Yeah i love these videos. They're fun but informative. I especially like the way Muk presents it. It's easier for me to understand and pay attention to things. I'm learning here.
Slightly more than part time ele here! Support tempest has a plethora of options. Staff versus dagger/warhorn, both are solid. Staff does offer more stability with transmute earth, in addition to the funny rez thingie. You could also trade the arcane trait for earth to gain more stability that way, but it's a little riskier. Likewise, you can maximize condi cleanse by running fire traits, and using aura share from there. Air offers other benefits, too, usually offensive oriented. Rebound is okay to use without worrying about timing-- it compensates with an aura if it's not triggered, and if you were in water stance, for example, it's a 10% damage reduc. Also, fury. If you're not up for Karikosa, then I think monk is a better relic than dwayna. Regen also benefits from monk. And of course, trooper if you want more condi cleanse, which is an option much safer than trading out arcane. I feel like "Feel the Burn" is worth considering for might, and also the group aura. Frost bow, if you don't mind having 5 more buttons to manage, has a moa-signet level cc on it. Signet of water is okay as a decent backup option if you need healing out of water. Uhhh... I think that's pmuch it.
Yes signet of water is great for extra healing, and how ice bow wasn't mentioned is beyond me. Crazy CC and insane healing and you can continue to overload and use utilities while you have it equipped
Hey saw your comment and started to play Heal tempest. Wanted to ask you if you also do high end fractals with it? Bit worried since people are so picky in CMs and that I wont find a spot
@@Amel-vp9he I don't really do CMs that much, but I'm 200% certain that you'll find a group that'll take you, especially if you make the group yourself. Some people can be a little bit strict about that, though.
I've started one ! Tempest will be huge once it gets out ! Ups to the Champs playing it before then ! I've started mine, and I'm generally super excited to try this and give it a go ! It will be such an awesome class that will need to be played with your predictions and how you want to play each situation you go through. It's a top notch boon giver ! And one hell of a fractal support! ALACRITY!!!!!!!!
Haven't seen anyone mention it yet but dagger air 2 is how you can get your first tick of fury. Relic of the Midnight King is a new option for that now as well. Transmute Earth Aura on Staff was also changed to give out stability instead of protection at some point too, combined with Aftershock you can actually keep up 2 stacks of Stability 100% of the time.
As one of the peepos yelling in Muks chat while testing this, there is a couple things i would mention. If you take staff, there is group stability on earth 3, by transmuting a magnetic shield into stab. You can do it twice while in earth before swapping if you use it when you attune to earth, and if then after overloading by either having the trait that gives auras on finishing overloads, or by using "aftershock!" Staff is a fine option, but its more difficult to keep up all boons with it. If you intend to go raiding, there is another build variation that is better for condi heavy fights, like slothasor, SH and matthias, where you replace arcane traits with fire traits for better condicleanse. Qadim 1 is an exception where you dont take it, because geyser is too valuable to skip on it. On other useful utilities: "lightning flash" is a blink, useful on many encounters, especially HT CM. You shouldnt take "Aftershock!" on encounters that dont like reflects, like Cairn or Matthias(unless you know when to use it). signet of water is a good heal you can take if you need an extra heal. Frost bow has a good CC skill on 5, which has increased CC if you use skill 1 first twice on the CC target. Its not good for something like Qadims fast cc, but its good for CCing a anomaly on QtP for example
There are a few aspects missing or incomplete: You didn’t show how alacrity is applied. An overload pulses a few seconds of it, but a good chunk is applied at once when the overload detonates. Getting interrupted therefore is quite bad for alacrity uptime. Protection is 20% more effective from auras (33% vs 40%). The arcane traitline can be switched depending on what you need: Arcane for the ress geysr and some BD, fire for a lot of condi cleanse through fire aura or earth for stability each time you attune to earth. The aura share version can be used to grant some unique buffs to your subgroup: -10% damage from frost aura, projectile reflect from magnet aura, some CC from shocking aura and some damage from fire aura. You generate a lot of auras and multiple auras can be active at once. Tempest does have more buttons and requires some planning in-fight due to overloads, but it’s super fun to have all these interactions and the ability to tailor weapons and traits to encounters. Arcane with a staff can carry pretty hard on boneskinner due to geysrs, too.
To add on top of that: In water cleansing power over soothing mist can be used for easy passive condi cleanse Dodge roll or extra vuln can be used if the fight doesnt put a lot of fire condis on you If you keep on getting interrupted when overloading use harmonious conduit to guarantee overloads or swap 1 skill for the arcane shield if you know when to predict it If you go air over arcane youll easily start with perma fury and if you take storm soul that carries CC even harder Now about skills: Arcane shield if youre tanking and cant or dont want to dodge. Conjure hammer for free extra CC like on samarog Use rebound once fight starts to instantly generate fury right away Use conjure frost bow for insane heals if you know youll need them, you can have it perma for the fight if you alternate between the 2 bows. Use lightning blink to take care of mechanics like dhuum chains or make your life easier Weapon skills: Earth 3 is very handy its a good evade You can queue a skill very fast and swap attunement while its being used, you can always do in water 4 2 swap, or 532 swap and let the 2 be cast to overload faster Theres more but i cant name everything on top of my head
thank you so much im always so happy to see anything on support ele, espeshially tempest. i love going into group content with my alac, auramancer tempest myself. i wish more people would accept me into their groups just because ele isnt exactly meta, it aint popular because its so hard to learn. so not many trust in how viable it is. if you actually learn to play ele, everything becomes so instinctual you can do an amazing job at dps or healing and not even have a firm rotation. like for me its very situational so what i use changes from moment to moment. which can sound bad depending on who you ask but on a good day theres no issue carrying a whole squad through cold war or boneskinner, my crippling anxiety and shaky hands be damned. if im told to go dps, honestly? with virtually no healing power, concentration and no arcane in my build, when i see the local firebrand fail at their job and i pitch in? the amount of healing im still able to do is disgusting. its such a great class overall because you can full fill pretty much every role imaginable at the drop of a hat without even having a build that focuses on it. it just takes time to learn and have it become second nature to respond to any given situation. its entirely possible to be a jack of all trades, master of all
Awesome video as always. I greatly enjoy your thoughts on all of the supports builds. On the cc thing: Yes tempest provides less cc than most support builds, but you can transmute the shocking aura from air dagger 3 into a "stunning stab" which provides a good chunk more cc. And yes please arena net give tempest a little bit better access to stability. The utility slots are quite competitive on heal tempest anyway. Eye of the storm feels quite bad to use:( On the D/WH vs. Staff: I usually went for D/WH when i was in a fight where i want to stack with the group or dont have to leave for mechanics. Staff is very usefull if you need longer reach or if you need more stability than healing in the fight, since you can transmute the magnetic aura from aftershock and earth staff 3 into stability for your subgroup. Also you can upkeep the reflection from magnetic aura better that way.
