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    Heal Alacrity Tempest
    October 2024

    Group PvE
    Defensive Support

    Armor

    Magi's icon Superior Rune of the Monk icon
    Magi's HelmSuperior Rune of the Monk
    Harrier's icon Superior Rune of the Monk icon
    Harrier's ShouldersSuperior Rune of the Monk
    Harrier's icon Superior Rune of the Monk icon
    Harrier's ChestSuperior Rune of the Monk
    Harrier's icon Superior Rune of the Monk icon
    Harrier's GlovesSuperior Rune of the Monk
    Harrier's icon Superior Rune of the Monk icon
    Harrier's LegsSuperior Rune of the Monk
    Harrier's icon Superior Rune of the Monk icon
    Harrier's BootsSuperior Rune of the Monk

    Weapons & Sigils

    Dagger icon Superior Sigil of Concentration icon
    Harrier's DaggerSuperior Sigil of Concentration
    Warhorn icon Superior Sigil of Transference icon
    Harrier's WarhornSuperior Sigil of Transference

    Trinkets

    Magi's icon
    Magi's Backpiece
    Harrier's icon
    Harrier's Accessory
    Harrier's icon
    Harrier's Accessory
    Harrier's icon
    Harrier's Amulet
    Magi's icon
    Magi's Ring
    Magi's icon
    Magi's Ring
    Relic icon
    Relic of Karakosa

    Food

    Bowl of Fruit Salad with Mint Garnish icon Bountiful Maintenance Oil icon
    Bowl of Fruit Salad with Mint GarnishBountiful Maintenance Oil

    Infusions

    18 x Healing Infusions icon
    18 x Healing Infusions

    Weapon Skills

    Utility Skills

    copied

    Condition Cleanse

    Burst Healing

    In addition:

    Utility

    Crowd Control

    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 many useful utilities, including boon extension (thanks to Sand Squall), ample condition cleanses, projectile reflection, and a counter to one-shot attacks ("Rebound!").

    Build Fundamentals

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

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

    Tempest also has on-demand  from "Eye of the Storm!" and from "Aftershock!". (Note that you will typically use "Aftershock!" off-cooldown to upkeep . As such, you may need to delay "Aftershock!" 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 Soothing Mist, which combine to heal your group for ~1000 HP per second! Simply entering Water Attunement provides a lot of your healing: Soothing Mist will be applied to your allies, while Cleansing Wave will remove one condition from five targets. As such, rotating through Attunements and weaving in Water Attunement will greatly benefit your healing output and condition cleanse.

    "Wash the Pain Away!" is a powerful burst heal that also doubles as a condition cleanse. Other sources of raw healing include Water Attunement weapon skills such as Cone of Cold, Tidal Surge, and Water GlobeWater Globe is also a water field; utilize blast finishers with this to generate even more healing. Here’s an example of an excellent combo:

    1. Water Globe into Frozen Burst
    2. Earth Attunement
    3. Sand Squall
    4. Dodge in the globe to activate Evasive Arcana which will cast Shock Wave for a total of 3 blast finishers amounting to over 7000 area healing!

    Save "Rebound!" 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 Heat Sync after Overload Fire to share to allies too far away to get from Overload Fire.

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

    and Latent Stamina

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

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

    Latent Stamina has a built-in synergy with Evasive Arcana: 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 Evasive Arcana at the same time. Doing this will prevent you from ‘wasting’ the endurance gained from Latent Stamina.

    Evasive Arcana

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

    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 Cleansing Wave (burst heal and condition cleanse) and Shock Wave (Blast Finisher great for blasting water fields). Careful usage of these extra abilities can greatly improve your ability to sustain your team.

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

    Alternatives

    Utility Skills

    You can swap out "Flash-Freeze!" for:

    If you need more than one specialized utility skill the order of replacement is as follows:

    1. "Flash-Freeze!"
    2. "Eye of the Storm!" (situational depending on if you need a stun-break/stability)
    3. "Aftershock!" (situational depending on if you need projectile-reflect uptime)

    Using Glyph of Elementals in Water Attunement will grant access to Crashing Waves which is a colossal area heal on a short cooldown. If you don’t need the utility of "Rebound!" 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 Dragon's Tooth and Phoenix 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 Sand Squall 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 Zephyr's Boon, Raging Storm, and Fresh Air. This will provide a huge amount of for your group! If you need more break bar damage take Stormsoul instead of Raging Storm.

