Earth Attunement: Shock Wave Area Bleeding, Crippled, and Blast Finisher.Įach of these abilities has its own separate 10-second internal cooldown.Air Attunement: Blinding Flash Area Blinded.Water Attunement: Cleansing Wave Area heal and condition cleanse.Fire Attunement: Flame Burst Area Burning.Evasive ArcanaĮvasive Arcana is an incredible trait that causes your Dodge in each Attunement to have a special effect: Doing this will prevent you from ‘wasting’ the endurance gained from Latent Stamina. Latent Stamina has a built-in synergy with Evasive Arcana: when you are about to apply a lot of Vigor dodging immediately restores your endurance through vigor applications, essentially giving you a ‘free’ dodge and activating Evasive Arcana at the same time. Water Attunement also applies Vigor to nearby allies, further increasing the importance of rotating attunements quickly and efficiently! As a result, casting "Feel the Burn!", "Flash-Freeze!", and "Aftershock!" more or less off cooldown supplies extra endurance and Dodges to yourself and your team. Combined with Invigorating Torrents, this means all auras will restore endurance. Tempest has an important special interaction with Vigor Latent Stamina causes applying Vigor to also restore 10 endurance (1/5 of a dodge roll) in addition to its normal effects. Otherwise, you may lock yourself out of key healing abilities for an extended period of time. This means you may want to delay leaving Water Attunement after using Overload Water. Remember that after using this pulsing heal, you will not be able to re-enter Water Attunement for a while. Use Overload Water as your emergency heal and condition cleanse. Knowledge of the encounter comes in handy here.ĭelay Heat Sync after Overload Fire to share Might to allies too far away to get Might from Overload Fire. Save "Rebound!" to counter incoming burst damage that could cause people to go into a downed state. Dodge in the globe to activate Evasive Arcana which will cast Shock Wave for a total of 3 blast finishers amounting to over 7000 area healing!.Water Globe is also a water field utilize blast finishers with this to generate even more healing. Other sources of raw healing include Water Attunement weapon skills such as Cone of Cold, Tidal Surge, and Water Globe. "Wash the Pain Away!" is a powerful burst heal that also doubles as a condition cleanse. As such, rotating through Attunements and weaving in Water Attunement will greatly benefit your healing output and condition cleanse. Your main sources of sustained healing are Regeneration and Soothing Mist, which combine to heal your group for ~1000 HP per second! Simply entering Water Attunement provides a lot of your healing: Soothing Mist will be applied to your allies, while Cleansing Wave will remove one condition from five targets. Note: If there is no source of Fury in your party, use the A ir traitline as described at the bottom of this page for Fury.Īdapt this Core Loop with the abilities you need depending on the situation. Using all of these abilities provides permanent Might, Protection, Swiftness, Regeneration, Vigor, and Alacrity to your team, while also extending all boons on your party by about 10%! If there is even a single source of partial Fury in your group, you’ll also more or less guarantee 100% Fury uptime. As such, you may need to delay "Aftershock!" based on the encounter to use Aegis effectively.) (Note that you will typically use "Aftershock!" off-cooldown to upkeep Protection. Tempest also has on-demand Stability from "Eye of the Storm!" and Aegis from "Aftershock!". Save "Aftershock!" if you need to provide projectile reflection with Magnetic Aura or "Flash-Freeze!" to mitigate incoming spike damage with Frost Aura. While casting the Core Loop, use "Flash-Freeze!" and "Aftershock!" off-cooldown.
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