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Heal Alacrity Druid Gameplay Guide

Published Jun 9, 2021 Updated Feb 18, 2024
RainbowTurtle writer
I'm a force a' nature!

What makes druid good ?

Generally speaking any build that allows you to compress many roles is strong.

As a druid you can provide essential boons, heal, tank, and handle a variety of mechanics at the same time.

Even if you are not able to do all of this, the wide range of utility and ranged healing capabilities alone make the class a top pick in a lot of situations.

What's my purpose ?

As a heal support build, your goal is to keep your squad alive while providing a variety of boons.

You will always be responsible for Might and Alacrity uptime in your subgroup, the uptime of these boons should be close to 100%.

On top of boons and heals you can also be tasked or expected to deal with a variety of mechanics.

It is usually expected from heal alacrity players to fill the tank role when one (1) is required, as such you should familiarize yourself with tanking if you want to pick up druid (It's also a lot easier than you think).

Gear variance

Because it's common for a heal alacrity support to tank, you can swap any number of gear piece to Giver's to ensure you have the highest Toughness in your squad. (Minstrel is another useable stat but with lower boon duration)

On top of the weapons listed in the default build, make sure you have at disposition :

  • an Axe to be able to pull with

  • a Longbow to push with .

The weapon that you choose to replace from the default setup is totally up to you and depends on the encounter. You can check the Samarog and Soulless Horror sections of this guide for examples.

On any encounter that requires you to deal a large amount of Breakbar damage, you can opt to swap to . It comes at the cost of healing ouput, so make sure your squad can handle it or that you can rely on a competent 2nd healer.

You can freely change your sigils to any of your choice, here's a few sigils that can be relevent :

  • or : if you need boonstrip.
  • : to keep your boon duration high and allow you to swap stats.
  • , or : to keep the average number of conditions on a boss high.
  • or : for a small amount of extra healing

How to heal ?

Almost every single raid boss will apply ticking damage as soon as you enter combat. To counter this sharing Protection and Regeneration to your group will not only ensure they stay healthy, but also reduce the overall healing pressure you will feel through the fight when they inevitably take damage from other sources.

Celestial Avatar

  1. - Swift small heal. Use this whenever you're not casting anything else to pad Alacrity, or to upkeep it either from range or on selected targets off the stack.
  2. - Heals and cleanses, is a Light Field, and has no cast time. Use this off Cooldown during other skills.
  3. - Massive burst of healing, potent Daze and a Blast Finisher.
  4. - Pulses good healing around you, generates Might and is a Water Field for your team. Should be used every .
  5. - Pulses damage and movement impairing conditions in a larger radius, while giving yourself Stability and your team Might. Note this procs and applies Alacrity even though it does not heal. Hence it has no opportunity cost and should always be used.

Combos

Another way to burst heal is to use a Blast Finisher into a Water Field.

Here are Water Fields you have access to:

And a few Blast Finishers you can use:

  • (Pet Swap + )

Cleansing conditions

Cleansing conditions is equally important as raw heals to keep your squad healthy.

While it's pretty obvious that damaging conditions are important to cleanse, it's also important to remove the movement impairing ones.

Avoiding or minimizing damage taken is often a matter of not standing at the wrong place, being affected by Chilled, Crippled or Slow will greatly impair your mobility (and your enjoyment of the game).

Here's a list of commonly used skills to cleanse conditions :

  • from the Brown Bear pet

It is also possible to use a Combo Field: blast finisher into a Combo Field: light.

The only Combo Field: light you have access to is :

And here's a few Combo Field: blast finishers you have access to :

How to provide x boons to my group ?

This is non exhaustive list of options available to you to provide boons.

Alacrity

Through the trait in Nature Magic Trait Line, activating any of the spirit second cast will provide Alacrity, the duration provided scales with your Boon Duration. At high boon duration (80%+) you need 3 spirits to upkeep permanent alacrity.

You're expected to upkeep this boon permanently.

