Difference between revisions of "Druid"
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<div style="margin: -.35cm 0cm 0cm 0cm;">{{powertable|{{PAGENAME}}=YES}}</div><br> | <div style="margin: -.35cm 0cm 0cm 0cm;">{{powertable|{{PAGENAME}}=YES}}</div><br> | ||
{{Cheader|Playstyle Tips|(to bottom, rgba(186,211,139,1) 0%,rgba(187,211,148,1) 50%,rgba(165,193,120,1) 52%,rgba(119,137,85,1) 100%)}} | {{Cheader|Playstyle Tips|(to bottom, rgba(186,211,139,1) 0%,rgba(187,211,148,1) 50%,rgba(165,193,120,1) 52%,rgba(119,137,85,1) 100%)}} | ||
− | The Druid is a jack of all trades. He can heal respectably, apply pressure with his damage, and even support through his crowd control effects. He is, however, very vulnerable to crowd control himself since he cannot mitigate debuffs or crowd control easily. The class is completely centered around [[Vocabulary#K|kiting]] and, whenever possible, you should always be out of your enemy's effective range | + | The Druid is a jack of all trades. He can heal respectably, apply pressure with his damage, and even support through his crowd control effects. He is, however, very vulnerable to crowd control himself since he cannot mitigate debuffs or crowd control easily. The class is completely centered around [[Vocabulary#K|kiting]] and, whenever possible, you should always be out of your enemy's effective range once you have them loaded up with damage-over-time effects. |
*Your ''Grasp of Thorns'' and ''Hedge of Thorns'' stack and their recycle timer is shorter than their duration, so you should always keep those applied and refreshed on your target. | *Your ''Grasp of Thorns'' and ''Hedge of Thorns'' stack and their recycle timer is shorter than their duration, so you should always keep those applied and refreshed on your target. | ||
* Since ''Call Lightning'' and ''Earthquake'' have a wide damage range, their damage can be unpredictable. Err on the side of caution when planning your rotation. | * Since ''Call Lightning'' and ''Earthquake'' have a wide damage range, their damage can be unpredictable. Err on the side of caution when planning your rotation. | ||
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|imglink = Roles | |imglink = Roles | ||
|imagewidth = 285 | |imagewidth = 285 | ||
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|Row 1 title = Base Classes | |Row 1 title = Base Classes | ||
|Row 1 info = [[Healer]] | |Row 1 info = [[Healer]] |
Revision as of 15:18, 6 February 2018
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The Druid is the champion for the faint whispers of Braialla's wisdom. He is capable of summoning a variety of natural phenomena to shatter his enemies: hedges of thorns, blights of poison, and storms of lightning. He can even shake the ground itself to break those who still remain. The woodsman's knowledge of nature serves to protect his allies from the elements, revitalize them, or steal them away by transforming them into a raven to evade enemy advances.
The Druid is a jack of all trades. He can heal respectably, apply pressure with his damage, and even support through his crowd control effects. He is, however, very vulnerable to crowd control himself since he cannot mitigate debuffs or crowd control easily. The class is completely centered around kiting and, whenever possible, you should always be out of your enemy's effective range once you have them loaded up with damage-over-time effects.
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Contributions by: Colest and Rewen in 2018
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