Druid - Alacrity Support Healer

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: HealingSupport and Utility

Designed for: Raids

Expansions required: Heart of Thorns builds

Difficulty:
Normal
This build was last updated on March 14, 2024 and is up to date for the February 27, 2024 patch.

Overview

Healing Druid is a support build that provides its subgroup with Alacrity Alacrity from , high Might Might uptime, healing, frequent condition cleanse, and permanent Fury Fury and Regeneration Regeneration. It can inflict good amounts of CC, high Vulnerability Vulnerability if needed, and tons of utility from various pets and utility skills.

One of Druid's strongest features is the ability to provide the majority of its healing from long range via Staff and Celestial Avatar, only needing to return to the group for Might Might. This makes it excellent at handling mechanics without losing effectiveness, and makes it easy to support the tank when it's off-stack.


Skill Bar

Jungle Stalker
Electric Wyvern
Mace/Warhorn
Staff
Utility


Weapon Variants

While Staff can be replaced, losing it is a significant reduction in healing. Swapping out offhand Warhorn means you want to make sure the missing boons are covered elsewhere in your kit.

  • Players that don't own Secrets of the Obscure cannot use Mace. Axe is the most common replacement, but any mainhand weapon could work.
  • Longbow provides , a short cooldown and easily accessible knockback. On bosses where pushing or CC is important, you should use to help your squad.
  • Offhand axe for for pulling adds on certain encounters.


Pets Variants

You will mainly be bringing these pets to fights:

  • Jungle Stalker Jungle Stalker Has decent DPS, but is most useful for its , which helps keep your Might Might generation up.
  • Electric Wyvern Electric Wyvern and Rock Gazelle Rock Gazelle deal mediocre DPS but provides very strong CC from their pet skills, and . You should have one of these as your secondary pet and swap to it if CC is needed.
  • Fanged Iboga Fanged Iboga is the highest DPS pet and has a long-range pull in .
  • Jacaranda Jacaranda is the second highest DPS pet and the pet with the highest cleave damage. It also has an immobilize in , useful if more soft CC is needed.

In certain situations, you might also find these pets useful:

  • Red Moa Red Moa provides Fury Fury with its pet skill , useful if you're struggling with fury uptime.
  • Wolf Wolf provides AoE fear, useful if your group is having trouble with adds (e.g. on Escort towers).
  • Brown Bear Brown Bear provides for extremely condition-heavy fights.
  • Fern Hound Fern Hound provides Regeneration Regeneration if you have difficulty keeping it up.
  • White Tiger White Tiger is your second source of Aegis Aegis (with being the first). As this pet teleports around randomly during its attack, it is strongly recommended to keep it on passive to be sure that the boon hits your group.
  • Siege Turtle Siege Turtle provides good Protection Protection uptime, but more importantly a projectile-destroying bubble.


Spirit Variants

Spirits have three separate effects: They have an immediate effect when summoned, then the spirit slams the ground for a second effect, and finally it shakes and pulses boons for a few seconds.

  • heals you, slams the ground to heal allies for the same amount, then applies Vigor Vigor.
  • provides Resistance Resistance, slams the ground to cleanse conditions, then shakes to apply Resolution Resolution.
  • provides Aegis Aegis, performs an attack (which is a blast finisher), then shakes to apply Protection Protection.
  • applies Vulnerability Vulnerability to enemies in the area, performs a Daze Daze attack, then shakes to apply Fury Fury.
  • applies Blind Blind to enemies in the area, performs a Burning Burning attack, then shakes to apply Might Might
  • cleanses conditions, slams the ground to revive up to five downed players, then shakes to apply Regeneration Regeneration.


You will want for the easiest Might Might generation. You will generally want to take as well, as it is your best source of Aegis Aegis and provides a decent amount of Protection Protection as well.


Other Skill Variants

Healing
is a massive heal, and as a glyph it also provides Protection Protection via

  • is a good alternative on condition-heavy fights (e.g. Slothasor, Xera). If you take this run .


Utility

  • provides a short cooldown AoE knockback and is the cornerstone of several raid boss strategies.
  • for more Vulnerability Vulnerability and CC.
  • provides an AoE stun break, useful for saving your subgroup on bosses like Slothasor.
  • is a strong safety net for inexperienced groups.


Elite

  • on fights where the immobilize immobilize is needed.
  • On fights where you need a faster revive, or on Soulless Horror (where you want to avoid Stability Stability), then is the best (only) alternative.


