Druid - Raid Healer

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Focused on: SupportUtility.

Designed for:

Superseded by Druid - Support/Healer Staff

Information

This build will maximize ease and consistency in defeating raid bosses and is suitable for both highly experienced and learning raid groups. It provides a significant DPS boost to the party through maximizing up time on grace of the land and scholar rune bonuses, as well as providing glyphs and spirits, for a wide range of skill levels. This build can easily tank all raid bosses, allowing your chrono to spread quickness more effectively. I can also cover key mechanics such as running green circles on Vale Guardian or kiting Sabetha's ranged AoE.

Essential to this build is stacking powerful regeneration on the squad. It is recommended that you choose two of the three sources of regeneration (

Call of the Wild Call of the Wild
½Activation.png
30Recharge.png
Call of the Wild
Grant fury, might, and swiftness to yourself and nearby allies.
Fury.pngFury (15s): 20% Critical Chance
Might.png3Might (15s): 90 Power, 90 Condition Damage
Swiftness.pngSwiftness (15s): 33% Movement Speed
Radius.pngRadius: 750
Combo.pngCombo Finisher: Blast

, Juvenile Fern Hound Juvenile Fern Hound, and

Healing Spring Healing Spring
½Activation.png
30Recharge.png
Healing Spring
Trap. Create a healing spring that heals you, your pet and your allies. It also cures conditions on allies.
Heal.pngHealing: 4,920
Regeneration.png6Regen (3s): 2,340 Heal
Duration.pngDuration: 10 seconds
Radius.pngTrigger Radius: 180
Radius.pngEffect Radius: 240
Combo.pngCombo Field: Water

) to ensure that it stays permanently. Slight alterations to your equipment, pets, and consumables need to be made depending on which two sources you choose.

Build

Juvenile Fern Hound.png
Juvenile Electric Wyvern.png
StaffHealingUtilityElite
Sword/Warhorn

Warhorn is used to stack both regen and fury on the party from

Call of the Wild Call of the Wild
½Activation.png
30Recharge.png
Call of the Wild
Grant fury, might, and swiftness to yourself and nearby allies.
Fury.pngFury (15s): 20% Critical Chance
Might.png3Might (15s): 90 Power, 90 Condition Damage
Swiftness.pngSwiftness (15s): 33% Movement Speed
Radius.pngRadius: 750
Combo.pngCombo Finisher: Blast

.

Sword/Axe
Slash
½Activation.png
Slash
Chain. Slash your foe.
Damage.pngDamage: 146
Range.pngRange: 130
Hornet Sting
½Activation.png
8Recharge.png
Hornet Sting
Stab your foe, then evade backwards.
Damage.pngDamage: 170
Book.pngEvade: 0.5 seconds
Range.pngRange: 130
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
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
Whirling Defense
5Activation.png
25Recharge.png
Whirling Defense
Blocks projectiles while damaging nearby foes.
Damage.png12Damage: 732
Retaliation.pngRetaliation (4s): Reflect incoming damage back to its source.
Vulnerability.png12Vulnerability (10s): 12% Incoming Damage
Book.pngNumber of Targets: 3
Duration.pngDuration: 5 seconds
Radius.pngAttack Radius: 180
Radius.pngReflection Radius: 150
Combo.pngCombo Finisher: Whirl

Sword/Axe is useful for pulls on Slothasor and Xera or a backup reflect on Matthias. Use it to increase dps only when astral force is both fully charged and on cooldown. Otherwise your better off charging astral force and stacking grace of the land.

