Druid - Boon Support Healer (Fractal)

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The community gave this build a rating, making it top-tier: Great.

Focused on: HealingSupportUtility.

Designed for:

Expansions required:

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Information

Healing Druid is a primary healer for fractals and dungeons that provides strong offensive support. While it offers less healing than other healers, it provides permanent Might Might and Fury Fury and multiple unique party damage buffs such as
,
, and
. It also provides heavy CC, high Vulnerability Vulnerability, and tons of utility from various pets and utility skills.
In experienced parties, Druid players can consider running the variants Druid - Boon Support Power DPS (Fractal) or Druid - Boon Support Condi DPS (Fractal), which sacrifice healing to squeeze out more DPS. Alternatively, if another party member is providing Might Might and Fury Fury (such as the Chronomancer) you can sacrifice all healing and play Soulbeast - Power DPS for maximum damage.
This guide is focused on fractals. For the raid version see Druid - Boon Support Healer.

Skill Bar

Juvenile Rock Gazelle.png
Juvenile Jacaranda.png
Axe/WarhornHealingUtilityElite
Staff

Weapon Variants

  • Longbow provides
    , a short cooldown and easily accessible knockback. You can consider running it instead of Staff when pushing or CC is more important than the defensive utility of Staff.
  • Offhand axe can replace Staff for more DPS if you don't need the defensive utility. It also provides
    for pulling adds on certain encounters.

Pets

You will mainly be bringing these pets to fights:
In certain situations, you might also find these pets useful:

Skill Variants

Healing Skills
  • is the largest burst heal but doesn't provide regeneration.
  • helps maintain regeneration if you're far from your party (e.g. when kiting poison on Siax).
Utility Skills
  • can replace
    if you don't need vulnerability or CC. It's also worth running over
    or
    if there are 2 or more condition DPS in the party.
  • provides party wide Protection Protection, useful for high pressure fights like Mai Trin.
  • if CC is really bad.
Elite Skils
  • if the immobilize is needed.
  • if you need more
    healing and don't need
    or
    .

Specializations

Variants
  • if not running
    .
  • if you don't need the safety buffer of
    .
  • to carry inexperienced groups that are going down a lot.
  • if you need more CC, or if you need your staff skills a lot for some reason. It will also trigger when you enter
    .
  • or
    if not running any glyphs.

Marksmanship (Daze) Variant

Marksmanship is a viable alternative to Skirmishing. This sacrifices
but increases your personal DPS and lets you contribute a ludicrous amount of breakbar damage via
.
You can consider running Marksmanship if you don't need the cooldown reduction on
, your team doesn't need
(e.g. a mostly Holosmith/Dragonhunter team that overcaps crit chance), and the extra CC will be useful.
When running Marksmanship you should heavily consider traiting
in Druid.

Equipment

This gear is optimized to make use of the concentration from Mist Mobility Potion. It also assumes that the toughness from Cleric stats isn't an issue. If you only have one gear set and plan to take this build into raids, you should use the gear from Druid - Boon Support Healer.
Harrier stat icon.png
Harrier stat icon.png
Harrier stat icon.png
Harrier stat icon.png
Harrier stat icon.png
Harrier stat icon.png
Harrier stat icon.png
Cleric stat icon.png
Cleric stat icon.png
Harrier stat icon.png
Harrier stat icon.png
Harrier stat icon.png
Harrier stat icon.png
Harrier stat icon.png
PvE weapon swap.png
Harrier stat icon.png
6x
Superior Rune of the Monk
18x
Healing Infusion
  • If running Marksmanship Variant, you can use
    instead of
    .
  • You can also use Magi stats instead of Cleric at a very minor DPS loss (since your DPS is nothing to write home about anyway).
  • You can also use Giver stats instead of Harrier for more toughness.
  • If you cannot afford stat infusions just use standard agony infusions to reach 150 Agony Resistance.

