Difference between revisions of "Druid - Alacrity Support Condi DPS"
(16 intermediate revisions by 2 users not shown) | |||
Line 3: | Line 3: | ||
| specialization = Druid | | specialization = Druid | ||
| designed for = Raid | | designed for = Raid | ||
− | | rating = | + | | rating = good |
| focus = Condition Damage, Healing, Support | | focus = Condition Damage, Healing, Support | ||
| xpac = hot | | xpac = hot | ||
| meta = | | meta = | ||
+ | | difficulty = 2 | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | Condi Druid is a variant of [[Build:Druid - Boon Support Healer|Druid - Boon Support Healer]] which sacrifices healing for personal DPS. Like its healing counterpart, it provides boons to its subgroup including {{tooltip|Alacrity}} and | + | Condi Druid is a variant of [[Build:Druid - Boon Support Healer|Druid - Boon Support Healer]] which sacrifices healing for personal DPS. Like its healing counterpart, it provides boons to its subgroup including {{tooltip|Alacrity}} and some {{tooltip|Might}}. It can also provide CC and utility from various pets and utility skills. Unfortunately, bringing any utility cuts heavily into its damage and unlike practically every other dps-boon build, it provides no {{tooltip|Fury}} by default, meaning the {{tooltip|Quickness}} support much provide 100%. |
− | |||
− | |||
+ | This build is best used if the squad already has a dedicated healer, or you're in an expert group that can avoid almost all damage. If this is not the case [[Build:Druid - Boon Support Healer|Druid - Boon Support Healer]] will usually perform better. This guide assumes you are already an experienced Healing Druid player. | ||
Line 20: | Line 20: | ||
| profession = Ranger | | profession = Ranger | ||
| specialization = Druid | | specialization = Druid | ||
− | | weapon1 = | + | | weapon1 = Axe |
− | | weapon2 = | + | | weapon2 = Dagger |
− | | weapon3 = | + | | weapon3 = Dagger |
| weapon4 = Torch | | weapon4 = Torch | ||
| healing = Water Spirit | | healing = Water Spirit | ||
− | | utility1 = | + | | utility1 = Viper's Nest |
− | | utility2 = | + | | utility2 = Sharpening Stone |
− | | utility3 = | + | | utility3 = Sun Spirit |
− | | elite = | + | | elite = Entangle |
− | | pet1 = | + | | pet1 = Jacaranda |
| pet2 = Electric Wyvern | | pet2 = Electric Wyvern | ||
}} | }} | ||
Line 35: | Line 35: | ||
===Weapon Variants=== | ===Weapon Variants=== | ||
− | You can swap out | + | You can swap out Dagger/Torch for other weapons if needed. |
− | * ''' | + | * '''Shortbow''' can be useful if the boss is frequently moving out of {{Skill|Bonfire}}, or if you don't have access to Secrets of the Obscure. |
− | |||
* '''Staff''' is a huge DPS loss but provides mobility, projectile destruction, a water field, and a blast finisher. | * '''Staff''' is a huge DPS loss but provides mobility, projectile destruction, a water field, and a blast finisher. | ||
===Pet Variants=== | ===Pet Variants=== | ||
− | + | Thanks to {{trait|Blood Moon}}, no pet can compete with {{tooltip|Jacaranda}} for damage. The second pet can be used for utility if desired. | |
* {{tooltip|Electric Wyvern}} and {{tooltip|Rock Gazelle}} deal mediocre DPS but provides very strong CC from their pet skills, {{Skill|Lightning Assault}} and {{Skill|Head Toss}}. You should have one of these as your secondary pet and swap to it if CC is needed. | * {{tooltip|Electric Wyvern}} and {{tooltip|Rock Gazelle}} deal mediocre DPS but provides very strong CC from their pet skills, {{Skill|Lightning Assault}} and {{Skill|Head Toss}}. You should have one of these as your secondary pet and swap to it if CC is needed. | ||
− | |||
In certain situations, you might also find these pets useful: | In certain situations, you might also find these pets useful: | ||
Line 55: | Line 53: | ||
===Skill Variants=== | ===Skill Variants=== | ||
