so I recently did some buildcrafting for a healing tempest Id like to try out in fractals.
I haven't actually completed the gear on this one yet and so I cant give actual gameplay feedback.
But since it does look really nice on paper, I thought I'd share it here and maybe find some inspiration for improvements.
I'll try to explain certain build choices below, so please take those into consideration before posting your feedback.
Thanks in advance for your help.
Some on-paper stats:
Easy 25 might with 100% uptime.
100% Fury uptime
Very high, on-demand Protection uptime
100% boon duration (85 for fractals)
Should maintain very high stacks of vuln with high uptime
~50% healing modifier
General Thoughts and Gameplay:
a) Might stacking
On paper it should be quite easy to get to 25 mightstacks and maintaining them.
Start on Fire attunement > Precast Dragon's Tooth > Wildfire > Phoenix > Aftershock > Heat Sync > Switch to Earth > Sandsquall > Switch to Water (end of mightstack rotation)
To break this down: You get 3 blast finishers off in your Wildfire (9 stacks) and use Heat Sync (3 stakcs) which shares the 12 stacks you have by now for 24 might on allies. Pack runes (5 stacks) + Arcane Prowess (1 stack per attunement swap) + Sandsquall (3 stacks if you blast your Wildfire) are just the icing on the might-cake which should easily be enough. Start this rotation again when your Aftershock is close to getting off CD (since its CD is similar to wildfire and Heatsync).
This is were the "controversial" Pack rune choice comes into play. On paper (with 100% boonduration) Pack runes give 16s of Fury on combat start. During your mightstacking-rotation you will double that when using heatsync to 32 seconds (34 with Sand Squall). With Heatsync and the Rune ICD on 30 seconds this should (on paper) give 100% fury uptime without any alacrity or the help of another party member.
Since I opted for the Arcane traitline (over earth) you get 10 seconds of protection every time you go into Earth. Sand Squall alone gives 4 seconds of Protection and extends it for an additional 2 seconds for a total of 16 seconds.
d) actually Healing
Apart for when Mightstacking you will mainly camp water. Regeneartion and Soothing mist on paper (with the healing modifiers) alone give a wooping 830 healing per second. On top of that you can also use your weaponskills and heal skill for massive burst healing. Dont forget that your dodge while on water also procs Evasive Arcana for some extra healing. On fights where there is little healing required you can quickly switch in and out of earth to refresh Protection duration. But other than that you just spamm shatter stone while on water....which gives 5 vulnstacks for 20 seconds (!) per cast.
While this "rotation" hasnt been tested ingame yet, I think the general playstyle of this build would go something similar to this:
Start the fight on fire Attunement. Open with the mighstack rotation from above. Spend most of your time in Water and spam shatterstone. Use heals and utilities as you see fit. Switch in and out of earth frequently to refresh protection. Once Aftershock is off CD you repeat the mightstack roation.
Personally I prefer Arcane over Earth. I might be wrong here, but looking at "Elemental Attunement", "Evasive Arcana" and "Arcane Ressurection", I think it generally is far superior to the Earth traitline. Also extra boon duration and Attunement swap CD reduction is genuinely nice to have.
The traits on the Water line are generally very flexible. On the first tier I think "Piercing Shards" to be the best choice tho, since it makes Vuln-stacking so much better.
Personally I dont see the appeal in Powerful Aura since most of your Auras are AOE anyway. I could see it being good with "Unstable Conduit" ....but I actually think you wont be overloading that much to begin with. So In my opinion Soothing Power is the easy default choice here.
This was actually a bit longer than I initially anticipated.
But anyway, thanks for reading and I'd appreciate any constructive feedback.
Btw: Go Pack Runes!