Utility Skills

  • Bring
    Glyph of the Tides Glyph of the Tides
    25Recharge.png
    Glyph of the Tides
    Glyph. Draw your enemies in or knock them away.
    for Vale Guardian.
  • For max DPS bring
    Sun Spirit Sun Spirit
    Activation.png
    20Recharge.png
    Sun Spirit
    Spirit. Summon a sun spirit that grants allies a chance to inflict burning.
    Sun Spirit.pngSun Spirit (6s): 75% chance to apply burning on hit
    Burn.png2Burning (3s): 768 Damage
    Book.pngNumber of targets: 5
    Duration.pngEffect Recharge: 10 seconds
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 1,000
  • Consider bringing
    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
    as a powerful condi clear for Xera.
  • For stun breaks bring either
    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
    or
    "Protect Me!" "Protect Me!"
    60Recharge.png
    "Protect Me!"
    Shout. Instead of attacking, your pet will protect you by absorbing all damage you would take.
    Duration.pngDuration: 6 seconds
    Book.pngPrevents Capture-Point Contribution
    Stun-Break.pngBreaks stun
    depending on your preference.
  • Consider "Search and Rescue!" "Search and Rescue!" For Slothasor, Matthias, Vale Guardian, and Sabetha.
  • Consider
    Entangle Entangle
    ¾Activation.png
    60Recharge.png
    Entangle
    Survival. Entagle foes around you with vines. Entagled foes bleed and are immobilized until the vines are destroyed.
    Damage.png4Damage: 508
    Bleed.png5Bleeding (8s): 4,760 Damage
    Immobilize.png5Immobilize (1s): Unable to move.
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Radius.pngRadius: 600
    Unblockable.pngUnblockable
    and
    Muddy Terrain Muddy Terrain
    ¾Activation.png
    25Recharge.png
    Muddy Terrain
    Survival. Use mud to cripple and immobilize foes.
    Cripple.pngCripple per Pulse (2s): -50% Movement Speed
    Immobilize.pngImmobilize at Creation (2s): Unable to move.
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 10 seconds
    Radius.pngRadius: 240
    Range.pngRange: 900
    to hold Wargs on the escort mission.
  • Healing Spring Healing Spring
    ½Activation.png
    30Recharge.png
    Healing Spring
    Trap. Create a healing spring that heals you, your pet and your allies. It also cures conditions on allies.
    Heal.pngHealing: 4,920
    Regeneration.png6Regen (3s): 2,340 Heal
    Duration.pngDuration: 10 seconds
    Radius.pngTrigger Radius: 180
    Radius.pngEffect Radius: 240
    Combo.pngCombo Field: Water
    Will provide an AoE condi clear. This is very valuable for Xera, Matt, and Sloth. If bringing healing spring, use the boon duration gear setup below and drop fern hound.

Pets

  • Juvenile Fern Hound Juvenile Fern Hound is used with
    Call of the Wild Call of the Wild
    ½Activation.png
    30Recharge.png
    Call of the Wild
    Grant fury, might, and swiftness to yourself and nearby allies.
    Fury.pngFury (15s): 20% Critical Chance
    Might.png3Might (15s): 90 Power, 90 Condition Damage
    Swiftness.pngSwiftness (15s): 33% Movement Speed
    Radius.pngRadius: 750
    Combo.pngCombo Finisher: Blast
    to keep permanent regeneration on the party
  • Juvenile Tiger Juvenile Tiger for additional fury from Furious Pounce Furious Pounce. Only use if not bringing a warhorn.
  • Juvenile Black Moa Juvenile Black Moa or Juvenile Wolf Juvenile Wolf for CC on bosses with small/medium hitboxes. Bring Moa for Slothasor and Xera to avoid the wolf fearing away adds that were pulled.
  • Juvenile Electric Wyvern Juvenile Electric Wyvern for CC on Gorseval, Slothasor, and Keep Construct.
  • Juvenile Lynx Juvenile Lynx for maximum DPS if you cannot place a bristleback inside of the target's hitbox.

Traits

  • Use
    if you're using
    Healing Spring Healing Spring
    ½Activation.png
    30Recharge.png
    Healing Spring
    Trap. Create a healing spring that heals you, your pet and your allies. It also cures conditions on allies.
    Heal.pngHealing: 4,920
    Regeneration.png6Regen (3s): 2,340 Heal
    Duration.pngDuration: 10 seconds
    Radius.pngTrigger Radius: 180
    Radius.pngEffect Radius: 240
    Combo.pngCombo Field: Water
    . Note that trappers expertise will increase regen by 100%, rather than 60% like the tool tip says.




