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Dark_Lord_Mary
12-14-2022, 04:46 PM
Mary's Frost Eclipse

A Hardcore League capable first life caster Druid for Favor and Reaper (Updated 12/14/2022)

This is the build I am using for HCL Season VII. My toon is Elwing.
To play this as displayed you will need access to:

32 point build
Feydark Illusionist
+1 universal point
+1 racial point
I also have the tomes from the Isle of Dread, Feywild, and historic

This is a caster druid that goes 43 points into Feydark Illusionist and 32 points in Season's Herald, in water elemental form casting cold spells.


Character name: Mary's Frost Eclipse
Classes: 20 Druid, 10 Epic, 2 Legendary
Race: Drow· · · · · · · · ·Alignment: Neutral
(NOTE: I choose Drow for flavor, you may use any race you prefer, shifter is probably the best followed by aasimar)

· · ·Start Tome Final · · ·Incorp:· · ·0% · · ·Displacement:· ·50%
Str:· · ·8· · 0 · ·14 · · ·HP:· · · · 640 · · ·AC:· · 16
Dex:· · 10· · 0 · ·10 · · ·PRR: · · · ·20
Con:· · 14· · 0 · ·18 · · ·MRR: · · · ·24 · · ·+Healing Amp:· · ·0
Int:· · 12· · 0 · ·16 · · ·Dodge: · ·3/25 · · ·-Healing Amp:· · ·0
Wis:· · 18· · 0 · ·36 · · ·Fort:· · · 50% · · ·Repair Amp:· · · ·0
Cha:· · 10· · 0 · ·16 · · ·SR:· · · · ·12 · · ·BAB: · · · · · · 20
DR:
Immunities: Sleep, Poison, Spawn effects of Undead, Fear, Magic Missiles, Magic Missiles, Energy Drain, Most forms of Knockdown, Freedom of Movement, Death effect, Level drain, Freedom of Movement

(NOTE: Wisdom is your main stat, followed by Constitution. I use Cha as my drow level up to help with diplo and intimidate)

Class and Feat Selection
------------------------------------------------------------------------------------------
Level Class · · · · · ·Feats
1 · · Druid(1)· · · · ·Standard: Maximize Spell
· · · · · · · · · · · ·Class Skills: Diplomacy(4), Heal(4), Intimidate(2), Spell Craft(4)
· · · · · · · · · · · ·Cross Class Skills: Tumble(2), Use Magic Device(4)
2 · · Druid(2)· · · · ·Druid Wild Shape: Wild Shape: Bear
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
3 · · Druid(3)· · · · ·Standard: Empower Spell
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
4 · · Druid(4)· · · · ·Wisdom: +1 Level up
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
5 · · Druid(5)· · · · ·Druid Wild Shape: Wild Shape: Wolf
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
6 · · Druid(6)· · · · ·Standard: Quicken Spell
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
7 · · Druid(7)· · · · ·
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
8 · · Druid(8)· · · · ·Druid Wild Shape: Wild Shape: Winter Wolf
· · · · · · · · · · · ·Wisdom: +1 Level up
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
9 · · Druid(9)· · · · ·Standard: Spell Focus: Evocation
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
10· · Druid(10) · · · ·
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
11· · Druid(11) · · · ·Druid Wild Shape: Wild Shape: Dire Bear
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
12· · Druid(12) · · · ·Standard: Greater Spell Focus: Evocation
· · · · · · · · · · · ·Wisdom: +1 Level up
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
13· · Druid(13) · · · ·Druid Wild Shape: Wild Shape: Fire Elemental
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
14· · Druid(14) · · · ·
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
15· · Druid(15) · · · ·Standard: Heighten Spell
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
16· · Druid(16) · · · ·Wisdom: +1 Level up
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
17· · Druid(17) · · · ·Druid Wild Shape: Wild Shape: Water Elemental
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
18· · Druid(18) · · · ·Standard: Empower Healing Spell
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
19· · Druid(19) · · · ·
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(1), Spell Craft(1)
· · · · · · · · · · · ·Cross Class Skills: Use Magic Device(1)
20· · Druid(20) · · · ·Wisdom: +1 Level up
· · · · · · · · · · · ·Class Skills: Diplomacy(1), Heal(1), Intimidate(2), Spell Craft(1)
21· · Epic(1) · · · · ·Epic Feat: Epic Spell Focus: Evocation
22· · Epic(2) · · · · ·Epic Destiny Feat: Epic Spell Power: Cold
23· · Epic(3) · · · · ·
24· · Epic(4) · · · · ·Epic Feat: Burst of Glacial Wrath
· · · · · · · · · · · ·Wisdom: +1 Level up
25· · Epic(5) · · · · ·Epic Destiny Feat: Crush Weakness
26· · Epic(6) · · · · ·
27· · Epic(7) · · · · ·Epic Feat: Intensify Spell
28· · Epic(8) · · · · ·Epic Destiny Feat: Elusive Target (NOTE: This is for survivability, you can swap with positive spell power or another spell power if you wish)
· · · · · · · · · · · ·Wisdom: +1 Level up
29· · Epic(9) · · · · ·
30· · Epic(10)· · · · ·Epic Feat: Embolden Spell
· · · · · · · · · · · ·Legendary: Scion of the Plane of Water
31· · Legendary(1)· · ·Epic Destiny Feat: Elemental Form Specialty
32· · Legendary(2)· · ·Wisdom: +1 Level up

