Build

Druid - Raid Spirit Support

Basic.png

Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Last modified: 483 Days ago.

Focused on: SupportUtility.

Designed for:

Information

A Support Druid build designed for Raids and "challenging" content.

It provides support in the form of multiple unique damage buffs, boons, healing and also deals decent damage. 11-17 Might, Fury, Swiftness, Regeneration (400hp/s). 60% uptime on Vigor and Stability while Spirits are up.

This allows other classes to focus more on DPS and less on additional support. Additional Might stacks will come from fire fields. Provides large DPS increases through Spirits, Glyph of Empowerment, Grace of the Land and Spotter. This is a possible 35% direct damage increase, 15% condition damage increase, 7% critical chance and 30 burn ticks every 8 seconds for a party.

Build

Juvenile Jungle Stalker.png
Juvenile Lynx.png
 
Sword/Warhorn
Healing
Utility
Elite
Staff

Pets

  • 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
    .
  • Juvenile Lynx Juvenile Lynx for
    Rending Pounce Rending Pounce
    Activation.png
    30Recharge.png
    Rending Pounce
    Leap at a target foe and make them bleed.
    Damage.png2Damage: 244
    Bleed.png4Bleeding (10s): 1,700 Damage
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 600
    .
  • Felines will contribute good condition damage through their innate skills and
    Sharpened Edges Sharpened Edges
    Trait I.pngSharpened Edges
    You and your pet have a 66% chance to cause 3s of bleeding when you critically strike
    for those fights whose mechanics require it.
  • Change out Juvenile Lynx Juvenile Lynx for Juvenile Jaguar Juvenile Jaguar if condition damage is not specifically required.

Traits

Variants

Swap Druid for Skirmishing, if your team need more condition dmg.

Weapons

First Weapon Set
  • Main Hand
Sword
Stats: Zealot
Superior Sigil of Force Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
  • Off Hand
Warhorn
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)
Second Weapon Set
  • Main Hand
Staff
Stats: Zealot
Superior Sigil of Force Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
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)

Sigil Variants

  • Replace the Water Sigil on the Warhorn with a Sigil of Concentration when it becomes available, this will allow the removal of the Bountiful Sharpening Stones for regular cheaper versions. Or replace with a Sigil of Air for more DPS during burn phases.
  • Replace the Force Sigil on the Staff with a Sigil of Transference when it becomes available.

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; 25% chance when struck to heal for a small amount. (Cooldown: 15s) (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies.
Healing Infusion Healing Infusion
  • 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; 25% chance when struck to heal for a small amount. (Cooldown: 15s) (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies.
Healing Infusion Healing Infusion
  • 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; 25% chance when struck to heal for a small amount. (Cooldown: 15s) (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies.
Healing Infusion Healing Infusion
  • 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; 25% chance when struck to heal for a small amount. (Cooldown: 15s) (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies.
Healing Infusion Healing Infusion
  • 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; 25% chance when struck to heal for a small amount. (Cooldown: 15s) (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies.
Healing Infusion Healing Infusion
  • 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; 25% chance when struck to heal for a small amount. (Cooldown: 15s) (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies.
Healing Infusion Healing Infusion

Optional: Superior Rune of the Water instead of the monk

Accessories
  • Amulet
Stats: cleric
  • Ring 1
Stats: cleric
  • Ring 2
Stats: cleric
  • Earring 1
Stats: cleric
  • Earring 2
Stats: cleric
  • Back
Stats: cleric

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.pngBoon Duration Increased by 10%+100 Power+10% Experience from Kills
Consumable

OR

Furious Tuning Crystal Furious Tuning Crystal
Furious Tuning Crystal.pngFurious Tuning Crystal
Nourishment (30m):
Potion.png+100 HealingGain Ferocity Equal to 5% of Your Healing+10 Experience from Kills
Consumable