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
Utility
  • Bountiful Maintenance Oil Bountiful Maintenance Oil
    Bountiful Maintenance Oil.pngBountiful Maintenance Oil
    Nourishment (30 m):
    Potion.pngGain 0.6% Outgoing Healing Increase for Every 100 Healing PowerGain 0.8% Outgoing Healing Increase for Every 100 Concentration+10% Experience from Kills
    Consumable

Usage

As a Druid you wear many hats in a dungeon or fractal encounter. This is your priority during fights, from highest to lowest:
  1. Stay alive
  2. Do mechanics
  3. Rescue teammates low on health
  4. Maintain boons and healing on your party
  5. Maximize your DPS

Boons

Your main job for most of the fight is maintaining 25 stacks of Might Might on your party. As a Druid you are uniquely equipped to do this with
. At the start of the fight, and any time
is available, you should go into
and do the following might sharing rotation:
  • while standing in your party
  • If done right the
    will explode shortly afterwards, healing teammates and granting you astral force for your next
    .
In addition to spamming
you will want to spam
on your warhorn. This will top off your subgroup's Might Might and Regeneration Regeneration, and grant Fury Fury to your Chronomancer who can then sustain it on the group with
. You can
if you have trouble with boon uptime (see "Quick Draw" below).
Combined with the passive pulsing might from
, you should have no trouble maintaining 25 might on your party.

Healing

Healing is the secondary role you provide to your party. Many new Druid players focus excessively on healing their teammates and camp Staff for the whole encounter. In reality, you don't need to do this as Regeneration Regeneration and your
rotation are enough to take care of random damage and keep people topped off. You only need to swap to Staff if you need emergency healing or utility.
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, top them off, and maintain their
bonus. You can provide burst healing in any of the following ways:
  • Go into
    and spam
    and
  • Activate
    or
  • Drop a water field on your allies with
    or
    , and then blast it with
    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. You should also be aware of mechanics that inflict Agony Agony such as Social Awkwardness so you don't waste all your skills trying to heal someone through a 90% healing reduction.
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.

CC

Druid brings very strong CC in dungeons and fractals, especially if running the Marksmanship Variant. You can help with breakbars using any of the following skills:
  • Storm Spirit Storm Spirit
    1Activation.png
    20Recharge.png
    Storm Spirit
    Spirit. Summon a storm spirit that grants nearby allies a chance to apply vulnerability when attacking.
    Storm Spirit.pngStorm Spirit (6s): 75% chance to apply vulnerability on hit.
    Vulnerability.png3Vulnerability (10s): 3% Incoming Damage, 3% Incoming Condition Damage
    Targets.pngNumber of Targets: 5
    Duration.pngEffect recharge: 10 seconds
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 1,000
     Forward arrow blue.png 
    Call Lightning Call Lightning
    20Recharge.png
    Call Lightning
    Spirit. Your storm spirit sacrifices itself to generate a powerful blast of electricity.
    Damage.pngDamage: 353
    Daze.pngDaze: 3 seconds
    Targets.pngNumber of Targets: 5
    Radius.pngRadius: 240
  • Fang Grapple Fang Grapple or
    or Head Toss Head Toss
  • or
  • Swapping to staff or
    with
    traited

Miscellaneous Tips

  • If running
    , you should spam it off cooldown, unless your teammates are busy and can't make use of the buff, or a burn phase is coming up which you should save the buff for.
  • is mainly used for instantly maxing Vulnerability Vulnerability on bosses, and for the 300 breakbar damage on activation (450 with
    ). As the
    buff lasts 6 seconds after it dies, you can safely pop it the moment it spawns.
  • provides group wide pulsing Stability Stability which is extremely useful on CC heavy fights. It can also be popped for an emergency resurrect on every player in the party, including yourself.
    • only lasts for 60 seconds and has a very long cooldown. Save it for the phases when people are most likely to go down.
  • Place your spirits where all your party members will be in range of them. If you are constantly moving and getting into trash fights (e.g. Twilight Oasis, most dungeons) you can either constantly destroy and resummon your spirits, or replace them with other utility skills.
  • provides Chill Chill 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
    . You can also use
    , which provides a light field that can be blasted with
    ,
    , or
    .
    can also cleanse certain conditions like chill and immobilize.
  • Use
    , Jacaranda's Embrace Jacaranda's Embrace, or
    if you need to immobilize things. In dire situations you can use
    (not recommended).
  • blocks projectiles, which is relevant for certain encounters like Viirastra/Artsariiv.
  • Always cast another spirit before
    . This is so that when you see the other spirit expire, you can manually activate
    just before
    expires for extra damage.
  • Your pets are dumb and will take damage from enemies and mechanics. Swap them out if they're about to die.
  • can be used to blind trash mobs.
  • You can blast the smoke field provided by Juvenile Smokescale Juvenile Smokescale with
    and
    . Coordinate with your teammates to get long lasting Stealth Stealth.
  • If you have nothing else to do, maximize your DPS and astral force generation by spamming axe/warhorn skills until you need to heal or do your boon rotation again.

