Celtic Heroes

The Official Forum for Celtic Heroes, the 3D MMORPG for iOS and Android Devices

Re: New druid skills

#11
I don't think a casters only tree is what we need.

Instead of more skill points and less of an energy cost, why don't we make our skills 5-10% stronger. At no energy change.

You could then Leave skills not maxed and have abilities for meditate or vines etc.

Re: New druid skills

#13
I don't think a casters only tree is what we need.

Instead of more skill points and less of an energy cost, why don't we make our skills 5-10% stronger. At no energy change.

You could then Leave skills not maxed and have abilities for meditate or vines etc.
I think that idea has some merit, but you will get people complaining from other classes then that Druid's are too strong and around the merry go round goes again :shock:
Pedro Griffino: Druid 220+
desinotonetsy: Ranger 114+
Clan: Alliance of Lugh

Re: New druid skills

#14
Idk why there are dps druids, just lvl wth somebody, i do to and im full supporr, i prefer like Acrane attument, that boost your magic ability
Every class should be able to be self reliant for leveling purposes. It comes down to a couple things. Some people may not be able to log at a time that others their level are on. Others prefer to level by themselves. Either of these are good reasons to be dps Druids.

Back to topic.

Simple solution is that casters get 2 additional skill points for every 5 levels. This would allow us to have 2 extra skills at 30 when we get to level 150. With items that give bonuses to skills it will give us the ability to max these extra skills. Ofc, extra maxed skills means extra energy drain but topics have been posted on percentage regen and that would solve a lot of this.

Combining the wards would be good. Yes it is essentially shield of bark when the physical damage wards are combined but it's group shield. I like the idea of a magic attune but agree that skills should just be made stronger. There are a ton of good druid skills. Most of them were half thought out and seem to be thrown in as an afterthought. Looking at these broken skills would be one of the better places to start.
Beware the chickens, they are duplicitous.

Re: New druid skills

#15

Simple solution is that casters get 2 additional skill points for every 5 levels. This would allow us to have 2 extra skills at 30 when we get to level 150. With items that give bonuses to skills it will give us the ability to max these extra skills. Ofc, extra maxed skills means extra energy drain but topics have been posted on percentage regen and that would solve a lot of this...
I agree with this too... gee I think I am too agreeable.

If it was possible to say have all of the skills at a certain percentage based on the skill points (lets say they could all go to a maximum of 60%) and that was the "ideal hybrid" build for the perfect Druid that's able to solo level but also be useful for support that would be great (I still do a lot of solo levelling but it means I don't get the best "drops" in terms of items). Then the individual could determine if they wanted to be purely support Druid or perhaps more a DPS and max the skills they think is best for that. That may also come down to what items are acquired but it would mean that more of the skills could be used.
Pedro Griffino: Druid 220+
desinotonetsy: Ranger 114+
Clan: Alliance of Lugh

Re: New druid skills

#18
They already combined wards of assassins, soldiers, and giants... Its called 'shield of bark'

I like the magic attunement idea a lot though! And idm that its more skills to play with you can still make a super fun build only using afew skills... Imagine overmax vines, storm, lightning and arcane attunement maxxed!! Omg think of the dps
Shield of bark only increases armor not resistance to those 3 dmg types. Magic attunement will effect two skills. Fire/ice attunement only increase 2 skills firebolt/storm, iceshards/blast.
Lol

The resistances are directly related to armour... 100 armour is 100 resist to those three... Check ur stats on them and armour, then check them again after casting bark

Then eat your words

But you are correct Squid - hes talking about a ward which casts on multiple targets... Rather than the single target bark

Again though - otm would say its op and nerf it to being 1/3 as good as a single ward skill
General of Seed - Crom
Druid 216+ & 130 something on Arawn retured in 2013
Rangers 221+ And 190+
Rogues 220+, 210+, 150+, 97+ & 150 on Arawn retired in 2013
Mage 214+
Warrior 218+

Ex member of Badabing, Celts, Uskoci & Serenity on Arawn

Re: New druid skills

#19

Lol

The resistances are directly related to armour... 100 armour is 100 resist to those three... Check ur stats on them and armour, then check them again after casting bark

Then eat your words
Hah. Ok, but my ideas are still good nonetheless :P
Image
Crankz91
Lvl 200 ranger

Re: New druid skills

#20
as has been mentioned, we have too many skills vs points. and some skills are clearly (for most people) more useful, and generally have to be maxed. which means, 90% of druids likely have 3 skills in common (if not more) and a couple to distinguish them. Mages have some of this issue also.

maybe another option would be something like: the top two skill boxes on your first skill page would be special - any skills placed there would work at 10 (maybe higher with with rings or something) - not +10 - just at 10. this would allow casters to slightly retool their skills depending on the situation - and also experiment with different skills (to decide where to put points). this ability might be unlocked at level 60 or something.
Civility, Integrity, and the Hermeneutic of Generosity

World: Lugh
Akbar: Ranger 220+
DrXyn-Druid 180+
Xyn: Mage 170+
Rabka: Rogue 150+
Rabak: Warrior 90+
Clan: Chieftain of Ancients

Who is online

Users browsing this forum: No registered users and 25 guests