Bowl of Fruit Salad with Mint Garnish Bountiful Maintenance Oil
Boon Heal Tempest can provide high amounts of sustained healing to the subgroup in addition to permanent 25 stacks of Might, Protection, Regeneration, VigorSwiftness 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!".
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!
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.
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.
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.
"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.