Equipment

Stats

  • Armor, weapons, and accessories are Magi's.
  • Use Cleric's trinkets if tanking.
  • If using
    Healing Spring Healing Spring
    ½Activation.png
    30Recharge.png
    Healing Spring
    Trap. Create a healing spring that heals you, your pet and your allies. It also cures conditions on allies.
    Heal.pngHealing: 4,920
    Regeneration.png6Regen (3s): 2,340 Heal
    Duration.pngDuration: 10 seconds
    Radius.pngTrigger Radius: 180
    Radius.pngEffect Radius: 240
    Combo.pngCombo Field: Water
    use exotic magi trinkets with platinum doubloons, some minstrel gear, or a sigil of concentration on your warhorn for additional boon duration. Your regeneration from healing spring must be over 10 seconds in order to gain priority over the chronomancer's regeneration.

Upgrades

Staff.png
I.png
Superior Sigil of Transference
Superior Sigil of Transference.pngSuperior Sigil of Transference
Outgoing healing effectiveness is increased by 10%.
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
Sword.png
Warhorn.png
II.png
Superior Sigil of Transference
Superior Sigil of Transference.pngSuperior Sigil of Transference
Outgoing healing effectiveness is increased by 10%.
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 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)

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
if you're looking to max out your healing. Although it's generally unnecessary.
Master Maintenance Oil Master Maintenance Oil
Master Maintenance Oil.pngMaster Maintenance Oil
Nourishment (30 m):
Potion.pngGain Concentration equal to 3% of your PrecisionGain Concentration equal to 6% of your Healing Power+10% Experience from Kills
Consumable
or Peppermint Oil Peppermint Oil if you need more boon duration for
Healing Spring Healing Spring
½Activation.png
30Recharge.png
Healing Spring
Trap. Create a healing spring that heals you, your pet and your allies. It also cures conditions on allies.
Heal.pngHealing: 4,920
Regeneration.png6Regen (3s): 2,340 Heal
Duration.pngDuration: 10 seconds
Radius.pngTrigger Radius: 180
Radius.pngEffect Radius: 240
Combo.pngCombo Field: Water
Magnanimous Maintenance Oil Magnanimous Maintenance Oil
Magnanimous Maintenance Oil.pngMagnanimous Maintenance Oil
Nourishment (30 m):
Potion.pngGain Concentration equal to 3% of your VitalityGain Concentration equal to 3% of your Toughness+10% Experience from Kills
Consumable
if you need more boon duration and are using more minstrel gear than magi

Usage

Staff

  • Use
    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
    on cooldown and
    Solar Beam Solar Beam
    Activation.png
    Solar Beam
    Fire a concentrated beam of light, damaging the target foe and healing allies inside of the beam.
    Damage.pngDamage: 121
    Heal.pngHealing: 66
    Book.pngNumber of Targets: 3
    Book.pngPulses: 3
    Range.pngRange: 1,200
    in between to charge astral force as quickly as possible.
  • Use
    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
    and
    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
    on cooldown while surrounded by your party in order to spread
    via
    .
  • Swap weapons before using
    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
    to reduce its cooldown via
  • For additional healing drop
    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
    and blast a water field with
    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

Sword/Warhorn

  • Quickdraw
    Call of the Wild Call of the Wild
    ½Activation.png
    30Recharge.png
    Call of the Wild
    Grant fury, might, and swiftness to yourself and nearby allies.
    Fury.pngFury (15s): 20% Critical Chance
    Might.png3Might (15s): 90 Power, 90 Condition Damage
    Swiftness.pngSwiftness (15s): 33% Movement Speed
    Radius.pngRadius: 750
    Combo.pngCombo Finisher: Blast
    frequently to keep fury and regen on your squad.
  • For extra mobility use
    then turn around and use
  • should be used as an evade.

Sword/Axe

  • For highest DPS quickdraw
    and auto attack.
  • Use
    to pull mobs into your group to cleave them down.
  • is a reflect.

Celestial Avatar

  • Your best skills for stacking
    are
    and Cosmic Ray Cosmic Ray in that order.
  • After entering
    use either
    or
    as needed to reduce their cooldown via
    .
    Is generally the better option as it will heal for more total health and stack more
    . Use
    if you need a quick burst or are healing from a distance.
  • Spam Cosmic Ray Cosmic Ray between cooldowns to maintain scholar rune buffs and quickly stack
    .
  • Use
    to blind mobs and cure conditions.
  • Use
    before a healing chain for a more sustained burst.
  • Quickdraw
    to maximize CC.
  • Cast
    immediately before exiting celestial avatar to recharge astral force quicker.

