Druid Improvements
Posted: Fri Nov 08, 2013 2:00 pm
Here is a list of some improvements that I believe would help druids as a class. It's just my wish list, so feel free to agree/disagree/add to the list.
1) Make healing a player in combat not make the druid enter combat
2) Reduce skill evades. Casters cannot keep up with melee classes that have auto attack because our skills evade so much.
3) Changes to skills:
Natures Touch - Reduce interruptability slightly, reduce casting time slightly
Nature's breath - Reduce energy usage by 25%
Strangling Vines - Reduce evades slightly
Grasping Roots - no change
Howling Wind - no change
Calm - List aggro drop in skill description. Right now there is no way to accurately judge effect each skill point has
Shield of Bark - Decrease interupts slightly
Nature's Embrace - Make the heal over time not generate aggo. Mobs go straight for druids on every heal tick when in group.
Lightning Strike - Reduce cooldown to match Firebolt
Abundance - No Change
Storm Touch - Reduce evades to match lightning strike. Reduce cooldown to match Ice Shards
Abundant Aura - Increase casting range to a normal distance
Spring of Life - Make each skill point level req usage higher (ex. Level 15 to rez a level 190 character) and make life gained back higher with each point put in after that.
Ward of soldiers/giants/assassins - Combine these three skills into one skill*
Ward of magic/ice/fire - Combine these three skills into one skill*
Energy harvest - Increase effectiveness to steal more energy per skill level
Stinging Swarm - Reduce energy usage by 25%
Rescue - Change skill to summon a group member to you, wherever they are on the map (teleport). Increase cooldown.
Bless - no change
Sanctuary - Increase effectiveness to block more damage per skill point
*alternatively, for the wards you could pair a magic type with a melee type to reduce the number of wards (example: fire/slash ward, magic/blunt ward, cold/pierce ward)*
4) Loot improvements
a) Make a lux item that regens a % of energy per tick, and make it class bound for mages/druids. Even the 40 energy per tick lux isn't enough to keep up with skills at high levels.
b) items that have a proc (ex. necromancer druid weapons) - make them proc off of skill activities as well. druids almost never auto attack on bosses (and neither do mages).
c) Make hrungnir helms not break the dragonlord set bonus
1) Make healing a player in combat not make the druid enter combat
2) Reduce skill evades. Casters cannot keep up with melee classes that have auto attack because our skills evade so much.
3) Changes to skills:
Natures Touch - Reduce interruptability slightly, reduce casting time slightly
Nature's breath - Reduce energy usage by 25%
Strangling Vines - Reduce evades slightly
Grasping Roots - no change
Howling Wind - no change
Calm - List aggro drop in skill description. Right now there is no way to accurately judge effect each skill point has
Shield of Bark - Decrease interupts slightly
Nature's Embrace - Make the heal over time not generate aggo. Mobs go straight for druids on every heal tick when in group.
Lightning Strike - Reduce cooldown to match Firebolt
Abundance - No Change
Storm Touch - Reduce evades to match lightning strike. Reduce cooldown to match Ice Shards
Abundant Aura - Increase casting range to a normal distance
Spring of Life - Make each skill point level req usage higher (ex. Level 15 to rez a level 190 character) and make life gained back higher with each point put in after that.
Ward of soldiers/giants/assassins - Combine these three skills into one skill*
Ward of magic/ice/fire - Combine these three skills into one skill*
Energy harvest - Increase effectiveness to steal more energy per skill level
Stinging Swarm - Reduce energy usage by 25%
Rescue - Change skill to summon a group member to you, wherever they are on the map (teleport). Increase cooldown.
Bless - no change
Sanctuary - Increase effectiveness to block more damage per skill point
*alternatively, for the wards you could pair a magic type with a melee type to reduce the number of wards (example: fire/slash ward, magic/blunt ward, cold/pierce ward)*
4) Loot improvements
a) Make a lux item that regens a % of energy per tick, and make it class bound for mages/druids. Even the 40 energy per tick lux isn't enough to keep up with skills at high levels.
b) items that have a proc (ex. necromancer druid weapons) - make them proc off of skill activities as well. druids almost never auto attack on bosses (and neither do mages).
c) Make hrungnir helms not break the dragonlord set bonus