Might

Throught in the Druid Trait Line every single provides Might. For channeled skills, every tick provides effect and thus every tick provides one (1) stack of Might.

pulses Might at a 3 seconds interval.

and (from in Marksmanship Trait Line) both provide a burst of 6 Might.

You're expected to upkeep this boon permanently at 25 stacks.

Protection

pulses Protection at a 3 seconds interval

If you find your uptime lacking you can use any glyphs with traited or to fill the gaps in your uptime.

Regeneration

pulses Regeneration at a 3 seconds interval

provides Regeneration the first time an ally walks through it.

and when traited with in Nature Magic Trait Line will apply Regeneration.

Fury

and .

pulses Fury at a 3 seconds interval.

Tiger and Red Moa provide Fury throught their respective f2 skill : and .

Nowadays, Fury is a very accessible boon for a lot of builds but it's your responsibility to make sure there are no gaps in Fury uptime.

Swiftness

and .

Vigor

pulses Vigor at a 3 seconds interval

pulses vigor for 6 ticks.

Swap Pets when you have Spirited arrival traited in Nature Magic Trait Line.

If you play with a condition mirage, condition/power daredevil, vindicator, these builds require a decent Vigor uptime to perform the best dps rotations. With any of these classes in your squad you should adjust your build accordingly if possible.

Stability

make sure to use the glyph while in celestial form if you intend to provide Stability.

both the celestial and non-celestial version of the skill will provide Stability.

the first tick will provide stability to YOURSELF ONLY

On some fights you can responsible for stability to counter mechanics such as : Slothasor fear or Cairn's

Aegis

Juvenile White tiger pet can provide aegis

On some fights you can be responsible for aegis to counter mechanics like Deimos in Challenge Mode.

How to pick your traits

If you read over the "how to provide x boon" section you might have realized that there are only two (2) traits that are vital to provide boons : and .

which means you are locked into Nature Magic Trait Line and Druid Trait Line, leaving the third one free.

The third traitline :

For the third traitline it usually boils down to a choice between Marksmanship Trait Line vs Skirmishing Trait Line.

Overall Marksmanship Trait Line offers more and this is why we put it in the default build.

You can argue for and against about every single trait, in the end what matters is that you keep your squad alive, provide the boons and utilities that are expected of you.

Here's a few avalaible options and a small highlight of the interesting traits.

Marskmanship

: allows for a fast might ramp up, but most notably gives you access to another blast finisher that can also be triggered while channeling other skills.

: the increased duration of dazes and stuns can be paired with and/or , allowing you to deal absurd amounts of Breakbar damage.

Skirmishing

: overlooked minor trait that you should know about. Just because you have Swiftness on yourself doesn't mean your party does.

: useful whenever you use any trap skill.

: has the potential to be one of the most useful trait if used properly. It can also synergize with your other cooldown reduction traits for specific weapons like .

Wilderness survival

: in the eventuality that you need the extra survivability

and : these synergize extremely well together giving yourself more survivability and allow you to use your cooldowns on allies not around you.

Beastmastery

: in the eventuality that you need your pet cooldown more often

: command skills are pretty versatile and can be useful when you're constantly moving like on River of Souls

: If you're constantly out of the group to deal with mechanics, this small burst of quickness will help you heal you allies and yourself more effectively.

Choosing the correct pets

There are many viable pets a Heal Alacrity Druid can use effectively. Here are some worth considering. Although they might seem irrelevant, pets can still play into your strengths and weaknesses and solidify your capabilities by filling a hole in or building on top of your kit. Depending on the encounter, choose two out of:

  • Electric Wyvern - Launch and Lightning Field
  • Fanged Iboga - Pull and damage
  • Siege Turtle - Projectile Destruction and Protection
  • White Tiger - Aegis
  • Jungle Stalker - Might
  • Jacaranda - Immobilize
  • Rock Gazelle - Launch
  • Blue Moa - Protection
  • Brown Bear - condition cleanse

Spirit Vale

Vale Guardian

Skills Weaponset Pets

General Druid Tips

This fight will test your ability to manage your Cooldown and spike heal while dealing with minor mechanics.

