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Difference between revisions of "Druid - Bunker Druid"

(Equipment)
 
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| specialization = Druid
 
| specialization = Druid
 
| designed for = Conquest
 
| designed for = Conquest
| rating = good
+
| rating = archived
 
| focus = support, bunkering, mobility, direct damage
 
| focus = support, bunkering, mobility, direct damage
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A PvP Druid skirmisher build for holding points and occasionally supporting allies. Can be played more defensively (default build) or offensively as a '''Longbow''' build with a few minor changes detailed below. After the damage nerfs to Staff, Longbow's now the more popular choice at higher tiers.
+
A PvP Druid skirmisher build for holding points and occasionally supporting allies. Repeated nerfs to Staff and pet damage slowly shifted the Druid meta to Longbow for better damage and decap potential.
  
 
==Skill Bar==
 
==Skill Bar==
Line 21: Line 21:
 
| utility3 = Signet of Renewal
 
| utility3 = Signet of Renewal
 
| elite = "Strength of the Pack!"
 
| elite = "Strength of the Pack!"
| pet1 = Bristleback
+
| pet1 = Jacaranda
 
| pet2 = Smokescale
 
| pet2 = Smokescale
 
}}
 
}}
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===Slot Changes===
 
===Slot Changes===
 
'''Pets'''
 
'''Pets'''
* Bristleback can be replaced by either Electric Wyvern (AoE CCs and a combo field) or Jacaranda (strong AoE damage).
+
* Jacaranda can be replaced by {{gw2wiki|Juvenile Electric Wyvern}} (AoE CCs and a combo field), or {{gw2wiki|Juvenile Bristleback}} (burst damage).
  
'''Weapons'''
+
<!--'''Weapons'''
* For a more defensive, support oriented version you can replace the ''Longbow'' with a ''Staff'' and take {{Amulet/Mender's Amulet|label=yes}} with {{gw2rune|Superior Rune of the Water}}.
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* For a more defensive, support oriented version you can replace the ''Longbow'' with a ''Staff'' and take {{Amulet/Mender's Amulet|label=yes}} with {{Rune|Superior Rune of the Earth}}, although the Longbow version is far superior.-->
 +
===Template Code===
 +
{{BuildTemplate
 +
| code = [&DQQhKRkvBTV4AHgAqwEAAJYBAADCAAAA7QAAADkuAAAAAAAAAAAAAAAAAAA=]
 +
| id = build-template-1
 +
}}
  
 
== Specializations ==
 
== Specializations ==
 
{{Specialization|Wilderness Survival|top|mid|mid}}
 
{{Specialization|Wilderness Survival|top|mid|mid}}
 
{{Specialization|Nature Magic|bot|bot|mid}}
 
{{Specialization|Nature Magic|bot|bot|mid}}
{{Specialization|Druid|top|top|top}}
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{{Specialization|Druid|top|top|bot}}
  
 
==Equipment==
 
==Equipment==
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| weapon1 = longbow
 
| weapon1 = longbow
 
| weapon2 = sword, warhorn
 
| weapon2 = sword, warhorn
| sigil1 = Courage, Agility
+
| sigil1 = Separation, Exposure
 
| sigil2 = Cleansing, Energy
 
| sigil2 = Cleansing, Energy
| rune = Leadership
+
| rune = the Grove
 
| amulet = Avatar
 
| amulet = Avatar
 
}}
 
}}
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'''General'''
 
'''General'''
 
* Under General Options / User Interface enable "''Thick party health bars"'' and "''Always show health bars''". These will make it much easier to keep track of who needs your support.
 
