Druid - Alacrity Support Healer

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: HealingBoon support and Utility

Designed for: Raids

Difficulty:
TBD
This build was last updated on July 29, 2022 and is up to date for the March 19, 2024 patch.

Overview

Healing Druid is a support build that provides its subgroup with Alacrity Alacrity, 25 stacks of Might Might from Grace of the Land, healing, permanent Fury Fury and Regeneration Regeneration. It can inflict good amounts of CC, high Vulnerability Vulnerability, and tons of utility from various pets and utility skills.


Skill Bar

Fanged Iboga
Electric Wyvern
Axe/Warhorn
Staff
Utility


Weapon Variants

  • Longbow provides Point Blank Shot, a short cooldown and easily accessible knockback. On bosses where pushing or CC is important, you should swap out Staff and use Point Blank Shot to help your squad.
  • Offhand axe can replace Staff for more DPS if you don't need the defensive utility. It also provides Path of Scars for pulling adds on certain encounters.


Pets

You will mainly be bringing these pets to fights:

  • Fanged Iboga Fanged Iboga is the highest DPS pet, which also inflicts good CC with its pet skill Fang Grapple. This is the pet you will have out most of the time.
  • Electric Wyvern Electric Wyvern and Rock Gazelle Rock Gazelle deal mediocre DPS but provides very strong CC from their pet skills, Lightning Assault and Head Toss. You should have one of these as your secondary pet and swap to it if CC is needed.
  • Jacaranda Jacaranda is the second highest DPS pet and the pet with the highest cleave damage. It also has an immobilize in Jacaranda's Embrace, useful if more soft CC is needed.

In certain situations, you might also find these pets useful:

  • Red Moa Red Moa provides Fury Fury with its pet skill Furious Screech, useful if you're struggling with fury uptime.
  • Jungle Stalker Jungle Stalker provides Might Might with its pet skill Mighty Roar, useful if you're struggling with might uptime.
  • Wolf Wolf provides AoE fear, useful if your group is having trouble with adds (e.g. on Escort towers).
  • Brown Bear Brown Bear provides Shake It Off for extremely condition-heavy fights.
  • Fern Hound Fern Hound provides Regeneration Regeneration if you have difficulty keeping it up.


Spirits

Spirits provide pulsing boons around them in addition to Alacrity Alacrity when their active skill is used. Three spirits are required for permanent Alacrity Alacrity uptime.

  • Water Spirit provides Regeneration Regeneration and sustained healing to 10 people in a huge radius. This keeps them from dying, sustains their Rune of Superior Rune of the Scholar bonus, and rapidly fills your Celestial Avatar.
  • Frost Spirit provides Might Might and pulsing Chill Chill when activated.
  • Stone Spirit provides Protection Protection, which again keeps your squadmates from dying and sustains their Rune of Superior Rune of the Scholar bonus.
  • Storm Spirit provides Fury Fury and a small amount of CC when activated.
  • Sun Spirit provides Vigor Vigor.
  • Spirit of Nature provides Stability Stability and an emergency resurrect that can affect up to five people, including yourself.


You will want Frost Spirit for the easiest Might Might generation. You will generally want to take Water Spirit for your Celestial Avatar generation. Depending on the fight, many commanders will also expect Spirit of Nature and Stone Spirit.


When not to bring spirits: On many encounters, Druid is expected to bring utility skills to deal with mechanics, for example Glyph of the Tides for knockbacks or "Protect Me!" for a stun break. In these situations, you will not be able to bring every spirit as a solo Druid and will need to replace one of your spirits. Alternatively, you may realize that some of your spirits aren't doing anything and wish to replace them with other utility skills like Glyph of Empowerment.

You need a minimum of three spirits to maintain Alacrity Alacrity, so be careful not to swap out more than two utilities.


Other Skill Variants

Healing Skills

  • Healing Spring is a good alternative to Water Spirit on condition-heavy fights (e.g. Slothasor, Xera). If you take this run Trapper's Expertise.
  • Glyph of Rejuvenation if Water Spirit is already covered.

Utility Skills

  • Glyph of the Tides provides a short cooldown AoE knockback and is the cornerstone of many raid boss strategies.
  • Storm Spirit provides instant vulnerability and 300 breakbar damage, useful on bosses like Samarog where CC is important.
  • "Protect Me!" provides an AoE stun break, useful for saving your subgroup on bosses like Slothasor.
  • "Search and Rescue!" is a strong safety net for inexperienced groups.
  • Glyph of Equality or Glyph of Alignment if you don't need anything else.

