Beruflich Dokumente
Kultur Dokumente
ARMOR/RUNES/WEAPONS/SIGILS
Armor/Trinkets:
Cleric
Nomad
Minstrel
Some of the armor/trinket sets are more difficult to obtain than others but any combination should do.
Use build editor to see stats; each has its own pros and cons. Cleric = Healing Power / Nomad =
Toughness / Minstrel = Boon Duration. It depends on your preference/playstyle.
Runes:
Durability
Monk
Monk runes provide more healing power and 10% outgoing healing effectiveness (obtained from doing
AC dungeon). Durability runes provide toughness/increased boon duration, and applies boons such as
resistance, regeneration, and protection.
Weapons:
Primary: Cleric Staff
Secondary: (Your choice)
No matter what armor set you choose, cleric is a good choice for weapon set as it provides more
power/healing power; power to take down easy targets and healing power to heal party members with
consistency. This build also has a trait which converts healing power into power. You dont need a lot of
power, but its always good to have just enough to make enemies think twice during a fight.
Weapon Sigils:
Transference/Life
Water/Life
Transference/Water
Any of these weapon sigil combinations will work. Since you stay alive a lot as a druid, its always good
to have more healing power. If Life (+10 HP per stack) is used then you should be upkeeping +250
healing power at all times. Transference is +10% outgoing healing effectiveness which offers a
permanent bonus and makes it easier to heal allies. Water (30% chance of hit to heal allies around
target) is also very good as your main attack (Skill 1) already heals party allies inside its beam. Water
offers a good heal for frontliners as it allows druids to stay backline/midline and heal the area around
enemies thus healing frontline.
Skill 1 (Solar Beam): Fire a concentrated beam of light, damaging the target foe and healing allies inside
of the beam.
This skill is your main heal/attack. In order to heal other allies, you need to have your beam go through
them. Its important to stay behind allies in order to use this effectively. Fight with allies in front of you.
Skill 2 (Astral Wisp): Send a wisp to attack your foe. While attached it will circle the foe, healing allies it
passes through.
This skill has a duration of 5 seconds and provides healing to allies around the target. Good for periodic
damage and healing frontline.
Skill 3 (Ancestral Wisp): Become a wisp of natural energy traversing to the target location. When you
reach the target, heal nearby allies.
Probably the most useful skill in your arsenal. It provides a big heal (2k -4k) for a 12 second recharge
(trait used to recharge staff skills). It is also used to get out of trouble. If you find yourself in the frontline
healing then it allows you to escape (1200 range) as it has evade which prevents you from being
attacked. Also a blast finisher. (You should know what to do with that)
Skill 4 (Vine Surge): Send forth vines that immobilize enemies and cleanse conditions from allies.
This is an ok CC skill. Only immobilizes for 1.5 seconds but good enough when used with Ancestral Wisp
to slow someone down for allies to jump in. Can be used to cure conditions from allies, though only
certain ones. Offers decent damage as well as effects multiple targets. Useful for when enemies begin to
push.
Skill 5 (Sublime Conversion): Summon an energy barrier that causes enemy projectiles to heal upon
impact.
Just like the guardian wall of reflection, this blocks projectiles. Only difference is that instead of
reflecting them back, it heals allies on the opposite side of the wall. It only lasts 5 seconds but has a 20
sec recharge (with trait used to recharge staff skills). Good to use in tight areas or when front line is
pushing into the enemy as they take damage from ranged enemies, they will be healed as they push.
Druid Specialty (Celestial Avatar): Assume a celestial avatar form and gain new skills and increased
healing effects.
As you fight/heal allies over time, you gain energy that builds up and allows you to take on celestial
avatar which gives you healing skills for 15 seconds. Should be entered only when needed; for example,
it is wasted when used at the beginning of a fight as nobody requires healing yet. You want to use this in
order to sustain your allies so they can focus on fighting instead of worrying about taking hits. When
casting these heals, celestial energy is used up over time and you will return back to normal skills when
the energy is fully used or when the duration (15 sec) runs out.
These skills are mostly all heal allies. The main healing skill you want to use is Skill 4 (Rejuvenating
Tides). This skill offers a water field around your target like an Elementalist; it rapid heals allies inside
and you can move with it. After casting that, the next most important skill is Skill 3 (Lunar Impact). This
skill offers a large heal around allies and is good for sustaining groups. It also provides a daze to enemies
for 2 seconds, which is very useful . Next skill is Skill 1 (Cosmic Ray) which allows you to rapid spam heal
for a small heal on a target area. Should be used when Skill 4/3 are recharging and good for healing at
distance. Skill 2 (Seed of Life) if allies are receiving heavy conditions and Skill 5 (Natural Convergence)
can be used to AoE cripple/immobilize. Skill 2 and Skill 5 are only to be used when needed otherwise
you will just be wasting your celestial avatar energy.
TRAITS
Wilderness Survival: 2-3-2 or 2-3-1
2-3-2 Grants regeneration (10 sec recharge) when bleed/poison/burn and 5% damage reduction when
regen is up. Disables are transferred to pet (60 sec recharge) and survival skills remove conditions/grant
fury and have reduced recharge.
2-3-1 Has the same first two aspects (regen/disables). Only difference is instead of survival skills buff,
pets take 3 conditions from you periodically every 10 seconds; however, if your pet is dead then this
trait is useless.
Nature Magic: 2-1-2
Healing power converted to power (13%). Dodging removes poison/blind/cripple (10 sec recharge).
Grants weakness to nearby enemies and protection to you when attacked (15 sec recharge).
Druid: 3-3-1
First tier is preference; I like staff skills recharge faster as its more useful to me. Second tier reduces
duration (33%) of cripple/immobilize/chilled on you and grants 33% movement speed at all times. Final
tier grants 3% dmg and condition dmg (up to 5 stacks) for allies healed with celestial avatar skills.
HEALING/UTILITY/ELITE
OTHER NOTES
Skills: Can swap Signet of the Wild (Skill 8) Glyph of Empowerment: Empower the outgoing damage
(normal) or healing (celestial avatar) of allies by 10%.
Pet: Can use Bristleback as it does more damage than other pets and is tanky. Can also use Fern Hound
as it offers 15 sec regeneration (which also gives you 5% damage reduction) with a 24 sec recharge. Put
fern hound on Avoid Combat so the regen always applies to you.
Food: Rice Ball/Saffron Mango Ice Cream/Nopalitos Saute