− | '''Healing''' | + | '''Healing'''<br> |
− | * {{ | + | * The {{tooltip|Regeneration}} from {{skill|Healing Spring}} can be very helpful for generating Astral Force, but if there's a dedicated healer in your subgroup it will be overwritten by theirs, making the skill rather useless unless you need the condi cleanse. |
− | * {{Skill|Glyph of Rejuvenation}} if {{ | + | * {{Skill|Glyph of Rejuvenation}} is your largest group heal if used inside CA. |
+ | * {{skill|"We Heal As One!"}} offers a DPS boost as it transfers boons to your pet. It is also a massive self-heal. | ||
− | '''Utility''' | + | '''Utility'''<br> |
− | + | {{skill|Sun Spirit}} is decent damage, and provides ~10 stacks of {{tooltip|Might}} to the group. The other two utility skills are a significant DPS loss to replace. | |
− | * {{ | + | * {{skill|Glyph of Alignment}} is the best utility option if you want to go for maximum DPS. |
+ | * {{skill|Stone Spirit}} provides ~50% protection uptime and on-demand {{tooltip|Aegis}}. | ||
* {{Skill|Glyph of the Tides}} provides a short cooldown AoE knockback and is the cornerstone of many raid boss strategies. | * {{Skill|Glyph of the Tides}} provides a short cooldown AoE knockback and is the cornerstone of many raid boss strategies. | ||
+ | * {{skill|Glyph of Equality}} for extra CC or group {{tooltip|Stability}}. | ||
* {{Skill|"Protect Me!"}} provides an AoE stun break, useful for saving your subgroup on bosses like Slothasor. | * {{Skill|"Protect Me!"}} provides an AoE stun break, useful for saving your subgroup on bosses like Slothasor. | ||
* {{Skill|"Search and Rescue!"}} is a strong safety net for inexperienced groups. | * {{Skill|"Search and Rescue!"}} is a strong safety net for inexperienced groups. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
Line 76: | Line 72: | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQQeHSE3BR+hACUPugC6AL8AvwC9AL0AwACXATksAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
Line 82: | Line 78: | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Skirmishing|top|bot| | + | {{Specialization|Skirmishing|top|bot|top}} |
− | {{Specialization| | + | {{Specialization|Wilderness Survival|bot|top|bot}} |
− | {{Specialization|Druid|bot| | + | {{Specialization|Druid|bot|bot|top}} |
− | === | + | ===Specialization Variants=== |
− | * {{ | + | '''Wilderness Survival''' can be swapped out for '''Nature Magic''' if you need access to more boons. This is a surprisingly small DPS loss, less than swapping to {{trait|Spotter}}! |
− | * {{ | + | |
+ | If using '''Nature Magic''', swap your food to {{food|Salsa-Topped Veggie Flatbread}} (or alternatives). | ||
+ | {{Specialization|Nature Magic|top|mid|top|variant = y}} | ||
+ | |||
+ | * {{trait|Wellspring}} can be used to provide more {{tooltip|Regeneration}}. | ||
+ | * {{trait|Spirited Arrival}} provides ~6 extra {{tooltip|Might}} and ~55% {{tooltip|Fury}}. To best use this, you want to pet swap just after using {{skill|Jacaranda's Embrace}}, and swap back your {{tooltip|Jacaranda}} as soon a you can and immediately use {{skill|Jacaranda's Embrace}}. This means you lose almost no uptime of the skill whilst still benefitting from {{trait|Spirited Arrival}}. | ||
+ | * {{trait|Nature's Vengeance}} doubles the damage from your {{skill|Sun Spirit}}, and the heal from your {{skill|Water Spirit}}. If desperate, it can be swapped to {{trait|Invigorating Bond}} for ~40% {{tooltip|Protection}}. | ||
Line 95: | Line 97: | ||
==Equipment== | ==Equipment== | ||
{{PvE equipment | {{PvE equipment | ||
− | | stats = | + | | stats = Ritualist |
| weight = Medium | | weight = Medium | ||
− | | rune = Superior Rune of the | + | | rune = Superior Rune of the Afflicted |
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Axe |
− | | weapon2 = | + | | weapon2 = Dagger |
