druid balance

Explanations please - no flames
Zugz
Posts: 26

Re: druid balance

Post#21 » Thu Oct 07, 2010 2:22 am

why in the world is the druid donator focus a dd focus? if I want to buy a donator item for damage, ill make a damage based character. the focus should be for heals.

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Lang
Posts: 40

Re: druid balance

Post#22 » Fri Oct 15, 2010 10:10 pm

please dont touch my druid don, thanks

got changed twice before because of people who didnt even have it, really, its fine how it is

<3 ,
Lang

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Lillu
Posts: 11301
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Re: druid balance

Post#23 » Fri Oct 15, 2010 11:38 pm

amen :)

Stickybuds
Posts: 883

Re: druid balance

Post#24 » Wed Nov 10, 2010 12:10 am

Ive started raiding on my druid now and I am running into some problems. Hoping to get some feedback from other druids and devs too.

We are currently doing tier 0 world bosses, SSRA, and KD bosses. These are red cons to me. I am having major problems with resists while our mage doesnt seem to have problems landing her spells. Rarely will my nukes or rains land and when they do they often only do 100-200dmg instead of the 1750 per wave or 3k+ dd they usually do. I have tried debuffing with the debuff lines 1st only to have them resist over and over and over so i waste time trying to debuff resists when its better to just rain and nuke and get resisted most of the time or only do 100dmg instead of 1750 or 3k than get resist 100% of the time trying to debuff.

So what am i doing wrong? the debuff im using is Glacier Breath which according to live data has a -200 resist check so it should be landing without much trouble. But i have yet to land this at all. The quick DoTs, like Vengeance of the Sun, are pointless to use on the red con boss mobs as they resists it almost 100% from what i have seen. They have a -30 resist check and normally they land on everything np. So, since i cant land any nukes or rains, my last resort was to try stacking magic dots, the stinging swarm type ones. For example Wasp Swarm at 68 has a -100 resist check but it still gets resisted a lot. Whats odd though, is these are the only spells i can seem to land on red con bosses, i can stack 3-4 of these magic dots, but that dps is sad sad sad compared to Vengeance of the Sun + rain spell + chain nuking, or even chain rains and chain nukes. I'm confused as to why Glacier Breath will not land with a -200 check but the magic dots will usually land with their lesser -100 check. And even if i could get Glacier Breath, i don't know if 55 less CR would even help me land spells on these red con bosses.

Dawnstrike - when i got this spell it sounded awesome, 25% chance to get 100% more spell dmg for a min or so...only it does not work. when you cast you get this error message about unknown spell Blessing of the Dawn (which is supposed to be the buff you gain in the song window) but the buff never comes just the unknown spell message. I have all updated files so im not sure what the issue is here. Is this a known issue and this spell is currently broken or do i need to re-scribe this or something? I can get you the actual error message later when i get home if you need it.

What are you other druids doing on raids? Again our mage that groups with us doesn't seem to have any problem landing her rains and nukes while i get resisted so much and when our cleric is with us I'm standing there wondering what can i even do to help on this fight. spam heal my pet since he almost dies to one round of ramp dmg? hes pretty good dps since none of my spells work on red cons but he usually dies instantly due to ramp. sometimes he will die before he can even be healed.

So basically my role has become SoE and port around to track. but our ranger can do that AND dps. so im like, whats my role here? Is it healing? if so, when do you start needing a 2nd healer? right now i do heal the melees on ramp dmg but its not b/c they need it to stay alive, its out of nothing else to do since nothing lands on the mob.

Healing - seems to be ok, i have the lvl 70 heal and epic 1.5 with 60% healing bonus and a few AAs into healing so i can ramp heal np and even main heal a few of the bosses. The LDON heal has me very confused. Sometimes it heals twice for 4500, other times it only heals for 4500 after the buff fades. Can any clarify how this heal is supposed to work? it's called Close of Wounds i think.

Well if you made it this far i thank you for your time and hope yall can help me be a better druid on THF. I raided with my druid up to PoTime and i dont remember having these problems doing dps on raid mobs. I'd often do so much dps if i stacked dots + rain + chain nuked id over agro and get summoned. no chance of that happening here since i cant land anything.
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Lang
Posts: 40

Re: druid balance

Post#25 » Wed Nov 10, 2010 10:36 am

druids on thf imo are healers with utility, their optimum dps is just nowhere near any dps class. if you want to dps at raids on your druid your probably going to chain cast ancient glacier frost, mix in true vengeance, and hope your spells land some of the time. getting your 2.0 is still a bit further along in progression for you, but thats when youll begin to feel your offensive contribution to the raid. your raid will definately need more than one healer to reach that point.

dawnstrike: it has never worked, pick up a copy of ancient glacier frost and forget about dawnstrike ;)

your pet problems will only get worse -
downside: no cat friend
upside: he didnt do much dps to begin with, and giving up on him means less micro

close of wounds: you wont have to bother with this spell once you get chaotic elixer, however, thats a few tiers away.

if your looking for a way to increase your dps, id suggest a rogue bot. takes some work to get some decent gear for one, but even with just 2 weapons the bot will do more dps and survive longer than pet.

if your going to spend more time in kael, id save up a few aa's for dire charm. the dire wolves can be charmed, and are decent dps

<3 ,
Lang

Stickybuds
Posts: 883

Re: druid balance

Post#26 » Wed Nov 10, 2010 4:18 pm

Thanks for the info Lang. That will help give me some direction. At least i get to nuke the trash on the way there =).

regarding DC, are there any other cool places i can DC at? such as the dogs in chardok, can they be DCed? That would be an awesome replacement for my cat while I'm in those zones.
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Lang
Posts: 40

Re: druid balance

Post#27 » Wed Nov 10, 2010 7:53 pm

dc works on chardok dogs.

also-
valor: frogs
stillmoon temple: cat npcs
westwastes: brontotherium

im sure there are more, but those are the ones from custom zones that i found usefull.