Try Overload Earth - Immobilize and Cripple are pulsed every second as well as when it finishes, so it actually does more cc than most hard cc skills, plus you get huge protection and even stability from a trait most people pick. Earth skills 3 and 5 with scepter/warhorn do blind as well, so more soft cc.
If you like extending boons, mesmer can also do it with the signet of inspiration active if you take the "blurred inscriptions" trait in the inspiration line.
With the right classes you really do not need 100% boon duration since everything gets extended. That is a very very nice. It lets more stat pts go into healing power or dps since you can keep all the boons up without 100% duration in your stats. Much like how if the whole group is stacked and a scourge can spam barriers in one spot you can easily keep alac up with 50% boon duration. It is nice to not need such a heavy investment.
Staff has stability for group through the flip skill on magnetic aura, that stability is one stack the can be maintained w for subgroup. and staff water 3 is buffed by trait : arcane resurrection, I take staff on fights with lots of movement or damage like bone-skinner or HT.
The lightning field from overload air plus fire 3/earth 2 (on dagger/warhorn) is 150 defiance damage. Elite glyph + lightning & water also does 150 defiance damage. You have to cycle through an obnoxious amount of buttons, but the cc IS there.
I do Overload Fire > Earth Shout, Fire 4 > Swap to Water > Water 4 > Swap to Earth > Earth 4 > Overload Earth > Swap to Water (water 4 when it's off cooldown) > Swap to Fire > Repeat. I don't swap to Air unless extra CC is needed, never had any problems with Swiftness as most quickness DPS and pure DPS will provide it anyways, I just extend them with Earth 4. Personally I like water signet since it's quite a substantial heal outside of water. As for staying in water, I feel like it's not that big a hit as people may think, you overcap quite well on boons so staying in water for some time does not really matter THAT much. Also, staff is actually quite nice for extra stability, I like to use it on IBS strikes and DS. You can Earth shout which will flip Earth 3 on staff over to the stability share, you can then overload Earth and by the time you're ready to leave Earth you can cast Earth 3 normally to give yet another 2 stability. If you go Unstable Conduit in the Tempest traitline (which will cost you Vigor uptime), Earth overload actually gives you yet another magnetic aura which yet again flips the staff 3 skill for yet another 2 stability. You do lose boon extension and burst healing when swapping to staff but on low'ish intensity fights it should be fine. Tempest is the first healer I ever played and frankly it's the only healalac I enjoy playing (until chrono) so it's very dear to me.
A few points on this too, even though some of it has already been mentioned. Traits really give a lot of flexibility, especially with fire for insane cleanses or earth for some more stab. Staff is the choice that you take if you need more healing since water on staff is crazy strong, or for a lot of stab since on earth 3 you can transmute any magnetic aura to stab with 10s cd which is insane. Warhorn is the choice for better boon uptime, especially might. There is the option to take elemental surge in arcane to give fury whenever you cc in air, so similar to the relic of the mad King. I have definitely seen cases where fury was very low in a tempest group. In terms of healing output, as others have mentioned, signet of water gives an easy to access source of healing outside of water attunement. For really crazy healing, you would take frost bow, which increases your healing power by a lot, has healing skills and the strongest cc button ele has to offer. Speaking of cc, you can use the water ele for 232 cc from the knock back, but you can sacrifice that healing for the air ele for really good cc, similar to flesh golem on necro. Or you can get fancy with tornado, but it's only worth it for really big break bars and when you can guarantee that your group will not need your support while you use it
I appreciate these. Played gw2 for a long time but never tried healing. Hearing the pros/cons is very nice. Probably gonna try the warrior as the staff is super satisfying but havent explored all the new weapons yet.
A bit of info as main ele tempest, the beauty of this class apart from insane heals is its flexibility: you have all utulity skills to choose depending what you like or need for the fight. you dont need to always stick to rotation, apart from the opening to setup your boons. Once you are done with first cycle, then you can overload any attunement you want, but always keeping warhorn skill 4 on fire and earth on CD to keep up the boons. I usually run dagger/horn, but I find staff good on some fights where I need range heal, like healing green kiter here and there on OLC CM or even when tanking to heal pillon people on QTP CM. With some minor changes you can also easily handkite on Deimos since you have Aftershock always on, worst case scenario Rebound. With Rebound you can do many fancy things, like ignore the mandatory jump onto a small tornado on Sabir for a whole group. I personally love the flexibility with Glyph of Renewal, depending what you want to do, you can ressurect 5 people, or only one fully or even yourself. Another huuuuge benefit is auramancer, with fire(3,2,1), water(2,2,2) and tempest(3,3,2), you can easily cleanse 350+ conditions per fight on XJJ CM for example, or on Slothazor, by far one of the best condi cleansing builds I played. Also I think you didnt meantion it, dodging in water attunement heals and cleanses(1) 5 targets, thanks to Evasive Arcana, always good tool for emergencies. The only negative (apart from not providing Fury) I would say is the lack of CC, even tho you can always grab Frost crossbow or Lighting hammer, its just not enough.
The aurashare tempest is actually super great in a condition heavy fight such as Slothasor or Mathias. Fire 2-2-1. Water 2-2-2, Tempest 3-3-2. Take Feel the Burn for might uptime because you will not have free concentration from arcane traitline. Staff has highest healing potential, pulsing condi cleanse and as mentioned, revive tool (if pick the trait) at the price of boon uptime. When you don't need stability, you can change to Conjure Frost Arrow for heal or Conjure Lightning Hammer for CC.
my fav support! I usually go for aurashare as i like the mechanic. Using staff earth 3 gives access to party stab. Not just that. "Transmute earth" is a special "hidden" skill that is unlocked every time you gain magnetic aura. You can gain that aura also with earth overload and aftershock (and earth shield and rebound) and has only 10 seconds internal cooldown. Timing everything carefully gives you near to perma stab and projectile reflect. I use that on Adina hands phase instead of bringing a herald
The only other thing, eye of the storm is a stunbreak, for you AND allies. So if you're slightly late then it's fine because you'll break the stun/knock back instantly and give the stability in case of follow up. So that's very nice.
