Slot Skills
Healing Skills
- provides a massive triple pulse Heal with a Condition Cleanse on every pulse.
Utility Skills
- for additional Breakbar damage through . On top of that it also gets which provides an insane amount of consistent Healing on top of 180 Healing Power and a 20% buff to outgoing Healing due to and .
- for a 1200 Range medium-sized burst Heal.
- for ranged revives (additional effect based on current attunement).
- for Aegis, Protection, a partywide reflect in Magnetic Aura, an Immobilize and a Blast Finishers.
- for even more Might and a partywide Fire Aura.
- for a partywide Stun Break, Stability, Superspeed and Swiftness.
- for a 900 Range blink.
- for additional Breakbar damage, mobility and Blast Finishers to proc .
- for additional Breakbar damage and a Launch.
- can be used in to spawn elementals that provide a ton of Might.
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 which is very useful when trying to negate specific mechanics. It also provides Stability, but this is rarely used as is a better source for Stability.
- for a big Breakbar damage through its ticking Launch, and . An in-depth guide on how to make use of this skill can be found here.
Weapons
Dagger/Warhorn
Flexible Blast Finishers for Might and Healing with and
Boon extention for every boon with
A lot of auras/transmutations which synergises well with giving it the best Condition Cleansing capabilities
Projectile destruction with
Has the option to slot in to gain incredibly fast Might ramp and pure 600 Radius 25 Might
Low ranged burst Healing
Staff
Built-in ranged Healing with and using Blast Finishers in Water Fields
Ranged Breakbar damage with , and
Built-in ranged Revives through combined with
Built-in Stability with
Additional Regeneration with which synergizes well with
Requires for Might and Fury so it loses a utility skill slot
Forced to use the majority of its Blast Finishers in a Fire Field for Might
Relies on 180 Radius Might from
Sigils
Whilst is a great default option as it provides additional passive Healing, other options can be beneficial:
- amplifies the Breakbar damage of Stuns and Dazes.
- provides Quickness to yourself. Your overloads have long cast times, so ensuring you have Quickness can be a huge quality of life improvement.
- provides boon strips, which can be helpful as Elementalist does not have access to this through its skills or utilities.
- can aid in capping Vulnerability, which can occur when stacking certain builds.
Relics
Just like weapons, different relics can be used to fit your needs:
- turns your Blast Finishers into Healing. This relic is the best Healing-focused relic for any variation of Heal Tempest.
- provides a passive Healing bonus and is the best Healing-focused relic for players without the Secrets of the Obscure expansion.
- adds an (additional) Condition Cleanse to shout skills, most notably , , and .
- adds two additional Condition Cleanse to , but is usually outclasses by .
- provides 200 Breakbar damage when using your elite skill.
Trait Lines
Whilst you always want to have Water Trait Line and Tempest Trait Line as primary trait lines you have a few choices for your secondary trait line:
- Arcane Trait Line for even easier access to Regeneration, Protection and Swiftness on top of more Healing due to free Concentration and .
- Fire Trait Line for a ton of Condition Cleanses due to when combined with , , and aura shouts.
- Earth Trait Line for a lot of Condition Cleanses when Blasting and additional Stability.
- Air Trait Line for more Breakbar damage.
Tempest Trait Line
Wouldn't be a tempest without it
The centrepiece of Heal Tempest, Tempest Trait Line. Not only does it give you access to Alacrity through , it also provides you with powerful skills like , , , , , and .
Additionally and provide your subgroup with Vigor. will even supercharge the Endurance regeneration so your subgroup is able to Dodge more.
As a little cherry on top, provides 240 Concentration, which lets you easily cap Boon Duration whilst still allowing you to run flexible weapon sigils.
Water Trait Line
Contains a lot of healing
The Water Trait Line provides you with a LOT of Healing. Be it through the passive ticks from or , the small burst Heals from or the improved Healing effectiveness of .
We can't stress enough how important it is to dip into to re-apply the 10s buff from . Especially when combined with it is a stronger Regeneration and combined with Regeneration can passively Heal every person in your subgroup for over 1.2k health every second.
Besides healing Water Trait Line also provides some baseline Condition Cleanses through and .
can also be swapped to for additional Condition Cleanses which synergises well with , , and combined with , or any aura shout.
