Introduction
One of my main problem about the current raid meta is the need of 6 players who set up buffs for the left 4 pure dps classes. The fact that these 6 ‘support’ classes in most cases deal only round about the half damage of the dps classes make this even worse. So I started to think about solutions how at least one support class can be removed for a real dps. Sadly there is no alternative for the chronomancers at the moment, so even if they gain ‘only’ qickness and alactricity there is no way around it. So only warrior and druid is left, which both gain powerful buffs which you don’t want to miss on your dps players. In detail there is spotter, grace of the land, spirits healing on the one hand side and banners, empower allies and might on the other hand side. This makes it very hard to kick one of them you of the team composition. However this is exactly what I have tried.
The idea
I’m a ranger main since gw2 realease and playing nearly all variants of druids in raid for almost one year now. I organize a raid group with my guild, but it is definetly not a speedclear guild. Please have this in mind while you are reading this. The fact that a lot of groups uses builds from speedclear guilds without doing changes is one huge missunderstanding at the moment, but this is something what I don’t want do discuss deeper. However I play a nearly full zealot druid (with 2 beserker trinkets) at the moment. So i have a healing power round about 1200 what is enough to repair some mistakes, but not too much in order to learn that some attacks you should better dodge. I think a lot of healers playing with a similar gear. Last month I tested a bit around with my druid build, when the basic idea came up: Is there a way to support my team even more? This leads into the try to gain as much might as a current Phalanx Strength Warrior or at least almost without losing the possibility to heal my team.
The build
Might stack druid
Above there is a link to the build I have created. If you aren’t see how I’m able to gain enough might with this build here is it in detail:
- Pet: 5stacks for 22,5s | every 27-28s (25+3)
- Spirit: 3stacks for 5,5s | every 3s (not included: spirit uptime ~85%, with alactricity 90%)
- Horn: 3stacks for 30s | every 9s
- Fire Blast: 3stacks for 40s | every ???
Assuming that you are blast at least one fire field in 40s (which is very likely), you have round about 23stacks uptime of might for 5players. I want to do a short comparison between this build and a typical zealot druid.
Healing: With Horn you gain regeneration to 10 players with an uptime of 85% this is how you compensate the lack of staff healing. Regeneration fills astral power too, there should be no problem even without using a lot of glyphs. However you don’t have burst healing outside your astral form, which is possible with staff 5+3. To compensate the 175 healing from monk rune there are no berserker trinkets anymore, unfortunatly the 10% can’t be compensate. Healing with staff if difficult to calculate: It is highly based on how good is you and your teams positioning and how often you are in astral form. This means, if you are camping in a good position on staff without using astra form, your healing will be better. However you want to use astral form often in order to gain grace of the land.
Damage: Damage is the same or even higher than with staff + X. Sword autoattack is the best you can have as a druid if you want to do damage. On the other side you lose a lot of dmg-buffs using nature magic instead of marksmanship this is at least 15% and perhaps the 10%. If you are using natural magic anyways, with horn will you deal definelty more damage.
Flexibility: You will lose a lot of flexibilty. As a ususal healing druid I often change weapons (2nd staff for mobility, axe4 to pull, axe5 for reflexion, lb4 to push) to do some special jobs. This is not possible with horn anymore. In addition you are now a melee class (except horn4) which means e.g. a condi druid have to kite at sabetha.
Support: With horn5 you gain fury and swiftness in addition for all players permanently. So there is no need for tigers anymore.
Might: Compared with the might of a standard PS-Warrior, there are some differences. At first my build need some time (~18s) for setup, but for a 9min fight this weight nearly nothing. One benefit is, that the might last longer. From PS all mightstacks run 12seconds, while the druid cast might (except the spirit) for 25s+. This is good, if the group is splitted (e.g. tempest at sabetha). Another benefit is, that with druid you don’t have to attack to gain might. On many bosses there are phases where you can’t attack someone especially with a melee. One pro for the PS: You get healing power for each might stack (max. 250).