The other thing I’d like to add is it does have more then 1 stack of stab because overload earth also gives 3 stacks. It’s just harder to use for stability because it has to be used for alacrity. That being said it’s a cool concept but I personally think two things could greatly help it. Giving “ammo” to the shouts, or simply buffing the duration of alacrity so you could overload earth more efficiently to use the stab.
Great video! Cool to see you doing ele. I've been playing my Aura Share/Condi Cleanse Tempest in WvW for years and really enjoy it. I like the Roy Mustang/Full Metal Alchemist reference regarding Fury.
I really liked heal tempest when I tried ir, both in PvE and in PvP, I discovered ele like 2 years ago, deffo my second favourite class and healer behind ranger (druid)
Unless you need more healing I always do the same rotation with dagger warhorn (with arcane water traits): Fire (basicly all) -> water 3 for blast, 4 for regen (-> air 2) -> earth 4 (blast, boon extend), 5 overload -> air 2 5 -> water 2 (some more heal on the group) -> fire and REPEAT The water trait, regen and the water 2 every 15 secs usually is more than enough to outheal the usual damage. healshout, water 5 (with blasts) and water dodge can be used to outheal some burst. shouts i use for condicleanse (trooper relic), regen, prot and aegis (also rebound for some encounters). usually i dont run the rezz glyph (also remember manually ressing actually spawns a healing field :D), but it can be an option, ult elemental i also skip as i do no damage on halac tempest anyways and rebound can be nice in pugs ^^ staff i only equip for bosses like boneskinner where the healing requirement is intense. then again, once u need to camp water, alac is lacking
I am now nearly through the video and many points you pointed out yourself (also the rotation lol) but yeah haha I love my tempest and love that it gets some nice attention. But yeah biggest negatives: weak cc and whenever you have to interrupt the rotation it feels bleh
Also something of note would be: when taking the aurashare build you could give up the arcane specialization in favour of air through which you are able to easily upkeep fury on the party if there is not a lot of rezzes needed. You also lose some concentration by doing this so make sure to adjust gear accordingly
I main staff aheal tempest because I chose 'healing wizard with a staff' as my very first character and just kept playing it. I find that for all but the most uptight groups, the loss of some minor boons is worth the extra healing and supportive options. Also, for a high-complexity class, the staff variant is the relatively low-intensity option.
A cool combo in water is to drop 5 (from behind the group), blast with 3, switch to earth, dodge in field for blast from specialization, then sand squal which is also a blast finisher i believe.
After overloading fire the tornado from that will linger for a while still giving pulsing might. So if you want even more might you want to wait for the tornado to disappear before spreading it with wh4.
I love alac temp normally I just water and air just to get those extra boons. But depending on what I am doing I’ll change it out for earth or arcane if we don’t have a support necro in the comp so I can revive and get everyone up quick.
It's actually possible to have fury on Tempest. Air tree has Zephyr's Boon and Raging Storm that provide fury, though the latter requires you to crit hit to have it, and the former requires Powerful Aura to share with your allies, but with Tempest having an easier time granting improved auras it's easy to keep plenty of boons on allies.
Time for me to judge. Edit: I think for the beginning it's a good build. You don't need to think too much about swapping attunements or camping them for a moment like on staff. After all I still feel like staff is more powerful and with arcane skills it gives enough boons from combos. Good job Muk! Learning revive glyph is a bit tricky but can used to that. Also many DPS builds using "Rebound!" Because of auras it's providing at the end and that tasty furry
I personally like Staff for this build. also you forgot that Evasive Arcana exists fpr when you dodge making the blast finisher heal relic very potent on dagger/warhorn and staff. the downsides you highlighted are on point. well done
Full Harrier or the Harrier/Giver split you mentioned, combined with Sigil of Concentration and Runes of the Monk seems to be way over capped on Concentration, something around 117% I think. I played around using Harrier/Cleric and got it to the point that I am at 100% Boon duration with only 3 "wasted" points, so something like 100.2%. Not sure if there was a reason for all the toughness, I obviously do not have as much, but I did gain a lot of Healing Power (and Power) as well. I realize this is a bit late, and it might have been mentioned before, but I thought it would be worth bring up. Edit: I should have mentioned that the numbers are based on Ascended Food +100 Healing Power and +70 Concentration.
You could switch one of your tradelines to earth that gives group stability every time you attune to earth. It would then in general make a slight different build cause then either healing or cleansing suffers. It would then bring group wide stability for 5 sec everytime you attune to earth. Some more experienced can crunch numbers if it’s worth if a fight really needs stability
The problem with that is that you want to overload earth often, and then you wont have that option whenever you want. Personally the only use in raids ive found for it is if you are tanking QtP, then taking earth can trivialize the damage he deals to you and you can focus on healing your group and boons. I also use staff on it for stab, so the extra staff from earth attune isnt super relevant usually
As someone that runs HAT in Fractals and Strikes, most of your weapon buttons are filler as you only have a few key weapon skills that you need to pay attention to outside of Water attune, especially since someone else is usually just putting out fury for you to extend anyway like he said. Staff is also a lot easier to learn since even less skills there are needed outside of Water and you're usually just cycling through for Overloads and the Transmute Mag Aura in Earth for more Stab when you need it. Much less convoluted than Rev is even if it seems as confusing from the start.
The only thing I had against this class, very small alac radius. I think you got the gist of this class very well, but similar to how you said in your herald video. if people got out of the "bubble" for example. It just feels really bad with boon upkeep
despite the different radius of overloads, the alac radius is always 600 which is the opposite of small. It's like quick herald and alac mech. And bigger than druid, chrono, scrapper, scourge..
also they can give aoe stablity when they attune to earth if they have the earth trait line and use the rock solid trait only gives one stack for 3 secs in a 240 radius tho but it is an option can be used with a aura heal build as they have a trait that makes siginets give a aura. so u can spam auras all over the place also one thing to note with the eletric aura is that it shares that aura to all aiies. so if a boss hits everyone who has it then it can stack up. also u can denotate it on u for a aoe stun as well
Me: *Is gravely injured* 5 random Asuran progeny that came out of nowhere: " Earth, Fire, Wind, Water, Heart!" Asuran Captain Planet: "By the elements combined! I spit Listerine on you! Me: *Stands up* You know what, I'm good.
Did you consider Relic of the Nightmare King, which solves the Fury issue. It might not be necessary as like you said anyone else doing Fury sorts it, but I run it on my Heal Scrapper to guarantee Fury uptime.
Ele needs some major rejigs to their skills, but having only 1.5s CD going to a third element, and 10s to go back, promotes bouncing between elements and slamming whatever's strongest, so the devs have struggled to balance and diversify the weapons. Cone of Cold is the only dagger heal, but it's way stronger with a shorter CD than sword, where every single button heals aoe. It's also got a water field though, even if it makes you move, and you can use blast finishers in it for some bonus healing. If you're going Arcane, I'd have gone staff, because of the resurrective power of Geyser, which can be cast at range, plus Healing Rain, and Frozen Ground's frost aura for extra group damage reduction.
I dont know if its ideal but my rotation on heal tempest is essentially fire -> earth -> air -> repeat overloading each one and going into water inbetween. really easy to memorize the rotation. also the healing geyser makes me miss the revive power heal scourge used to have. give it back anet!
I logged in to test this. 1 - overlord earth only gives you stability, no one else 2 - fire 4 only shares fury and might Unfortunately this sequence does not give stability to anyone else but yourself.
Ele and CC are like oil and water, heh, even with dps builds. Think the only other option would be taking frost bow, which is essentially a nostalgia meme at this point. Dagger offhand does CC a little better, but for support in pve you definitely want dagger/horn or staff. Also (and I see others touched on this), you didn't touch on the alac stemming from overloads, which is a huge reason you overload fire and earth. Water overload also provides it, but like you said, that's for big heals/cleanse when needed
i would like to add something but completely dont know ele class whatsoever. BUT still learned few things from this, i didnt know that ele had so many different ways of reviving people, pretty cool stuff, feels like necro should have that many ways of reviving ppl (quick ress, ress with full hp, pull and ress, ress 3 ppl in area). If someone is good with it, then he can clutch huge moments with this :)
The amazing healing output makes up for the lack of Fury in my opinion. Which is why I go for Staff instead, my groups never had an issue with Fury regardless.
so far I enjoy Chrono and Scourge for healing, I'd like chrono more if I could upkeep alac/quick when there wasnt something to target, probably its biggest weakness.
On stab on Heal Tempest, It's actually great if you use earth trait line and staff but might and res power is going to be a lot worse. Also since this was recorded Tempest got a lot more Fury.
How critical is swapping to all 4 elements for a healer? Just going between 2 elements would make it so much easier if everything isn't needed to be provided by only the one Tempest. If there's an offensive support providing Quickness for the group then they could likely be providing something else also.
As far as I can tell, if you already have swiftness you can skip visiting air on rotation and then save air for interrupt moments. I don't think you want to skip the others, fire and earth overloads keep boons up, and occasionally visits to water keeps the parties health up and heal over times rolling.
I really hope for staff to be reworked. It still pains me that staff, probably THE most visually appealing weapon for elementalists, doesn't really fit any role, except throwing geysirs into player mobs at soo-won or convergences.
You think heal herald is harder to learn? I main Heal Herald and HAT and HAT by far is the hardest healer to main why I also love it. Heal Herald is baby learning curve.
The primary issue is that it doesn't provide quickness or alacrity which most accepted supports do. So if you run that you have to find more supports to fulfill that missing boon role.
Honestly? Dagger mainhand is the most boring of all options heal tempest has! Take karacosa and either sword or scepter. You have blast finishers in earth or fire depending on the weapon which is huge for the rotational heal and overload for the alacrity. Nowadays i mostly run staff because it has so much to offer with super speed, reflection, stability, super strong rotational heal with dropping geysir etc. dont underestimate scepter, i havent tried it because i dont like scepter that much but you got two explo finishers on fire which with karacosa are more heal, then you have water trident which is more cc and aoe meele heal. The thing is having those explo finishers and karacosa on non water attument allows you more heals while you try to keep up alacrity which in some fights like boneskinner is really relevant. Dont forget tornado for cc, with the lowered cd its actually strong. Go in go for skill3 then 5into your r target and you will have a big impact. XJJ is a staff fight!😉
i love this build, but i refuse to use it because alac trait mess up with heal auras, one of my favourite way to play elementalist, staff tempest with healing auras and aura share is very fun, and back when tempest skills affected 10 players, i reached the most healing on world bosses i ever reached with anything else
Man all these support videos want to turn all my charrs into support.(yes 'charrs' all my toons are Charr.) My Druid was my favorite before the spirits no longer providing alacrity nerf
This video's thumbnail is by far the best.
Wargleblargle! 😆
This series is great content for the community, like just a comparison of heal builds and reviews for all classes is something we've been missing.
Yeah i love these videos. They're fun but informative. I especially like the way Muk presents it. It's easier for me to understand and pay attention to things. I'm learning here.
Slightly more than part time ele here! Support tempest has a plethora of options.
Staff versus dagger/warhorn, both are solid. Staff does offer more stability with transmute earth, in addition to the funny rez thingie.
You could also trade the arcane trait for earth to gain more stability that way, but it's a little riskier.
Likewise, you can maximize condi cleanse by running fire traits, and using aura share from there.
Air offers other benefits, too, usually offensive oriented.
Rebound is okay to use without worrying about timing-- it compensates with an aura if it's not triggered, and if you were in water stance, for example, it's a 10% damage reduc. Also, fury.
If you're not up for Karikosa, then I think monk is a better relic than dwayna. Regen also benefits from monk. And of course, trooper if you want more condi cleanse, which is an option much safer than trading out arcane.
I feel like "Feel the Burn" is worth considering for might, and also the group aura.
Frost bow, if you don't mind having 5 more buttons to manage, has a moa-signet level cc on it.
Signet of water is okay as a decent backup option if you need healing out of water.
Uhhh... I think that's pmuch it.
Signet of water is default in my version and in my opinion really strong for pugs
Yes signet of water is great for extra healing, and how ice bow wasn't mentioned is beyond me. Crazy CC and insane healing and you can continue to overload and use utilities while you have it equipped
Signet of water has a res trait on it as well
Hey saw your comment and started to play Heal tempest.
Wanted to ask you if you also do high end fractals with it?
Bit worried since people are so picky in CMs and that I wont find a spot
@@Amel-vp9he I don't really do CMs that much, but I'm 200% certain that you'll find a group that'll take you, especially if you make the group yourself. Some people can be a little bit strict about that, though.
I've started one ! Tempest will be huge once it gets out ! Ups to the Champs playing it before then !
