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Heal Alacrity Tempest Gameplay Guide

Published Aug 10, 2022 Updated Feb 6, 2023
Authored by Dánmander

A general overview of essential utilities, traits, mechanics and how to deal with them per encounter for Heal Alacrity Tempest. You'll notice a lot of open utility slots for encounters that can be filled in as you see fit. If you're unsure, take , or as these are generally good filler skills.

Utility Skills

Healing Skill:

  • provides a massive triple pulse heal with a condition cleanse on the final pulse.

Utility Skills:

  • to get access to which provides an insane amount of consistent healing on top of 180 Healing Power and a 20% buff to outgoing healing due to .
  • for a medium-sized burst heal.
  • for ranged revives (additional effect based on current attunement).
  • for Aegis, Protection, a partywide reflect in Magnetic Aura and an Immobilize.
  • for Regeneration, a partywide Frost Aura and a Chill.
  • for even more Might and a partywide Fire Aura.
  • for a partywide Stun Break, Stability, Superspeed and Swiftness.
  • for a 900 Range blink.
  • to get access to for pushing.
  • can be used in to spawn elementals that provide a ton of Might to help out the other subgroup with their uptime.
  • for a instant cast block (useful for preventing your overloads from getting interrupted on Deimos and Gorseval).
  • to block for your entire group on Slothasor.

Elite Skills:

  • can be used in to get access to which is a massive burst heal that won't interrupt any of your casts. The healing will be centered around the Elementalist even though the animation shows around the elemental.
  • to prevent your subgroup from entering downstate.

Traits & Variations

Whilst you always want to have Water and Tempest as primary trait lines you have a few choices for your secondary trait line:

  • Arcane for even easier access to Regeneration, Protection and Swiftness on top of more healing due to free Concentration and .
  • Fire for a ton of condition cleanses due to when combined with , , and aura shouts.
  • Air for an easier distribution of Fury and Swiftness.

Traits in the Tempest Trait Line

  • provides Vigor to your party when attuning to .
  • provides up to 240 Concentration.
  • adds Regeneration and Vigor to each aura you provide.
  • provides self Protection and makes Protection on you stronger.
  • provides Alacrity to your party when you finish an overload.

Variations

  • generates an aura whenever you finish an overload. Only really useful in combination with and .
  • provides self Stability when overloading which can guaranty the activation of .

Traits in the Water Trait Line

  • applies a 10s buff to your party when attuned to . This buff heals allies each second.
  • lets you do more damage and improves the duration of Vulnerability you apply.
  • heals your party when attuning to .
  • removed a condition from each of your party members when attuning to .
  • improves the effectiveness of healing to others and reduces the Cooldown of water skills.
  • Doubles the healing effectiveness of .

Variations

  • for an extra Chill and Burning specific condition cleanse on Dodge.
  • reduces the Cooldown of cantrips such as .
  • for condition cleanses whenever you apply Regeneration to somebody.
  • to share any aura you generate on yourself to 5 other players. Only really useful in combination with and .

Traits in the Arcane Trait Line

  • provides Might, Regeneration, Swiftness or Protection when you swap attunements (the boon is based on what attunement you swap to).
  • spawns a when you start resurrecting somebody which heals/revives squad members.
  • provides 180 Concentration and lowers the Cooldown of your overloads and attunements.
  • casts a skill based on your current attunement when you Dodge. In this will cast which heals and cleanses your party.

Traits in the Fire Trait Line

When running this trait line it's recommended to also run as this will enable good use of , and . It's also recommended to take as this will make up for the lost Protection from not having . Swap in 2x Harrier as you lose Concentration from not having .

Note: never use as this will unnecessarily remove Might from yourself.

  • automatically cleanses three conditions from your party when three or more conditions are present on you.
  • generated a Fire Aura for yourself when you attune to or start casting .
  • adds a condition cleanse to each aura you provide and cleanses two conditions whenever you detonate an aura via .
  • increases the duration of your fire fields created by weapon skills and adds damage.

Traits in the Air Trait Line

When running this trait line it's recommended to take as this will make up for the lost Protection from not having . Swap in 2x Harrier as you lose Concentration from not having .

  • adds Fury and Swiftness to each aura you provide.
  • provides partywide Fury when you crit.
  • does damage.

Variations

  • to lower the Cooldown of glyphs such as , and .
  • for more Breakbar damage on , , and .
  • to always be able to swap to for CC with .

Spirit Vale

Vale Guardian

Skills Weaponset

Seekers

When side-tanking, use and to slow down the Seekers. Space them out so that their conditions don't overlap. This will ensure the Seekers never reach the squad.

