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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 Druid 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.

gives you reduced Recharge on your Warhorn skills and grant Regeneration when they are used. This trait also causes you to recover health whenever you are under the effects of Regeneration.

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

There are three trait line variations that you should remember. You will also drop Skirmishing for the other trait line.

At Vale Guardian you will want to the take following traits in Wilderness Survival if you are in a high DPS squad:

At Soulless Horror you will want to take the following traits in Marksmanship:

At Statues of Darkness you will want to take the following traits in Marksmanship:

These traits are taken so you can Stun the Eyes.

Individual Trait Variations

should be taken instead of if you are taking .

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 for the extra personal DPS.

Take instead of if you are running Axe offhand instead of Warhorn. You will need to do this so you have an easy source of Fury without having to take different pets. You will also need to take if you need permanent Vigor uptime.

can be taken instead of to provide extra CC. This trait will also trigger whenever you go into .

Gear Variations
Off Hand Weapon Variations

At certain encounters you will want to run Axe offhand instead of Warhorn. You do this to help control adds, through , and to provide instant Vulnerability, through .

Boons & Conditions

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

You provide permanent Burning from .

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 .

You provide roughly 40% Weakness uptime from .

You provide roughly 20% Chill uptime from .

You provide roughly 10% Immobilize uptime through , Iboga and . You will also provide some Immobilize when you are running .

You provide a very minor amount of Slow and Cripple 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 . If you are running you can also provide Fury to your subgroup. You give yourself Fury through and .

You provide Regeneration to your subgroup through . You give yourself Regeneration through .

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

You can provide Swiftness to your subgroup through . You provide yourself with Swiftness through .

If you are running you can provide your subgroup with Vigor.

You can give yourself Stability and Quickness through and respectively.

Breakbars


Spirit Vale

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

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General Druid Tips

As soon as the boonstrip happens, use and go into to stack Might.

Don't waste your outside of healing through .

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

Seekers

As Healing Druid, one of your responsibilities is to take . You need to use it to Immobilize the Seekers before they reach your squad.

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. If you have really high squad DPS, you'll need to take Wilderness Survival instead of Skirmishing. This is because you'll need the reduced Cooldown on . Take the following traits:

If you are killing Vale Guardian on the side of the arena, you have much more time to allow the Seekers to get closer.

If you don't have really high squad DPS then you will get two waves of Seekers. This either means that you will need a second class with or you will need to take instead of . Use to push back the second wave to give your squad more time to DPS.

If you have a second Healing Druid or a Condition Soulbeast you can ask them to take . Coordinate as to who will use on each wave.

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 .

You want to make sure you have all three spirits up for each boss phase. This means you will need to constantly use the active skills to ensure they teleport to you.

Distributed Magic

If your group DPS is high enough, you’ll have to outheal only one green circle. You can use , and to heal up your group.

The damage from is ~90% of your squad's health. Occasionally you might need to go into slightly before the explosion to heal them up so they don't get Downed.

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

If you’re outhealing green circles then you need to manage your pets. Your pets will most likely take damage from the green circle, so remember to swap them so your pet doesn’t die.

The same thing applies to your spirits. Although it’s a lot less likely, it is possible if you put them far out of the stack. So try to summon them close to the tanking spot so you can occasionally heal them if needed.

Split Phase

Regardless of your splitting tactic, you'll always go to the Blue Guardian. If you're doing a two-way split, it'll probably be your responsibility to pull the Green Guardian to the Blue Guardian.

Since you have more mobility as a Healing Druid, you should weapon swap and use to quickly get to the tile that applies Blue Attunement during the split. Teleport your spirits in between Vale Guardian and the Blue Guardian during the first and second phase.

You need to save for the split so check Vale Guardian’s health so you don’t waste it just as he’s about to phase. Use as soon as you engage the Blue Guardian so your party will be on 25 stacks of Might instantly.

Once second phase starts, wait until all of your DPS classes are grouped up before you go into . You can use as a filler while you’re waiting.

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

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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.

You can use 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

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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

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General Druid Tips

Taking is a nice backup for when your group gets hit by . Take as an extra layer of insurance.

You can use to help Pull and cleave Slublings. Don't hesitate to 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.

Spirit Management

You can use at the start, as you won't be starved of when playing Healing Druid.

Make sure to constantly teleport your spirits to you by using their active skills.

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 Gazelle instead of Electric Wyvern.

You can use , the active form of .

You can also use and to help CC.

Trait , in the Druid Trait Line, to help with CC everytime you enter or Weapon Swap to your Staff.

