Difference between revisions of "Druid"
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{{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 once you have them loaded up with damage-over-time effects. | 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 | + | *Your ''Grasp of Thorns'' and ''Hedge of Thorns'' damage over time effects stack and their recycle timers are shorter than their duration, so you should always keep these powers applied on your targets. |
* 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. | ||
− | *A very cheeky strategy with is to utilize [[Wizard]]'s Greater Translocation. Since it does not interrupt a spell cast, a group of Druids can begin casting ''Earthquake'' simultaneously. Just before the spell is finished casting, the Wizard can translocate the Druids into the middle of an enemy group, instantly laying down thousands of damage. This is a strategy known as "Tele-Quaking." | + | *A very cheeky strategy with Druids is to utilize [[Wizard]]'s Greater Translocation. Since it does not interrupt a spell cast, a group of Druids can begin casting ''Earthquake'' simultaneously. Just before the spell is finished casting, the Wizard can translocate the Druids into the middle of an enemy group, instantly laying down thousands of damage. This is a strategy known as "Tele-Quaking." |
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Latest revision as of 17:55, 17 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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