(edited by mistsim.2748)
Anyone run a hybrid druid in organized wvw?
I used to play it hybrid for fun vs zergs in my guild group. GS / Staff, a mix of Crusader / Celestial / Zealot or Marauder with Scrapper’s Rune and damage reduction/toughness food.
Since the patch, I would definitely go Marksmanship (everything up). Beastmastery if you want some regen / reduced CD from shoots or Skirmishing if you want reduced CD on weapon swap and extra crit / dodges. I would also consider some of the new Signets
Pirate Chips [LAYS] – Server Hopping (EU)
i know im a bit late to the party, but i’ve been playing some druid in wvw while waiting for PoF. I think I’m pretty done with the Longbow after 3 years of using it.
anyway, i noticed you really dont need a lot of healing power to be effective in keeping your zerg up, so I’m wondering if I could distribute my stats differently from Minstrel, which just seems like overkill.
that being said, where would my damage even come from? maybe just Natural Convergence? I’d say Maul from GS, but I’d find it tough to give up the staff/s/wh. maybe it’s worthwhile have some decent power, crit and crit damage for staff #1 spam and NC?
I’m also slotting my utilities differently. with the new Muddy Terrain and Soften the Fall, I have a bunch of survival utilities. I’m not finding shouts to be necessary at all. I also have a free slot for a glyph. Anyone run Empowerment?
With a pure zerg figths purpose in mind, you need to drop any kind of damaging builds. Damage in zergs comes from AOE.
My healmobilzer build with shouts and survivals skills traited is nicely increased since the last patch, and if you already have ministrel stats you should take a look at the build. The build is focused around healing, boons sharing and AOE immobilizes and goes from midrange to frontline (you need good postionning) :
Offensive side (AOE immobilize) :
- Entangle
- Muddy Terrain (pulsing slow now)
- Vine Surge
- Natural Convergence
- Ancient Seeds
- Soften The Fall trait that now cast Muddy Terrain traited on heal
- optional pets
Defensive side (everything else) = sharing swiftness, fury and regen, heal, AOE break stun etc.
When it comes to zerg fights this is a pretty good build and a very dynamic one.
Tchuu Tchuu Im A Train [TCHU] – Gandara
https://www.youtube.com/channel/UChUmRHtHLgPckvtrPImxK3A
When it comes to zerg fights this is a pretty good build and a very dynamic one.
glad to see you post that build, as I’ve been using something very similar and loving it. it has so much more utility than just a straight up healbot. i dont have the ideal gear yet, but even with my old valk/cavalier set with a few minstrel pieces, i’ve found it super effective and survivable, and i love QZ with it. the multiple immobs totally crush the retreating backliners on the regroups. MT is actually worth slotting now, hands down.
I’m rolling with NM/WS/druid atm. I like the warhorn trait, and Protective Ward. TU wipes 4 condis now, so there’s that too. for the last utility slot, there are a lot of options, but Glyph of Tides is neat as it gives another aoe immob with AS, assuming their stab is down…so situational. probably just Protect Me.
(edited by mistsim.2748)