Celtic Heroes

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The Calm skill

#1
I recently bought the skill Calm, and I was wondering if there were any perks for leveling it. Does it become more effective at a higher level? I can see how it will come in handy, because mobs generally seem to go after me even though I usually group with people 10-20 levels higher than my druid. So, do lots of druids use it?
XxAlpha393xX - Level 65 Druid on Mabon
MASTERofDPS - Level 45 Rogue on Mabon

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Re: The Calm skill

#2
I leave i at level 1. Unless you use a debuff or an attack skill on a mob then you won't need calm at a higher level than 1. If a mob attacks you, the reason being that you buffed a player that is attacking the mob, level 1 calm does the job. There is a point system in aggresiveness towards players. Imagine a player has 2 points for attacking, you have 1 for buffing. You keep buffing the player and you get 3, for example, the mob them comes after you. Using calm level 1 is used and the aggessive point(s) are removed. In my opinion, calm does a better job compared to taunt in many levels. So, no, calm is not upgrades any higher than 1, higher is uneccessary for this skill.
RoyalSeraphim, Druid of Taranis

Re: The Calm skill

#3
i have actually tested this skill. i can tell you that if you max calm it is very good, however not a common used skill. if you keep it at 1 point it is just as usefull, when you max your personal favorites and have spare points, it could be usefull to put 2 or 3 points in it. as for myself i keep it at 1, as points in different skills are more usefull in my opinion. however for those who cant afford a few idols, it is recommended.
lvl 215 druid
rosmerta

for advice/communication contact me on
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Re: The Calm skill

#4
I have my calm at 5 currently. Healing in groups with my natures breath healing 650, i get aggro and it helps when adds pop up around me and the dps do not notice right away. I also throw in a vines when i have time and it is at lvl 33, and the mobs dont seem to like it much either.
ToeTag Druid lvl 221
Lasber Ranger 220
ToeFungas Mage 220
Cameltoe Lock Rogue 190
A proud General of Resurgence
World: Arawn

Re: The Calm skill

#5
only reason to put points in it in my opinion is that it can help if your dps keeps getting aggro from the tank during bosses or lvling.
lvl 215 druid
rosmerta

for advice/communication contact me on
discord: veryfastfox
IGN/mailbox: yrck3

Re: The Calm skill

#6
If the tank in a group can hold aggro calm is a useless waste of points you can add to healing or buffs. I'll give you a scenario, and use a couple strategies. There is a tank, a rogue, a ranger, and a druid in each case.

#1: You, as the lone druid, buff up your tank. The tank goes first, casting a maxed out taunt and warcry (if the boss doesn't have other mobs nearby). At the same time, the ranger and rogue starts using skills. There should never be a time in this boss battle aggro shifts, unless the tank stops casting taunt, warcry, and shield bash. The point system is astronomically high for the tank at this point that you can leave calm alone for the fight. Calm is then useless, and the points would have been better spent on buffs/heals.

#2: Same thing, you buff your tank. The tank cannot cast warcry because mobs are nearby, and you have a higher leveled rogue than your tank. In this example I think of smellyunder, he can rip aggro from any boss unless you have a superior tank. The minute you start you have your hands full with a busy fight, the rogue keeps stealing aggro and the tank can no longer get it back. However, since you have a higher heal now you can also buff up the rogue and heal the rogue. If you play your druid right, you should be able to make a rogue a tank with abundance, embrace, and bark/wards. You can cast calm until the cows come home, but the rogue is going to pull aggro away as quickly as the tank gets it back. This also makes you focus on two people, instead of using all of your skills on a single person. The cooldowns on buffs cannot be used on two people at the same time. This makes both your tank and rogue weaker as a result.

If you want more calm, get your hands on a calm ring. And in the event something out of the norm happens (tank is lagging alot, not paying attention, etc) you can switch rings and cast calm.

As for adds, I have around 700 breath and 1176 touch. Anytime the boss calls for adds the add mob increases its aggro on the tank by approximately 1/2 point. Most heals and buffs use 1 point of aggro, so immediately the add targets your druid. Easy fix, after casting heal queue up calm. This will reduce the add's aggro to you and give your group a chance to grab it. If the add targets you first and not the tank you're standing in the wrong spot.

Re: The Calm skill

#7
I haven't put any points into this skill but adjusting my rings setup to add a +9 calm ring, this skill works great for almost every boss involving adds.

As i have skills that get aggro easily, a calm here and there reduces idol usage significantly. Ive made it through aggy, Ymir and skele king without dying, while healing the tank of the adds. This also helps if you have a average tank with a strong rogue keeping aggro off rogue on the tank. Also helping avoid idol usage. I wouldn't put points into this skill but using rings to boost this skill i would suggest.
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Lukov4 lvl 199 druid
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