General

  • Use
    as frequently as possible, even if your team is at full health. You will over heal your party, which is fine because your goal is to maximize uptime on
    and other health buffs. Know when to expect damage spikes however so you can ensure
    is not on cooldown.
  • Spirits will continue to grant party bonuses after they have died until their bodies disappear.
  • Try to do most of the reviving and allow the rest of your party to continue DPS, especially if a player is downed away from the group. You can revive in almost any situation in a couple of seconds due to
    . You may want to swap pets before you start a revive to ensure your pet is next to you for a faster revive.
  • If your party is taking a lot of damage, let your team mates revive while you keep everyone else up.
  • If you have permanent alacrity, use
    immediately after summoning
    .
  • Alternate
    with the other druid. If only using one druid save it for high pressure phases or emergency party revives. Do not cast it on Slothasor since it pulses stability and slublings will turn this into fear.
Build rating - 4 stars
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28 Ratings
5 stars
GentooMonk gave this build 5 stars October 2016

Extremely useful now after the ranger changes and it is the current meta.

5 stars
Syrene gave this build 5 stars October 2016

This is THE build for inexperienced raiders/puggers who just need a kill and aren't looking for speed clears. High healing for inexperienced teammates and high survivability for people who aren't used to mechanics and roles yet. The ultimate babysitter build. As people get more experience, they can transition to less heal and support oriented builds and start focusing on glassier higher DPS builds like the power and condi ones.

0 stars
Fredor gave this build 0 stars August 2016

There is no scenario in the raid that requires that much constant healing and this build doesn't provide anything to get more offensive if you don't need that much heal. Even if you want a full healer that can simply outheal everything, as long as all goes well or you are in a phase were that much healing isn't required there is no reason for a druid to camp on staff. A full Zealot Druid with Monk Rune and Transference Sigil for example will only lose about ~12% Healing in average but will do 82% more DPS and can therefore be much more flexible.

25 More Ratings
5 stars
Beanna gave this build 5 stars August 2016

This is a very comprehensive build that definitely needs to be in the Meta category. Any Magi build needs to be put in the Meta category at this point because a new player won't look past the DPS variants (Viper/Zerk) featured in the Meta category and will fail miserably at healing a whole raid on his first attempt at VG. Magi is a Meta build, experienced groups - not pushing for time records - use one Magi Druid on a weekfly basis for a safe clear. Please mods, change that, this is misleading for new Druid players and needs to be addressed.

5 stars
Chairman Panda gave this build 5 stars August 2016

This build provides a huge margin of error if you are running with PUGs, which is worth sacrificing the minimal DPS that a power or condi druid can put out. It can also be used effectively in T4 fractals as well. This build might not be worth running in dedicated raid groups, but for the majority of situations, it can be used to great effect.

5 stars
Haksilence gave this build 5 stars August 2016

this build deserves to be meta, virtually no group runs without this. the fact that the A/T condi is considered meta but this is not is ridiculous. A/T is one of the lowest dps condi builds currently floating around and cannot support a group as a solo healer in almost any boss, its only role is to be a secondary healer ins a 4/4/2 group comp. regardless of rating, this build is part of the meta game more so than 9/10 of the other builds.

5 stars
Crazy Branden4458 gave this build 5 stars July 2016

I just started to gear for raids, this I the build I will be using. I like the staff/staff because its makes its a full heal build my one question is why not use healing spring for the aoe heal when fighting bosses. Overall I give this build a 8.5 out of 10

5 stars
IrishDog gave this build 5 stars June 2016

This build will lack in your damage but you make it up in healing and buffing. I've taken this through both raid wing 1 and 2, high level fractals, and some of wing 3. This build is very helpful for newer groups or groups that take lots of damage, for power healing your party through high damage encounters/mechanics, and it allows your high damage team mates to worry less about there own healing.

