Build Difficulty: ● ● ● ○ ○
优点
- Fluid rotation
- Strong bursts
- Plenty of utility
- Easy to learn
缺点
- High mastery curve
- Fast paced rotation
[&DQYaGxEpMD/HEnQAdhIAAHQSAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAADWQAvAGcAAA==]Build Difficulty: ● ● ● ○ ○






"风暴护体!" can be replaced if you are confident playing without this Stun Break :
流水纹章 for an extra Heal and Condition Removal spike.| Air Attunement | Default Keybind |
|---|---|
F3 | |
2 | |
3 | |
4 | |
5 |
| Earth Attunement | Default Keybind |
|---|---|
F4 | |
2 | |
| → | 3 → 3 |
4 | |
5 |
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
金刚石肤, but also largely Heal them due to
卡拉科萨古物. It is vital to rotate our Blast Finishers Cooldowns efficiently.
You can also Revive any Downed allies with
复元雕文.
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
火焰协调 to stack Might for your group through
火焰过载. Enter
火焰协调 frequently for Might generation.
"抚慰伤痛!" 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
静电力场 with its high Range and 10 targets cap; Earth Attunement also has access to one with
大地动荡.
Earth Attunement Magnetic Aura transmutation
磁力光环 →
逆向转化大地 must be used whenever its possible with our different Magnetic Aura sources for extra Stability to our party.
"五行归元!" stops you or nearby allies from going into Downstate. This skill is great to support allies that are under the effects of
生命幻象. When
"五行归元!" ends, it will grant you an Aura depending on your Attunement.
"五行归元!" grants Stability to allies when used.
A big part of your Healing comes from
卡拉科萨古物 which Heals when performing a Blast Finisher in a Combo Field. Water Attunement will greatly help us aswell with to get massive huge Heal bursts.
| Source | Notes | Usage |
|---|---|---|
| Heals when performing a Blast Finisher in a Combo Field | Use one of , or to activate it. Rotate their Cooldowns and aim your Blast Finishers where the squad needs the most help. | |
| Massively Heals burst around you. | Keep this Cooldown to instantly resustain after high incoming pressure. Preferably keep this skill for when you aren't in Water Attunement, since you won't have many Healing sources. | |
| Pulses Heal around you for the whole duration of the cast. Finishing the cast grants a larger Heal | Always try to fully cast this skill and avoid getting interrupted by a Crowd Control. | |
| Pulses Heal at the aimed area in a 240 Radius. | Try to properly aim this skill to reach allies that need help. Mind using your Blast finishers in this Water Combo Field if you are able to. | |
| Heals allies you grant Auras to. | Keep using your different Auras. , and greatly help you outside of Staff. | |
| Regeneration | Mostly comes from and . | Keep reapplying this boon to as many allies as possible. |
A big part of your Condition Cleanse comes from when performing a Blast Finisher in a Combo Field, but we still have various sources to deal with heavy pressure :
| Source | Notes | Usage |
|---|---|---|
| Removes Condition when performing a Blast Finisher in a Combo Field | Use one of , or to activate it. Rotate their Cooldowns and aim your Blast Finishers where the squad needs the most help. | |
| Massively Removes Conditions around you. | Keep this Cooldown to instantly cleanse allies after high incoming pressure. Preferably keep this skill for when you aren't in Water Attunement, since you won't have many Condition Cleanse sources. | |
| Pulses Condition Cleanse around you for the whole duration of the cast. | Always try to fully cast this skill and avoid getting interrupted by a Crowd Control. | |
| Pulses Condition Cleanse 3 times, with a 3 seconds interval. First pulse happens instantly. | This is our main Water Attunement Cooldown, so we will use it carefully and usually match it with enemy big Cooldowns, especially if they are playing compositions based on conditions. | |
| Removes 1 condition when entering Water Attunement. | This furthermore improves our burst of support when entering Water Attunement, and instantly helps allies while we cast other important Cooldowns. |
can be used to Revive your Downed allies. The skill changes depending on what Attunement you in.
provides :
provides :
provides :
provides :
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.
| Skill | Defiance Damage | Source |
|---|---|---|
| 400 Range | Staff: | |
| 2 Seconds | Staff: | |
| 50 Range | Staff: |