Druid healing as taken a hit in recent patches which means that you should not interrupt the final tick of anymore. You will probably need the extra Might, as you will be solo Condition Druid, and you will probably need the extra heal tick.
Positioning is key if you want to be truly beneficial to your team. , from Glyphs, only has a 180 radius. Make sure you are actually on top of your party before popping them. All your Glyphs summon a due to the trait in the Druid Trait Line.
Use off cooldown outside of , but don’t waste it if the phase is about to end. Don’t waste your cooldowns unless you are on top of the DPS classes. Watching a Druid pop a random is a surefire way to trigger your DPS classes.
Flanking will greatly increase your DPS through , so remember to always position yourself well.
Feel free to take if you find that your party members are going down a lot, you can find this trait in Nature Magic.
Precast before every encounter because saving those precious extra seconds while running to bosses like Sabetha is extremely important (ง ͠° ͟ل͜ ͡°)ง.
You need to consider your options on how you can produce Fury.
is one of your most powerful traits on Druid, giving you up to 20% outgoing healing effectiveness. If you're struggling to keep your group alive, try to keep track of your stacks and keep them high.
You have access to lots of direct healing with one of the main forms being Regeneration. If you're going solo Druid, you'll apply it on the whole squad through traited with . You can find in the Nature Magic trait line.
If you have a secondary healer that can apply Regeneration on their subgroup, you can use a different healing skill that fits more to your squad and the encounter. Use traited with to give Regeneration to your own subgroup. You can find in the Nature Magic trait line.
Whenever you switch to Staff make sure you use off cooldown. is a blast finisher and can be used on top of to heal your surrounding allies. is also a blast finisher and can carry out the same action. and are both water fields that you can blast in.
To access form, you need to fully load up on Astral Force. You gain Astral Force with every healing and damage tick. They charge your Astral Force pool by 1.5% and 0.75%, respectively.
You cannot enter without being fully loaded on Astral Force and upon exiting you'll lose 50% of your remaining Astral Force.
To keep generating Astral Force, the easiest way is to apply Regeneration. This will make sure that all of your power DPS classes will benefit from the sixth bonus of and that your Astral Force is always filling up.
Always summon before . This way you can deactivate manually for the extra Burning once times out.
Remember to deactivate your spirits before every split.
Try to summon your spirits so that they cover your entire squad. There is no use summoning them in an area that you will soon move away from. Think about where your squad will be moving and place them in range.
Spirit variation is really important to help maximise how beneficial you are to your squad.
Although we recommend what spirits to take at which encounters, these are built around the team setups that we recommend. It's highly doubtful that you'll actually run these compositions with unorganised groups. This means you need to understand why you take each spirit.
is your bread and butter spirit. It's just too good, so always try to avoid dropping this unless you are in a condition based squad.
is taken to help boost your condition based DPS classes and to provide Vigor through . You will take in the following circumstance:
is used to provide Protection to your squad. There are a few situations in which you don't need to take this skill.
is used to provide Vulnerability to the boss. A boss that doesn't have 25 stacks of Vulnerability will result in a much slower kill time. There are a few situations in which you don't need to take this skill.
is your standard heal skill. This skill will heal your allies when they hit with an attack but it has a 10 second cooldown. It will also grant 10 allies Regeneration when you have the trait .
will grant your allies 5% bonus damage. It will also grant 10 allies Might when you have the trait .
will grant your subgroup a 10% damage increase for five seconds. Try to time using this skill around the burst from your DPS classes. Don't waste this skill if a boss is about to phase or you can't damage a boss due to a Breakbar Phase. Make sure to only use this skill when you aren't in .
will heal 10 allies around the spirit with a one second interval. It will also grant your squad Stability when you have the trait .
Check the section above on "Which Spirits Should You Take?" to see about utility variations considering Spirits.
is explained above as the Spirit you need to take to provide Vulnerability. There is a secondary use for that is to provide extra CC through . This is the active form of .
is explained above as the Spirit you need to take to provide Protection. This will come in handy on encounters with very high pressure.
can be used if you need the additional condition cleanse. This skill will last for 10 seconds and cleanse two conditions on a two second interval.
can be taken if you are a second Druid as a personal DPS gain. If, for example, you only need to take a Spirit and you can take as your final utility.
is your standard trait and will grant Bleeding whenever you hit with a critcal hit.
will grant your subgroup + 100 stat points of Precision.
grants you increased damage for each boon that affects you.
gives you + 240 stat points of Concentration.
causes your Spirits to have improved effects. Check the section on "Spirits" and "Utility Skills" to see what it causes your Spirits to do.
causes you to heal your allies that are located around you or your pet whenever you use a heal skill.
causes reduced cooldown on your Glyphs. This is mainly taken for .
has already been explained in this guide. This trait increases your outgoing healing.
provides Might to 10 allies whenever they are in the range of your skills.
If you are playing as a second Druid you can run with the Wilderness Survival trait line. This assumes that you aren't taking , or . This trait line choice provides higher personal DPS but does not produce boons as you lack .
