Difference between revisions of "Druid - Power CC Druid"
Line 19: | Line 19: | ||
| weapon1 = mace | | weapon1 = mace | ||
| weapon2 = mace | | weapon2 = mace | ||
− | | weapon3 = | + | | weapon3 = sword |
− | | weapon4 = | + | | weapon4 = warhorn |
| healing = Healing Spring | | healing = Healing Spring | ||
| utility1 = Signet of Renewal | | utility1 = Signet of Renewal | ||
Line 29: | Line 29: | ||
| pet2 = Smokescale | | pet2 = Smokescale | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Skill Variants=== | ||
+ | '''Weapons''' | ||
+ | * ''Hammer'' over ''Sword/Warhorn'' - Hammer is an equally viable option. These sets have similar damage, but Hammer offers more CC (and thus Marksmanship synergy) while Sword is more defensive with 3 combo finishers and better mobility. If you opt for this then take sigil of Intelligence/Savagery on Hammer and Cleansing/Energy on the Mace set. | ||
+ | |||
+ | '''Utility''' | ||
+ | * {{Skill|Signet of Stone}} over {{Skill|Signet of Renewal}} - for games where you feel like defense against burst damage is going to be more important than condi cleansing and a stun break. | ||
Line 47: | Line 55: | ||
| weapon1 = mace | | weapon1 = mace | ||
| weapon2 = mace | | weapon2 = mace | ||
− | | weapon3 = | + | | weapon3 = sword |
− | | weapon4 = | + | | weapon4 = warhorn |
− | | sigil1 = | + | | sigil1 = Savagery |
| sigil2 = Energy | | sigil2 = Energy | ||
− | | sigil3 = | + | | sigil3 = Cleansing |
− | | sigil4 = | + | | sigil4 = Energy |
| rune = Scrapper | | rune = Scrapper | ||
| amulet = Berserker | | amulet = Berserker | ||
Line 76: | Line 84: | ||
* Celestial Avatar skill #5 {{Skill|Natural Convergence}} is a channeled ability that has {{Tooltip|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. | * Celestial Avatar skill #5 {{Skill|Natural Convergence}} is a channeled ability that has {{Tooltip|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. | ||
− | * Smokescale's F2 ability is {{Skill|Smoke Cloud}} which could be used to combo {{Tooltip|Stealth}} with skills like {{Skill|Oaken Cudgel}}, {{Skill|Thump (untamed)}}, {{Skill|Lunar Impact}} or even pet swapping to proc {{Trait|Clarion Bond}}. | + | * Smokescale's F2 ability is {{Skill|Smoke Cloud}} which could be used to combo {{Tooltip|Stealth}} with skills like {{Skill|Oaken Cudgel}}, {{Skill|Thump (untamed)}} (Hammer variant), Sword 2-3, {{Skill|Lunar Impact}} or even pet swapping to proc {{Trait|Clarion Bond}}. |
** {{Trait|Clarion Bond}} has the benefit of being instant. Since you're able to swap pets even while stunned, you could use this to stealth yourself even while CC'd. | ** {{Trait|Clarion Bond}} has the benefit of being instant. Since you're able to swap pets even while stunned, you could use this to stealth yourself even while CC'd. | ||
− | * Sky-Chak Striker's F2 is also a combo field, this one can be blasted for {{Tooltip|Swiftness}}! That's the only reliable source of Swiftness in the build, so you should make your pet use {{Skill|Ley Energy Pulse}} and blast it with {{Skill|Oaken Cudgel}} + {{Skill|Thump (untamed)}} (in this order, as Thump covers a larger distance and should be taking you towards your destination when used) when you're ready to leave a capture point. | + | * Sky-Chak Striker's F2 is also a combo field, this one can be blasted for {{Tooltip|Swiftness}}! That's the only reliable source of Swiftness in the build, so you should make your pet use {{Skill|Ley Energy Pulse}} and blast it with {{Skill|Oaken Cudgel}} + {{Skill|Thump (untamed)}} (in this order, as Thump covers a larger distance and should be taking you towards your destination when used) when you're ready to leave a capture point. With Sword/Warhorn the order is {{Skill|Call of the Wild}} {{to}} {{Skill|Oaken Cudgel}}. |
* {{Skill|Glyph of the Stars}} can be used to revive allies when used in Celestial Avatar. | * {{Skill|Glyph of the Stars}} can be used to revive allies when used in Celestial Avatar. | ||
Line 98: | Line 106: | ||
* {{Skill|Overbearing Smash}} basically sets itself up, dazing targets and then following up with a 2nd attack that deals extra damage via trait synergy. It's also the hardest hitting skill on Hammer. | * {{Skill|Overbearing Smash}} basically sets itself up, dazing targets and then following up with a 2nd attack that deals extra damage via trait synergy. It's also the hardest hitting skill on Hammer. | ||
+ | |||
+ | * On Sword/Warhorn both {{Skill|Pounce}} and {{Skill|Serpent Strike}} hit hard. Be careful with {{Skill|Hunter's Call}} on this set though, while it's a good skill and the vulnerability stacking could increase your damage, the rapid attacks could quickly eat the damage modifiers you get from CC skills like {{Skill|Hunter's Call}}. You might want to hold off on using Hunter's Call a bit if you intend to boost the skill 2-3 damage with dazes. | ||
* CC effects don't stack in duration and {{Tooltip|Daze}} durations are quite long in the build, try not to override already applied dazes with other control effects. | * CC effects don't stack in duration and {{Tooltip|Daze}} durations are quite long in the build, try not to override already applied dazes with other control effects. | ||
Line 103: | Line 113: | ||
* {{Skill|Celestial Avatar}} is mostly defensive, but if you want to use it to deal damage then cast {{Skill|Lunar Impact}} for the daze and immob followed by {{Skill|Natural Convergence}}. | * {{Skill|Celestial Avatar}} is mostly defensive, but if you want to use it to deal damage then cast {{Skill|Lunar Impact}} for the daze and immob followed by {{Skill|Natural Convergence}}. | ||
** Drop a {{Skill|Seed of Life}} too as soon as you can since it's instant and applies {{Tooltip|Poison}} for healing reduction via {{Trait|Eclipse}}. | ** Drop a {{Skill|Seed of Life}} too as soon as you can since it's instant and applies {{Tooltip|Poison}} for healing reduction via {{Trait|Eclipse}}. | ||
− | ** Enemies being in range of {{Skill|Natural Convergence}} when it ends are immobilized, you could use this as a setup for | + | ** Enemies being in range of {{Skill|Natural Convergence}} when it ends are immobilized, you could use this as a setup for harder hitting weapon skills. |
+ | |||
+ | * The final pulse of {{Skill|Natural Convergence}} does a lot of damage, you can boost this further by pet swapping for {{Tooltip|Fury}} and Marksmanship synergy right as the last pulse is about to go off. | ||
Revision as of 16:15, 17 June 2024
This is a test build. You may comment and rate it.
Focused on: Strike damage, Control and Mobility
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on June 17, 2024.
Overview
A Power Druid build for PvP which makes use of the new Maces along with a bunch of control oriented traits to dish out high damage while keeping targets CC'd.
Skill Bar
Mace/Mace
Sword/Warhorn
Utility
Skill Variants
Weapons
- Hammer over Sword/Warhorn - Hammer is an equally viable option. These sets have similar damage, but Hammer offers more CC (and thus Marksmanship synergy) while Sword is more defensive with 3 combo finishers and better mobility. If you opt for this then take sigil of Intelligence/Savagery on Hammer and Cleansing/Energy on the Mace set.
Utility
- over - for games where you feel like defense against burst damage is going to be more important than condi cleansing and a stun break.
Template Code
[&DQQILyEaBTehAHkAwgC7ALsAqwHmErgAtBLtAEQuKhUAAAAAAAAAAAAAAAACMwA1AAA=]
Specializations
Equipment
Mace
Mace
Sigil
Sigil
Sword
Warhorn
Sigil
Sigil
Rune
Amulet
Relic
Equipment Changes
Rune
- - more tanky option.
- Daze duration boost. - offensive rune with good stats and a huge
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 are great at building Astral Force.
General
- Celestial Avatar skill #5 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. is a channeled ability that has
- Smokescale's F2 ability is Stealth with skills like , (Hammer variant), Sword 2-3, or even pet swapping to proc .