You can up your damage by running zealot’s (mainly weapons and armour) it doesn’t impact your healing noticeably and taking Bountiful Hunter (nature magic, tier 1, top) can greatly improve damage.

5 stars
Frauzio gave this build 5 stars June 2016

Best duid build here. It is valid not only for raids, but for high level fractals too (instead of useless berserk build).

Best one for doing everything in group (dungeon, raid, events, ..)

You have high healing power to keep allies always full and you can use precision to activate sigil/rune effect.

Magi stats gain to you a lot of vitality that permits you to stay alive and provide a costant healing.

5 stars
Sina gave this build 5 stars June 2016

This is a great build to make sure you kill Slothazor & Matthias on the first try. On other bosses the dual dps ranger comps are recommended.

5 stars
Mechalibur gave this build 5 stars May 2016

Probably the most reliable build if your only goal is to complete raid encounters. It works great at keeping pugs alive, and even in a static group I would still consider using this build for the complete security and versatility it offers. Obviously, this isn't the best build for speed running or low manning raid encounters, but it excels at keeping the group safe, while still providing respectable damage bonuses.

Compared to the viper druid, this build offers much more healing at the cost of damage. However, most bosses are quite lenient on their enrage timers, and you should still be able to kill most of them with plenty of time remaining despite your lower personal DPS.

5 stars
Papatoo gave this build 5 stars May 2016

i used this build for all bosses, wing1 and 2. It's the best choice to keep alive allies and maintain the 10% bonus scholar rune. When you go in raid with pugs , this build prevent some mistakes of players, its potential of huge healing is awesome against sabetha last phase, mathias or sloth; it can help a lot too with tank who have low thougness on vg and with it you can heal and tank gorse

5 stars
Wosie gave this build 5 stars May 2016

This build may as well be in the meta list because it is a great build. It isn't meant for record breaking, but it is perfect at what it aims to do.

5 stars
Jemikwa gave this build 5 stars April 2016

I use this build for my raiding group and it works very well for us. We're still working on nailing down mechanics to be perfect, so not everyone dodges mechanics and end up taking an excess amount of damage. Pure zerker druid may work for groups that know the fights and mechanics and rarely take damage, but for my raiding guild this build is superior in every way because it keeps the group up. Our dps-ers typically make up any dps I could spit out with zerker druid.

5 stars
Narth gave this build 5 stars April 2016

I've found that this build is great for raids, especially for newer players compared to other builds for druid. It is also really good in higher level fractals, though I did change out the trinkets for berserker trinkets and used magi gear for clearing fractals as it helped speed things up a little bit. The best part about this build is you can vary the gear to increase your damage as your group gets a better grasp of the mechanics.

5 stars
Scootts gave this build 5 stars April 2016

It's not suited for speed runs, but druids fully dedicated to healing are an important part of most raid groups. No reason to try to squeak a few thousand dps out of your healer when the other 9 members aren't fully geared, avoiding 100% of mechanics, and running perfect rotations.

5 stars
AnoraMakani gave this build 5 stars April 2016

It isn't a full DPS Build, and because the high healing is good for beginner parties or teams that aren't harmonised, they can make a few errors and won't die.

5 stars
BennyMC93 gave this build 5 stars March 2016

In my opinion this is the best healer build for the majority of the playerbase. When you don't have the perfect composition and "leet skills", shaving a few seconds on the timer is not going to matter if your team is dead.

Having so much healing gives you more room for errors and mistakes, things that do happen in normal runs.

5 stars
Geekgirl101 gave this build 5 stars March 2016

Replace Frost Spirit with Grasping Vines during Gorseval to root the spirits during the spirit phase. Your party won't be getting the bonus from Frost Spirit for the majority of that fight.

5 stars
MoonKK gave this build 5 stars March 2016

This build is the highest possible healing for a druid and brings along all of the offensive support associated with the class. Raid timers are not tight enough that you would need to squeeze DPS out of your healer. Now that 5/6 man Vale Guardian, Gorseval, and Sabethas have been done, it is apparent that you could have half your team do no damage or minimal damage and you still won't run out of time. As such, the true groups that struggle are not the ones that need would need fully invested healers, but the who need the DPS variant because their group DPS is so low that they would even need the healer to do damage.