Elite Skills

  • Entangle on fights where the immobilize is needed.
  • Glyph of Unity if you need more Celestial Avatar healing and don't need Spirit of Nature or Entangle.


Template Code

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Specializations


Specialization Variants

  • Trapper's Expertise if running Healing Spring.
  • Vicious Quarry if you don't need the safety buffer of Quick Draw.
  • Bountiful Hunter to increase your DPS a tiny bit in experienced groups on low pressure encounters.
  • Allies' Aid to carry inexperienced groups that are going down a lot.
  • Invigorating Bond in fights with boon corruption where the Stability Stability from Spirit of Nature might be corrupted into Fear Fear.
  • Cultivated Synergy if you are using a heal skill other than Water Spirit. Aqua Surge does not trigger Cultivated Synergy, limiting its usefulness.
  • Celestial Shadow or Natural Stride is technically better when not running any glyphs, but they don't provide any real advantage so you don't have to retrait if you're lazy.
  • Lingering Light if you don't need to provide Might Might. This will allow you to spam massive heals on the group.


Marksmanship Variant

With the loss of the unique buff from Spotter, it is much more viable to bring Marksmanship instead of Skirmishing. This traitline offers boons from Clarion Bond, extra CC from Moment of Clarity and a lot of vulnerability from the combination of Remorseless and Storm Spirit.

  • On some specific bosses, you will need to use Point Blank Shot to push and can't afford to have the projectile be intercepted. In this case you can take Lead the Wind.


Wilderness Survival Kiting Variant

If you're far off on your own kiting a mechanic, you can run Wilderness Survival instead of Skirmishing for more personal survivability. You can also consider traiting Primal Echoes in Druid.


Equipment

Head
Harrier
Shoulders
Harrier
Chest
Harrier
Hands
Harrier
Legs
Harrier
Feet
Magi
Backpiece
Magi
Accessory
Harrier
Accessory
Harrier
Amulet
Harrier
Ring
Harrier
Ring
Magi
Axe
Harrier
Warhorn
Harrier
Sigil
Sigil
Staff
Harrier
Sigil
Sigil
Rune
x6



Equipment Notes

  • 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 Instinctive Reaction, cleric stats would provide more healing power than magi, but this will put you at 1159 toughness which may interfere with tanking.


Consumables

Food

Utility


Usage

As a Druid you wear many hats in a raid encounter. This is your priority during fights, from highest to lowest:

  1. Stay alive
  2. Do mechanics
  3. Rescue teammates low on health
  4. Maintain boons and healing on your squad
  5. Maximize your DPS


Boons

Your main job for most of the fight is maintaining 25 stacks of Might Might on your squad. As a Druid you are uniquely equipped to do this with Grace of the Land. At the start of the fight, and any time Celestial Avatar is available, you should go into Celestial Avatar and do the following might sharing rotation:

  • Celestial Avatar
  • Lunar Impact
  • Rejuvenating Tides while standing in your squad
  • Seed of Life
  • Release Celestial Avatar
  • If done right the Seed of Life will explode shortly afterwards, healing teammates and granting you astral force for your next Celestial Avatar.

In addition to spamming Celestial Avatar you will want to spam Call of the Wild on your warhorn. This will top off your subgroup's Might Might and Regeneration Regeneration, and grant Fury Fury to your Chronomancer who can then sustain it with Signet of Inspiration. You can Quick Draw Call of the Wild if you have trouble with boon uptime (see "Quick Draw" below).

Combined with the passive pulsing might from Frost Spirit, you should have no trouble maintaining 25 might on your squad.


Healing

Healing is the secondary role you provide to your raid squad. Many new Druid players focus excessively on healing their teammates and camp Staff for the whole encounter. In reality, you don't need to do this as Regeneration Regeneration and your Celestial Avatar rotation are enough to take care of random damage and keep people topped off. You only need to swap to Staff if you need emergency healing or utility.
Healing 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 Rune of Superior Rune of the Scholar bonus. You can provide burst healing in any of the following ways:
  • Go into Celestial Avatar and spam Lunar Impact and Cosmic Ray
  • Activate Aqua Surge or Glyph of Rejuvenation
  • Drop a water field on your allies with Sublime Conversion or Healing Spring, and then blast it with Ancestral Grace or Call of the Wild
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 Spirit of Nature to give them a second chance.