I've started mine, and I'm generally super excited to try this and give it a go ! It will be such an awesome class that will need to be played with your predictions and how you want to play each situation you go through. It's a top notch boon giver ! And one hell of a fractal support!
ALACRITY!!!!!!!!
8:10 "There is a lot of keeping track of different elements here" Best line in the entire vid, hands down
Haven't seen anyone mention it yet but dagger air 2 is how you can get your first tick of fury. Relic of the Midnight King is a new option for that now as well. Transmute Earth Aura on Staff was also changed to give out stability instead of protection at some point too, combined with Aftershock you can actually keep up 2 stacks of Stability 100% of the time.
As one of the peepos yelling in Muks chat while testing this, there is a couple things i would mention.
If you take staff, there is group stability on earth 3, by transmuting a magnetic shield into stab. You can do it twice while in earth before swapping if you use it when you attune to earth, and if then after overloading by either having the trait that gives auras on finishing overloads, or by using "aftershock!"
Staff is a fine option, but its more difficult to keep up all boons with it.
If you intend to go raiding, there is another build variation that is better for condi heavy fights, like slothasor, SH and matthias, where you replace arcane traits with fire traits for better condicleanse. Qadim 1 is an exception where you dont take it, because geyser is too valuable to skip on it.
On other useful utilities: "lightning flash" is a blink, useful on many encounters, especially HT CM.
You shouldnt take "Aftershock!" on encounters that dont like reflects, like Cairn or Matthias(unless you know when to use it).
signet of water is a good heal you can take if you need an extra heal.
Frost bow has a good CC skill on 5, which has increased CC if you use skill 1 first twice on the CC target. Its not good for something like Qadims fast cc, but its good for CCing a anomaly on QtP for example
There are a few aspects missing or incomplete:
You didn’t show how alacrity is applied. An overload pulses a few seconds of it, but a good chunk is applied at once when the overload detonates. Getting interrupted therefore is quite bad for alacrity uptime.
Protection is 20% more effective from auras (33% vs 40%).
The arcane traitline can be switched depending on what you need: Arcane for the ress geysr and some BD, fire for a lot of condi cleanse through fire aura or earth for stability each time you attune to earth.
The aura share version can be used to grant some unique buffs to your subgroup: -10% damage from frost aura, projectile reflect from magnet aura, some CC from shocking aura and some damage from fire aura. You generate a lot of auras and multiple auras can be active at once.
Tempest does have more buttons and requires some planning in-fight due to overloads, but it’s super fun to have all these interactions and the ability to tailor weapons and traits to encounters.
Arcane with a staff can carry pretty hard on boneskinner due to geysrs, too.
To add on top of that:
In water cleansing power over soothing mist can be used for easy passive condi cleanse
Dodge roll or extra vuln can be used if the fight doesnt put a lot of fire condis on you
If you keep on getting interrupted when overloading use harmonious conduit to guarantee overloads or swap 1 skill for the arcane shield if you know when to predict it
If you go air over arcane youll easily start with perma fury and if you take storm soul that carries CC even harder
Now about skills:
Arcane shield if youre tanking and cant or dont want to dodge.
Conjure hammer for free extra CC like on samarog
Use rebound once fight starts to instantly generate fury right away
Use conjure frost bow for insane heals if you know youll need them, you can have it perma for the fight if you alternate between the 2 bows.
Use lightning blink to take care of mechanics like dhuum chains or make your life easier
Weapon skills:
Earth 3 is very handy its a good evade
You can queue a skill very fast and swap attunement while its being used, you can always do in water 4 2 swap, or 532 swap and let the 2 be cast to overload faster
Theres more but i cant name everything on top of my head
You don't generate alacrity with aura share, so no reason to use it at all.
Staff has a worse boon generation.
Pretty sure I tested Protection Tempest vs Weaver and players took the same damage regardless, the 20% effectiveness is only for the Tempest?
thank you so much im always so happy to see anything on support ele, espeshially tempest. i love going into group content with my alac, auramancer tempest myself. i wish more people would accept me into their groups just because ele isnt exactly meta, it aint popular because its so hard to learn. so not many trust in how viable it is. if you actually learn to play ele, everything becomes so instinctual you can do an amazing job at dps or healing and not even have a firm rotation. like for me its very situational so what i use changes from moment to moment. which can sound bad depending on who you ask but on a good day theres no issue carrying a whole squad through cold war or boneskinner, my crippling anxiety and shaky hands be damned. if im told to go dps, honestly? with virtually no healing power, concentration and no arcane in my build, when i see the local firebrand fail at their job and i pitch in? the amount of healing im still able to do is disgusting. its such a great class overall because you can full fill pretty much every role imaginable at the drop of a hat without even having a build that focuses on it. it just takes time to learn and have it become second nature to respond to any given situation. its entirely possible to be a jack of all trades, master of all
Awesome video as always. I greatly enjoy your thoughts on all of the supports builds.
On the cc thing:
Yes tempest provides less cc than most support builds, but you can transmute the shocking aura from air dagger 3 into a "stunning stab" which provides a good chunk more cc.
And yes please arena net give tempest a little bit better access to stability.
The utility slots are quite competitive on heal tempest anyway. Eye of the storm feels quite bad to use:(
On the D/WH vs. Staff:
I usually went for D/WH when i was in a fight where i want to stack with the group or dont have to leave for mechanics.
Staff is very usefull if you need longer reach or if you need more stability than healing in the fight, since you can transmute the magnetic aura from aftershock and earth staff 3 into stability for your subgroup. Also you can upkeep the reflection from magnetic aura better that way.
Try Overload Earth - Immobilize and Cripple are pulsed every second as well as when it finishes, so it actually does more cc than most hard cc skills, plus you get huge protection and even stability from a trait most people pick. Earth skills 3 and 5 with scepter/warhorn do blind as well, so more soft cc.
If you like extending boons, mesmer can also do it with the signet of inspiration active if you take the "blurred inscriptions" trait in the inspiration line.
With the right classes you really do not need 100% boon duration since everything gets extended. That is a very very nice. It lets more stat pts go into healing power or dps since you can keep all the boons up without 100% duration in your stats. Much like how if the whole group is stacked and a scourge can spam barriers in one spot you can easily keep alac up with 50% boon duration. It is nice to not need such a heavy investment.
Staff has stability for group through the flip skill on magnetic aura, that stability is one stack the can be maintained w for subgroup. and staff water 3 is buffed by trait : arcane resurrection, I take staff on fights with lots of movement or damage like bone-skinner or HT.
