You can swap between your attunements every 1.5 seconds and you can do this whilst casting a skill. Your previous attunement will go on a 10 second Cooldown. This is further decreased as attunement Cooldown is affected by Alacrity.
When you have the trait equipped, your will get fully Recharged when you land a critical hit.
Overloads are a unique mechanic to Tempests.
Each Overload skill is available after six seconds once you attune to a new attunement.
There are four different Overloads available:
There are a few traits that affect Overloads:
Auras are irremovable buffs that Elementalists can provide through weapon skills, utilities and traits.
These buffs can be offensive and defensive:
There are a few traits that affect Auras or grant them:
You will come in contact with almost all the shouts available to Tempest:
Don't assume that Heal Tempest needs to camp or in order to heal. You can't grant boons camping and if you , you can't return to for 20 seconds.
You have many sources of healing outside of and we will discuss these below:
Bounce between for Might and to trigger . You almost never or you lock yourself out of healing for a long time. will grant five allies Static Charge, boosting their DPS.
As Heal Tempest, it's your responsibility to know which boons you need to cover and which traitlines will be most beneficial on a given encounter with your team composition. Try to be pro-active and communicate with your squad.
You can provide Regeneration with , and .
You can provide Protection with and .
You can provide Vigor with .
Always pre-cast at the start of split phases and once you have returned to the boss. Not only is this to get in some extra damage but it also applies Vulnerability.
You don't have any skills that root you or lock you into melee. This can make moving around bosses and responding to mechanics very easy. The only issue is that you cannot Dodge during .
and are extremely useful for maintaining your squad at full health.
makes this rotation very forgiving and allows you to reset your rotation very easily. This makes it very fluid at encounters with multiple phases.
is an extremely strong heal that pulses three times and it cleanses one condition on the final pulse.
apples Fire Aura and inflicts damage.
allows your squad to ignore a lethal blow if taken within five seconds. If naturally expires, without triggering, it will grant an Aura based on your current attunement.
ticks heals every three seconds to your subgroup.
heals your subgroup with a burst heal when you swap to .
cleanses one condition from your subgroup when you swap to .
increases your outgoing healing by 10%. This applies to and .
causes Auras that you grant to yourself, to also be granted to your subgroup.
grants Auras based on your Overload attunement.
heals allies when you apply them with an Aura. It also provides allies with Frost Aura when you are struck when your health is below 75%.
If you need more condition cleanses, you can take the Fire trait line. This gives you access to .
Alternate between and to heal through . Your passive healing will sustain through the rest of the phase.
At the start of 66% and 33% phase, the first damage will come at similar time as Vale Guardian's . is great option to deal with this damage spike.
Your and stack Vulnerability really fast and it might be helpful to use during the split phases.
Make sure you don't waste your and at the end of split phases. Use them at the start of the main phase, when your squad is grouped up, to immediately stack Might.
Remember to keep up with your rotation during the split phases. Your and stack Vulnerability really fast and you might want to use it if you don’t have other sources.
If, due to whatever reason, your squad is doing slow CC, make sure to continue cleansing the Vulnerability that gets applied after each ring explodes.
If your DPS players try to suicide during , you can freely use as most likely you'll have it back for the next phase.
On each CC phase you can use , and .
You take Staff as in most cases you will be kiting . If this isn't the case, then swap back to Dagger / Warhorn.
Save your big heals, and , for the split phases. This is typically when you have a lot of incoming damage.
If you see that people are ignoring , you can use to save your squad from Downing.
Remember that will cause to remove two conditions.
Taking , in the Water trait line, can also be extremely useful!
You can time your for when you see incoming projectiles. Keep in mind that this won't work for Evolved Slublings.
If you want to be really cool, you can take . You can jump inside Slothasor's hitbox during to destroy the projectiles.
If you don't have a Boon Thief or Boon Daredevil, take the Fire trait line to provide more condition cleanses through . Remember that will cleanse two conditions. You can also take from the Water trait line.
Be super cautious when using and as those will apply Magnetic Aura, making it possible to reflect back to Matthias. If you don't trust yourself and have a good Protection source, you can get instead for more CC or to range heal people doing mechanics.
