暴风使 Tempest - Boon Support Healer
此配装转载自 https://metabattle.com/wiki/Build:Tempest_-_Boon_Support_Healer
概述 Overview
Tempest is capable of providing permanent uptime of Alacrity, Fury, Might, Protection, Regeneration, Swiftness and high 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
武器变体 Weapon Variants
- Sceptre can be used instead of 匕首 if you need to be at range, but you will lose significant healing from 。
- 法杖 has greater healing potential, but the lack of 战号 creates a shortfall in boons that needs to be addressed.
技能变体 Skill Variants
Utility
is needed to maintain permanent 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 , 和 are there to fill in the gap, but can be swapped out if they are not needed.
- If using , provides some extra on-demand healing (assuming there is a field to combo with)。
- Most utility shout skills provide a number of boons thanks to ,so it is important to keep at least one on your bar, but you can bring more if desired.
- provides a group stunbreak as well as Superspeed which can be particularly useful on "event" encounters such as Spirit Woods or Siege Escort. It also offers some extra Stability,which may be useful during as you don't use and being interrupted mid-cast will cause you to drop Alacrity。
- is needed to cap Might if you're not using 战号。
- is your only reliable way to access Frost Aura, which can be a potent defensive tool against attacks that cannot be blocked with 。
Elite
provides a way to skip certain mechanics that would otherwise down the group.
模板代码 Template Code
特性 Specializations
特性变体 Trait Variants
- on encounters with a lot of Burning 或 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 uptime.
- will let you build Might up faster, but you lose the ability to provide permanent uptime of 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: 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 Fire 或 Air:
- Fire adds a lot of potential condi cleanse via 。
- Air gives you a primary source of Fury,which may be necessary if you are somehow paired with a Quickness support that doesn't provide any Fury:you to extend. It also offers higher CC.
Fire
- if you aren't using any conjured weapons.
Air
- 和 may be more DPS or utility depending on your rotation, was chosen for the extra Weakness uptime, which benefits a few classes.
装备 Equipment
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Magi
Magi
Magi
Harrier
Harrier
Harrier
Harrier
Harrier
x6
x16
x2
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.
- 和 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
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
- Throw out any quick DPS skills such as and use in the fire field to blast some Might
- to start stacking Might
- Stay in Fire Attunement until you hit 25 Might
- to share the Might 和 Fury with your squad
Swap to Water Attunement
- to blast more Might
Swap to Earth Attunement
- to apply 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 和 whenever they are available (every 24 seconds, with Alacrity), also using the overloads in these attunements. This means you want to switch to Fire Attunement within ~3 seconds of it coming off cooldown, and repeat the opener. You should alternate between 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:too long. Enter Air Attunement:,and you can try to squeeze in some extra DPS via 或 but it's not essential.
Be aware that your skills that generate Magnetic Aura - ,, via 和 while in 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.
治疗
- Swapping to Water Attunement will trigger
- 和 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,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。 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 → Air Attunement → Water Attunement → Air Attunement → Fire Attunement after the opener staying in 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 , 和 each loop.
Vulnerability
If your group has low 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.