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.