Heal Druid Staff / Mace & Warhorn Druid heals on a resource.
Celestial Being gives you glyphs and the avatar: you generate astral force by healing allies and damaging foes, spend it with
Celestial Avatar, and your staff skills are replaced by heals — a cleansing seed, a channelled burst, a lunar beam that dazes what is standing on you.
Our Druid is the Minstrel's zerg healer. Staff is the healing weapon and the Mace/Warhorn swap is the utility: protection, vigor, a group buff and a blast finisher.
Druidic Clarity cleanses three conditions off the group as you enter the avatar,
Lingering Light makes the healing inside it land harder and cuts the wait for the next one, and
Celestial Shadow covers the exit with superspeed and
Stealth for everyone nearby.
Outside the avatar you are still working.
Wellspring,
Windborne Notes and
Rejuvenation put regeneration on the group off your heal skill, your warhorn and your Beast skills, and
Lingering Magic makes all of it heal harder. What the build's utility bar does not carry is
Stability — bring it from somewhere else in the squad.
Heal Druid Staff / Mace & Warhorn Playing it well is astral force management.
Natural Mender ticks force up on its own while you are out of the avatar, and healing and damage both fill the rest, so the question is never whether you will have it but whether you have it *now*. Enter early and you waste the cleanse; hold it too long and the bomb lands on a group you cannot lift.
The avatar rewards the wait:
Lingering Light refunds cooldown for every player you heal in it, so a well-timed entry into a stacked squad comes back faster than a panicked one.
Live Vicariously means every heal you send also lands on you, which is most of your own sustain.
The rest of the kit is cleanse and control.
Healing Spring is a trap that drops a water field and pulls conditions off allies standing in it,
Vine Surge immobilizes and cleanses in the same cast,
Glyph of Alignment either damages and impairs foes or heals allies and strips their conditions, and
"Protect Me!" breaks allies out of stuns while giving you protection and barrier.
Frost Spirit puts resistance and resolution on the group;
Spirit of Nature converts their conditions into boons. What you will feel missing is a
Stability button and any real pressure of your own — this is a build that keeps other people alive and does very little else.