Build

Druid - DPS/Support Condition

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

Focused on: Condition damageSupportUtility.

Designed for:

Expansions required:

GW2 Heart of Thorns logo.png

Information

This is a condition damage druid build designed for encounters that only require light healing or as a secondary druid build. The build excels in boosting the damage of others through might, fury and aura buffs while dealing competitive condition damage and providing access to burst heals should the raid need them.

Skill Bar

Juvenile Tiger.png
Juvenile Rock Gazelle.png
Short bowHealingUtilityElite
Axe/Torch

Weapon Variants

In encounters where you find the boss is frequently moving out of
you can replace your axe/torch set with a second shortbow. If you make this change make sure to swap
to
.

Slot Changes

Spirits

If you are in a raid squad with a second druid you should coordinate the spirits each of you are running to ensure you don't run the same spirits. You should aim to have
,
and
in a 10-man group. If your squad has low Vulnerability Vulnerability output you can use
to easily maintain 25 stacks. In fractals and other 5 man content
should replace
to ensure your group generates adequate vulnerability.

Heal Skills

  • over
    if extra condition cleanse is required.

Utility Skills

  • for a short cooldown AoE knockback or pull. Useful at Vale Guardian to push away red Seeker orbs and bosses with adds that need to be pulled on to the group to be cleaved.
  • If you are only running a single spirit
    is the default replacement.

Elite Skills

  • for a long duration AoE immobilize, useful for controlling red Seeker orbs on Vale Guardian and Prides on Deimos
  • provides a large-radius resurrect on a long windup that can be used to rescue groups from near-wipes.

Pets

  • Juvenile Tiger.png
    Furious Pounce
    Activation.png
    10Recharge.png
    Furious Pounce
    Pounce on your target and grant fury to nearby allies.
    Damage.pngDamage: 1,689
    Fury.pngFury (10s): 20% Critical Chance
    Book.pngNumber of Allied Targets: 5
    Radius.pngRadius: 240
    Range.pngRange: 400
    — Can be taken if sources of fury are lacking and you don't need as much CC from your pets. Also provides the second highest DPS pet with quickness. You should use pet skill on cooldown to provide extra fury.
  • Juvenile Lynx.png
    Rending Pounce
    Activation.png
    30Recharge.png
    Rending Pounce
    Leap at a foe and make them bleed.
    Damage.pngDamage (2x): 244
    Bleeding.png4Bleeding (10s): 880 Damage
    Combo.pngCombo Finisher: Leap
    Range.pngRange: 600
    — Can be taken if you don't need boons or CC from your pets - all the lynx provides is damage.
  • Juvenile Rock Gazelle.png
    No skill with such title exists.
    — moderate DPS and CC capabilities similar to
    Juvenile Electric Wyvern.png
    Lightning Assault
    30Recharge.png
    Lightning Assault
    Charge forward, head butting foes and electrifying the destination.
    Damage.pngDamage: 1,129
    Range.pngRange: 480
    .
  • Juvenile Electric Wyvern.png
    Lightning Assault
    30Recharge.png
    Lightning Assault
    Charge forward, head butting foes and electrifying the destination.
    Damage.pngDamage: 1,129
    Range.pngRange: 480
    — while DPS is low, the CC on the pet skill is very useful. You should only swap to the pet when you need the CC.
  • If available,
    Juvenile Black Moa.png
    Dazing Screech
    1Activation.png
    30Recharge.png
    Dazing Screech
    Create a cone of sound, dazing foes.
    Damage.pngDamage: 122
    Daze.pngDaze: 2 seconds
    Book.pngNumber of Targets: 5
    Range.pngRange: 280
    provides slightly more CC than the Gazelle/Wyvern and can replace one of them.

Specializations

Primary Build

Variants:

  • over
    if your subsquad has only condition-based DPS classes
  • over
    if you have swapped your Axe/Torch set for a second shortbow.
  • over
    if you need extra healing to keep people alive. Note that you will need to find another source of might for your group if you make this trait change.

Nature Magic Variant

Nature Magic is a moderate DPS loss over Skirmishing but brings much more reliable might uptime from
and the ability to provide strong protection to 10 players with
.

Specialization Line Variants

  • If there are only condition damage classes your subgroup, take
    instead of

Equipment

Viper stat icon.png
Viper stat icon.png
Viper stat icon.png
Viper stat icon.png
Viper stat icon.png
Viper stat icon.png
Viper stat icon.png
Viper stat icon.png
Viper stat icon.png
Viper stat icon.png
Viper stat icon.png
Viper stat icon.png
Viper stat icon.png
PvE weapon swap.png
Viper stat icon.png
Viper stat icon.png
4x
Superior Rune of the Nightmare
2x
Superior Rune of the Trapper
18x
Malign +9 Agony Infusion

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:

  • Prickly Pear Pie Prickly Pear Pie
    Prickly Pear Pie.pngPrickly Pear Pie
    Nourishment (30 m):
    Food.png+40% Condition duration33% chance to steal life on critical+10% Experience from kills
    Consumable
    /
    - Lifesteal procs from the food allow you to rapidly recharge Astral Force to use
    .
    • Koi Cake Koi Cake
      Koi Cake.pngKoi Cake
      Nourishment (20 m):
      Food.png+100 Expertise+70 Condition Damage+10 Experience from kills
      Consumable
      ,
      Rare Veggie Pizza Rare Veggie Pizza
      Rare Veggie Pizza.pngRare Veggie Pizza
      Nourishment (30 m):
      Food.png+100 Expertise+70 Condition Damage+10 Experience from kills
      Consumable
      or Red-Lentil Saobosa Red-Lentil Saobosa - alternate foods if you haven't yet farmed geodes for the recipe or killed a W4 boss for Box of Raider's Sustenance

