Druid - Ranger Fractal Healer

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Focused on: HealingSupportUtility.

Designed for:

Information

This build is designed primarily for Fractal, but most centred around pug groups. It is reliable and has strong heal output, thus it is extremely forgiving when playing with pugs. It is heavily influenced by the raid druid but has some differences to fit shorter fights.

Skill Bar

StaffHealingUtilityElite
Axe/Warhorn

Slot Changes

Heal Skills

  • can sometimes be switches with your Glypth heal if you pair it with
    , if you prefer it as a heal or need more condi cleanse.

Utility Skills

  • for
    if you feel your party has good DPS but people are failing to dodge or keep themselves up.

Traits

  • Switch
    for Spirited Arrival if you want to give your group more vigour.


Pets

  • Juvenile Rock Gazelle.png
    No skill with such title exists.
  • Juvenile Pink Moa.png
    Dazing Screech
    1Activation.png
    30Recharge.png
    Dazing Screech
    Create a cone of sound, dazing foes.
    Damage.pngDamage: 122
    Daze.pngDaze: 2 seconds
    Targets.pngNumber of Targets: 5
    Range.pngRange: 280
    CC
  • 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
    Targets.pngNumber of Targets: 5
    Range.pngRange: 280
    CC
  • Juvenile Blue Moa.png
    Protecting Screech
    1Activation.png
    30Recharge.png
    Protecting Screech
    Screech to grant protection to nearby allies.
    Protection.pngProtection (4s): -33% Incoming Damage
    Targets.pngNumber of Targets: 5
    Radius.pngRadius: 600
    Protection
  • Juvenile Fern Hound.png
    Regenerate
    Activation.png
    25Recharge.png
    Regenerate
    Howl to grant regeneration to nearby allies.
    Healing.pngHealing: 1,000
    Regeneration.pngRegeneration (10s): 1,300 Heal
    Targets.pngNumber of Targets: 5
    Radius.pngRadius: 600
    Regen
  • 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
    Fury
  • Juvenile Jungle Stalker.png
    Mighty Roar
    3Activation.png
    25Recharge.png
    Mighty Roar
    Give extreme might to nearby allies.
    Might.png5Might (15s): +150 Power, +150 Condition Damage
    Targets.pngNumber of Targets: 5
    Radius.pngRadius: 600
    Might

Specializations




Equipment

Stats

  • Use Harrier's stats for all Armor, Weapons, and Trinkets.

Or

  • Harrier's Armor and Weapons and either Magi or Cleric's Trinkets.

Infusions

  • Use +9 +5 Healing power infusions if you can, otherwise just use infusions to get you to 150 AR.

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
Axe.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)
  • Use Superior Rune of Water if you can't get Superior Rune of the Monk.

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
provides a large boost to healing for minimal loss in damage.

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
Peppermint Oil Peppermint Oil

Usage

Even thought druid has the capability to stack might you will often find yourself in a group where the warrior stacks it at least before the fight(100cm/99cm). Your role is not primarily to be a might stacker, the most important thing to do is to watch and heal by reaction. It is important to maintain your astral force at all times, and heal when it is needed. If you are comfortable and know the encounters you will eventually learn a good middle ground where you always maintain might during fights but can also heal easily when needed. Your boon durations will help you maintain might for longer periods.

Staff

  • Make sure you are piercing as many allies as possible with
    for astral gain. Positioning is very important while playing staff.
  • Use
    off cooldown for passive heals.
  • Use
    for a small burst heal when needed or for the mobility.
    • Consider using
      for a water blast.
  • is useful as a soft CC against breakbars.
  • Use
    for a water field before blasting and to block projectiles. Very useful in 99/100cm.

Axe/Warhorn

  • The main use of Axe/Warhorn for this build is its Astral Force and boon generation from
    . You should aim to use
    with
    as much as possible to maintain regeneration on your group, which will rapidly refill your Astral Force.
  • Otherwise use your skills as you see fit, you can swap back to staff once you have used
    .


Healing skills

  • is a nice heal skill for yourself and amazing for others if used in
    and especially while traited with
    . It also removes a condition when it blasts so it is useful that way too.

Utilities and elites

  • Make sure
    ,
    and
    are up as much as possible.
  • Use your glypth during fights when the bosses are CC'ed or on recharge if the boss is stand still.

Celestial Avatar

  • and
    are group heals while in Celestial Avatar.
  • Use
    to fill the space between cooldowns of other skills in Celestial Avatar if your raid needs an excess of heals.
  • is a condition clear and wider but weaker heal than
    . This skill also blinds mobs and lingers for a second after casting. Always end your
    with
    to gain immediate astral force outside of it.
  • is a quick and fairly large heal. It also dazes, so it can be used to help break breakbars, CC adds and blasts combo-fields.
  • quickly spreads five stacks of
    . It is a water field while channeled.
  • can contribute to breaking breakbars.
  • Recharge of Celestial Avatar is affected by alacrity.
  • If in need of excess heals, remember that
    is procced by
    and follow up with either
    or
    depending on the situation.
  • As this build is designed to stay a lot in Staff, staying in
    for its entire duration when neccessary is not a big deal. Due to the piercing of
    your
    should always be up for every cooldown if played correctly.

General

  • Try not to swap pets unless they are in danger of dying. You don't want them to lose all their boons unless you traited it and need to proc Spirited Arrival. Or, if you simply need to switch due to needing more CC.
  • 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.
  • triggers when entering Celestial Avatar and picking up bundles. Avoid unintentionally activating it. Recharge of Quick Draw is not affected by alacrity, so weapon swapping on cooldown will minimize accidental activation.
  • will fail to trigger when ending Celestial Avatar while casting a skill. Be sure to finish the cast before triggering the transform.
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