- has the benefit of being instant. Since you're able to swap pets even while stunned, you could use this to stealth yourself even while CC'd.
which could be used to combo
- Sky-Chak Striker's F2 is also a combo field, this one can be blasted for Swiftness! That's the only reliable source of Swiftness in the build, so you should make your pet use and blast it with + (in this order, as Thump covers a larger distance and should be taking you towards your destination when used) when you're ready to leave a capture point. With Sword/Warhorn the order is ⇒ .
- can be used to revive allies when used in Celestial Avatar.
Damage
- Mace/Mace is much more spammy than Hammer, you can use your skills in almost no particular order and still do fine.
- There are 2 things which play a key role in boosting your damage, especially on Hammer: CC and/or Fury application.
- With the combination of Fury refreshes and Opening Strike has a 100% crit chance as well as a 25% damage bonus. and , gaining
- Whenever you disable an enemy with Daze or any other form of hard-CC you gain Fury from and a proc, which further increases your damage.
- Aside from using CC skills you can also obtain Fury instantly by swapping pets.
- can be used offensively as an instant trigger for MoC, even in the middle of casting other skills.
- basically sets itself up, dazing targets and then following up with a 2nd attack that deals extra damage via trait synergy. It's also the hardest hitting skill on Hammer.
- On Sword/Warhorn both and hit hard. Be careful with on this set though, while it's a good skill and the vulnerability stacking could increase your damage, the rapid attacks could quickly eat the damage modifiers you get from CC skills like . You might want to hold off on using Hunter's Call a bit if you intend to boost the skill 2-3 damage with dazes.
- CC effects don't stack in duration and Daze durations are quite long in the build, try not to override already applied dazes with other control effects.
- Drop a Poison for healing reduction via . too as soon as you can since it's instant and applies
- Enemies being in range of when it ends are immobilized, you could use this as a setup for harder hitting weapon skills.
is mostly defensive, but if you want to use it to deal damage then cast for the daze and immob followed by .
- The final pulse of Fury and Marksmanship synergy right as the last pulse is about to go off. does a lot of damage, you can boost this further by pet swapping for
Hammer burst combo example
- for CC and a gap closer.
- for damage, capitalizing on the damage modifiers applied by the CC.
- to root the target in place as the CC from Thump is running out.
- Immobilized. for daze and strong followup damage while they're
Sustain
- If you drop halfway through casting you can combo an extra condition removal.
in Celestial Avatar (somewhat spammable instant skill) and provide a steady stream of condi removal, use these to keep conditions at bay.
- is an answer to just about any situation - heals, removes conditions, protects against CC, and you can combo extra healing with leap/blast finishers.
- Entering dazes nearby enemies. This is an instant way of lifting some pressure off of you that could be done even while you're stunned.
- Exiting Celestial Avatar gives you and nearby allies Stealth and Superspeed. This is a powerful escape tool, if you're being focused by the enemy team sometimes it's best to just enter CA, do ⇒ and then exit the form. This provides a decent amount of healing/cleansing while also creating some breathing room for you before bailing from a fight.
- should be the first skill you use while in CA, ideally try to get 2 casts of this skill off before leaving the avatar form.
- Note: your pet must be within 600 range for the condition transfer to happen. The damage from the transfer itself can actually kill the pet rather quickly so you might want to swap pets shortly after using this signet.
should be kept for its passive for as long as possible. While it doesn't heal much on this build it's A) still better than nothing and B) instrumental for Astral Force generation which fuels Celesital Avatar. Use it only if you're out of options and need to break stun or do a mass cleanse.
- You're free to use for simple damage mitigation while the other utilities are not on CD, but if those are recharging then hold onto this in case you need to break a stun in the future.
Top Streamers
- Twitch: Boyce
Related Builds
- Druid - Power Daze Roamer - WvW version of the build.
Ratings
I'm surprised this build only appeared now, because I've been playing it for about half a year. I'm a newbie, but I managed to get a rating of 1600+ playing it. This druid is good at almost everything. The choice of amulet and rune is situational.
I'm surprised it's not more popular. Great damage, CC, decent mobility and sustain. Fairly high utility value with AoE stealth and rez, even Swiftness stacking. Strong and versatile build for ranked.
Comments
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