Difference between revisions of "Druid - Group Support"
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| designed for = open world, open world support | | designed for = open world, open world support | ||
| focus = support | | focus = support | ||
− | | rating = | + | | rating = archived |
| xpac = hot | | xpac = hot | ||
+ | | meta = | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | {{Tooltip|Druid}} provides strong zerg support through high healing, {{Tooltip|Alacrity}}, {{Tooltip|Might}}, {{Tooltip|Fury}}, stunbreaks, downstate control, and crowd control. It also provides both offensive and defensive boons. As it focuses on supporting allies and has no damage of its own, this build is not | + | {{Tooltip|Druid}} provides strong zerg support through high healing, {{Tooltip|Alacrity}}, {{Tooltip|Might}}, {{Tooltip|Fury}}, stunbreaks, downstate control, and crowd control. It also provides both offensive and defensive boons. As it focuses on supporting allies and has no damage of its own, this build is not recommended for solo play. |
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|weapon3 = Axe | |weapon3 = Axe | ||
|weapon4 = Warhorn | |weapon4 = Warhorn | ||
− | |healing = | + | |healing = "We Heal As One!" |
|utility1 = Frost Spirit | |utility1 = Frost Spirit | ||
|utility2 = "Protect Me!" | |utility2 = "Protect Me!" | ||
− | |utility3 = | + | |utility3 = Stone Spirit |
|pet1 = Fern Hound | |pet1 = Fern Hound | ||
|pet2 = Rock Gazelle | |pet2 = Rock Gazelle | ||
|elite = Spirit of Nature | |elite = Spirit of Nature | ||
}} | }} | ||
− | You only need 3 spirits to maintain permanent {{Tooltip|Alacrity}} through {{Trait|Nature's Vengeance}}. We recommend | + | You only need 3 spirits to maintain permanent {{Tooltip|Alacrity}} through {{Trait|Nature's Vengeance}}. We recommend Frost, Stone, and Nature. |
− | |||
− | |||
===Skill Variants=== | ===Skill Variants=== | ||
− | + | * If you are going to change your skills, remember you need 3 Spirits to be able to maintain {{Tooltip|Alacrity}}. | |
− | * {{ | ||
− | |||
====Utilities==== | ====Utilities==== | ||
− | * {{Skill|Glyph of the Tides}} - to pull enemies together so the zerg can cleave them | + | * {{Skill|Glyph of Equality (non-celestial)}} - daze // {{Skill|Glyph of Equality (Celestial Avatar)}} to provide {{Tooltip|Stability}}. |
+ | * {{Skill|Glyph of the Tides (non-celestial)}} - to pull enemies together so the zerg can cleave them // {{Skill|Glyph of the Tides (Celestial Avatar)}} push enemies like the bomb in Tarir south lane. | ||
* {{Skill|Lightning Reflexes}} - evade and stunbreak. | * {{Skill|Lightning Reflexes}} - evade and stunbreak. | ||
− | |||
* {{Skill|Signet of Renewal}} - decent condition cleanse for the zerg. | * {{Skill|Signet of Renewal}} - decent condition cleanse for the zerg. | ||
* {{Skill|Signet of Stone}} - panic button to negate strike damage. | * {{Skill|Signet of Stone}} - panic button to negate strike damage. | ||
− | |||
====Elites==== | ====Elites==== | ||
− | * {{ | + | * {{skill|Glyph of the Stars (non-celestial)}} - good AoE heal, stability, and condi cleanse // {{Skill|Glyph of the Stars (Celestial Avatar)}} good AoE heal, stability, and revive. |
− | |||
===Pet variants=== | ===Pet variants=== | ||
− | Fern Hound and Rock Gazelle provide good damage and crowd control | + | Fern Hound and Rock Gazelle provide good damage and crowd control. {{Tooltip|White Tiger}} is also great for providing {{Tooltip|Aegis}}. You can consider other options. |
; High damage pets | ; High damage pets | ||
* {{Tooltip|Fanged Iboga}}, {{Tooltip|Jacaranda}}, any feline such as {{Tooltip|Lynx}}. | * {{Tooltip|Fanged Iboga}}, {{Tooltip|Jacaranda}}, any feline such as {{Tooltip|Lynx}}. | ||
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==Template Code== | ==Template Code== | ||
− | {{TemplateCode|code =[& | + | {{TemplateCode|code =[&DQQZHyA/BR95AHkAvAC8ALsAuwC5ALkAlwGXARY5GAUAAAAAAAAAAAAAAAA=]}} |
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{{Specialization|Nature Magic|bot|bot|top}} | {{Specialization|Nature Magic|bot|bot|top}} | ||
{{Specialization|Beastmastery|bot|bot|bot}} | {{Specialization|Beastmastery|bot|bot|bot}} | ||
− | {{Specialization|Druid| | + | {{Specialization|Druid|bot|bot|top}} |