These are the traits you will want to be running if you take the Wilderness Survival trait line:
If you need more healing, you could take instead of and use it for , which should top most of your squad off.
The second decision you will have to make is the benefits of , to your squad, and the personal DPS gain from .
Take instead of if you need more healing output.
can be taken instead of to provide extra CC. This trait will also trigger whenever you go into .
If you feel like you are struggling with keep your squad up as solo Condition Druid you can run Seraph's armor with instead of .
At certain encounters you will want to run Axe offhand instead of Torch. You do this to help control adds, through , and to provide instant Vulnerability, through .
If you feel like you are under too much pressure on encounters as solo Condition Druid you can always take Staff instead of Axe / Torch. This will help you provide more healing through your Staff skills.
You provide permanent Burning from , and .
You provide permanent Poison through .
You provide roughly 50% Weakness uptime from .
You provide roughly 45% Cripple uptime through and .
You provide roughly 40% Chill uptime from .
You provide a very minor amount of Slow through .
You provide a very minor amount of Blind through .
We've already gone over what boons your Spirits apply in an earlier section. Here's a recap just in case:
You can provide Vigor to your subgroup through .
You give yourself Regeneration through .
Make sure you move through Gorseval while healing so you also tag the tank as well with .
This is a fairly low pressure fight with the main source of damage coming from . Always have ready for this skill, not only to heal but also to CC.
Use at the start of the second phase as this is when the pressure begins to start. will last for the majority of the third phase aswell.
You should aim to deactivate your spirits ~12 seconds before the split phase. You can delay this if your spirits are close to the first Charged Soul that you go to during the split.
Once the second Charged Soul is at ~40% you should reuse your spirits.
You shouldn’t use on the second Charged Soul if the DPS classes are already preparing for their opening burst on the next phase.
Electric Wyvern isn't your only source of CC. You also have access to and .
Go into as soon as the boon strip has happened to give your allies 25 stacks of Might.
Try to watch your party members that are doing cannons, as they will return with very low Might. Make sure to use your as they return.
You will be in charge of doing cannon 1 - 3 and, if you are running the Condition Scourge setup, you will only have to do cannon 3.
Always keep an eye out for Heavy Bombs as it will probably be your job, and the kiter's, to kick them away
Check Sabetha's health before you use . If you see that she's about to phase, don't waste it.
The biggest issue in this fight is generation, so if your squad is phasing the boss rather quickly, taking will help a lot.
Activate at the start of the fight and if your DPS is high enough, you’ll be able to squeeze another one in as Sabetha is coming back from the 25% split or slightly before.
Don’t waste your , but if you need more ask your Condition Banner Berserker to step into a so you can generate more.
Take instead of if you’re struggling with survivability during the last 25%.
If you are struggling to keep your party up, then you can always swap to Healing Druid.
When adds are pulled in, in a power setup, you can Blind them with .
As you are solo Condition Druid, you always need to take the portal back to the main platform in the second phase.
Feel free to camp during the 40% and 20% splits, while your team mates are ported away, if extra healing is needed.
Use your spirits on the first island and deactivate them right away. You can freely use your as it will be back off cooldown. You should go into as soon as the first shard dies, as the Might will last until the second island.
You can also activate your spirits and instantly deactivate them on the second island.
Once you're on the main platform you should use all your spirits, including .
If you are doing mid strategy then you can summon your spirits in the middle. If you are pulling Xera to the side, then you can summon your spirits between the two tanking spots. Just ask the tank where he will be tanking so you know what to do.
Once Xera phases, deactivate all your spirits, should already be on cooldown. If your Support Chronomancers share a bit of Alacrity during the split phase, you will get back up again at around 40%. You might have it at the start of the second phase, depending on how fast your first phase was.
If you are running a Daredevil, you will not need to provide Fury as Detonate Plasma will cover everything for your entire squad. Detonate Plasma will also cover Protection for the entire squad as well.
If you find yourself starved of you can use .
If you find that you aren't normally starved of here, then you can delay until ~60%.
Use in the first and third phase of Samarog. This will help with generation.
Remember to deactivate your spirits roughly 5-6% before the split phases at 66% and 33%. If you want, you can deactivate them at 70% during the Breakbar Phase.
You should definitely take to help with CC. This trait will trigger when you go into and can be found in the Druid Trait Line.
What should you do on each Breakbar;
This fight can put a lot of pressure on you as Condition Druid so it is definitely worthwhile going Staff and Shortbow.
If there are multiple 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 "Passive" 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.
If your squad has decent DPS, you’ll only get to use once during the fight, so use it once you come back from the 50% split because you’ll skip the 25% port.
Deactivate your spirits 7-8% before each split phase, or slightly later if your DPS is suffering.
During the 75% port, you should use and then instantly deactivate your spirits.
For the 50% port, you should use your spirits and then wait for Saul to merge again after splitting. As soon as he merges, you should deactivate your spirits.
Most groups now skip the 25% port, so there is no need to deactivate your spirits before this port. If you do still take the 25% port, then you should use and then instantly deactivate your spirits when ported.