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.
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 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 are a unique mechanic to the Ranger class. Pets have their own set of stats and unique abilities, based on family.
Regardless of what pet you have equipped, five out of your six skills will be the same:
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:
You also have a variety of traits that affect your pets:
Even when Downed, you can still use all of your pet skills!
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 :
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.
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.
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 .
will grant your allies 5% bonus damage. It will also grant 10 allies Might when you use due to 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 : 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 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.
is your standard trait and will grant Bleeding whenever you hit with a critical hit.
will grant your subgroup + 100 stat points of Precision.
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.
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.
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 .
We've already gone over what boons your Spirits apply in an earlier section. Here's a recap just in case:
You provide yourself with Swiftness through and .
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.
Remember to teleport your spirits with you as you go through the split phase.
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
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.
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.
Summon all your spirits immediately at the start of the encounter.
Use all your spirits at the start of the encounter.
Remember to teleport them to your squad during the split phases.
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;