Template Code

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Specializations


Trait Variants

  • if running .
  • to increase your DPS a tiny bit in experienced groups on low pressure encounters.
  • to carry inexperienced groups that are going down a lot.
  • If you're not running any glyphs then won't do anything and you might prefer one of the other options - be wary that the Stealth Stealth from can interfere with players as it will stop their autoattacks and is particularly disruptive for thieves that need to control when they stealth.


Specialization Variants

Marksmanship

With the loss of the unique buff from , it is much more viable to bring Marksmanship instead of Skirmishing. This traitline offers boons from , extra CC from and a lot of vulnerability from the combination of and .

  • On some specific bosses, you will need to use to push and can't afford to have the projectile be intercepted. In this case you can take .


Wilderness Survival

If you're far off on your own kiting a mechanic, you can run Wilderness Survival instead of Skirmishing for more personal survivability.


Equipment

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Harrier
Feet
Harrier
Backpiece
Harrier
Accessory
Harrier
Accessory
Harrier
Amulet
Harrier
Ring
Harrier
Ring
Harrier
Mace
Harrier
Warhorn
Harrier
Sigil
Sigil
Staff
Harrier
Sigil
Sigil
Rune
x6


Relic
  • is a very powerful option that will be more effective if you are able to trigger it twice between each use of . However, two of your blast finishers are already powerful heals, which can mean this relic is wasted on those skills.
  • is another powerful option. As with Karakosa, it adds healing to what is already a powerful heal, but converts any overhealing to barrier instead.
  • Remember to also get a longbow with the same sigils as your staff.


Consumables

Food

  • or ascended versions


Utility


Usage

As a Druid you wear many hats in a raid encounter. This is your priority during fights, from highest to lowest:

  1. Stay alive
  2. Maintain boons and healing on your squad
  3. Do mechanics
  4. Rescue teammates low on health
  5. Maximize your DPS


Boons

Your main job for most of the fight is maintaining Alacrity Alacrity and 25 stacks of Might Might on your subgroup. As a Druid you are well equipped to do this with . You should also be aiming to maintain permanent Protection Protection, Regeneration Regeneration and ideally Swiftness Swiftness.


Alacrity
Alacrity Alacrity is applied by every skill. In general, you should be aiming to use whenever it comes off cooldown, and using enough abilities to maintain Alacrity Alacrity until the next time is available.


Might
Might Might is applied by and in , as well as and . is almost half your Might Might generation, so it is required if you are the only Might Might source in your group.


Protection
Protection Protection is applied by , , your pet's beast ability (via ), and every glyph (via ). Using and F2 off cooldown should be sufficient to make Protection Protection permanent, but as you may wish to delay either of these for mechanics, it is helpful to bring at least one glyph to provide a safety net.


Regeneration
Thanks to the Nature Magic traits , and , having permanent Regeneration Regeneration is trivial.


Swiftness
By default, only applies group Swiftness Swiftness. The duration is almost long enough to make the boon permanent if used off cooldown, but both Skirmishing and Marksmanship offer ways to get a bit more: In Skirmishing, is effective when used on , and in Marksmanship, triggers Lesser Call of the Wild every time you pet swap.


Aegis and Stability
and offer very convenient access to Aegis Aegis and Stability Stability, respectively. If more is required, White Tiger White Tiger provides Aegis Aegis on its beast ability, and pulses Stability Stability in the area.


Example Opener

As a healer, you will always need to be reactive to the encounter, so there is no one rotation that is always best. The following example is just one way of starting a phase.


Begin on Staff

  1. Weapon Swap Weapon Swap once you're in combat to trigger
  2. to get Might Might stacked up fast
  3. and
  4. while standing on your squad
  5. Spam throughout - it has no cast time so you can cast it in the middle of other skills' cast times
  6. Spam
  7. - this provides an extra stack of Nature's Strength, allowing you to freely trigger Force of Nature when you wish.


The long opening usage allows you to twice, and will also get you to the 30-second duration cap on Alacrity Alacrity. This means that in subsequent uses, you can use skills 3-5 once each (you should also be able to get two in) to top the Alacrity Alacrity back up to the cap.


Force of Nature is a powerful effect, but both Staff and Celestial Avatar provide more sustained healing, so to fully benefit from it you want to have it activate just before leaving Mace/Warhorn.

Given how strong druid's healing already is, the extra 25% may not matter, so perhaps more useful is the reset of Mace skills when it triggers. Triggering Force of Nature with then using it again before swapping for more burst heals could be useful if you know a big hit of damage is incoming, though druid already has a lot of tools for burst healing. Alternatively, lining up Force of Nature with a defiance bar for two uses of will be very potent.


