Difference between revisions of "Druid"

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| {{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%)}}The '''Druid''' is...
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<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>
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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%)}}
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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.
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*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.
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* 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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*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

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.

    

 Druid

Druidfi.png
 Keeper of the Balance

    
Overview
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.
Powers and Skills
Level Icon Ability Description
10 Talons of the Beast Talons of the Beast Personal melee damage buff
Charm Beast Charm Beast Single-target non-player Charm
11 Grasp of Thorns Grasp of Thorns Single Snare and piercing damage over time
12 Serpent's Boon Serpent's Boon Single-target attack speed buff
13 Cloak of Thorns Cloak of Thorns Single-target piercing Damage Shield
15 Blight Blight Single-target poison damage over time
Regrowth Regrowth Single-target heal and heal over time
Blessing of the Grove Blessing of the Grove Personal Intelligence and Spirit buff (does not stack with Blessing of the Oak)
Blessing of the Oak Blessing of the Oak Personal Dexterity and Constitution buff (does not stack with Blessing of the Grove)
Offensive cam.png Offensive Stance Personal combat stance
Defensive cam.png Defensive Stance Personal combat stance
Precise cam.png Precise Stance Personal combat stance
16 Braialla's Aid Braialla's Aid Single-target dispel poison or disease effect
20 Resist Venom Resist Venom Single-target poison damage resistance buff
22 Braialla's Kiss Braialla's Kiss Single-target heal and heal over time
26 Rebirth Rebirth Single-target (corpse) dispel deathsroud
30 Oaken Flesh Oaken Flesh Personal crushing, piercing, and cold Damage Absorber
Raptor Cloak Raptor Cloak Single-target bird transformation (grants additional movement speed and flight)
Resist Cold Resist Cold Single-target cold damage resistance buff
Resist Fire Resist Fire Single-target fire damage resistance buff
33 Breath of Spring Breath of Spring Group heal over time and bleeding, fire, and poison Fortitude
40 Hedge of Thorns Hedge of Thorns Area snare and piercing damage over time
Call Lightning Call Lightning Area lightning damage and short Stun
46 Braialla's Judgement Braialla's Judgement Area destroy Necromancer Pet (Grobones and Wight)
50 Earthquake Earthquake Area crushing damage
Poison Ward Poison Ward Group poison damage resistance buff
Ice Ward Ice Ward Group cold damage resistance buff
Flame Ward Flame Ward Group fire damage resistance buff

Playstyle Tips

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.

  • 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."
    
Druid Information
RadarStatsDruid.png

Base Classes

Healer

Races

Aelfborn, Centaur, Elf, Human

Disciplines

Blade Weaver, Darksworn, Enchanter, Huntsman, Rat Catcher, Rune Caster, Sanctifier, Summoner, Traveler, Undead Hunter, Werebear, Werewolf

Mastery Runes

Master of Daggers, Master of Great Hammers, Master of Hammers, Master of Staves,

Skills Granted

Dagger, Sword, Nature Lore (level 10)
Staff Mastery (level 20)

Druid Static Powers
These powers cannot be trained higher.
Use these ranks to plan accordingly.

Stances

Healer
Defensive Stance
20
Offensive Stance
25
Precise Stance
35
stance details

Weapon Powers

Healer
Hammer Powers 5
Staff Powers 20
Sword Powers 15

Contributions by: Colest and Rewen in 2018

Classes

Prestige Classes

Assassin (PQ)    Barbarian (PQ)    Bard (PQ)    Channeler (PQ)    Confessor (PQ)    Crusader (PQ)    Doomsayer (PQ)
Druid (PQ)    Fury (PQ)    Huntress (PQ)    Necromancer (PQ)    Nightstalker (PQ)    Prelate (PQ)    Priest (PQ)
Ranger (PQ)    Scout (PQ)    Sentinel (PQ)    Templar (PQ)    Thief (PQ)    Warlock (PQ)    Warrior (PQ)    Wizard (PQ)

Base Classes Fighter    Healer    Mage    Rogue

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