Usage

  1. Call of the Wild Call of the Wild
    ½Activation.png
    30Recharge.png
    Call of the Wild
    Grant fury, might, and swiftness to yourself and nearby allies.
    Fury.pngFury (15s): 20% Critical Chance
    Might.png3Might (15s): 90 Power, 90 Condition Damage
    Swiftness.pngSwiftness (15s): 33% Movement Speed
    Radius.pngRadius: 750
    Combo.pngCombo Finisher: Blast
    (Blast Fire Fields before and during combat)
  2. Frost Spirit Frost Spirit
    Activation.png
    20Recharge.png
    Frost Spirit
    Spirit. Summon a frost spirit that has a chance to grants bonus damage to nearby allies.
    Frost Spirit.pngFrost Spirit (6s): 75% chance to grant 10% bonus damage on hit
    Book.pngNumber of targets: 5
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 1,000
  3. Sun Spirit Sun Spirit
    Activation.png
    20Recharge.png
    Sun Spirit
    Spirit. Summon a sun spirit that grants allies a chance to inflict burning.
    Sun Spirit.pngSun Spirit (6s): 75% chance to apply burning on hit
    Burn.png2Burning (3s): 768 Damage
    Book.pngNumber of targets: 5
    Duration.pngEffect Recharge: 10 seconds
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 1,000
  4. 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
  5. Hunter's Call Hunter's Call
    1Activation.png
    25Recharge.png
    Hunter's Call
    Call hawks to swarm your foe.
    Damage.png16Damage: 464
    Range.pngRange: 1,200
  6. Swap to Staff
  7. Astral Wisp Astral Wisp
    ¾Activation.png
    8Recharge.png
    Astral Wisp
    Send a wisp to attack your foe. While attached it will circle the foe, healing allies it passes through.
    Damage.pngDamage: 323
    Heal.pngHealing: 322
    Duration.pngDuration: 5s
    Radius.pngRadius: 130
    Range.pngRange: 1,200
    (Quick Draw)
  8. Astral Wisp Astral Wisp
    ¾Activation.png
    8Recharge.png
    Astral Wisp
    Send a wisp to attack your foe. While attached it will circle the foe, healing allies it passes through.
    Damage.pngDamage: 323
    Heal.pngHealing: 322
    Duration.pngDuration: 5s
    Radius.pngRadius: 130
    Range.pngRange: 1,200
  9. Solar Beam Solar Beam
    Activation.png
    Solar Beam
    Fire a concentrated beam of light, damaging the target foe and healing allies inside of the beam.
    Damage.pngDamage: 121
    Heal.pngHealing: 66
    Book.pngNumber of Targets: 3
    Book.pngPulses: 3
    Range.pngRange: 1,200
    Until your Astral Force is charged
  10. Swap to Warhorn
  11. Call of the Wild Call of the Wild
    ½Activation.png
    30Recharge.png
    Call of the Wild
    Grant fury, might, and swiftness to yourself and nearby allies.
    Fury.pngFury (15s): 20% Critical Chance
    Might.png3Might (15s): 90 Power, 90 Condition Damage
    Swiftness.pngSwiftness (15s): 33% Movement Speed
    Radius.pngRadius: 750
    Combo.pngCombo Finisher: Blast
  12. Enter Celestial Form
  13. Spam heals on allies to also buff them with GotT.
  14. Exit Celestial Form
  15. Call of the Wild Call of the Wild
    ½Activation.png
    30Recharge.png
    Call of the Wild
    Grant fury, might, and swiftness to yourself and nearby allies.
    Fury.pngFury (15s): 20% Critical Chance
    Might.png3Might (15s): 90 Power, 90 Condition Damage
    Swiftness.pngSwiftness (15s): 33% Movement Speed
    Radius.pngRadius: 750
    Combo.pngCombo Finisher: Blast
  16. Recast Spirits and GoEmp as required.
  • Use sword for burn phases, but turn off the AA toggle so you have more control over it.
  • If additional burst healing is required,
    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
    gives a large buff to healing (25%) while in Celestial Form, so wait until you are in the form to use it.
  • 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 the Celestial Form, so swapping to Warhorn before entering it will ensure you can reduce the recharge of
    Call of the Wild Call of the Wild
    ½Activation.png
    30Recharge.png
    Call of the Wild
    Grant fury, might, and swiftness to yourself and nearby allies.
    Fury.pngFury (15s): 20% Critical Chance
    Might.png3Might (15s): 90 Power, 90 Condition Damage
    Swiftness.pngSwiftness (15s): 33% Movement Speed
    Radius.pngRadius: 750
    Combo.pngCombo Finisher: Blast
    significantly, upon exiting, allowing you to stack more might with it.
  • Spirits now have a 95% damage reduction, so can be placed close to the battle without fear of them being killed.
  • Cast
    Spirit of Nature Spirit of Nature
    Activation.png
    180Recharge.png
    Spirit of Nature
    Spirit. Summon a spirit that heals allies. Command the spirit to revive and cure conditions on nearby allies.
    Heal.pngHealing: 320
    Duration.pngDuration: 60 seconds
    Radius.pngInterval: 1 second
    Radius.pngRadius: 240
    when additional healing is required, it has 50% up time and scales well with healing power, so it will heal for approximately 450hp/s, making it good for maintaining the Scholar Rune bonus on DPS classes.
40%
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7 Ratings
Bronze Medal - Basic
XDeadzX said this build was basic February 2016

There are many good builds for ranger, this is not one. Between clerics and zealots, you don't have any real damage, and your provided buffs will be lacking.

