Followers of the Path of Harmony, druids use natural magic. They are primarily healers with a variety of spells they can learn to aid their realm mates. They receive basic buffs and can specialize in buffs that are unique in the realm. Druids have some offensive capabilities. Besides the ability to pick up a weapon and swing it at an enemy, they can cast poison spells to physically harm their opponent and cast root spells to freeze their opponent in place. They are also able to summon Nature's spirits as companions to travel or fight beside them. The role of a healing druid can be exacting. It takes a lot of patience, dedication and quick reflexes to keep your group healthy and performing their best. A druid can choose to spend his life alone with his spirit companion, dedicated to a group, or a little of both.
Attributes & Races
|Celt||60 + 45||60 + 23||60 + 15||60||60||60||60||60||2% Crush||3% Slash||5% Spirit|
|Firbolg||70 + 45||60 + 23||90 + 15||40||40||60||60||60||3% Crush||2% Slash||5% Heat|
|Sylvan||60 + 45||60 + 23||70 + 15||55||45||70||60||60||3% Crush||2% Thrust||5% Matter||5% Energy|
Abilities & Specialization
Healing / Field Buffs - This spec is fairly common among druids that like to participate in RvR, and can also work well for PvE. You can buff your groupmates if they die or become sheared. This spec can vary slightly depending on personal preference.
40 Nurture, 35 Regrowth, 9 Nature
RvRing on a druid can be difficult. You will need to have skills in mobility and kiting, reading and knowing your own groupmates, and knowing when to use certain heals. Your primary abilities will consist of your Major Heal, Greater Heal, Instant Heal, Minor Group Heal, Group Heal, Spreadheal, and Root. Secondary abilities will be your buff shears, curing poison/disease, and DoT.
How Do I know what Heal to use?
Knowing your heals is very important. There are many different scenarios in which certain heals will be best.
If one of your groupmates is in Line of Sight, and has become assist targeted or taking massive damage, it is best to use your single target Greater Heal. If they are not in line of sight, sometimes it is best to use your Spreadheal, and sometimes best to use your Group Heal.
What is a Spreadheal?
Spreadheals are specialized healing spells that intelligently heals the most damaged member of the group. It is usefull when there's no time to detemine who in your group needs help first. It is best to think of a Spreadheal as a pool of healing. When cast, it is distributed amongst your groupmates to whoever needs it the most. The cast time on this spell is long, however, and can sometimes be inappropriate to use depending on how fast you need to get a heal off. The amount of healing Spreadheals can do depends on how large the group is.
Should I be fighting?
Yes, and no. If there is little to no healing to be done, you can help your group by interrupting opponents with your DoT, buff shear, or Root. You will have to determine when it would be helpful, or when trying to Kite something off of you, or a groupmate.
- Augmented Acuity
- Augmented Dexterity
- Ethereal Bond
- Mastery of Healing
- Wild Healing
- Divine Intervention
- Mystic Crystal Lore
- Raging Power
- Perfect Recovery
- Avoidance of Magic
- Mastery of Focus
- Mastery of Concentration
- Wild Minion
- Augmented Strength - Not a recommended RA, but will help with melee damage and increase your encumberance, that is helpful for crafters or those that carry seige into battle.
- Lifter - Helps increase your encumberance, if you're a crafter it is particularly useful, particularly if you tend to craft seige to carry into battle though the later is likely more often done by tank class.
- Long Wind - Reduces cost of sprinting. Can be useful, but not often a chosen RA because of Bards.
- Mastery of Magery - this will increase DoT (Damage over Time) damage. Can be a helpful RA for a Nature Druid.
- Mastery of Pain - Increased chance to achieve a critical hit in combat. This RA is only helpful to a Nature Druid.
- Veil Recovery
- Veil Recovery
- Adrenalin Rush
- Barrier of Fortitude
- First Aid
- Second Wind
Realm Rank 5 Ability:
Egg of youth
crocodile tear ring
Other Useful Items
CL or dragon quest, dragon scales buckler
Astral Leggings of Fortification
Netherworldly Scale Hauberk
Construct Forged Ring, Glimmerspirit Cloak, Glimmershade Bracer
Greater Mythirian of Power