Raid Guide


10/07 Patch Update | Benchmarks ✔ | Builds & Rotations ✔ | Raid Guides ✖ | Raid Viability ✖ | Team Compositions ✖

General Gameplay Tips

General Tips

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.

Always summon before . This way you can deactivate manually for the extra Burning once times out.

Remember to deactivate and before every split.

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 Addiction

Don't

Camp

Staff!

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 .

Utility Variations

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, always try to avoid dropping this.

is used to provide Protection to your squad. There are a few situations in which you don't need to take this skill.

The main exception to this general rule is at Soulless Horror as you want to always take .

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.

Does your Subgroup have Fury?

Fury is something that people frequently forget about. If you don't have 100% uptime on Fury, your DPS players will start crying.

Most of the time you will have a Chronomancer playing Chaos - Inspiration meaning that theoretically they should be oozing Fury. Check with your Chronomancer to make sure.

If your Chronomancer isn't running Chaos then you need to consider your options on how you can produce Fury.

  • The easiest solution to providing Fury when playing Healing Druid is from .
  • Now that Nature Magic is the go to trait line, you will always produce Fury on pet swap due to .
  • If you are stil lacking Fury after this, you can take Red Moa. , the F2 skill, produces 15 seconds of Fury. You can open each encounter with this where you feel like you are lacking Fury. Just remember to do it after the boon strip.

Speedrunner’s Demise

If you’re expecting to read something smart here, don’t. With the ever-increasing DPS difference between the top classes and Druid, on encounters with high damage aura, you’re forced to play this.

We can be smart and tell you to apply Weakness if you have Weavers present, but ultimately your goal is to keep everyone above 50% health and 90% health if you have Weavers and Holosmiths. A friendly reminder that is your Weakness source. You can also precast it before you run into an encounter so your pet's first hit applies Weakness.

In the majority of cases you will probably be running , , , and . Occasionally you'll have thrown in there as well, but the point is that there is no reason to take . is only for when you have Glyphs so you can replace this with whenever you find yourself running a full spirit setup. This will help guide players back from doing mechanics.

Hybrid Builds

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.

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, it will be a pain if you start to drop healing gear.

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 for something more aggressive.


Spirit Vale

Vale Guardian 22,021,440 2,061 687 2,000

Pet One
Iboga
Pet Two
Electric Wyvern

Scourge Team Composition

You need to deactivate your spirits as soon as you engage the blue guardian during the split phase. If you do this, they will be back up by the time you get back to Vale Guardian.

Use Electric Wyvern to help CC Vale Guardian.

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. Hopefully, you will be under less pressure in a Scourge setup as they will use to help mitigate some damage.

Power Team Composition

You don't need if you have plenty of Weavers due to . This means you can take instead.

Since you will weapon swap right away to summon your spirits and make them tick faster, you won’t be able to apply Weakness instantly. So make sure that you use before your squad charges in. If you don't apply Weakness, your Weavers will probably be quite annoyed.

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. Summon your spirits in between Vale Guardian and the blue guardian during the first and second phase.

To help your condition classes, summon a bit closer to the red guardian, since it’s usually the slowest one during the split.

You should go to blue Guardian during the split and you need to save for the split. 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.

General Tips

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

Now that you are the only Druid, you have to use . You need to use it to Immobilize the Seekers before they reach you. If you low group DPS and will get a second Seeker wave and also have a second Druid or a Soulbeast, you can ask them to use as well.

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.

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.

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


Salvation Pass

Slothasor 18,973,828 2,748 1,374 4,000

Pet One
Iboga
Pet Two
Electric Wyvern

As you are stacking Weavers on this encounter, you don't need to take due to . This frees up a utility slot, allowing you to take to buff your Weavers even more.

Precast and make your pet attack right away, so you can go into . You need to keep up Weakness for your Weavers. By precasting , you can ensure instant Weakness as soon as your pet's first attack hits.

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 use at the start, as you won't be starved of when playing Healing Druid. This way your Weavers get an extra boon for their opening bursts.

Try to position yourself properly and cleave the Slublings. Don’t hesitate to interrupt them if you can predict their boon corrupt.

Make sure to reactivate your spirits after the initial summon, since you’ll be out of buff range once you reach the middle area.

Bandit Trio

Pet One
Iboga
Pet Two
Electric Wyvern

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 (not because you’re on the street, but because you’re a fucking dungeon dweller), get arrested, meet Jack, he’s been in prison 3 times already and it wasn’t his fault, it’s the system, get back home, finish trio and contemplate your life existence once again.

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 2,748 1,374 2,500

Pet One
Iboga
Pet Two
Electric Wyvern

IMPORTANT: The following guide assumes that you have double Daredevil that use Detonate Plasma to share boons to your squad. They will provide Fury, Protection and Stability to all 10 players.

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 .

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

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.

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. These are major master traits in the Druid Trait Line.

As Stability is provided by the Daredevil, you can instantly use instead of delaying it. If you don't have double Daredevil, then you should delay using until the storm phase at 60%.

Protection is also provided by Detonate Plasma, this means that if you don't have double Daredevil you will to take instead of .

lines up almost perfectly with the Jump Attack - . You need to use underneath Matthias in order to block his attack.


Stronghold of the Faithful

Escort

Pet One
Iboga
Pet Two
Jacaranda

Use to Immobilize the Warg as it approaches.

Use to cleanse Confusion at the final boss.

Keep Construct 55,053,600 2,061 687 3,500

Pet One
Iboga
Pet Two
Jacaranda

You don't need to take as your Weavers will produce enough Protection from .

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.

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 Chronomancers will cover that.

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.


Bastion of the Penitent

Cairn the Indomitable 19,999,998 2,748 1,374

Pet One
Iboga
Pet Two
Jacaranda

You will need to provide Fury via and your trait . This is because your Chronomancers should be running Dueling - Illusions.

Cast at 7:06 remaining based on the boss timer. By doing this, you provide Stability to your subgroup allowing them to move around unhindered and to skip the green AoEs. This is only really doable in high DPS groups.

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.

Use to heal the people with . Stay close to Cairn, as the Chronomancers and the will take the , so you don't get it.

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.


Hall of Chains

Soulless Horror 35,391,600 2,748 1,374 3,000

Pet One
Iboga
Pet Two
Electric Wyvern

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

You will need to take Marksmanship to help with pushing away the Tormented Dead. As you are in a full Scourge setup, there is no reason for you to have Skirmishing so you should swap this for Marksmanship.

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 Scourges, make sure you don't immediately push away. This gives your main a bit of time to use before the Tormented Dead is out of range.

Dhuum 32,000,000 2,748 1,374

Pet One
Iboga
Pet Two
Brown Bear

You have Iboga simply as a DPS pet that you can use when you don't need Brown Bear for the condition cleanse.

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.

If you have a second Druid kiter, you can ask him to take one or two spirits. This allows you to take to buff your Weavers.

You should be taking the third green but not on the first rotation. As someone to back you up for the first green so you can continue to kite the messengers.

Ideally, you’d want to deactivate 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 inbetween two tanking spots. Communicate with your tank to determine your movement patterns, if any.

Delay your if the "Soul Split" () is about to happen. Simply prolong the previous .

During the "Soul Split", you should instantly swap to Brown Bear and cleanse Torment with . If your squad naturally gets pushed in arbitrary directions, take with . You can find this trait in Skirmishing.

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 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. If this is the case, cast to apply Weakness to Dhuum and swap to Staff to heal up rest of the squad.

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.


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General Gameplay Tips

General Tips

Druid healing as taken a hit in recent patches which means that you should not interrupt the final tick of anymore. You will probably need the extra Might, as you will be solo Condition Druid, and you will probably need the extra heal tick.

Positioning is key if you want to be truly beneficial to your team. , from Glyphs, only has a 180 radius. Make sure you are actually on top of your party before popping them. All your Glyphs summon a due to the trait in the Druid Trait Line.

Use off cooldown outside of , 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.

