Druid - Offensive Healer


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Focused on: Direct damageSupportUtility.

Designed for:

Information

Archived and replaced with //metabattle.com/wiki/Build:Druid_-_S/A_LB_Power This is a druid build designed for raids. The build excels in boosting the damage of others while healing allies at the same time.

Skill Bar

Juvenile Tiger.png
Juvenile Electric Wyvern.png
Sword/AxeHealingUtilityElite
Staff

Pets

  • 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.
  • 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
    Targets.pngNumber of Allied Targets: 5
    Radius.pngRadius: 240
    Range.pngRange: 400
    — second highest DPS pet with quickness. Use pet skill on cooldown.

Possible Changes

Utility Skills

  • for a short cooldown AoE knockback. Useful at Vale Guardian to push away Red Seekers Orbs. Should replace
    .
  • for a party wide stunbreak in
    .
  • If you are partied with one or more condition focused players
  • for strong condition cleanse + long lasting water field

Traits

Specialization Line Variants

  • You can use
    in Skirmishing instead if you think you might not be able to upkeep
  • You can alternatively take the following trait choices over Marksmanship if your party is in need of even more heals. This variant is especially good in damage heavy encounters where little movement is needed, mainly Matthias or Sabetha.

Equipment

Stats

  • All weapons and trinkets are Berserker's.
  • Helm, Chest and Legs are Assassin's, while Shoulders, Gloves and Boots are Berserker's.

Upgrades

Sword.png
Axe.png
I.png
Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
Superior Sigil of Water
5Recharge.png
Superior Sigil of Water.pngSuperior Sigil of Water
30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
I.png
Staff.png
II.png
Superior Sigil of Force
Superior Sigil of Force.pngSuperior Sigil of Force
+5% Damage
Superior Sigil of Water
5Recharge.png
Superior Sigil of Water.pngSuperior Sigil of Water
30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
II.png
6x
Superior Rune of the Scholar
Superior Rune of the Scholar.pngSuperior Rune of the Scholar
(1): +25 Power (2): +35 Ferocity (3): +50 Power (4): +65 Ferocity (5): +100 Power (6): +125 Ferocity, +5% damage while your health is above 90%.

Infusions

  • Mighty Infusion Mighty Infusion
    Mighty Infusion.pngMighty Infusion
    +5 Power +5 Agony Resistance
    for offensive infusion slot.
  • Precise Infusion Precise Infusion
    Precise Infusion.pngPrecise Infusion
    +5 Precision +5 Agony Resistance
    for your Sword and Backpiece.
  • Versatile Mighty Infusion Versatile Mighty Infusion
    Versatile Mighty Infusion.pngVersatile Mighty Infusion
    +5 Power +5 Agony Resistance
    for defensive infusion slot.

Equipment Variants

  • Use a set of ascended Zealots (Power/Precision/Healing Power) with
    Superior Rune of the Druid Superior Rune of the Druid
    Superior Rune of the Druid.pngSuperior Rune of the Druid
    (1): +25 Healing (2): +35 Vitality (3): +50 Healing (4): +65 Vitality (5): +100 Healing (6): Gain +500 Healing for 3 seconds after casting a glyph.
    if your team is in need of more healing. Note that the 6th bonus of the rune is the main reason of using it. Use one of your glyphs followed by a heal skill to make use of this 500 additional healing power.
  • In Salvation Pass, the damage pressure being more important, you might want to use
    Superior Rune of the Monk Superior Rune of the Monk
    Superior Rune of the Monk.pngSuperior Rune of the Monk
    (1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
    on your Zealot's set instead. This complements the Spirit Build particularly well.

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
    for the additional healing power and healing modifier. Stacking healing modifiers is the reason a Berserker Druid still heals more than enough.
  • Bowl of Seaweed Salad Bowl of Seaweed Salad
    Bowl of Seaweed Salad.pngBowl of Seaweed Salad
    Nourishment (30m):
    Food.png60% chance to gain swiftness when you kill a foe+10% damage while moving+10 Experience from kills
    Consumable
    is the highest personal DPS option if extra healing isn't needed.