Don't overstay in your and manage your cooldowns around .

A common mistake is to try to keep everyone alive at any cost. If someone gets ported, it's possible that you cannot spare cooldowns to heal them and have enough heals for .

Use Electric Wyvern to help CC Vale Guardian when he uses .

Distributed Magic

The damage from is ~90% of your squad's health. So it's extremely important that you top everyone's health before the hit so that they don't get Downed.

Remember to always move through the stack to the tank when using .

If you are tanking yourself, make sure to not turn the boss toward the group as an auto attack hitting them right after will Down them.

Seekers

If you are killing Vale Guardian on the side of the arena, let the seekers come close enough so that you can hit them both with .

Seekers will come back close and despawn, you will recover your cooldown for the next set of seekers.

If you are killing Vale Guardian in the middle then it is extremely important that you use early enough so that your squad doesn't get boxed in.

Spirit Management

If your dps is low, you will get hit by several , which means that your spirits will die if you don't focus some heals on them.

Dropping alacrity will make this fight harder as you may not recover enough cooldowns to heal your squad properly.

Split Phase

In a two-way split, it's common for the Heal Alacrity Druid to pull the Green Guardian over to the Blue Guardian.

Do not underestimate the ticking damage during this phase.

Keep applying boons like you would during the main boss phase.

Save your cooldowns when you're approaching the end of the split phase and use them when you regroup with the rest of the squad to ensure they get proper boons.

Gorseval the Multifarious

Skills Weaponset Pets
WHITE TIGER

General Druid Tips

This fight will test your ability to multitask during a spike heal.

For the main boss phases make sure to provide either Aegis or Stability to your group so that they don't getKnockback by A.K.A Gorseval slam.

This is a fairly low pressure fight with the main source of damage coming from .

During this attack, you want to :

  • Apply sustained heals to counter the effect of Vivid Echo
  • Cleanse the 25 stacks of Vulnerability applied to anyone standing in the black goo when they detonate.
  • Apply Breakbar damage

Split Phase

Keep your rotation up even during the splits.

If the Charged Souls are getting close to Gorseval you have access to a lot of slowing conditions like Chilled, Cripple, Slow and Immobilize through ,, , ,.

For less experienced players or slower groups, if you are moving around the arena together, you can replace your elite with to ensure the Charged Souls don't reach Gorseval with one easy cast.

Sabetha the Saboteur

Skills Weaponset Pets

General Druid Tips

This fight will test your positionning and overall awareness.

The suggested utilities includes more spirits than usual to be able to use the additional cooldowns on party members assigned to cannons.

Try to watch your party members that are doing cannons, as they will return with very low Might and Alacrity.

Always keep an eye out for Heavy Bombs as it will probably be your job to kick them away.

The range at which your spirits apply Alacrity added with the numerous ranged heals in your arsenal will allow you to comfortably kite Sabetha's .

You should be able to bait every Sapper Bomb. Do this by standing to the West of Sabetha when the bandits spawn. Make sure you are the furthest from Sabetha.

If you have , be mindful of the time you use enter and leave your

A well timed can save someone caught in a bad position running from the flamewall.

A badly timed can stealth you and make Sabetha fire her to the group.

Salvation Pass

Slothasor

Skills Weaponset Pets
WHITE TIGER

General Druid Tips

This fight will test your awareness and cooldown management.

With Chronomancer phasing out of the meta and the seemingly growing ineptitude of players to adapt their build to the encounter, this fight can easily become one of your worst nightmare very quickly.

Ideally someone groups the Slublings together then you want to use to help Pull and cleave them down.

If they do not get pulled or cleaved down fast enough, you can interrupt them if you can predict their boon corrupt.

You can also use to reflect the projectile attacks from the Slublings if you are unable to interrupt them. Don't forget that also destroys projectiles.

Breakbar Phase

If you have really high group DPS, you might not have ready for two Breakbars in a row. This might be the case even with permanent Alacrity. If this is the case, you might want to take Rock Gazelle instead of Electric Wyvern.

