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 , 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.
There is literally no reason to camp staff, aside from maybe at Cairn. You need to provide your Weavers with Weakness from ; how are you going to do that if you're camping staff? Sometimes you need to help with Vulnerability uptime by using , which you clearly can't do if you're camping staff.
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 .
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. 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.
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 : 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.
is your standard trait and will grant Bleeding whenever you hit with a critcal 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.
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.
At Statues of Darkness you will want to tak the following traits in Marksmanship:
should be taken instead of if you are taking .
can be taken instead of if you should need the extra healing. This will allow you to use in quick succession.
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.
can be taken instead of to provide extra CC. This trait will also trigger whenever you go into .
Running full Harriers is great but in a lot of circumstances you don't need it.
If you find that you are overhealing in certain encounters then you can start to experiment a bit with swapping gear pieces out for Berserkers. Play around with dropping your Backpiece first, then move onto your Earings, then your Rings and finally your Necklace. If you feel like you are still overhealing, you could consider swapping out your weapons to Berserkers aswell.
Another option is to swap out for in the Nature Magic trait line.
This is something you need to work out for yourself and will be based heavily around your squad. If you have DPS classes that decide they want to tank every auto attack from Slothasor, for example, it will be a pain if you start to drop healing gear or traits.
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 .
You provide permanent Burning from .
You provide roughly 40% Weakness uptime from .
You provide roughly 20% Chill uptime from .
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:
If you are running you can provide your subgroup with Vigor.
As soon as the boonstrip happens, use and go into to stack Might.
Don't waste your outside of healing through .
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 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.
You want to make sure you have all three spirits up for each boss phase. This means you will need to deactivate them as the split phase begins to ensure that they are back off cooldown for the main phase.
To help your condition classes, summon a bit closer to the Red Guardian, since it’s usually the slowest one during the split.
If your group DPS is high enough, you’ll have to outheal only two green circles. 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.
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 / Green Attunement during the split. Summon your spirits in between Vale Guardian and the Blue Guardian / Green 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 / Green 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.
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 .
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%.
For your weapon sets you should take Axe / Axe - Staff.
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.
You can use at the start, as you won't be starved of when playing Healing Druid.
Make sure to reactivate your spirits after the initial summon, since you’ll be out of buff range once you reach the middle area.
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 also deactivate for the CC it provides through .
You can also use and to help CC.
Trait , in the Druid Trait Line, to help with CC everytime you enter .
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 .
As Healing Druid you can even play in full Minstrels if you need the extra survivability.
As you are taking four spirits, there is no reason to run so you can take instead. will help guide your party members who get mechanics by giving them Superspeed. These are major master traits in the Druid Trait Line.
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.
Summon your spirits near the center of the arena so they have maximum coverage.
Delay using until occurs at 60%. By doing this you can provide Stability to your squad through .
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.
You can use and per Breakbar.
Going into will also trigger .
Use to cleanse Confusion at the final boss.
Playing solo Healing Druid allows you to take an extra DPS class that will make the burst phases a lot smoother.
If you’re tanking Keep Construct in the middle, then you should deactivate your spirits once the illusions start attacking you. If you time it like this, your spirits will be back up in time for the burst phase.
If you’re tanking Keep Construct on the side, deactivate your spirits once the second illusion gets into melee range.
With permanent Alacrity, you should be able to have up for every burn phase, given the fact that you instantly deactivate it as the burn phase is about to end. If you’re lacking some Alacrity, then you can use it for the first and third burn phases.
Make sure that your pets are on "Passive" if you’re pushing the orbs, as otherwise they will attack the orb and this could cause it to be pushed out of the arena.
If you’re doing 1 orb, you don't need to worry about pushing as the Support Chronomancers will cover that.
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.
When adds are pulled in, in a power setup, you can Blind them with .
As you are solo Healing 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.
As Healing Druid you can even play in full Minstrels if you need the extra survivability.
As you are taking 5 spirits, there is no reason to run so you can take instead. These are major master traits in the Druid Trait Line.
This fight can be very pressure heavy on the Healing Druid, 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.
Cast at 7:06 remaining based on the boss timer. By doing this, you provide Stability to your squad allowing them to move around unhindered and to skip the green AoEs. This is only really doable in high DPS groups.
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.
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;
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.
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 Support Chronomancers.
You can use , when in , to help cleanse conditions.
If you are struggling with keeping up your team, you can drop for .
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.
Summon your spirits in the middle of the arena. By doing this, they will always be in range of your squad.
Summon at 85% as you will be unable to camp staff. This is because you will need to start pushing the Tormented Dead after ~80%. will help heal your squad while you push the adds away.
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.
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.
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.
Delay your if the "Soul Split" () is about to happen. Simply prolong the previous .
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 the "Soul Split" attack so you can heal and cleanse easily. You want to start stacking Might during the attack if you see multiple squad members attacking Dhuum.
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 third 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.
Ideally, you’d want to deactivate your spirits ~12 seconds before the boon strip attack () and reposition them as soon as possible. If you're tanking Dhuum at the throne, you can deactive them as soon as he jumps.
Never summon your spirits on top of the squad; always do it in between two tanking spots. Communicate with your tank to determine your movement patterns, if any.
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.
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.
Don't waste your . Save it for when Conjured Amalgamate has the debuff from the Swords.
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!
Make sure you always have your up for the burn phases.
Place your Spirits in range of the group at all times, this will probably be in the middle of the arena.
will help you generate .
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 .
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.
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 he teleports to you. You can then simply Dodge so he doesn't steal any boons.
Once the Kenut gets to 50% health your squad will split into two groups.
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 .
If you have gone to Kenut you will still have to continue kiting .
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.
Once the group splits you should drop first and then your other spirits.
Only use on the last platform!
Scroll down below to see the tips for each Creature and how we think you should deal with your spirits and CC skills.
While the rest of your squad is killing Pyres, your job will be to help pull the Greater Lava Elementals away from the Lava Elementals. You can use to apply Cripple, Slow and Immobilize. You can use Iboga or to pull the Greater Lava Elementals.
Once the Greater Lava Elementals is dead you can move back to Qadim and place your spirits ready for the burst phase.
For the first DPS phase, you will want to deactivate your spirits at around 80% health. This will allow you to have them up for the Destroyer.
The second DPS phase is exactly the same as the first. Deal with the Greater Lava Elementals and then move back to Qadim. Deactivate your spirits when Qadim is at around 45% health. You can keep up as the gap between DPS phase two and DPS phase three is a lot larger.
For the final Pyre event you will need to go help your squad. You will probably go to the Retaliation Pyre as your squad members might kill themselves...
Once the Pyre is dead you can return to Qadim. 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 .
Use your spirits instantly and pump out that juicy Might.
Deactivate your spirits shortly before the Breakbar appears.
Use your spirits instantly ontop of the Destroyer and 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.
Deactivate your spirits early so you have them up for the second DPS phase.
Use your spirits instantly and pump out that juicy Might.