Utility:

In general
Toxic Sharpening Stone Toxic Sharpening Stone
Toxic Sharpening Stone.pngToxic Sharpening Stone
Nourishment (30 m):
Potion.pngGain Power equal to 6% of your Condition DamageGain Power equal to 8% of your Expertise+10% Experience from Kills
Consumable
(cheap variant being
Superior Sharpening Stone Superior Sharpening Stone
Superior Sharpening Stone.pngSuperior Sharpening Stone
Nourishment (30 m):
Potion.pngGain power equal to 3% of your precisionGain power equal to 6% of your ferocity+10 Experience from kills
Consumable
) or use
Furious Tuning Crystal Furious Tuning Crystal
Furious Tuning Crystal.pngFurious Tuning Crystal
Nourishment (30m):
Potion.pngGain Condition Damage equal to 3% of your PrecisionGain Expertise equal to 3% of your Precision+10% Experience from Kills
Consumable
combined with the Zealot's gear for a more defensive set up.

Usage

Damage

  • Auto attacks while using
    Path of Scars Path of Scars
    ½Activation.png
    15Recharge.png
    Path of Scars
    Throw your axe so that it returns to you, striking foes each way.
    Damage.pngDamage: 295
    Radius.pngPull distance: 450
    Book.pngPierces
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 1,200
    on cooldown. Use your glyphs on cooldown while being surrounded by your party members to give them stacks of
    because of the trait
    . This increases the damage of the party members as well as slightly healing them resulting in longer maintained Scholar Buffs (
    Superior Sigil of Water Superior Sigil of Water
    5Recharge.png
    Superior Sigil of Water.pngSuperior Sigil of Water
    30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
    also contributes to this Scholar Buff upkeep).
  • Prioritize using
    Serpent's Strike Serpent's Strike
    1Activation.png
    15Recharge.png
    Serpent's Strike
    Do an evasive roll around your target, striking them and poison them.
    Damage.pngDamage: 284
    Poison.png2Poison (6s): 402 Damage, -33% Heal Effectiveness
    Book.pngEvade: ¾ seconds
    Range.pngRange: 130
    over dodging to maintain your
    .
  • Remember to stand next or behind the boss if possible to get use out of
    .
  • Do NOT swap pets unless they are in danger of dying. You don't want them to lose all their boons (especially quickness if they received it).
  • Mainly use the Tiger and swap to Electric Wyvern if needed for CC. Note that swapping pets uses
    which is a blast which can be useful.
  • Make sure your spirit is in range of the raid group. Put it between the boss and the places your most likely to kite towards.


Heals

  • Enter
    followed by a full channel of
    , immediately go out of Celestial Avatar and resume auto attacking. Spreading
    and minor heals across the entire team to maintain Scholar Buffs.
  • Enter
    use
    followed by
    ,
    and another
    if it was used with the trait
    . This should recover nearly everyone from a few major hits.
  • Enter
    and again
    . This chain should easily bring your entire raid team back up to 100% health.

General

  • You can always do all the above heals + swapping to staff before using
    Sublime Conversion Sublime Conversion
    25Recharge.png
    Sublime Conversion
    Summon an energy barrier that causes enemy projectiles to heal upon impact.
    Heal.pngHealing: 162
    Duration.pngDuration: 5s
    Range.pngRange: 900
    (if possible)+
    Ancestral Grace Ancestral Grace
    Activation.png
    15Recharge.png
    Ancestral Grace
    Become a wisp of natural energy traversing to the target location. When you reach the target, heal nearby allies.
    Heal.pngHealing: 1,610
    Book.pngNumber of Targets: 5
    Book.pngEvade: until reaching the destination
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    Range.pngRange: 1,200
    . This will give you a bit more healing, mobility and the ability to regain Astral Force easier.
  • While attacking with staff, use both
    Astral Wisp Astral Wisp
    ¾Activation.png
    8Recharge.png
    Astral Wisp
    Send a wisp to attack your foe. While attached it will circle the foe, healing allies it passes through.
    Damage.pngDamage: 323
    Heal.pngHealing: 322
    Duration.pngDuration: 5s
    Radius.pngRadius: 130
    Range.pngRange: 1,200
    &
    Vine Surge Vine Surge
    ¾Activation.png
    20Recharge.png
    Vine Surge
    Send forth vines that immobilize enemies and cleanse conditions from allies.
    Damage.pngDamage: 202
    Immobilize.pngImmobilize (1s): Unable to move.
    Chill.pngCondition Removed
    Cripple.pngCondition Removed
    Immobilize.pngCondition Removed
    Book.pngNumber of Impacts: 7
    Book.pngNumber of Targets: 3
    Range.pngRange: 1,200
    for a DPS increase. Astral Wisp also fills up your Astral Force quite fast.
  • triggers when going into Celestial Avatar and picking up bundles.
  • Start an Encounter while being on your second pet and then Swap to your Tiger to trigger
    to apply extra Fury to your Party.


