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General Gameplay Tips

Introduction to Druid
Introduction to Spirits

Spirits offer unique 10 man buffs to your squad and allow you to significantly contribute to your squad.

Your spirits will lose 7.5% health every time their passive effect is triggered. will lose 3% per interval but the active skill, , will cause it to lose 30% health per ally affected. The trait will reduce the health sacrificed by 33%.

Always use your active spirit skills off Cooldown. This will help provide boons due to , and they will constantly teleport to you which ensures that they are always in range.

Try to summon your spirits so that they cover your entire squad. You can teleport your spirits to you by using the active skill.

For nearly all encounters, you can summon your spirits on the outside of the arena before the encounter starts. You can then use the active of the spirit and teleport them to your squad.

Which Spirits Should You take?

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. If you are running a Daredevil or Thief on bosses where the stolen skill is Detonate Plasma, Protection will be covered!

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.

Pets

Pets are a unique mechanic to the Ranger class. Pets have their own set of stats and unique abilities, based on family.

You can have two pets equipped at once, which you can swap between on a 20 second Cooldown. If your pet dies, which it actually can in raids, the Cooldown will be extended to 60 seconds.

Regardless of what pet you have equipped, five out of your six skills will be the same:

  • Attack My Target - Gets your pet to attack your current target. This is your F1 skill.
  • Return to Me - Orders your pet to come back to you and stop attacking. This is your F3 skill.
  • Guard or Avoid Combat - Gets your pet to automatically attack your target or stay out of combat unless you use Attack My Target.
  • Stow Pet or Activate Pet - Allows you to completely remove your pet from the playing field. This will remove all pet skills until you use Activate Pet again.
  • Swap Pets - Allows you to swap pets. This comes with a 20 second Cooldown, assuming you're in combat. This is your F4 skill.

Your F2 skill depends on which pet you have equipped. The pet skills that you will come into contact with the most are:

You also have a variety of skills that affect your pets:

  • , your Downed skill #3, commands your pet to come and resurrect you.
  • causes your pet's next attack to cause Weakness.
  • grants your pet Protection.
  • heals you and your pet upon activation.
  • commands your pet to resurrect a Downed ally.
  • causes your pet to Taunt the next foe that attacks you.

You also have a variety of traits that affect your pets:

  • causes you and your pet to inflict Bleeding on critical hits.
  • causes you and your pet to deal 1% more damage per boon that you have on yourself.
  • causes your pet to gain boons whenever you do.
  • grants Fury and Vigor to your subgroup when you Swap Pets. This is extremely important when not running Warhorn.
  • grants you and your pet + 240 stat points of Concentration.
  • causes your heal skill to heal allies that around you and your pet.

Even when Downed, you can still use all of your pet skills!

Celestial Avatar

As a Druid, you constantly use your to heal people and provide Might through the trait. You can find this trait in the Druid Trait Line.

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.

Here's a list of your skills when you enter :

  1. - This is a spammable skill that gives you access to ranged healing. Use it to help guide people back to the stack if they have to leave to do mechanics. This is a ground targeted skill.
  2. - This skill cleanses conditions, heals for a decent amount and has a low Cooldown. You can practically spam it while in . This is a ground targeted skill.
  3. - provides a strong ranged heal and 150 Breakbar damage. This is a ground targeted skill.
  4. - This channel skill with tick five heals on your allies. This is your main source of Might stacking.
  5. - This is a channel skill that ticks four times. It pulses Cripple, Slow and some DPS. The final tick does the most damage and will Immobilize five targets around you. The first tick will grant you with two stacks of Stability.

Where does your healing come from?

is one of your most powerful traits on Druid, giving you up to 20% outgoing healing effectiveness. Adding up with the bonuses from , , and , it gives you a considerable amount of outgoing healing. 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. On a full Harrier build your Regeneration can tick up to 500.

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.

General Tips

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.

The Staff Camping Addition
Don't


Camp


Staff


Thanks


XOXO


There is literally no reason to camp staff, aside from maybe at Cairn. Sometimes you need to help with Vulnerability uptime by using , which you clearly can't do if you're camping staff. Sometimes you need to provide Fury by using , how are you going to do that if you're camping staff? Sometimes you need to Pull adds in with . Last time I checked, Staff didn't have any skills that Pull.

