Regenleif's guide to a new support Druid. Covers basics of everything you need to know, personal rank 9/10 for beginners
http://www.celtic-heroes.com/forum/view ... 48&t=11316
Regenleif's guide to Druid sabotage, great fun reading and trolling. Not much help but highlights uses of Druid skills in a "interesting" way
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http://www.celtic-heroes.com/forum/view ... 48&t=38349
Maxxee's nice and simple guide to a howling wind build. Explains what stats are used and why. Nice guide overall but for more experienced Druids and most effective at later levels (90+). Personal rank 8/10. Original post can be found here: http://www.celtic-heroes.com/forum/view ... 48&t=17134
Yrck's fantastic summary of all Druid skill, well summarised with tips to help choose and pros and cons of some skills. Great for any beginner or advanced player. Personal rating 9/10. Original post can be found here: http://www.celtic-heroes.com/forum/view ... 48&t=36284I can solo and group level with my current build but as everyone said solo levelings not that efficient. I gain around 6-7% per combo. Current setup.
Maxed touch, winds, vines, strike and storm. Winds is probably my favorite utility skill. Helps with my evades along with rangers and rogues who have dex. My key to soloing and group leveling. The best heal is not having to.
Stats. 5 str, 200 dex (needed for winds), 395 focus i think.., 300 vit. The dex is needed to help with winds and given the focus plateau it doesn't hurt to have them there instead. Some will probably argue this but it works for me. The vit is to survive aoes and skill hits along with the occasional evading of winds.
Gear. Full ancient beastbone with dragon gloves and boots (switch between dragon and beast boots depending on whether I'm soloing or grouping), 150 regen crown, 150 aggy nature magic book, 150 focus lux.
Jewelry. 40 regen ammy, 150 lightening strike charm, 20 energy regen bracelet, imperial wyrm brace, royal strike, grand winds, vines, and storms.
Works well enough for me in both solo leveling and group leveling. As far as groups go focus on keeping winds up on all mobs and heal along with adding dps in between. I really like the fact that with this setup if we start getting swarmed with winds I can tank an add or two while control is reestablished. Also works well with bolas walked bosses for extra dps.
Main problem with this build, as per every other druid, is energy. That's why at the beginning I mentioned combos because they do help with regen. Although even on a combo with 500ish energy sigs i still have to pop some restos occasionally.
Try it out if you'd like. It may work for you or it may not. Still might help guide you to a build that does work for you.
Here are a few and should be enough to get you started, most the basics have been covered and some go into more detail.stinging swarm works on multiple targets in an area of 4m, works like vines, but considerably less dmg.
vines is dmg over time, quite powerfull if i may say so.
storm touch, cooldown long, but massive dmg output, good for killing 1 star mobs in one hit with many rings on a low lvl acc. you have to stand close to your target tho so it makes you volnourable.
lighting strike, lower dmg output then storm touch (50 lighting strike same dmg as 35 storm touch) but cooldown way longer, 3 strikes compares to 1 storm touch.
natures embrace is health gaining over time, works in tics like regain items, powerfull skill.
natures touch is the most powerfull heal skill because it heals most of all spells and casts quite fast, cooldown also good on it.
shield of bark, increases armor, and therefor resistance to pierce, slash and crush dm, very powerfull to help dps classes, but takes lots of energy. works 2 minutes.
sanctuary is a skill that goes for entire group. it gives you a shield that protects you for a certain amount of dmg, stays on for 30 seconds.
natures breath is a group heal, heals considerably less then natures touch, but is an awesome skill for aoe attacks, works in an 8m area.
abundance makes your targets total health go up, so he can survive more, works 3 minutes.
bless makes all skill evasions go up, so your target will evade more skills, works 3 minutes.
rescue teleports your target next to you, and makes it regenerate health over time like embrace for 15 secs, the regain is not that much but it helps a lot.
energy harvest immediately takes energy from the monster you target and transfers it to you, however this skill also takes energy to cast.
ward of fire/giants/assasins/ice/magic/soldiers. taking these as one group bacuse they do the same. they increase resistance for their type of dmg, so fire ward increases fire resistance, good skills for certain bosses.
abundant aura does the same as abundance but then on a group within 6 meters. it gives less health then abundance but works on all members of your group within 6m. you have to stand close to your target to cast it tho, making you more volnourable.
grasping roots make the target stand in the same spot, not being able to walk, it can still attack, but if it is melee dmg and doesnt have a ranged weapon you will be able to stand without taking damage. only works for 20 seconds.
howling wind makes your targets attack less, so they hit less often, works good on monsters.
calm, when casted it makes you lose aggro points, you can also cast on others to make them lose aggro points.
spring of life resurrects a player, be warned this skill has extremely long cooldown and big energy cost.
so. figured id post all skills in one post. hope it helped.
Hope it helped, credit to all those who made the guides. I just compiled them together
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Enjoy, Godzilla of Taranis
Ps: feel free to add more links as I will add then in.