Celestial Avatar

  • you can pretty much ignore this skill. If you are staying in
    for whatever reason, use this skill to fill the space you have between cooldowns of other skills.
  • has an insanely short (after-)cast time and should be used as often as possible between other skills. The condition clear is nice to clear some conditions your party might suffer. Another use for this skill is to blind mobs that have annoying CC skills (eg. kicking ghosts at Gorseval).
  • your quick and fairly large heal. Also dazes so can be used to help break breakbars, CC adds and blasts combo-fields.
  • is the easiest skill to spread 5 stacks of
    with. Is a water field while channeled.
  • can contribute to breaking breakbars. Is also good for snaring adds if needed like the Red Seeker Orbs at Vale Guardian or Ghosts at Gorseval.

To gain astral force quicker:

  • Affect allies with
    .
  • Keep auto attacking to affect allies with
    Superior Sigil of Water Superior Sigil of Water
    5Recharge.png
    Superior Sigil of Water.pngSuperior Sigil of Water
    30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
    .
  • Use
    while being on staff.
  • Use your
    even while being at full health to trigger
    .

Glyphs

  • Glyph of Rejuvenation Glyph of Rejuvenation
    1Activation.png
    24Recharge.png
    Glyph of Rejuvenation
    Glyph. Heal yourself and nearby allies.
    Celestial Avatar.pngGlyph of Rejuvenation (Celestial Avatar).pngHeal yourself for a small amount and heal allies for a large amount.
    Glyph of Rejuvenation.pngHeal yourself for a small amount and heal allies for a small amount.
    Book.pngNumber of Targets: 5
    Range.pngRadius: 300
    is a nice heal skill for yourself and amazing for others if used in Celestial Avatar Celestial Avatar and while being traited with
    .
  • Glyph of Alignment Glyph of Alignment
    ½Activation.png
    20Recharge.png
    Glyph of Alignment
    Glyph. Damage and apply conditions to nearby foes.
    Damage.pngDamage: 136
    Cripple.pngCrippled (5s): -50% Movement Speed
    Weakness.pngWeakness (5s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Poison.png3Poison (5s): 503 Damage, -33% Healing Effectiveness
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 300
    is a spammable snare. In Celestial Avatar this glyph is quite a large heal. These are the reasons you should use this one instead of
    Glyph of Equality Glyph of Equality
    30Recharge.png
    Glyph of Equality
    Glyph. Daze nearby foes.
    Damage.pngDamage: 413
    Daze.pngDaze: 2s
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 300
    .
  • Glyph of Empowerment Glyph of Empowerment
    ½Activation.png
    20Recharge.png
    Glyph of Empowerment
    Glyph. Empower the outgoing damage or healing of allies.
    Celestial Avatar.pngGlyph of Empowerment (Celestial Avatar).pngIncrease outgoing healing of nearby allies.
    Glyph of Empowerment.pngIncrease outgoing damage of nearby allies.
    Book.pngNumber of Targets: 5
    Range.pngRadius: 300
    is a really nice spammable DPS boost for your entire party. Shouldn't really be used as a healing boost.
  • Glyph of Unity Glyph of Unity
    ½Activation.png
    20Recharge.png
    Glyph of Unity
    Glyph. Use nature energy to connect to foes or allies.
    Celestial Avatar.pngGlyph of Unity (Celestial Avatar).pngTether yourself to nearby allies. Whenever you are healed, heal the tethered allies as well.
    Glyph of Unity.pngTether yourself to nearby foes. Whenever you take damage, deal damage to the foes tethered to you.
    Book.pngNumber of Targets: 5
    Range.pngRadius: 300
    can be used to heal more in clutch situations. It's general use is just for spreading
    .
  • Glyphs spread delayed blinds while being traited with
    , which is useful for certain CC's from adds and clear conditions .
Build rating - 5 stars
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14 Ratings
5 stars
1up gave this build 5 stars May 2016

Amazing build in both wings. Nearly same dps as condi druid while still having the ability to pull adds, reflect and destroy projectiles.

