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Druid - High Mobility/Buff/Support

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Focused on: SupportUtility.

Designed for:


Information

This is a support druid designed to buff squad dps, provide healing and use it's high mobility for special situations such as covering green circles during the Vale Guardian fight.

The idea is to get into Avatar form as often as possible to provide Grace of the Land buffs and healing as often as possible. This, on pet swap and on weapon swap procs plus other buffs should provide an overall DPS increase for the squad that surpasses any DPS the Druid could contribute on it's own and this is before taking into consideration the druid's contribution to the raid in the form of healing and, when needed, circle coverage or other duties that require high mobility.

Note: The dual Staffs listed below are not an accident. Please see "Mobility Tricks" under the usage portion of this build for details.

Build

Juvenile Fern Hound.png
Juvenile Jungle Stalker.png
StaffHealingUtilityElite
Staff

Pets

  • Juvenile Fern Hound Juvenile Fern Hound for
    Regenerate Regenerate
    30Recharge.png
    Regenerate
    Gain regeneration.
    Regeneration.pngRegen (15s): 1,950 Heal
    .
  • Juvenile Jungle Stalker Juvenile Jungle Stalker for
    Mighty Roar Mighty Roar
    3Activation.png
    25Recharge.png
    Mighty Roar
    Give extreme might to nearby allies.
    Might.png5Might (15s): 150 Power, 150 Condition Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 600
    .

Traits




Weapons

First Weapon Set
  • Main Hand
Staff
Stats: Zealot
Superior Sigil of Water Superior Sigil of Water
5Recharge.png
Superior Sigil of Water.pngSuperior Sigil of Water
30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
Superior Sigil of Renewal Superior Sigil of Renewal
9Recharge.png
Superior Sigil of Renewal.pngSuperior Sigil of Renewal
Heal Nearby Allies on Weapon Swap (360 radius). (Cooldown: 9s)
Second Weapon Set
  • Main Hand
Staff
Stats: Zealot
Superior Sigil of Water Superior Sigil of Water
5Recharge.png
Superior Sigil of Water.pngSuperior Sigil of Water
30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
Superior Sigil of Renewal Superior Sigil of Renewal
9Recharge.png
Superior Sigil of Renewal.pngSuperior Sigil of Renewal
Heal Nearby Allies on Weapon Swap (360 radius). (Cooldown: 9s)

Sigil Variants

  • Replace each Sigil of Renewal with Sigil of Transference if they are within your budget but knowing what to do with this build is far more important than gear. If you don't play it well then there is no equipment in the world that will make you any better.

Equipment

Armor
  • Head
Stats: Zealot (Power/Precision/Healing Power)
Superior Rune of the Monk Superior Rune of the Monk
Superior Rune of the Monk.pngSuperior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
  • Shoulders
Stats: Zealot
Superior Rune of the Monk Superior Rune of the Monk
Superior Rune of the Monk.pngSuperior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
  • Chest
Stats: Zealot
Superior Rune of the Monk Superior Rune of the Monk
Superior Rune of the Monk.pngSuperior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
  • Hands
Stats: Zealot
Superior Rune of the Monk Superior Rune of the Monk
Superior Rune of the Monk.pngSuperior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
  • Legs
Stats: Zealot
Superior Rune of the Monk Superior Rune of the Monk
Superior Rune of the Monk.pngSuperior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
  • Feet
Stats: Zealot
Superior Rune of the Monk Superior Rune of the Monk
Superior Rune of the Monk.pngSuperior Rune of the Monk
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)

Optional: Magi's gear is fine if you can't afford Zealot's. Exotics will do, if you play your role well. Ascended gear will never make up for poor performance. Superior Rune of the Water can be used if you are still working to get the tears from AC that you'll need for Monk's.

Accessories
  • Amulet
Stats: Magi's / Cleric's. Swap as needed to ensure your toughness stays at least 150 below your tank's.
  • Ring 1
Stats: See Above
  • Ring 2
Stats: See Above
  • Earring 1
Stats: See Above
  • Earring 2
Stats: See Above
  • Back
Stats: See Above

Consumables

Delicious Rice Ball Delicious Rice Ball
Delicious Rice Ball.pngDelicious Rice Ball
Nourishment (30m):
Food.png100 Healing Power+10% Healing Effectiveness (Outgoing)+25% Magic Find during Lunar New Year
Consumable
Bountiful Sharpening Stone Bountiful Sharpening Stone
Bountiful Sharpening Stone.pngBountiful Sharpening Stone
Nourishment (30 m):
Potion.pngGain Power equal to 6% of your Healing PowerGain Power equal to 8% of your Concentration+10% Experience from Kills
Consumable

Usage

Duties: Your job is to support and react as needed. Therefore you are working on a priority system, not a rotation. Your priorities are:

  1. Keep your team alive.
  2. In the Vale Guardian fight, handle green circles.
  3. Generate Astral Force as quickly as possible.
  4. Get into Avatar as often as possible, healing your team members and consequently keeping
    Grace of the Land Grace of the Land
    Trait VII.pngGrace of the Land
    Allies affected by your celestial avatar abilities gain damage and condition damage increase.
    stacks up as much as you can.