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

    Armor

    Harrier's icon Superior Rune of the Monk icon
    Harrier's HelmSuperior Rune of the Monk
    Harrier's icon Superior Rune of the Monk icon
    Harrier's ShouldersSuperior Rune of the Monk
    Harrier's icon Superior Rune of the Monk icon
    Harrier's ChestSuperior Rune of the Monk
    Harrier's icon Superior Rune of the Monk icon
    Harrier's GlovesSuperior Rune of the Monk
    Harrier's icon Superior Rune of the Monk icon
    Harrier's LegsSuperior Rune of the Monk
    Harrier's icon Superior Rune of the Monk icon
    Harrier's BootsSuperior Rune of the Monk

    Weapons & Sigils

    Staff icon Superior Sigil of Concentration icon Superior Sigil of Transference icon
    Harrier's StaffSuperior Sigil of ConcentrationSuperior Sigil of Transference

    Trinkets

    Harrier's icon
    Harrier's Backpiece
    Magi's icon
    Magi's Accessory
    Magi's icon
    Magi's Accessory
    Harrier's icon
    Harrier's Amulet
    Magi's icon
    Magi's Ring
    Magi's icon
    Magi's Ring
    Relic icon
    Relic of Karakosa

    Food

    Bowl of Fruit Salad with Mint Garnish icon Bountiful Maintenance Oil icon
    Bowl of Fruit Salad with Mint GarnishBountiful Maintenance Oil

    Infusions

    18 x Healing Infusions icon
    18 x Healing Infusions

    Weapon Skills

    Utility Skills

    copied

    Perma Boons Loop

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

    1. Overload Fire
    2. Water Attunement
    3. Healing Rain Geyser Ice Spike
    4. Overload Water
    5. Air Attunement Windborne Speed
    6. Overload Air
    7. Earth Attunement
    8. Magnetic Aura Transmute Earth if you need
    9. Eruption Fire Attunement Lava Font

    Healing

    Consider Relic of Karakosa provides healing for any Combo Field + Blast.

    1. Water Attunement
    2. Healing Rain
    3. Frozen Ground (for Frost Aura)
    4. Geyser Ice Spike
    5. Just before using Overload Water, cast Ice Spike so you get extra healing duo Combo Field + Blast
    6. Fill with Water Blast anytime you need more healing.

    Conditions Cleanse

    Relic of the Trooper is highly suggested for more cleanses when is needed.

    1. Water Attunement (Cleansing Wave is activated once you swap to this attunement)
    2. Healing Rain "Wash the Pain Away!"
    3. Dodges activate Cleansing Wave duo Evasive Arcana
    4. With Relic of the Trooper every “Shout” skill provides one additional Condition Cleanse.

    Crowd Control

    1. Air Attunement
    2. Static Field Gust
    3. Earth Attunement
    4. Shock Wave
    5. Unsteady Ground 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. "Aftershock!" (if you use this utility) Overload Fire
    2. "Feel the Burn!" Eye of the Storm
    3. Water Attunement
    4. Healing Rain Geyser Ice Spike
    5. Overload Water
    6. Air Attunement Windborne Speed
    7. Overload Air Earth Attunement
    8. Magnetic Aura Transmute Earth if you need
    9. Eruption Fire Attunement Lava Font
    10. Overload Fire
    11. 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 (Magnetic Aura Transmute Earth) in addition to some other utilities such as "Rebound!" to ignore a deathblow attack, and damage reduction skills to provide Frost Aura.

    Build Fundamentals

    Your main loop consists of maintaining 25 stacks of while using two or three Overloads. Overload Fire 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 "Aftershock!", "Eye of the Storm!", and "Feel the Burn!" to immediately provide , , , and some . Additionally, you will provide and due to Invigorating Torrents.

    Maintain and from Water Attunement skills and its Overload. Then, swap to Air Attunement to provide extra and from Windborne Speed and Overload Air. You can also choose Air Attunement first and then swap to Water Attunement.

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

    • "Eye of the Storm!" provides one stack of for 10 seconds (if Boon Duration is 100%).
    • "Aftershock!" provides one stack of for 10 seconds (if Boon Duration is 100%).
    • "Rebound!" provides three stacks of for 10 seconds (if Boon Duration is 100%).

    Unlike "Eye of the Storm!" and "Feel the Burn!", "Aftershock!" 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 Overload Fire, and get the Combo Field + Blast Finisher effect for extra .

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

    Healing Concepts

    • Water Attunement 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:
      • Geyser 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 Relic of Karakosa.
      • Ice Spike can be cast right before you swap to another attunement, while there’s a field on the ground.
      • Frozen Ground provides Frost Aura, 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 Geyser and then Frozen Ground 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 Frost Aura.
    • Relic of Karakosa is a good Relic to provide healing with any Combo Field + Blast Finisher even outside of Water Attunement. Below are a few combos you can do to maximize the healing:
    • "Wash the Pain Away!" is a great healing skill and should be used during other attunements as you will have less healing generation than Water Attunement.
    • Relic of the Trooper 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  Healing Rain can provide a huge amount of cleanse.
    • Overload Water 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 Water Attunement and also Dodging while in this attunement triggers Cleansing Wave for extra Healing and Condition cleanses.

    Crowd Control

    Alternatives

    Skills

    Gear

    • Sigil of Paralyzation is a good option to increase your CC Power. Optimal usage is to use full Harrier’s and replace Superior Sigil of Concentration 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 Superior Sigil of Concentration with Sigil of Paralyzation 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 Superior Sigil of Concentration to reach 100% Boon Duration.
    • A few Relics to consider during some fights:
      • Relic of the Trooper – 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 Monk – for a passive general Healing buff. Relic of Karakosa does its job very well when you proc it, but you may prefer this as an alternative.

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