Druid - Raid Vale Guardian

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: SupportUtility.

Designed for:

Overview

This is a high damage glass cannon built specifically for Spirit Vale's final Vale Guardian.

A Druid build made for moderate party heal and high condition (specifically burning) damage. Good use of CC to control seekers while dealing out high DOT and fire fields to damage. This is a ranged build so it's possible to use it when you're on the green sizzle lightning team.

Skill Bar

Juvenile Alpine Wolf.png
Juvenile Wolf.png
Axe/TorchHealingUtilityElite
Short bow

Variants

Specializations




Weapons

First Weapon Set
  • Main Hand
Axe
Stats: Sinister
Superior Sigil of Fire Superior Sigil of Fire
5Recharge.png
Superior Sigil of Fire.pngSuperior Sigil of Fire
50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
Healing Infusion Healing Infusion
  • Off Hand
Torch
Stats: Sinister
Superior Sigil of Smoldering Superior Sigil of Smoldering
Superior Sigil of Smoldering.pngSuperior Sigil of Smoldering
Increase Inflicted Burning Duration: 20%
Healing Infusion Healing Infusion
Second Weapon Set
  • Main Hand
Shortbow
Stats: Sinister
Superior Sigil of Accuracy Superior Sigil of Accuracy
Superior Sigil of Accuracy.pngSuperior Sigil of Accuracy
+7% Critical Chance
Superior Sigil of Nullification Superior Sigil of Nullification
10Recharge.png
Superior Sigil of Nullification.pngSuperior Sigil of Nullification
60% Chance on Critical: Remove a Boon. (Cooldown: 10s)
Healing Infusion Healing Infusion

Equipment

Armor
  • Head
Stats: Sinister
Superior Rune of Balthazar Superior Rune of Balthazar
Superior Rune of Balthazar.pngSuperior Rune of Balthazar
(1): +25 Condition Damage (2): +10% Burning Duration (3): +50 Condition Damage (4): +20% Burning Duration (5): +100 Condition Damage (6): +20% Burning Duration; +10% maximum health.
Healing Infusion Healing Infusion
  • Shoulders
Stats: Sinister
Superior Rune of Balthazar Superior Rune of Balthazar
Superior Rune of Balthazar.pngSuperior Rune of Balthazar
(1): +25 Condition Damage (2): +10% Burning Duration (3): +50 Condition Damage (4): +20% Burning Duration (5): +100 Condition Damage (6): +20% Burning Duration; +10% maximum health.
Healing Infusion Healing Infusion
  • Chest
Stats: Sinister
Superior Rune of Balthazar Superior Rune of Balthazar
Superior Rune of Balthazar.pngSuperior Rune of Balthazar
(1): +25 Condition Damage (2): +10% Burning Duration (3): +50 Condition Damage (4): +20% Burning Duration (5): +100 Condition Damage (6): +20% Burning Duration; +10% maximum health.
Healing Infusion Healing Infusion
  • Hands
Stats: Sinister
Superior Rune of Balthazar Superior Rune of Balthazar
Superior Rune of Balthazar.pngSuperior Rune of Balthazar
(1): +25 Condition Damage (2): +10% Burning Duration (3): +50 Condition Damage (4): +20% Burning Duration (5): +100 Condition Damage (6): +20% Burning Duration; +10% maximum health.
Healing Infusion Healing Infusion
  • Legs
Stats: Sinister
Superior Rune of Balthazar Superior Rune of Balthazar
Superior Rune of Balthazar.pngSuperior Rune of Balthazar
(1): +25 Condition Damage (2): +10% Burning Duration (3): +50 Condition Damage (4): +20% Burning Duration (5): +100 Condition Damage (6): +20% Burning Duration; +10% maximum health.
Healing Infusion Healing Infusion
  • Feet
Stats: Sinister
Superior Rune of Balthazar Superior Rune of Balthazar
Superior Rune of Balthazar.pngSuperior Rune of Balthazar
(1): +25 Condition Damage (2): +10% Burning Duration (3): +50 Condition Damage (4): +20% Burning Duration (5): +100 Condition Damage (6): +20% Burning Duration; +10% maximum health.
Healing Infusion Healing Infusion
Accessories
  • Amulet
Stats: Magi
Healing Infusion Healing Infusion
  • Ring 1
Stats: Magi
Healing Infusion Healing Infusion
  • Ring 2
Stats: Magi
Healing Infusion Healing Infusion
  • Earring 1
Stats: Magi
Healing Infusion Healing Infusion
  • Earring 2
Stats: Magi
Healing Infusion Healing Infusion
  • Back
Stats: Magi
Healing Infusion Healing Infusion


Usage

This is a great crossover build. You deal high condition damage, CC Seekers, and it's ranged mostly so you can go for the green circle much of the time. That said, it's best to pick two when the vale guardian is in it's normal phase (Not split apart). I usually fill all three roles but it's a bit more tricky.

