Druid Class v1.5.2
Moderator: Moderator
Re: Druid Class v1.1
Well, if you mean his Seasons life regen, those only effect HIS plants, from what I've seen.
And while I would be fine with giving up those meager on-summon heals some items come with, I suppose if some like them, all to them.
I just know the Gardener trees don't have this problem, and is why I've been using them in my Adventurer builds instead of the Druid's Grappling plants.
And while I would be fine with giving up those meager on-summon heals some items come with, I suppose if some like them, all to them.
I just know the Gardener trees don't have this problem, and is why I've been using them in my Adventurer builds instead of the Druid's Grappling plants.
<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
Nah I meant wilder summon item boosts.
Also, your staff mastery increases damage by percent but doesn't list on tooltip.
Also, your staff mastery increases damage by percent but doesn't list on tooltip.
Re: Druid Class v1.1
Wait, so the Staff Mastery talent is doing more than the Combat Mastery talent, and you lot are complaining about it having the same requirements as the Combat Mastery talent.
Obviously, I've been spoiling people.
Obviously, I've been spoiling people.

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.1
Lol, yeah but that's with classes that don't rely on it as a main source of damage in the beginning! Without extract, the gem drops make prism unreliable on its own for damage.
Also, I may be reading the attacktarget function wrong.
Also, I may be reading the attacktarget function wrong.
Re: Druid Class v1.1
The reason why keeping the requirements so high is a bad idea, is because you get NOTHING else from Strength.
No talent power, no build freedom, and you're not even able to equip higher tiers of the weapon-type you're using.
Because if you go Strength, you will NEED Constitution so you don't get nommed in melee.
No talent power, no build freedom, and you're not even able to equip higher tiers of the weapon-type you're using.
Because if you go Strength, you will NEED Constitution so you don't get nommed in melee.
<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
Well there is carrying capacity lol
Re: Druid Class v1.1
Blunt Thrust gets talent power from strength. 
Anyway, I can't see anything different between the Hailing Oak and any skeleton archers. :/

Anyway, I can't see anything different between the Hailing Oak and any skeleton archers. :/
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.1
I'll see if I can find the code for it. Just seems silly since they spend half the time they are up reloading. You can't simply do it via the skill without testing if the summon was successful since it can fail from equilibrium or no space.
Re: Druid Class v1.1
Updated:
Bug fixes.
Tweaks.
Changed Staff Mastery2 requirements.
Extra damage on weapons from Weapons of the Woods, Staff Mastery2 and Nature's Avatar now use attack multiplier and crit bonus.
Bug fixes.
Tweaks.
Changed Staff Mastery2 requirements.
Extra damage on weapons from Weapons of the Woods, Staff Mastery2 and Nature's Avatar now use attack multiplier and crit bonus.
My feedback meter decays into coding. Give me feedback and I make mods.
-
- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Druid Class v1.3
Great job on 1.4, but still some tweaks needed:).
:
Crystal Healings CD should start at 30, and go down -2 per point invested.
Clear Skies weather dispelling effects are undocumented in the description. If eel-skin synergy has been removed, damage per tick needs to be increased, or range of effect per point invested.
Rainfall is extremely niche. I believe it needs some tweaks to keep it competitive with the other weather effect sustains. It should also increase lighting damage taken as well as cold, although this wont help the class much as there isnt any way to deal lightning damage. It is however, thematic and makes sense.
Noxious Gasses is extremely weak for a top of tier talent, considering its base damage, scaling, range and negative effects.
Hedge needs a small but steadily increasing poison damage aura to any mob adjacent to it, starting at lvl 3. Insidious poison here may be good, as it would give the Druid a way to reduce healing innately. This skill would see much more use then.
Song of Autumn; consider having this proc a regen over time effect, thats stackable and has a short duration. total value healed should be about the same as the direct heals are now. SOA would then have some synergy with Fungus.
Song of Winter, since it has no plant synergy, and no other effects, no one would be taking it. Winter is when the plants die, so my suggestion here would be to give them an AOE 1 cold based explosion when they die, with increasing damage on skill points invested.
Weapon of the Woods base added damage seems low compared to other similar skills that do the same thing, especially as it applies to non-metal weapons only, and is halved for Mindstars. Does spellpower really ramp it up much?
I love the diversity of builds for this class, and every time I make a new one im still unsure what exactly to do with it:).
Also, the Taiga Amulet is amazing, and is the sole reason to take Glaciate when you find it:)
:
Crystal Healings CD should start at 30, and go down -2 per point invested.
Clear Skies weather dispelling effects are undocumented in the description. If eel-skin synergy has been removed, damage per tick needs to be increased, or range of effect per point invested.
Rainfall is extremely niche. I believe it needs some tweaks to keep it competitive with the other weather effect sustains. It should also increase lighting damage taken as well as cold, although this wont help the class much as there isnt any way to deal lightning damage. It is however, thematic and makes sense.
Noxious Gasses is extremely weak for a top of tier talent, considering its base damage, scaling, range and negative effects.
Hedge needs a small but steadily increasing poison damage aura to any mob adjacent to it, starting at lvl 3. Insidious poison here may be good, as it would give the Druid a way to reduce healing innately. This skill would see much more use then.
Song of Autumn; consider having this proc a regen over time effect, thats stackable and has a short duration. total value healed should be about the same as the direct heals are now. SOA would then have some synergy with Fungus.
Song of Winter, since it has no plant synergy, and no other effects, no one would be taking it. Winter is when the plants die, so my suggestion here would be to give them an AOE 1 cold based explosion when they die, with increasing damage on skill points invested.
Weapon of the Woods base added damage seems low compared to other similar skills that do the same thing, especially as it applies to non-metal weapons only, and is halved for Mindstars. Does spellpower really ramp it up much?
I love the diversity of builds for this class, and every time I make a new one im still unsure what exactly to do with it:).
Also, the Taiga Amulet is amazing, and is the sole reason to take Glaciate when you find it:)
Re: Druid Class v1.3
Crystal Healing: Done
Clear Skies: Documented. Range will increase with talent level.
Rainfall: has a hidden synergy that is good for plants. But yes, it does seem a bit weak.
Noxious Gasses: Buffed. (it also has a hidden synergy that increases its damage)
Hedge: Will look into it.
Song of Autumn: Changed to be able to trigger Fungal Growth.
Song of Winter: You don't have to take plants. This one synergises well with Seas and Boreal.
Weapons of the Woods: Its the same formula as Staff Mastery2, but using spellpower instead of physical power. Which means it scales with Spellpower squared.
Clear Skies: Documented. Range will increase with talent level.
Rainfall: has a hidden synergy that is good for plants. But yes, it does seem a bit weak.
Noxious Gasses: Buffed. (it also has a hidden synergy that increases its damage)
Hedge: Will look into it.
Song of Autumn: Changed to be able to trigger Fungal Growth.
Song of Winter: You don't have to take plants. This one synergises well with Seas and Boreal.
Weapons of the Woods: Its the same formula as Staff Mastery2, but using spellpower instead of physical power. Which means it scales with Spellpower squared.

