Staff
You’re pigeon holed into a power build since there’s no condi. Sprinkle some condi as part of the damage for each skill.
Solar Beam – Increase damage and/or make third pulse a blind from the front, and make it a burn when applied from the back.
Astral Wisp – Increase damage. Make the wisp cripple the foe in addition to healing allies.
Ancestral Grace – Add damage component and/or knock down for enemies.
Vine Surge – Increase the vine speed substantially. The longest immobilize in the game is Entangle with 1 stack for 5 seconds. The bulk of the other immobilize skills are between 1 to 3 seconds. Yet the cast time for this is 3/4 seconds. Even if you had the best of reflexes when combined with the slow travel time of the vines, you really won’t be clearing any immobilize off allies. Secondly, if you’re require to aim it, thereby delaying the execution vs something that’s tab target and fire, that move must be more powerful and worthwhile to perform. Compare Ele’s Phoenix to this, when aimed correction, it could hit 5 to 6 times, gives vigor, it’s blast finish and it clears a condi.
Increase damage and speed of vine projectile, add bleed and torment to enemies, increase it from 3 to 5 targets in addition to clearing mobility status.
Sublime Conversion – Converting range dmg to heals is not enough. Add small damage component. Make it knock down targets that move through it and turn 3 boons to conditions.
Celestial form
It takes far too long to fill up the F5 bar, unless you’re mashing staff 1 and overall feels really clunky.
I think the F5 bar should not drain when you leave astral form. One, there’s no damage really available in that form. Two, besides the auto attack, there are internal cool downs already for the moves but the heal are not enough to sustain you when focused on anyway. Three, it makes astral form spammy and devoid of proper rotation of skill for PVE, or proper counter play in PVP.
F5 should function like death shroud, in form. Slowly ticks down, but bar remains when you exit form early.
Add boons to celestial avatar skills 1 to 4, so the pet can be buffed to do the damage component in a 1 v 1 in astral form, and it makes more sense for WvW and PVE also since both healing and buffing should happen before attacking. I wouldn’t add condi components to the celes skills since condi specs mostly all have tanky builds, to output additional condi damage while healing might be a bit too much.
Not all healing skills fills the bar, e.g. signet of the wild, regen, procs from food etc. For some reason troll unguent fills it up even when you’re not getting healing.
Cosmic Ray – No change.
Seed of Life – Add aegis/resistance
Lunar Impact – Add fury.
Tidal Surge – Add might.
Natural Convergence – This is basically churning earth for ranger only this will never hit because this class has no cantrip to provide stability/protection and teleport for it to hit. Make the skill usable on the move and provide some protection during the channel. Allow glyphs to be cast in conjunction with the channeling, like glyph of tides to pull or unity to bait someone into hitting you.
Animation – When you go into astral form, a full moon appears over the head of the druid, when you exit astral form, it should go from a full moon to an eclipse so allies and enemies can figure out when your astral form is ending.
Glyphs
Glyph of Empowerment – It’s seems like it’s a worse version of spirit for only 10% boost for 6 seconds. Make it give pulsing stacks of stability regularly and resistance in astral form instead.
Glyph of Equality – Make the power of the effect based on the difference between your HP and the target’s. The bigger the spread, the more dmg, and longer the daze.
Traits
Celestial Shadow – Makes little sense to get stealth as you exit. You’re most vulnerable when you need the healing so it makes more sense to get stealth when you enter celestial form, and get super speed as you exit it. This way you can have added few seconds to get those heals off and might actually make it easier to land natural convergence while stealthed. Moreover, if you take primal echoes with ancient seeds, it makes sense to run hydromancy sigil on it to get an extra proc. This will actually get rid of your stealth and make this trait not work properly. You should get stealth when you enter celestial form, so people can control when stealth kicks in.
Verdant Etching – Make this trait turn glyphs into stunbreakers in addition to existing benefits.
Grace of the Land – Make it clear 2 conditions off allies when you enter celestial form in addition to lower condi damage.
Lingering Light – Make the wisp around you and your pet, clear 1 condition. Use this in combination with cultivated synergy and get 1 condi clear around your pet also
Ancient Seeds – It’s bugged with spike trap, the knock down from the trap won’t proc this trait.
Pets
Tiger – This is a huge pet peeve for me since day 1. The long bow’s killzone is 1k so if you send your stalker/moa out to attack your target you won’t get the F2 buff. The tiger’s F2 takes that penalty to the extreme, you don’t even get the buff when you cast it beside you since it leaps away. The bigger issue is, why should a class required mechanic have this contradictory nature to it that even when you try to play the class properly, you’re penalized? Make all F2 buffs ignore range for the pet owner!
Fire Wyvern – It doesn’t seem to fire the F2 at the target. It seems to only ever cast the fire field under the ranger.