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Druid - Condi DPS

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

Focused on: Condition damage

Designed for: Raids and Fractals

Expansions required: Heart of Thorns buildsSecrets of the Obscure builds

Difficulty:
Normal
This build was last updated on June 20, 2024 and is up to date for the October 8, 2024 patch.

Overview

Condi Druid is a bleed-focussed build that spams AoE Immobilize Immobilize. As a Druid, it provides a small amount of healing to its subgroup, and actually gains DPS the more it heals! While it shouldn't be relied on as a primary (or even secondary) healer in a squad, it can be quite beneficial to have in the second subgroup of a squad that is only running a single healer.

It also has access to a range of useful utilities.


Skill Bar

Jacaranda
Electric Wyvern
Axe/Dagger
Dagger/Torch
Utility


Weapon Variants

Shortbow is the best option to replace Dagger/Torch for players that don't own Secrets of the Obscure. Be sure to take

in this case.


Template Code

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Specializations


Equipment

Head
Viper
Shoulders
Viper
Chest
Viper
Hands
Viper
Legs
Viper
Feet
Viper
Backpiece
Viper
Accessory
Viper
Accessory
Viper
Amulet
Viper
Ring
Viper
Ring
Viper
Axe
Viper
Dagger
Viper
Sigil
Sigil
Dagger
Viper
Torch
Viper
Sigil
Sigil
Rune
x6
Infusion
x4
Infusion
x14
Relic


Consumables

Food


Utility


Usage

Astral Force

Access to

is gated by a resource called Astral Force. The trait gives a small amount of passive Astral Force generation, but you mainly gain it by dealing damage and by healing allies.

This means that you ideally want to provide some group healing when outside of

. You have three healing skills that could do this job: , and .

If there is no dedicated healer in your group,

is a great choice as each tick of Regeneration Regeneration will provide you with Astral Force. If there is a dedicated healer though, their Regeneration Regeneration will overpower yours and make the skill rather useless.


If you are unable to regularly heal your group, then your Astral Force generation will be lower and you won't be able to enter

as often as you'd like. The general structure of the rotation remains the same though.


Rotation Fundamentals

The most important trait in this build is

. This applies bleeding to targets every time you CC or Immobilize Immobilize them (the cooldown only applies to the Daze Daze from entering ). , and all pulse Immobilize Immobilize on their targets, making them very potent skills.

Otherwise, the rotation is very similar to Soulbeast - Condi DPS, with the additional factor that you wish to enter

as often as you can to gain access to the skills from and maintain the buff from .


Beginner Rotation Toggle

For a simplified build that camps Shortbow, see below. As that build involves the use of

and depends somewhat on being able to heal your allies, you may prefer an even simpler build.

Soulbeast is ideal for this, as it operates on the same principles but only has to deal with using some merged skills off cooldown rather than an alternate skill bar. The most effective build is Soulbeast - Condi Shortbow DPS, but you could also play the standard Soulbeast - Condi DPS build and camp Shortbow as the difference between the two is minor.

Simplified Rotation (by Masel) Toggle

Condi Druid can be simplified by camping the Dagger/Torch set, which reduces the rotation to using skills off cooldown and entering

when available.

If you don't want to deal with making sure to only cast

outside of , you can use or instead. is lower damage, but has the advantage of being ranged and providing a small amount of Might Might to your group.


Opener
You can precast

.


Rest of the Rotation

  • You want to enter whenever it is available and follow the rotation as written in the main rotation below.
  • Use all Dagger/Torch skills off cooldown.
  • Use all your utility skills and elite off cooldown.
  • You can swap to the Axe/Dagger set if you ever need ranged damage.


Video guide


Dagger/Torch Rotation

You can precast

.

In fractals,

can be precast by entering and exiting before taking the Mistlock.


On Dagger/Torch, you want to weapon swap after the second use of

(i.e. if you use and Weapon Swap is available, Weapon Swap).

On Axe/Dagger, you ideally want to use

three times, and twice (weapon swapping after the third ). However, if is not available after the second , it may be better to skip the third one and Weapon Swap after the second uses of and (step 7 in the Axe loop) in order to prevent spending too much time autoattacking on axe, as they are very weak.


Your healing, utility and elite skills should be used off cooldown, but weapon skills are higher priority.


Opener

  1. Weapon swap Weapon swap
  2. - this is instant cast, so you can use it during Natural Convergence
  3. - if you're fast, you have time for 1 auto here, but it's not important
  4. Weapon Swap Weapon Swap


Dagger/Torch Loop

  1. Autoattack and use and as they come off cooldown.
  2. - after the second use of this, Weapon Swap should be available
  3. Weapon Swap Weapon Swap


Axe/Dagger Loop

  1. Autoattack and use and as they come off cooldown.
  2. (if available)
  3. Weapon Swap Weapon Swap


Celestial Avatar

You want to use

whenever you would just be autoattacking on a weapon. As explained above, the timing for this may vary in real encounters, but the rotation is the same each time. There is a small gap after before is available again, so if you have any utility cooldowns ready, you can use them here.

  1. - this is instant cast, so you can use it during Natural Convergence


Video example (using Fractal relic)


Shortbow Rotation

If possible, you can dodge twice and use

before a phase to stack up the buff from for a minor DPS gain. You can also precast .

In fractals,

can be precast by entering and exiting before taking the Mistlock.


On Shortbow, you want to weapon swap after the third use of

(i.e. if you use and Weapon Swap is available, Weapon Swap).

On Axe/Dagger, you ideally want to use

three times, and twice (weapon swapping after the third ). However, if is not available after the second , it may be better to skip the third one and Weapon Swap after the second uses of and (step 7 in the Axe loop) in order to prevent spending too much time autoattacking on axe, as they are very weak.


Your healing, utility and elite skills should be used off cooldown, but weapon skills are higher priority.


Opener

  1. Weapon Swap Weapon Swap
  2. - this is instant cast, so you can use it during Natural Convergence
  3. - if you're fast, you have time for 1 auto here, but it's not important
  4. Weapon Swap Weapon Swap


Shortbow Loop

  1. Autoattack and use and as they come off cooldown.
  2. - after the third use of this, Weapon Swap should be available
  3. Weapon Swap Weapon Swap


Axe/Dagger Loop

  1. Autoattack and use and as they come off cooldown.
  2. (if available)
  3. Weapon Swap Weapon Swap


Celestial Avatar

You want to use

whenever you would just be autoattacking on a weapon. As explained above, the timing for this may vary in real encounters, but the rotation is the same each time. There is a small gap after before is available again, so if you have any utility cooldowns ready, you can use them here.

  1. - this is instant cast, so you can use it during Natural Convergence


Rotation example

Rotation example (using mainhand dagger)


General Tips


Ratings

This build has a rating of 4 stars based on 2 votes.
Log in or register to rate this build.
5 stars
MagicAndrej gave this build 5 stars • June 2024
Super fun build. I have used this build and tiny variations of it across spans of content. In like over 50 strikes probably with this build I haven't ever really felt like I've got major downtime on Astral Force generation especially when using Healing Spring + Life Leech Food. I just found the Regeneration from Healing Spring just a tad more viable then flat heals. I tend to mix it up between using Shortbow and the recommended weapons and found pretty much the same level of success.
3 stars
OfficerAndyGentleman gave this build 3 stars • April 2024
teHigh pontial DPS and as a druid it can provide a surprising amount of utility if needed. It loses damage if it cannot heal its subgroup a little, making it less potent in groups that run multiple healers. An unwarranted stealth nerf has left the build floundering a bit in real encounters, compared to its benchmark.

Comments

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