Arcane Trait Line
Generally really good
The Arcane Trait Line is a very good trait line if you don't need the large amount of Condition Cleanses from Fire Trait Line or Earth Trait Line, or the additional Breakbar damage from Air Trait Line.
alone already provides you with a lot of rotational flexibility as you don't need to rely on for Protection, and or for Swiftness. This is especially helpful for Staff as it really wants to sit in for a while, which it can't do if it needs to use both and .
provides more flexibility as it lowers the Cooldown of your overloads and attunements. On top of this, it provides 180 Concentration, which lets you slot in 2x Magi , resulting in more Healing Power.
Additionally can provide additional healing by Dodging in or additional Blast Finishers by Dodging in .
Lastly, will massively increase your Reviving capabilities. If you start Reviving somebody it will spawn a which Heals and Revives allies. Additionally it also causes Staff's to Revive allies which lets you easily Revive at Range without the use of .
Fire Trait Line
The condition cleanse juggernautIt's NOT recommended to run Staff whilst using this trait line as it has no good way of covering the lost Protection from . If you want a Condition Cleanse trait line for Staff you can look into the Earth Trait Line.
Take and as these are the drivers behind the entire Fire Trait Line.
Additionally you should take for an additional Condition Cleanse whenever you use .
Swap in 2x Harrier as you lose Concentration from not having .
The entire Fire Trait Line revolves around . adds a Condition Cleanse to each aura you provide and two Condition Cleanses whenever you detonate a Shocking Aura through . As such, you want to generate and share as many auras as possible.
Traits and skills like , , , , and generate auras on yourself, which are then subsequently shared by in 600 Radius.
For additional Condition Cleanses, you can take , , or as they all provide subgroup-wide auras.
Some Combos can also generate auras. Most notibly using a Leap Finisher such as in a Fire Field, and using a Blast Finisher inside an Ice Field such as . You can find a comprehensive list of aura combos in this Wiki Article.
Earth Trait Line
Wait, a second condition cleanse traitline? And it gives stability?Take and if you're playing with a Staff to make up for the loss of Protection from losing .
Swap in 2x Harrier as you lose Concentration from not having .
Just like Fire Trait Line Earth Trait Line focusses on Condition Cleansing, but unlike Fire Trait Line it does so through the medium of Blast Finishers. Each time you Blast a Combo Field it will trigger which Cleanses two conditions from your subgroup.
Compared to Fire Trait Line this has some disadvantages:
- You might not always have a Combo Field at your disposal, which can prevent you from being able to Condition Cleanse when you want.
- only has 300 Radius Condition Cleanses compared to Fire Trait Line's 600 Radius.
- Earth Trait Line in general has access to fewer total Condition Cleanses than Fire Trait Line.
However Earth Trait Line also has some advantages over Fire Trait Line:
- It can provide Stability whenever you attune to .
- It does not need to use for Protection, which both keeps open for Stability and allows Staff to keep using .
- It will generally make you tankier through traits like , and .
Air Trait Line
Big CC timeYou'll have to use instead of if you want to use Air Trait Line on Staff to make up for the lost Protection from .
Swap in 2x Harrier as you lose Concentration from not having .
The Air Trait Line's only purpose is to enhance the Breakbar damage of your Stuns through . You can see which Stuns you have at your disposal in this Section.
The other traits in this trait line, such as and , will facilitate your Breakbar destroying endeavors. will make sure you always have access to for skills like , , and . Whilst will reduce the Cooldown of these skills.
in combination with , or even can be helpful in providing Fury and Swiftness so you don't ever have to enter unless it is to deal with Breakbars.
Boons
Where do they come from, where do they go? Where do boons come from, Cotton-Eye Joe?Dagger/Warhorn
Staff
Breakbars
Elementalists have CC?can increase the duration of Stuns and Dazes you apply by 30%.
can increase the duration of Stuns you apply by 33% (for more info on the Air Trait Line check out this Section).
Skill | Type | Notes |
---|---|---|
Dagger: | Stun 100 | |
Dagger: in a Lightning Field | Daze 100 | |
Warhorn: | Knockback 150 | |
Warhorn: | Pull 150 | Can only Pull an enemy once even though the in-game tooltip notes multiple impacts |
Staff: | Knockback 150 | |
Staff: | Stun 200 | |
Staff: | Stun 200 | The initial strike of this skill is a Stun |
Daze 200 | ||
Stun 300-400 | Use twice for the additonal Breakbar damage | |
Launch 232 | ||
Stun 200 | ||
in a Lightning Field | Daze 100 | is a Lightning Field |
Knockback 150 | The Knockback is centered around the elemental | |
Stun 150 | Not affected by or | |
+ | Launch 232 + Knockback 150 | Applies Breakbar damage every 3 seconds starting 3 seconds after casting and can hit up to 5 times, but the last tick will not pulse its Knockback |
Launch 332 | Can only Launch an enemy once even though the in-game tooltip notes multiple impacts and has an incorrect in-game tooltip noting it does 232 Breakbar damage | |
Shocking Aura | Stun 100 | The ticking aura damage from raids can proc the Stun |
Daze 200 |
Spirit Vale
Vale Guardian
Skills | Trait Line | Weapon Set |
---|---|---|
Main Phase
Before each (a.k.a. green), top up everyone as it 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 . 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.
