this thread only concerns comps with 2x boon support + 2x healer.
At least on EU, the double druid habit is something that really baffles me. On the one hand, squad commanders are looking for best in slot dps on all bosses, while on the other hand they are absolutely fine with bascially just wasting a slot with so much more capability than just giving fury, mediocre heals and mediocre cc.
Contrary to popular belief, one druid is more than capable enough to buff up fast and maintain 25 might on 10man. The only prerequisite for this is to have a full Celestial Avatar at the beginning of each fight. Thanks to the reworked Grace of the Land trait your CA skills gives 2 stacks of might for up to 24 seconds duration per skill/pulse. This means we need 13 skills or pulses to buff up 25 might if theres no other source for it. CA4 pulses 5 times, CA5 pulses 3 times, so thats already 16 stacks of might. You can quickdraw CA4 for another 5 which puts you over 25 might... or you can simply spam CA1 and CA2 on your squad for the rest.
So, a nice opening would look like this: start on staff, swap to x/wh for quickdraw wh5+wh4, do NOT wait for it to come of cooldown but instead go immediately into CA, use CA4, CA5, spam CA1 and CA2 until your weapon swap (and quickdraw!) comes off cooldown again, leave avatar, get a quickdraw proc again on wh5, swap to staff, swap to x/wh for quickdraw wh5+4, go CA etc. Its easy, theres TONS of leeway and Im really sorry to say this, but every monkey should be able to maintain 25 might on 10man on a harrier druid with this. It doesnt even matter if you quickdraw wh5 regularly. Its nice if you do it, but apart from opening, its not necessary in the least.
So, the argument that "I dont trust a pug druid to maintain 25 might alone" is invalid. You wouldnt keep a dps in your squad that only does <5k dps now would you? So why keep the equivalent of it as even 2 druids in your squad? Not just keep them, but actually PLAN your whole comp around such players? Isnt it rather prejudiced to kick that power reaper because he only reaches 14k instead of 16k on gorseval, but then keep the druids too unskilled to do something as easy as upkeep 25 might?
Sorry, but this had to be said. Now on to more productive things.
Who ARE the alternative contenders for that second "healer" slot? Theres quite a handful. They all fill a niche in terms extras they provide while bringing considerably more healing, cc and condi removal than a druid can bring.
(The builds nearly all use monk runes, you can replace them everywhere with water runes though, no worries)
On kalla keep your elite up until energy empty. For clutch situations you have your healskill (which also acts like resistance!) and staff4. As long as players are attacking, they get healed roughly 500-600 for each strike, no icd.
On ventari, move your table a tiny teensy bit around where your squad stands, everytime you move it, you heal. Natural Harmony is for the very big heals, Purifying Essence is a condi remove that heals considerably.
Staff5 removes a big chunk of the cc bar, depending on hitbox size. Its instant and low cooldown, so you have it up pretty much for every cc phase. Additionally you have Darkrazor summon on kalla (600), but darkrazor isnt instant, it ticks with 100 per second. On ventari you can sacrifice your tablet for a knockback (150). With some practice you can use that knockback quite nicely on VG for seeker control or on Samarog to help push in rigom.
Now, the real reason this build is for me at least definitely meta in lfg squads, is quite simply that it can buff 10man 100% alacrity quite easily via Orders from Above with Righteous Rebel trait, without allies having to stack closely or stand in wells until they close. This also adds a certain flexibility to the rest of your comp. The chronos can remove WoR and bring Precog Well or mimic or DE or Feedback or whatever is best suited. And instead of having to search hours for that elusive tank chrono you can also just let the Renegade tank while bringing in a quickbrand or healbrand for quickness and fury. Healbrand in particular is easy to play as well, in contrast to chrono.
Firebrand heals mainly through passive ticks and symbol healing ticks. The build gives out aegis every 10 seconds, with additional aegis on shield4 and possibly mace3 if you dont have to provide fury. For clutch situations F2 tome brings a ton of healing, and you can bring elite signet for even more of that. For condition heavy encounters you can bring Mantra of Lore or Purging Flames. Merciful Intervention is also quite powerful.