Encounter Specific Tips

Fractals of the Mists

Aquatic Ruins
  • Bring a harpoon gun for
    generation.
  • You don't have a warhorn to provide Fury Fury, so make sure to bring Juvenile Tiger Juvenile Tiger or have someone else in the party that can provide it.
Swampland
  • is useful for condition cleanse.
  • can be used to blind trash.
  • and
    can help teammates run wisps. If running wisps yourself, you can use
    for faster movement.
Urban Battleground
  • You can coordinate with your party to blast the smoke field provided by Juvenile Smokescale Juvenile Smokescale for Stealth Stealth. This lets you run past trash mobs and skip most of the fractal.
  • can be used to blind trash.
Uncategorized
  • You can coordinate with your party to blast the smoke field provided by Juvenile Smokescale Juvenile Smokescale for Stealth Stealth. This lets you skip the harpies in the jumping puzzle sections.
  • The lasers in the tunnel count as projectiles and can be entirely nullified with
    .
  • You can dodge while pulling the switches after the laser tunnel. This means you can dodge from one switch to another, pulling both of them.
  • You can bring
    to easily heal through Old Tom's poison and kill him without activating any fans.
  • After Old Tom it's possible to skip past the last jumping puzzle section. Go to the platform beneath the final encounter, precast
    , and jump up the incline with
    . Once you're at the top your party can /gg and respawn above.
Solid Ocean
  • Try not to fall asleep.
  • You can blind tentacles with
    to nullify their knockdown attack.
  • You can bring
    and
    for more stun breaks.
Underground Facility
  • can be used to blind trash.
  • You can bunker on a switch fairly easily, or use your healing to help your teammates stay alive.
  • Make sure to time your
    and
    with the lava on the final boss for maximum burst damage.
Cliffside
  • can be used to blind trash.
  • If you reach the switches at the end of a section first, you can use
    to self-cleanse the Immobilize Immobilize and pull all the switches by yourself.
Molten Furnace
  • can be used to blind trash.
  • You can easily heal through any damage taken in the bullet hell section.
  • The fire tornadoes count as projectiles and can be blocked with
    .
Thaumanova Reactor
  • You can solo the heat room with
    ,
    healing, and the Superspeed Superspeed from
    and
    .
  • At the end of the heat room or the maze, use one of your many condition cleanses to remove the Immobilize Immobilize and pull all the switches by yourself.
  • Time
    with your party breaking each defiance bar.
  • You can bring
    to immobilize Subject 6's oozes and buy your party more time.
Snowblind
  • You can use
    or Can't find such skill "Jacaranda's Embrace"! Please refer to our skill index. to immobilize the ice elementals in the beginning.
  • The final boss can get hectic so don't be afraid to bring
    or spam
    if your team needs it.
    is useful for saving people who get downed.
  • As long as you stay clumped and have high party DPS, you can outheal the damage from turrets and adds. If your DPS is low, you can get some party members to clear turrets; make sure you heal them when they return, probably low on health.
Twilight Oasis
  • You can coordinate with your party to blast the smoke field provided by Juvenile Smokescale Juvenile Smokescale for Stealth Stealth. This lets you run past enemies and skip the entire first section.
  • helps with the condition spam. You can also bring
    if your team is having trouble.
  • is useful for Stability Stability during boss fights. You can also place it during Amala's Dwayna phase to pick up allies who get downed by lightning.
  • If people keep going down, consider running
    and
    to carry their dead bodies over the finish line.
Chaos
  • You can coordinate with your party to blast the smoke field provided by Juvenile Smokescale Juvenile Smokescale for Stealth Stealth. This lets you skip the golems in the initial jumping puzzle section. Once you reach the hill and trigger the checkpoint, everyone can /gg and respawn.
  • is useful at the last boss for Stability Stability and an emergency res if your team can't CC him in time.
  • Time
    with your party breaking the defiance bar.
Molten Boss
  • can be used to blind trash.
  • is useful at the last boss for Stability Stability.
  • Time
    with your party breaking the defiance bar.
Volcanic
  • You can use
    or Jacaranda's Embrace Jacaranda's Embrace to immobilize grawl shamans before they reach the captives.
  • provides crucial condition cleanse for the last boss.
  • blocks the projectiles from the fire elemental adds.
    can be used to blind them.
Mai Trin
  • Get your team to stack in melee.
    ,
    , and
    are enough to sustain your team through Mai Trin's damaging attacks.
  • Use
    and Head Toss Head Toss to help with the defiance bar. When it's broken pop