* Under General Options / User Interface enable "''Thick party health bars"'' and "''Always show health bars''". These will make it much easier to keep track of who needs your support.
* Dodging applies Protection, which also heals thanks to the trait {{Trait|Rugged Growth}}.  
+
 
* Survival skills cure 2 conditions and grant Fury. {{Skill|Troll Unguent}} can cleanse 4, because it triggers another Survival skill from {{Trait|Soften the Fall}}.  
+
* Dodging applies {{gw2wiki|Protection}}, which also heals thanks to the trait {{Trait|Rugged Growth}}.  
 +
 
 +
* Survival skills cure 2 conditions and grant Fury. {{Skill|Troll Unguent}} can cleanse 4, because it triggers another Survival skill from {{Trait|Child of Earth}}.  
 +
 
 
*  Reviving downed allies is a big part of your role:
 
*  Reviving downed allies is a big part of your role:
 
** {{Trait|Allies' Aid}} is an extremely strong tool on a 85s CD that'll almost always guarantee a rez.  
 
** {{Trait|Allies' Aid}} is an extremely strong tool on a 85s CD that'll almost always guarantee a rez.  
 
** To make things even easier, you can drop out of {{Skill|Celestial Avatar}} when you reach the target in order to cloak them with {{Trait|Celestial Shadow}}.  
 
** To make things even easier, you can drop out of {{Skill|Celestial Avatar}} when you reach the target in order to cloak them with {{Trait|Celestial Shadow}}.  
 
** Under heavy pressure activating {{Skill|Signet of Stone}} can win you a couple of extra seconds before you'd have to give up on your ally.
 
** Under heavy pressure activating {{Skill|Signet of Stone}} can win you a couple of extra seconds before you'd have to give up on your ally.
** If the downed ally isn't near your position {{Skill|Ancestral Grace}} can be used to get there as soon as possible.
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<!--** If the downed ally isn't near your position {{Skill|Ancestral Grace}} can be used to get there as soon as possible.-->
* {{Skill|Sublime Conversion}} can't destroy unblockable projectiles. Always use it with a Leap or Blast Finisher for extra healing.
+
 
 
* {{Skill|Hornet Sting}} will leap backwards, while its chain skill will take you forward. To make better use of these, when you need to go in just one direction turn around before using Hornet Sting, then turn back before using {{Skill|Monarch's Leap}}. Setting up a keybind for "about face" (Options {{to}} Control Options {{to}} Movement) makes turning around much smoother.
 
* {{Skill|Hornet Sting}} will leap backwards, while its chain skill will take you forward. To make better use of these, when you need to go in just one direction turn around before using Hornet Sting, then turn back before using {{Skill|Monarch's Leap}}. Setting up a keybind for "about face" (Options {{to}} Control Options {{to}} Movement) makes turning around much smoother.
 +
 
* '''Signets''' are some of the strongest defensive skills in the build. Both the actives and passives are fairly valuable.
 
* '''Signets''' are some of the strongest defensive skills in the build. Both the actives and passives are fairly valuable.
 
** {{Skill|Signet of Stone}} is extremely useful against direct damage spikes, but you have to use it proactively and sometimes even predict when the burst is coming. Use it too late and it's wasted, too soon and your opponent can just delay its plan until the signet runs out.
 
** {{Skill|Signet of Stone}} is extremely useful against direct damage spikes, but you have to use it proactively and sometimes even predict when the burst is coming. Use it too late and it's wasted, too soon and your opponent can just delay its plan until the signet runs out.
 
** {{Skill|Signet of Renewal}} is basically the anti-condition version of the other signet. Biggest difference is, you want to use this ''after'' your opponents used up the bulk of their damage. You don't want to get spiked after wasting it on a few throwaway conditions.
 
** {{Skill|Signet of Renewal}} is basically the anti-condition version of the other signet. Biggest difference is, you want to use this ''after'' your opponents used up the bulk of their damage. You don't want to get spiked after wasting it on a few throwaway conditions.
 +
 
* In combat try to use {{Skill|Call of the Wild}} right before switching pets to provide them with the most Fury/Regeneration possible and to make their opening attacks unblockable.
 
* In combat try to use {{Skill|Call of the Wild}} right before switching pets to provide them with the most Fury/Regeneration possible and to make their opening attacks unblockable.
 +
 
* Much of the build's damage will come from '''pets'''. Don't start encounters on Smokescale, be on your secondary pet and switch to Smokescale when you need burst or a CC. Optional: stack up Vulnerability with {{Skill|Hunter's Call}} before swapping to Smokescale.
 