Distributed Magic

Before each green, top up everyone as will do damage equal to ~90% of your squad's maximum health. For this purpose, you can dip into or use .

Use to heal up your group after each green. Due to its low Cooldown you can use it every time. However, if the elemental dies, you'll have to alternate between and until you can summon it again.

Gorseval the Multifarious

Skills Weaponset

Main Phase

Use to give your subgroup Stability before each .

Breakbar Phase

Before the Breakbar make sure to use in so you have access to . Use , , and to deal Breakbar damage and , and to heal the group.

Split Phase

Keep your rotation up during the splits so your subgroup doesn't lose boons.

You can use and to Immobilize the Charged Soul when they come close to Gorseval. Stand in between 2 Charged Souls when using , so you can hit both of them.

Sabetha the Saboteur

Skills Weaponset

General Tips

You are able to sync your overloads to Sabetha's . Whenever she starts the animation, you can start your or and walk towards the group.

You should be able to bait every Sapper Bomb. Do this by standing to the west of Sabetha when the bandits spawn. Make sure you are still the furthest from Sabetha to kite .

If you struggle with mobility, feel free to take . This can help you with placing overloads on the stack and throwing the Sapper Bombs.

Split Phase

Whenever Sabetha isn't on the platform, you can stack up excess Alacrity by doing three overloads in quick succession to give you some breathing room whilst kiting.

Salvation Pass

Slothasor

Skills Weaponset

Traits

It's highly recommended to run the Fire Trait Line to deal with all the conditions present on this boss. Check out this Section for more information.

General Tips

If you're feeling fancy, you can use and to block for your entire squad by jumping in the middle of Slothasor's hitbox whilst in .

Breakbar Phase

Use , , and to deal Breakbar damage. Don't forget to use to give your subgroup Stability after each Breakbar has been destroyed.

Matthias Gabrel

Skills Weaponset

Traits

It's highly recommended to run the Fire Trait Line to deal with all the conditions present on this boss. Check out this Section for more information.

General Tips

Be careful when using and as these can reflect which will give Matthias a damage buff. If you want to be extra safe only use whilst Matthias is channeling .

It's possible to act as a main reflect with or , although not advisable given the precise execution needed to succeed. When reflecting, make sure to body block whilst having a Magnetic Aura on you. This effectively means entering Matthias's arena first so he targets you with , hugging him so nobody can block and using either or .

Stronghold of the Faithful

Keep Construct

Skills Weaponset

Main Phase

Use to give your subgroup Stability whenever Keep Construct uses .

Burst Phase

You can use to push the orb into a rift instantly. You can continue pushing with to make sure you have access to when Keep Construct becomes targetable.

Orb Catching Phase

Sit in whilst catching orbs to keep everyone topped up. Swap to at the end of the phase so you're able to provide Might with when Keep Construct becomes targetable.

If your group lets through too many orbs, you can use to prevent your subgroup from dying to .

Xera

Skills Weaponset

Traits

It's highly recommended to run the Fire Trait Line to deal with all the conditions present on this boss. Check out this Section for more information.

Bastion of Penitent

Cairn the Indomitable

Skills Weaponset

General Tips

Use to give your subgroup Stability whenever Cairn uses .

Try ending your overloads in the middle of the arena to ensure that everyone in the inner circle is within Range of your Alacrity.

Reflects

Magnetic Aura can reflect Cairn's when positioned outside of the inner circle. Because of this, ensure you're inside the inner circle when using . Avoid using in general, as your party members will receive a Magnetic Aura and might not know of this interaction.

Mursaat Overseer

Skills Weaponset

General Tips

Use to prevent your subgroup from entering downstate due to them failing to Dodge .

Samarog

Skills Weaponset

Main Phase

Refrain from using , , and to keep them available for the Breakbar phase. If you're stuggling with Breakbar feel free to take as this gives you access to 400 Breakbar damage in . If you need even more CC take Air Trait Line with . Check out this Section for more information about the Air Trait Line.

You can take if people keep getting hit by .

Split Phase

You can use to push Rigom after which you can Immobilize him using , and .

Deimos

Skills Weaponset

General Tips

can be useful to block , whilst both and can prevent your subgroup from dying to .

You can use and if you'd like to support your handkiter.

Keep an eye on Saul, as you might have to heal him if he takes too much damage from Prides.

Hall of Chains

Soulless Horror

Skills Weaponset

Traits

It's highly recommended to run the Fire Trait Line to deal with all the conditions present on this boss. Check out this Section for more information.

General Tips

It's recommended to tank on Heal Alacrity Tempest as you're unable to fill the role of Pushing the Tormented Dead.

