Difference between revisions of "Druid - Spirit Support Druid"
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| specialization = druid | | specialization = druid | ||
| designed for = Conquest | | designed for = Conquest | ||
− | | rating = | + | | rating = good |
| focus = support, sustain, mobility | | focus = support, sustain, mobility | ||
| difficulty = 2 | | difficulty = 2 | ||
+ | | xpac = HoT, EoD | ||
}} | }} | ||
− | |||
− | |||
==Overview== | ==Overview== | ||
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'''Utility''' | '''Utility''' | ||
* {{Skill|Signet of Renewal}} over {{Skill|Signet of Stone}} - 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 stun break. | * {{Skill|Signet of Renewal}} over {{Skill|Signet of Stone}} - 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 stun break. | ||
+ | |||
+ | * {{Skill|Stone Spirit}} over {{Skill|Frost Spirit}} - AoE {{Tooltip|Weakness}} and {{Tooltip|Crippled}} to enemies and defensive boons to allies. Great if the enemy team does not have much condition damage. | ||
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{{Tooltip|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: | {{Tooltip|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: | ||
* {{Tooltip|Blue Moa}} - Protection and AoE healing. | * {{Tooltip|Blue Moa}} - Protection and AoE healing. | ||
+ | |||
+ | * {{Tooltip|White Moa}} - AoE {{Tooltip|Frost Aura}} to provide damage reduction and inflict {{Tooltip|Chilled}}. | ||
* {{Tooltip|Brown Bear}} - AoE condition removal. | * {{Tooltip|Brown Bear}} - AoE condition removal. | ||
− | * {{Tooltip|Black Bear}} - | + | * {{Tooltip|Black Bear}} - AoE {{Tooltip|Weakness}} for damage mitigation. |
* {{Tooltip|Wolf}} - AoE CC. | * {{Tooltip|Wolf}} - AoE CC. | ||
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==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQQZHyEeBSclD3gAvACrAbsAvgCrARsAtBLtAC5CAQsAAAAAAAAAAAAAAAADLwBaAGcAAA==] |
}} | }} | ||
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==Specializations== | ==Specializations== | ||
{{Specialization|Wilderness Survival|mid|bot|top}} | {{Specialization|Wilderness Survival|mid|bot|top}} | ||
+ | ''Variants'' | ||
+ | * {{Trait|Survival Instincts}} offers better direct damage mitigation at the expense of condi cleansing. | ||
{{Specialization|Nature Magic|bot|bot|top}} | {{Specialization|Nature Magic|bot|bot|top}} | ||
''Variants'' | ''Variants'' | ||
− | * {{Trait| | + | * Take {{Trait|Evasive Purity}} if you're up against a comp with heavy condition pressure and you need the extra cleansing to survive. |
− | {{Specialization|Druid| | + | {{Specialization|Druid|bot|top|mid}} |
+ | ''Variants'' | ||
+ | * {{Trait|Druidic Clarity}} could help you out against condition-heavy comps, but the instant {{Tooltip|Daze}} from the other trait usually does more to help your team. | ||
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| sigil3 = Energy | | sigil3 = Energy | ||
| sigil4 = Transference | | sigil4 = Transference | ||
− | | rune = | + | | rune = Dolyak |
| amulet = Avatar | | amulet = Avatar | ||
+ | | relic = Relic of the Monk | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Equipment Variants=== | ||
+ | '''Relics''' | ||
+ | * {{Relic|Relic of the Water}} - more cleansing. | ||
+ | |||
+ | * {{Relic|Relic of the Flock}} - extra healing on your heal skill. | ||
+ | |||
==Usage== | ==Usage== | ||
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* You build AF mostly through healing yourself and allies. The amount healed doesn't matter. Consistent sources of healing like {{Tooltip|Regeneration}} and {{Tooltip|Protection}} via {{Trait|Rugged Growth}} are great at building Astral Force. | * You build AF mostly through healing yourself and allies. The amount healed doesn't matter. Consistent sources of healing like {{Tooltip|Regeneration}} and {{Tooltip|Protection}} via {{Trait|Rugged Growth}} are great at building Astral Force. | ||
− | |||
+ | '''General''' | ||
+ | * The CD of {{Skill|Celestial Avatar}} 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 {{Trait|Lingering Light}} or close to it! | ||
− | |||
* While the build is weak against CC, it does have a few tools to combat it: | * While the build is weak against CC, it does have a few tools to combat it: | ||
− | + | ** {{Skill|Glyph of the Stars}} grants AoE {{Tooltip|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. | |
− | ** {{Skill|Glyph of the Stars}} grants AoE {{Tooltip|Stability}} to nearby allies and it has quite a large radius | ||
** 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. | ||
* {{Skill|Ancestral Grace}} recharges faster if it heals an ally - '''pets''' also count for this if no allies are nearby. | * {{Skill|Ancestral Grace}} 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 {{Tooltip|Protection}}. | * Dodging grants {{Tooltip|Protection}}. | ||
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* If you're out of stun breaks {{Skill|Signet of Stone}} and stealth from exiting CA are your best bets for surviving CC chains. | * If you're out of stun breaks {{Skill|Signet of Stone}} 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''' | ||
+ | |||
+ | ''While you don't have to follow this all the time, it's a good sequence for both damage and sustain.'' | ||
+ | |||
+ | :# Cast {{Skill|Lunar Impact}} and try to maximize the targets in its radius, both friend and foe. Enemies will be dazed while allies will be healed. | ||
+ | :# Place {{Skill|Seed of Life}} below your character near the end of the Lunar Impact cast, BEFORE Lunar goes off. This is an instant skill with a very brief combo field duration, you want this to be blasted by Lunar Impact for extra condi cleansing. If you don't need cleansing AND the enemy you're fighting isn't in melee range, place this under them instead for the {{Tooltip|Blind}}. | ||
+ | :# {{Skill|Natural Convergence}} - here you have a choice. If you want to pressure the enemy, continue channeling the skill. If you're low HP and healing is more important, interrupt the skill immediately and cast {{Skill|Rejuvenating Tides}}. You'll protect the cast with the {{Tooltip|Stability}} from Natural Convergence. | ||
+ | :# Both skills listed under step 3 have long cast times, Natural Convergence even roots you in place. If you're taking a lot of damage consider using some of your utility skills like {{Skill|Signet of Stone}} or {{Skill|"Protect Me!"}}, or simply cut the skill short and drop out of Celestial Avatar so you can disengage safely. | ||
+ | :# {{Skill|Seed of Life}} once more then drop out of Celestial Avatar. Disengage with stealth and superspeed if you're still pressured. | ||
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** {{Skill|Frost Spirit}} removes conditions twice after being placed and even pulses boons useful against conditions. | ** {{Skill|Frost Spirit}} removes conditions twice after being placed and even pulses boons useful against conditions. | ||
** {{Skill|Glyph of the Stars}} cleanses conditions with each pulse. | ** {{Skill|Glyph of the Stars}} cleanses conditions with each pulse. | ||
− | ** Entering CA removes conditions from yourself and nearby allies. | + | <!--** Entering CA removes conditions from yourself and nearby allies.--> |
** {{Skill|Seed of Life}} (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 {{Skill|Lunar Impact}} 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. | ** {{Skill|Seed of Life}} (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 {{Skill|Lunar Impact}} 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 {{Trait|Empathic Bond}}. | ** Pet special abilities cleanse 2 conditions from you and nearby allies once every 20 seconds via {{Trait|Empathic Bond}}. | ||
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* {{Skill|Call of the Wild}} is the most supportive skill on Sword/Warhorn - the {{Tooltip|Daze}} and {{Tooltip|Weakness}} serve as damage mitigation for allies while the {{Tooltip|Swiftness}} could help them kite. Being a '''blast''' finisher it could also be used for AoE '''healing''' and '''stealthing'''. | * {{Skill|Call of the Wild}} is the most supportive skill on Sword/Warhorn - the {{Tooltip|Daze}} and {{Tooltip|Weakness}} serve as damage mitigation for allies while the {{Tooltip|Swiftness}} could help them kite. Being a '''blast''' finisher it could also be used for AoE '''healing''' and '''stealthing'''. | ||
− | + | * {{Skill|Water Spirit}} 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. | |
− | * {{Skill|Water Spirit}} does massive AoE healing but it has a delay, which | ||
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* Consider {{Tooltip|Stealth}}ing downed allies to prevent stomp attempts and to make it harder for enemies to cleave them. | * Consider {{Tooltip|Stealth}}ing downed allies to prevent stomp attempts and to make it harder for enemies to cleave them. | ||
− | |||
− | |||
<!--'''Celestial Avatar''' | <!--'''Celestial Avatar''' | ||
Latest revision as of 18:39, 7 August 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Support, Sustain and Mobility
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on August 07, 2024 and is up to date for the October 8, 2024 patch.
Overview
A PvP Druid build made to support allies in teamfights.
Skill Bar
Staff
Sword/Warhorn
Utility
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 stun break.
- Weakness and Crippled to enemies and defensive boons to allies. Great if the enemy team does not have much condition damage. over - AoE
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
[&DQQZHyEeBSclD3gAvACrAbsAvgCrARsAtBLtAC5CAQsAAAAAAAAAAAAAAAADLwBaAGcAAA==]
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.
Variants
- Daze from the other trait usually does more to help your team. could help you out against condition-heavy comps, but the instant
Equipment
Staff
Sigil
Sigil
Sword
Warhorn
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Relics
- - 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:
- 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. grants AoE
- 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
- 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.
recharges faster if it heals an ally - pets also count for this if no allies are nearby.
- Dodging grants Protection.
- Smokescale's F2 ability is Stealth for you and your team. Both weapon sets and Celestial Avatar have combo tools for blasting this field. which could be used to combo
- 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
While you don't have to follow this all the time, it's a good sequence for both damage and sustain.
- Cast and try to maximize the targets in its radius, both friend and foe. Enemies will be dazed while allies will be healed.
- Place Blind. below your character near the end of the Lunar Impact cast, BEFORE Lunar goes off. This is an instant skill with a very brief combo field duration, you want this to be blasted by Lunar Impact for extra condi cleansing. If you don't need cleansing AND the enemy you're fighting isn't in melee range, place this under them instead for the
- Stability from Natural Convergence. - here you have a choice. If you want to pressure the enemy, continue channeling the skill. If you're low HP and healing is more important, interrupt the skill immediately and cast . You'll protect the cast with the
- Both skills listed under step 3 have long cast times, Natural Convergence even roots you in place. If you're taking a lot of damage consider using some of your utility skills like or , or simply cut the skill short and drop out of Celestial Avatar so you can disengage safely.
- once more then drop out of Celestial Avatar. Disengage with stealth and superspeed if you're still pressured.
Support and sustain
- Using combo fields and finishers is an important part of Support Druid in PvP.
- Staff is your support weapon while Sword/Warhorn is more of a utility set with combo tools and mobility for personal survivability.
- Blast finishers (AoE healing): (CA), (Warhorn), (Staff).
- Leap finishers (self-healing): and (Sword).
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.
- 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.
- 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.
and Siege Turtle's are great anti-projectile skills that could shut down many ranged specs.
- 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.
- (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.
- 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. is the most supportive skill on Sword/Warhorn - the
- 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
- 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.
revives allies with each tick when used in .
- 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.
Top Streamers
- Twitch: Boyce
Ratings
This is the best support druid's ever been in PvP, but it's still not as good as a Core Guard or Tempest. The AoE healing is really strong but overall its toolkit is a bit clunky compared to other specs, or downright inferior. Signet of stone only protects against 1 form of damage, it's not a proper time-out button like Renewed Focus or Obsi Flesh/Earth Shield. Most of the Stability skills have cast times unlike on Guard and do not break stun. Almost every source of healing has a cast time, sometimes both a cast time and a delay, which makes it worse at reacting to spike damage. There are several ways to rez allies and on lower CD than other supports can do, but there's no proper rally skill in the build (Guard, Ele, War can cast 1 skill and get allies back up when it finishes, Ranger can only restore chunks of downed health or handrez faster). I'd say the only real edge it has is stealth, that's something no other support has. It's not bad, just not great. Fun build but if you care about being optimal then there are better choices. May edit: losing Stability from Wilderness Survival rework actually hurt this a bit, as nearly all of the healing skills here have cast times so it's harder not to get ragdolled around now.
Comments
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