− | | sigil1 = Superior Sigil of | + | | sigil1 = Superior Sigil of Geomancy |
| sigil2 = Superior Sigil of Earth | | sigil2 = Superior Sigil of Earth | ||
− | | weapon3 = | + | | weapon3 = Dagger |
| weapon4 = Torch | | weapon4 = Torch | ||
| sigil3 = Superior Sigil of Bursting | | sigil3 = Superior Sigil of Bursting | ||
| sigil4 = Superior Sigil of Earth | | sigil4 = Superior Sigil of Earth | ||
| infusion1 = Malign +9 Agony Infusion | | infusion1 = Malign +9 Agony Infusion | ||
− | | infusion1-qt = | + | | infusion1-qt = 14 |
+ | | infusion2 = Spiteful +9 Agony Infusion | ||
+ | | infusion2-qt = 4 | ||
<!-- Custom stats --> | <!-- Custom stats --> | ||
| head = | | head = | ||
Line 122: | Line 126: | ||
| ring1 = | | ring1 = | ||
| ring2 = | | ring2 = | ||
+ | | relic = Relic of the Fractal | ||
}} | }} | ||
===Equipment Variants=== | ===Equipment Variants=== | ||
− | * | + | * {{tooltip|Celestial stats}} will provide healing power if you wish to fulfil a hybrid healer role. |
− | * {{tooltip|Celestial stats}} will give you +639 toughness, which may be enough to make you the tank. If you need to lower your toughness, you can swap pieces out for {{tooltip|Seraph stats}} to retain your healing power and boon duration | + | ** {{tooltip|Celestial stats}} will also give you +639 toughness, which may be enough to make you the tank. If you need to lower your toughness, you can swap pieces out for {{tooltip|Seraph stats}} to retain your healing power and boon duration. |
Line 138: | Line 143: | ||
'''Utility''' | '''Utility''' | ||
− | * {{utility| | + | * {{utility|Magnanimous Tuning Crystal}} |
Line 145: | Line 150: | ||
===Rotation=== | ===Rotation=== | ||
+ | In real encounters your rotation can be somewhat flexible as your Astral Force will generate at different speeds depending on how much damage your team takes. | ||
+ | |||
+ | When in CA, use {{skill|Seed of Life}} twice, and {{skill|Lunar Impact}}, {{skill|Rejuvenating Tides}} and {{skill|Natural Convergence}} once each. This CA "rotation" generates ~17s of {{tooltip|Alacrity}}, so you will need to make sure you go in at least this often, or spend longer inside to cover the gap until it is available again. | ||
+ | |||
+ | If possible, precast {{skill|Viper's Nest}} and {{skill|Sharpening Stone}}. | ||
+ | |||
+ | |||
+ | <big>'''Opener'''</big> | ||
+ | |||
+ | Start on '''Axe/Dagger''' | ||
+ | # {{skill|Sun Spirit}} - make sure any boon rip has already happened | ||
+ | # {{skill|Viper's Nest}} | ||
+ | # {{skill|Entangle}} | ||
+ | # {{tooltip|Weapon Swap}} so we don't waste {{trait|Quick Draw}} on a CA skill | ||
+ | # {{skill|Jacaranda's Embrace}} | ||
+ | # {{skill|Bonfire}} | ||
+ | # {{skill|Celestial Avatar}} | ||
+ | # Use skills 3-5 once each, and use {{skill|Seed of Life}} twice (it has no cast time so use it whenever you can) | ||
+ | # {{skill|Release Celestial Avatar}} | ||
+ | # Use all '''Dagger/Torch''' skills once | ||
+ | # {{tooltip|Weapon Swap}} | ||
+ | |||
+ | |||
+ | <big>'''Axe/Dagger'''</big> | ||
+ | # {{skill|Splitblade}} | ||
+ | # {{skill|Winter's Bite}} | ||
+ | # {{skill|Stalker's Strike}} | ||
+ | # {{skill|Crippling Talon}} | ||
+ | # {{skill|Splitblade}} (assuming you got {{trait|Quick Draw}} on the first one) | ||
+ | # {{skill|Celestial Avatar}} (if available), otherwise autoattack | ||
+ | ## Use skills 3-5 once each, and use {{skill|Seed of Life}} twice | ||
+ | ## {{skill|Release Celestial Avatar}} | ||
+ | # {{skill|Crippling Talon}} | ||
+ | # {{skill|Stalker's Strike}} | ||
+ | # {{skill|Winter's Bite}} | ||
+ | # {{skill|Splitblade}} | ||
+ | # {{tooltip|Weapon Swap}} | ||
+ | |||
+ | |||
+ | <big>'''Dagger/Torch'''</big> | ||
+ | # {{skill|Throw Torch}} | ||
+ | # {{skill|Double Arc}} | ||
+ | # {{skill|Instinctive Engage}} | ||
+ | # {{skill|Celestial Avatar}} (if available), otherwise autoattack | ||
