

     Backpiece
     Accessory
     Accessory
     Amulet
     Ring
     Ring

    Food

    Infusions

    18 x

    Weapon Skills

    Utility Skills

    copied

    Perma Boons Loop

    Check Opening Rotation first, then continue following this list, while using , and when off CD (delay only if you need stab or aegis in a specific moment of the fight).

    1. if you need

    Healing

    Consider provides healing for any Combo Field + Blast.

    1. (for )
    2. Just before using , cast so you get extra healing duo Combo Field + Blast
    3. Fill with anytime you need more healing.

    Conditions Cleanse

    is highly suggested for more cleanses when is needed.

    1. ( is activated once you swap to this attunement)
    2. Dodges activate duo
    3. With every “Shout” skill provides one additional Condition Cleanse.

    Crowd Control

    1. if on top of the target

    Opening

    Remember to entirely wait the end of each Overload cast before going to the next skill/attunment.

    1. (if you use this utility)
    2. if you need
    3. Check Perma Boons Loop in Priority.

    Target Stats

    10001000100010000000
    1000159225%150%00%0%

    Introduction

    Heal Alacrity Tempest provides high amounts of sustained healing and permanent , , , , , , and 25 stacks of . This build, unlike the Dagger/Warhorn version, provides up to 2 stacks of ( ) in addition to some other utilities such as to ignore a deathblow attack, and damage reduction skills to provide .

    Build Fundamentals

    Your main loop consists of maintaining 25 stacks of while using two or three Overloads. is the first one you should use, as it requires more time to provide all of the Might.

    Only Overloads provide and you should never interrupt them, since their last pulse provides more of it than the rest of the channel time.

    In your opening, use , , and to immediately provide , , , and some . Additionally, you will provide and due to .

    Maintain and from skills and its Overload. Then, swap to to provide extra and from and . You can also choose first and then swap to .

    Swap to just to give extra to allies via . You don’t want to use because it takes a long time to fully cast it, and the you provide will drop during this. Instead, use just before you swap to , then place in the same position to create a Combo Field + Blast Finisher.
    provides 2 stacks of for 12 seconds (if your Boon Duration is at 100%). Make sure to stay in when you need this during a fight.

    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 . Here are three examples:

    • 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 and , is not an Insta Cast skill, so it cannot be used whilst you are casting Overloads. It would be best to use this skill just before you cast , and get the Combo Field + Blast Finisher effect for extra .

    is a unique Utility Skill that prevents your team from going even if they get a death blow from an enemy attack. Additionally, it also provides on first activation, and and afterwards due to . You can consider using this skill in your opening if your party doesn’t have enough

    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.
    • 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.

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