My feedback meter decays into coding. Give me feedback and I make mods.
Re: Druid Class v1.3
So, on the first character I used Rainfall on, for that plant thing, everything went smoothly.
My second character, however, and his plants, are getting hit by the debuff, disrupting auto-explore, and just being plain nasty.
My second character, however, and his plants, are getting hit by the debuff, disrupting auto-explore, and just being plain nasty.
<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
-
- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Druid Class v1.3
Thanks for the response Housepet!
In Jungle, the Thorns entry.......What Thorny Skin are you referring too? Talent?
Also, hidden synergies are quite hard to figure out, even for english readers. Might want to give a hint in the descrips.
I agree with you about Song of Winter, but seeing as how you have to spend 3 points just to get there, and all the other talents have a plant synergy, wouldnt it make sense to have one for it as well?
Strengthen Bones: all save amounts were increased in the last few patches, i think the Physical save here is wasted. Might I suggest buffing armor hardiness instead? or possibly even resist physical or raw STR? You really want this talent if your building a melee druid. I think the Channel Staff/staff combay builds are pretty niche, but it would be nice for those trying for it(bolbums etc)
Also, do you mind if i ask why the Druid Talents require Willpower to purchase, yet gain stat adds from Spellpower? For most that will mean those two stats are must haves, leaving you 1 point to put into either str(melee) or con(treant tank)[wrathroots bark shield)
In Jungle, the Thorns entry.......What Thorny Skin are you referring too? Talent?
Also, hidden synergies are quite hard to figure out, even for english readers. Might want to give a hint in the descrips.
I agree with you about Song of Winter, but seeing as how you have to spend 3 points just to get there, and all the other talents have a plant synergy, wouldnt it make sense to have one for it as well?
Strengthen Bones: all save amounts were increased in the last few patches, i think the Physical save here is wasted. Might I suggest buffing armor hardiness instead? or possibly even resist physical or raw STR? You really want this talent if your building a melee druid. I think the Channel Staff/staff combay builds are pretty niche, but it would be nice for those trying for it(bolbums etc)
Also, do you mind if i ask why the Druid Talents require Willpower to purchase, yet gain stat adds from Spellpower? For most that will mean those two stats are must haves, leaving you 1 point to put into either str(melee) or con(treant tank)[wrathroots bark shield)
Re: Druid Class v1.3
Thorny Skin, as in the charm that grants bonus armor.
<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 v1.3
Willpower is needed for the Equilibrium threshold and Magic is the best source of Spellpower.
So you are going to want a decent amount of both stats, regardless of what the talent requirements are.
Also, it is theoretically possible to staff combat with high spellpower and low physical power or low spellpower and high physical power. So I don't really want to lock people into going max Magic.
So you are going to want a decent amount of both stats, regardless of what the talent requirements are.
Also, it is theoretically possible to staff combat with high spellpower and low physical power or low spellpower and high physical power. So I don't really want to lock people into going max Magic.
My feedback meter decays into coding. Give me feedback and I make mods.