The lightning field from overload air plus fire 3/earth 2 (on dagger/warhorn) is 150 defiance damage. Elite glyph + lightning & water also does 150 defiance damage. You have to cycle through an obnoxious amount of buttons, but the cc IS there.
Snowcrow has a really good guide for heal tempest in raids, giving different recommendations per boss
I do Overload Fire > Earth Shout, Fire 4 > Swap to Water > Water 4 > Swap to Earth > Earth 4 > Overload Earth > Swap to Water (water 4 when it's off cooldown) > Swap to Fire > Repeat.
I don't swap to Air unless extra CC is needed, never had any problems with Swiftness as most quickness DPS and pure DPS will provide it anyways, I just extend them with Earth 4.
Personally I like water signet since it's quite a substantial heal outside of water.
As for staying in water, I feel like it's not that big a hit as people may think, you overcap quite well on boons so staying in water for some time does not really matter THAT much.
Also, staff is actually quite nice for extra stability, I like to use it on IBS strikes and DS. You can Earth shout which will flip Earth 3 on staff over to the stability share, you can then overload Earth and by the time you're ready to leave Earth you can cast Earth 3 normally to give yet another 2 stability. If you go Unstable Conduit in the Tempest traitline (which will cost you Vigor uptime), Earth overload actually gives you yet another magnetic aura which yet again flips the staff 3 skill for yet another 2 stability. You do lose boon extension and burst healing when swapping to staff but on low'ish intensity fights it should be fine.
Tempest is the first healer I ever played and frankly it's the only healalac I enjoy playing (until chrono) so it's very dear to me.
A few points on this too, even though some of it has already been mentioned.
Traits really give a lot of flexibility, especially with fire for insane cleanses or earth for some more stab. Staff is the choice that you take if you need more healing since water on staff is crazy strong, or for a lot of stab since on earth 3 you can transmute any magnetic aura to stab with 10s cd which is insane. Warhorn is the choice for better boon uptime, especially might.
There is the option to take elemental surge in arcane to give fury whenever you cc in air, so similar to the relic of the mad King. I have definitely seen cases where fury was very low in a tempest group.
In terms of healing output, as others have mentioned, signet of water gives an easy to access source of healing outside of water attunement. For really crazy healing, you would take frost bow, which increases your healing power by a lot, has healing skills and the strongest cc button ele has to offer. Speaking of cc, you can use the water ele for 232 cc from the knock back, but you can sacrifice that healing for the air ele for really good cc, similar to flesh golem on necro. Or you can get fancy with tornado, but it's only worth it for really big break bars and when you can guarantee that your group will not need your support while you use it
I appreciate these. Played gw2 for a long time but never tried healing. Hearing the pros/cons is very nice. Probably gonna try the warrior as the staff is super satisfying but havent explored all the new weapons yet.
0:23 “there are many ways to play tempest”
Having just read through this comments section - yes there is.
A bit of info as main ele tempest, the beauty of this class apart from insane heals is its flexibility:
you have all utulity skills to choose depending what you like or need for the fight.
you dont need to always stick to rotation, apart from the opening to setup your boons. Once you are done with first cycle, then you can overload any attunement you want, but always keeping warhorn skill 4 on fire and earth on CD to keep up the boons.
I usually run dagger/horn, but I find staff good on some fights where I need range heal, like healing green kiter here and there on OLC CM or even when tanking to heal pillon people on QTP CM.
With some minor changes you can also easily handkite on Deimos since you have Aftershock always on, worst case scenario Rebound.
With Rebound you can do many fancy things, like ignore the mandatory jump onto a small tornado on Sabir for a whole group.
I personally love the flexibility with Glyph of Renewal, depending what you want to do, you can ressurect 5 people, or only one fully or even yourself.
Another huuuuge benefit is auramancer, with fire(3,2,1), water(2,2,2) and tempest(3,3,2), you can easily cleanse 350+ conditions per fight on XJJ CM for example, or on Slothazor, by far one of the best condi cleansing builds I played.
Also I think you didnt meantion it, dodging in water attunement heals and cleanses(1) 5 targets, thanks to Evasive Arcana, always good tool for emergencies.
The only negative (apart from not providing Fury) I would say is the lack of CC, even tho you can always grab Frost crossbow or Lighting hammer, its just not enough.
staff on earth also provides stab when you pop the magnetic aura
You should try heal alac willbender next, I’ve been having fun with it in PUGs lately :)
The aurashare tempest is actually super great in a condition heavy fight such as Slothasor or Mathias.
Fire 2-2-1. Water 2-2-2, Tempest 3-3-2. Take Feel the Burn for might uptime because you will not have free concentration from arcane traitline.
Staff has highest healing potential, pulsing condi cleanse and as mentioned, revive tool (if pick the trait) at the price of boon uptime.
When you don't need stability, you can change to Conjure Frost Arrow for heal or Conjure Lightning Hammer for CC.
The frost bow have a strong CC too. Bow 5 is at least 400 breakbar.
my fav support! I usually go for aurashare as i like the mechanic. Using staff earth 3 gives access to party stab. Not just that. "Transmute earth" is a special "hidden" skill that is unlocked every time you gain magnetic aura. You can gain that aura also with earth overload and aftershock (and earth shield and rebound) and has only 10 seconds internal cooldown. Timing everything carefully gives you near to perma stab and projectile reflect. I use that on Adina hands phase instead of bringing a herald
The only other thing, eye of the storm is a stunbreak, for you AND allies. So if you're slightly late then it's fine because you'll break the stun/knock back instantly and give the stability in case of follow up. So that's very nice.
The other thing I’d like to add is it does have more then 1 stack of stab because overload earth also gives 3 stacks. It’s just harder to use for stability because it has to be used for alacrity.
That being said it’s a cool concept but I personally think two things could greatly help it. Giving “ammo” to the shouts, or simply buffing the duration of alacrity so you could overload earth more efficiently to use the stab.
Great video! Cool to see you doing ele. I've been playing my Aura Share/Condi Cleanse Tempest in WvW for years and really enjoy it. I like the Roy Mustang/Full Metal Alchemist reference regarding Fury.