Always summon before . This way you can deactivate manually for the extra Burning once times out.

Remember to deactivate and before every split.

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.

Trait Variations

As of a few patches, is completely unwanted when playing Condition Druid. The bosses where you can actually play Condition Druid, normally, have phases. This means that you want to get in as much condition damage as possible in a short period of time. During these phases, Condition Druid is probably restricted in one way or another due to the mechanics or jobs you have to carry out. This compounds the bonus of having hard hitting conditions. A prime example is Deimos, you have a small window of opportunity to do fairly decent DPS when Deimos is under the effects of Unnatural Signet. Outside of that moment, you will probably be under a lot of pressure to keep your group up.

With all that being said, leaning towards a more bursty rotation makes more sense due to the fact that you’re allowed to do mechanics, or simply go into during mechanics such as breakbars.

While using the rotation has its benefits, one of the downsides is definitely constant dodging, but it’s also one of the great things about it. It does force every Druid to be well aware of their positioning and possibly predict mechanics.

Do not hesitate to delay your rotation to cast an extra while in , because this is the reason for . Lack of makes this build much more versatile and it allows you to prioritize buffing members, while still having the same DPS.

If you need more healing, you could take and use it for , which should top most of your squad off.

Nature Magic Trait Line

Due to shifts in team composition, this is the build you’ll most likely use if you’re playing as a Condition Druid.

A few of the encounters where you’re allowed to play an offensive build just happen to be Weaver dominant in general (i.e Gorseval and Deimos). This means that for these encounters you will be forced to take to provide some kind of Vulnerability on the bosses.

Previously, this build was taken to provide boons from , however, since the take over by Chronomancers playing Chaos - Inspiration this is less relevant.

With all that being said, you still can pull some fairly hefty DPS but this is mainly due to your pet.

You will also be using this build at Sabetha, Xera and Mursaat Overseer. This is because you have no scholar classes to heal up and/or they are dominated by Scourges so barrier will mitigate a lot of the incoming damage.

Wilderness Survival Trait Line

This trait line has become unwanted as it is now difficult to maintain your party and provide enough boons.

We would only recommend this trait line if you have a second Druid in your squad.

Utility Variations

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, always try to avoid dropping this.

is used to provide Protection to your squad. There are a few situations in which you don't need to take this skill.

The main exception to this general rule is at Soulless Horror as you want to always take .

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.

Does your Subgroup have Fury?

Fury is something that people frequently forget about. If you don't have 100% uptime on Fury, your DPS players will start crying.

Most of the time you will have a Chronomancer playing Chaos - Inspiration meaning that theoretically they should be oozing Fury. Check with your Chronomancer to make sure.

If your Chronomancer isn't running Chaos then you need to consider your options on how you can produce Fury.

  • Now that Nature Magic is the go to trait line, you will always produce Fury on pet swap due to .
  • If you are stil lacking Fury after this, you can take Red Moa. , the F2 skill, produces 15 seconds of Fury. You can open each encounter with this where you feel like you are lacking Fury. Just remember to do it after the boon strip.


Spirit Vale

Gorseval the Multifarious 21,628,200 2,748 1,374 4,500

Pet One
Iboga
Pet Two
Electric Wyvern

Your Chronomancers should be playing Chaos - Inspiration which means you don't need to worry about Fury.

You don't need to worry about Vulnerability either, as the Holosmith and Renegade can take care of that.

Use on engage. It's a short fight, so it will last for the majority of it.

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

Make sure you move through Gorseval while healing so you also tag the tank as well.

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 split add that you go to during the split. Once the second split add is at ~40% you should reuse your spirits.

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 add.

You shouldn’t use on the second split add if the DPS classes are already preparing for their opening burst on the next phase.

You can use and on the second split add. Make sure you have up for when you start attacking Gorseval, so you can immediately apply Weakness.

Sabetha the Saboteur 34,015,256 2,748 1,374

Pet One
Iboga
Pet Two
Red Moa

The following guide assumes that you are playing with a Scourge setup.

The optimal build for this encounter is Soulbeast, but if your group is getting cleaved too much and/or doesn’t have enough DPS to phase quickly, you will need to take a Condition Druid.

You need Red Moa here for the extra Fury, this is because your Chronomancers should be running Dueling - Illusions and therefore share less boons because they don’t have . Open with Red Moa and then camp Iboga, unless you get low on Fury. By swapping pets, you will also trigger which will grant your subgroup Fury.

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 , but if you need more ask your to step into a so you can generate more.

Take instead of only if you’re struggling with survivability during the last 25%.

As Condition Druid or Soulbeast you will be forced to take cannons 1 - 3. Normally, your group will skip the first cannon which means you will only have to do North. Your team should be fine surviving for a few seconds without you being there.

If you aren't playing with a Scourge setup, then there is really no reason for you to do cannons. Instead, you can just kite and heal thereby releasing a DPS playing from having to kite. 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.

If playing without Scourges you should also consider swapping for or depending on how your party is playing.


Stronghold of the Faithful

Xera 22,611,300 2,748 1,374 2,000

Pet One
Iboga
Pet Two
Jacaranda

You can just camp Iboga in first phase for the insane DPS. 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.

You will need to pet swap, so you should start on Jacaranda in phase 1, to give Fury. You give Fury on weapon swap due to . This assumes you are playing the Scourge set up. If you are running a power setup, your Chronomancers should be playing Chaos - Inspiration as Fury won't be a problem.

If you are struggling to keep your party up, then you can always swap to Healing Druid. Preferably you can just flame your Scourge players for not using .

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 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.

When adds are pulled in, in a power setup, you can Blind them with .

Once Xera phases, deactivate all your spirits, should already be on cooldown. If your 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 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.


Bastion of the Penitent

Mursaat Overseer 22,021,440 2,748 1,374

Pet One
Iboga
Pet Two
Jacaranda

If you are running double 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 this isn't the case, and you don't have double Daredevil, you will need to provide Fury as your Chronomancers will be playing Dueling - Illusions. This means you will need to pet swap at the start of Mursaat Overseer to trigger .

Seeing as you don't have any power based DPS classes, you don't have to worry about scholar uptime. This means you can DPS race the Chronomancers.

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%.

Deimos 35,981,456 2,748 1,374

Pet One
Iboga
Pet Two
Jacaranda

If you are stacking Weavers you shouldn't need to worry about Protection uptime due to . This means you don't need to take .

Your Chronomancers should be playing Chaos - Inspiration, so you don't need to worry about Fury.

If you are stacking Weavers, you won't have a source of Vulnerability. If you have a Holosmith or Renegade in your squad, then you can consider dropping for . Clearly, if you're lacking Protection due to only having a few Weavers then feel free to take instead of .

This fight can put a lot of pressure on you as Druid so it is definitely worthwhile going Staff and Shortbow.

If there are multiple tears stacking up, swap to staff and try to mitigate as much damage as possible. This is absolutely required when Unnatural Signet is up to help maintain higher uptime for your DPS classes.

Feel free to camp if needed to keep up during Unnatural Signet bursts.

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.

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 ontop of the boss meaning lower DPS uptime on Deimos.

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.


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General Gameplay Tips

General Tips

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.

Always summon before . This way you can deactivate manually for the extra Burning once times out.

Remember to deactivate and before every split.

Flanking will greatly increase your DPS through , so remember to always position yourself well.

Power Druid Specific Notes

For a while now, Power Druid has been steadily receiving buffs. With nerfs to Condition Druid, the Power version became a competitive choice on Samarog due to amount of CC you provide and the fact that you can push Rigom with .

Overall higher Might generation via and . This, coupled with better generation via for slightly lower DPS is something that should be considered when using this build.

This build doesn't provide Weakness as you don't have Axe mainhand. We recommend this build at Samarog because we assume that the Power Warrior will provide Weakness via .

If you feel like you are still starved of you can consider taking Axe mainhand as it has better generation than Sword.

Utility Variations

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, always try to avoid dropping this.

is used to provide Protection to your squad. There are a few situations in which you don't need to take this skill.

  • If you are stacking Weavers they will produce enough Protection from .
  • If you are stacking Scourges they will mitigate enough damage through barrier. I mean, do people do that at Samarog?

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.

Does your Subgroup have Fury?

Fury is something that people frequently forget about. If you don't have 100% uptime on Fury, your DPS players will start crying.

For Samarog your Chronomancer should be playing Chaos - Inspiration meaning that theoretically they should be oozing Fury. Check with your Chronomancer to make sure.

If your Chronomancer isn't running Chaos then you need to consider your options on how you can produce Fury.

  • The easiest solution to providing Fury when playing Power Druid is from .
  • If you are stil lacking Fury after this, you can take Red Moa. , the F2 skill, produces 15 seconds of Fury. You can open each encounter with this where you feel like you are lacking Fury. Just remember to do it after the boon strip.

Hybrid Builds

If you feel like you are underhealing at Samarog you can consider trading out a few pieces of Berserker gear for Harriers.

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 Samarog, you might want to consider trading in some Harrier gear.

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 underhealing, you could consider swapping out your weapons for something more defensive.


Bastion of the Penitent

Samarog 29,493,000 2,748 1,374 4,500

Pet One
Iboga
Pet Two
Electric Wyvern

You should run Longbow - Sword / Axe. This gives you a lot more access to CC and will let you push Rigom undernearth Samarog during the split phase. If you feel like you are really starved of then you can run Axe mainhand as well.

Your Chronomancers should be playing Chaos - Inspiration so you don't need to worry about Fury.

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.

Use in the first and third phase of Samarog. This will help with generation.

What to do on each breakbar;

  • Use which is the active form of
  • An F2 per breakbar
If you are still struggling with CC then you can use before you swap to Longbow.

Don't waste your if Samarog is going to go into his CC phase. Delay it a little bit and use it to help CC and heal the Fixated squad member.

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 CC phase.

You can use to push Rigom underneath Samarog. If you are struggling to keep Rigom there, you can take .


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General Gameplay Tips

General Soulbeast Tips

You can precast , and/or before you start the fight, make sure you have active to gain the pet-effect of the skills.

Try to give as many allies stance buffs, they have a 360 radius. This is from the trait .

Prioritize your weapon and utility skills and use and to fill the gaps.

Use and to help you with mechanics, cover distances or evade.

The go to heal skill is because it is the largest heal and it will increase your boon uptime during .

Use to help cleanse conditions when needed.

If you’re team lacks CC, you are finally blessed to have a reason to merge with your beautiful Warthog.

Take if Immobilize is needed but keep in mind it will be a DPS loss for your allies as they will not recieve .

Scourge Team Composition

We recommend Soulbeast for Sabetha as you effectively don't need a Druid for that fight. This is because barrier will mitigate a lot of the incoming damage. will also cleave down adds extremely quickly meaning even less pressure.

Soulbeast could also be used to replace the Druid at Xera for exactly the same reasons as with Sabetha. The fight at Xera creates a lot more pressure in terms of constant incoming damage which is why we still recommend Condition Druid.

If you are replacing a Druid you will need to take and . is awesome because it doesn't scale on the Soulbeast's Healing Power but instead it scales per player. To clarify, when triggers on a Weaver it will scale by the Weaver's Healing Power.


Spirit Vale

Sabetha the Saboteur 34,015,256 2,748 1,374

Pet One
Lynx
Pet Two
Red Moa

Playing Soulbeast here is only really worthwhile if you have extremely fast phases due to Scourge stacking. If you are not playing with a Scourge setup, this build will do nothing for your squad.

This build also assumes that your party will not be tanking all the mechanics as you have no form of healing other .

As Soulbeast will need to do cannons 1 - 3. Your team will probably skip the first cannon which means you can just do North and maybe the next cannon depending on how fast your kill is.

Just do your normal golem rotation here and if your squad members start dying feel free to flame them for tanking mechanics.