<3 ,
Lang

Paranoid
Posts: 63

Re: druid balance

Post#28 » Tue Apr 19, 2011 10:27 pm

Sorry if this is considered "necro'ing" the thread, but I figured I would add a couple of minor points:

Skin of the Reptile is a sort of "flat damage reduction" type spell (since it will effectively undo some of the damage done), and works great in Chardok, Kael, and early Ssra areas. I realize that we get better heals in the end-game, but another spell similar to this one would be great -- a second rank that heals for twice the amount of Skin of the Reptile, but cost 2.5 times the mana.

    Since druids are hardly main healers (though, I have been thrust into that role in some situations), we should be able to place a couple of long-term duration buff-heals on a player (CoW, Elixir, Reptile) and move on to other pressing matters -- rotating our debuffs (donator, 2.0, Immolation-line, Corona), maybe toss a Vengeance, spot-heal another target, or even drop a Hungry Vines for the absorb component before a spike in damage.

    Druids are unhealthily reliant on focus effects prior to getting True Restoration and after receiving Ancient: Chlorobon. A heal in the Tier 2 to Tier 4 range that does 4500 would be nice to see. Even still, until True Health (or 60% increased healing), healing is mostly inefficient on a druid. I understand that healing on a druid should not be as good as healing on a cleric, but that does not mean it has to be inefficient; it can be hard and not as good without being inefficient.

Referring back to rotating our debuffs, I feel we should have a level-70 equivalent (or even an increase in the currently implemented buffs) of Immolation of the Sun and Sun's Corona. These two spells could even be joined together, or even just add a -resist adjust (hopefully not a fire-specific adjust) to a new Sun's Corona and call it a day, as the DoT component of Immolation of the Sun is hardly a factor, even when the spell is current.

    This new spell solves two problems: 1) druids have more buttons to press and add more value in raids and groups; 2) this will help their own spells land more often, because it is still often fairly tough to land True Vengeance and our highest rank Swarm spell. Outside of Wrath of the Forest Friend, it is tough to land anything on the boss as is, which relegates us more to healers (which is okay, really).

    A new debuff is not game-breaking and would not require a druid in a raid or group. The new spell could just be a 50% increase across the board of the non-DoT components of Sun's Corona and Immolation of the Sun, and not negatively affect gameplay and group composition to force the need of a druid. The new spell would have values similar to -180 AC, -135 ATK, and -60 resist (or Fire resist, if you want to do that, but I implore that you do not).

New, non-raid, single-target and multi-target nukes could be added. They could have a small -resist adjust (-20 to -50?) to facilitate casting them on 70-73 mobs, but not on any raid mob. This would discourage players from trying to do hard dps as a druid in raids, but help serve to solo or group.

    A new fire-based, single-target nuke would be best if the above debuff is implemented and made to be a -resist global adjust; however, the new nuke should be frost-based if the above debuff is fire-based, so as to prevent druids from trying to stack -resist and working towards hard dps.

    The AE nuke should be similar to Tempest Wind, but have a 25% damage increase over the current, going from 1168 to 1450. Anything higher is asking too much; anything lower is not really solving the problem that I feel we have -- we plateau on our damage capabilities in a multi-target situation when we hit 70 and get Dark Thunder (or Ancient Thunder or True Thunder).

Um, other than that, idk.

diaylomz
Posts: 160

Re: druid balance

Post#29 » Mon Jul 11, 2011 10:54 pm

you do get an upgrade to skin. the range is really short tho and most times i am never in range to use it in raids. it is really nice when mass pulling trash or pling tho. it drops in pofire.

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Firenze
Posts: 886

Re: druid balance

Post#30 » Thu Sep 15, 2011 3:07 pm

My Druid is dead.



this is how I feel ( overreacting ? :p ) I think druids need some lovin.
With the recent changes ( DS mask , Manaflare not triggered by proccs or clickies ) my druid became totaly useless exept for his 2.0

Don't get me wrong , i'm not crying like a baby , I just wanna find some way to boost a little that class I love and loved on live for almost 6 or 7 years.

Heal potential : We are great single target quick healer, nothing bad about this here.
Debuff : We got a fire/ac debuff line , thats it + the 2.0

and then ?

Well , considering dps ( I know druid isn't a dps class ) it's equivalent to 0. my best guess is to cast vengeance of tunare , then chain cast nukes and hope to land around 2k dps , maybe a little more with 2.0 on.


Buffs : We got a pretty cool hp buff that noone will use because cleric buff got more AC
we got the new t8 moon curse spell that is cool , not totaly usefull but ok , exept some lucky t8 player , not a lot of people benefits to this.


My question is : What kind of buff could you guys add to make the druid in pare with at least shms here. ( they get Panter , godly conv , elite clickie from donor , slow even if not used , HP buff , stats buff , dots , resist debuff )

a druid version of godly conv would be my best guess ( remember druids and shm shared a lot of spell back in live days )
Firenze of VallonZek <Europea>

Gwynraven

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