Druid - Spirit Support Druid
The community gave this build a rating, making it second-tier: Good
Focused on: Support, Sustain and Mobility
Designed for: PvP Conquest
Overview
A PvP Druid build made to support allies in teamfights. While Druid's not as powerful as some of the other support builds in PvP, it still has its strengths such as AoE rezing with the elite or giving allies some breathing room by sharing
Stealth - which is something that no other dedicated support build can do.
Skill Bar
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 stunbreak.
- over - AoE
Weakness and
Crippled to enemies and defensive boons to allies. Great if the enemy team does not have much condition damage.
Pets
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:
Blue Moa - Protection and AoE healing.
White Moa - AoE
Frost Aura to provide damage reduction and inflict
Chilled.
Brown Bear - AoE condition removal.
Black Bear - AoE
Weakness for damage mitigation.
Wolf - AoE CC.
Template Code
Specializations
Variants
- offers better direct damage mitigation at the expense of condi cleansing.
Variants
- Take if you're up against a comp with heavy condition pressure and you need the extra cleansing to survive.
Equipment
Equipment Variants
Relics
- - bigger healing increase than Monk's, but only below 50% HP. On the other hand you don't really have to put in work to fulfill the condition of this relic, you always get good value during emergency situations.
- - more cleansing.
- - extra healing on your heal skill.
Usage
Elite specialization basics
- Rangers with the
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 and
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:
- grants AoE
Stability to nearby allies and it has quite a large radius, but due to the long cast time sometimes it can be hard to use this skill under pressure. It works best preemptively, using it right before you'd get into real trouble. - Celestial Avatar skill #5 is a channeled ability that has
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.
- grants AoE
- 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.
- Dodging grants
Protection.
- Smokescale's F2 ability is which could be used to combo
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.
Celestial Avatar rotation
- The standard opener is to do ⇒ - start casting Lunar Impact for CC and a blast finisher, and drop Seed of Life on the ground towards the end of the cast time of LI. Blast finisher + light field = condi cleansing, meanwhile you apply
Blind and
Daze, creating some breathing room for yourself.
- Try to hit as many enemies and allies as possible with both skills. They each have positive and negative effects.
- If you need healing more than you need cleansing, use first, followed by and then . RT creates a pulsing water field around you, and you can use other skills while it's active in order to blast it. The light field from SoL will be gone by the time LI lands.
- Once you've used up skills 2-4, you can do skill #5 . This is mainly for the
Slow and roots you in place for quite some time - if you're heavily pressured, consider cancelling this skill after the initial cast with a weapon stow. That way you still get the
Stability portion of it and you can use that to protect other casts.
- Mace/Warhorn has several combo tools to be used in , so dropping out of Celestial Avatar after an RT cast might also be a good idea. You could still grab the
Stability from NT, but you're losing time on RT if you do that.
- Spam whenever it's available as long as it doesn't interfere with your other desired combo fields.
Support and sustain
- Using combo fields and finishers is an important part of Support Druid in PvP.
- Staff is your support weapon while Mace/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), (Mace), (Staff).
- Leap finishers (self-healing, only with the Sword variant): 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.
- Warhorn skills apply AoE
Regeneration.
- is the most supportive skill on Warhorn - the
Daze and
Weakness serve as damage mitigation for allies while the
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 isn't 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
Stealthing downed allies to prevent stomp attempts and to make it harder for enemies to cleave them.
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