I really liked heal tempest when I tried ir, both in PvE and in PvP, I discovered ele like 2 years ago, deffo my second favourite class and healer behind ranger (druid)
i love this series' thumbnails so much lmao
Unless you need more healing I always do the same rotation with dagger warhorn (with arcane water traits):
Fire (basicly all) -> water 3 for blast, 4 for regen (-> air 2) -> earth 4 (blast, boon extend), 5 overload -> air 2 5 -> water 2 (some more heal on the group) -> fire and REPEAT
The water trait, regen and the water 2 every 15 secs usually is more than enough to outheal the usual damage. healshout, water 5 (with blasts) and water dodge can be used to outheal some burst. shouts i use for condicleanse (trooper relic), regen, prot and aegis (also rebound for some encounters).
usually i dont run the rezz glyph (also remember manually ressing actually spawns a healing field :D), but it can be an option, ult elemental i also skip as i do no damage on halac tempest anyways and rebound can be nice in pugs ^^
staff i only equip for bosses like boneskinner where the healing requirement is intense. then again, once u need to camp water, alac is lacking
I am now nearly through the video and many points you pointed out yourself (also the rotation lol)
but yeah haha
I love my tempest and love that it gets some nice attention.
But yeah biggest negatives: weak cc and whenever you have to interrupt the rotation it feels bleh
Also something of note would be: when taking the aurashare build you could give up the arcane specialization in favour of air through which you are able to easily upkeep fury on the party if there is not a lot of rezzes needed. You also lose some concentration by doing this so make sure to adjust gear accordingly
I main staff aheal tempest because I chose 'healing wizard with a staff' as my very first character and just kept playing it. I find that for all but the most uptight groups, the loss of some minor boons is worth the extra healing and supportive options. Also, for a high-complexity class, the staff variant is the relatively low-intensity option.
A cool combo in water is to drop 5 (from behind the group), blast with 3, switch to earth, dodge in field for blast from specialization, then sand squal which is also a blast finisher i believe.
tbh I found scepter/wh more useful in most cases against dagger/wh variant. Give that a shot!
After overloading fire the tornado from that will linger for a while still giving pulsing might. So if you want even more might you want to wait for the tornado to disappear before spreading it with wh4.
I love alac temp normally I just water and air just to get those extra boons. But depending on what I am doing I’ll change it out for earth or arcane if we don’t have a support necro in the comp so I can revive and get everyone up quick.
It's actually possible to have fury on Tempest. Air tree has Zephyr's Boon and Raging Storm that provide fury, though the latter requires you to crit hit to have it, and the former requires Powerful Aura to share with your allies, but with Tempest having an easier time granting improved auras it's easy to keep plenty of boons on allies.
for cc i usualy use the conjure earth shield. if you want more, get ice bow. if you want knockback, get air hammer.
Time for me to judge.
Edit: I think for the beginning it's a good build. You don't need to think too much about swapping attunements or camping them for a moment like on staff. After all I still feel like staff is more powerful and with arcane skills it gives enough boons from combos. Good job Muk! Learning revive glyph is a bit tricky but can used to that. Also many DPS builds using "Rebound!" Because of auras it's providing at the end and that tasty furry
You should make a healing tier list from easiest to hardest...
Perhaps when I finish trying all the ones I don't know!
I personally like Staff for this build.
also you forgot that Evasive Arcana exists fpr when you dodge making the blast finisher heal relic very potent on dagger/warhorn and staff.
the downsides you highlighted are on point.
well done
Full Harrier or the Harrier/Giver split you mentioned, combined with Sigil of Concentration and Runes of the Monk seems to be way over capped on Concentration, something around 117% I think. I played around using Harrier/Cleric and got it to the point that I am at 100% Boon duration with only 3 "wasted" points, so something like 100.2%. Not sure if there was a reason for all the toughness, I obviously do not have as much, but I did gain a lot of Healing Power (and Power) as well. I realize this is a bit late, and it might have been mentioned before, but I thought it would be worth bring up. Edit: I should have mentioned that the numbers are based on Ascended Food +100 Healing Power and +70 Concentration.
You could switch one of your tradelines to earth that gives group stability every time you attune to earth. It would then in general make a slight different build cause then either healing or cleansing suffers. It would then bring group wide stability for 5 sec everytime you attune to earth. Some more experienced can crunch numbers if it’s worth if a fight really needs stability
The problem with that is that you want to overload earth often, and then you wont have that option whenever you want. Personally the only use in raids ive found for it is if you are tanking QtP, then taking earth can trivialize the damage he deals to you and you can focus on healing your group and boons. I also use staff on it for stab, so the extra staff from earth attune isnt super relevant usually
As someone that runs HAT in Fractals and Strikes, most of your weapon buttons are filler as you only have a few key weapon skills that you need to pay attention to outside of Water attune, especially since someone else is usually just putting out fury for you to extend anyway like he said. Staff is also a lot easier to learn since even less skills there are needed outside of Water and you're usually just cycling through for Overloads and the Transmute Mag Aura in Earth for more Stab when you need it. Much less convoluted than Rev is even if it seems as confusing from the start.
bringing rebound helps with the upkeep time for the fury
The only thing I had against this class, very small alac radius. I think you got the gist of this class very well, but similar to how you said in your herald video. if people got out of the "bubble" for example. It just feels really bad with boon upkeep
despite the different radius of overloads, the alac radius is always 600 which is the opposite of small. It's like quick herald and alac mech. And bigger than druid, chrono, scrapper, scourge..
also they can give aoe stablity when they attune to earth if they have the earth trait line and use the rock solid trait
only gives one stack for 3 secs in a 240 radius tho but it is an option
can be used with a aura heal build as they have a trait that makes siginets give a aura. so u can spam auras all over the place
also one thing to note with the eletric aura is that it shares that aura to all aiies. so if a boss hits everyone who has it then it can stack up. also u can denotate it on u for a aoe stun as well
Me: *Is gravely injured*
5 random Asuran progeny that came out of nowhere: " Earth, Fire, Wind, Water, Heart!"
Asuran Captain Planet: "By the elements combined! I spit Listerine on you!
Me: *Stands up* You know what, I'm good.
Loving this series
Did you consider Relic of the Nightmare King, which solves the Fury issue. It might not be necessary as like you said anyone else doing Fury sorts it, but I run it on my Heal Scrapper to guarantee Fury uptime.
Ele needs some major rejigs to their skills, but having only 1.5s CD going to a third element, and 10s to go back, promotes bouncing between elements and slamming whatever's strongest, so the devs have struggled to balance and diversify the weapons. Cone of Cold is the only dagger heal, but it's way stronger with a shorter CD than sword, where every single button heals aoe. It's also got a water field though, even if it makes you move, and you can use blast finishers in it for some bonus healing. If you're going Arcane, I'd have gone staff, because of the resurrective power of Geyser, which can be cast at range, plus Healing Rain, and Frozen Ground's frost aura for extra group damage reduction.