+ | ## Use skills 3-5 once each, and use {{skill|Seed of Life}} twice | ||
+ | ## {{skill|Release Celestial Avatar}} | ||
+ | # Use all '''Dagger/Torch''' skills once more | ||
+ | # {{tooltip|Weapon Swap}} | ||
+ | # Return to start of '''Axe/Dagger''' section | ||
+ | |||
+ | |||
+ | ====General Tips==== | ||
+ | * Use {{skill|Sharpening Stone}} and {{skill|Jacaranda's Embrace}} whenever they come off cooldown. | ||
+ | * Use {{skill|Entangle}}, {{skill|Viper's Nest}}, {{skill|Sun Spirit}} and {{skill|Glyph of Alignment}} (if using) off cooldown, but they are lower priority the first few weapon skills after each weapon swap (so delay until the {{skill|Celestial Avatar}} section). | ||
+ | ** {{skill|Glyph of Alignment}} only deals damage ''outside'' of {{skill|Celestial Avatar}}. | ||
+ | * You are free to enter {{Skill|Celestial Avatar}} at any time during your rotation and/or stay in it for longer when heals are needed. Try to do so when you would otherwise be autoattacking though. | ||
+ | |||
+ | See [[Build:Druid - Boon Support Healer]] for general Druid tips. | ||
+ | |||
+ | |||
+ | |||
+ | [https://youtu.be/7NyLUxHCd8Y Video example] | ||
+ | |||
+ | [https://youtu.be/rU4AZ05fJLw Video example (celestial gear)] | ||
+ | |||
+ | |||
+ | ===Shortbow Rotation=== | ||
If possible, use {{Skill|Quick Shot}} and double dodge right at the start of phases to gain the buff from {{Trait|Light on your Feet}} | If possible, use {{Skill|Quick Shot}} and double dodge right at the start of phases to gain the buff from {{Trait|Light on your Feet}} | ||
<big>'''Opener'''</big> | <big>'''Opener'''</big> | ||
− | + | ||
− | # Swap | + | Start on '''Axe/Dagger''' |
− | # {{ | + | # {{skill|Sun Spirit}} - make sure any boon rip has already happened |
− | # | + | # {{skill|Viper's Nest}} |
− | # {{ | + | # {{skill|Entangle}} |
− | # {{ | + | # {{tooltip|Weapon Swap}} so we don't waste {{trait|Quick Draw}} on a CA skill |
− | # {{ | + | # {{skill|Jacaranda's Embrace}} |
− | # {{ | + | # {{skill|Crippling Shot}} |
− | # {{ | + | # {{skill|Celestial Avatar}} |
− | # | + | # Use skills 3-5 once each, and use {{skill|Seed of Life}} twice (it has no cast time so use it whenever you can) |
− | # {{ | + | # {{skill|Release Celestial Avatar}} |
− | # {{ | + | # Use all '''Shortbow''' skills once |
− | # {{ | + | # {{tooltip|Weapon Swap}} |
− | # {{ | + | |
− | # {{tooltip|Weapon | + | |
+ | <big>'''Axe/Dagger'''</big> | ||
+ | # {{skill|Splitblade}} | ||
+ | # {{skill|Winter's Bite}} | ||
+ | # {{skill|Stalker's Strike}} | ||
+ | # {{skill|Crippling Talon}} | ||
+ | # {{skill|Splitblade}} (assuming you got {{trait|Quick Draw}} on the first one) | ||
+ | # {{skill|Celestial Avatar}} (if available), otherwise autoattack | ||
+ | ## Use skills 3-5 once each, and use {{skill|Seed of Life}} twice | ||
+ | ## {{skill|Release Celestial Avatar}} | ||
+ | # {{skill|Crippling Talon}} | ||
+ | # {{skill|Stalker's Strike}} | ||
+ | # {{skill|Winter's Bite}} | ||
+ | # {{skill|Splitblade}} | ||
+ | # {{tooltip|Weapon Swap}} | ||
− | <big>''' | + | <big>'''Shortbow'''</big> |
# {{Skill|Poison Volley}} | # {{Skill|Poison Volley}} | ||
# {{Skill|Crippling Shot}} | # {{Skill|Crippling Shot}} | ||
− | # Autoattack until {{Skill|Poison Volley}} is available | + | # Autoattack until {{Skill|Poison Volley}} is available (assuming you managed to {{trait|Quick Draw}} it) |
# {{Skill|Poison Volley}} | # {{Skill|Poison Volley}} | ||
− | # | + | # {{skill|Celestial Avatar}} (if available), otherwise autoattack |
+ | ## Use skills 3-5 once each, and use {{skill|Seed of Life}} twice | ||
+ | ## {{skill|Release Celestial Avatar}} | ||
# {{Skill|Crippling Shot}} | # {{Skill|Crippling Shot}} | ||
− | |||
# {{Skill|Poison Volley}} | # {{Skill|Poison Volley}} | ||
# {{tooltip|Weapon swap}} | # {{tooltip|Weapon swap}} | ||
− | + | # Return to start of '''Axe/Dagger''' section | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | # Return to start of | ||