Healing

Healing is the secondary role you provide to your raid squad. While you should be regularly switching to Warhorn for , the rest of the time can be spent on Staff as almost every skill there is a heal.

On most encounters, you want to enter off cooldown in order to maintain Might Might and Alacrity Alacrity. While there, you should make sure everyone in the group is at full health (and Might Might) before exiting. This means you regularly burst heals on the group, and a combination of Regeneration Regeneration, your heal skill, and should provide significant sustained healing in between. This allows you to save and for an emergency burst heal.

Healing becomes important when mistakes or mechanics cause your teammates to get dangerously low on health. As a support healer, it's your responsibility to keep them alive. You can provide burst healing in any of the following ways:

  • Go into and spam , , and
  • (if using)
  • Drop a water field on your allies with or , and then blast it with and/or .

A combination of these should be sufficient to heal your team back up to full. Make sure to turn on "Thick Party Health Bars" in your options so that you can see who needs healing at a glance.

If your teammates still go down after you babysit them and drop all your healing on them, that's on them, not you. Make a judgment call on whether it's worth putting yourself in danger to revive them, or popping your / to give them a second chance.


Quick Draw

is a very useful trait that provides a safety buffer for both your boons and healing. Every 9 seconds, this trait will activate after you Weapon swap Weapon swap or enter/leave , and it will reduce the cooldown of the next skill you use that has a cooldown. This is usually going to be or . This extra buffer is great for new Druids or for chaotic fights where you can't keep up a regular rotation.

has a 9 second cooldown, so get a feel for the timing or keep an eye on your skill bar to see if is active. It's better to autoattack for a few seconds rather than accidentally waste on inconsequential skills.

also won't trigger if you are in the middle of a skill cast when you , so remember to finish your cast animations.


Mechanics

As a utility support class, Druid is often called upon to do specific raid mechanics. These are varied and highly encounter dependent. Ask your commander what they want you to do in any given fight.

  • Entangling: On many bosses, Druids are asked to bring to immobilize or clear adds. An example is on Gorseval where you have to keep 4 spirits from reaching the center. Generally this boils down to pressing when your commander tells you to.
  • Pushing: Druids have 2 reliable knockbacks in and , which means they usually have the responsibility of handling knockbacks ("pushes"). An example is on Soulless Horror where you will be asked to push Tormented Dead far away from the main group. If asked to do this, position carefully and have your pushing skills ready when the time comes.
    • If there is a risk of your getting intercepted then you should run the "Marksmanship Variant" listed above.
  • Kiting: As Druids can heal and support from range, they are sometimes asked to stand apart from the main group to keep a specific mechanic away. An example is on Sabetha where you may be asked to stand further away to kite flak. In these scenarios, will need to spend a long time in spamming the first three skills to maintain Alacrity Alacrity at range. Might Might uptime is likely to suffer in this case, unless you can regularly return to the group for and . Using on will be helpful to mitigate this.
  • Healing Through: Some advanced strategies rely on ignoring mechanics by having the healer heal through heavy damage. This generally involves saving and then spamming its healing abilities.


CC

You can help with breakbars using any of the following skills:

  • or or
  • or
  • (not recommended as you generally need this skill for other mechanics)


General Tips

  • provides Chilled Chilled and Weakness Weakness, which will be a DPS increase for many classes due to traits like , , and . Always use off cooldown if possible.
  • If you need to cleanse conditions, use . The light field can be blasted with or . If you need a lot of condition cleanse take and . can also cleanse certain conditions like chill and immobilize.
  • Use , , or if you need to immobilize things. You can also use .
  • blocks projectiles, which is relevant for certain encounters like Cairn.
  • Your pets are dumb and sometimes take damage from enemies and mechanics. Swap them out if they're about to die.
  • can be used to blind adds.
  • If you have nothing else to do, maximize your DPS and astral force generation by spamming weapon skills until is available again.


Encounter Specific Tips

Spirit Vale

Vale Guardian Toggle
  • This fight puts a lot of pressure on the tank, so make sure you keep them healthy.
  • Bring for seeker control. You can use to knock them away and to immobilize them.
  • If you're healing through greens, save your for it - not having it up right after a green circle will likely lead to a raid wipe.
  • In inexperienced groups is really useful for saving people who get ported.
  • If you get ported use to quickly dash back.
Gorseval the Multifarious Toggle
  • The tank will be standing a short distance from the main group, so make sure you tag them with your healing and .
  • Bring to immobilize the Charged Souls. With high group cleave, you can immobilize them very near the center and have your power DPS cleave all the Charged Souls down.
  • If you are delaying breakbars, be prepared to spam healing through the breakbar phase so that you can heal your DPS through the retaliation. It's ok to camp in for this section as there isn't any other damage pressure and your will refill your astral force during the split.
Sabetha the Saboteur Toggle
  • Keep an eye on the squad members doing cannons and be prepared to refresh their Might Might when they come back.
  • can be used to blind the adds so they don't knock your teammates into the flamewall.
  • (ideally cast inside Celestial Avatar) should be up for every flamewall attack. Placing it in the center will pulse Stability Stability as people run around and also speed up any revives that might be needed.