Variants tell you to swap what can't be swapped, and the lack of precision is going to kill sigil of water's viability. Spirit of natures uptime means it can't be a dedicated heal throughout a raid, it's not a 50% uptime like you state, it's a 25% uptime (up for 60 seconds, down for 180 seconds, 240 seconds total -- Cooldown doesn't start until the spirit is dead.)

Using quickdraw for something like call of the wild in raids is unreasonable, you don't need the set of buffs it provides and you give up better options by focusing that (like quickdrawing something in CA, or quickdrawing astral grace) as the rangers job in a raid is not to stack might, you don't need the blast finisher. If your raid is relying on a ranger for might generation, the group has more problems than this build.

I would not run it.

Bronze Medal - Basic
Neijala said this build was basic February 2016

This build has some serious flaws. It suggestes "Swap Druid for Skirmishing" but Skirmishing is already in the normal variant and druid line is pretty much mandatory. It also overheals, has to much toughness and focuses too much on buffs that are generally provided by other classes (like might). Overall this build will result in a damage loss for the group compared to other druid builds.

Bronze Medal - Basic
Erkenbrand said this build was basic January 2016

Well.....zealot + cleric, for real? Zealot + berserk accesories( or celestial work too) are much better. Also some traits like +1% dmg per boon or sharpened edges rly doesnt work with cleric. If zealot/cleric +7% power from healing sound a bit better. Or marksmanship for perma regen/fury/might + bonus dmg? Spotter also isnt neccesary in *new* combat concept. But its probably depends on playstyle/group setup. So main idea of build is good, but *gear stats* are just horrible and traits are not balanced.

4 More Ratings
Gold Medal - Great
Voluptus said this build was great December 2015

I've tweaked the build a little. Most of the staff work is at range and the current build has no aoe so I swapped Sword for Axe. This allows me to stay at range while I buff the raid with the horn and gives me some multi target ability. I also swapped Glyph of the Tides in and Sun Spirit out only because of Seekers on the green circles in the first boss fight. As things go, I may swap it back for other fights.

Food is good and say no to Zerker's. This build isn't about doing damage. It's not even primarily about healing. It's about BUFFS. The main reason to go Celestial is to rain healing down to keep Grace of the Land up as much as possible. This is your top priority and you can do it from range.

To understand this build AND the healer's role in raids you have to remember that a (mathematically) perfectly played druid buffs the group's DPS by 35%, which is far more than you could ever contribute by doing damage in (cough) Zerker gear. Now, no one plays perfectly, but there's no reason you can't get 18-20% of an increase in DPS on the whole group and that makes you more valuable than any TWO dps group members PLUS, oh yea, you keep people alive too.

Oh, in the squad UI make sure you're in a group (line) BY YOURSELF or your buff prioritize to your group over all others.

The only change I'd make is to maximize buff duration.

My whole raid team is very happy with the job this build is doing for them.

Bronze Medal - Basic
Enaretos said this build was basic November 2015

This build is pretty horrible. The stats are bad : you should keep your non-staff set as Berserker, as well as your trinkets. While Superior Sigil of Force is a damage increase, you're better off taking the stats I wrote before and swapping it for Superior Sigil of Transference on your staff, and Superior Sigil of Air on your sword. While using nature magic visually gives the impression you're bringing more heals to the team, you're already capped on regen duration while using marksmanship instead. I would also argue that Call of the Wild proc on pet swap provides a higher uptime for it than a reduction on warhorn cooldowns do. The food choice is pretty bad too. Indeed, the regen is capped and as the spirits are currently bugged you're not even giving the buffs you try to increase the duration of to your party.

Overall this build appears to have been put together without much thought to a party comp nor the actual efficiency/effictiveness of the skills, traits and gear used. I vote against it : it's bad.

Silver Medal - Good
Eirh said this build was good November 2015

The build has the basic problem that spirits are bugged to prefer giving boons to each other and pets over other players. Having 3 spirits and the ranger pet means only one player will get the spirit boons at all, and if a Mesmer Clone or Necro Minion are up none will get the boon. Until this is fixed the build is bad for raids, because the spirit focus is useless and should be replaced by something else. I will change this rating if that bug gets fixed.

EDIT: As promised, I would redo the rating once the bug gets fixed. The build is pretty decent now, and provides a good framwork for what I think a Druid should bring to his group. I don't think there is a "best" druid build, because the right amount of healing to bring is very dependant on your group composition. Some groups are fine even if you go full zerker, some need more healing, where Zealot/Cleric/Magi become viable choices.

Gold Medal - Great
Dames said this build was great November 2015

Testing this build today works great at buffing dps and keeping party members alive, whilst retaining some dps.