Difference between revisions of "Druid - Celestial Eclipse Roamer"
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| rating = great | | rating = great | ||
| difficulty = 1 | | difficulty = 1 | ||
+ | | xpac = HoT, PoF | ||
}} | }} | ||
− | |||
− | |||
==Overview== | ==Overview== | ||
− | A Cele roaming build for Druid which makes use of {{Trait|Eclipse}} along with {{Tooltip|Immobilize}} and {{Tooltip|Daze}} spam to bring down its prey. | + | A Cele WvW roaming build for Druid which makes use of {{Trait|Eclipse}} along with {{Tooltip|Immobilize}} and {{Tooltip|Daze}} spam to bring down its prey. |
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| healing = Healing Spring | | healing = Healing Spring | ||
| utility1 = Signet of Stone | | utility1 = Signet of Stone | ||
− | | utility3 = | + | | utility3 = "Protect Me!" |
| elite = Entangle | | elite = Entangle | ||
| pet1 = Smokescale | | pet1 = Smokescale | ||
| pet2 = Fanged Iboga | | pet2 = Fanged Iboga | ||
}} | }} | ||
+ | |||
===Skill Variants=== | ===Skill Variants=== | ||
+ | '''Weapons''' | ||
+ | |||
+ | Axe/Dagger is just one of many viable sets for this build. Currently we're going with Axe because it adds some much needed range to the build while making full use of all the offensive stats of Celestial. Other viable options include: | ||
+ | * ''Dagger'' over ''Axe'' - mainhand Dagger is also a good option with decent damage and 1 more leap finisher you could use for combos. Dagger on Druid requires the '''Secrets of the Obscure''' expansion. | ||
+ | |||
+ | * ''Mace/Mace'' - this is a defensive set that makes the build a lot more tanky while still bringing decent Power damage to the table. | ||
+ | |||
+ | |||
'''Utility''' | '''Utility''' | ||
For the optional slot: | For the optional slot: | ||
− | * {{Skill|Glyph of Alignment}} - the {{Tooltip|Immobilize}} could be used to set up burst, {{Tooltip|Weakness}} is good for mitigating damage, and being able to put several different conditions on the target at once is a great way of kicking off combos. In Celestial Avatar form this could instead be used to cleanse conditions if needed. | + | * {{Skill|Spike Trap}} - unblockable CC on low CD. |
+ | |||
+ | * {{Skill|Glyph of Equality}} - instant daze + a stunbreak on low CD. | ||
+ | <!--* {{Skill|Glyph of Alignment}} - the {{Tooltip|Immobilize}} could be used to set up burst, {{Tooltip|Weakness}} is good for mitigating damage, and being able to put several different conditions on the target at once is a great way of kicking off combos. In Celestial Avatar form this could instead be used to cleanse conditions if needed.--> | ||
+ | |||
+ | * {{Skill|Signet of Renewal}} - stunbreak + mass cleanse, and the passive healing could even help you charge up {{Skill|Celestial Avatar}}. Replacing Signet of Stone with this is also a viable choice. | ||
+ | |||
+ | * {{Skill|Lightning Reflexes}} - low CD stunbreak with an evade frame that could break you out of {{Tooltip|Immobilize}}, also gives you permanent {{Tooltip|Vigor}} uptime with {{Trait|Primal Reflexes}}. Could also replace {{Skill|"Protect Me!"}} on the bar. | ||
+ | |||
+ | |||
+ | '''Elite''' | ||
+ | * {{Skill|Glyph of the Stars}} - better survivability. {{Tooltip|Stability}} against CC, cleansing against conditions, and a water field for healing combos. | ||
+ | |||
+ | |||
+ | '''Pets''' | ||
− | + | {{Tooltip|Fanged Iboga}} is a versatile pet that provides good condi variety, CC and even a combo field for {{Tooltip|Chaos Aura}} stacking, but there are other viable options too: | |
+ | * {{Tooltip|Siege Turtle}} - defensive pet. | ||
− | * {{ | + | * {{Tooltip|Spinegazer}} - good damage and boon corruption. |
− | * {{ | + | * {{Tooltip|Rock Gazelle}} - more focus on CC spam. |
− | * {{ | + | * {{Tooltip|Jacaranda}} - good AoE damage and some {{Tooltip|Immobilize}}. |
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQQeHiE2BTehAHgAqwGrARsAvgC7ABsAwADtAC49AQsAAAAAAAAAAAAAAAAEWgBnAAUALwAA] |
}} | }} | ||
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{{Specialization|Skirmishing|mid|bot|top}} | {{Specialization|Skirmishing|mid|bot|top}} | ||
'''Variants''' | '''Variants''' | ||
− | * {{Trait| | + | * {{Trait|Vicious Quarry}} gives up the versatility of Quick Draw for a passive damage increase. This is especially good when you're playing with Maces, which is a more Power-leaning version of the build. |