* Much of the build's damage will come from '''pets'''. Don't start encounters on Smokescale, be on your secondary pet and switch to Smokescale when you need burst or a CC. Optional: stack up Vulnerability with {{Skill|Hunter's Call}} before swapping to Smokescale.
 +
 
* In duels always try to keep your pet between you and your target. This way when you're attacking with {{Skill|Solar Beam}} the pet's going to get healed which yields Astral Force. The pet can also bodyblock hostile projectiles.
 
* In duels always try to keep your pet between you and your target. This way when you're attacking with {{Skill|Solar Beam}} the pet's going to get healed which yields Astral Force. The pet can also bodyblock hostile projectiles.
* Any Boon gained by the Druid is '''also applied to the pet''', which means swapping to Staff for the Quickness from {{gw2sigil|Superior Sigil of Agility}} can be used to boost the pet's burst.
+
 
* Bristleback's {{Skill|Spike Barrage}} is a very valuable burst skill, try to buff your pet before using it through {{gw2skill|Might}}, {{gw2skill|Fury}}, and {{gw2skill|Quickness}} stacking.  
+
 
**Root people into the burst with either {{Skill|Vine Surge}} or even {{Trait|Soften the Fall}}.
+
'''Longbow
* Often overlooked but {{Skill|Vine Surge}} cleanses conditions.
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* {{Skill|Rapid Fire}} is your main burst skill.
 +
 
 +
* {{Skill|Point Blank Shot}} can set up Rapid Fire nicely, or even help you decap an enemy controlled point by pushing them out of it.
 +
** {{Trait|Ancient Seeds}} makes skill even better at decapping nodes or setting up kills.
 +
 
 +
* {{Skill|Hunter's Shot}} is a defensive skill that can be used to safecast important skill under heavy pressure such as your heal, or just disengage while the {{gw2wiki|Stealth}} lasts. The projectile being rather quick also makes this skill good for getting rid of {{gw2wiki|Blind}} / {{gw2wiki|Aegis}} if you're willing to sacrifice this skill's benefits (if the projectile hits nothing or gets blocked, you won't gain stealth).
 +
 
 +
* {{Skill|Barrage}} is the go to skill for cleave damage.
  
  
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** (if taken) Electric Wyvern's pet ability, {{Skill|Lightning Assault}}, is a Lightning Field which can be used to stack AoE Swiftness by executing Blast Finishers in it.
 
** (if taken) Electric Wyvern's pet ability, {{Skill|Lightning Assault}}, is a Lightning Field which can be used to stack AoE Swiftness by executing Blast Finishers in it.
 
** {{Skill|Call of the Wild}} provides very decent Swiftness uptime on its own, even more if you use it in a Lightning Field as this is a Blast Finisher.
 
** {{Skill|Call of the Wild}} provides very decent Swiftness uptime on its own, even more if you use it in a Lightning Field as this is a Blast Finisher.
 +
 
* If your team doesn't have a Thief with a Pistol off hand to stack AoE '''Stealth''' just before the first major encounter begins, this task may fall to you:
 
* If your team doesn't have a Thief with a Pistol off hand to stack AoE '''Stealth''' just before the first major encounter begins, this task may fall to you:
 
** Just like the Wyvern, Smokescale also has a combo field: {{Skill|Smoke Cloud}}, which is a Smoke Field. Executing Blast Finishers in it (such as the aforementioned Call of the Wild or {{Skill|Ancestral Grace}}) will apply AoE Stealth.
 
** Just like the Wyvern, Smokescale also has a combo field: {{Skill|Smoke Cloud}}, which is a Smoke Field. Executing Blast Finishers in it (such as the aforementioned Call of the Wild or {{Skill|Ancestral Grace}}) will apply AoE Stealth.
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'''Celestial Avatar'''
 
'''Celestial Avatar'''
 
* Becomes available once you fill your Astral Force bar, which can be done mostly through healing, and to a lesser extent damage dealing.
 
