Heal Druid

The Minstrel's zerg healer: Staff with a Mace/Warhorn swap, healing through Celestial Avatar on a floor of Regeneration.

You build astral force by healing allies and damaging foes, then spend it — the avatar replaces your staff skills with heals. Between avatars, regeneration traits keep the group's health ticking up.

Why these traits

The Druid line is all about the avatar. Druidic Clarity strips three conditions off you and nearby allies the moment you enter it, Lingering Light raises your healing to others inside it by 20% and shortens the way back in every time you heal another player, and Celestial Shadow sends the group out with superspeed and Stealth when you leave. The Natural Mender minor keeps astral force ticking up even while you are out of the avatar, and raises your healing to others on top.

Everything else is a regeneration floor. Wellspring grants regeneration to nearby allies on every heal skill, Windborne Notes does the same on every warhorn skill and heals them for it, the Rejuvenation minor adds regeneration around you on Beast skills, and Lingering Magic makes regeneration heal 20% harder and adds concentration to stretch it. Nature's Vengeance is why the spirits are worth two slots — Frost Spirit and Spirit of Nature slam a second time. Fang and Claw adds fury around you off the same Beast skills, Quick Draw hands you quickness on weapon swap, and Trapper's Expertise stretches the regeneration your Healing Spring lays down by 60%.

Gear reasoning

Full Minstrel's: healing power, boon duration, toughness and vitality, and no power at all — which is why Wellspring's power-to-healing-power half does nothing here and you take it for the ally regeneration. Monk adds more healing power and boon duration on top, and two Transference raise your healing to other allies by 10% outright.

Karakosa heals nearby allies when you blast a combo field, and this build carries the whole chain: Healing Spring is a water field, Seed of Life a light field, Rejuvenating Tides another water field, and Ancestral Grace, Oaken Cudgel, Call of the Wild and Lunar Impact are all blast finishers.

Life and Frenzy both trigger on kills — healing stacks on one, two seconds off every skill on the other — which a backline healer rarely lands. They are the softest slots in the set. The consumables are not: Bowl of Fruit Salad with Mint Garnish is +10% outgoing healing with healing power and concentration behind it, and Mist-Infused Maintenance Oil turns that healing power and concentration back into more healing on other allies.

When not to run it

Nothing on this utility bar is a Stability button. It cleanses well, it heals hard, and "Protect Me!" breaks allies out of stuns, but the squad's stability has to come from someone else's slot — if you go down to a knockdown chain nobody covered, that is the build working as designed.

It is also a healer that wants time. If your squad's problem is a single instant bomb rather than sustained pressure, a healer who spends astral force is not the answer to it; Tempest is our other zerg healer and it does not gate its output behind a resource.

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