{{Specialization|Wilderness Survival|mid|top|bot}} | {{Specialization|Wilderness Survival|mid|top|bot}} | ||
{{Specialization|Druid|bot|top|bot}} | {{Specialization|Druid|bot|top|bot}} | ||
'''Variants''' | '''Variants''' | ||
* Take {{Trait|Druidic Clarity}} if you're having trouble dealing with condition builds. Once you get used to the build this shouldn't be necessary however. | * Take {{Trait|Druidic Clarity}} if you're having trouble dealing with condition builds. Once you get used to the build this shouldn't be necessary however. | ||
+ | |||
+ | * {{Trait|Natural Balance}} adds a bit more damage to the build. While the {{Tooltip|Stealth}} from the other trait is generally better, depending on your sigil choices (like running both Geomancy and Hydromancy) your gear might have a level of anti-synergy with {{Trait|Celestial Shadow}} (as explained below in the sigil variants section) that could make Natural Balance a bit more attractive. | ||
+ | |||
+ | |||
+ | ===Specialization Variants=== | ||
+ | For a more defensive version you could replace {{Tooltip|Skirmishing}} with {{Tooltip|Nature Magic}}. | ||
+ | |||
+ | The reason we recommend Skirmishing as the main option in WvW but not in sPvP comes down to a difference in balance, meta, and available gear options. In WvW {{Skill|Celestial Avatar}} has 50% lower cooldown than it does in sPvP while we also have access to a more powerful version of {{Sigil|Cleansing}} plus food buffs in general - these make it possible to play with less defensive traits, and the extra pressure from Skirmishing gives us a better chance to win against high sustain builds that could otherwise stalemate us. If however you're struggling with the build and need extra sustain, Nature Magic remains a viable (and safer) option: | ||
+ | {{Specialization|Nature Magic|mid|top|bot|variant=y}} | ||
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| weight = Medium | | weight = Medium | ||
| stats = Celestial | | stats = Celestial | ||
− | | rune = Superior Rune of | + | | rune = Superior Rune of Leadership |
| rune-qt = 6 | | rune-qt = 6 | ||
| weapon1 = Axe | | weapon1 = Axe | ||
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| infusion1 = Malign WvW Infusion | | infusion1 = Malign WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
− | | relic = Relic of | + | | relic = Relic of Rivers |
}} | }} | ||
'''Relics''' | '''Relics''' | ||
− | * {{Relic|Relic of the | + | * {{Relic|Relic of the Demon Queen}} - the {{Tooltip|Poison}} procs can add more damage while improving condi variety, and the extra healing reduction could help you kill other high sustain specs. |
+ | |||
+ | * {{Relic|Relic of the Mirage}} - improves your condition variety, making it harder for enemies to cleanse your more important conditions. | ||
− | * {{Relic|Relic of | + | * {{Relic|Relic of Nayos}} - better sustain. |
− | |||
'''Sigils''' | '''Sigils''' | ||
* {{Sigil|Superior Sigil of Geomancy}} can sometimes proc when you exit {{Skill|Celestial Avatar}}, as exiting/entering forms counts as weapon swapping. If this happens in melee you'll immediately break the {{Tooltip|Stealth}} granted by {{Trait|Celestial Shadow}} which can be rather awkward especially when you were on low health trying to escape. If you don't want to take this risk then replace Geomancy with either {{Sigil|Superior Sigil of Torment}} or {{Sigil|Superior Sigil of Generosity}}. | * {{Sigil|Superior Sigil of Geomancy}} can sometimes proc when you exit {{Skill|Celestial Avatar}}, as exiting/entering forms counts as weapon swapping. If this happens in melee you'll immediately break the {{Tooltip|Stealth}} granted by {{Trait|Celestial Shadow}} which can be rather awkward especially when you were on low health trying to escape. If you don't want to take this risk then replace Geomancy with either {{Sigil|Superior Sigil of Torment}} or {{Sigil|Superior Sigil of Generosity}}. | ||
+ | |||
+ | * {{Sigil|Superior Sigil of Hydromancy}} over {{Sigil|Superior Sigil of Cleansing}} - adds more pressure if you can give up some condition removal. You'll run into the same problem with the {{Trait|Celestial Shadow}} proc as you would with Sigil of Geomancy, but one major benefit of this sigil is that {{Tooltip|Chill}} is a movement impairing condition, so you'll always get the {{Tooltip|Immobilize}} from {{Skill|Serpent's Strike}} if you open with this skill after swapping to Sword, no previous setup's necessary. | ||