* Becomes available once you fill your Astral Force bar, which can be done mostly through healing, and to a lesser extent damage dealing.
* {{Trait|Grace of the Land}} grants {{gw2skill|Might}} to allies for every Celestial Avatar skill used. Pulsing skills grant Might on each pulse.
+
 
 
* Entering {{Skill|Celestial Avatar}} removes all conditions and breaks stun. Exiting the form applies AoE {{gw2skill|Superspeed}} and {{gw2skill|Stealth}}. Careful with the stealth however, as it can make you lose the capture point.  
 
* Entering {{Skill|Celestial Avatar}} removes all conditions and breaks stun. Exiting the form applies AoE {{gw2skill|Superspeed}} and {{gw2skill|Stealth}}. Careful with the stealth however, as it can make you lose the capture point.  
 
** Sometimes under heavy pressure entering CA just for the mass cleanse and stun break only to almost immediately drop out of it for the stealth is better than trying to use your heals and risk getting bursted down, but at least try to get a {{Skill|Lunar Impact}} off (both for CC and sustain).
 
** Sometimes under heavy pressure entering CA just for the mass cleanse and stun break only to almost immediately drop out of it for the stealth is better than trying to use your heals and risk getting bursted down, but at least try to get a {{Skill|Lunar Impact}} off (both for CC and sustain).
 +
 
* {{Skill|Seed of Life}} should usually be used on cooldown. There's a bit of a delay between placing the seed and the cleanse going off, be sure to stand in it when it blossoms.  
 
* {{Skill|Seed of Life}} should usually be used on cooldown. There's a bit of a delay between placing the seed and the cleanse going off, be sure to stand in it when it blossoms.  
 +
 
* {{Skill|Lunar Impact}} is a quick and huge heal which also CCs enemies. As a Blast Finisher this has many other applications, for example blasting Seed of Life's ''Light Field'' results in AoE cleansing 1 condition.
 
* {{Skill|Lunar Impact}} is a quick and huge heal which also CCs enemies. As a Blast Finisher this has many other applications, for example blasting Seed of Life's ''Light Field'' results in AoE cleansing 1 condition.
 +
 
* {{Skill|Rejuvenating Tides}} is very straightforward, just use it to heal yourself and allies. Can be combo'd with {{Skill|Quickening Zephyr}} for burst healing or just to reduce the chance of getting interrupted.
 
* {{Skill|Rejuvenating Tides}} is very straightforward, just use it to heal yourself and allies. Can be combo'd with {{Skill|Quickening Zephyr}} for burst healing or just to reduce the chance of getting interrupted.
 +
 
* {{Skill|Natural Convergence}} is excellent for cleaving downed enemies. '''Note''': the channeling can be interrupted by moving or weapon stowing, but the {{gw2skill|Stability}} will still remain - you can use that to safely cast another skill.
 
* {{Skill|Natural Convergence}} is excellent for cleaving downed enemies. '''Note''': the channeling can be interrupted by moving or weapon stowing, but the {{gw2skill|Stability}} will still remain - you can use that to safely cast another skill.
 +
 
* Consider using {{Skill|"Strength of the Pack!"}} under heavy pressure before entering Celestial Avatar, the Stability can increase the chance of getting your heals off.
 
* Consider using {{Skill|"Strength of the Pack!"}} under heavy pressure before entering Celestial Avatar, the Stability can increase the chance of getting your heals off.
  
 
==Counters==
 
==Counters==
 
*Boon removal.
 
*Boon removal.

Latest revision as of 16:15, 2 March 2020

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Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Basic.png

Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories.

Focused on: SupportBunkeringMobilityDirect damage.

Designed for:


Overview

A PvP Druid skirmisher build for holding points and occasionally supporting allies. Repeated nerfs to Staff and pet damage slowly shifted the Druid meta to Longbow for better damage and decap potential.

