Difference between revisions of "Druid - Celestial Eclipse Roamer"

Line 65: Line 65:
 
* 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 another layer of damage mitigation to the build and even increases your damage. We consider {{Tooltip|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 {{Trait|Celestial Shadow}} (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.
+
* {{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.
  
  

Revision as of 14:34, 20 March 2024

The community gave this build a rating, making it top-tier: Great

Focused on: Condition damageMobility and Control

Designed for: WvW Roaming

Difficulty:
Easy
This build was last updated on March 20, 2024 and is up to date for the March 19, 2024 patch.


Overview

A Cele WvW roaming build for Druid which makes use of Eclipse along with Immobilize Immobilize and Daze Daze spam to bring down its prey.


Skill Bar

Smokescale
Fanged Iboga
Axe/Dagger
Sword/Warhorn
Utility


Skill Variants

Utility

For the optional slot:

  • Spike Trap - unblockable CC on low CD.
  • Glyph of Equality - instant daze + a stunbreak on low CD.
  • Glyph of Alignment - the Immobilize Immobilize could be used to set up burst, Weakness 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.
  • Signet of Renewal - stunbreak + mass cleanse, and the passive healing could even help you charge up Celestial Avatar. Replacing Signet of Stone with this is also a viable choice.
  • Lightning Reflexes - low CD stunbreak with an evade frame that could break you out of Immobilize Immobilize, also gives you permanent Vigor Vigor uptime with Primal Reflexes. Could also replace "Protect Me!" on the bar.


Elite

  • Glyph of the Stars - better survivability. Stability Stability against CC, cleansing against conditions, and a water field for healing combos.


Template Code

[&DQQeHiE2BTehAHgAqwGrARsAvgC7ABsAwADtAC49AQsAAAAAAAAAAAAAAAAEWgBnAAUALwAA]
Copy Template Code


Specializations

Variants

  • Light on your Feet improves both condition and strike damage, but gives up the versatility of CD reductions from Quick Draw.

Variants

  • Take Druidic Clarity if you're having trouble dealing with condition builds. Once you get used to the build this shouldn't be necessary however.
  • Natural Balance adds a bit more damage to the build. While the Stealth 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 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 Skirmishing Skirmishing with Nature Magic 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 Celestial Avatar has 50% lower cooldown than it does in sPvP while we also have access to a more powerful version of Sigil of 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:


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Axe
Celestial
Dagger
Celestial
Sigil
Sigil
Sword
Celestial
Warhorn
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Relics

  • Relic of the Fractal - useful proc that could increase the condi variety of your bursts.
  • Relic of the Mirage - improves your condition variety, making it harder for enemies to cleanse your more important conditions.
  • Relic of Antitoxin - better cleansing.

Sigils

  • Sigil of Superior Sigil of Geomancy can sometimes proc when you exit Celestial Avatar, as exiting/entering forms counts as weapon swapping. If this happens in melee you'll immediately break the Stealth Stealth granted by 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 of Superior Sigil of Torment or Sigil of Superior Sigil of Generosity.
  • Sigil of Superior Sigil of Hydromancy over Sigil of Superior Sigil of Cleansing - adds more pressure if you can give up some condition removal. You'll run into the same problem with the Celestial Shadow proc as you would with Sigil of Geomancy, but one major benefit of this sigil is that Chill Chill is a movement impairing condition, so you'll always get the Immobilize Immobilize from Serpent's Strike if you open with this skill after swapping to Sword, no previous setup's necessary.

Runes

  • Rune of 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.


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).


Usage

Elite specialization basics

  • Rangers with the Druid Druid specialization gain access to Celestial Avatar (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 Regeneration and Protection Protection via Rugged Growth are great at building Astral Force.


General

  • Celestial Avatar skill #5 Natural Convergence is a channeled ability that has Stability 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.
  • Dodging grants Protection Protection and Protection heals you.
  • Smokescale's F2 ability is Smoke Cloud which could be used to combo Stealth Stealth with Sword/Warhorn skills and Lunar Impact.


Damage

  • Weapon swapping to Axe procs 3 stacks of Bleeding Bleeding and Poison 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.
    • Serpent's Strike on Sword is a gapcloser with Immobilize Immobilize, making it an ideal skill for setting up a weapon swap burst.
  • Axe/Dagger is your main damaging set, Sword/Warhorn is much more defensive by nature.
  • Splitblade is a cone-shaped attack and should be used in melee range (point-blank) to ensure that all the projectiles hit the main target.
  • Winter's Bite 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 Weakness Weakness even helps with mitigating incoming damage.
  • If you're using Stalker's Strike for the damage and not the evasion, you should first make sure your target is snared. Serpent's Strike has the benefit of allowing you to use Stalker's Strike as the first skill after swapping weapons for Quick Draw synergy while still getting the most damage out of it.
  • Eclipse makes Celestial Avatar 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 Lunar Impact is a source of ranged Immobilize Immobilize, you could use this on fleeing enemies to stop them or set up skills like Natural Convergence.
  • Seed of Life isn't very dangerous but an instant ranged poison isn't bad, and could be used while casting other skills.


Sustain

  • Healing Spring 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 Lunar Impact.
  • Other great cleanses are Seed of Life in Celestial Avatar (somewhat spammable instant skill) and Sigil of Superior Sigil of Cleansing on Sword.
    • If you drop Seed of Life halfway through casting Lunar Impact you can combo an extra condition removal.
  • Entering Celestial Avatar 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: Stalker's Strike on Axe/Dagger and Serpent's Strike on Sword/Warhorn. Using these right after weapon swapping could reduce their CD thanks to Quick Draw.
  • 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


Ratings

This build has a rating of 5 stars based on 2 votes.
Log in or register to rate this build.
5 stars
AnOffMetaPumpkin gave this build 5 stars • December 2023
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.
5 stars
Hanz gave this build 5 stars • October 2023
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.

Comments

Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium