Druid - Support/Healer Regen

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Focused on: HealingSupportUtility.

Designed for:

Functionally identical to Druid - Support/Healer Staff, but out of date and with less details, archived

Information

This is a heavy healing build designed to be the primary healer in a group. If you're healing way too much, run Condition DPS Druid or Power DPS Druid instead. This build shines at encounters like Matthias or Cairn due to its high Regen output.

  • Careful this build has more than 0 toughness so make sure to either use the 0 toughness setup or coordinate with your tank in encounters where toughness tanking is the tanking mechanic.

Skill Bar

Juvenile Pink Moa.png
Juvenile Electric Wyvern.png
StaffHealingUtilityElite
Sword/Warhorn

Weapon Variants

Double staff is generally not recommended due to the lost utility of sword/warhorn /axe, however it can be used if you are in need of the absolute maximum healing output in conjuction with

.

Staff
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
Healing.pngHealing: 66
Targets.pngNumber of Targets: 3
Book.pngPulses: 3
Range.pngRange: 1,200
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
Healing.pngHealing: 322
Duration.pngDuration: 5 seconds
Radius.pngRadius: 130
Range.pngRange: 1,200
Ancestral Grace
Activation.png
18Recharge.png
Ancestral Grace
Become a wisp of natural energy traversing to the target location. When you reach the target, heal nearby allies.
Healing.pngHealing: 1,610
Targets.pngNumber of Targets: 5
Book.pngEvade: 1¼ seconds
Combo.pngCombo Finisher: Blast
Radius.pngRadius: 240
Range.pngRange: 1,200
Vine Surge
¾Activation.png
20Recharge.png
Vine Surge
Send forth vines that immobilize enemies and cleanse conditions from allies.
Damage.pngDamage: 202
Immobilize.pngImmobilize (1s): Unable to move.
Chill.pngCondition Removed
Cripple.pngCondition Removed
Immobilize.pngCondition Removed
Book.pngNumber of Impacts: 7
Targets.pngNumber of Targets: 3
Range.pngRange: 1,200
Sublime Conversion
25Recharge.png
Sublime Conversion
Summon an energy barrier that causes enemy projectiles to heal upon impact.
Healing.pngHealing: 162
Duration.pngDuration: 5 seconds
Range.pngRange: 900
Staff
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
Healing.pngHealing: 66
Targets.pngNumber of Targets: 3
Book.pngPulses: 3
Range.pngRange: 1,200
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
Healing.pngHealing: 322
Duration.pngDuration: 5 seconds
Radius.pngRadius: 130
Range.pngRange: 1,200
Ancestral Grace
Activation.png
18Recharge.png
Ancestral Grace
Become a wisp of natural energy traversing to the target location. When you reach the target, heal nearby allies.
Healing.pngHealing: 1,610
Targets.pngNumber of Targets: 5
Book.pngEvade: 1¼ seconds
Combo.pngCombo Finisher: Blast
Radius.pngRadius: 240
Range.pngRange: 1,200
Vine Surge
¾Activation.png
20Recharge.png
Vine Surge
Send forth vines that immobilize enemies and cleanse conditions from allies.
Damage.pngDamage: 202
Immobilize.pngImmobilize (1s): Unable to move.
Chill.pngCondition Removed
Cripple.pngCondition Removed
Immobilize.pngCondition Removed
Book.pngNumber of Impacts: 7
Targets.pngNumber of Targets: 3
Range.pngRange: 1,200
Sublime Conversion
25Recharge.png
Sublime Conversion
Summon an energy barrier that causes enemy projectiles to heal upon impact.
Healing.pngHealing: 162
Duration.pngDuration: 5 seconds
Range.pngRange: 900

Slot Changes

Utility Skills

  • for a short cooldown AoE knockback. Particularly useful at Vale Guardian to push away Seekers.
  • for a daze or party wide stunbreak.
  • for a condition cleanse or if nothing else is neccessary.
  • for potential clutch resurrections or for the pulsing stability at Matthias.

Specializations

Variants

Offensive trait variants using Marksmanship instead of Nature Magic are covered in the S/A Longbow Power Druid build page. Or in the condition druid page

Nature Magic

  • If your team is downing a lot, use
    .
  • If using a warhorn, use
    .
  • If protection is already covered and you are using no spirits, use
    or consider using the Markmanship variant.

Equipment

For the Magi/Minstrel set everything has to be Ascended otherwise you won't reach enough boon duration/healing power

Stats

  • Magi's armor and Weapons
  • Minstrel's Trinkets

Upgrades

Staff.png
I.png
Superior Sigil of Transference
Superior Sigil of Transference.pngSuperior Sigil of Transference
Outgoing healing effectiveness is increased by 10%.
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)
I.png
Sword.png
Warhorn.png
II.png
Superior Sigil of Transference
Superior Sigil of Transference.pngSuperior Sigil of Transference
Outgoing healing effectiveness is increased by 10%.
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)
II.png


Staff.png
I.png
Superior Sigil of Transference
Superior Sigil of Transference.pngSuperior Sigil of Transference
Outgoing healing effectiveness is increased by 10%.
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)
I.png
  • 6x
    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)


Infusion

  • 18x
    Healing Infusion Healing Infusion
    Healing Infusion.pngHealing Infusion
    +5 Healing Power +5 Agony Resistance

Notes

  • Assuming full ascended you need at least 5 healing infusions to reach the necessary Healingpower to reach enough boonduration with Magnanimous Tuning Crystal

No Toughness variant

Use exotic magi trinkets with Platinum doubloons over minstrel

Consumables

Food:

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
provides a large boost to healing for minimal loss in damage.

Utility:

Magnanimous Tuning Crystal Magnanimous Tuning Crystal
Magnanimous Tuning Crystal.pngMagnanimous Tuning Crystal
Nourishment (30 m):
Potion.pngGain Condition Damage equal to 3% of your VitalityGain Condition Damage equal to 3% of your Toughness+10% Experience from Kills
Consumable
is a absolute must for this build to have enough boonduration


Usage

Staff

  • Make sure you are piercing as many allies as possible with
    for astral gain. Positioning is very important while playing staff.
  • Use
    off cooldown for passive heals.
  • Use
    for a small burst heal when needed or for the mobility.
    • Consider using
      for a water blast.
  • Weapon swap to proc
    if using dual staves. Follow this up with
    for burst heal or
    for passive heal.
  • is useful as a soft CC against breakbars and as an immobilize against Seekers at Vale Guardian and Charged Souls at Gorseval. It is not a DPS increase over auto attacking.
  • Use
    for a water field before blasting and to block projectiles. (Especially useful in the Slothasor encounter for the adds and in the Matthias encounter for his jump).

Sword/Axe

  • The main use of Sword/Axe for this build is its damage and utility from
    . The pull is excellent for a number of encounters with adds such as Gorseval, Slothasor and Xera.
  • Learn how to use
    as an evade instead of dodging.
  • into
    for mobility or an evade from
    .
  • for an emergency reflect and DPS increase.
    • into a water field produces healing bolts for super quick astral regen. For instance can the combo
      into
      be taken use of.

Healing skills

  • lasts for 15 seconds after
    , this together with high uptime of Alacrity makes it better to instantly
    after summon.
  • is a nice heal skill for yourself and amazing for others if used in
    and especially while traited with
    .

Utilities and elites

  • Make sure
    ,
    and
    are up as much as possible.
  • is a high damage spammable snare. In Celestial Avatar this glyph is a large heal and condition cleanse.
  • can be used to heal more in clutch situations. Its general use is just for astral regen and grace of the land.
  • can be used twice in a row to obtain both buffs and two fields from
    . To do so start casting
    and immediately swap to
    .
  • is useful for a party wide stunbreak in case your raid lacks them at Slothasor.
  • Glyphs spread delayed blinds when traited with
    , which is useful for maintaining blinds on adds and clear conditions.
  • pulses healing, Stability with
    and its sacrifice resurrects up to five nearby players. However be aware of the long cooldown and the cast time of its active.
  • lasts for 15 seconds after
    , this together with high uptime of Alacrity makes it better to instantly
    after summon.

Celestial Avatar

  • and
    are group heals while in Celestial Avatar.
  • Use
    to fill the space between cooldowns of other skills in Celestial Avatar if your raid needs an excess of heals.
  • is a condition clear and wider but weaker heal than
    . This skill also blinds mobs and lingers for a second after casting. Always end your
    with
    to gain immediate astral force outside of it.
  • is a quick and fairly large heal. It also dazes, so it can be used to help break breakbars, CC adds and blasts combo-fields.
  • quickly spreads five stacks of
    . It is a water field while channeled.
  • can contribute to breaking breakbars. Is also good for snaring adds if needed like Seekers at Vale Guardian.
  • Recharge of Celestial Avatar is affected by alacrity.
  • If in need of excess heals, remember that
    is procced by
    and follow up with either
    or
    depending on the situation.
  • As this build is designed to stay a lot in Staff, staying in
    for its entire duration when neccessary is not a big deal. Due to the piercing of
    your
    should always be up for every cooldown if played correctly.
  • Use
    as frequently as possible, even if your team is at full health. Your goal is to maximize uptime on
    . Know when to expect damage spikes however so you can ensure
    is not on cooldown.

General

  • Do not swap pets unless they are in danger of dying. You don't want them to lose all their boons (especially quickness if they received it).
  • Make sure your spirit is in range of the raid group. Put it between the boss and the places you're most likely to kite towards.
  • triggers when entering Celestial Avatar and picking up bundles. Avoid unintentionally activating it. Recharge of Quick Draw is not affected by alacrity, so weapon swapping on cooldown will minimize accidental activation.
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