+ | |||
'''Runes''' | '''Runes''' | ||
+ | * {{Rune|Superior Rune of the Trapper}} - offensive option. | ||
+ | |||
* {{Rune|Superior Rune of the Sunless}} - slightly more defensive version of Trapper. It's also a great replacement if you don't want to bother crafting Trapper runes. | * {{Rune|Superior Rune of the Sunless}} - slightly more defensive version of Trapper. It's also a great replacement if you don't want to bother crafting Trapper runes. | ||
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'''Utility''' | '''Utility''' | ||
− | * Optimal: {{Utility|Magnanimous Tuning Crystal}} or {{Utility|Tuning Icicle}}, whichever is cheaper (the difference beween them is negligible, a grand total of 2 condition damage stat in favor of Tuning Icicle). | + | * Optimal: {{Utility|Magnanimous Tuning Crystal}}<!--or {{Utility|Tuning Icicle}}, whichever is cheaper (the difference beween them is negligible, a grand total of 2 condition damage stat in favor of Tuning Icicle).--> |
* Budget: {{Utility|Compact Quality Tuning Crystal}} either from Canned Food Crates found in WvW {{Item|Skirmish Chest}}s or purchased from the [https://wiki.guildwars2.com/wiki/Permanent_Portable_Provisioner Permanent Portable Provisioner]. | * Budget: {{Utility|Compact Quality Tuning Crystal}} either from Canned Food Crates found in WvW {{Item|Skirmish Chest}}s or purchased from the [https://wiki.guildwars2.com/wiki/Permanent_Portable_Provisioner Permanent Portable Provisioner]. | ||
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* {{Skill|Seed of Life}} isn't very dangerous but an instant ranged poison isn't bad, and could be used while casting other skills. | * {{Skill|Seed of Life}} isn't very dangerous but an instant ranged poison isn't bad, and could be used while casting other skills. | ||
+ | |||
+ | |||
+ | '''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|Signet of Stone}} is a great defensive skill against Power-based burst damage, with this you could facetank an entire burst combo and even cast healing skill or counterpressure enemies while it's active. | * {{Skill|Signet of Stone}} is a great defensive skill against Power-based burst damage, with this you could facetank an entire burst combo and even cast healing skill or counterpressure enemies while it's active. | ||
+ | |||
+ | |||
+ | ==Related Builds== | ||
+ | * [[Build:Druid_-_Condition_Eclipse_Duelist|Druid - Celestial Eclipse Duelist]] - sPvP version of this WvW roaming build. |
Latest revision as of 12:11, 21 November 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage, Mobility and Control
Designed for: WvW Roaming
Overview
A Cele WvW roaming build for Druid which makes use of Immobilize and Daze spam to bring down its prey.
along with
Skill Bar
Skill Variants
Weapons
Axe/Dagger is just one of many viable sets for this build. Currently we're going with Axe because it adds some much needed range to the build while making full use of all the offensive stats of Celestial. Other viable options include:
- Dagger over Axe - mainhand Dagger is also a good option with decent damage and 1 more leap finisher you could use for combos. Dagger on Druid requires the Secrets of the Obscure expansion.
- Mace/Mace - this is a defensive set that makes the build a lot more tanky while still bringing decent Power damage to the table.
Utility
For the optional slot:
- - unblockable CC on low CD.
- - instant daze + a stunbreak on low CD.
- - stunbreak + mass cleanse, and the passive healing could even help you charge up . Replacing Signet of Stone with this is also a viable choice.
- Immobilize, also gives you permanent Vigor uptime with . Could also replace on the bar. - low CD stunbreak with an evade frame that could break you out of
Elite
- Stability against CC, cleansing against conditions, and a water field for healing combos. - better survivability.
Pets
Fanged Iboga is a versatile pet that provides good condi variety, CC and even a combo field for Chaos Aura stacking, but there are other viable options too:
- Siege Turtle - defensive pet.
- Spinegazer - good damage and boon corruption.
- Rock Gazelle - more focus on CC spam.
- Jacaranda - good AoE damage and some Immobilize.
Template Code
Specializations
Variants
- gives up the versatility of Quick Draw for a passive damage increase. This is especially good when you're playing with Maces, which is a more Power-leaning version of the build.
Variants
- Take if you're having trouble dealing with condition builds. Once you get used to the build this shouldn't be necessary however.
- Stealth from the other trait is generally better, depending on your sigil choices (like running both Geomancy and Hydromancy) your gear might have a level of anti-synergy with (as explained below in the sigil variants section) that could make Natural Balance a bit more attractive. adds a bit more damage to the build. While the
Specialization Variants
For a more defensive version you could replace Skirmishing with Nature Magic.
The reason we recommend Skirmishing as the main option in WvW but not in sPvP comes down to a difference in balance, meta, and available gear options. In WvW
has 50% lower cooldown than it does in sPvP while we also have access to a more powerful version of plus food buffs in general - these make it possible to play with less defensive traits, and the extra pressure from Skirmishing gives us a better chance to win against high sustain builds that could otherwise stalemate us. If however you're struggling with the build and need extra sustain, Nature Magic remains a viable (and safer) option:
Equipment
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
Celestial
x6
x18
Relics
- Poison procs can add more damage while improving condi variety, and the extra healing reduction could help you kill other high sustain specs. - the
- - improves your condition variety, making it harder for enemies to cleanse your more important conditions.
- - better sustain.
Sigils
- Stealth granted by which can be rather awkward especially when you were on low health trying to escape. If you don't want to take this risk then replace Geomancy with either or . can sometimes proc when you exit , as exiting/entering forms counts as weapon swapping. If this happens in melee you'll immediately break the
- Chill is a movement impairing condition, so you'll always get the Immobilize from if you open with this skill after swapping to Sword, no previous setup's necessary. over - adds more pressure if you can give up some condition removal. You'll run into the same problem with the proc as you would with Sigil of Geomancy, but one major benefit of this sigil is that
Runes
- - offensive option.
- - slightly more defensive version of Trapper. It's also a great replacement if you don't want to bother crafting Trapper runes.
Consumables
Food
- and other health-per-second food can help a lot with building Astral Force.
- Budget:
Utility
- Optimal:
- Budget: either from Canned Food Crates found in WvW s or purchased from the Permanent Portable Provisioner.
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
- 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
- Dodging grants Protection and Protection heals you.
- Smokescale's F2 ability is Stealth with Sword/Warhorn skills and . which could be used to combo
Damage
- Weapon swapping to Axe procs 3 stacks of Bleeding and Poison from your sigils, this is a source of instant burst. It's especially useful against more slippery opponents like Thieves because you get to exploit any small gaps in their defenses to punish them.
- Immobilize, making it an ideal skill for setting up a weapon swap burst. on Sword is a gapcloser with
- Axe/Dagger is your main damaging set, Sword/Warhorn is much more defensive by nature.
- is a cone-shaped attack and should be used in melee range (point-blank) to ensure that all the projectiles hit the main target.
- Weakness even helps with mitigating incoming damage. is the best skill on Axe. While it does less damage than Splitblade it applies up to 3 different conditions to the target, which overall puts more pressure on them. The
- If you're using for the damage and not the evasion, you should first make sure your target is snared. has the benefit of allowing you to use as the first skill after swapping weapons for synergy while still getting the most damage out of it.
- makes amazing at applying cover conditions. While CA skills don't do a lot of damage they can apply a wide variety of conditions, if the target was already pressured this form can quickly overwhelm them by making it way harder for them to cleanse your more important conditions.
- In CA Immobilize, you could use this on fleeing enemies to stop them or set up skills like . is a source of ranged
- isn't very dangerous but an instant ranged poison isn't bad, and could be used while casting other skills.
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.
Sustain
- is your best skill against conditions, constantly cleansing you as long as you're staying inside the AoE ring. It's also a Water Field, Sword/Warhorn has 3 skills that could be used inside this field to combo extra healing while CA has .
- Other great cleanses are
- If you drop halfway through casting you can combo an extra condition removal.
in Celestial Avatar (somewhat spammable instant skill) and on Sword.
- 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.
- Both sets have skills with evade frames: on Axe/Dagger and on Sword/Warhorn. Using these right after weapon swapping could reduce their CD thanks to .
- is a great defensive skill against Power-based burst damage, with this you could facetank an entire burst combo and even cast healing skill or counterpressure enemies while it's active.
Related Builds
- Druid - Celestial Eclipse Duelist - sPvP version of this WvW roaming build.
Ratings
Comments
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