    .
  • can be used to blind adds.
  • During the last 25% phase, place
    to block Sharpshooter Tonn's sniper shot.
Aetherblade
  • can be used to blind trash.
  • If you reach the end of a section first, you can use
    to self-cleanse the Immobilize Immobilize and pull multiple switches by yourself.
  • can save people who die in the final laser room.
  • You can use
    to interrupt the final golems and pull them away from the lasers.
Nightmare
MAMA
  • can be used to blind adds.
  • Time
    with your party breaking the defiance bar.
  • In low tier fractals you can easily heal through the poison AoE.
  • (Challenge Mote) You can destroy the red balls with
    .
  • (Challenge Mote) CC is incredibly important in this fight, so trait Marksmanship and help to break all the defiance bars. The combined low-cooldown CC of
    and Head Toss Head Toss will make things much easier for your Chrono and Warrior.
Siax
  • can be used to blind the adds and nullify their explosion.
  • Time
    with your party breaking the defiance bar.
  • (Challenge Mote) As the Druid you are normally assigned to kite poison. After recovering from his breakbar stun, Siax will normally do a tail swipe followed by the poison attack. You can use the brief period in between to place spirits, cast
    , and stack might on your party before moving to your kiting spot.
    • Zoom in on your minimap. At 66% the adds spawn in the north, south, east, and west of the arena, so in the 100%-66% phase you should stand at a diagonal corner of the room and get all the poison there. At 33%, the spawning positions rotate 45 degrees clockwise, so in the 66%-33% phase you should stand in the north, south, east, or west.
  • (Challenge Mote) As a Druid you are normally assigned to duo one of the adds with the Chronomancer. Before going in, place your personal marker to notify your party members about which add you're doing.
Ensolyss
  • Time
    with your party breaking the defiance bar.
  • Make sure everyone is at full health before an altar phase starts.
  • Place your
    during the second altar phase so that you can revive anyone who goes down.
  • (Challenge Mote) Timing your CC is crucial here. Try to pop
    and
    Storm Spirit Storm Spirit
    1Activation.png
    20Recharge.png
    Storm Spirit
    Spirit. Summon a storm spirit that grants nearby allies a chance to apply vulnerability when attacking.
    Storm Spirit.pngStorm Spirit (6s): 75% chance to apply vulnerability on hit.
    Vulnerability.png3Vulnerability (10s): 3% Incoming Damage, 3% Incoming Condition Damage
    Targets.pngNumber of Targets: 5
    Duration.pngEffect recharge: 10 seconds
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 1,000
     Forward arrow blue.png 
    Call Lightning Call Lightning
    20Recharge.png
    Call Lightning
    Spirit. Your storm spirit sacrifices itself to generate a powerful blast of electricity.
    Damage.pngDamage: 353
    Daze.pngDaze: 3 seconds
    Targets.pngNumber of Targets: 5
    Radius.pngRadius: 240
    at the same time as Ensolyss does his slam attack. If done right, the combined CC of you and your party members will interrupt Ensolyss mid-slam and make it go on cooldown.
Shattered Observatory
Skorvald
  • Time
    with your party breaking the defiance bar.
  • The Stability Stability from
    is useful here since many of Skorvald's attacks inflict CC.
  • As the Druid you are normally assigned to keep Solar Blooms away from the party. Just autoattack them, or throw your pet at them, to push them to the edge of the arena.
  • (Challenge Mote) Save your
    for the last 33% phase so you can share Stability Stability through the pizza cutter attack and potentially res downs. Be prepared to spam
    healing as well.
Viirastra/Artsariiv
  • Wait until the boss goes to the corner of the arena before placing your spirits.
  • Time
    with your party breaking the defiance bar.
  • can be used to blind adds.
  • Pop your spirits during each split phase so that they'll be up for the next boss phase.
  • Your CC contribution is high so make sure you're going around killing clones.
  • In organized groups the Warrior usually solos the marble, but if your group doesn't need much healing, you can also do marbles without losing much group DPS. Just remember to place your spirits and do your might share rotation before you leave.
  • Place
    during the last 33% phase for more Stability Stability and to save party members from last-minute downs.
Arkk
  • Time
    with your party breaking the defiance bar.
  • can be used to blind adds.
  • Make sure your pet is on passive during the Solar Bloom phases so it doesn't go around attacking blooms.
  • Both of your autoattacks have a huge range, so you can help out your teammates with Solar Bloom pushing if they're having trouble.
  • can be used to destroy red orbs if you don't trust your party members to special action key through them.

Dungeons

TBD

Build rating - 5 stars
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6 Ratings
5 stars
Chinkeeyong gave this build 5 stars September 2018

While Druid is no longer mandatory in fractals, it's still an extremely solid utility class with healing, spirits, CC, and the all-powerful Glyph of Empowerment.

5 stars
Bearpaws5 gave this build 5 stars August 2018

This build works well, until encountering pugs who think a druid can heal a group that decides to face-tank every encounter. I could before the healing nerf - and this build style was great - but not anymore. Pug groups are getting worse, not better. I have more success running support necro or raid healing ele (Twilight, Shattered, and Mai.)

5 stars
Screaming gave this build 5 stars August 2018

Played well, this build will be extremely capable of carrying even bad groups, and even after the healing nerfs can still have some rather potent burst healing with the CA Glyph of Rejuvenation, Lunar Impact, and Rejuvenating Tides, while also having absurdly long lasting Fury, Swiftness, and Regeneration from Call of the Wild.

A well-played Druid is an asset to most groups, and most of the time not unwelcome. A badly played one, however, is extremely easy to notice.

3 More Ratings
5 stars
TealDeer gave this build 5 stars May 2018

For PUGs, this build is still great; however, for Fractal Pugs specifically, I suggest taking a Minstrel's chestpiece and rings (Fracs don't usually rely on Toughness based tanking strats, and you'd still be below the recommended toughness for tanks). You end up quite a bit more durable, you have a smidge more healing power, and you don't lose any Concentration. It IS much more expensive, however.

5 stars
Toomanyunknown gave this build 5 stars May 2018

With the changes to Chronomancer and the optimal Fractal composition now being 3 Weavers 1 Chronomancer 1 Banner Slave, this build is no longer the optimal Druid build for Fractals nor should you be taking a Druid into Fractals at all. Should you do so, you should opt to take a Power Druid, as this build has overkill healing and boon duration for most players while bringing significantly more damage. It does however have decent Might generation however two Weavers and a Chronomancer can cover that on their own, meaning that it now lacks any proper advantages in such groups. However for groups without Weavers this build may be better.

5 stars
Troupe gave this build 5 stars January 2018

Excellent healing, boon support and breakbar contribution capabilities make this build the first choice if a healer is needed in fractals.

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