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Heal Tempest can provide extremely good healing and can revive downed allies from very far away. However, compared to Boon Heal Tempest, it has access to limited boon generation and less overall utility such as crowd control effects. This makes the build an unpopular choice in more advanced groups. Due to the extreme simplification of the class to effectively only one attunement, it’s a good introductory build for players wanting to learn an encounter or learning support roles.
Due to more limited access to boons and less overall utility from weapon skills, this build focuses on strong healing output together with a focus on resurrecting allies from afar. Because of this, you should stay in Water Attunement as much as possible to maintain high healing output. Use Healing Rain to provide permanent Regeneration together with condi cleanse and Geyser to heal and resurrect your allies. Staying in Water Attunement will also ensure high Soothing Mist uptime which is extra strong in this build thanks to Soothing Power. Position yourself slightly behind your squad members so you heal them when auto-attacking the boss with Water Blast.
You can use Ice Spike to blast the ice field from Frozen Ground to share 10% damage reduction with Frost Aura, which will have the same passive effects as your own Frost Aura from dagger skill. You can also apply Frost Aura with "Flash-Freeze!".
Use "Rebound!" to prevent your allies from going into a downstate, if that fails, however, use Glyph of Renewal for a long-range revive on an ally. In Air Attunement, the glyph will teleport reviewed player to your location instead of reviewing to full health (while in Water Attunement), you will need to judge if dropping out of Water Attunement is worth the teleport.
"Aftershock!" is a good instacast reflect, but it will be more often used as Protection source and as blast finisher for extra healing (water field) or damage reduction (ice field) from Frost Aura.