In the wake of Salvation Pass and the even more lenient enrage timers, pure healing variants of the druid appear ever more useful. A team who is consistently up and doesn't have to worry about their health generally operates more effectively than a team who has to worry about their health themselves. When all you're aiming for are clears and not speed runs, the healing power invested druid is superior to the DPS one any day.

0 stars
Coolyellow42 gave this build 0 stars March 2016

Good for carrying complete idiots but otherwise not required. Brings too much healing and the DPS loss is noticeable. If you're playing with people who need this build you're better off with another group. Only worth taking in the worst of scenarios, and if your team can make up the lost DPS.

5 stars
Paprikaspice gave this build 5 stars March 2016

This build is better than the zerker build for sure. It brings a lot of party dps, and nm keeps your pet dps decent enough. It allows for mistakes even in an experienced group. you can survive bad moves on vg and heal ele clearing orbs on gors. Im not sure about the glyph of unity, i generally prefer the revives on nature spirit for further aid to progression. may add SnR now as an alt utility since that skill can be useful for Sab or Sloth

5 stars
TristanTzara gave this build 5 stars March 2016

The best healer build for the pug raiding with random guys.

5 stars
Upas gave this build 5 stars February 2016

Yes, this build lacks DPS. But druids aren't really meant to DPS in raids when they are healing. If you're running a druid in a raid, you're either with a good group, or a bad group. Bad groups can be really really bad, and every little extra bit of healing helps to keep those Scholar buffs active. With a good group, you should just straight out run berserker gear.

Objectively, this is a great build, and has a place in the meta. If you need the healing to keep your pug group or bad group up, this is the build to run.

Subjectively, you will definitely want to avoid this build if your group is good and doesn't need the healing.

5 stars
XDeadzX gave this build 5 stars February 2016

To preface this, if you have a static comp of experienced players that regularly clears, you should not run this build. Now, if this is not the case, you should run this build (albeit with minor tweaks.) I would not run more than 3 pieces of clerics, accessories should be zerker or magis, never clerics.

This build does a LOT of healing, and has a lot of effective health. The build has the ability to correct a lot of mistakes (like outhealing lit sections on vale for a missed green.) It is going to give you the most even GOTL buffing due to your high healing power, and it's going to be great. You can swap pets around to cover gaps in a pug group (fury generation, break bar damage, extra healing) and can outheal even some of the worst players who seem to find extra places to take damage from.

For a variant, if you find yourself with a lot of healing downtime, taking a DPS weapon over the second staff would be viable.

5 stars
Octavianrb gave this build 5 stars February 2016

Thor is right, this build can heal monkeys through the raid. Anything that can get monkeys through spirit vale is pretty epic in my opinion.

But seriously, this build is commonly used by a sizable portion of the raid community because it can carry your team through egregious mistakes. It minimizes risk to the team, while arguably providing greater party wide DPS than either Zealot's or Berserker's variants due to more uptime on health DPS bonuses and less downed players and broken DPS rotations. It only gives about 800 less personal DPS than a Zealot's druid in staff, and gains 50% more effective health. This build never goes down, and since a downed druid can quickly lead to a wipe, it's a solid backbone to the party. It does 16-20% more healing than the Zealot's with monk runes and transference sigils as well, which can make a significant difference if things go south.

0 stars
Neijala gave this build 0 stars February 2016

There is no scenario in the raid that requires that much constant healing and this build doesn't provide anything to get more offensive if you don't need that much heal. Even if you want a full healer that can simply outheal everything, as long as all goes well or you are in a phase were that much healing isn't required there is no reason for a druid to camp on staff. A full Zealot Druid with Monk Rune and Transference Sigil for example will only lose about ~12% Healing in average but will do 82% more DPS and can therefore be much more flexible.

0 stars
Thor gave this build 0 stars February 2016

This build basically doesn't do anything than healing and buffing your team. Cleric's gear forces your tank to get more toughness and tweak down his personal dps.

You will constantly overheal even when you could do dmg. It is prolly made to heal monkeys, cause a normal group should not get that much dmg the build offers healing for.

I would not recommend this build at all.

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