Difference between revisions of "Druid - Power CC Druid"
(8 intermediate revisions by the same user not shown) | |||
Line 3: | Line 3: | ||
| specialization = druid | | specialization = druid | ||
| designed for = Conquest | | designed for = Conquest | ||
− | | rating = | + | | rating = great |
| focus = strike damage, control, mobility | | focus = strike damage, control, mobility | ||
| difficulty = 2 | | difficulty = 2 | ||
− | | xpac = hot | + | | xpac = hot, soto |
}} | }} | ||
Line 22: | Line 22: | ||
| weapon4 = warhorn | | weapon4 = warhorn | ||
| healing = Healing Spring | | healing = Healing Spring | ||
− | | utility1 = Signet of | + | | utility1 = Signet of Stone |
| utility2 = "Protect Me!" | | utility2 = "Protect Me!" | ||
| utility3 = Glyph of Equality | | utility3 = Glyph of Equality | ||
Line 36: | Line 36: | ||
'''Utility''' | '''Utility''' | ||
− | * {{Skill|Signet of | + | * {{Skill|Signet of Renewal}} over {{Skill|Signet of Stone}} - for games where you feel like defense against '''conditions''' and an extra '''stunbreak''' are more important than a way to counter direct damage bursts. |
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQQILyEaBTehAHkAqwG7ALsAqwHmErgAtBLtAEQuKhUAAAAAAAAAAAAAAAADNQBaAGcAAA==] |
}} | }} | ||
Line 87: | Line 87: | ||
** {{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. With Sword/Warhorn the order is {{Skill|Call of the Wild}} {{to}} {{Skill|Oaken Cudgel}}. | + | * '''Mobility:''' 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 | + | * {{Skill|Glyph of the Stars (Celestial Avatar)}} (your elite skill) can be used to rez allies when used in Celestial Avatar, this is a major group support tool you have. Drop the elite underneath the downed ally to begin reviving them, then either start rezing them manually too to make things faster or try to peel for them with CC while the elite does its thing. |
+ | ** You could spam {{Skill|Seed of Life}} for cleansing/Blind while rezing allies inside the Glyph's AoE field or choose to drop out of CA after using the elite - dropping out of CA will {{Tooltip|Stealth}} allies, making it harder for enemies to damage them or interrupt you. Applying stealth at the right moment could even save the downed ally from a stomp attempt. | ||
Line 95: | Line 96: | ||
* Mace/Mace is much more spammy than Hammer, you can use your skills in almost no particular order and still do fine. | * 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 {{Tooltip|Fury}} application. | + | * There are 2 things which play a key role in boosting your damage, especially on Hammer: CC and/or {{Tooltip|Fury}} application. Your goal is the reapply {{Tooltip|Fury}} before using harder hitting skills. |
* With the combination of {{Trait|Remorseless}} and {{Trait|Precise Strike}}, gaining {{Tooltip|Fury}} refreshes {{Trait|Opening Strike}} and Opening Strike has a 100% crit chance as well as a 25% damage bonus. | * With the combination of {{Trait|Remorseless}} and {{Trait|Precise Strike}}, gaining {{Tooltip|Fury}} refreshes {{Trait|Opening Strike}} and Opening Strike has a 100% crit chance as well as a 25% damage bonus. | ||
Line 107: | Line 108: | ||
* {{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's 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| | + | * On Sword/Warhorn both {{Skill|Pounce}} and {{Skill|Serpent's 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|Call of the Wild}}. 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 118: | Line 119: | ||
− | ''Hammer | + | '''Burst combo examples''' |
+ | |||
+ | ''Mace into Sword'' | ||
+ | :# {{Skill|Oaken Cudgel}} for CC and to buff your next attack. | ||
+ | :# {{Skill|Serpent's Strike}} for damage and Immob. | ||
+ | :# {{Skill|Pounce}} | ||
+ | :# {{Skill|Glyph of Equality}} ''BEFORE'' Pounce hits. | ||
+ | |||
+ | |||
+ | ''Hammer'' | ||
:# {{Skill|Thump (untamed)}} for CC and a gap closer. | :# {{Skill|Thump (untamed)}} for CC and a gap closer. | ||
:# {{Skill|Wild Swing}} for damage, capitalizing on the damage modifiers applied by the CC. | :# {{Skill|Wild Swing}} for damage, capitalizing on the damage modifiers applied by the CC. | ||
:# {{Skill|Savage Shock Wave}} to root the target in place as the CC from Thump is running out. | :# {{Skill|Savage Shock Wave}} to root the target in place as the CC from Thump is running out. | ||
:# {{Skill|Overbearing Smash}} for daze and strong followup damage while they're {{Tooltip|Immobilize}}d. | :# {{Skill|Overbearing Smash}} for daze and strong followup damage while they're {{Tooltip|Immobilize}}d. | ||
+ | |||
+ | |||
+ | '''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. | ||
+ | :## Swapping pets for a {{Trait|Clarion Bond}} proc could add value to both '''Natural Convergence''' and '''Rejuvenating Tides'''. The Fury from the proc will boost the damage of NC (try to swap right before the last strike of NC) while the blast finisher from the same proc could give you and your allies extra healing when used inside RT. | ||
+ | :# 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. | ||
Latest revision as of 08:28, 6 October 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage, Control and Mobility
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on October 06, 2024 and is up to date for the October 8, 2024 patch.
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 conditions and an extra stunbreak are more important than a way to counter direct damage bursts.
Template Code
[&DQQILyEaBTehAHkAqwG7ALsAqwHmErgAtBLtAEQuKhUAAAAAAAAAAAAAAAADNQBaAGcAAA==]
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
- Mobility: 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 ⇒ .
- You could spam Stealth allies, making it harder for enemies to damage them or interrupt you. Applying stealth at the right moment could even save the downed ally from a stomp attempt. for cleansing/Blind while rezing allies inside the Glyph's AoE field or choose to drop out of CA after using the elite - dropping out of CA will
(your elite skill) can be used to rez allies when used in Celestial Avatar, this is a major group support tool you have. Drop the elite underneath the downed ally to begin reviving them, then either start rezing them manually too to make things faster or try to peel for them with CC while the elite does its thing.
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. Your goal is the reapply Fury before using harder hitting skills.
- 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
Burst combo examples
Mace into Sword
- for CC and to buff your next attack.
- for damage and Immob.
- BEFORE Pounce hits.
Hammer
- 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
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.
- Swapping pets for a proc could add value to both Natural Convergence and Rejuvenating Tides. The Fury from the proc will boost the damage of NC (try to swap right before the last strike of NC) while the blast finisher from the same proc could give you and your allies extra healing when used inside RT.
- 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.
Sustain
- Both your healing skill and your elite are Water fields. Try to use blast/leap finishers in them for extra healing whenever possible.
- 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.
- Mobility in general can be quite important for your survival. Hammer and Sword/Warhorn could help you disengage from fights.
- 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) helps with Astral Force generation, although with 20s CD on Celestial Avatar it's less important in this gamemode. 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
Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium