Druid roaming build?
I noticed most druids run a mix of soldiers/berserker for roaming but I was wondering if a healing/power build would also be viable?
Go full marauder’s with some cavalier jewelry mixed in and defender runes
get the furious sharpening stone w/ 10% dmg while moving food
beastmastery , wilderness survival and druid
Longbow/Greatsword
It’s not bad , on the glassier side of course but if you use your utility right from CA w/ smokescale f2 you can get good invis uptimes along with decent healing from runeset on top of it.
This is what I’m currently running in WvW and it’s pretty good for roaming and dueling. Zerg play probably not that great, but for roaming and duels I like the playstyle it brings.
I say this because healing/power builds are boring , this would allow you to get some healing up time but also be able to be aggressive and play , but if you like healing power builds then maybe something like a crusader’s mix would be good? not sure
Maguuma
(edited by blitzkrieg.2451)
Try something like this if you want to incorporate some healing power. Feel free to change soldier stats into berserker or marauder ones.
I personally find that ~400 healing power is the sweet spot for utilizing CA to regenerate your health affectively in CA post patch. Especially good if you have some form of stealth prior to popping CA so you’re not trained while you’re channeling/casting. Of course to use the Druid abilities we’re now forced to use at least some healing power. (At this point if you don’t run the stat to some extent, don’t bother traiting Druid for CA. The channel time isn’t worth the healing in most situations.) More healing power would of course allow you to heal yourself slightly more quickly, but with the new timegate on CA you’re not really gaining anything from it. Group comp is a little different. If you run nature magic there’s a trait that adds 13% of your healing power as power. That’s not nothing. Works well in boon duration builds, but then you’re probably giving up marksmanship so your damage will be down a little and you won’t get to utilize the spiffy new CotW effectively.
Guess it’s a matter of whether you want to be more glassy and prone to burst, or more tanky but have less burst yourself. The former has more issues in group fights but can melt tankier builds, the latter while heavier on sustain will have difficulty with tankier opponents or those with lots of escapes.
That’s my experience, anyway.
~ Kovu
Fort Aspenwood. [CREW], [TLC], [ShW], [UNIV]
That is a strong statement to say , running a zerker/marauder you’re not necessarily RELYING on the heals to begin with, I mean yea they’re great, but the real utility is the Stun break + full condi clear, super speed + invis (AoE) , and the ancient seeds … I mean healing is great, but if you were relying entirely on healing as a burst ranger to begin with, you’re using the powers of druid all wrong.
Maguuma
I noticed most druids run a mix of soldiers/berserker for roaming but I was wondering if a healing/power build would also be viable?
Format of play?
WvW I have two builds. One with Cele armor and Heal/Power accessories but post patch that may change to Minstrel’s.
Second build I have is Cele armor with Power based accessories. That is still very viable post patch. Built for speed whereas above is for comfort.
Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)
Made this for the lolz after I heard they nerf base healing since zerk ranger is inefficient. Basically you run around with 3k base (!) power ( You can buff that with stacks if you want) . 50 % crit chance and zero ferocity. But who needs ferocity when you have 900 HP?
GS or sword/WH are also options.
Trying this one out this weekend, looks good on paper but it will probably suck.
Manders /zerk homies
Shout Trooper is and always will be the way, boys!
OBS.: Going to be updating the build post-patch this weekend.