You can use to block for your subgroup.

Feel free to get more Toughness by equipping Giver's or Minstrel's equipment as Soulless Horror can do quite some damage.

Dhuum

Skills Weaponset

Kiting Tips

You can easily tag Messenger using , , or . Don't forget to give yourself Swiftness by using , or by swapping to due to .

Use to get to your greens after stacking up boons on your group.

You should be taking the second green but not on the first rotation. Ask someone to back you up for the first green so you can continue to kite the Messenger.

Main Phase

When tanking, make sure to be as close to the centre of Dhuum's hitbox, so your group is in range for Alacrity. Take to provide Might whilst tanking as your party won't be in range of your

If people try to wipe the group with , you can use to prevent them from doing so.

has multiple uses in this phase. It can help people break faster and free people who get Feared by .

If you see a Reaper with low health, feel free to heal them from range using .

Soul Split Phase

Enter just before , so you cleanse and heal your group using afterwards.

Towards the end of , you can use to prevent people from getting sucked into . This is also when you can start precasting to provide Might and Alacrity, as you'll have your green right after.

10% Phase

Make sure to provide your group with Protection, Regeneration and Swiftness/Superspeed before everyone runs to their buttons.

Mythwright Gambit

Conjured Amalgamate

Skills Weaponset

General Tips

You can use to prevent a wipe if Conjured Amalgamate ever uses when your group doesn't have Conjured Protection. This is most applicable when your group does not make the 25% DPS check and has to prematurely use Conjured Protection.

Arm Phase

Alternate between and to prevent your subgroup from getting Knockdown down by .

Use and to CC the Conjured Shields.

Burst Phase

You can precast overloads whilst catching Conjured Protection or Conjured Slash, so the overload ends on the stack to not lose out on boon uptime. To achieve this, start casting when you're about 3/4ths of a slice away from the group.

Twin Largos

Skills Weaponset

Traits

It's highly recommended to run the Fire Trait Line to deal with all the conditions present on this boss. Check out this Section for more information.

General Tips

Save for the last platform, as this is where damage really picks up due to .

Magnetic Auras from , and can be used to block any outgoing bolts from . Doing so can highly reduce the potential damage your group takes.

Nikare

You can use to break people out of so they can dodge . Equally, can be used to block some of the damage from .

Kenut

You can use to prevent people from getting Knocked back by .

Qadim

Skills Weaponset

Traits

It's recommended to run the Arcane Trait Line with , , and some aura shouts to deal with conditions present in the main phase. We don't recommend Fire Trait Line as provides too much value for pug groups.

General Tips

When tanking Hydra or Apocalypse Bringer, make sure to stand as close to the centre of the hitbox as you can to ensure your group is in range for boons. This is mainly for alacrity as it only has a 360 Radius.

Main Phase

can be used to prevent downstates from and .

You can use to provide Stability to prevent people from getting Knocked back.

If your group needs help dealing with the Greater Magma Elemental, you can use to Push it away from the Lava Elementals.

Hydra Phase

Use , and to deal with the Breakbar. Feel free to take if your group needs more CC.

Destroyer Phase

Just like with the Hydra, use , and to deal with the Breakbar.

Be ready to heal as the Destroyers deal quite some damage.

Feel free to provide Stability using to prevent people from getting Knocked back by and .

Wyverns Phase

Another creature where you can use , and to deal with the Breakbar.

Key of Ahdashim

Cardinal Adina

Skills Weaponset

Main Phase

Feel free to take or to negate the Knockback from whilst tanking.

Split Phase

You can use , and / in combination with to prevent your subgroup from ever getting Knocked back by .

Cardinal Sabir

Skills Weaponset

Show Cardinal Sabir who the better Tempest is. 💪

Main Phase

can be used to prevent downstates from people failing to evade , whilst can be used to negate some of the projectiles from Wisps.

Breakbar Phase

Use , and to CC. If you're looking for more CC, feel free to take and Air Trait Line with . Check out this Section for more information about the Air Trait Line.

Qadim the Peerless

Skills Weaponset

General Tips

You can use as to prevent your subgroup from getting Knocked back by .

Keep an eye out for your kiters and tank so you can provide cleanses and healing when they need it. If you feel they need extra support, feel free to take and/or .

Anomalies

Anomalies only have 400 Breakbar so you can use 2x to instantly CC them. , , and soft CCs can be used as backup CC when needed. If you're struggling with CC, feel free to take the Air Trait Line with . Check out this Section for more information about the Air Trait Line.

If you're struggling with mobility, feel free to take .

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