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Heal Alacrity Tempest
November 2022

Instanced PvE


Illustrious Masque icon Superior Rune of the Monk icon
Magi's HelmSuperior Rune of the Monk
Illustrious Epaulets icon Superior Rune of the Monk icon
Harrier's ShouldersSuperior Rune of the Monk
Illustrious Doublet icon Superior Rune of the Monk icon
Harrier's ChestSuperior Rune of the Monk
Illustrious Wristguards icon Superior Rune of the Monk icon
Harrier's GlovesSuperior Rune of the Monk
Illustrious Breeches icon Superior Rune of the Monk icon
Harrier's LegsSuperior Rune of the Monk
Illustrious Footwear 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


Quiver of a Thousand Arrows icon
Magi's Backpiece
Black Ice Earring icon
Harrier's Accessory
Asgeir's Talisman icon
Harrier's Accessory
Asgeir's Amulet icon
Harrier's Amulet
Black Ice Band icon
Magi's Ring
Mistborn Band icon
Magi's Ring


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


Healing WvW Infusion icon
18xHealing Infusion

Weapon Skills

Utility Skills


Boon Heal Tempest can provide high amounts of sustained healing to the subgroup in addition to permanent 25 stacks of MightProtection, Regeneration, Vigor Swiftness and Alacrity. It also has access to boon extension thanks to Sand Squall, lots of condition cleanse and other utilities such as projectile reflection and ability to counter one-shot attacks with "Rebound!".

Build Fundamentals

The core gameplay of this build is 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 whatever healing and utility you need at the time.

An example core ability rotation might look like this:

  1. Overload Fire
  2. Heat Sync
  3. Water Attunement
  4. Air Attunement
  5. Earth Attunement
  6. Sand Squall
  7. Overload Earth
  8. Water Attunement
  9. Fire Attunement

While looping through this you’ll want to more or less use "Flash-Freeze!" and "Aftershock!" off cooldown. You can 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 Stability access from "Eye of the Storm!" and Aegis from "Aftershock!". To effectively use the Aegis you’ll need to be aware of what’s coming up in an encounter as you’ll normally be using "Aftershock!" off cooldown to upkeep Protection, so using "Aftershock!" reactively will require you to delay using it.

Using all of those abilities you’ll end up providing permanent Might, Protection, Swiftness, Regeneration, Vigor and Alacrity to your team while also extending all boons on your party by about 10%! If there is even a single source of partial fury in your group you’ll also more or less guarantee 100% Fury uptime.
Note: If somehow there is no source of fury in your party, use the air traitline as described at the bottom of this page for Fury.

You’ll then want to build on this basic loop with whatever abilities that you need depending on the situation.

Important Interactions And Ability Usage

Your main sources of sustained healing are Regeneration and Soothing Mist which together will be healing your group for around 1000 per second! A lot of your other healing is from attuning to water directly, so don’t camp in water for too long, leave and re-enter Water Attunement for maximum value. Soothing Mist will also be applied to your allies immediately after casting Water Attunement, you want to maintain the highest possible uptime of Soothing Mist so always weave in Water Attunement when rotating through other attunements – don’t stay in one for too long!

"Wash the Pain Away!" is a powerful burst heal that also doubles as a condition cleanse. Other sources of raw healing are Water Attunement weapon skills such as Cone of Cold, Tidal Surge and Water GlobeWater Globe is also a water field and this build has many blast finishers that can be used to generate even more healing! An excellent combo with Water Globe is to cast Water Globe into Frozen Burst, then swap to Earth Attunement, cast Sand Squall and then dodge roll 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 your "Rebound!" to counter incoming massive damage that could cause people to go into a downed state, knowledge of the encounter comes in handy here.

Delay Heat Sync after Overload Fire to share Might to allies too far away to get Might from Overload Fire.

Use Overload Water as your emergency heal and condition cleanse, it’s an extremely powerful pulsing and burst heal but keep in mind that after using it, 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 as you may not want to lock yourself out of key healing abilities for an extended period.

Vigor and Latent Stamina

Tempest has an important special interaction with Vigor; Latent Stamina causes applying vigor to also restore 10 endurance (1/5 of a dodge roll) in addition to it’s normal effects. This combined with Invigorating Torrents means all auras will restore endurance and because you’ll be casting "Feel the Burn!", "Flash-Freeze!" and "Aftershock!" more or less off cooldown you’ll be supplying a good amount of extra endurance and extra dodges to yourself and your team over time.

Water Attunement will also apply Vigor to nearby allies too, 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 vigor you can dodge and immediately regain your endurance through vigor applications – essentially allowing you to get a ‘free’ dodge and activate Evasive Arcana at the same time. Doing this will prevent you from ‘wasting’ the endurance gain from Latent Stamina.

Evasive Arcana

Evasive Arcana is an incredible trait and therefore gets it’s own mini section! This trait causes your dodge rolls in each attunement to have a special effect:

Each of these abilities has it’s own separate 10 second internal cooldown so when entering an attunement you are certain to be able to activate them immediately on your next dodge. The two of particular interest are Cleansing Wave which is an excellent burst heal and condition cleanse and Shock Wave which is a 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.

Crowd Control


Utility Skills

You can swap out "Flash-Freeze!" for:

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

  1. "Flash-Freeze!"
  2. "Eye of the Storm!" (situational depending on if you need a stunbreak/stability)
  3. "Aftershock!" (situational depending on if you need 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 to burst healing potential. However, the elemental can be a bit unwieldy to position correctly.


The default gear specified here is a mixture of harrier and magi gear which provides massive healing, boon duration and decent survivability.

An excellent alternative is celestial gear which will make you extremely durable, deal a bit of free damage and also get more value out of powerful condition application such as Immobilize and Vulnerability. However this may also result in you tanking in some encounters (not an issue in strike missions). The good news is that this isn’t a problem as tempest is more than capable of functioning as a tank but if you don’t want to tank then just stick with the harrier setup.


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 which can be used for more healing or more might if required.

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


This build doesn’t apply Fury on it’s own it just copies and extends existing Fury. This is usually covered by other players in your group but if it isn’t then replace arcane with the air traitline and take Zephyr's Boon, Raging Storm and Fresh Air. This will provide a huge amount of fury for your group! If you need more break bar damage take Stormsoul instead of Raging Storm.

If there is a significant amount of Burning or Chilled in an encounter Stop, Drop, and Roll will shut it down hard, causing your dodge rolls to remove Burning and Chilled on a 10 second cooldown.

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