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decease
03-12-2013, 10:12 PM
personally i find this ed sorta.. hmm...not so good.. perhaps something should be done about it.. and here is my suggestion on how to make things right (in my view)

Innate abilities:

Strength of Spirit: it was ok.. 30% though would be hard for caster to charge up spirit.. so how about change this to: grant you 1 spell power for each spirit you have instead of a toggle?

Magic of Nature: decent worthwhile~~ no change needed..

Primal Travel: it doesn't work as intent to..am not sure if you guys have any plan on fixing this..

Mighty Among Spirits:20hp kinda low.. what about 50? am fine with that.. (after all bear form should be tank viable)

Eternal Return: i find this totally useless. the heal is so tiny that not worth the sp. (my heal spell heal me over 400..for 40 sp.. so thats 1:10 ratio.. this is 1:3 ratio... and it only occur every two second..) change the heal amount to 3d20 please... and maybe drain one spirit for each heal done..

Walk with the Spirits: not sure what this is for.. as am currently in t4.. though from reading it seem sorta useless... i mean would be fine if its a buff like shadow fade of dark monk.. or it could be nice to be a stealth ability that none can detect.. but trying to do both at same time? it sound suck at both..

T1:
Ephemeral Evolution: 1prr per damage and max of 15 prr doesn't sound much useful... plus it take too long to build up.. how about build up 1/2/3 prr per hit.. and maybe raise the cap to 30?

Rejuvenation Cocoon: this is good.. though it would be better if you could increase the temp health.. it is decent when healing dps.. but on tank this is useless.. 15 hp fade instantly.. how about increase temp health to 90/150/250 instead?

nsidious Spores: not sure.. as my druid is melee build..

Friends of Nature: they last only 3 min..it cost 2 point... and it is useless.. please make them useful..


T2
Seeking Balance: please increase the reflex save from 1/2/3 to 2/4/6... the bonus to blanace and tumble are not that useful to make this useful.. it is tier 2 after all.. and tumble isn't a druid skill.. consider change that into concentration instead..

Supple as Spring: 3% dodge if they have been damage? hmm... how about make it 2/4/6% instead?

Favored Enemy: Aberrations / Constructs / Undead: no idea what this is for.. seem like point sink? give all three together.. and this might be worth taking..

Natural Shielding: evasion is nice.. but for pets who don't have evasion their reflex suck.. and for those with evasion the extra evasion doesn't do anything.. change it to improved evasion please..


T3
Balanced Attacks: attack are nice.. but would be better if you could add damage too.. how about adding 1/2/3 damage as well?

Tsunami: same.. never tested.. am not a spell casting druid

The Oncoming Storm- with full 3 rank it grant 1% knock down, 1% 10d20 lightning damage and 1%10d20 sonic damage.. the damage are fine but proc rate is only 1%.. it could be fine if this apply to all team member.. or even the player himself.. but no.. this only affect pet.. which attack really slow.. and dryad elder usually don't melee... please increase the chance to 2/4/6% instead... oh and the knock down is bugged.. never seen it proc..


T4
Paired Parry / Symetric Strikes- hmm 5ac or 5% damage? doesn't seem much.. i have seen 9 ac on pal tree..and this is tier 4... also 5% damage? thats like 1~3 damage per hit increase.. how about 6% double strike? or attack speed that stack? or increase damage to 10%? also the ac bonus need to get boost to 3/6/9... it is tier 4 after all..

Autumn Harvest- 5% chance... i don't find this to be useful.. how about 100% but heal only 1d20 per monster slaying?

Stormrage- this only proc once per second on the target..the damage isn't that good.. and it cost 50 sp... please extend the duration to like...5 minutes?

Summon Dryad Elder- she isn't bad..

T5
Chill of Winter- seem to be bugged..it deal damage to enemy though i don't see the stacking debuff on monster.

Spirit Boon- +2 to stats..not so bad if it doesn't cost anything....not so easy to maintain spirit.. perhaps reduce the cost? or perhaps make it +4 instead? this is t5 after all..

T6
Nature's Fury / Natural Evasion: the cirtical damage part is nice.. though evasion....is also good... how about adding a rank two? rank 1 evasion/+1 critical damage multiplier on a roll of 19-20 rank 2 improve evasion / +2 critical damage multiplier on a roll of 19-20 (that means if they take tier two they don't get epic moment.. evasion without decent reflex is sorta useless...)

Avatar of Nature Epic Moment: haven't tried this yet..