Bandit Trio

Pets
Utility Skills
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General Druid Tips

Open friend list, roleplay, enjoy life, question yourself, wonder why are you doing this, do it again next week, get depressed, forget about it, get happy, celebrate xmas, get some hoes, get drunk, fall asleep on the street, get mistaken for a homeless dude, get back home and finish trio.

Take Axe offhand instead of Staff for the extra cleave and Vulnerability generation. It is also useful for the extra Pulls from .

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

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General Druid Tips

As Healing Druid you can even play in full Minstrels if you need the extra survivability.

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. You can also drop and take to help CC.

Use to help heal your squad members that go to do mechanics.

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 .

Spirit Management

Summon your spirits near the center of the arena so they have maximum coverage.

Make sure to constantly teleport your spirits to you by using their active skills.

Condition Cleanses

This entire section assumes that you are not running a Boon Thief. If you have a Boon Thief then you will have permanent Resistance and so this section is irrelevant.

You need to run and trait it with to help remove Chilled from your party members. This is a major adept trait in Skirmishing. You can also use to cleanse conditions.

You should camp to remove Chilled from your party members by using .

Take instead of , this will help with mobility as will have a shorter Cooldown. will also have a shorter Cooldown so you can cleanse conditions more frequently. These are major adept traits in the Druid Trait Line.

Breakbar Phase

You can use and per Breakbar.

Going into will also trigger .


Stronghold of the Faithful

Escort

Pets
Utility Skills
Weapon Sets
General Druid Tips

Use , and to Immobilize the Warg as it approaches.

Use to cleanse Confusion at the final boss.

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

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General Druid Tips

Playing solo Healing Druid allows you to take an extra DPS class that will make the burst phases a lot smoother.

Watch Keep Construct’s health and don’t go into if he is about to phase. You will need to go into as soon as the burst phase begins so you can give your whole party 25 stacks of Might instantly.

Spirit Management

If you’re tanking Keep Construct in the middle, then you should use your spirit's active skills off Cooldown.

If you’re tanking Keep Construct on the side, delay the final use of each active skill if the boss is about to phase. This will allow you to instantly teleport your spirits ontop of you during the burn phase.

Orb Pushing

Make sure you are on your Staff when you want to push the orb.

If you’re doing one orb, you don't need to worry about pushing as the Power Boon Chronomancers will cover that.

Breakbar Phase

Only use , and , if you're running Axe offhand.

Don't waste your on CC as you will need it for giving instant Might before the burst phase.

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

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When adds are Pulled in you can Blind them with .

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.

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

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General Druid Tips

As Healing Druid you can even play in full Minstrels if you need the extra survivability.

This fight can be very pressure heavy on the Healing Druid, if you are struggling to keep people up you can consider taking so you can use it with . You probably will end up camping for the majority of the fight and your pet will do most of your DPS.

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

Spirit Management

Summon all your spirits immediately. Save the active from until you need to use it to ressurect a Downed squad member.

Shared Agony

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

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

Use to block to give yourself an easier time.

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

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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 or Boon Daredevil 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

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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.

If you are in a lower DPS squad, you will be able to take Electric Wyvern over Gazelle. In fast squads, the Cooldown of is too long!

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 Electric Wyvern.

Deimos 35,981,456 1,374 140 720

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

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.

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

Spirit Management

Summon all of your spirits at the start of the encounter, except for .

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.

Use your after the 50% split has ended. A lot of groups will sacrifice a squad member at the 25% phase which means that your will be in play from 50% to 10%.


Hall of Chains

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

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General Druid Tips

As Healing Druid you can even play in full Minstrels if you need the extra survivability.

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 .

Spirit Management

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

Tormented Dead Pushing

You need to take a Longbow and as you will be in charge of pushing away the Tormented Dead. Use to push them away when on Longbow.

To reduce the Cooldown of , you should take in the Druid Trait Line.

You will need to take Marksmanship to help with pushing away the Tormented Dead. As you are in a full condition based setup, there is no reason for you to have Skirmishing, so you should swap this for Marksmanship. This is because your condition based DPS classes benefit less from , a trait in Skirmishing.

In Marksmanship you take the following traits:

The trait, , prevents 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.

As you will probably be playing with a Condition Scourge, make sure you don't immediately push away. This gives your Condition Scourge a bit of time to use before the Tormented Dead is out of range.

Dhuum 32,000,000 1,374 400 600

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General Druid Tips

Swap out for if you are struggling to maintain your squad. This will be the case in lower DPS groups and will make your life a lot easier.

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. Having 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.

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.

Spirit Management

Summon all of your spirits once Dhuum has spawned. You will always be in range of your spirits, even when you take greens.

As you move Dhuum through the arena, remember to use the active skills to teleport them to you.

For the last 10% phase, make sure your spirits are ready. Use all of them before moving out. You can use to get to your seal quickly.