Skill Bar

Juvenile Jacaranda.png
Juvenile Smokescale.png
LongbowHealingUtilityElite
Sword/Warhorn

Slot Changes

Pets

Template Code

[&DQQhKRkvBTV4AHgAqwEAAJYBAADCAAAA7QAAADkuAAAAAAAAAAAAAAAAAAA=]
COPY

Specializations




Equipment

Longbow.png
I.png
Superior Sigil of Separation
Superior Sigil of Separation.pngSuperior Sigil of Separation
Deal 5% extra damage to targets more than 500 distance away.
Superior Sigil of Exposure
Superior Sigil of Exposure.pngSuperior Sigil of Exposure
Your next attack after you swap to this weapon while in combat inflicts 5 stacks of vulnerability for 5 seconds. (Cooldown: 9s)
I.png
Sword.png
Warhorn.png
II.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
II.png
Superior Rune of the Grove
Superior Rune of the Grove.pngSuperior Rune of the Grove
(1): +25 Healing Power (2): +10% Protection Duration (3): +50 Healing Power (4): +20% Protection Duration (5): +100 Healing Power (6): +20% Protection Duration; when struck by a foe, a meadow blooms at your location, granting vigor, regeneration, and protection to allies within it. (Cooldown: 90s)
Avatar Amulet
Avatar Amulet.pngAvatar Amulet
+1050 Power +1050 Precision +560 Vitality +560 Healing power

Usage

General

  • Under General Options / User Interface enable "Thick party health bars" and "Always show health bars". These will make it much easier to keep track of who needs your support.
  • Dodging applies Protection Protection, which also heals thanks to the trait .
  • Survival skills cure 2 conditions and grant Fury. can cleanse 4, because it triggers another Survival skill from .
  • Reviving downed allies is a big part of your role:
    • is an extremely strong tool on a 85s CD that'll almost always guarantee a rez.
    • To make things even easier, you can drop out of when you reach the target in order to cloak them with .
    • Under heavy pressure activating can win you a couple of extra seconds before you'd have to give up on your ally.
  • will leap backwards, while its chain skill will take you forward. To make better use of these, when you need to go in just one direction turn around before using Hornet Sting, then turn back before using . Setting up a keybind for "about face" (Options Control Options Movement) makes turning around much smoother.
  • Signets are some of the strongest defensive skills in the build. Both the actives and passives are fairly valuable.
    • is extremely useful against direct damage spikes, but you have to use it proactively and sometimes even predict when the burst is coming. Use it too late and it's wasted, too soon and your opponent can just delay its plan until the signet runs out.
    • is basically the anti-condition version of the other signet. Biggest difference is, you want to use this after your opponents used up the bulk of their damage. You don't want to get spiked after wasting it on a few throwaway conditions.
  • In combat try to use right before switching pets to provide them with the most Fury/Regeneration possible and to make their opening attacks unblockable.
  • Much of the build's damage will come from pets. Don't start encounters on Smokescale, be on your secondary pet and switch to Smokescale when you need burst or a CC. Optional: stack up Vulnerability with before swapping to Smokescale.
  • In duels always try to keep your pet between you and your target. This way when you're attacking with the pet's going to get healed which yields Astral Force. The pet can also bodyblock hostile projectiles.


Longbow

  • is your main burst skill.
  • can set up Rapid Fire nicely, or even help you decap an enemy controlled point by pushing them out of it.
    • makes skill even better at decapping nodes or setting up kills.
  • is a defensive skill that can be used to safecast important skill under heavy pressure such as your heal, or just disengage while the Stealth Stealth lasts. The projectile being rather quick also makes this skill good for getting rid of Blind Blind / Aegis Aegis if you're willing to sacrifice this skill's benefits (if the projectile hits nothing or gets blocked, you won't gain stealth).
  • is the go to skill for cleave damage.


