Druid - Boon Support Condi DPS
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Contents
Information
- Condi Druid is a variant of Druid - Boon Support Healer which sacrifices healing for personal DPS. Like its healing counterpart, it provides multiple damage buffs to 10 players including , , and 25 stacks of
Might with . It also provides CC, , , and tons of utility from various pets and utility skills.
- This build is best used if the squad already has a dedicated healer, or you're in an expert group that can avoid almost all damage and maintain their bonus. If this is not the case Druid - Boon Support Healer will usually perform better. This guide assumes you are already an experienced Healing Druid player.
- For a more CC and burst damage focused variant, see Druid - Boon Support Power DPS.
- This guide is focused on raids. For the fractal version see Druid - Boon Support Condi DPS (Fractal).
Skill Bar
Weapon Variants
- You can swap out Axe/Torch for other weapons if needed. If you do this and are running Wilderness Survival replace with .
- Double Shortbow can be useful if the boss is frequently moving out of .
- Longbow provides for CC or pushing.
- Staff is a huge DPS loss but provides mobility, projectile destruction, a water field, and a blast finisher.
Pets
Juvenile Fanged Iboga is the highest DPS pet, which also inflicts good CC with its pet skill
Fang Grapple. This is the pet you will have out most of the time.
Juvenile Electric Wyvern and
Juvenile Rock Gazelle deal mediocre DPS but provides very strong CC from their pet skills, and
Head Toss. You should have one of these as your secondary pet and swap to it if CC is needed.
Juvenile Jacaranda is the second highest DPS pet and the pet with the highest cleave damage. It also has an immobilize in
Jacaranda's Embrace, useful if more soft CC is needed.
- In certain situations, you might also find these pets useful:
Juvenile Red Moa provides
Fury with its pet skill , useful if you're struggling with fury uptime.
Juvenile Jungle Stalker provides
Might with its pet skill , useful if you're struggling with might uptime.
Juvenile Wolf provides AoE fear, useful if your group is having trouble with adds (e.g. on Escort towers).
Juvenile Brown Bear provides for extremely condition-heavy fights.
Skill Variants
- If there's another Ranger in the squad, you should coordinate spirits with them before the fight so that you cover all spirits between the two of you.
- Healing Skills
- is a good alternative to on condition-heavy fights (e.g. Slothasor). If you take this run .
- if is already covered.
- Utility Skills
- provides a short cooldown AoE knockback and is the cornerstone of many raid boss strategies.
- provides an AoE stun break, useful for saving your subgroup on bosses like Slothasor.
- is a strong safety net for inexperienced groups.
- or if you don't need anything else.
- Elite Skills
- on fights where the immobilize is needed.
Specializations
- Variants:
- over if your subgroup has only condition DPS classes.
- provides a daze on entering .
- or is technically better when not running any glyphs, but they don't provide any real advantage so you don't have to retrait if you're lazy.
Wilderness Survival Variant
- Wilderness Survival can replace Nature Magic if you don't need the might and boon coverage from , e.g. if you are a second druid.
- over if not running a torch.
Equipment
Variants
- If extra might generation is required, can be replaced with . This is a good choice when playing the only druid, as without perfect alacrity uptime or if any players are not in a cast, might will drop.
Consumables
Food:
- / - Lifesteal procs from the food allow you to rapidly recharge Astral Force to use .
- , or - alternate foods if you haven't yet farmed geodes for the recipe or killed a W4 boss for Box of Raider's Sustenance
Utility:
-
- or for a cheaper alternative
Usage
Wilderness Survival Rotation
- Use your glyph skills when the next skill in your rotation is still on cooldown and fill the remaining gaps with autoattacks.
- If possible, double dodge right before the fight starts.
- Enter
- Exit
Weapon swap
- (or enter CA here)
- Enter
- Exit
- Dodge to trigger if you can spare the endurance
Weapon swap
- Enter
- Exit
- (or enter CA here)
- (or enter CA here)
- Dodge to trigger if you can spare the endurance
Weapon swap
- Repeat from 8.
Nature Magic Rotation
- Use your glyph skills when the next skill in your rotation is still on cooldown and fill the remaining gaps with autoattacks.
- If possible, double dodge right before the fight starts.
- Enter
- Exit
Weapon swap
- (or enter CA here)
- Enter
- Exit
- Dodge to trigger if you can spare the endurance
Weapon swap
- Enter
- Exit
- (or enter CA here)
- (or enter CA here)
- Dodge to trigger if you can spare the endurance
Weapon swap
- Repeat from 8.
General
- You are free to enter at any time during your rotation and/or stay in it for longer than just + when heals are needed.
- Dodging to trigger as part of your rotation is a DPS increase during low-pressure sections of a fight, but save your dodges for mechanics when necessary. It is still a DPS increase whatever the timing.
- See Druid - Boon Support Healer for general Druid tips.
CC
Fang Grapple or or
Head Toss
- Spirit. Summon a storm spirit that grants nearby allies a chance to apply vulnerability when attacking.
- Swapping to staff or with traited
- (not recommended as you generally need this skill for other mechanics)
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