* {{Trait|Beastly Warden}} – if more cc is needed. | * {{Trait|Beastly Warden}} – if more cc is needed. | ||
* {{Trait|Celestial Shadow}} – superspeed and stealth for your group. | * {{Trait|Celestial Shadow}} – superspeed and stealth for your group. | ||
− | + | * Beastmastery is taken only for {{Trait|Resounding Timbre}}, as the {{Tooltip|Regeneration}} it provides make it easy to build Astral Force {{Trait|Celestial Being}} in combination with {{Trait|Natural Mender}}. | |
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| sigil4 = Superior Sigil of Concentration | | sigil4 = Superior Sigil of Concentration | ||
}} | }} | ||
− | |||
===Variant Equipment=== | ===Variant Equipment=== | ||
====Runes==== | ====Runes==== | ||
− | * | + | * {{Rune|Superior Rune of the Rebirth}}, {{Rune|Superior Rune of the Water}} - Healing alternatives |
− | * {{Rune|Superior Rune of Sanctuary | + | * {{Rune|Superior Rune of Sanctuary}}, {{Rune|Superior Rune of the Herald}} - Strong defensive options |
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==Usage== | ==Usage== | ||
===Healing and supporting=== | ===Healing and supporting=== | ||
− | This build focuses on healing and providing offensive and defensive boons to allies. | + | This build focuses on healing and providing offensive and defensive boons to allies. You should be able to provide permanent 25 {{Tooltip|Might}} and {{Tooltip|Alacrity}}, and also some {{Tooltip|Fury}}. |
− | * Enter Celestial Avatar and use {{Skill|Rejuvenating Tides}} {{to}} {{Skill|Lunar Impact}} to give healing and {{Tooltip|Might}} to allies. Use {{Skill|Seed of Life}} right before leaving Celestial Avatar so the delayed heal starts rebuilding your Astral Force. | + | * Enter Celestial Avatar and use {{Skill|Rejuvenating Tides}} {{to}} {{Skill|Lunar Impact}} to give healing and {{Tooltip|Might}} to allies thanks to {{Trait|Grace of the Land}}. Use {{Skill|Seed of Life}} right before leaving Celestial Avatar so the delayed heal starts rebuilding your Astral Force. |
* Don't stay inside Celestial Avatar until your Astral Force depletes. Enter, cast the skills you need, then manually leave it. | * Don't stay inside Celestial Avatar until your Astral Force depletes. Enter, cast the skills you need, then manually leave it. | ||
* Position yourself so {{Skill|Solar Beam}} heals allies in between you and the enemy. | * Position yourself so {{Skill|Solar Beam}} heals allies in between you and the enemy. | ||
− | * Spam {{Skill| | + | * Spam {{Skill|Cold Snap}}, {{Skill|Quicksand}}, {{Skill|Nature's Renewal}}, {{Skill|Call of the Wild}} and {{Skill|Astral Wisp}} off cooldown. |
* Use your Blast finishers ({{Skill|Call of the Wild}}, {{Skill|Ancestral Grace}}, {{Skill|Lunar Impact}}) on water fields such as {{Skill|Sublime Conversion}} for extra healing, or light fields such as {{Skill|Seed of Life}} to cleanse conditions. | * Use your Blast finishers ({{Skill|Call of the Wild}}, {{Skill|Ancestral Grace}}, {{Skill|Lunar Impact}}) on water fields such as {{Skill|Sublime Conversion}} for extra healing, or light fields such as {{Skill|Seed of Life}} to cleanse conditions. | ||
− | * You can | + | * You can break stuns for allies with {{Skill|"Protect Me!"}}. |
− | + | * Use {{Skill|Vine Surge}} to cleanse conditions that impair movement on allies. | |
+ | * Destroy projectiles with {{Skill|Sublime Conversion}}. | ||
+ | * You have personal {{Tooltip|Stability}} in {{Skill|Sublime Conversion}}. | ||
===Tagging=== | ===Tagging=== | ||
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=== Spirits === | === Spirits === | ||
− | You need 3 spirits to maitain permanent {{Tooltip|Alacrity}}. Whenever you teleport your spirits to you by using their asociated skill, such as {{Skill| | + | You need 3 spirits to maitain permanent {{Tooltip|Alacrity}}. Whenever you teleport your spirits to you by using their asociated skill, such as {{Skill|Cold Snap}}, they will provide 8 seconds of alacrity (with the 100% boon duration from the recomended gear). Staying near the spirits provides more boons, but this isn't mandatory. |
===Crowd Control=== | ===Crowd Control=== |
Latest revision as of 06:39, 1 July 2023
Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.