Definitely take the Fire trait line here. will help immensely to reduce group pressure by the increased condition cleanse.
You can use to avoid the one-shot from the buttons when doing the pre-event.
Save big heals, like , for when you see lots of mobs approaching your squad.
Cairn is a high-pressure encounter which favours ranged healing options, as such, you should play staff here.
reflects projectiles so you will need to swap it out. Good alternatives are either for greater mobility, or for an additional ranged burst heal.
In terms of positioning, you can try to bait onto yourself by standing the furthest away, however, make sure to stand close enough to the squad so that all your shout abilities still affect them.
Use , and well.
This fight has extremely low pressure, so we're gonna assume you're solo healing.
Make sure to use , and on each Breakbar.
If you're scared about triggering with , just swap to Staff.
You can save your entire squad from by using .
Save your big heals for when Unnatural Signet is up. You need to ensure that your entire squad benefits from their .
The Breakbars on Saul are extremely small. Don't waste all your CC on the first one!
Make sure to take the Fire trait line to offer additional condition cleansing. This will help out massively due to .
For big attacks, like and , save your and . Make sure everyone is healed up before these attacks hit.
The reason for taking Staff is to allow you to easily kite the Messengers. This gives you plenty of ranged options to easy tag them and get their aggro.
Use your shouts straight after the to stack up some Might.
Use to easily move around the arena. This can be used to quickly escape from Messengers or when you need to explode a bomb.
You can use to negate the damage from a bomb, if someone explodes close to the group.
At the 10% phase, remember to stack up some Protection with
This fight has really low pressure and there is no ticking passive damage aura, making it hard for a Heal Druid to generate . If you play Heal Tempest here, you might consider being the only healer as otherwise you will make it impossible for a Heal Druid to be useful.
You can break multiple Shields with and if you position yourself correctly. Soft CC from and can help as well.
If your group has issues with add management and Warriors spawn, you can grant to your group, making it CC itself by attacking.
You will probably be responsible for collecting Shields, so keep that in mind. can save the day if you mess up the Shields, it can save you from .
Be careful when using , this can easily kill you if the Shields aren't broken.
Heal Tempest is almost capable enough to replace a Heal Druid at Twin Largos. You can provide all necessary boons and surprisingly a lot of Vulnerability using and . Dagger auto attack in also can help top it up.
As there are some nasty conditions persisting throughout this fight, you should pick the Fire trait line. This will help out massively due to .
Nikare usually uses after . If you see someone gets caught in it, feel free to in advance as one dash can be enough to kill squishy DPS.
Another good reason to is someone getting knocked by into on Kenut’s side.
If you’re on Kenut’s side, you will need to kite . Consider getting a Scepter to have more range but please don't AFK on the edge of the arena as you often need to be in range to heal and grant boons.
If your group is using , make sure to be careful when using , , and . Slowing down or displacing one of the Greater Magma Elementals will screw up Pulls like .
Shortly after killing the Pyres and returning to the middle, Qadim will do into . It might not be bad idea to use , if your group isn’t that experienced.
At the Destroyer, you will probably be stacking inside its hitbox to allow the adds to come closer. Your can help with CCing them. Once the adds are dead, make sure to focus on healing as this is actually a somewhat pressure heavy moment.
At the Wyverns, you will probably be staying with the Patriarch so you can help with its Breakbar. Use your , and . In less experienced groups, players might not be familiar with where you should stand, especially when Zommoros takes the Patriarch's aggro. Feel free to cast if you see people will get hit by or .
Keep in mind you can use to avoid the one-shot from .
If your group is skipping killing the Wisps, you will want to take the Fire trait line to cleanse the frequently occurring Immobilize. Magnetic Aura also works nicely to reflect the Wisp’s projectiles.
Keep up your rotation during the split phase. Having good boons will speed up this process.
Break the Wisps as fast as possible, they will die extremely quickly once broken.
Make sure to use , and on each Breakbar. Just before it’s broken, heal up everyone as they will take damage afterwards from .
This is very low pressure fight and most likely you’re the only healer here.
You should take one of the Pillars so make sure you’re a bit further away from Adina.