Quick Draw

Quick Draw is a very useful trait that provides a safety buffer for both your boons and healing. Every 9 seconds, this trait will activate after you Weapon swap Weapon swap or enter/leave Celestial Avatar, and it will reduce the cooldown of the next skill you use that has a cooldown. This is usually going to be Call of the Wild or Lunar Impact. This extra buffer is great for new Druids or for chaotic fights where you can't keep up a regular rotation.

Quick Draw has a 9 second cooldown, so get a feel for the timing or keep an eye on your skill bar to see if Quick Draw is active. It's better to autoattack for a few seconds rather than accidentally waste Quick Draw on inconsequential skills.

Quick Draw also won't trigger if you are in the middle of a skill cast when you Release Celestial Avatar, 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 Entangle 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 Entangle when your commander tells you to.
  • Pushing: Druids have 2 reliable knockbacks in Glyph of the Tides and Point Blank Shot, 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.
    • If there is a risk of your Point Blank Shot getting intercepted then you should run the "Marksmanship Pushing Variant" traits listed above.
  • 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. You won't be expected to maintain might (although it's obviously a nice bonus if you can).
  • Healing Through: Some advanced strategies rely on ignoring mechanics by having the Druid heal through heavy damage. This generally involves saving Celestial Avatar and then spamming Lunar Impact and Cosmic Ray.


CC

You can help with breakbars using any of the following skills:

  • Lunar Impact
  • Fang Grapple or Lightning Assault or Head Toss
  • Point Blank Shot or Path of Scars
  • Call Lightning (ranger) from Storm Spirit
  • Swapping to staff or Celestial Avatar with Primal Echoes traited
  • Glyph of Equality
  • Glyph of the Tides (not recommended as you generally need this skill for other mechanics)


Miscellaneous Tips

  • Spirit of Nature only lasts for 60 seconds and has a very long cooldown. Save it for the phases 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).
  • Winter's Bite provides Chilled Chilled and Weakness Weakness, which will be a DPS increase for many classes due to traits like Superior Elements, Modified Ammunition, and Exposed Weakness. Always use Winter's Bite off cooldown if possible.
  • If you need to cleanse conditions, use Seed of Life. The light field can be blasted with Lunar Impact or Ancestral Grace. If you need a lot of condition cleanse take Healing Spring and Trapper's Expertise. Vine Surge can also cleanse certain conditions like chill and immobilize.
  • Use Entangle, Jacaranda's Embrace, or Vine Surge if you need to immobilize things. In dire situations you can use Natural Convergence (not recommended).
  • Sublime Conversion blocks projectiles, which is relevant for certain encounters like Cairn.
  • Always cast another spirit before Sun Spirit. This is so that when you see the other spirit expire, you can manually activate Solar Flare just before Sun Spirit expires for extra damage.
  • Your pets are dumb and will take damage from enemies and mechanics. Swap them out if they're about to die.
  • Seed of Life 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.


Ratings

This build has a rating of 5 stars based on 5 votes.
Log in or register to rate this build.
5 stars
OfficerAndyGentleman gave this build 5 stars • November 2022
Despite the removal of multiple powerful unique buffs, druid remains an excellent and versatile healer and boon provider. Requires a little more effort than mechanist, but has much more ability to fine-tune to fit individual encounters.
5 stars
Chinkeeyong gave this build 5 stars • September 2018
The premier raid healer and the cornerstone of most common raid strategies. You can't go wrong with a Druid.
5 stars
Narth gave this build 5 stars • October 2016
This guide gives a lot of great details for any new Druid. This build should become the standard healing druid build for most raid groups unless you're running a speed comp. Personally, I found the zerker Druid build to be too low on healing since the recent balance patch and found this build to work as a good replacement for both myself and my raid group! I really do think for the majority of gw2 raiders that this build is in the current meta.
5 stars
Gale gave this build 5 stars • September 2016
Solid starting point for entry-level Druids or teams that require stronger healing. It's a tad overkill in a double-Druid meta but it's still a viable alternative by providing a forgiving safety net.
5 stars
Yiwll gave this build 5 stars • September 2016
Good healing, and extremely useful for high damage-inflicting fights.

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