You have access to four different attunements when you are playing Elementalist,
Tempest or
Weaver:
Each attunement gives you a new set of weapon skills with a variety of effects. This effectively gives Elementalist and
Tempest access to 20 weapon skills and gives
Weaver access to 26 weapon skills.
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:
Elementalist can also detonate Auras with certain weapon skills. With the
Heal Tempest build, you will come into contact with two of them:
There are a few traits that affect Auras or grant them:
From the Elementalist class, only
Tempests have access to shouts.
Shouts are a staple constituent of the Heal Tempest build as they grant Auras,
Might and affect 10 people.
You will come in contact with almost all the shouts available to Tempest:
causes all your shouts to apply two stacks of Might and they inflict
Weakness. The
Might and
Weakness are on the intitial tick and do not apply multiple times for channel skills like .
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:
This build aims to provide permanent 25 Might,
Fury,
Regeneration and
Protection. Executing the rotation poorly will drastically affect both your boon output and healing.
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.
Fury is something that people frequently forget about. If you don't have 100% uptime on
Fury, your DPS players will be very unhappy. You need to consider your options on how you can produce
Fury:
You might find yourself in a situation where you're the only source of Might. As with
Fury, it's really important to upkeep it. Your sources are:
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.
applies Frost Aura and
Chills nearby foes.
applies Magnetic Aura. It also inflicts
Cripple and
Immobilize on nearby foes.
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.
causes your Vulnerability to last 33% longer and increase your damage by 10% to enemies inflicted with
Vulnerability.
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 Swiftness and
Fury to allies when you grant an Aura.
grants you + 180 Ferocity whilst under the effects of
Fury. It will also grant you
Fury when you land a critical hit, this comes with a three second internal
Cooldown.
grants you + 150 Ferocity. Whilst you are in you gaint an additional + 150
Ferocity and gain reduced
Recharge on your weapon skills.
instantly Recharges your when you land a critical hit. After this trait is triggered, you will gain + 250
Ferocity for five seconds.
grants Auras based on your Overload attunement.
grants + 120 Concentration and a further + 60
Concentration when over 90% health.
causes all your shouts to apply two stacks of Might and they inflict
Weakness. The
Might and
Weakness are on the intitial tick and do not apply multiple times for channel skills like .
grants you Protection when you use an Overload. Your
Protection is also 20% more effective.
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%.
Whenever you decide that you want to take another trait line, always drop Air before anything else. The
Water trait line is extremely strong and provides a lot of support!
If you need more condition cleanses, you can take the Fire trait line. This gives you access to .
If you see that your squad keeps going into Downstate, you can take the
Arcane trait line. This gives you access to .
Alternate between and to heal through . Your passive healing will sustain through the rest of the phase.
You have significantly less Seeker control options than
Heal Druid, so split this responsibility with your squad. To a small degree, you can contribute with and .
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.
If you aren't getting Aegis for , you can take the
Earth trait line for . This allows you to share
Stability for your subgroup.
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.
Charged Souls pulses
Weakness, so save your condition cleanses for this.
If the Charged Souls are getting close to
Gorseval, you can use , , and for some
Cripple,
Immobilize and
Chill to slow them down.
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.
Remember that can hit around 40 times on Gorseval's hitbox and this will probably down you when the
Breakbar is up. You also should take care when using .
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.
You can pop every so often to apply some Stability. This can be really useful to avoid unfortunate
Knockbacks when the bandit mobs are not being dealt with effectively.
If you see that people are ignoring , you can use to save your squad from Downing.
Depending on how good your squad handles Slublings, this can be condition-heavy fight. In that case you should pick
Fire trait line for extra cleansing power due to .
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.
You should consider taking the first mushroom, especially as your Heal Druid can cover the initial
Might for the squad.
If you want to be really cool, you can take . You can jump inside Slothasor's hitbox during to destroy the projectiles.
On each CC phase you can use , and .
If you need to, you can Stun Break the entire squad with . Keep in mind its
Cooldown with
Alacrity is 32 seconds which means you might not have it off
Cooldown for every
Breakbar with good groups.
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.
You can take the Arcane trait line for . This will help to get up
Downed players very quickly.
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.
On the other hand, Magnetic Aura is enough to reflect back to Matthias, allowing one of the
Condition Mirages to drop .
Make sure to take the Fire trait line. This will help cleansing conditions when
Keep Construct uses .
If you want to meme, you can drop and take . You can drop this during the burn phases to allow one of your DPS classes to use it.
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.
Remember to start the begining of each phase by stacking Might and
Fury.
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.
You can take the Arcane trait line for . This will help to get up
Downed players very quickly.
The first spawns at 7:37 on the timer, always take it. You can sustain yourself permanently with as you have plenty of Dodges due to and high personal
Regeneration.
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.
If you don't have a Boon Thief or
Boon Daredevil, you should play with Dagger / Warhorn.
For less experienced groups use for Jade Knight’s explosion. Also, make sure to keep cleansing the
Slow that they apply.
This fight has extremely low pressure, so we're gonna assume you're solo healing.
If someone in your group is roleplaying Staff Weaver from 2018 or any other class that gets locked in animations frequently, you can grant them
Stability for if you take the
Earth trait line with .
During split phases feel free to help with Pushing Rigom by using .
Immobilize him with , and .
Make sure to use , and on each Breakbar.
If you're scared about triggering with , just swap to Staff.
If you don't trust your Heal Druid to act as a black kiter, you can take . This is the perfect option to block . Make sure to take the
Arcane trait line for the reduced
Cooldown via .
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 .
You can Immobilize and
Cripple Prides with and .
The Breakbars on Saul are extremely small. Don't waste all your CC on the first one!
Sadly, your Pushing capabilities are limited, however
Heal Tempest is a good choice for a secondary healer.
Make sure to take the Fire trait line to offer additional condition cleansing. This will help out massively due to .
If you notice that a Tormented Dead wasn't handled properly, you can use to help prevent
Downstates.
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.
Staff also gives you access to . This can be used to cleanse the Torment after each . Take the
Fire trait line if you need more cleansing from .
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.
Constantly cast to help keep up Swiftness. Kiting without
Swiftness can be very painful.
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.
Your second healer will most likely be Heal Druid. Make sure you start to stack
Might instantly after fight starts, as the
Heal Druid will most likely be placing their Spirits.
As there are some nasty conditions persisting throughout this fight, you should pick the Fire trait line. This will help out massively due to .
You should always try to cleanse Slow and
Chill after
Nikare’s and
Torment after
Kenut’s . Any squad members standing in will also get
Chill applied on them.
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 .
If you kill all three Pyres without , you might be responsible for separating the Greater Magma Elementals from the Lava Elementals. You can use and , then proceed with killing the
Lava Elementals.
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 Hydra, start stacking
Might as soon the fight starts, before the
Hydra spawns. You can precast for its
Breakbar and continue with and .
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 .
If you don't have a Boon Thief or
Boon Daredevil, you should play with Dagger / Warhorn. If this is the case, always use as quickly as possible at the start of each phase to get
Might up!
This is very low pressure fight and most likely you’re the only healer here.
You can use Magnetic Aura to reflect , the
Knockback attack from the Hands.
You should take one of the Pillars so make sure you’re a bit further away from Adina.