Difference between revisions of "Druid - Boon Support Condi DPS"

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For slightly more party support for a small loss in DPS (minimized by {{Trait|Fortifying Bond}}), take '''Nature Magic''' over '''Wilderness Survival''' and you can use {{gw2skill|Water Spirit}} over {{Skill|Glyph of Rejuvenation}}
 
For slightly more party support for a small loss in DPS (minimized by {{Trait|Fortifying Bond}}), take '''Nature Magic''' over '''Wilderness Survival''' and you can use {{gw2skill|Water Spirit}} over {{Skill|Glyph of Rejuvenation}}
{{Specialization|Nature Magic|top|mid|top|noprop=noprop}}
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{{Specialization|Nature Magic|top|mid|top|variant=y}}
  
 
==Equipment==
 
==Equipment==

Revision as of 14:19, 27 April 2017

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Legendary.png

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: Condition damageSupportUtility.

Designed for:


Information

This is a condition damage druid build designed for raid fights that only require light healing or as a secondary druid build. The build excels in boosting the damage of others while dealing competitive condition damage and providing access to burst heals should the raid need them.

Skill Bar

Juvenile Tiger.png
Juvenile Electric Wyvern.png
Short bowHealingUtilityElite
Axe/Torch

Slot Changes

Heal Skills

  • over if Astral Force generation is a problem.

Utility Skills

  • for a short cooldown AoE knockback. Useful at Vale Guardian to push away red Seeker orbs.


Specializations




Specialization Line Variants

  • If there is another druid providing Spotter to your subgroup, take .

For slightly more party support for a small loss in DPS (minimized by ), take Nature Magic over Wilderness Survival and you can use

Water Spirit Water Spirit
Activation.png
20Recharge.png
Water Spirit
Spirit. Summon a water spirit that grants nearby allies a chance to heal when attacking.
Heal.pngHealing: 863
Water Spirit.pngWater Spirit (6s): 75% Chance to heal yourself on hit
Book.pngNumber of Targets: 5
Duration.pngDuration: 60 seconds
Radius.pngInterval: 10 seconds
Radius.pngRadius: 1,000

over



Equipment

Stats

  • All equipment (armor, trinkets, and weapons) are Viper's

Upgrades

Shortbow.png
I.png
Superior Sigil of Earth
2Recharge.png
Superior Sigil of Earth.pngSuperior Sigil of Earth
60% Chance on Critical: Inflict Bleeding (5 seconds). (Cooldown: 2s)
Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Axe.png
Torch.png
II.png
Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Earth
2Recharge.png
Superior Sigil of Earth.pngSuperior Sigil of Earth
60% Chance on Critical: Inflict Bleeding (5 seconds). (Cooldown: 2s)
II.png
  • 4x
    Superior Rune of the Nightmare Superior Rune of the Nightmare
    Superior Rune of the Nightmare.pngSuperior Rune of the Nightmare
    (1): +25 Condition Damage (2): +5% Condition Duration (3): +50 Condition Damage (4): +10% Condition Duration (5): +100 Condition Damage (6): When you use an elite skill, deliver an attack (240 radius) that blinds enemies and transfers one condition.(Cooldown: 45s)
  • 2x Superior Rune of the Trapper Superior Rune of the Trapper

Infusion

  • Versatile Malign Infusion Versatile Malign Infusion
    Versatile Malign Infusion.pngVersatile Malign Infusion
    +5 Condition Damage +5 Agony Resistance
    for armor.
  • Malign Infusion Malign Infusion
    Malign Infusion.pngMalign Infusion
    +5 Condition Damage +5 Agony Resistance
    for weapons and trinkets.

Notes

  • Since Ranger has no condition duration traits, all condition duration must come from gear.
  • A Viper's amulet is obtainable from the Heart of Thorns story achievements or from raids.
  • Ascended Viper's trinkets (accessories, backpiece, and rings) are only available from raids.
  • If you do not have ascended Viper's trinkets, run exotic Viper accessories, amulet, and rings with an ascended Rampager backpiece.


Sinister Accessory Variant

Stats

  • Sinister Backpiece, Earrings and Rings.
  • All other armor, weapons and trinkets are Viper's

Upgrades

Axe.png
Torch.png
I.png
Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Water
5Recharge.png
Superior Sigil of Water.pngSuperior Sigil of Water
30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
I.png

Infusion

  • Versatile Malign Infusion Versatile Malign Infusion
    Versatile Malign Infusion.pngVersatile Malign Infusion
    +5 Condition Damage +5 Agony Resistance
    for armor.
  • Malign Infusion Malign Infusion
    Malign Infusion.pngMalign Infusion
    +5 Condition Damage +5 Agony Resistance
    for weapons and trinkets.

Notes

  • You are aiming for 100% condition duration for Burning Burning.

Consumables

Food:

Prickly Pear Pie Prickly Pear Pie
Prickly Pear Pie.pngPrickly Pear Pie
Nourishment (30 m):
Food.png+40% Condition duration33% chance to steal life on critical+10% Experience from kills
Consumable
or Cactus Fruit Salad for the life steal heals which provide Astral Force. If glyphs and damage provide enough Astral Force alone, use
Rare Veggie Pizza Rare Veggie Pizza
Rare Veggie Pizza.pngRare Veggie Pizza
Nourishment (30 m):
Food.png+100 Expertise+70 Condition Damage+10 Experience from kills
Consumable
.

Utility:

Toxic Focusing Crystal Toxic Focusing Crystal
Toxic Focusing Crystal.pngToxic Focusing Crystal
Nourishment (30 m):
Potion.pngGain Condition Damage equal to 3% of your PowerGain Condition Damage equal to 3% of your Precision+10% Experience from Kills
Consumable

Usage

The max damage rotation doesn't use weaponswap on cooldown, which makes it harder to time so that it doesn't proc your . The other rotation only loses 400-500 damage. You can switch between the rotations during a fight depending on your needs.