− | |||
− | |||
− | |||
− | ===General Tips=== | + | ====General Tips==== |
− | * Use | + | * Use {{skill|Sharpening Stone}} and {{skill|Jacaranda's Embrace}} whenever they come off cooldown. |
+ | * Use {{skill|Entangle}}, {{skill|Viper's Nest}}, {{skill|Sun Spirit}} and {{skill|Glyph of Alignment}} (if using) off cooldown, but they are lower priority the first few weapon skills after each weapon swap (so delay until the {{skill|Celestial Avatar}} section). | ||
+ | ** {{skill|Glyph of Alignment}} only deals damage ''outside'' of {{skill|Celestial Avatar}}. | ||
* You are free to enter {{Skill|Celestial Avatar}} at any time during your rotation and/or stay in it for longer when heals are needed. Try to do so when you would otherwise be autoattacking though. | * You are free to enter {{Skill|Celestial Avatar}} at any time during your rotation and/or stay in it for longer when heals are needed. Try to do so when you would otherwise be autoattacking though. | ||
Line 201: | Line 276: | ||
===CC=== | ===CC=== | ||
* {{Skill|Lunar Impact}} | * {{Skill|Lunar Impact}} | ||
− | * | + | * {{Skill|Lightning Assault}} or {{Skill|Head Toss}} |
* {{Skill|Concussion Shot}} | * {{Skill|Concussion Shot}} | ||
* {{Skill|Point Blank Shot}} | * {{Skill|Point Blank Shot}} | ||
− | * {{Skill|Storm Spirit | + | * {{Skill|Storm Spirit}} |
* Swapping to staff or {{Skill|Celestial Avatar}} with {{Trait|Primal Echoes}} traited | * Swapping to staff or {{Skill|Celestial Avatar}} with {{Trait|Primal Echoes}} traited | ||
* {{Skill|Glyph of Equality}} | * {{Skill|Glyph of Equality}} | ||
* {{Skill|Glyph of the Tides}} (not recommended as you generally need this skill for other mechanics) | * {{Skill|Glyph of the Tides}} (not recommended as you generally need this skill for other mechanics) |
Latest revision as of 16:26, 25 July 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Condition damage, Healing and Support
Designed for: Raids
Overview
Condi Druid is a variant of Druid - Boon Support Healer which sacrifices healing for personal DPS. Like its healing counterpart, it provides boons to its subgroup including Alacrity and some Might. It can also provide CC and utility from various pets and utility skills. Unfortunately, bringing any utility cuts heavily into its damage and unlike practically every other dps-boon build, it provides no Fury by default, meaning the Quickness support much provide 100%.
This build is best used if the squad already has a dedicated healer, or you're in an expert group that can avoid almost all damage. If this is not the case Druid - Boon Support Healer will usually perform better. This guide assumes you are already an experienced Healing Druid player.
Skill Bar
Weapon Variants
You can swap out Dagger/Torch for other weapons if needed.
- Shortbow can be useful if the boss is frequently moving out of , or if you don't have access to Secrets of the Obscure.
- Staff is a huge DPS loss but provides mobility, projectile destruction, a water field, and a blast finisher.
Pet Variants
Thanks to Jacaranda for damage. The second pet can be used for utility if desired.
, no pet can compete with- Electric Wyvern and Rock Gazelle deal mediocre DPS but provides very strong CC from their pet skills, and . You should have one of these as your secondary pet and swap to it if CC is needed.
In certain situations, you might also find these pets useful:
- Red Moa provides Fury with its pet skill , useful if you're struggling with fury uptime.
- Jungle Stalker provides Might with its pet skill , useful if you're struggling with might uptime.
- Wolf provides AoE fear, useful if your group is having trouble with adds (e.g. on Escort towers).
- Brown Bear provides for extremely condition-heavy fights.