There is no damage augmentation other than fire fields with this build. Healing is moderate as the only time you'll need it is when you're being aggressed by seekers or the odd hit by the blue ball.

If your raid keeps the Vale Guardian in a single slice of the arena and immobile then you stand a good shot at switching between roles effectively.

Right from the beginning target (Ctrl+t) the Guardian (so you can switch back easy at range) and cast your torch 4 and axe 2. Use your pushback glyph to push the nearest seeker away from the guardian. Your tank should be pulling him to a pillar/wall farthest from the seekers and hold him there. The melee players and tank will dodge roll back into the wall to evade his teleports. When he's stationary walk nearby and cast torch 5, Switch to shortbow and cast shortbow 3. Then SB 1 & 2 until the next green circle wave completes. Save Shortbow 4 & 5, your glyphs, and entangle for Seeker control or final CC. Rinse and repeat.

I use the wolfs if we're having trouble with CC on the seekers and the fire wyvern and lynx for additional dmg. You may consider switching Wilderness Survival to Expertise Training for the con dmg. I find I have regen up a lot and it helps with the seeker damage a bit to have the 5% reduction traited as above. Either way remember to swap pets often for the poison dmg that generates.


A few additional notes:

  • Swapping weapons when running for a green circle will give you swiftness. Also Shortbow 3.
  • Attacking the Guardian from the side or behind will deal extra damage. Try to do that whenever possible.
  • Dodge just before you heal. It will give you protection. When you're healed up you won't take as much damage so if you have more than one glyph off of cooldown use one to keep above 90% hp.
  • Try not to use healing spring near the guardian to heal your melee guys. It will overlap fire and damage fields and could reduce damage. Better to use glyphs on them.
  • Your shortbow will boon strip pretty effectively. Use it as much as you can on the Blue Guardians.

Counters

Build rating - 0 stars
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4 Ratings
0 stars
Enaretos gave this build 0 stars November 2015

This build shouldn't even be on a site named "meta"-battle. The traits choice are all wrong. Gear is a joke. Everything is bad. Don't post your special snowflake build just because you managed to get a kill with it.

0 stars
Chase gave this build 0 stars November 2015

This build is lacking the insane damage boost possibility of a normal druid build. Fails to take proper condition damage gear or proper healing gear (mix of sinister + magi makes very little sense to me). Opts to take shortbow, when most of the damage can be done with axe/torch from range and allows you to bring down the cooldown of your fire field if using the meta axe/torch set up. Does not heal much better than a normal dps oriented build. Fails to maximize dps for itself or allies. Pet choices also don't make sense. Brings nothing new to the table.

0 stars
MoonKK gave this build 0 stars November 2015

This build should honestly still be in the discussion phase. Stats and sigils are a mess, and the fix of sinister and magi seems to have no mathematical justification. As such, the stat distributions were obviously arbitrarily chosen with no optimization in mind. A build can't be advertised as "high damage glass cannon" if it's taking healing infusions and trinkets. Sigil of fire is an inferior choice to sigil of force, and sigil of fire shouldn't even be there in the first place because no, sigil of fire does not deal burning damage nor does it scale with condition damage. With no staff, healing won't be good, and with the mess of stats and gear, condition damage won't be good either. The sigil of nullification is just further encroaching upon things that druid does not do well at. The roles this build is trying to fill are too much and it is spread too thin, making it fail at everything.

1 More Rating
0 stars
Erkenbrand gave this build 0 stars November 2015

Hmm, interesting build, but for pve? No. How i said about heal revenant, this druid seems as waste of spot. Condi dmg with low heal? There are better classes with more effective condi dmg. Druids support (outgoing dmg boost) is insane. In overal: insta ress, up to +35% team outgoing dmg, + bonus burning and fast heals compared to *just* average condi dmg + 10% dmg boost? Well, for me is this build bad.

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