Max Damage Rotation

Use your utility skills when the next skill in your rotation is still on cooldown and fill the remaining gaps with autoattacks.

  1. Weapon swap to proc and use
  2. Use , , and a second
  3. Use when it's recharged
  4. , and
  5. Weapon swap to proc and use
  6. Repeat

Rotation Using Weaponswap On Cooldown

Use your utilitys kills when the next skill in your rotation is still on cooldown and fill the remaining gaps with autoattacks.

  1. Weapon swap to proc and use
  2. Use , ,
  3. Use when it's recharged
  4. Use
  5. Weapon swap to proc and use
  6. Use when it's recharged
  7. Repeat

Sinister Variant (No Shortbow)

Use your utilitys kills when the next skill in your rotation is still on cooldown and fill the remaining gaps with autoattacks.

  1. Weapon swap to proc and use
  2. Use , , when they're off cooldown.
  3. Repeat

Utility Skill Priority

  1. Glyphs such as , , and to spread and maintain minor healing.
  2. Refreshing or

Celestial Avatar

  • Entering for , , and , in that order, and then leave CA. will activate while out of to recharge Astral Force. If you accidentally activate , use followed by the three skill combination listed previously.

General

  • Do not swap pets unless they are in danger of dying. You don't want them to lose all their boons (especially quickness if they received it).
  • Swap your pets at the start of the fight to proc . Swapping pets during the fight is damage loss because the pet loses his boons, so only swap when necessary.
  • Swap to your Electric Wyvern for CC. should be used as well.
  • Make sure your spirit is in range of the raid group. Put it between the boss and the places you're most likely to kite towards.
  • triggers when entering Celestial Avatar and picking up bundles. Avoid activating it on anything other than . Recharge of Quick Draw is not affected by alacrity, so weapon swapping on cooldown will minimize accidental activations.


Heals

  • Enter and use , , , , , and again if your group is low from absorbing a lot of damage.


Celestial Avatar

  • Use to fill the space between cooldowns of other skills in if your raid needs an excess of heals.
  • is a condition clear and wider but weaker heal than . This skill also blinds mobs that have annoying CC skills (eg. Enraged Spirits at Gorseval and Bandit Thugs at Sabetha).
  • is a quick and fairly large heal. Also dazes so can be used to help break breakbars, CC adds and blasts combo-fields.
  • quickly spreads five stacks of . It is a water field while channeled.
  • can contribute to breaking breakbars. Is also good for snaring adds if needed like the red Seeker orbs at Vale Guardian or elite Charged Souls at Gorseval.
  • Recharge of Celestial Avatar is affected by alacrity.

To gain astral force faster:

  • Affect allies with from glyphs.
  • Keep auto attacking to affect allies with
    Superior Sigil of Water Superior Sigil of Water
    5Recharge.png
    Superior Sigil of Water.pngSuperior Sigil of Water
    30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
    , and use and as much as possible. Each strike of direct damage and each instance of healing will charge Astral Energy, regardless of the amount. Condition damage does not charge Astral Force.
  • Use even while being at full health to trigger .


Glyphs

  • is a nice heal skill for yourself and amazing for others if used in and especially while traited with .
  • is a high damage spammable snare. In Celestial Avatar this glyph is a large heal.
  • should be prioritized as a DPS boost for your entire party.
  • can be used to heal more in clutch situations. Its general use is just for spreading .
  • Glyphs spread delayed blinds while being traited with , which is useful for maintaining blinds on adds and clear conditions .
Build rating - 5 stars
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8 Ratings
4 stars
Chinkeeyong gave this build 4 stars September 2018

A strong "off-healer" in semi-experienced groups. This build provides a fair amount of DPS, while still providing might and Druid utility for raid mechanics.

5 stars
Gale gave this build 5 stars August 2016

Fantastic support potential that shines in mirror or balanced compositions. It's very flexible and carries several viable build variants to augment any party - in addition to the druid support staples. The only real drawback is that it possesses less healing than power-based Druid builds and struggles if the team eats lots of spike damage.

5 stars
Paprikaspice gave this build 5 stars March 2016

Relative to other condi classes, this brings poor personal dps but more than makes up for it with unique and amazing group buffs that dont duplicate with a second druid. Spirit buffs for 10 instead of 5, more stacks of gotl and on sab, more spotter. Also has decent healing. I dont see why you would take alignment over frost spirit though

5 More Ratings
5 stars
XDeadzX gave this build 5 stars February 2016

A great DPS build, but seriously lacking during movement phases. Swapping to shortbow loses about 30% DPS in my testing, but it beats axe/torch at movement. Not better than a few other classes for movement (a good aiming engi, necro) Super doable for Sabetha, mostly for gors, but not great for VG. It does bring a bunch of great buffs for the party, so that's a huge plus group wide.

5 stars
Octavianrb gave this build 5 stars February 2016

Much better than the power version of the offensive druid. Higher DPS, and more versatile. Probably not ideal for VG, but really shines on Gorseval and Sabetha. I would add a note about shortbow for purposes of kiting Sab.

5 stars
Chase gave this build 5 stars February 2016

Much easier than engi but still high enough DPS to get the job done. Healing is a bit harder but totally do-able and the rotation becomes a lot easier with some practice and learning which skills/weapon swaps are important to do and when.

5 stars
Nike gave this build 5 stars February 2016

Definitely a step up from Berserker druid in DPS. Should be tagged as meta.

5 stars
DEKeyz2Chaos gave this build 5 stars February 2016

Pretty strong damage as long as your group can survive low heals. A solid raid team can get through raid wing 1 with double condi druids as healers.