Druid - Celestial Eclipse Roamer
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage, Mobility and Control
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on February 08, 2024 and is up to date for the October 8, 2024 patch.
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
Axe/Dagger
Sword/Warhorn
Utility
Skill Variants
Utility
For the optional slot:
- - unblockable CC on low CD.
- - instant daze + a stunbreak on low CD.
- Immobilize could be used to set up burst, 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. - the
- - 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.
Template Code
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Specializations
Variants
- improves both condition and strike damage, but gives up the versatility of CD reductions from Quick Draw.
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 to be more valuable in WvW as it's one of the strongest tools in roaming especially while outnumbered, but 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. It's by no means a weak trait and the choice between the two might come down to personal preferences. adds another layer of damage mitigation to the build and even increases your damage. We consider
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
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Axe
Celestial
Celestial
Dagger
Celestial
Celestial
Sigil
Sigil
Sword
Celestial
Celestial
Warhorn
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Relics
- - useful proc that could increase the condi variety of your bursts.
- - improves your condition variety, making it harder for enemies to cleanse your more important conditions.
- - better cleansing.
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
- - 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: or , whichever is cheaper (the difference beween them is negligible, a grand total of 2 condition damage stat in favor of Tuning Icicle).
- 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.
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
I was ready to bury condi druid after the removal of Ancient Seeds and Trapper Rune's 6th bonus but Eclipse is really growing on me. The condi variety of this build is S tier, lots of CC too as well as sustain and even mobility. The only thing that's lacking is Might stacking, it's not on par with most top tier Cele builds but that doesn't hold it back much. 2024 edit: post Cele-nerf update - still going strong, just changed to Rune of Leadership for better boon duration.
Most underrated cele build for sure. I hardly ever meet one and I don't understand why it's not more popular given how easy it is to play and can beat almost anything. Even outnumbered this build is amazing.
Easily one of the most impressive condi builds out there. Great stealth uptime too if you know what you're doing with smoke fields+leaps/blasts. It literally does everything.
Comments
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