Utility:

  • Toxic Focusing Crystal Toxic Focusing Crystal
    Toxic Focusing Crystal.pngToxic Focusing Crystal
    Nourishment (30 m):
    Potion.pngGain Condition Damage equal to 3% of your PowerGain Condition Damage equal to 3% of your Precision+10% Experience from Kills
    Consumable
    • Tuning Icicle Tuning Icicle
      Tuning Icicle.pngTuning Icicle
      Nourishment (30 m):
      Potion.pngGain Condition Damage equal to 3% of your PrecisionGain Condition Damage equal to 8% of your Expertise+10% Experience from Kills
      Consumable
      or Potent Master Tuning Crystal Potent Master Tuning Crystal for a cheaper alternative

Rotations

Primary Rotation (Light on Your Feet +Wilderness Survival)

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.
  1. Enter
  2. Exit
  3. Weapon swap Weapon swap
  4. (or enter CA here)
  5. Enter
  6. Exit
  7. Dodge to trigger
    if you can spare the endurance
  8. Weapon swap Weapon swap
  9. Enter
  10. Exit
  11. (or enter CA here)
  12. (or enter CA here)
  13. Dodge to trigger
    if you can spare the endurance
  14. Weapon swap Weapon swap
  15. Repeat from 8.
  • 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.


Light on your Feet + Nature Magic Variant

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.
  1. Enter
  2. Exit
  3. Weapon swap Weapon swap
  4. (or enter CA here)
  5. Enter
  6. Exit
  7. Dodge to trigger
    if you can spare the endurance
  8. Weapon swap Weapon swap
  9. Enter
  10. Exit
  11. (or enter CA here)
  12. (or enter CA here)
  13. Dodge to trigger
    if you can spare the endurance
  14. Weapon swap Weapon swap
  15. Repeat from 8.
  • 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.

Celestial Avatar

  • In emergencies you can remain in
    longer to provide more heals for your group,
    ,
    ,
    ,
    ,
    ,
    and again
    all provide decent heals.


General Tips

  • Swap to your Electric Wyvern for CC.
    should be used as well.
  • Make sure your spirit is in range of the raid group. Put it between the boss and the places you're most likely to kite towards.
  • It is important to cast your glyph skills off cooldown to maintain might and recharge your Astral Force to ensure you are able to enter
    when needed.
  • Use your tiger's f2 skill
    off cooldown to provide fury for the group.
  • Don't waste cooldowns by casting glyphs when you're not on the group -
    only has a small radius so their benefits will only be maximized if you're close to the group when you cast them.
  • Be mindful of where you place your
    ,
    and
    . If you anticipate your group will be moving around try to place your spirits in anticipation of the movement.
Build rating: 95%
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8 Ratings
Gold Medal - Great
Gale said this build was great August 2016

Fantastic support potential that shines in mirror or balanced compositions. It's very flexible and carries several viable build variants to augment any party - in addition to the druid support staples. The only real drawback is that it possesses less healing than power-based Druid builds and struggles if the team eats lots of spike damage.

Gold Medal - Great
Paprikaspice said this build was great March 2016

Relative to other condi classes, this brings poor personal dps but more than makes up for it with unique and amazing group buffs that dont duplicate with a second druid. Spirit buffs for 10 instead of 5, more stacks of gotl and on sab, more spotter. Also has decent healing. I dont see why you would take alignment over frost spirit though

Silver Medal - Good
Rodenthdrabel said this build was good February 2016

Okay, but in HL fractals, there are many deficits. with this. You have nothing that protects particularly well against damage. It requires that you have good teammates in the group. You may modify it for what level you play. Would definitely not recomend this for a beginner.

5 More Ratings
Silver Medal - Good
XDeadzX said this build was good February 2016

A great DPS build, but seriously lacking during movement phases. Swapping to shortbow loses about 30% DPS in my testing, but it beats axe/torch at movement. Not better than a few other classes for movement (a good aiming engi, necro) Super doable for Sabetha, mostly for gors, but not great for VG. It does bring a bunch of great buffs for the party, so that's a huge plus group wide.

Gold Medal - Great
Octavianrb said this build was great February 2016

Much better than the power version of the offensive druid. Higher DPS, and more versatile. Probably not ideal for VG, but really shines on Gorseval and Sabetha. I would add a note about shortbow for purposes of kiting Sab.

Gold Medal - Great
Chase said this build was great February 2016

Much easier than engi but still high enough DPS to get the job done. Healing is a bit harder but totally do-able and the rotation becomes a lot easier with some practice and learning which skills/weapon swaps are important to do and when.

Gold Medal - Great
Nike said this build was great February 2016

Definitely a step up from Berserker druid in DPS. Should be tagged as meta.

Gold Medal - Great
DEKeyz2Chaos said this build was great February 2016

Pretty strong damage as long as your group can survive low heals. A solid raid team can get through raid wing 1 with double condi druids as healers.

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