New Zealot’s Druid Raid/PVE Build
I’ve been using this build for the past 2 weeks of raids since the balance update. At this state of the game, I felt like Magi’s was overkill for healing and that I could contribute with some DPS output, especially given that the 5/5 team comp is naturally lower DPS than was 4/4/2. The only negative that I have encountered with the build is the loss of Vitality from Magi’s drops the Druid’s health pool from around 25k to 17k. So, if survivability is a huge issue for your personal playstyle, then the DPS gain is likely not worth the loss of group-wide DPS and healing if you cannot stay alive.
So, below is the build:
Equipment: All armor, weapons, and trinkets are Zealot’s. Infusions on all can be power or healing, but I prefer power since healing is more than adequate for all fights.
Weapons: Staff and Sword/Warhorn. For non-raid content I usually run Longbow instead of Staff.
Sigils: Superior Sigils of Force and Transference on each weapon set.
Runes: 6x Superior Rune of the Grove. This is where I tested several rune sets. The Rune of the Grove allows healing to be maximized (even though the 10% is lost from Monk runes) and for 99% Protection uptime for 5 members of the squad.
Food and Utility: Delicious Rice Balls with Superior Sharpening Stones
Current Stats: (With food and Utility but not in Combat or with any other boons. Also does not include the 10% outgoing healing effectiveness that come from the Transference Sigil or the 20% outgoing healing effectiveness from the Natural Mender Druid trait)
Power 2,536
Toughness 1,000
Vitality 1,000
Health 17,037
Precision 1,960
Critical Chance 49.71%
Ferocity 150%
Healing Power 1,259 (Up to 1,763 with sigil, food, and trait calculation, or 40% as additive increases, while in Combat.)
Boon Duration 20.00% base, 50.00% Protection
Healing Skill: Healing Spring or Glyph of Rejuvenation as stated below.
Utility Skills per Boss:
Vale Guardian – Glyph of Rejuvenation, Glyph of Tides, Frost Spirit, Stone Spirit, Glyph of Unity
Gorseval – Glyph of Rejuvenation, Glyph of Empowerment/Sun Spirit (Glyph for Updraft, Spirit for No Updraft), Frost Spirit, Stone Spirit, Glyph of Unity
Sabetha – Glyph of Rejuvenation, Sun Spirit, Frost Spirit, Stone Spirit, Glyph of Unity
Sloth – Healing Spring, Glyph of Empowerment, Search and Rescue, Signet of Renewal, Spirit of Nature
On Sloth, if your group does the middle/hourglass method, replace Search and Rescue with Frost Spirit.
In either case on Sloth, it might also be prudent to take Protect Me! instead of Signet of Renewal, depending on the remaining composition of your group.
Trio – Glyph of Rejuvenation, Sun Spirit, Frost Spirit, Stone Spirit, Nature Spirit
Matthias – Glyph of Rejuvenation, Sun Spirit, Frost Spirit, Stone Spirit, Spirit of Nature
Escort – Glyph of Rejuvenation, Glyph of Empowerment, Muddy Terrain, Glyph of Alignment, Entangle
KC – Glyph of Rejuvenation, Glyph of Empowerment, Frost Spirit, Stone Spirit, Spirit of Nature
Xera – Glyph of Rejuvenation, Sun Spirit, Frost Spirit, Stone Spirit, Spirit of Nature
General PVE – I like to run either traps or glyphs without the spirit trait depending on what I am doing.
Pet: Blue Moa primary with Electric Wyvern on bosses that need cc. Unless cc is necessary, I typically camp Blue Moa.
Traits:
I run Nature Magic 1/3/1, Skirmishing 3 (2 if not using Healing Spring) /1/1, Druid 2/2/1.
On Sloth and Escort, the only change is to run Nature Magic 1/3/3 (no use for spirit trait since no spirits are being run, unless you are doing Hourglass on Sloth.)
The key traits that are different than the traditional healing/Magi’s build are Nature Magic entirely, Skirmishing 3 in the 1st line, and Druid 2 in the 1st line, even if running staff.
Nature Magic 1 in the 1st line is a DPS boost, and by my calculations, provides more damage than trait 2 because the average boons that are up in raids is 8, which is a greater percentage increase than the boost provided by trait 2. In regular PVE, I run 2 instead of 1.
Nature Magic 3 in the 2nd line is the key to the build. It, along with the Grove runes, allows the Druid to essentially replace all of the boons that were provided by the Revenant pre-patch when used properly with Quick Draw.
Nature Magic 1 in the 3rd line is also key to 99% uptime on Protection, and provides party-wide boons through the spirits.
Skirmishing 3 in line 1 is strictly for Healing Spring usage (and PVE trapping outside of raids). Use 2 if not using Healing Spring.
Druid 2 in line 1 is also a boost to the healing skill.
(edited by kwgrooms.6140)