Heal Tempest is a Secondary Support focused on providing Healing, Condition Cleanses, and Auras to allies.
Overloads empower your Attunements, granting powerful effects based on the Attunement in which you Overload.
Heal Tempest generates Might, Vigor, Regeneration and Protection but also can fill in Stability when needed.
Using Blast Finishers in Combo Fields will Cleanse Conditions from allies thanks to , but also largely Heal them due to . It is vital to rotate our Blast Finishers Cooldowns efficiently.
You can also Revive any Downed allies with .
Your main goal is to rotate through your Attunements to Overload at key moments, maintain Aura uptime alongside boons, Condition Cleanses, provide burst Healing and defensive utility to your group when needed.
Heal Tempest usually starts fights in to stack Might for your group through . Enter frequently for Might generation.
is a strong Heal that you should use when theres heavy pressure on your squad for high burst Healing and Condition Cleanse.
Air Attunement brings the very powerful Crowd Control with its high Range and 10 targets cap; Earth Attunement also has access to one with .
Earth Attunement Magnetic Aura transmutation must be used whenever its possible with our different Magnetic Aura sources for extra Stability to our party.
stops you or nearby allies from going into Downstate. This skill is great to support allies that are under the effects of . When ends, it will grant you an Aura depending on your Attunement. grants Stability to allies when used.
is a group Stun Break that grants Superspeed.
Use the following skills to Evade or reposition yourself:
for the Stability on the first tick. Keep in mind that all Overloads are a Stun Break.
for Stability and to prevent yourself and allies from going into Downstate once.