Druid - Alacrity Support Healer
Overview
Healing Druid is a support build that provides its subgroup with Alacrity, 25 stacks of Might from , healing, frequent condition cleanse, and permanent Fury and Regeneration. It can inflict good amounts of CC, high Vulnerability, and tons of utility from various pets and utility skills.
One of Druid's strongest features is the ability to provide the majority of its healing from long range via Staff and Celestial Avatar, only needing to return to the group every ~25s to activate spirits for Alacrity. This makes it excellent at handling mechanics without losing effectiveness, and makes it easy to support the tank when it's off-stack.
Skill Bar
Weapon Variants
- Longbow provides , a short cooldown and easily accessible knockback. On bosses where pushing or CC is important, you should swap out Staff and use to help your squad.
- Offhand axe can replace either weapon set for for pulling adds on certain encounters.
Pets Variants
You will mainly be bringing these pets to fights:
- Fanged Iboga is the highest DPS pet, which also inflicts good CC with its pet skill . This is the pet you will have out most of the time.
- 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.
- Jacaranda is the second highest DPS pet and the pet with the highest cleave damage. It also has an immobilize in , useful if more soft 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.
- Fern Hound provides Regeneration if you have difficulty keeping it up.
- White Tiger is your only source of Aegis. As this pet teleports around randomly during its attack, it is strongly recommended to keep it on passive to be sure that the boon hits your group.
Spirit Variants
Spirits provide pulsing boons around them in addition to Alacrity when their active skill is used. Three spirits are required for permanent Alacrity uptime.
- Regeneration and sustained healing in a huge radius. This keeps them from dying, sustains their bonus, and rapidly fills your . provides
- Might and pulsing Chill when activated. provides
- Protection, which again keeps your squadmates from dying and sustains their bonus. provides
- Fury and a small amount of CC when activated. provides
- Vigor. provides
- provides an emergency resurrect that can affect up to five people, including yourself.
You will want for the easiest Might generation. You will generally want to take for your generation. Depending on the fight, many commanders will also expect and .
When not to bring spirits: On many encounters, Druid is expected to bring utility skills to deal with mechanics, for example for knockbacks or for a stun break. In these situations, you will need to replace one of your spirits.
You need a minimum of three spirits to maintain Alacrity, so be careful not to swap out more than two utilities.
Other Skill Variants
Healing
- is a good alternative to on condition-heavy fights (e.g. Slothasor, Xera). If you take this run .
Utility
- provides a short cooldown AoE knockback and is the cornerstone of several raid boss strategies.
- Fury becomes a source of Vulnerability. is most useful when combined with the Marksmanship variant below, as the pulsing
- provides an AoE stun break, useful for saving your subgroup on bosses like Slothasor.
- is a strong safety net for inexperienced groups.
- Stability with and a decent instant-cast CC. -
Elite
- on fights where the immobilize is needed.
- Stability, making it more reliable than if you don't need the shorter cooldown. It also works as a ranged res while in Celestial Avatar. provides pulsing
Template Code
Specializations
Trait Variants
- if running .
- to increase your DPS a tiny bit in experienced groups on low pressure encounters.
- to carry inexperienced groups that are going down a lot.
- if you are using a heal skill other than . does not trigger , limiting its usefulness.
- Might. This will allow you to spam massive heals on the group. if you don't need to provide
- If you're not running any glyphs then Stealth from can interfere with players as it will stop their autoattacks and is particularly disruptive for thieves that need to control when they stealth. won't do anything and you might prefer one of the other options - be wary that the
Specialization Variants
Marksmanship
With the loss of the unique buff from
, it is much more viable to bring Marksmanship instead of Skirmishing. This traitline offers boons from , extra CC from and a lot of vulnerability from the combination of and .- On some specific bosses, you will need to use to push and can't afford to have the projectile be intercepted. In this case you can take .
Wilderness Survival
If you're far off on your own kiting a mechanic, you can run Wilderness Survival instead of Skirmishing for more personal survivability.
Equipment
Harrier
Harrier
Harrier
Harrier
Harrier
Magi
Magi
Harrier
Harrier
Harrier
Harrier
Magi
Harrier
Harrier
Harrier
x6
- Remember to also get a longbow with the same sigils as your staff.
