Druid Class v1.5.2
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Re: Druid Class v1.1
Doesn't appear compatable with either of your other two class mods ATM. Game hangs at the load screen before character creation if I try to have more than one running.
Re: Druid Class v1.1
Either you don't have the latest version, or there is something in 1.0.3 that is conficting.
I'm progressively updating my addons, so a Druid update shouldn't be too long.
I'm progressively updating my addons, so a Druid update shouldn't be too long.

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.1
Its 1.03 then, because I downloaded about 3 hours before I posted the report.HousePet wrote:Either you don't have the latest version, or there is something in 1.0.3 that is conficting.
I'm progressively updating my addons, so a Druid update shouldn't be too long.
Re: Druid Class v1.1
Quick question: I'm going to test an archer/druid Adventurer (I might wait for an update to the patch) and I was wondering how Weapons of the Wood affected bows/arrows/slings/shots. Some of the shots are obviously metal (even if they can't be used to Extract Gems), but other than that, is there any effect? For that matter, will Weapons of the Wood affect them at all?
Re: Druid Class v1.1
pheonix89: Actually, its not 1.0.3. The Druid addon has another typo in there, causing it to try loading the Herbalism category when it is already loaded.
I'm really updating this one soon.
Hunter: I haven't added a hook to make Weapons of the Woods (or the broked Nature's Avatar) work on ranged weapons.
So, currently it won't work. I'll sort that out too.
Anyone found any under/overpowered artifacts that could do with balancing?
I'm really updating this one soon.

Hunter: I haven't added a hook to make Weapons of the Woods (or the broked Nature's Avatar) work on ranged weapons.
So, currently it won't work. I'll sort that out too.
Anyone found any under/overpowered artifacts that could do with balancing?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.2
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.1
Couple things:
First off, at the moment druids can't betray arcane escorts because the requirement to do that is to not have spells. Not sure if this is deliberate, but its kinda wierd that they can have antimagic and still cannot do it.
Second, the Thorns talent under Woodland mentions that it's buffs apply to you while using thorny skin, but I can't find that ability.
Third, the staff-combat tree is almost useless. 18 str is a rediculous gateway for the first talent on a caster. With the ranged mastery skills its acceptable because they need high dex anyway and tend to get a free point, but when you can just use mindstars instead its weaksauce, especially since weapons of the wood boosts mindstars also. Also, the fact that it adds physical damage is just odd.
First off, at the moment druids can't betray arcane escorts because the requirement to do that is to not have spells. Not sure if this is deliberate, but its kinda wierd that they can have antimagic and still cannot do it.
Second, the Thorns talent under Woodland mentions that it's buffs apply to you while using thorny skin, but I can't find that ability.
Third, the staff-combat tree is almost useless. 18 str is a rediculous gateway for the first talent on a caster. With the ranged mastery skills its acceptable because they need high dex anyway and tend to get a free point, but when you can just use mindstars instead its weaksauce, especially since weapons of the wood boosts mindstars also. Also, the fact that it adds physical damage is just odd.
Re: Druid Class v1.1
Thorny Skin, is referring to the Charm that grants you bonus armor. You can find many of them laying around.
The Staff-Combat tree's strength requirement is due to it being just super powerful early and mid game, due to the sheer amount of free melee damage it used to offer with little investment. Toss some sleep plants into a fight, walk in, and just one-shot everything.
Sadly, I haven't touched it since that strength increase, since, like you said, it is insane to go for that much strength, with a class that requires Willpower to unlock base skills, Constitution, to survive in melee, AND Magic to deal more damage with your other skills.
The Staff-Combat tree's strength requirement is due to it being just super powerful early and mid game, due to the sheer amount of free melee damage it used to offer with little investment. Toss some sleep plants into a fight, walk in, and just one-shot everything.
Sadly, I haven't touched it since that strength increase, since, like you said, it is insane to go for that much strength, with a class that requires Willpower to unlock base skills, Constitution, to survive in melee, AND Magic to deal more damage with your other skills.
Last edited by StarKeep on Sun May 26, 2013 2:39 am, edited 1 time in total.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Re: Druid Class v1.1
Oh, it hadn't occured to me that a player skill would add a new benefit to a charm.StarKeep wrote:Thorny Skin, is referring to the Charm that grants you bonus armor. You can find many of them laying around.