You can counter Slothasor's Fear by providing either Aegis or Stability.

The suggested build gives you access to three (3) options with , and both celestial and non-celestial versions of .

Matthias Gabrel

Skills Weaponset

General Druid Tips

This fight will test your awareness, ability to prioritize heal targets and cooldown management.

For this fight we suggest to replace the Marksmanship Trait Line for the Skirmishing Trait Line with the following traits :

The main reason is the access to which will allow you to burst heal at range more often by using it on .

Additionnally cooldown gets reduced by .

You can also replace by in the Druid Trait Line.

A well timed can greatly help deal with Matthias mechanics by applying Superspeed.

lines up almost perfectly with the Jump Attack - . You need to use underneath Matthias in order to block his attack. You can use "Snap Ground Target to Current Target" to easily use in the right location.

If you are stacking Condition Mirages, you can drop Iboga for Smokescale. This will provide a smoke field for your Condition Mirages to apply more Confusion due to .

Condition Cleanses

It's important to regularly cleanse Chilled as it increases the skills Cooldown by 66%.

Target squad members that spread for mechanics with .

Remember that you can use to cleanse Chilled.

Stronghold of the Faithful

Keep Construct

Skills Weaponset Pets
WHITE TIGER

General Druid Tips

This is a relatively easy encounter outside of a few high pressure moments that will test your ability to spike heal.

Be aware that through the fight the pressure will increase because of Gaining power buff.

Provide either Aegis or Stability to prevent your party from getting Knockdown by Keep Construct's .

The suggested build gives you access to 3 options with , and both celestial and non-celestial versions of .

Keep healing and giving Alacrity during the orb collecting phase.

Save cooldowns as the orb collecting phase is approaching to an end to heal through .

Orb pushing

Push the Orb on your Staff, the additional range will make it a lot easier.

Xera

Skills Weaponset Pets
WHITE TIGER

General Druid Tips

This fight will test your awareness and cooldown management.

Xera by herself poses no threat unless she obtains Bloodstone Blessed from standing in Bloodstone Shard area of effect.

The main danger of this fight are the adds that can heavily pressure your squad if left alone.

Protect your squad by applying Blind to adds with and blocking their projectiles with .

You can also opt to take an Axe offhand to Pull them in with .

Use to pulse condition cleanses when in high pressure situation.

If you are the only healer, you should always take the portal back to Xera sub 50%.

Feel free to camp during the 40% and 20% splits, while your team mates are ported away, if extra healing is needed.

Tanking advice

If you are tanking, give yourself some space either behind or on the side.

While channeling Xera is rooted, dodge or move out of range to avoid the damage.

While there used to be a time where it was crucial to your group success to identify if your group dps was high enough to keep her to the spot she is or move her, we've reached a point in powercreep that allows for more aggressive tanking patterns even in pug groups.

Unless your squad dps is abyssimaly low :

  • First phase :

You should keep her in the middle, slightly to the left.

After the first gravity well, stay middle but sidestep to the right side to avoid the second gravity well.

  • Second phase :

You should keep her in the middle, slightly to the right.

After the first Intervention you can move to the edge between the platforms 5 and 6 marked on your minimap and keep her there for the rest of the fight.

Pull her close enough to the edge allows for minimal Bloodstone Shard cleave.

Bastion of the Penitent

Cairn the Indomitable

Skills Weaponset Pets
juvenile siege turtle

General Druid Tips

This fight will test your ability to manage your Cooldown and spike heal as well as dealing with minor mechanics.

Stand the furthest away from Cairn to direct his attacks toward you.

Don't hesitate to camp for the majority of the fight to keep your squad healthy and alive.

Remember that Celestial Dash is also an Evade.

Provide Stability to your party to counter Cairn's.

Use or to block to give yourself an easier time.

Shared Agony

You will most likely be tasked with taking the first at 7:37 on the timer.

Use to heal the people with and use to heal yourself.

Mursaat Overseer

Skills Weaponset Pets

General Druid Tips

This is a fairly low pressure fight with the main source of damage coming from people standing in active segments.

Save your condition cleanses for when the Jade Knights arrive. Removing Slow as quickly as possible is very important.

Your last utility slot is left open because there isn't anything particularly useful for this encounter. Here's a few options :

  • you can time this skill when statues reach the squad and Protect isn'tused to add an extra layer of protection to your party.

  • provides a Combo Field : Fire for your party

  • passively provide perma Vigor

Samarog

Skills Weaponset Pets

General Druid Tips

This encounter will test your positionning and cooldown management skills.

This fight has low healing pressure, it's mostly a Breakbar check.

For these reasons, you can afford to swap to to boost your Breakbar damage.

Don't waste your if Samarog is going to go into his Breakbar Phase. Delay it a little bit and use it to help CC and heal the Fixated squad member.

Split phase

Equipping a Longbow not only increases the number of skills to deal Breakbar damage but also gives access to a Knockback to place Rigom under Samarog.

You can either bait Guldhem or provide Stability to your party.

Deimos

Skills Weaponset Pets
WHITE TIGER

General Druid Tips

Make sure you stack Might, Fury and Alacrity before your squad is teleported to kill the chains. This will massively help your squad kill them faster.

Avoid taking the teleport if possible as it will kill your spirits.

If there are multiple Demonic Tears stacking up, swap to Staff and try to mitigate as much damage as possible. This is absolutely required when Unnatural Signet is up to help maintain higher uptime for your DPS classes.

Feel free to camp if needed to keep up during Unnatural Signet bursts.

Don’t forget to put your pet on Avoid Combat mode whenever you come back from splits or make it attack the boss, because Saul will most likely aggro on your pet. By aggroing to your pet, Saul will not come and stack on top of the boss meaning lower DPS uptime on Deimos.

Always keep an eye on Saul health. If you see a Pride walking in, you can use , and on it.

You can provide either Aegis or Stability to your party in the last 10% through , and both celestial and non-celestial versions of .

Spirit Management

Your spirits will die during each phase. The distance between the main platform and the split phase is too far.

You will need to resummon all of your skills once you return to Deimos after each phase.

Hall of Chains

Soulless Horror

Skills Weaponset Pets

General Druid Tips

You can block the from Elite Flesh Wurms with a well placed

Make sure you move through the group when using to ensure that you heal the tank.

You can use , when in , to help cleanse conditions.

You can camp Iboga as a personal DPS boost and to help provide some extra Confusion. Use Electric Wyvern for the Breakbars but try to swap away quickly as it can CC the Tormented Dead. If this happens, it may become difficult to push it away.

If you are stacking Condition Mirages, you can drop Iboga for Smokescale. This will provide a smoke field for your Condition Mirages to apply more Confusion due to . To produce the smoke field, just use .

Tormented Dead

You need to take a Longbow and as you will be in charge of Pushing away the Tormented Dead.

Use both and to push the Tormented Dead, ideally you want to push them out of the arena, otherwise opt for a spot that is already covered by .

Make sure to use in Marksmanship Trait Line. It will prevent projectiles from being body blocked as they now pierce. This means that when you are Pushing away Tormented Dead, you don't need to worry about Soulless Horror body blocking you.

While most squads ask to a couple dps to play Scourge and bring to kill the Tormented Dead, you can also let them walk to the group to get loaded with conditions then push.

It's a risky move if you have any power dps player that is not paying attention, they will blow up the Tormented Dead on top of the squad.

Dhuum

Skills Weaponset Pets

General Druid Tips

This fight will test your positionning, cooldown management and multitask.

For this encounter we suggest you drop Marksmanship Trait Line for Skirmishing Trait Line as well as making minor changes to your Druid Trait Line :

Dhuum setup includes more spirits than usual because druid is often tasked to kite Messenger and do green 2. The extra spirit will help you provide better Alacrity uptime to your party.

You have Iboga simply as a DPS pet that you can use when you don't need Brown Bear for the condition cleanse.

You are responsible for Swiftness at this encounter. Low Swiftness uptime can cause real problems.

Delay your if is about to happen. Simply prolong the previous .

During the "Soul Split", you should instantly swap to Brown Bear and cleanse Torment with .

If you were able to cleanse the Torment via , you should use instantly to start the Might and Fury ramp up.

You should use into on top of the souls, because everyone’s bound to pass through it.

Try to position yourself in between as many DPS classes as possible during so you can heal and cleanse easily. You want to start stacking Might during the attack if you see multiple squad members attacking Dhuum.

Under 60%, Try to get as close to Dhuum as possible to bait .

Kiting Tips

At the start of the encounter, during the pre-event, you can kite the messengers towards your group. As you get close, you can enter to give your squad Might and heal them a bit. From range, you can use to help them heal up a bit.

You should be taking the second green but not on the first rotation. Ask someone to back you up for the first green so you can continue to kite the messengers.

Stealthing Reapers

If you see that one of the Reapers is taking a lot of damage, you can Stealth it.

When you you will apply Stealth and Superspeed to five allies within 300 range. Make sure you don't have too many allies close to you or they will take priority over the Reaper.

Mywright Gambit

Conjured Amalgamate

Skills Weaponset Pets
WHITE TIGER

General Druid Tips

This fight will test your positioning and movement skills.

There is no Aura tick damage on this fight. This means that your generation will be slower! Don't waste it!

When the arms come down you can provide either Aegis or Stability to your subgroup to avoid the Knockdown.

Use your Breakbar damage abilities on Conjured Shield.

As a Heal Alacrity Druid you will probably be assigned to taking Conjured Protection. Make sure you coordinate with the other support classes so you know what's going on. If you need more than one Conjured Protection per phase, once you're at 10 stacks tell someone else to take over. Always decide which attacks you will be shielded!

Maintaining Swiftness on yourself will greatly help collecting Conjured Protection.

Don't forget if you affected by Chilled or Slow you can cleanse these with .

If you suddenly realise that you have no Conjured Protection collected. You can save and use it slightly before the fatal hit to resurrect your party.

Twin Largos

Skills Weaponset Pets

General Druid Tips

This fight will test your positionning, awareness and cooldown management skills.

You can camp Iboga for the first two platforms as there are no Breakbars. This will also do sick damage because of the Confusion and the fast attack rates of Nikare and Kenut.

For both bosses, don't go into unless you need healing or Might. Basically, don't waste it. These two fights can cause a lot of pressure on you if your squad isn't experienced with the mechanics yet.

Nikare

You will need to cleanse after Nikare uses its Dash attack. Cleanse with either or . It also does a fair amount of damage, so make sure to heal up the people that get hit.

If you go to Nikare make sure you save your until the final platform. Your subgroup receives increasing damage due to a stacking debuff, the pulsed healing from will help you keep them alive and you might need that clutch resurrect.

Kenut

The second boss, Kenut, will stealth and teleport to the furthest person away from the stack and use . This skill will steal your boons. Kenut will first use at 1:44 and then every 20 seconds after that.

If you're not tanking, your job, as Heal Alacrity Druid, is to bait and move away from Kenut so it teleports to you. You can then simply Dodge the so Kenut doesn't steal any boons.

If you're tanking, you can still kite by taking a few steps back assuming the rest of your party is scattered around on the platform.

When kiting, be clever and watch where the are, to move Kenut to a spot where it makes sense : you want to move the boss as little as possible and be far enough from so that they don't impact your dps players.

You will also need to cleanse Slow and Chilled from squad members that get caught in the at Kenut.

Qadim

Skills Weaponset Pets
WHITE TIGER

General Druid Tips

If you have lamp runners in your subgroup make sure to give them at least Might and Swiftness. The completion of the lamp is often the timegate on non boss phase.

Keep an eye on your kiter health and be ready to go accross to help them if needed.

Don't hesitate to camp your during main boss phases.

gives Weakness so make sure to spam to help cleanse it.

Well timed Stability and Aegis can save people from being knocked off the platform or in Qadim .