- The gear above is designed to cap boon duration when using +100 concentration food. If you are not using such food, you can switch some of the magi pieces to harrier.
- Thanks to , cleric stats would provide more healing power than magi, but this will put you at 1159 toughness which may interfere with tanking.
Consumables
Food
- or ascended versions
Utility
Usage
As a Druid you wear many hats in a raid encounter. This is your priority during fights, from highest to lowest:
- Stay alive
- Maintain boons and healing on your squad
- Do mechanics
- Rescue teammates low on health
- Maximize your DPS
Boons
Your main job for most of the fight is maintaining 25 stacks of Might on your squad. As a Druid you are uniquely equipped to do this with . At the start of the fight, and any time is available, you should go into and do the following might sharing rotation:
- while standing in your squad
- Other skills off cooldown until your group hits 25 Might
- Spam throughout - it has no cast time so you can cast it in the middle of other skills' cast times
- Timed correct, will explode shortly after , healing teammates and granting you astral force for your next
In addition to spamming you will want to spam on your warhorn. This will top off your subgroup's Might and Regeneration, and grant Fury. You can if you have trouble with boon uptime (see "Quick Draw" below).
Combined with the passive pulsing might from
, you should have no trouble maintaining 25 might on your squad.
Healing
Healing is the secondary role you provide to your raid squad. While you should be regularly switching to Warhorn for
, the rest of the time can be spent on Staff as almost every skill there is a heal.On most encounters, you want to enter Might. While there, you should make sure everyone in the group is at full health (and Might) before exiting. This means you regularly burst heals on the group, and a combination of Regeneration, , , and should provide significant sustained healing in between. This allows you to save and for an emergency burst heal.
off cooldown in order to maintainHealing becomes important when mistakes or mechanics cause your teammates to get dangerously low on health. As a support healer, it's your responsibility to keep them alive, top them off, and maintain their
bonus. You can provide burst healing in any of the following ways:- Go into and spam , , and
- (if using)
- Drop a water field on your allies with or , and then blast it with and/or
A combination of these should be sufficient to heal your team back up to full. Make sure to turn on "Thick Party Health Bars" in your options so that you can see who needs healing at a glance.
If your teammates still go down after you babysit them and drop all your healing on them, that's on them, not you. Make a judgment call on whether it's worth putting yourself in danger to revive them, or popping your
to give them a second chance.
Quick Draw
Weapon swap or enter/leave , and it will reduce the cooldown of the next skill you use that has a cooldown. This is usually going to be or . This extra buffer is great for new Druids or for chaotic fights where you can't keep up a regular rotation.
is a very useful trait that provides a safety buffer for both your boons and healing. Every 9 seconds, this trait will activate after youhas a 9 second cooldown, so get a feel for the timing or keep an eye on your skill bar to see if is active. It's better to autoattack for a few seconds rather than accidentally waste on inconsequential skills.
also won't trigger if you are in the middle of a skill cast when you , so remember to finish your cast animations.
Mechanics
As a utility support class, Druid is often called upon to do specific raid mechanics. These are varied and highly encounter dependent. Ask your commander what they want you to do in any given fight.
- Entangling: On many bosses, Druids are asked to bring to immobilize or clear adds. An example is on Gorseval where you have to keep 4 spirits from reaching the center. Generally this boils down to pressing when your commander tells you to.
- Pushing: Druids have 2 reliable knockbacks in
- If there is a risk of your getting intercepted then you should run the "Marksmanship Variant" listed above.
and , which means they usually have the responsibility of handling knockbacks ("pushes"). An example is on Soulless Horror where you will be asked to push Tormented Dead far away from the main group. If asked to do this, position carefully and have your pushing skills ready when the time comes.
- Kiting: As Druids can heal and support from range, they are sometimes asked to stand apart from the main grop to keep a specific mechanic away. An example is on Sabetha where you may be asked to stand further away to kite flak. In these scenarios, you should run as many spirits as possible, drop them all on your group at the beginning, then go to your kiting spot and stay there while dropping heals on the main group. As long as you can return to the group every ~25 seconds to spam your spirits, then you should be able to maintain boons.
- Healing Through: Some advanced strategies rely on ignoring mechanics by having the Druid heal through heavy damage. This generally involves saving and then spamming its healing abilities.
