Difference between revisions of "Druid"
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− | [[ | + | {| style="width: 85vw; max-width: 1100px; min-width: 860px;" |
− | + | ! width="70%"| {{classlorebox|While most Healers and Priests draw power from their faith in the All-Father, there are other kinds of priests who walk the World, serving other masters. The most ancient and mysterious of these are the Druids, an ancient sect of priests who worship the primal Beast Spirits and Braialla, Green Mother of the World. The Druids hold their rites at ancient stone circles lost in the deeps of the forest, far from the prying eyes of Man. Their rites and rituals are the echoes of ancient ceremonies intoned by the Elves under the First Twilight ages ago, and their potency has not faded. Through the power of their faith, Druids attune themselves with the world around them, utilizing the hidden connection between all living things and the World itself.|{{PAGENAME}} Lore}} | |
− | + | ! | |
− | + | ! {{classtitle | |
− | == The Druid | + | |img=[[File:Druidfi.png]] |
− | {| style="margin | + | |tag=Keeper of the Balance |
− | | ''' | + | |color1=57614d |
− | '' | + | |color2=948661 |
− | '' | + | }} |
− | |- | + | |- |
− | + | | colspan="3" | | |
− | + | |- | |
+ | | colspan="3" |{{Classnavsp|cccccc}} | ||
+ | |- | ||
+ | | {{Cheader|Overview|(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%)}} | ||
+ | <blockquote>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.</blockquote> | ||
+ | {{Cheader|Powers and Skills|(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%)}} | ||
+ | <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%)}} | ||
+ | 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'' 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. | ||
+ | *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." | ||
+ | | rowspan="3" | | ||
+ | | rowspan="2" style="vertical-align: top;"| | ||
+ | {{Infobox | ||
+ | |Box title = {{PAGENAME}} Information | ||
+ | |image = RadarStatsDruid.png | ||
+ | |imglink = Roles | ||
+ | |imagewidth = 285 | ||
+ | |Row 1 title = Base Classes | ||
+ | |Row 1 info = [[Healer]] | ||
+ | |Row 2 title = Races | ||
+ | |Row 2 info = [[Aelfborn]], [[Centaur]], [[Elf]], [[Human]] | ||
+ | |Row 3 title = Disciplines | ||
+ | |Row 3 info = [[Blade Weaver]], | ||
+ | [[Darksworn]], | ||
+ | [[Enchanter]], | ||
+ | [[Huntsman]], | ||
+ | [[Rat Catcher]], | ||
+ | [[Rune Caster]], | ||
+ | [[Sanctifier]], | ||
+ | [[Summoner]], | ||
+ | [[Traveler]], | ||
+ | [[Undead Hunter]], | ||
+ | [[Werebear]], | ||
+ | [[Werewolf]] | ||
+ | |Row 4 title = Mastery Runes | ||
+ | |Row 4 info = [[Dagger Mastery|Master of Daggers]], | ||
+ | [[Great Hammer Mastery|Master of Great Hammers]], | ||
+ | [[Hammer Mastery|Master of Hammers]], | ||
+ | [[Staff Mastery|Master of Staves]], | ||
+ | |Row 5 title = Skills Granted | ||
+ | |Row 5 info = [[Dagger]], [[Sword]], [[Nature Lore]] (level 10)<br>[[Staff Mastery]] (level 20) | ||
+ | }} | ||
+ | {{Infobox | ||
+ | |Box title = {{PAGENAME}} Static Powers<br><span style="color:darkgray; font-size:80%">''These powers cannot be trained higher.<br>Use these ranks to plan accordingly.''</span> | ||
+ | |Row 1 title = Stances | ||
+ | |Row 1 info = | ||
+ | {{{!}} | ||
+ | {{!}}- | ||
+ | {{!}}{{stance|Healer|20|25|35}} | ||
+ | {{!}}- | ||
+ | {{!}}} | ||
+ | |Row 2 title = Weapon Powers | ||
+ | |Row 2 info = | ||
+ | {{{!}} | ||
+ | {{!}}- | ||
+ | {{!}} {{wstyle | ||
+ | |baseclass=Healer | ||
+ | |axe= | ||
+ | |bow= | ||
+ | |crossbow= | ||
+ | |dagger= | ||
+ | |greataxe= | ||
+ | |greathammer= | ||
+ | |greatsword= | ||
+ | |unarmed= | ||
+ | |hammer=5 | ||
+ | |polearm= | ||
+ | |spear= | ||
+ | |staff=20 | ||
+ | |sword=15 | ||
+ | |throwing= | ||
+ | |sundancer= | ||
+ | |blademaster= | ||
+ | |bladeweaver= | ||
+ | }} | ||
+ | {{!}}- | ||
+ | {{!}}} | ||
+ | }} | ||
+ | |- | ||
+ | | <!-- Placeholder --> | ||
+ | |- | ||
|} | |} | ||
− | + | {{Concredit|Colest and Rewen|2018}}{{Classnav}} | |
− | + | __NOTOC__ | |
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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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