Druid Class v1.5.2
Moderator: Moderator
Re: Druid Class v1.4
Ah, that's sort of confusing. Maybe you could change the name of and differentiate druid's antimagic & staff combat a bit more (or just put the differences in the description if possible?)?
Suggestion: What do you think of the ability to nullify the negative effects of antimagic disruption? Possibly added to druid's antimagic?
Suggestion: What do you think of the ability to nullify the negative effects of antimagic disruption? Possibly added to druid's antimagic?
Re: Druid Class v1.4
You do get a modified version of the antimagic disruption status that explains the situation.
Druid's Antimagic category is the same as the Zigur Antimagic category.
Druid's Staff Combat category is Technique/Staff Combat, whereas Alchemist gets Spells/Staff Combat.
Any differences are documented in that the talents list exactly what they do.
As does the Antimagic category, except that people insist on believing that unlocking the category blocks you from using arcane items, even though it doesn't say it does.
Druid's Antimagic category is the same as the Zigur Antimagic category.
Druid's Staff Combat category is Technique/Staff Combat, whereas Alchemist gets Spells/Staff Combat.
Any differences are documented in that the talents list exactly what they do.
As does the Antimagic category, except that people insist on believing that unlocking the category blocks you from using arcane items, even though it doesn't say it does.
Eh?String wrote:Suggestion: What do you think of the ability to nullify the negative effects of antimagic disruption? Possibly added to druid's antimagic?
Last edited by HousePet on Sat Nov 23, 2013 12:05 am, edited 1 time in total.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.4
Ah, nevermind. I made the suggestion on the assumption that druid's antimagic was different than the stock antimagic.
Re: Druid Class v1.4
I'm working on an update to this addon.
So far I have:
Corrected mastery for 1.0.5.
Added Wild-gift/Moss.
Buffed Gale.
Fixed plant summons to count towards Blighted Summon requirements.
Hedge gets a poison mist with Blighted Summoning.
Anything else need fixing or any other additions?
So far I have:
Corrected mastery for 1.0.5.
Added Wild-gift/Moss.
Buffed Gale.
Fixed plant summons to count towards Blighted Summon requirements.
Hedge gets a poison mist with Blighted Summoning.
Anything else need fixing or any other additions?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.4
I made a stickfightin' Troll Druid... it felt like the handful of summons and spells I had were more effective than my stick, even though I was trying to build as a tanky staffyguy. Part of the problem was that I needed Mag, Wil, and Str just to level up my skills, and then some of those skills scaled with Dex. So partway through I just started focusing on the summoning. The class seemed to lack the clarity of purpose that Arcanist has.
I need to try the class again, but my subjective experience was:
[*]Cool, thematic abilities.
[*]A few too many stats to juggle.
[*]A few too many talent trees that are "here's 4 options, pick one to sustain". Seasons were the toughest, because they each give you 2 or 3 benefits and it's unclear which benefit is the most meaningful one, and whether to optimize for it or not. Song of Spring might be good for a stickfightin build, but the lightning bonus just isn't really gonna come up, so maybe Winter is good? Song of Summer and Autumn both have handy on-plant-death effects good for any character, but is the effect strong enough to make that the reason to take it?
There's just a lot of the Unclear Optimization type of anti-pattern throughout this otherwise nifty class. I'm gonna try it again but pass on the stickfightin so as to focus on the necessary Mag and Will alone to level up my abilities.
I need to try the class again, but my subjective experience was:
[*]Cool, thematic abilities.
[*]A few too many stats to juggle.
[*]A few too many talent trees that are "here's 4 options, pick one to sustain". Seasons were the toughest, because they each give you 2 or 3 benefits and it's unclear which benefit is the most meaningful one, and whether to optimize for it or not. Song of Spring might be good for a stickfightin build, but the lightning bonus just isn't really gonna come up, so maybe Winter is good? Song of Summer and Autumn both have handy on-plant-death effects good for any character, but is the effect strong enough to make that the reason to take it?
There's just a lot of the Unclear Optimization type of anti-pattern throughout this otherwise nifty class. I'm gonna try it again but pass on the stickfightin so as to focus on the necessary Mag and Will alone to level up my abilities.
Re: Druid Class v1.4
You don't need much Mag to stickfight though.
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Re: Druid Class v1.5
Updated:
Added Wild-gift/Moss.
Buffed Gale.
Fixed plant summons to count towards Blighted Summoning requirements.
Hedge gets a poison mist with Blighted Summoning.
Added Wild-gift/Moss.
Buffed Gale.
Fixed plant summons to count towards Blighted Summoning requirements.
Hedge gets a poison mist with Blighted Summoning.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.4
When making an Adventurer, it's impossible to learn the Minerals talents. The #talents in same category requirement is off, presumably because making an actual Druid gives you Create Natural Prism, which counts as a rank-0 talent in the tree i guess? At any rate, Adventurers don't get it even if you pick up the category. This makes me sad! Is it possible to fix it? I know that taking Stone Alchemy automatically learns the Create Alchemist Gems skill, so perhaps poke through that code?HousePet wrote:I'm working on an update to this addon.
So far I have:
Corrected mastery for 1.0.5.
Added Wild-gift/Moss.
Buffed Gale.
Fixed plant summons to count towards Blighted Summon requirements.
Hedge gets a poison mist with Blighted Summoning.
Anything else need fixing or any other additions?
Other than that, I like the class a lot!
Re: Druid Class v1.5
Okay, will do.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.5.1
Patched:
Minerals should be available to Adventurer, but they won't get the gem making talent.
Also added an icon.
Smallest patch ever.
Minerals should be available to Adventurer, but they won't get the gem making talent.
Also added an icon.
Smallest patch ever.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.5.1
The gems made by Stone Alchemy work with Prism-Light just fine, I just fired it up. Awesome, now I can finally make a walking laser disco ball of death. Thanks much!HousePet wrote:Patched:
Minerals should be available to Adventurer, but they won't get the gem making talent.
Also added an icon.
Smallest patch ever.
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Re: Druid Class v1.5.1
redacted, and reposted in werebeast
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- Posts: 2
- Joined: Fri Dec 13, 2013 8:20 pm
Re: Druid Class v1.5.1
How do we unlock it?
Re: Druid Class v1.5.1
Spoiler in tiny size below:Seek the veiled valley, that holds knowledge from the past. Then seek the power that comes not from within. Don't work against, but work with.
Unlock Archmage and Summoner.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.5.2
Patched a couple of bugs and added a new infusion.
My feedback meter decays into coding. Give me feedback and I make mods.