CC
You can help with breakbars using any of the following skills:
- or or
- or
- from
- Swapping to staff or with traited
- (not recommended as you generally need this skill for other mechanics)
General Tips
- If you don't need it for Alacrity, you can save for when people are most likely to go down.
- Place your spirits where all your squad members will be in range of them. This is important if you will be constantly moving (e.g. on VG).
- Chilled and Weakness, which will be a DPS increase for many classes due to traits like , , and . Always use off cooldown if possible. provides
- If you need to cleanse conditions, use . The light field can be blasted with or . If you need a lot of condition cleanse take and . can also cleanse certain conditions like chill and immobilize.
- Use , , or if you need to immobilize things. In dire situations you can use (not recommended).
- blocks projectiles, which is relevant for certain encounters like Cairn.
- Your pets are dumb and sometimes take damage from enemies and mechanics. Swap them out if they're about to die.
- can be used to blind adds.
- If you have nothing else to do, maximize your DPS and astral force generation by spamming axe/warhorn skills until you need to heal or do your boon rotation again.
Encounter Specific Tips
Spirit Vale
- This fight puts a lot of pressure on the tank, so make sure you keep them healthy.
- Bring for seeker control. You can use to knock them away and to immobilize them.
- If you're healing through greens, save your for it - not having it up right after a green circle will likely lead to a raid wipe.
- In inexperienced groups is really useful for saving people who get ported.
- If you get ported use to quickly dash back.
- The tank will be standing a short distance from the main group, so make sure you tag them with your healing and .
- Bring to immobilize the Charged Souls. With high group cleave, you can immobilize them very near the center and have your power DPS cleave all the Charged Souls down.
- If you are delaying breakbars, be prepared to spam healing through the breakbar phase so that you can heal your DPS through the retaliation. It's ok to camp in for this section as there isn't any other damage pressure and your will refill your astral force during the split.
- Keep an eye on the squad members doing cannons and be prepared to refresh their Might when they come back.
- can be used to blind the adds so they don't knock your teammates into the flamewall.
- Stability as people run around and also speed up any revives that might be needed. (ideally cast inside Celestial Avatar) should be up for every flamewall attack. Placing it in the center will pulse
Salvation Pass
- can be used against slubling projectiles.
- You can bring
- Alternatively you can use for stability. The downside is that you have to be sure you can be in .
for an AoE stun break.
- Bring for condition cleanse.
- can be used for projectile destruction but be careful not to accidentally destroy Bloodstone Shards.
Stronghold of the Faithful
- On this fight Druids are normally asked to babysit Glenna. Try to remain as close to the group as possible without putting Glenna in danger. If you can't get close, you can still leave Glenna for short periods of time to stack Might with and .
- Use , , , and possibly to keep wargs immobilized/crippled.
- can be used to blind trash.
- You can bring for an AoE stun break.
- can be used to knock enemies back on the towers.
- You can bring Wolf to fear mobs as an emergency measure. If you aren't escorting Glenna, you can use it to fear mobs when you go up to the towers.
- Confusion on the group. is useful on Mcleod as he spams
- On this fight Druids are normally asked to push the orb into the rifts. Just go around with your Staff and position so that your autoattacks will hit it into each rift.
- After pushing through the last rift, you can use on the orb to knock it out while you run back to the group and start buffing.
- Make sure you have ready for the burn phase.
- This fight puts a lot of pressure on the tank, so make sure you keep them healthy.
- Bring for condition cleanse.
- can be used to blind adds.
- Due to the very high damage pressure in this fight, a healer should always be on the main platform. If you're solo healer this means you should always go back down if you get ported. If there are two healers, decide who is going back down if both get ported.
Bastion of the Penitent
- You can kite on this encounter without dropping Alacrity if you're good
- Make sure to use all your spirits at the start and dash to the group to use them all again every time there are greens
- Use a mixture of , dodges, the special action key and to keep yourself alive
- The Siege Turtle pet can provide you another source of projectile destruction
- Don't be afraid to camp in and spam healing if the group needs it.
- You should always take one agony, as you can heal and buff from range, and you can always heal yourself if you get low.
- Use for mobility.
- In inexperienced groups is really useful for saving people who get ported.
- If the group doesn't have good cleave, you can set your pet on one of the scouts and it should be able to kill it before it reaches the end.