NOTE: In the Vale Guardian fight a conflict does exist between your duties to be in Avatar form and being able to maintain your high mobility for circle duty (See the Mobility Tricks section below.). Missing a green circle is a wipe, so this has to be your top priority. You might need to exit Avatar early in order to get to a far off circle. Just do it and get back into avatar when you can.

AF Generation: Without AF you cannot heal anyone. Not melee, not range, not anyone. Therefore, you have to make generating AF a high priority at all times.

  1. The first thing to keep in mind when it comes to AF Generation is that AF is generated at a rate of 1.5% of heals but only 0.75% of damage dealt. Therefore, doing AoE healing to many people is going to be the absolute fastest way to generate AF. Doing AoE DPS will be second, single target heals comes in third and single target DPS is a very distant last place. The Vale Guardian fight is all single target so if you want to have any hope of generating AF you're going to need to be looking to heal as many people as you can, as quickly as you can. Lastly, reviving downed players is also a great way to generate AF, but not one you want to have to use too often.
  2. The second thing to remember is that you can't heal people who are at full health. No, you don't get any AF for using heal skills on people who don't need to be healed.
  3. The third thing to remember is that you can rack up a lot more healing by using a skill in a crowd than you can by trying to heal people one at a time.

All things considered, the fastest way you're going to generate AF is by healing a group of people, and the most densely packed group you can find is in melee.

Verdant Etching Verdant Etching
Trait V.pngVerdant Etching
Reduces recharge of glyphs. Activating a glyph skills plants a seed.

has been specifically chosen because Seed of Life Seed of Life is a great way to generate AF if it's dropped in a crowd of people who are standing still. You can run or dodge into melee, drop

Glyph of Empowerment Glyph of Empowerment
½Activation.png
20Recharge.png
Glyph of Empowerment
Glyph. Empower the outgoing damage or healing of allies.
Celestial Avatar.pngGlyph of Empowerment (Celestial Avatar).pngIncrease outgoing healing of nearby allies.
Glyph of Empowerment.pngIncrease outgoing damage of nearby allies.
Book.pngNumber of Targets: 5
Range.pngRadius: 300

and

Glyph of Alignment Glyph of Alignment
½Activation.png
20Recharge.png
Glyph of Alignment
Glyph. Damage and apply conditions to nearby foes.
Damage.pngDamage: 136
Cripple.pngCrippled (5s): -50% Movement Speed
Weakness.pngWeakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
Poison.png3Poison (5s): 503 Damage, -33% Healing Effectiveness
Book.pngNumber of Targets: 5
Radius.pngRadius: 300

at everyone's feet and get out of melee in moments. Note that both of these have a 16 second cool down as traited so you're going to be dashing in and out of melee a lot. Another way to generate a lot of AF is going to be to use your F2 as often as possible since

Invigorating Bond Invigorating Bond
Trait IX.pngInvigorating Bond
Your pet heals allies in an area around them. This trait has a 20 second internal cooldown.

will heal each person within a 300 radii for 2,580 while in much the same way

"We heal as one!" "We heal as one!"
1Activation.png
20Recharge.png
"We heal as one!"
Heal yourself and your pet.
Heal.pngHealing: 6,520

with

Cultivated Synergy Cultivated Synergy
Trait II.pngCultivated Synergy
Using a healing skill heals allies around you and your pet.

will also heal 5 allies within a radius of 300, this time for 1,227 each. Once again, reviving others is a fast way to generate AF and

Allies' Aid Allies' Aid
Trait III.pngAllies' Aid
When you begin reviving an ally cast search and rescue on them. You gain 10% increased revive speed.

will make that happen even faster... as well as get your team mates up ASAP.

Mobility Tricks

There's another conflict that you have to deal with and that's the fact that you're going to need to be getting into melee every 16-20 seconds while, at least in the Vale Guardian fight, getting to every green circle regardless of how far from melee it may be.

Quick Draw Quick Draw
Trait VII.pngQuick Draw
Combat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.

has been specifically chosen to be paired with the dual staff weapon set for just this sort of mobility. Just before using

Ancestral Grace Ancestral Grace
Activation.png
15Recharge.png
Ancestral Grace
Become a wisp of natural energy traversing to the target location. When you reach the target, heal nearby allies.
Heal.pngHealing: 1,610
Book.pngNumber of Targets: 5
Book.pngEvade: until reaching the destination
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200

you'll want to swap weapons. This will trigger

Quick Draw Quick Draw
Trait VII.pngQuick Draw
Combat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.

and allow your

Ancestral Grace Ancestral Grace
Activation.png
15Recharge.png
Ancestral Grace
Become a wisp of natural energy traversing to the target location. When you reach the target, heal nearby allies.
Heal.pngHealing: 1,610
Book.pngNumber of Targets: 5
Book.pngEvade: until reaching the destination
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200

to come right back off of cool down, allowing you to use it twice in a very short time period.