Salvation Pass

Slothasor Toggle
  • can be used against slubling projectiles.
  • You can bring for an AoE stun break.
    • Alternatively you can use for stability. The downside is that you have to be sure you can be in .
Matthias Gabrel Toggle
  • Bring for condition cleanse.
  • can be used for projectile destruction but be careful not to accidentally destroy Bloodstone Shards.


Stronghold of the Faithful

Siege the Stronghold (Escort) Toggle
  • On this fight Druids are normally asked to babysit Glenna. Try to remain as close to the group as possible without putting Glenna in danger. If you can't get close, you can still leave Glenna for short periods of time to stack Might Might with and .
  • Use , , , and possibly to keep wargs immobilized/crippled.
  • can be used to blind trash.
  • You can bring for an AoE stun break.
  • can be used to knock enemies back on the towers.
  • You can bring Wolf Wolf to fear mobs as an emergency measure. If you aren't escorting Glenna, you can use it to fear mobs when you go up to the towers.
  • is useful on Mcleod as he spams Confusion Confusion on the group.
Keep Construct Toggle
  • On this fight Druids are normally asked to push the orb into the rifts. Just go around with your Staff and position so that your autoattacks will hit it into each rift.
  • After pushing through the last rift, you can use on the orb to knock it out while you run back to the group and start buffing.
  • Make sure you have ready for the burn phase.
Xera Toggle
  • This fight puts a lot of pressure on the tank, so make sure you keep them healthy.
  • Bring for condition cleanse.
  • can be used to blind adds.
  • Due to the very high damage pressure in this fight, a healer should always be on the main platform. If you're solo healer this means you should always go back down if you get ported. If there are two healers, decide who is going back down if both get ported.


Bastion of the Penitent

Cairn the Indomitable Toggle
  • You can kite on this encounter without dropping Alacrity Alacrity if you're good
    • Make sure to use all your spirits at the start and dash to the group to use them all again every time there are greens
    • Use a mixture of , dodges, the special action key and to keep yourself alive
    • The Siege Turtle pet can provide you another source of projectile destruction
  • Don't be afraid to camp in and spam healing if the group needs it.
  • You should always take one agony, as you can heal and buff from range, and you can always heal yourself if you get low.
  • Use for mobility.
  • In inexperienced groups is really useful for saving people who get ported.
Mursaat Overseer Toggle
  • If the group doesn't have good cleave, you can set your pet on one of the scouts and it should be able to kill it before it reaches the end.
Samarog Toggle
  • You can bring for immobilizing Rigom and clearing spears.
  • is great here, as it provides good CC and allows you to knock Rigom into Samarog during the split phase.
  • If a breakbar is coming up, you should save for CCing with and healing the fixated squadmate.
  • If Rigom control is truly dire you could also bring a Longbow for a second knock.
Deimos Toggle
  • The puddle kiter takes heavy damage after blocking Deimos's Mind Crush attack, so watch out for this and make sure you keep them healthy. In Deimos CM this will apply to the entire squad.
  • You're a good choice to tank here, as getting ported causes your spirits to die.
  • Make sure your pet is on the squad, otherwise the Sauls might fixate on it and not come to the group.