Your DPS isn't terrible on Healing Druid, ok fine your pet carries you a lot, but still! If you are feeling comfortable with your group and feel like you are overhealing then you can always take instead of .

Utility Skills & Variations
Utility Skills

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 use due to the trait .

will grant your allies 5% bonus damage. It will also grant 10 allies Might when you use due to the trait .

will grant your allies Burning when they hit with an attack but it has an eight second Cooldown. It will also grant 10 allies Vigor when you use due to the trait .

will heal 10 allies around the spirit with a one second interval. The active skill, , will cleanse conditions, revive Downed allies and provide Stability. will sacrifice 22% health per ally affected.

Utility Skill Variations

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 : to provide extra CC through . This is the active form of . The active form will also provide Fury to your squad due to the trait .

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 used to help CC or Push back mobs. This might come in handy at Vale Guardian if you are lacking Seeker control.

can be used to pull an ally towards you if they are Downed and will begin to revive them. This can be useful when pulling allies out of danger or large AoEs. It will also grant your subgroup Regeneration.

can be used to Stun Break your subgroup and also grant them Protection. It offers a very minor amount of Breakbar damage through Taunt.

can be useful when you are doing Escort. This can be used to Immobilize, Cripple and Slow the Warg that tries to kill Glenna.

can be used to Bleeding and Immobilize adds or the Warg at Escort. This can also be used at Vale Guardian and Gorseval to help slow down adds.

Traits & Variations
Traits in the Skirmishing Trait Line

is your standard trait and will grant Bleeding whenever you hit with a critical hit.

will grant your subgroup + 100 stat points of Precision.

will grant you + 250 stat points of Ferocity and 10% increased Critical Chance.

Traits in the Nature Magic Trait Line

grants you increased Healing Power based on your Power.

grants Fury and Vigor to your subgroup whenever you swap pets.

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.

Traits in the Druid Trait Line

causes you to heal your allies that are located around you or your pet whenever you use a heal skill.

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.

Trait Line Variations

If you are playing solo Condition Druid you will always be running the Nature Magic trait line in order to pump out those juicy boons through .

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:

Individual Trait Variations

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 .

Gear Variations
Sigil Variations

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 .

If you have a second Druid or a Boon Herald you can run less Seraph's gear and take more Viper's gear.

Rune Variations

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.

Boons & Conditions

You provide permanent Vulnerability from . You also can provide Vulnerability from and .

You provide permanent Burning from , and .

You provide permanent Confusion when running Iboga.

You provide permanent Torment when running Iboga.

You provide permanent Bleeding from , , , and . You will also provide some Bleeding when you are running and .

You provide permanent Poison through .

You provide roughly 50% Weakness uptime from .

You provide roughly 45% Cripple uptime through and .

You provide roughly 45% Immobilize uptime through , Iboga and . You will also provide some Immobilize when you are running .

You provide roughly 40% Chill uptime from .

You provide a very minor amount of Slow through .

We've already gone over what boons your Spirits apply in an earlier section. Here's a recap just in case:

You provide Fury to your subgroup through and to your squad through . You give yourself Fury through .

You can provide Might to your subgroup through . You can provide yourself Might through .

You provide yourself with Swiftness through and .

You can provide Vigor to your subgroup through .

You give yourself Regeneration through .

You can give yourself Stability and Quickness through and respectively.

Breakbars


Spirit Vale

Vale Guardian 22,021,440 687 140 2,000 480

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Gorseval the Multifarious 21,628,200 1,374 250 4,500 420

Pets
Utility Skills
Weapon Sets
General Druid Tips

Go into as soon as the boon strip has happened to give your allies 25 stacks of Might. Leave as soon as they are topped up on Might as you will need it for .

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.

Spirit Management

Your top priority when you begin the encounter is getting up as soon as possible. Once that's up and you've given Fury and Might then you can cast and .

Use at the start of the second phase as this is when the pressure begins to start.

Remember to teleport your spirits with you as you go through the split phase.

Split Phase

Keep your rotation up even during the splits. Don’t delay your , you should use it after Gorseval envelops himself and after killing the first Charged Soul.

Using while running will provide 10 stacks of Vulnerability. Use it on a Charged Soul if you see that Vulnerability isn't capped.

You can use and on the final Charged Soul to slow it down if it is getting close to Gorseval.

If the Charged Souls are getting close to Gorseval you can use to give them Cripple, Slow and Immobilize.

If you are moving around the arena as a group, you will need to drop and take . This will allow you to use just before the final two Charged Souls reach Gorseval.

Breakbar Phase

Open up on Electric Wyvern so you can break Gorseval as quickly as possible during . After the Breakbar Phase, you can swap to Iboga.

Electric Wyvern isn't your only source of CC. You also have access to , and .

You can also take to provide more CC.

Sabetha the Saboteur 34,015,256 1,374 48 480

Pets
Utility Skills
Weapon Sets
General Druid Tips

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.

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

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.

Spirit Management

Your top priority when you begin the encounter is getting up as soon as possible. Once that's up and you've given Fury and Might then you can cast , and .


Salvation Pass

Slothasor 18,973,828 1,374 360 4,000 420

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Matthias Gabrel 25,953,840 1,374 140 2,500 540

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Stronghold of the Faithful

Keep Construct 55,053,600 687 200 3,500 600

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Xera 22,611,300 1,374 48 2,000 660

Pets
Utility Skills
Weapon Sets
General Druid Tips

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.

Pet Management

You can just camp Iboga in first phase. During phase 2, you will need to use Jacaranda as Xera might be in shard fields. This means her Confusion will be converted to Retaliation if you camp Iboga.

Spirit Management

You can use your spirits on the first island and constantly teleport them to you across each island. Don't use yet.

Once you're on the main platform you should use all your spirits' active skills to teleport them to you and then summon .

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. If you move, you can simply use the active skill and force them to teleport to you.

Once Xera phases, teleport your spirits to the first island. You can leave them there for the split phase but make sure they are at full health before you leave. If you are fast enough, you can get back just before they die and heal them up.


Bastion of the Penitent

Cairn the Indomitable 19,999,998 1,374 200 480

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Mursaat Overseer 22,021,440 1,374 160 460

Pets
Utility Skills
Weapon Sets
General Druid Tips

If you are running with a any type of Thief or Daredevil, you will not need to provide Protection as Detonate Plasma will cover everything for your entire squad.

If you have a Boon Thief in your squad, you can run instead of . You can do this as you are no longer responsible for producing Might, the Boon Thief will cover that.

Spirit Management

Summon all your spirits immediately at the start of the encounter.

Samarog 29,493,000 1,374 420 4,500 660

Pets
Utility Skills
Weapon Sets
General Druid Tips

The reason for playing Condition Druid here is to increase the amount of conditions on Samarog. This will scale extremely well with the Power Daredevils due to the trait .

Delay your until each Breakbar, apart from at the start as you need to give Might and heal up the DPS as they will probably tank a swipe.

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.

Spirit Management

Use all your spirits at the start of the encounter.

Remember to teleport them to your squad during the split phases.

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;

  • Use which is when you use the active skill of .
  • trait trigger from going into

If you are still struggling with CC then you can drop Iboga and take Gazelle.

Deimos 35,981,456 1,374 140 720

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Hall of Chains

Soulless Horror 35,391,600 1,374 160 3,000 480

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Dhuum 32,000,000 1,374 400 600

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Mythwright Gambit

Conjured Amalgamate 52,290,000 1,374 1,670 480

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Twin Largos 17,548,336 1,374 120

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Qadim 19,268,760 1,374 240 780

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

The Key of Ahdashim

Cardinal Sabir 29,493,000 1,374 240 15,000 540

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Cardinal Adina 22,611,300 1,374 160 480

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.

Qadim the Peerless 47,188,800 1,374 400 720

We recommend playing Heal Druid at this encounter. Check out our Heal Druid Guide to see what we recommend.