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- Sher'Tul Godslayer
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Re: Druid Class v1.1
Many play melee build druids. I do this myself. I pump the hell out of strength, and con. I toss some will where appropriate to get some sustains, and then treat my enemies to some REAL wrath of the woods with my mighty stick. Maybe staff combat isn't for your particular will-oriented druid build.pheonix89 wrote:Couple things:
First off, at the moment druids can't betray arcane escorts because the requirement to do that is to not have spells. Not sure if this is deliberate, but its kinda wierd that they can have antimagic and still cannot do it.
Second, the Thorns talent under Woodland mentions that it's buffs apply to you while using thorny skin, but I can't find that ability.
Third, the staff-combat tree is almost useless. 18 str is a rediculous gateway for the first talent on a caster. With the ranged mastery skills its acceptable because they need high dex anyway and tend to get a free point, but when you can just use mindstars instead its weaksauce, especially since weapons of the wood boosts mindstars also. Also, the fact that it adds physical damage is just odd.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.
Re: Druid Class v1.1
Druids are arcane users so it would be a little bit wierd if they were to send other arcane users to Zigur.
Druids would prefer to educate others on how to use magic without screwing nature up heaps.
As for staff-combat, 18 is the base requirement for weapon mastery talents. I realise it is high, but the class is a hybrid style between caster and melee.
Why do you want Staff-Combat if you are focussing on casting anyway?
Druids would prefer to educate others on how to use magic without screwing nature up heaps.
As for staff-combat, 18 is the base requirement for weapon mastery talents. I realise it is high, but the class is a hybrid style between caster and melee.
Why do you want Staff-Combat if you are focussing on casting anyway?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.1
Well, with all that strength put into it, you don't get... anything, other than a few melee talents from the same tree, and the mastery itself.
You don't have any talents that use Strength as a requirement, forcing you to get willpower/find willpower equipment to get talents from your trees, and yet you need to pump Strength up the butt to unlock more levels of the staff combat.
Those two factors together make it kinda painful, seeing as how you don't have trees you can unlock as you go, like with Archers or Bulwarks and their respective masteries, making gameplay and talent choices kind of stale.
You don't have any talents that use Strength as a requirement, forcing you to get willpower/find willpower equipment to get talents from your trees, and yet you need to pump Strength up the butt to unlock more levels of the staff combat.
Those two factors together make it kinda painful, seeing as how you don't have trees you can unlock as you go, like with Archers or Bulwarks and their respective masteries, making gameplay and talent choices kind of stale.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Re: Druid Class v1.1
I am thinking about reducing the obscene requirement.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.1
Because of the lack of low-level active attacks and to get a defensive sustain that run off stamina. Actually, I think you ought to change Staff-Combat to run off of Magic. Remember, all staves do damage based on your Magic stat. ATM, you have staff-combat using a stat for prereqs that doesn't have any effect on the actual weapon.HousePet wrote:Druids are arcane users so it would be a little bit wierd if they were to send other arcane users to Zigur.
Druids would prefer to educate others on how to use magic without screwing nature up heaps.
As for staff-combat, 18 is the base requirement for weapon mastery talents. I realise it is high, but the class is a hybrid style between caster and melee.
Why do you want Staff-Combat if you are focussing on casting anyway?
And it's not like the game is entirely consitent with the antimagic thing re zigur targets. Remember, you can send temporal explorers to zigur, even though paradox users go LOLNOPE at mana clash, which is really the definitive antimagic power. And they aren't exactly full arcane users, they don't have any arcane resources.
And as for WHY I want to send someone to Zigur OOC, because I want psiblades. The way you have them set up, psiblades are infinitely better than staves. Yeah, they get half the Weapons of the wood bonus, but you get to hit twice to make up for it and have some nice special attacks, plus the abilities require stats you actually use and they still run off of a primary and secondary stat.
Re: Druid Class v1.1
you could always just buy psiblades from the trainer in zigur instead of sending innocent people to their doom.
I just cant see druids sacrificing people to get different talents.
"Oh people of the world, hear me the Druid of nature. I can teach you that nature and magic can live in harmony, we must find balance and peace among each other, oh and, I WANT MORE POWAH!!!!"
I just cant see druids sacrificing people to get different talents.
"Oh people of the world, hear me the Druid of nature. I can teach you that nature and magic can live in harmony, we must find balance and peace among each other, oh and, I WANT MORE POWAH!!!!"