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... | + | | {{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 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, and storms of lightning. He can even shake the ground itself to break those who still remain. The Druid can use his lore to ward his allies from natural forms of damage, revitalize them, or steal them away by transforming them into a raven to evade enemy advances. |
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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 kiting and, whenever possible, you should always be out of your enemy's effective range one 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 to your target. | ||
+ | *Your damage range is very wide for Call Lightning and Earthquake and, as such, you should expect low damage rolls with them at inopportune moments. Never bank your engage on either of those spells finishing off an opponent. | ||
+ | *A very cheeky strategy with Druids is to utilize Wizard's Group Translocation. It does not interrupt casting times so a group of Druids can begin casting Earthquake simultaneously and, just before the spell is finished casting, the Wizard can translocate the Druids into the middle of an enemy group to devastate them. This is a strategy known as "Telequaking." | ||
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Revision as of 03:02, 30 January 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, and storms of lightning. He can even shake the ground itself to break those who still remain. The Druid can use his lore to ward his allies from natural forms of damage, revitalize them, or steal them away by transforming them into a raven to evade enemy advances. |
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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 kiting and, whenever possible, you should always be out of your enemy's effective range one you have them loaded up with damage over time effects.
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