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Information
A Support Druid build designed for Raids and "challenging" content.
It provides support in the form of multiple unique damage buffs, boons, healing and also deals decent damage.
11-17 Might, Fury, Swiftness, Regeneration (400hp/s). 60% uptime on Vigor and Stability while Spirits are up.
This allows other classes to focus more on DPS and less on additional support. Additional Might stacks will come from fire fields. Provides large DPS increases through Spirits, Glyph of Empowerment, Grace of the Land and Spotter. This is a possible 35% direct damage increase, 15% condition damage increase, 7% critical chance and 30 burn ticks every 8 seconds for a party.
Build
Sword/WarhornHealingUtilityElite
Pets
Juvenile Jungle Stalker for
Mighty Roar 3
25
Mighty Roar
.
Juvenile Lynx for
Rending Pounce 1½
30
Rending Pounce
.
- Felines will contribute good condition damage through their innate skills and
Sharpened Edges

Sharpened Edges
You and your pet have a 66% chance to cause 3s of bleeding when you critically strike
for those fights whose mechanics require it.
- Change out
Juvenile Lynx for
Juvenile Jaguar if condition damage is not specifically required.
Traits
Variants
Swap Druid for Skirmishing, if your team need more condition dmg.
Weapons
First Weapon Set
- Sword
- Stats: Zealot
Superior Sigil of Force Superior Sigil of Force
- Warhorn
- Stats: Zealot
Superior Sigil of Water 5 Superior Sigil of Water 30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
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Second Weapon Set
- Staff
- Stats: Zealot
Superior Sigil of Force Superior Sigil of Force
Superior Sigil of Water 5 Superior Sigil of Water 30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
-
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Sigil Variants
- Replace the Water Sigil on the Warhorn with a Sigil of Concentration when it becomes available, this will allow the removal of the Bountiful Sharpening Stones for regular cheaper versions. Or replace with a Sigil of Air for more DPS during burn phases.
- Replace the Force Sigil on the Staff with a Sigil of Transference when it becomes available.
Equipment
Armor
- Stats: Zealot (Power/Precision/Healing Power)
Superior Rune of the Monk Superior 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)
Healing Infusion
- Stats: Zealot
Superior Rune of the Monk Superior 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)
Healing Infusion
- Stats: Zealot
Superior Rune of the Monk Superior 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)
Healing Infusion
- Stats: Zealot
Superior Rune of the Monk Superior 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)
Healing Infusion
- Stats: Zealot
Superior Rune of the Monk Superior 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)
Healing Infusion
- Stats: Zealot
Superior Rune of the Monk Superior 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)
Healing Infusion
Optional:
Superior Rune of the Water instead of the monk
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Accessories
- Stats: cleric
- Stats: cleric
- Stats: cleric
- Stats: cleric
- Stats: cleric
- Stats: cleric
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Consumables
Delicious Rice Ball
Delicious Rice Ball Nourishment (30m):
100 Healing Power+10% Healing Effectiveness (Outgoing)+25% Magic Find during Lunar New Year Consumable
Bountiful Sharpening Stone
Bountiful Sharpening Stone Nourishment (30 m):
Gain Power equal to 6% of your Healing PowerGain Power equal to 8% of your Concentration+10% Experience from Kills Consumable
OR
Furious Tuning Crystal
Furious Tuning Crystal Nourishment (30m):
Gain Condition Damage equal to 3% of your PrecisionGain Expertise equal to 3% of your Precision+10% Experience from Kills Consumable
Usage
Call of the Wild ½
30
Call of the Wild
(Blast Fire Fields before and during combat)
Frost Spirit 1½
20
Frost Spirit
Sun Spirit 1½
20
Sun Spirit
Glyph of Empowerment ½
20
Glyph of Empowerment
Hunter's Call 1
25
Hunter's Call
Call hawks to swarm your foe.
16Damage: 464
Range: 1,200
- Swap to Staff
Astral Wisp ¾
8
Astral Wisp
(Quick Draw)
Astral Wisp ¾
8
Astral Wisp
Solar Beam 1¼
Solar Beam
Until your Astral Force is charged
- Swap to Warhorn
Call of the Wild ½
30
Call of the Wild
- Enter Celestial Form
- Spam heals on allies to also buff them with GotT.
- Exit Celestial Form
Call of the Wild ½
30
Call of the Wild
- Recast Spirits and GoEmp as required.
- Use sword for burn phases, but turn off the AA toggle so you have more control over it.
- If additional burst healing is required,
Glyph of Empowerment ½
20
Glyph of Empowerment
gives a large buff to healing (25%) while in Celestial Form, so wait until you are in the form to use it.
- Remember that
Quick Draw

Quick Draw
Combat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.
triggers when Entering or exiting the Celestial Form, so swapping to Warhorn before entering it will ensure you can reduce the recharge of
Call of the Wild ½
30
Call of the Wild
significantly, upon exiting, allowing you to stack more might with it.
- Spirits now have a 95% damage reduction, so can be placed close to the battle without fear of them being killed.
- Cast
Spirit of Nature 1½
180
Spirit of Nature
when additional healing is required, it has 50% up time and scales well with healing power, so it will heal for approximately 450hp/s, making it good for maintaining the Scholar Rune bonus on DPS classes.
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