Greater Lava Elementals

Most groups will Pull in the Greater Lava Elementals, be aware that in the 2nd phase the elemental coming from the left cannot be pulled at the same time as the two (2) on the right.

If left alive they will cast attacks that will greatly disrupt your group

The Hydra

If the tank gets hit by hydra bite, throw them some condi cleanses to remove Bleeding,Poison and Chilled.

Once the Breakbar is up, use , and Electric Wyvern to help CC.

The Destroyer

Stack inside his hitbox. This will let the adds come closer.

You will probably need to camp until the adds are dead as they deal a lot of damage.

The Wyverns

The Breakbar is more delayed at the Wyvern Patriarch and the Wyvern Matriarch has no Breakbar. Break the Wyvern Patriarch as soon as his Breakbar appears. Use and Electric Wyvern to help CC.

This is the longest phase for your kiter and the one they're the most likely to die. If you see their health jump up and down a lot, don't hesitate to run over to their platform to help them stabilize.

Key of Ahdashim

Cardinal Adina

Skills Weaponset Pets
WHITE TIGER

General Druid Tips

This fight will test your positioning skills.

Always take a Pillar if you're not tanking. This means you need to be one of the five furthest from the Cardinal Adina to get this mechanic.

Keep an eye on people running to their pillar as some dps are likely to seriously hurt or down themselves to .

Split Phase

Place during the split phase. This will help reduce the pressure from projectile attacks and also void the Knockback.

You can also apply Stability with .

Cardinal Sabir

Skills Weaponset Pets
Rock Gazelle

General Druid Tips

This fight will test your awareness, positioning skills as well as your ability to coordinate with your team.

Druid really shines in that encounter by the amount of Breakbar damage it can do :

  • The special skill Flash Discharge granted by the fight is affected by both and .

  • To push it even further, if you're confident in your squad skill and yourself (or can rely on a competent 2nd healer) you can equip a set of .

  • You have a wide arsenal of skills to deal Breakbar damage

With all of this together you can deal absurd Breakbar damage, we're talking 20k+ levels of absurdness.

Make sure you camp when people have Violent Currents. This increases their incoming damage by 5% per stack. At five stacks, your squad will start to take some significant damage.

If you are struggling with conditions during the 60% - 0% phase, you can use to pulse cleanses.

You can place to destroy some of the incoming projectiles from the Wisps.

Make sure that everyone is healed up as the Breakbar Phase ends. You can replace with in the Druid Trait Line to grant your subgroup Superspeed to help them spread out faster.

Qadim the Peerless

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WHITE TIGER

General Druid Tips

This fight will test your awareness and ability to multitask.

Use to get to Qadim the Peerless as quickly as possible. Use to give your party Stability so you can avoid the Knockback from . This will mean that you don't have to Dodge and can start to give Alacrity and ramp up Might

Your squad will probably be very spread out. Try to catch as many of them as possible within your abilities.

Your tank might need heals every now and then. Make sure to give them some attention when needed.

Keep an eye on your pylon kiters, as Druid you naturally have access to a lot of ranged heals.

Don't waste your if Qadim the Peerless is about to phase.

Make sure to save some cooldowns to help CC the pylons.

At 40%, 30% and 20%, Qadim the Peerless will destroy a Pylon. Once destroyed, he will use and Knockback your entire squad. This AoE is a lot harder to see than earlier in the encounter. Once again, You can use the to provide Stability to your squad to nullify this skill.

The last phase creates a lot of pressure for you, don't worry if you need to camp like crazy.

Do not try to resurrect someone if that puts you in danger, leave them to die. The only exception is if the person dying is essential to finish the fight.

Anomalies

Breaking anomalies before they charge up and use or reach your kiter is crucial to this encounter success.

Anomalies don't have a large Breakbar so you can effortlessly take care of them if the fire AoEs are dropped properly.

You should have available for each of them, paired with Lunar Impact or soft CC from , enough to break them. Make sure you don't break them too early though!

If there are two fire AoEs stacked on top of each other, you will only need to break the Anomalies once.

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