- You can bring for immobilizing Rigom and clearing spears.
- is great here, as it provides good CC and allows you to knock Rigom into Samarog during the split phase.
- If a breakbar is coming up, you should save for CCing with and healing the fixated squadmate.
- If Rigom control is truly dire you could also bring a Longbow for a second knock.
- The puddle kiter takes heavy damage after blocking Deimos's Mind Crush attack, so watch out for this and make sure you keep them healthy. In Deimos CM this will apply to the entire squad.
- You're a good choice to tank here, as getting ported causes your spirits to die.
- Make sure your pet is on the squad, otherwise the Sauls might fixate on it and not come to the group.
Hall of Chains
- This fight puts a lot of pressure on the tank, so make sure you keep them healthy.
- Fanged Iboga is strong here as Soulless Horror takes a lot of damage from confusion.
- As the Druid you are normally tasked with pushing Tormented Dead. To do this you need to equip a longbow and
- When a Tormented Dead walks into the group, do your first push with , wait until the tormented dead is close to half health (often after being hit with a necromancer's ), then do your second push with and knock it to the edge of the arena.
- Vulnerability so that condis tick harder. on the tormented dead can be used to stack up extra
- If using pets like Electric Wyvern or Rock Gazelle, it may be wise to keep them Passive as they can interrupt your knocks on the Tormented Dead.
, and use the "Marksmanship Variant" traits above with .
- , and your blast finishers to cleanse conditions.
- The green fissures will Fear players who stand on them, so spamming around the time this attack hits can be very helpful.
- A Brown Bear is a popular choice of second pet, as it provides an easy way to cleanse condis after the Greater Death Mark.
- Alternatively, the Fire Wyvern can do a good job at killing Deathlings.
- can be useful for even more condi cleanse.
- Entering
- Try to stay inside Might during the pull so that you can spam healing on the group, and make sure they can immediately start the next phase at full
shortly after the knock and comboing 2->3 will also provide an area condition cleanse.
- The Reapers can be healed, and in normal mode have a huge modifier to incoming healing, so keep them topped up as well!
- The Reaper closest to the entrance will be where the deathlings (and messengers) congregate, so pay most attention to it.
- Stealthing a Reaper gives them a unique stealth buff that lasts for 20 seconds. This will cause any mobs on it to leave and go to the next closest Reaper instead. This can be a useful trick with
- This can be extremely helpful if an Enforcer has spawned that you don't think you'll be able to kill before it reaches a Reaper.
but be careful in case you do it by accident.
Mythwright Gambit
- Even if you're not collecting orbs, make sure to use Swiftness. regularly so that whoever does it has
- Alternating and White Tiger can be used to prevent your group being stunned by the arms if no-one else is doing it.
- It's not uncommon to lack Vulnerability on this encounter, so the Marksmanship variant might be valuable.
- Nikare's charge and Kenut's water spouts apply multiple disruptive conditions, so is very handy here. When facing Nikare, save it for when he starts the charge to quickly cleanse people.
- The orbs that fly out of the bosses during the breakbar attack are projectiles, so will turn them into heals instead - perfect for when people go and stand inside the hitbox.
- Stability if magma elementals reach the stack during the burn phases. is good value both for CCing the legendary creatures, and for providing
- One of the most dangerous parts of Qadim's attacks is that they apply Vulnerability, so make sure that you're regularly cleansing it.
Key of Ahdashim
- You're a very good candidate for taking pillar aggro, but make sure to get your spirits out quickly so you don't drop Alacrity.
- Make sure to use Swiftness to outrun the lasers. frequently so that people have
- Be careful if using Superspeed may cause people to zoom to their doom. as the sudden
- Hold on to in the split phases in case you need to block the rocks from the hands.
- is very useful for maintaining health in the final phase as damage pressure increases, and also for rescuing people who get downed in the sand - as they are out of range of manual resses.
- This is a perfect encounter for the Marksmanship variant as affects the special action key CC, significantly improving your contribution.
- If the kiters drop an orb, they will likely need special attention so keep an eye out.
- Should a kiter die, you can fill in while still providing some support to the group, but you'll struggle to collect orbs so you may need to have a second player get them for you.
- Stability to protect from Qadim's knocks. is useful to have both for its ranged res and as a backup source of
- Between and your pet, you can break distortions solo.
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