Stacking Swiftness/Stealth

  • It's important to start a match with a fair amount of Swiftness Swiftness on every member of the team. You have two options to do that:
    • (if taken) Electric Wyvern's pet ability, , is a Lightning Field which can be used to stack AoE Swiftness by executing Blast Finishers in it.
    • provides very decent Swiftness uptime on its own, even more if you use it in a Lightning Field as this is a Blast Finisher.
  • If your team doesn't have a Thief with a Pistol off hand to stack AoE Stealth just before the first major encounter begins, this task may fall to you:
    • Just like the Wyvern, Smokescale also has a combo field: , which is a Smoke Field. Executing Blast Finishers in it (such as the aforementioned Call of the Wild or ) will apply AoE Stealth.


Celestial Avatar

  • Becomes available once you fill your Astral Force bar, which can be done mostly through healing, and to a lesser extent damage dealing.
  • Entering removes all conditions and breaks stun. Exiting the form applies AoE Superspeed Superspeed and Stealth Stealth. Careful with the stealth however, as it can make you lose the capture point.
    • Sometimes under heavy pressure entering CA just for the mass cleanse and stun break only to almost immediately drop out of it for the stealth is better than trying to use your heals and risk getting bursted down, but at least try to get a off (both for CC and sustain).
  • should usually be used on cooldown. There's a bit of a delay between placing the seed and the cleanse going off, be sure to stand in it when it blossoms.
  • is a quick and huge heal which also CCs enemies. As a Blast Finisher this has many other applications, for example blasting Seed of Life's Light Field results in AoE cleansing 1 condition.
  • is very straightforward, just use it to heal yourself and allies. Can be combo'd with for burst healing or just to reduce the chance of getting interrupted.
  • is excellent for cleaving downed enemies. Note: the channeling can be interrupted by moving or weapon stowing, but the Stability Stability will still remain - you can use that to safely cast another skill.
  • Consider using under heavy pressure before entering Celestial Avatar, the Stability can increase the chance of getting your heals off.

Counters

  • Boon removal.
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Build rating - 4 stars
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7 Ratings
4 stars
Hanz gave this build 4 stars November 2019

Update: still sees some moderate play in ranked and very rarely in ATs, but it's mostly due to having a few Druid enthusiasts who make it work. Not that great, but playable.

2 stars
Drummermean gave this build 2 stars December 2018

This build just can't cope in the meta. It cannot survive a +1 with the combined extreme burst. Decent in 1v1s, point control, evading attacks, it also has great mobility.

3 stars
Donyajoon gave this build 3 stars September 2018

Great mobility and self sustain. Falls a bit off in damage and in team fights

4 More Ratings
5 stars
Vary gave this build 5 stars June 2018

Still viable in the new season. Provides good emergency options when heavily focused. Also offers a lot of options to support teamfights (heals, projectile ward, condi cleansing). Can carry a game with medium players quite well.

5 stars
Nathanel gave this build 5 stars March 2018

Have to agree. everything else got nerfed infact holosmith got some decent damage nerfs, as did spellbreaker and mirage.

5 stars
Baescons gave this build 5 stars January 2018

Strong 1v1 build. Many people seem to think the burst has gone down after many patches, so it isn't considered good enough to keep up with meta 1v1 builds(though that may be less of a problem since they nerfed chrono, but i still think its fallen alittle in most peoples opinion)

5 stars
Riri70 gave this build 5 stars December 2017

Took this build because I wanted to play a more support build. Turns out it's really great.

The tools are really useful in a variety of situations. When you're mastering this build you can survive most of encounters.

Scourge is indeed a problem but if you keep control and not tilt, you can overcome the condi pressure by using the various condi cleanse at your advantage (Celestial Avatar, Signet of Removal).

Knowing your combos is a necessity, Using the water field at your disposal with blast finisher (Call of the wild, ancestal grace) and quickening zephyr with Rejunevating Tides and Natural Convergence allow you to safely put down some good healing and cleaving damage.

Keep in mind that blast finisher will grant you Lingering Light only if you effectively heal yourself, leap finisher will grand you Lingering Light even if you are at full health.

Having Smokescale allows you to deal damage plus the smoke field can help you in specific situation, I use the jacaranda for a bit of damage & control with immobilize.

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