暴风使 Tempest - Boon Support Healer

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此配装转载自 https://metabattle.com/wiki/Build:Tempest_-_Boon_Support_Healer

The community gave this build a rating,making it top-tier: 极佳 Great

擅长:治疗辅助Utility

使用场合:团队副本 Raids

资料片要求:Heart of Thorns builds

Difficulty:
Normal
该配装最后更新于:12 月 04, 2023;并已与以下版本同步:2 月 27, 2024 patch.

概述 Overview

Tempest is capable of providing permanent uptime of Alacrity AlacrityFury FuryMight MightProtection ProtectionRegeneration RegenerationSwiftness Swiftness and high Vigor Vigor on their subgroup, along with a lot of healing.

The need to constantly switch attunements makes the rotation quite rigid, so it has to rely on utility skills for reactive healing, and its reliance on being close to the squad for boons makes it a poor kiter. On the plus side, you gain which will allow you to skip certain mechanics that would otherwise down the group和 allows you to help revive players without locking yourself into the animation.

技能 Skill Bar

Dagger/Warhorn
Utility

武器变体 Weapon Variants

技能变体 Skill Variants

Utility

is needed to maintain permanent Protection Protection if you aren't taking Arcane ) 或 战号)。 It also provides a blast finisher if using

As you need to leave :boons, this can leave you without sources of healing, so are there to fill in the gap, but can be swapped out if they are not needed.

Elite

provides a way to skip certain mechanics that would otherwise down the group.

模板代码 Template Code

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特性 Specializations

特性变体 Trait Variants

  • on encounters with a lot of Burning BurningChilled Chilled
  • ,in combination with the Fire variant below, can be used for extreme condition removal.
    • could be used in combination for even more auras.
  • :easier Protection Protection uptime.
  • will let you build Might Might up faster, but you lose the ability to provide permanent uptime of Vigor Vigor:the squad.

特性变体 Specialization Variants

Arcane is chosen as a default traitline as the lower cooldowns on attunement swapping and overloads allows you to be more flexible with your rotation, and the extra Protection Protection means you don't need to rely on to make it permanent. is a nice bonus.

This said, Arcane is a rather unimpressive traitline, so it can be freely swapped to FireAir:

  • Fire adds a lot of potential condi cleanse via
  • Air gives you a primary source of Fury Fury,which may be necessary if you are somehow paired with a Quickness Quickness support that doesn't provide any Fury Fury:you to extend. It also offers higher CC.

Fire

  • if you aren't using any conjured weapons.

Air

  • may be more DPS or utility depending on your rotation, was chosen for the extra Weakness Weakness uptime, which benefits a few classes.

装备 Equipment

头部
Harrier
肩膀
Harrier
上衣
Harrier
手套
Harrier
腿部
Harrier
足部
Harrier
背部
Magi
饰品
Magi
饰品
Magi
项链
Harrier
戒指
Harrier
戒指
Harrier
匕首
Harrier
战号
Harrier
法印
法印
符文
x6
灌注
x16
灌注
x2
Relic

装备变体 Equipment Variants

  • is the best option for players that don't own Secrets of the Obscure.
  • The gear above is designed to cap boon duration when using +70 concentration food.
  • offer nearly identical healing. Water was chosen as it is cheaper and heals more frequently.

消耗品 Consumables

食物 Food
    • as a cheaper alternative

增强 Utility

使用说明 Usage

The basic rotation idea will be the same regardless of which mainhand weapon you're using, as your key skills are on your overloads, warhorn, and shouts, leaving mainhand weapon skills predominantly for damage.

Opener

Start in Fire Attunement Fire Attunement

  • Throw out any quick DPS skills such as and use in the fire field to blast some Might Might
  • to start stacking Might Might
  • Stay in Fire Attunement Fire Attunement until you hit 25 Might Might
  • to share the Might MightFury Fury with your squad

Swap to Water Attunement Water Attunement

Swap to Earth Attunement Earth Attunement

  • to apply Protection Protection and extend boons on everyone
  • and other DPS skills
  • Wait until is ready and use it

Main rotation

The core of your boon application is to use whenever they are available (every 24 seconds, with Alacrity Alacrity), also using the overloads in these attunements. This means you want to switch to Fire Attunement Fire Attunement within ~3 seconds of it coming off cooldown, and repeat the opener. You should alternate between Water Attunement Water Attunement and one of the other attunements, using whichever healing skills are available whenever you return to water. It is important NOT to use as this will lock you out of Water Attunement Water Attunement:too long. Enter Air Attunement Air Attunement,and you can try to squeeze in some extra DPS via but it's not essential.

Be aware that your skills that generate Magnetic Aura - via while in Earth Attunement Earth Attunement - will cause you to reflect projectiles. This can be very useful, but can also lead to problems at encounters such as Matthias or Cairn if you are not careful when you use them.

视频演示 Video example

治疗

  • Swapping to Water Attunement Water Attunement will trigger
  • on warhorn
  • on dagger, plus you can use to blast the water field from :more

Your sustained healing will be lower when outside of Water Attunement Water Attunement,so you should use your other skills to maintain your group's health:

  • is your bread and butter emergency heal, as it doesn't require you to break from your rotation to use
  • is a substantial heal and partial revive that can target players up to 1200 away. This makes it by far your most reliable ranged heal and therefore it should probably be saved for when it's needed rather than using it on the stack
  • is a powerful conjure that will provide you with sustained from if Water Attunement Water Attunement。 The splash healing only works if you hit a target, but it could be used to provide healing to the stack if you need to be at range
  • is an enormous heal on a very low cooldown for as long as your elemental is alive
  • If using is an instant-cast blast finisher, and thanks to it having two charges, it can be provide a lot of burst healing if used in quick succession.

Healing tips

  • While not exactly a heal, can be much more effective by negating incoming damage that would otherwise down multiple people - good encounter knowledge will help you make the best use of this

Damage

Conveniently, just about the only skill that isn't a DPS increase or a heal is on dagger, so as long as you keep switching attunements at the correct time you can go pretty far by just mashing any skill that's off cooldown

You may also wish to avoid on sceptre, as the extra toughness might make you the tank on some encounters

Fresh Air rotations

If you're running ,you can structure your rotation for a bit more damage by going from Earth Attunement Earth AttunementAir Attunement Air AttunementWater Attunement Water AttunementAir Attunement Air AttunementFire Attunement Fire Attunement after the opener staying in Air Attunement Air Attunement long enough to use each time. This is a minor reduction in boon generation that allows you to get two uses each of out each loop.

Vulnerability

If your group has low Vulnerability Vulnerability,you can boost it significantly by taking and/or sceptre:

  • generates about 15 stacks
  • can generate 25 stacks even on a small target if aimed properly
  • 's short cooldown allows it to be used twice each time you switch to water, for an extra 10 stacks per loop

Crowd control

You don't have a huge amount of CC available, and what you do have is part of your rotation so you may need to delay some skills if there is a defiance bar coming up:

  • is a significant amount of CC, and can be pushed higher if you're able to build up two stacks of water arrow before using it
  • if your elemental is alive
  • on dagger

If you're running you can keep your air skills off cooldown and go about your rotation as normal, as this trait means you will always be able to switch to air as soon as a defiance bar appears.