Banish, F1 tome skill3 pull, axe 3 pull, Bane Signet or Hammer of Wisdom or even Sanctuary can be brought for cc, depending on whats needed.
This builds biggest strength is that it is very versatile. You can tank most encounters on it without any trouble (xera and vg mid are the exception), while also providing 5man 100% instant quickness. Mantras might need a bit getting used to, though this build overcaps by quite a lot on quickness, so if you dont hit all with your mantra everytime, its no big deal. You can either replace the chrono in your subgrp, if you have a renegade healer, or the chrono in your subgrp can drop WoA for something more useful. In terms of utility, you can reflect with Wall of Reflection and backup yourself with F3 tome skill3 if Wall failed on Matthias for example. You can bring GS for another pull on Sabetha. Push back seekers on VG, pull in adds on Gorse / Sloth / Xera. The sheer amount of aegis and stability this build can bring even surpasses that of chaos chrono in its best days. Im sure Ive forgotten something, but except for portals, healfb seems to have an answer to pretty much every problem. Fury? No problem, just use axe. Might? Scepter. Blocks? Mace. Stability? 10man SYG or F3 tome. You have to adapt the build quite a lot, but it also offers a lot of utility that way.
Staff variant heals through water attunement skills and auras. Scepter/warhorn variant only through scepter3 on water and auras.
The cc of this build is rather limited. On staff you have only really Gust, Static Field is too unreliable. You can swap out Aftershock for a cc utility, ice bow for example offers 300 defiance bar dmg on skill5, earth shield 2x 150 on skill 3+4 etc. On Scepter/wh you have air4 and water4 instead of Gust. You can bring quite a lot of immobilize, but sadly, soft ccs stack in duration not intensity so its not very efficient.
With scepter/warhorn this build can buff 10man fury and might - if theres someone buffing the tempest fury and might to copy then with fire wh4. Both variants offer 10man protection via earth overload and quite a nice amount of frost aura, which reduced dmg on top of protection. In terms of raw healing, the staff build has currently the most sustained healing output, and it is quite "widespread" which definitely is a plus on encounters like matthias, that force you to spread out a lot. The staff build also can ranged-revive with Geyser, which is quite useful in squads with unexperienced players.
Nope, not a mistake. There are several good and useful healscourge builds out there. Teapots Thinking Man Scourge for example, as a very strong barrier and rezz bot using magi gear and rune of mercy, imo the best build for carrying low tier/beginner raidsquads. Or a plaguedoctor variant thats useful for its epidemic on bosses with adds - as long as you have enough other condi dps applying the needed conditions. A harrier variant that can buff around 10might on 10man (never tried that one).
Well, not much. Healscourge works by preventing damage via barrier. The most important one is your F3 shade skill, that lets you give out a big barrier every 6-7 seconds.
Flesh golem charge, warhorn 4, torch 5, spectral grasp. Fear and immobilizes as well.
Transfusion turns your F4 into an aoe revive skill. On activation you pull downed players in a radius of 600 to you and start reviving them. Transfusion pulses 9 times, that means theres only a few seconds between F4 uses that you dont pulse Transfusion. In the hands of an experienced player, the revive capabilities of this build together with barrier is incredibly strong. On the other hand, this build is unsuited to inexperienced players because they can not (yet) anticipated incoming damage properly, making barrier rather ineffective, and they might pull (accidentally ofc) downed players into oncoming mechanics instead of to safety.
Healscrapper is also a nice healing build though in current balance I wouldnt consider bringing it. Mind you, Im not saying its bad or useless, just.. it doesnt have the "extra" something other healers bring.
So, what to take from this now? Well, the era of 2 druids definitely is over. Done. No use clinging to it. Bringing 2 druids is like bringing 2 bannerwarriors. You wouldnt do that either, would you? I mean, it would still be viable and yet... no one even considers it.