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Druid Improvements

Posted: Fri Nov 08, 2013 2:00 pm
by Bitey
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

Re: Druid Improvements

Posted: Fri Nov 08, 2013 4:14 pm
by MyNumberBuild
i definetly agree with a good amount of this, as i am a lv 45 healer druid on belenus that frequently heals lv 70-lv90 and am annoyed with the humungous aggro that embrace gives, and hate how interruptible shield is
sanctuary, imo it needs a slight buff of 5-10% increase in capacity.

Re: Druid Improvements

Posted: Fri Nov 08, 2013 4:15 pm
by pigman
agree with most of it +1 overall

Re: Druid Improvements

Posted: Fri Nov 08, 2013 9:36 pm
by RedDogy
+1 with at least a 5% energy usage take away on every other skill.

Re: Druid Improvements

Posted: Fri Nov 08, 2013 10:42 pm
by Thornstar
+1 If only half of these were implemented then the druid class would become much more fun and easier to play.

Re: Druid Improvements

Posted: Sat Nov 09, 2013 1:15 am
by Vhen
+1

Re: Druid Improvements

Posted: Sat Nov 09, 2013 4:38 am
by Godzilla
Currently i see druid fine as it is except for energy costs. We are a well balanced class and reducing a cool times of storm and lightning would make us op. we are meant to be a support class after all and the dps skills are just a bonus imo.

Skills that need a energy decrease would be swarm, storm touch and natures breath.

I love the idea of rescue being like that and it could be used to troll people hhaha but i still dont think it would be implemented as much i would like it to be.

Ward of giants assasin and soldiers into one skill already resists. It's called shield of bark but one for elemental would be nice.

Because we a re support class out support skills shouldnt be interupted as we don't usually have aggro as we cast them but the aggro out skills gain is ridiculous. So instead if making it less interuptable make it so we gain less aggro from these skills.

Instead of making us go into combat just change it to how it was in v3 which would solve many problems.

+10000 to 4. b and c.

Re: Druid Improvements

Posted: Sat Nov 09, 2013 5:56 am
by Jikasle
+1000 to all of this! Also along with the wards being merged for melee and elemental i believe the same should be implemented with mage lures. Another thing to add to this is why don't druids have sacrifice? I've used energy harvest at 44/35 and still ended up just using an E lix because it simply wasn't near enough for any boss longer than 5 minutes. I think that giving druids sacrifice would help tremendously with our desperate cries for enhancements to our energy bars.

Re: Druid Improvements

Posted: Sat Nov 09, 2013 3:48 pm
by Napol
+1000 to all of this! Also along with the wards being merged for melee and elemental i believe the same should be implemented with mage lures. Another thing to add to this is why don't druids have sacrifice? I've used energy harvest at 44/35 and still ended up just using an E lix because it simply wasn't near enough for any boss longer than 5 minutes. I think that giving druids sacrifice would help tremendously with our desperate cries for enhancements to our energy bars.
I agree with almost all in the list +100

I believe that druids were historically the sacrificers... it would make sense to give druids sacrifice. I am not saying take it from mages and give to druids, but make the druids sacrifice give more energy per health point lost or something to improve it over mage sacrifice.

Re: Druid Improvements

Posted: Sat Nov 09, 2013 4:07 pm
by Superman
I hate how 85% of druid skills are useless because we only have enough skill points to max 5 skills out of the whopping 28 at the druids arsenal. Everyone knows how half maxed skills don't cut it either.