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.
Split Phase
In slower groups you might encounter the Blue Guardian receiving the Blue Pylon Power buff. Blue Pylon Power makes the Blue Guardian Invulnerable to Power damage, but you can remove it using , or in combination with .
Gorseval the Multifarious
Skills | Trait Line | Weapon Set |
---|---|---|
Main Phase
Use or to give your subgroup Stability before each . You can recognize this attack by Gorseval lifting its arm into the air.
Before the Breakbar make sure to use in so you have access to . Use , and 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 | Trait Line | Weapon Set |
---|---|---|
Use to block the detonation of Time Bombs when people forget to move out of the stack with them.
Bait every Sapper Bomb by standing west of Sabetha. If you struggle with mobility when throwing Sapper Bombs, feel free to take . This can help you with throwing the Sapper Bombs.
Salvation Pass
Slothasor
Skills | Trait Line | Weapon Set |
---|---|---|
It's highly recommended to run the Earth Trait Line to deal with all the conditions present on this boss. Check out this Section for more information.
Take and to generate more Magnetic Auras as they're quite helpful on this fight.
Use , , and to deal Breakbar damage. Don't forget to give your subgroup Stability by using or attuning to to proc just before each Breakbar gets destroyed.
You can prevent your entire squad from getting hit by (a.k.a. shakes) by jumping in the center of Slothasor's hitbox whilst using .
and Magnetic Auras can greatly reduce the pressure from Slublings. You'll be automatically generating and sharing Magnetic Auras by running the recommended traits, but you can take to further increase the uptime of Magnetic Aura.
Matthias Gabrel
Skills | Trait Line | Weapon Set |
---|---|---|
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.
Be careful when using and as Magnetic Auras can reflect which will give Matthias a damage buff. Feel free to use to destroy any projectiles sent out by .
It's possible to act as a main reflect with or , although not advisable for beginners 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 | Trait Line | Weapon Set |
---|---|---|
Main Phase
Use or to give your subgroup Stability whenever Keep Construct uses .
Use to Cleanse Torment and Confusion from people standing in the pink goo when Keep Construct uses .
Burst Phase
You can use to push the orb into a rift instantly. You can continue pushing with and 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 | Trait Line | Weapon Set |
---|---|---|
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.
Main Phase
Use , , and to deal with Xera's Breakbar. If you think you need more Breakbar damage, feel free to take , , or .
You can use a double Dodge, or even use to soak whilst tanking. Whatever option you choose, don't turn Xera towards the group.
Split Phase
Keep Healing, Condition Cleansing, providing boons, and most importantly don't forget to open your glider.
Bastion of Penitent
Cairn the Indomitable
Skills | Trait Line | Weapon Set |
---|---|---|
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.
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.
Mursaat Overseer
Skills | Trait Line | Weapon Set |
---|---|---|
It's recommended to run the Arcane Trait Line with and to deal with conditions applied by .
Swap to , use , , , and Dodge in to Condition Cleanse.
Use to prevent your subgroup from entering downstate due to them failing to Dodge . If people still Down you can use in combination with to get them up quickly.
Samarog
Skills | Trait Line | Weapon Set |
---|---|---|
It's recommended to run the Air Trait Line and as this is a very Breakbar-oriented fight. Check out this Section for more information about the Air Trait Line. Don't forget to use instead of !
Take and as they'll assist you with Swiftness, Regeneration, Vigor and indirectly Breakbar damage.
Main Phase
Get ready to break some Breakbars using , and . You should have which will always allow you to enter when needed.
Use for another big burst of Breakbar damage.
You can learn how to use for even more Breakbar damage here. If you're not comfortable using it you can swap it out for as the flip skill is a Knockback.
Split Phase
You can use and/or to push Rigom under Samarog after which you can keep him there using , and .