5 stars
Dibbelocher gave this build 5 stars May 2016

Loving this build. It's the better choice above the condi druid in wing 2 since those bosses move more and Matthias for example needs more support.

It's more flexible than condi druid since you can choose between using a staff or a longbow depending on if you're the only druid or not and if you're with a group that needs a lot of healing or not.

Optionally you can swap marksmanship for nature magic for some extra support and use different utility skills depending on the fight.

It adds proper damage compared to a magi's druid and has plenty of heals on top of that.

5 stars
Artegoneia gave this build 5 stars March 2016

Been using this build or variations of it from the start of raid wing 1 and my experiences with it have only been good. No, it does not offer as much healing as a magi's/cleric's build like some of the comments below point out, but a decent druid does not nééd this from its gear, a decent druid gets this from clever usage of its skills. Therefore, this is still the #1 power build as it allows the most optimal damage while still allowing for good healing with the staff on emergency swap.

11 More Ratings
5 stars
Bullseye gave this build 5 stars March 2016

Nice DMG, Great Heal, a little harder to play than other healbuilds but way more DMG

5 stars
Arzaxos gave this build 5 stars February 2016

If your Team knows how to play and actually dodges hard hitting attacks this is definitely the way to go as Druid.

5 stars
Perry gave this build 5 stars February 2016

Today I played Ranger for the first time in raids and the heal output of this build was more than enough to keep everybody alive while still dealing good damage. A common misconception people seem to have is that more healing=more GoTL which isn't really true as the Astral Force doesn't scale from anything besides frequency of heals/hits camping staff (dont do this pls) on this build nets you the same amount as doing so on a Magi build. I switched Staff for Longbow for even higher damage on Gorseval and Sabetha to rotate between both sets to make full use of Quick Draw (we even over damaged Gorsevals first phase) Longbow's fast hit frequency and AoE allowed for even faster Astral Force buildup.

5 stars
Fredor gave this build 5 stars February 2016

This builds provides great group support with Spotter, Grace of the Lands and permanent Fury uptime. This more offensive setup is absolutely enough to keep every healthbar up and the druid is still able to provide his share of dps.

5 stars
Thor gave this build 5 stars February 2016

This builds offers decent self dps while giving pretty good group support paired with decent healing. Played properly, this build offers more than enough healing.

5 stars
Chase gave this build 5 stars February 2016

Easier to pull off than the condi variant of a healer build. Used in multiple pugs and groups are always topped off in health. Love that there are variants listed to show how to get even more healing if needed (Though luckily I have not yet had to deal too much with that). Would actually prefer the condi version heal build for even more DPS, but the rotation is a bit harder to memorize and this is easier when you just want to get the job done without too much fuss. Sun spirit can be taken if there are a lot of condi classes on the team, though I find usually frost spirit seems to do well enough with classes that are using sinister/viper thanks to their direct damage attacks as well (The flip side cannot be said for sun spirit afaik).

5 stars
Rewian gave this build 5 stars February 2016

Although this build does qualify for a good build, Rahjin's review is on point. This build compromises way too much in favor of a marginal dps increase. New druids and inexperienced players who are pugging the raids should play a more support oriented build and let others push the dps further, instead of sacrificing outgoing healing & support in favor of a minor damage boost.

All in all, it's a decent build, but we should definitely assemble something more support oriented and pug-friendly.

5 stars
Neijala gave this build 5 stars February 2016

This builds provides great group support with Spotter, Grace of the Lands and permanent Fury uptime. This more offensive setup is absolutely enough to keep every healthbar up and the druid is still able to provide his share of dps.

5 stars
XDeadzX gave this build 5 stars January 2016

Great build for a hard progress run, but not what I would run if your group is average. Zealots/sword+axe isn't vital to a clear unless you're pushing for speed.

Should be what every druid strives for their group to need, but not what every group does need.

5 stars
Erkenbrand gave this build 5 stars January 2016

Good dps, average support and low heal. Good build, but very orga groups can run without druid. This build have very low heal and there are other classes whos can burst aoe heal if needed but have higher dps than ranger. Not sure if +2% dmg per avatar sklll (and per glyph) is worth to waste spot by *dps druid*.

5 stars
Pazu gave this build 5 stars December 2015

Great build to aim for in an organized group. Substitute gear and skills for more struggling groups. In some encounters staff will be used more extensively.

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