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Heal Alacrity Tempest Staff

Published Aug 29, 2024 Updated Jun 26, 2024
Raids - Janthir Wilds
Dánmander meta team
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Pros +
Fluid rotation Strong bursts Plenty of utility
Cons -
High learning curve High mastery curve Fast paced rotation Requires accurate positioning
Attributes
Power 1690
Toughness 1440
Vitality 1170
Precision 1170
Critical Chance 13.1%
Ferocity 0
Critical Damage 150%
Condition Damage 0
Healing Power 1532
Expertise 0
Condition Duration 0%
Concentration 1280
Boon Duration 100%
Item Stat

Harrier'sHelm

Harrier'sShoulders

Harrier'sCoat

Harrier'sGloves

Harrier'sLeggings

Harrier'sBoots

Item Stat

Giver'sBackpiece

Giver'sAccessory

Giver'sAccessory

Giver'sAmulet

Magi'sRing

Magi'sRing

Relic

Primary Weapon Set

Harrier's StaffMain Hand

Other Items

Infusionx18

Food

Utility

This build relies on 180 Radius Might from . As such we strongly advise using the Dagger/Warhorn variant on moving bosses, whilst tanking or when the party has to spread out a lot.

Alternate between and for Might, Alacrity, Regeneration, Vigor and a good chunk of Protection.

Inbetween overloads you want to dip into and use to upkeep Swiftness.

Cast off Cooldown and use and to Blast and for Might and Fury. Since Blasting requires you to go into , you'll simultaneously be providing most of your Protection due to .

Rotation

  1. Do whatever you want for up to 10 seconds. If you realize you were slowed down or want to stack up a margin on your boons, spend less time here.

  • Regeneration provided by , , and entering due to .

  • which is strengthened by and can be provided by entering . This effect is applied every 3s whilst in and lingers for 10 seconds.

  • Staff: will provide some Healing around your target whilst you're chilling in .

  • , the heal will happen around yourself and does not have a cast time which means you can cast it during any other skill without interrupting them.

  • Entering due to .

  • Dodging in due to which can be combined with the previous point as only checks your attunement at the end of the dodge. This allows you to swap to during the Dodge to proc both and .

  • Using Blasts to proc Area Healing or with one of the following skills

    • Staff:
    • Staff:
    • Staff:
    • Dodging in due to

You'll mostly be using the following Defiance Damage skills. For a full list of available Defiance Damage skills check the Gameplay Guide.

Skill Defiance Damage Source
150 Staff
200 Staff
200 Staff
200 Utility
300-400 Utility
150 Utility

will increase the duration of Stuns and Dazes you apply. will increase the duration of Stuns you apply (for more info on the Air Trait Line check out the Gameplay Guide).

Here are the most common utility skills you'll be using. For a full list of viable utilty skills check the Gameplay Guide.

  • for Aegis.
  • for Stability.
  • for a 1200 Range burst Heal.
  • for ranged revives.
  • for additional Breakbar damage.

Arcane Trait Line can be swapped out for Earth Trait Line or Air Trait Line. For an overview of their advantages and how to use them, check the Gameplay Guide.

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