Dagger fire 3 also has an evade, I almost never see it mentioned
I dont know if its ideal but my rotation on heal tempest is essentially fire -> earth -> air -> repeat overloading each one and going into water inbetween. really easy to memorize the rotation.
also the healing geyser makes me miss the revive power heal scourge used to have. give it back anet!
an easy way to get group stab. Overload earth->earth 4->swap to fire use warhorn 4 to share your boons
I logged in to test this.
1 - overlord earth only gives you stability, no one else
2 - fire 4 only shares fury and might
Unfortunately this sequence does not give stability to anyone else but yourself.
@@MuklukUA-cam aww that's lame
Ele and CC are like oil and water, heh, even with dps builds. Think the only other option would be taking frost bow, which is essentially a nostalgia meme at this point. Dagger offhand does CC a little better, but for support in pve you definitely want dagger/horn or staff.
Also (and I see others touched on this), you didn't touch on the alac stemming from overloads, which is a huge reason you overload fire and earth. Water overload also provides it, but like you said, that's for big heals/cleanse when needed
i would like to add something but completely dont know ele class whatsoever. BUT still learned few things from this, i didnt know that ele had so many different ways of reviving people, pretty cool stuff, feels like necro should have that many ways of reviving ppl (quick ress, ress with full hp, pull and ress, ress 3 ppl in area).
If someone is good with it, then he can clutch huge moments with this :)
The amazing healing output makes up for the lack of Fury in my opinion.
Which is why I go for Staff instead, my groups never had an issue with Fury regardless.
Are you working on a mace/mace, staff ranger build? If so, that should be entertaining to see.
Staff earth aura conversion is a stab fror group
heal firebrand next pls ❤
so far I enjoy Chrono and Scourge for healing, I'd like chrono more if I could upkeep alac/quick when there wasnt something to target, probably its biggest weakness.
When I go max heals I use water and earth only, alac, protec and regen will be up all the time and use the water signet and elite shout.
Wait, you guys do raids/strikes with jade's core ??
On stab on Heal Tempest, It's actually great if you use earth trait line and staff but might and res power is going to be a lot worse. Also since this was recorded Tempest got a lot more Fury.
A tempest build
I love heal alac ele but I'm hoping it still get some more design changes to make it comparable to some of the other supports
How critical is swapping to all 4 elements for a healer? Just going between 2 elements would make it so much easier if everything isn't needed to be provided by only the one Tempest.
If there's an offensive support providing Quickness for the group then they could likely be providing something else also.
As far as I can tell, if you already have swiftness you can skip visiting air on rotation and then save air for interrupt moments.
I don't think you want to skip the others, fire and earth overloads keep boons up, and occasionally visits to water keeps the parties health up and heal over times rolling.
Elementalist relies heavily on soft CC; we don’t have a lot of hard CC; so it’s less subtle as more hard-CC reliant classes like Mesmer
Until you mentioned it here, I completely forgot jade cores existed.
Staff is really good because of the range you can cast your heals and your blast finishers. For some cases, staff is FAR better for your runs.
I main ele so this is really helpful if my party needs a healer.
Will your Tour de Support end with an update to your druid spec? (and/or other ranger supports)
Yeah I'll visit the ones I already played as well.
I really hope for staff to be reworked. It still pains me that staff, probably THE most visually appealing weapon for elementalists, doesn't really fit any role, except throwing geysirs into player mobs at soo-won or convergences.
Not an expert at this class by any means. But I've been playing this build for maybe 6 months now and I really love it.
You think heal herald is harder to learn? I main Heal Herald and HAT and HAT by far is the hardest healer to main why I also love it. Heal Herald is baby learning curve.
The thumbnail wtf😂😂😂😂
The best healer than the game and easier compare to druid
Elementalist Healers,
Keeping you nice and wet since 2012.
Did they nerf ele? My overloads don’t give alacrity
Came for the thumbnail
Coukd a Vindicator support be feasible in group PVE content?
It's such a monster in WvW.
The primary issue is that it doesn't provide quickness or alacrity which most accepted supports do. So if you run that you have to find more supports to fulfill that missing boon role.
Where is Aegis coming from for Eye of The Storm
Aegis is on aftershock, if I said it was on eye of the storm that was in error.
Use Air Specialization with Aurashare and give easy Fury and do more cc
I ran heal alac tempest for a loonggg time but I'm switching to rifle Mes cause it's so good.
I'm gonna go on a limb and guess that Noxxi's starting to develop an eye twitch whenever she hears the word "obviously".
missing the down state part of this rotation
Honestly? Dagger mainhand is the most boring of all options heal tempest has! Take karacosa and either sword or scepter. You have blast finishers in earth or fire depending on the weapon which is huge for the rotational heal and overload for the alacrity. Nowadays i mostly run staff because it has so much to offer with super speed, reflection, stability, super strong rotational heal with dropping geysir etc. dont underestimate scepter, i havent tried it because i dont like scepter that much but you got two explo finishers on fire which with karacosa are more heal, then you have water trident which is more cc and aoe meele heal. The thing is having those explo finishers and karacosa on non water attument allows you more heals while you try to keep up alacrity which in some fights like boneskinner is really relevant.
Dont forget tornado for cc, with the lowered cd its actually strong. Go in go for skill3 then 5into your r target and you will have a big impact.
XJJ is a staff fight!😉
Have you tried healbrand yet?
Yep, it is the next video
i love this build, but i refuse to use it because alac trait mess up with heal auras, one of my favourite way to play elementalist, staff tempest with healing auras and aura share is very fun, and back when tempest skills affected 10 players, i reached the most healing on world bosses i ever reached with anything else
staaaaaaaaaffffffff
lol the thumb nail xD
Man all these support videos want to turn all my charrs into support.(yes 'charrs' all my toons are Charr.) My Druid was my favorite before the spirits no longer providing alacrity nerf
"Lazy peon special" lmao
WHERE IS UNTAMED MR. LUK???
yumby water
Still working ?
yes, it's received buffs since the video was made so it's even better now
Smells like MuskLuk
Whargharbl
First
Eleventh
It's extremely weird that a healer tempest isn't in water most of the time. The logical is absolutely broken which is very sad.