When Guldhem uses , use to prevent your subgroup from getting Stunned. You'll recognize this attack by Guldhem raising his sword into the air and a big red AoE appearing on the ground.
Deimos
Skills | Trait Line | Weapon Set |
---|---|---|
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 | Trait Line | Weapon Set |
---|---|---|
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.
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 | Trait Line | Weapon Set |
---|---|---|
If people try to wipe the group with , you can use to prevent them from doing so.
has multiple uses. It can help people break faster, free people who get Feared by and help with kiting.
Tanking
You should do the third green when tanking as it lines up nicely with positioning Dhuum.
Make sure to be as close to the center of Dhuum's hitbox, so your group is in range for Alacrity.
Take and use it right before to provide Might as your party won't be in range of your .
Kiting
Use if you're kiting.
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.
Soul Split Phase
Enter just before , so you can Condition Cleanse and Heal your group using afterwards.
If you see a Reaper with low health, this is the time to Heal them.
If you're kiting try to stack up as much Alacrity on your subgroup as you can by using and as your next green will appear right after this phase.
Towards the end of , you can use to prevent people from getting sucked into . This is also when you can resume giving boons starting with to provide Might and Alacrity.
10% Phase
Make sure to provide your group with Protection, Regeneration and Swiftness/Superspeed before everyone runs to their buttons.
By using you can even do two buttons if necessary.
Mythwright Gambit
Conjured Amalgamate
Skills | Trait Line | Weapon Set |
---|---|---|
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 | Trait Line | Weapon Set |
---|---|---|
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.
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 | Trait Line | Weapon Set |
---|---|---|
It's recommended to run the Arcane Trait Line with and to deal with conditions present in the main phase.
Main Phase
can be used to prevent downstates from and .
Use , and to Cleanse all conditions from Qadim's attacks.
You can use or to provide Stability to prevent people from getting Knocked back by .
If your group needs help dealing with the Greater Magma Elemental, you can use to Push it away from the Lava Elementals.
Hydra Phase
When tanking, make sure to stand as close to the center of the hitbox as you can to ensure your group is in range for boons. This is mainly for Alacrity and Protection as they only have a 360 and 300 Radius respectively.
Use , and to deal with the Breakbar. Feel free to take if your group needs more Breakbar damage.
Destroyer Phase
Just like with the Hydra, make sure to stand as close to the center of the hitbox as you can when tanking to ensure your group is in range for boons and use , and to deal with the Breakbar. Feel free to take if your group needs more Breakbar damage.
Be ready to Heal as the Destroyers deal quite some damage.
Feel free to provide Stability using or to prevent people from getting Knocked back by and .
Wyverns Phase
Another creature where you should make sure to stand as close to the center of the hitbox as you can to ensure your group is in range for boons and use , and to deal with the Breakbar. Feel free to take if your group needs more Breakbar damage.
Be sure to dodge when tanking. If you get hit by the first hit of use or any overload to Stun Break yourself and Dodge the second hit.
Key of Ahdashim
Cardinal Adina
Skills | Trait Line | Weapon Set |
---|---|---|
Feel free to use to negate the Knockback from whilst tanking.
During the split phase you can use , and / in combination with to prevent your subgroup from ever getting Knocked back by .
Cardinal Sabir
Skills | Trait Line | Weapon Set |
---|---|---|
can be used to negate some of the projectiles from Wisps.
If people get hit by , you can use in combination with to get them up quickly.
Use , and to deal with the Breakbars on both Cardinal Sabir and Wisps. If you're looking for more Breakbars damage, 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 | Trait Line | Weapon Set |
---|---|---|
You can use or to prevent your subgroup from getting Knocked back by .
If you're struggeling to upkeep Might on your subgroup feel free to take .
Keep an eye out for your kiters so you can provide Condition Cleanses and Healing through , and 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 right on top of them. They will get hit by both the Stun from the initial strike and the Stun from the edges of as they walk through it. Alternatively, you can use and in combination with for a more beginner-friendly approach.
If you're struggling with mobility, feel free to take .
Mount Balrior
Greer, the Blightbringer
Skills | Trait Line | Weapon Set |
---|---|---|
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.
Soon™
Decima, the Stormsinger
Skills | Trait Line | Weapon Set |
---|---|---|
Soon™
Ura
Skills | Trait Line | Weapon Set |
---|---|---|
It's recommended to run the Air Trait Line and as this is a very Breakbar-oriented fight. Check out this Section for more information about the Air Trait Line.
Soon™