Quick Draw Quick Draw
Trait VII.pngQuick Draw
Combat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.

can be triggered every 9 seconds. There are two main ways to use this in the Vale Guardian fight. First is to simply swap before using

Ancestral Grace Ancestral Grace
Activation.png
15Recharge.png
Ancestral Grace
Become a wisp of natural energy traversing to the target location. When you reach the target, heal nearby allies.
Heal.pngHealing: 1,610
Book.pngNumber of Targets: 5
Book.pngEvade: until reaching the destination
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200

to get to a far off green circle in a way that allows you to have

Ancestral Grace Ancestral Grace
Activation.png
15Recharge.png
Ancestral Grace
Become a wisp of natural energy traversing to the target location. When you reach the target, heal nearby allies.
Heal.pngHealing: 1,610
Book.pngNumber of Targets: 5
Book.pngEvade: until reaching the destination
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200

available again as soon as possible. The other is to swap weapons before using

Ancestral Grace Ancestral Grace
Activation.png
15Recharge.png
Ancestral Grace
Become a wisp of natural energy traversing to the target location. When you reach the target, heal nearby allies.
Heal.pngHealing: 1,610
Book.pngNumber of Targets: 5
Book.pngEvade: until reaching the destination
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,200

to get into melee so that you can drop your glyphs and yet still be able to cross the entire width of the zone if the green circle appears far away while you're in melee. There are many other possible ways to use

Quick Draw Quick Draw
Trait VII.pngQuick Draw
Combat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.

but since this build is largely about extremely high mobility, this should be it's primary use in this particular role.

Buffs (other than healing):

  1. You will want to try to stay within 600 of melee as much as you can because of
    Spotter Spotter
    Trait IV.pngSpotter
    Nearby allies gain up to 150 precision.
    .
  2. Vigorous Training Vigorous Training
    Trait V.pngVigorous Training
    Your pets grant 6s of vigor to allies near them when you swap pets.
    may be a lot more helpful than you'd think. Dodging blue circles is rather important, especially in latter phases of the Vale Guardian fight.
  3. Mighty Roar Mighty Roar
    3Activation.png
    25Recharge.png
    Mighty Roar
    Give extreme might to nearby allies.
    Might.png5Might (15s): 150 Power, 150 Condition Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 600
  4. And the most important buff of them all has to be
    Grace of the Land Grace of the Land
    Trait VII.pngGrace of the Land
    Allies affected by your celestial avatar abilities gain damage and condition damage increase.
    . But remember, this only applies if you are healing people while in avatar form. This is one of the reasons that AF generation is so crucial to this build.

A Couple Last Tips:

  1. Remember that
    Quick Draw Quick Draw
    Trait VII.pngQuick Draw
    Combat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.
    triggers when Entering or exiting avatar form so be sure to lead off with Rejuvenating Tides Rejuvenating Tides and get a second one off as soon as you can since you won't have to wait for that annoying 8 second cool down.
  2. The second thing you should do when getting into avatar form is to cast
    Glyph of Unity Glyph of Unity
    ½Activation.png
    20Recharge.png
    Glyph of Unity
    Glyph. Use nature energy to connect to foes or allies.
    Celestial Avatar.pngGlyph of Unity (Celestial Avatar).pngTether yourself to nearby allies. Whenever you are healed, heal the tethered allies as well.
    Glyph of Unity.pngTether yourself to nearby foes. Whenever you take damage, deal damage to the foes tethered to you.
    Book.pngNumber of Targets: 5
    Range.pngRadius: 300
  3. When in avatar, you can use your weapon skills to heal those far from you and your utilities to heal those near you. This will allow you to get
    Grace of the Land Grace of the Land
    Trait VII.pngGrace of the Land
    Allies affected by your celestial avatar abilities gain damage and condition damage increase.
    on as many people as you can, as quickly as you can... as well as healing them all as fast as you can too.
  4. One raid session showed that two druids running builds that are only slightly more DPS oriented than this one were able to tag-team in a way that caused all buffs, including
    Grace of the Land Grace of the Land
    Trait VII.pngGrace of the Land
    Allies affected by your celestial avatar abilities gain damage and condition damage increase.
    , to have fantastic up time. This allowed a group of 8 DPS and 2 druids to have great DPS while enjoying incredible group survivability at the same time.
  5. If you are the only druid then be sure you are in your own group line of your squad. If anyone is in the group with you then they will get priority on all of your healing and buffs rather than having them go to the people closest to you and/or your pet.
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