Stealthing the 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.


Mythwright Gambit

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

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General Druid Tips

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

You can use Electric Wyvern to help CC the shields.

As a Healing Druid you will probably be assigned to taking Shields. Make sure you coordinate with the other support classes so you know what's going on. Once you're at 10 stacks tell someone else to take over. Always decide which attacks you will be shielding!

If you suddenly realise that you have no Shields collected. You can save and use the active skill to resurrect your subgroup.

Take so you can help CC the Shields! Don't forget that you've also got and .

Spirit Management

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

Twin Largos 17,548,336 1,374 120

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At the start of the fight one Healing Druid should drop their spirits as the other Healing Druid stacks Might with .

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.

Use at the start to apply Regeneration to your subgroup. After the initial use you will need to spread out your use to cover all the condition cleanse. Try not to overwrite the other Healing Druid's .

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 also 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 and you might need that clutch resurrect from .

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. Your job, as Healing Druid, is to bait this skill and move away from Kenut so it teleports to you. You can then simply Dodge so Kenut doesn't steal any boons.

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

Spirit Management

Summon your spirits immediately but communicate with the other Healing Druid to work out who will use spirits and who will stack Might.

You can pull your spirits from platform to platform by using their active skills.

Summon your after the 50% split. This is when things typically get dangerous and you will want to use it to ressurect Downed party members.

Qadim 19,268,760 1,374 240 780

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For the first DPS phase, you will want to stop using your active spirit skills at around 80% health. This will allow you to have them up for the Destroyer and teleport them instantly.

The second DPS phase is exactly the same as the first. Stop using your active spirit skills when Qadim is at around 45% health.

For the third DPS phase, use your spirits as quickly as possible and stack Might with . You will probably need to camp during the final DPS phase in order to make sure that your DPS classes maintain their sixth bonus from .

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

Greater Lava Elementals

There are two ways to deal with Greater Lava Elementals:

If you are Pushing the Greater Lava Elements away, you will need to do this while the rest of your squad is killing the Pyres. You can use to apply Cripple, Slow and Immobilize. You can also use , on your Iboga, to Pull the Greater Lava Elementals.

If you are Pulling in the Greater Lava Elementals, you can just follow your squad and deal with the Pyres as a full group. You should go to the Retaliation Pyre to help heal your group, if someone decides to burst.

The Hydra

Use your spirits instantly and pump out that juicy Might.

Use when the Breakbar appears.

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

The Destroyer

Teleport your spirits to the Destroyer and stack inside his hitbox. This will let the adds come closer.

You can CC the Destroyer instantly. Use , and Electric Wyvern to CC.

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

The Wyverns

Teleport your spirits to the Wyvern instantly.

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


The Key of Ahdashim

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

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You will need to take Marksmanship to help provide more CC. You should drop Skirmishing in order to take Marksmanship.

In Marksmanship you take the following traits:

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 could consider dropping for . However, spamming should be enough to remove Immobilize during this phase.

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

Breakbar Phase

Make sure to take to help provide more CC during the Breakbar Phase.

Use , , and for each of the big Breakbars.

Make sure that everyone is healed up as the Breakbar Phase ends. Leaving will grant your subgroup Superspeed so help them spread out faster.

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

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You really don't need here. This is for two reasons:

  • You probably have a Boon Thief which means that Protection is covered.
  • There is literally no pressure in this fight, so do you even need Protection?

You can drop out of just as the Pillar mechanic spawns. This will grant your subgroup Superspeed and allow them to leave later when dropping off Pillars.

Always take a Pillar. This means you need to be one of the five furthest from the Adina to get this mechanic.

Split Phase

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

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

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You can swap out for if you are struggling with CC'ing the Anomalies.

Use , and to help CC the Pylon. Don't forget to take too!

To help even further with CC, as the limited factor in this fight are the Pylon Breakbars, it's advised to take Marksmanship over Skirmishing. In Marksmanship you take the following traits:

Use to get to Qadim the P as quickly as possible. Use to give yourself Stability so you can avoid the Knockback from . This will mean that you don't have to Dodge and can start to ramp up Might immediately with .

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

Your tank will need heals every now and then. Make sure to give them some attention when needed. You can also use or to heal up your Pylon kiters.

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

At 40%, 30% and 20%, Qadim the P 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. You can use the active skill to provide Stability to your squad to nullify this skill.

During the later phases, focus on healing your clueless DPS classes that spread bad tethers and run around like headless chickens. Don't try to resurrect someone if that puts you in danger, leave them to die. The last phase creates a lot of pressure for you, don't worry if you need to camp like crazy.

Anomalies

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

, and are 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.