Druid - Spirit Support Druid

This is a test build. You may comment and rate it.

Focused on: SupportSustain and Mobility

Designed for: PvP Conquest

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
Normal

Overview

A PvP Druid build made to support allies in teamfights.


Skill Bar

Siege Turtle
Smokescale
Staff
Sword/Warhorn
Utility


Skill Variants

Healing

  • - better option against condition-heavy comps and has synergy with .


Utility

  • over - better option against condition-heavy comps. The passive healing is also quite nice even for building Astral Force and unlike Signet of Stone this is actually a stun break.
  • over - AoE Weakness Weakness and Crippled Crippled to enemies and defensive boons to allies. Great if the enemy team does not have much condition damage.


Pets

Siege Turtle Siege Turtle is the best support pet for rangers right now, but if you don't have End of Dragons then something else will have to suffice. Couple of suggestions:


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Specializations

Variants

  • Take if you're up against a comp with heavy condition pressure and you need the extra cleansing to survive.

Variants

  • could help you out against condition-heavy comps, but the instant Daze Daze from the other trait usually does more to help your team.
  • 's instant stealth and superspeed are great at helping your teammates escape pressure but it could cost you the capture point sometimes, and you're going to have to give up passive damage reduction for it.


Equipment

Staff
Sigil
Sigil
Sword
Warhorn
Sigil
Sigil
Rune
Amulet
Relic


Relics

  • - more cleansing.


Usage

Elite specialization basics

  • Rangers with the Druid Druid specialization gain access to (CA) which uses a resource called Astral Force (AF).
  • You build AF mostly through healing yourself and allies. The amount healed doesn't matter. Consistent sources of healing like Regeneration Regeneration and Protection Protection via are great at building Astral Force.


General

  • The CD of can be reduced by healing allies with CA skills. This only works in teamfights, as neither healing yourself nor your pet counts for this trait. Always try to exit CA with 10 stacks of or close to it!
  • While the build is weak against CC, it does have a few tools to combat it:
    • You gain 1 stack of Stability Stability whenever you swap pets via . This is your most reactive source of anti-CC in the build, everything else has a cast time. Consider leaving pet swap available to be used for the Stability if you expect to be CC'd a lot.
    • grants AoE Stability Stability to nearby allies and it has quite a large radius. Because of the long casttime sometimes it can be hard to use this skill under pressure, in which case you should consider covering it with Stability from a pet swap.
    • Celestial Avatar skill #5 is a channeled ability that has Stability Stability on it. When you're trying to heal under pressure you should interrupt Natural Convergence right away by moving or by weapon stowing, that way you get to use the Stability to cover other skills.
  • recharges faster if it heals an ally - pets also count for this if no allies are nearby.
    • If you're doing a max range Ancestral Grace with no nearby allies, you could swap pets before arrival to make sure that you land on your pet for reduced recharge.
  • Smokescale's F2 ability is which could be used to combo Stealth Stealth for you and your team. Both weapon sets and Celestial Avatar have combo tools for blasting this field.
  • is the only stun break in the build by default so use it wisely.
  • If you're out of stun breaks and stealth from exiting CA are your best bets for surviving CC chains.
  • Despite the excellent healing, the build is rather squishy. Try to avoid standing directly on capture points whenever possible and use your mobility skills/stealth to stay out of harm's way.


Support and sustain

  • Using combo fields and finishers is an important part of Support Druid in PvP.
  • Staff is your support weapon while Sword/Warhorn is more of a utility set with combo tools and mobility for personal survivability.
  • and can be excellent sources of healing, but only if you can properly utlize the water combo field by blasting it for allies or using leap finishers for pesrsonal survivability.
    • Blast finishers (AoE healing): (CA), (Warhorn), (Staff).
    • Leap finishers (self-healing): and (Sword).
  • can be attached to allies if you target them! This maximizes healing uptime and reduces the chance of missing this skill. If there are no allies nearby you could even attach it to your pet, as pets won't dodge it.
  • can also target allies, but this is a rather weak filler skill. You could use it to top off allies who barely need healing but it's not enough to save them from lethal damage.
  • and Siege Turtle's are great anti-projectile skills that could shut down many ranged specs.
    • Both of these are stationary. Hunker Down spawns on top of your turtle but doesn't follow it, and you can even swap pets without losing it.
  • Condition cleansing in the build mostly tied to big CDs, or they're locked behind Celestial Avatar access:
    • removes conditions twice after being placed and even pulses boons useful against conditions.
    • cleanses conditions with each pulse.
    • Entering CA removes conditions from yourself and nearby allies.
    • (CA skill #2) cleanses conditions for allies inside the ring after a short delay. This is your most spammable source of AoE cleansing and has no cast time, therefore it can be used even while CC'd. Using inside Seed of Life is a combo that removes another condition from nearby allies - for this you should cast Lunar Impact first and place Seed of Life in the middle of the cast.
    • Pet special abilities cleanse 2 conditions from you and nearby allies once every 20 seconds via .
    • can free allies from all movement impairing conditions. You might want to use this skill before touching your other CDs to increase the chance of your other cleanses removing damaging conditions.
  • is the most supportive skill on Sword/Warhorn - the Daze Daze and Weakness Weakness serve as damage mitigation for allies while the Swiftness Swiftness could help them kite. Being a blast finisher it could also be used for AoE healing and stealthing.
  • does massive AoE healing but it has a delay, which isn1t ideal for burst healing. For that you should resort to CA and water field blasting mostly.


Reviving allies

  • revives allies with each tick when used in .
    • The version of this skill could even be used to rez yourself if you manage to drop it on your location right before you go into downed state.
  • Manually reviving an ally procs once every 85 seconds, causing your pet to assist for a faster rez.
  • Consider Stealth Stealthing downed allies to prevent stomp attempts and to make it harder for enemies to cleave them.


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Ratings

This build has a rating of 4 stars based on 1 votes.
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4 stars
Hanz gave this build 4 stars • August 2023
This is the best support druid's ever been in PvP, but it's still not as good as a Core Guard or Tempest. The AoE healing is really strong but overall its toolkit is a bit clunky compared to other specs, or downright inferior. Signet of stone only protects against 1 form of damage, it's not a proper time-out button like Renewed Focus or Obsi Flesh/Earth Shield. Most of the Stability skills have cast times unlike on Guard and do not break stun. Almost every source of healing has a cast time, sometimes both a cast time and a delay, which makes it worse at reacting to spike damage. There are several ways to rez allies and on lower CD than other supports can do, but there's no proper rally skill in the build (Guard, Ele, War can cast 1 skill and get allies back up when it finishes, Ranger can only restore chunks of downed health or handrez faster). I'd say the only real edge it has is stealth, that's something no other support has. It's not bad, just not great. Fun build but if you care about being optimal then there are better choices.

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