Skill Variants
Healing
- The Regeneration from can be very helpful for generating Astral Force, but if there's a dedicated healer in your subgroup it will be overwritten by theirs, making the skill rather useless unless you need the condi cleanse.
- is your largest group heal if used inside CA.
- offers a DPS boost as it transfers boons to your pet. It is also a massive self-heal.
Utility
is decent damage, and provides ~10 stacks of Might to the group. The other two utility skills are a significant DPS loss to replace.
- is the best utility option if you want to go for maximum DPS.
- Aegis. provides ~50% protection uptime and on-demand
- provides a short cooldown AoE knockback and is the cornerstone of many raid boss strategies.
- Stability. for extra CC or group
- provides an AoE stun break, useful for saving your subgroup on bosses like Slothasor.
- is a strong safety net for inexperienced groups.
Template Code
Specializations
Specialization Variants
Wilderness Survival can be swapped out for Nature Magic if you need access to more boons. This is a surprisingly small DPS loss, less than swapping to
!If using Nature Magic, swap your food to (or alternatives).
- Regeneration. can be used to provide more
- Might and ~55% Fury. To best use this, you want to pet swap just after using , and swap back your Jacaranda as soon a you can and immediately use . This means you lose almost no uptime of the skill whilst still benefitting from . provides ~6 extra
- Protection. doubles the damage from your , and the heal from your . If desperate, it can be swapped to for ~40%
Equipment
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
Ritualist
x6
x14
x4
Equipment Variants
- Celestial stats will provide healing power if you wish to fulfil a hybrid healer role.
- Celestial stats will also give you +639 toughness, which may be enough to make you the tank. If you need to lower your toughness, you can swap pieces out for Seraph stats to retain your healing power and boon duration.
Consumables
Food
- - the lifesteal is very helpful for quickly charging Astral Force.
Utility
Usage
Rotation
In real encounters your rotation can be somewhat flexible as your Astral Force will generate at different speeds depending on how much damage your team takes.
When in CA, use Alacrity, so you will need to make sure you go in at least this often, or spend longer inside to cover the gap until it is available again.
twice, and , and once each. This CA "rotation" generates ~17s ofIf possible, precast
and .
Opener
Start on Axe/Dagger
- - make sure any boon rip has already happened
- Weapon Swap so we don't waste on a CA skill
- Use skills 3-5 once each, and use twice (it has no cast time so use it whenever you can)
- Use all Dagger/Torch skills once
- Weapon Swap
Axe/Dagger
- (assuming you got on the first one)
- Use skills 3-5 once each, and use twice
(if available), otherwise autoattack
- Weapon Swap
Dagger/Torch
- Use skills 3-5 once each, and use twice
(if available), otherwise autoattack
- Use all Dagger/Torch skills once more
- Weapon Swap
- Return to start of Axe/Dagger section
General Tips
- Use and whenever they come off cooldown.
- Use
- only deals damage outside of .
, , and (if using) off cooldown, but they are lower priority the first few weapon skills after each weapon swap (so delay until the section).
- You are free to enter at any time during your rotation and/or stay in it for longer when heals are needed. Try to do so when you would otherwise be autoattacking though.
See Build:Druid - Boon Support Healer for general Druid tips.
Video example (celestial gear)
Shortbow Rotation
If possible, use
and double dodge right at the start of phases to gain the buff fromOpener
Start on Axe/Dagger
- - make sure any boon rip has already happened
- Weapon Swap so we don't waste on a CA skill
- Use skills 3-5 once each, and use twice (it has no cast time so use it whenever you can)
- Use all Shortbow skills once
- Weapon Swap
Axe/Dagger
- (assuming you got on the first one)
- Use skills 3-5 once each, and use twice
(if available), otherwise autoattack
- Weapon Swap
Shortbow
- Autoattack until is available (assuming you managed to it)
- Use skills 3-5 once each, and use twice
(if available), otherwise autoattack
- Weapon swap
- Return to start of Axe/Dagger section
General Tips
- Use and whenever they come off cooldown.
- Use
- only deals damage outside of .
, , and (if using) off cooldown, but they are lower priority the first few weapon skills after each weapon swap (so delay until the section).
- You are free to enter at any time during your rotation and/or stay in it for longer when heals are needed. Try to do so when you would otherwise be autoattacking though.
See Build:Druid - Boon Support Healer for general Druid tips.
CC
- or
- Swapping to staff or with traited
- (not recommended as you generally need this skill for other mechanics)
Ratings
Comments
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium