Druid - Support Druid
This build was last updated on October 18, 2025 and is up to date for the August 19, 2025 patch.
Overview
Channel the power of the celestial bodies above and the earth below to swing fights in your allies' favor! Druid brings high burst healing and cleanse as well as
Immobilize,
Stealth and
Superspeed
Skill Bar
Weapon 1:
Staff
Weapon 2:
Weapon 3:
Mace
Weapon 4:
Warhorn
Healing skill: Healing Spring
Utility skill 1: "Protect Me!"
Utility skill 2: Glyph of Alignment
Utility skill 3: Frost Spirit
Elite skill: Spirit of Nature
Pet 1: Siege Turtle
Pet 2: Brown Bear
Variants
- Pet
- Siege Turtle ⇒ Polar Bear - for Beast Mastery
- Brown Bear ⇒ Smokescale - for smoke blasting
- Brown Bear ⇒ Krytan Drakehound - for
Immobilize - Brown Bear ⇒ Warclaw - for superspeed
- Utility
- If you don't need a stunbreak, swap "Protect Me!"
- Stone Spirit
- "Guard!"
- Elite
- Glyph of the Stars
Template Code
[&DQQeFxkeBSWhAAAAuwAAANUSAAC8AAAAtBIAAEIFAAAAAAAAAAAAAAAAAAA=]
Specializations
Skirmishing: Bot, Top, Top
Nature Magic: Mid, Bot, Top
- Variants
- Spirited Arrival
- Protective Ward
Druid: Top, Top, Mid
- Grace of the Land
Variants
Beastmastery: Bot, Bot, Top
- Swap Skirmishing, make sure to swap pets to bears only.
Equipment
Rune: 6 Superior Rune of the Monk
Infusion 1: 18 Healing WvW Infusion
Infusion 2:
Relic: Relic of Karakosa
Weapon 1:
Staff
Weapon 2:
Sigil 1: Superior Sigil of Transference
Sigil 2: Superior Sigil of Energy
Weapon 3:
Mace
Weapon 4:
Warhorn
Sigil 3: Superior Sigil of Life
Sigil 4: Superior Sigil of Energy
Main stats: Minstrel
Variants
- Relic
- Relic of Antitoxin
- Relic of the Monk - non-SotO option
- Sigils
- Superior Sigil of Energy ⇒ Superior Sigil of Renewal
Consumables
- Bowl of Fruit Salad with Mint Garnish
- Bountiful Maintenance Oil
Usage
Quick Guide
- Druid is a high range healer with utility via Spirit of Nature
- Watch for allies going down and use Spirit of Nature to get them back up
- Heal allies with Celestial Avatar
Celestial Avatar Priority 
- Seed of Life
- Lunar Impact
- Rejuvenating Tides
- Cosmic Ray
- Use your weapon skills to regain Astral Force as fast as possible to regain access to Celestial Avatar
General
- Quick Draw activates when swapping in/out of Celestial Avatar
- Use Ancestral Grace/Vine Surge first in Staff and Lunar Impact in Celestial Avatar
- Make sure to set your pet to Avoid Combat
- When blasting stealth stow your pet
- Try to swap your pet as often as possible during combat
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- This build has low active defenses
Defensive Skill List 
- "Protect Me!" - Stunbreak
- Ancestral Grace - Movement
- Celestial Shadow - Stealth
Overall Priorities
- High
- Spirit of Nature
- Healing
- Moderate
- Cleansing
- Celestial Shadow
- Low
Detailed Explanations
Spirit of Nature
- Spirit of Nature rezzes up to 5 allies in its radius 0.5 seconds after the initial cast finishes and the spirit slams down
- Nature's Vengeance will retrigger the slam and rez 3 seconds after the first cast finishes
- Watch for low allied health bars to enable precasting (Using the skill before an ally is downed so that it finishes casting on them as soon as they do go down)
- If you don't have
Quickness proc Quick Draw if it is available before starting the Spirit of Nature cast - If your group is using voice comms it is helpful to communicate that you are casting a rez so that nobody else overlaps your cast and wastes a cooldown
- If you need to cancel Spirit of Nature during the cast you can use a Stow Weapon keybind or Escape
- You should cancel the cast if someone else will land a rez first or the rez is no longer needed
Healing
Healing Skill List 
- Staff
- Solar Beam
- Astral Wisp
- Ancestral Grace - Relic of Karakosa
- Mace/Warhorn
- Flourish
- Oaken Cudgel - Relic of Karakosa
- Hunter's Call - Windborne Notes
- Call of the Wild - Relic of Karakosa
- Celestial Avatar
- Cosmic Ray
- Seed of Life
- Lunar Impact - Relic of Karakosa
- Rejuvenating Tides
- Glyph of Alignment (Celestial Avatar)
- Most of your healing and cleansing comes from Celestial Avatar
- Your main priority while outside of Celestial Avatar is to regain Astral Force before the cooldown to Celestial Avatar is finished
- Astral Force is gained every time you heal an ally or damage an enemy for any amount
- This means skills that hit many times such as Astral Wisp or
Regeneration are very important
- This means skills that hit many times such as Astral Wisp or
- Astral Force is gained every time you heal an ally or damage an enemy for any amount
- Blasting fields with Relic of Karakosa is also a significant percentage of your total healing
- Healing Spring and Sublime Conversion both create Water fields you can blast on for extra healing
- Use your blasts on your own Water fields when possible, but don't delay your healing just to do so
- Healing Spring and Sublime Conversion both create Water fields you can blast on for extra healing
- Celestial Avatar
Celestial Avatar Priority 
- Seed of Life
- Lunar Impact
- Rejuvenating Tides
- Cosmic Ray
- Avoid entering Celestial Avatar until your group needs support
- Keep in mind Druidic Clarity activates when entering Celestial Avatar
- Lunar Impact should generally be the first skill you cast in Celestial Avatar
- Make sure to use Quick Draw on Lunar Impact if its off cooldown
- Seed of Life is instant and can be used while casting other skills
- Make sure to wait until your first cast of Lunar Impact is finished while Quick Draw is active so Seed of Life doesn't consume Quick Draw
- Use Glyph of Alignment (Celestial Avatar) whenever extra burst healing or cleanse is needed
- Keybinding (toggle) snap ground target can be useful for aiming Cosmic Ray and Lunar Impact
- Weapons
- Staff has better Astral Force generation and better skills to Quick Draw while Mace/Warhorn has better healing through Relic of Karakosa
- This means you want to be on Staff when entering Celestial Avatar when possible to use Quick Draw when exiting and to quickly use Staff skills to start gaining Astral Force
- Target allies for Solar Beam + Astral Wisp
- Keybinding call/take personal target can be useful to easily target an ally
- Your commander is typically a good target for these skills
- Sublime Conversion has no target cap for allies, use it to give your entire group
Regeneration - Be careful with the forced movement from Oaken Cudgel
- Aim to the side instead of towards the enemy group
- You can safely ignore
Nature's Strength, you won't be able to stack it to 5 - Hunter's Call is worth casting for Astral Force due to its multiple hits and Windborne Notes, but not for healing
Cleansing
Cleansing Skill List 
- Healing Spring
- Frost Spirit
- Celestial Avatar - (Druidic Clarity
- Seed of Life
- Glyph of Alignment (Celestial Avatar)
- Vine Surge - for
Immobilize - Shake It Off
- Frost Spirit should be your highest priority cleanse skill due to the
Resistance output as well as Nature's Vengeance - Healing Spring should be dropped when clashing with the opponent or preemptively before an enemy spike
- Healing Spring begins its cooldown as soon as its dropped, not when it triggers. Precast it when you can do so without wasting it
- Try to hit enemies and allies with Vine Surge on clashes to maximize value
- Seed of Life is instant and can be used while casting other skills
Celestial Shadow
- When doing so won't get you killed or stop you from doing useful healing/cleansing, move to isolated player(s) and end Celestial Avatar to give
Stealth and
Superspeed via Celestial Shadow
- The
Stealth can also be good for saving downed allies by giving more time for rez skills
- The
Immobilize
Immobilize Skills 
- Vine Surge
- Glyph of Alignment
- Natural Convergence
- Use
Immobilize when:
- Your group calls a spike such as Wells - (Well of Corruption)
- On top of enemy downs (while alive enemies are on top of them)
- Enemy groups move defensively while your group is pushing
- Try to hit enemies and allies with Vine Surge on clashes to maximize value
- Glyph of Alignment should usually be saved for its alternate version Glyph of Alignment (Celestial Avatar)
- Natural Convergence is very difficult to use effectively, not casting it is fine
Settings
- Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
- Also under General Options / User Interface turn on Thick party health bars
- Thick squad health bars can be used too as a matter of personal preference, but is not recommended for large numbers
- Under Squad Options uncheck View as a grid. This will allow you to keep track of your allies' boons, conditions and health, enabling a better decision-making and skill management.
Ratings
02/20/2025 - Still great, big heals, big cleanse, endless combo fields for karakosa blasting. Glyph nerf hurt, but change it out to 10 man spirit of nature revive and carry entire squad through fights. Also, with pet CD now being 25 with a dead pet I believe it's viable to take other pets with defensive F2's since it don't matter if they die now. Juvenile White Tiger for Aegis, Juvenile Warclaw for superspeed and Juvenile White Moa for Frost Aura have value.
Very strong heals and cleanses, can outpace all others in the right hands. That said,
1) Lingering Light is the way to go - reduces CA downtime significantly in addition to more healing
2) Mace+WH instead of the 2nd staff, for those with SOTO. WH5 is a 5-in one skill: daze, regen/healing from Windborne Notes, blast finisher, ally boons (might+fury+swiftness)
Subpar support build really, as the guides shows..very low active defense, this translate to :"must be babysitter to accomplish anything"...why in hell would I run this over a support staff tempest or catalyst?, it does the same thing...but better, has 2x more active defense, condi clear, healing and support. This is at best a GvG build and you're just doing a favour to that ranger fanboy in your guild...it has been 14 years now and ranger still has 0 x zerg builds...Brilliant
Druid slaps right now let's be honest. Timing celestial avatar is about as hard as shooting a giant wall, which is to say it isn't. I prefer taking 3 glyphs with equality because the build never feels like it's in danger. The easy access to information on cooldowns makes playing a breeze and aiming skills is barely difficult. Super fun and easy to play with great sustain.
I think this is a great build. You also have an option of taking Axe/Warhorn with Windborn Notes as this has High Fury/Might/Swiftness uptime with a bit of added Regen. The Build can be a bit harder to play than other Support Classes as it requires you to aim your CA 1-3. But CA 2 is much better now than it was before. Try to use your Heal skill out of CA to keep cleanses going and providing Regen which will fill your bar up a bit quicker.
this build is really good it is similar to what I am using with my guild. We are trying druid some and vindictator and we really like them it has a lot of healing and condition cleansing as much as a tempest. the stability helps our fb too.
we like a lot using the smokescale to use stealth, but some of us are using the moa to give protection too... I think it's very good now the druid
Comments
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