Hall of Chains

Soulless Horror Toggle
  • This fight puts a lot of pressure on the tank, so make sure you keep them healthy.
  • Fanged Iboga Fanged Iboga is strong here as Soulless Horror takes a lot of damage from confusion.
  • As the Druid you are normally tasked with pushing Tormented Dead. To do this you need to equip a longbow and , and use the "Marksmanship Variant" traits above with .
    • When a Tormented Dead walks into the group, do your first push with , wait until the tormented dead is close to half health (often after being hit with a necromancer's ), then do your second push with and knock it to the edge of the arena.
    • on the tormented dead can be used to stack up extra Vulnerability Vulnerability so that condis tick harder.
    • If using pets like Electric Wyvern Electric Wyvern or Rock Gazelle Rock Gazelle, it may be wise to keep them Passive as they can interrupt your knocks on the Tormented Dead.
  • , and your blast finishers to cleanse conditions.
Dhuum Toggle
  • The green fissures will Fear Fear players who stand on them, so spamming around the time this attack hits can be very helpful.
  • A Brown Bear is a popular choice of second pet, as it provides an easy way to cleanse condis after the Greater Death Mark.
  • Alternatively, the Fire Wyvern can do a good job at killing Deathlings.
  • can be useful for even more condi cleanse.
  • Entering shortly after the knock and comboing 2->3 will also provide an area condition cleanse.
    • Try to stay inside during the pull so that you can spam healing on the group, and make sure they can immediately start the next phase at full Might Might
  • The Reapers can be healed, and in normal mode have a huge modifier to incoming healing, so keep them topped up as well!
    • The Reaper closest to the entrance will be where the deathlings (and messengers) congregate, so pay most attention to it.
  • Stealthing a Reaper gives them a unique stealth buff that lasts for 20 seconds. This will cause any mobs on it to leave and go to the next closest Reaper instead. This can be a useful trick with but be careful in case you do it by accident.
    • This can be extremely helpful if an Enforcer has spawned that you don't think you'll be able to kill before it reaches a Reaper.


Mythwright Gambit

Conjured Amalgamate Toggle
  • Even if you're not collecting orbs, make sure to use regularly so that whoever does it has Swiftness Swiftness.
  • Alternating and White Tiger can be used to prevent your group being stunned by the arms if no-one else is doing it.
Twin Largos Toggle
  • It's not uncommon to lack Vulnerability Vulnerability on this encounter, so the Marksmanship variant might be valuable.
  • Nikare's charge and Kenut's water spouts apply multiple disruptive conditions, so is very handy here. When facing Nikare, save it for when he starts the charge to quickly cleanse people.
  • The orbs that fly out of the bosses during the breakbar attack are projectiles, so will turn them into heals instead - perfect for when people go and stand inside the hitbox.
Qadim Toggle
  • is good value both for CCing the legendary creatures, and for providing Stability Stability if magma elementals reach the stack during the burn phases.
  • One of the most dangerous parts of Qadim's attacks is that they apply Vulnerability Vulnerability, so make sure that you're regularly cleansing it.


Key of Ahdashim

Cardinal Adina Toggle
  • You're a very good candidate for taking pillar aggro, but make sure to get your spirits out quickly so you don't drop Alacrity Alacrity.
  • Make sure to use frequently so that people have Swiftness Swiftness to outrun the lasers.
  • Be careful if using as the sudden Superspeed Superspeed may cause people to zoom to their doom.
  • Hold on to in the split phases in case you need to block the rocks from the hands.
  • is very useful for maintaining health in the final phase as damage pressure increases, and also for rescuing people who get downed in the sand - as they are out of range of manual resses.
Cardinal Sabir Toggle
  • This is a perfect encounter for the Marksmanship variant as affects the special action key CC, significantly improving your contribution.
Qadim the Peerless Toggle
  • If the kiters drop an orb, they will likely need special attention so keep an eye out.
  • Should a kiter die, you can fill in while still providing some support to the group, but you'll struggle to collect orbs so you may need to have a second player get them for you.
  • is useful to have both for its ranged res and as a backup source of Stability Stability to protect from Qadim's knocks.
  • Between and your pet, you can break distortions solo.


Ratings

This build has a rating of 5 stars based on 5 votes.
Log in or register to rate this build.
5 stars
OfficerAndyGentleman gave this build 5 stars • November 2022
Despite the removal of multiple powerful unique buffs, druid remains an excellent and versatile healer and boon provider. Requires a little more effort than mechanist, but has much more ability to fine-tune to fit individual encounters.
5 stars
Chinkeeyong gave this build 5 stars • September 2018
The premier raid healer and the cornerstone of most common raid strategies. You can't go wrong with a Druid.
5 stars
Narth gave this build 5 stars • October 2016
This guide gives a lot of great details for any new Druid. This build should become the standard healing druid build for most raid groups unless you're running a speed comp. Personally, I found the zerker Druid build to be too low on healing since the recent balance patch and found this build to work as a good replacement for both myself and my raid group! I really do think for the majority of gw2 raiders that this build is in the current meta.
5 stars
Gale gave this build 5 stars • September 2016
Solid starting point for entry-level Druids or teams that require stronger healing. It's a tad overkill in a double-Druid meta but it's still a viable alternative by providing a forgiving safety net.
5 stars
Yiwll gave this build 5 stars • September 2016
Good healing, and extremely useful for high damage-inflicting fights.

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