Focused on: Support
Designed for: Open World and [[|]]
Overview
Druid provides strong zerg support through high healing, Alacrity, Might, Fury, stunbreaks, downstate control, and crowd control. It also provides both offensive and defensive boons. As it focuses on supporting allies and has no damage of its own, this build is not recommended for solo play.
Skill Bar
You only need 3 spirits to maintain permanent Alacrity through . We recommend Frost, Stone, and Nature.
Skill Variants
- If you are going to change your skills, remember you need 3 Spirits to be able to maintain Alacrity.
Utilities
- Stability. - daze // to provide
- - to pull enemies together so the zerg can cleave them // push enemies like the bomb in Tarir south lane.
- - evade and stunbreak.
- - decent condition cleanse for the zerg.
- - panic button to negate strike damage.
Elites
- - good AoE heal, stability, and condi cleanse // good AoE heal, stability, and revive.
Pet variants
Fern Hound and Rock Gazelle provide good damage and crowd control. White Tiger is also great for providing Aegis. You can consider other options.
- High damage pets
- Fanged Iboga, Jacaranda, any feline such as Lynx.
- Good mix of damage and crowd control
- Smokescale, Rock Gazelle, any canine such as Wolf.
- Good on-demand crowd control
- Tanky pets
- Drakes such as Marsh Drake provide the best mix of damage and tankiness, but bears and devourers are also very tanky pets.
Template Code
Specializations
- – if more cc is needed.
- – superspeed and stealth for your group.
- Beastmastery is taken only for Regeneration it provides make it easy to build Astral Force in combination with . , as the
Equipment
Ascended gear and stat infusions are not required; you can use exotic gear with the same stats.
This build uses the same gear as Build:Druid - Boon Support Healer allowing one single gear set for both open world and instanced content.
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
Harrier
x6
Variant Equipment
Runes
- , - Healing alternatives
- , - Strong defensive options
Consumables
- Food
- Ascended food is superior to any other food. In the event you do not have or cannot find any, see below:
- Use for general farming.
- for maxing out magic find.
- if you need more healing.
- Utility:
- or equivalent
Usage
Healing and supporting
This build focuses on healing and providing offensive and defensive boons to allies. You should be able to provide permanent 25 Might and Alacrity, and also some Fury.
- Enter Celestial Avatar and use ⇒ to give healing and Might to allies thanks to . Use right before leaving Celestial Avatar so the delayed heal starts rebuilding your Astral Force.
- Don't stay inside Celestial Avatar until your Astral Force depletes. Enter, cast the skills you need, then manually leave it.
- Position yourself so heals allies in between you and the enemy.
- Spam , , , and off cooldown.
- Use your Blast finishers ( , , ) on water fields such as for extra healing, or light fields such as to cleanse conditions.
- You can break stuns for allies with .
- Use to cleanse conditions that impair movement on allies.
- Destroy projectiles with .
- You have personal Stability in .
Tagging
- allows you to tag enemies easily, specially when using the keybind for "next target".
- Use for mobility, try to aim near allies to reduce its cooldown.
- You can manually command your pet to attack certain mobs while you do other things.
Spirits
You need 3 spirits to maitain permanent Alacrity. Whenever you teleport your spirits to you by using their asociated skill, such as , they will provide 8 seconds of alacrity (with the 100% boon duration from the recomended gear). Staying near the spirits provides more boons, but this isn't mandatory.
Crowd Control
- Your pet and their Beast skill (F2) depending on the pet.
Ratings
Comments
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