Granted Feats
------------------------------------------------------------------------------------------
Diehard
Evasion
Improved Evasion
Magical Training


Skills
------------------------------------------------------------------------------------------
Diplomacy · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 39.0
Heal· · · · · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 49.0
Intimidate· · · · 2 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·2· ·22.0 · 35.0
Spell Craft · · · 4 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· 1 ·1· ·23.0 · 39.0
Tumble· · · · · · 1 · · · · · · · · · · · · · · · · · · · · · · · · · · · · · · 1.0 · 11.0
Use Magic Device· 2 ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ ·½· ½ · · ·11.0 · 24.0

Active User Controlled Stances
------------------------------------------------------------------------------------------
Maximize
Empower
Quicken
Heighten
Empower Healing
Intensify Spell
Embolden Spell
Elder of Winter
Autumn Winds
Water Elemental
Mantle of Nature


Druid Spells
L1: Summon Nature's Ally I· · · · · · · · · Conjuration · · 43
L1: Entangle· · · · · · · · · · · · · · · · Transmutation · 44
L1: Faerie Fire · · · · · · · · · · · · · · Evocation · · · 52
L1: Jump· · · · · · · · · · · · · · · · · · Transmutation · 44
L1: Merfolk's Blessing· · · · · · · · · · · Transmutation · 44
L1: Produce Flame · · · · · · · · · · · · · Evocation · · · 52
L1: Ram's Might · · · · · · · · · · · · · · Transmutation · 44
L2: Summon Nature's Ally II · · · · · · · · Conjuration · · 43
L2: Bear's Endurance· · · · · · · · · · · · Transmutation · 44
L2: Bull's Strength · · · · · · · · · · · · Transmutation · 44
L2: Gust of Wind· · · · · · · · · · · · · · Evocation · · · 52
L2: Lesser Restoration· · · · · · · · · · · Conjuration · · 43
L2: Resist Energy · · · · · · · · · · · · · Abjuration· · · 43
L3: Summon Nature's Ally III· · · · · · · · Conjuration · · 43
L3: Call Lightning· · · · · · · · · · · · · Evocation · · · 52
L3: Neutralize Poison · · · · · · · · · · · Conjuration · · 43
L3: Remove Disease· · · · · · · · · · · · · Conjuration · · 43
L3: Salt Ray· · · · · · · · · · · · · · · · Evocation · · · 52
L3: Sleet Storm · · · · · · · · · · · · · · Conjuration · · 43
L4: Summon Nature's Ally IV · · · · · · · · Conjuration · · 43
L4: Enveloping Swarm· · · · · · · · · · · · Conjuration · · 43
L4: Flame Strike· · · · · · · · · · · · · · Evocation · · · 52
L4: Freedom of Movement · · · · · · · · · · Abjuration· · · 43
L4: Ice Storm · · · · · · · · · · · · · · · Evocation · · · 52
L4: Longstrider, Mass · · · · · · · · · · · Transmutation · 44
L5: Summon Nature's Ally V· · · · · · · · · Conjuration · · 43
L5: Call Lightning Storm· · · · · · · · · · Evocation · · · 52
L5: Death Ward· · · · · · · · · · · · · · · Transmutation · 44
L5: Panacea · · · · · · · · · · · · · · · · Conjuration · · 43
L5: Reincarnate · · · · · · · · · · · · · · Transmutation · 44
L5: Stoneskin · · · · · · · · · · · · · · · Abjuration· · · 43
L6: Summon Nature's Ally VI · · · · · · · · Conjuration · · 43
L6: Fire Seeds· · · · · · · · · · · · · · · Conjuration · · 43
L6: Fire Shield · · · · · · · · · · · · · · Evocation · · · 52
L6: Greater Creeping Cold · · · · · · · · · Evocation · · · 52
L6: Greater Dispel Magic· · · · · · · · · · Abjuration· · · 43
L6: Word of Balance · · · · · · · · · · · · Evocation · · · 52
L7: Summon Nature's Ally VII· · · · · · · · Conjuration · · 43
L7: Elemental Toughness · · · · · · · · · · Evocation · · · 52
L7: Freedom of Movement, Mass · · · · · · · Abjuration· · · 43
L7: Greater Vigor, Mass · · · · · · · · · · Conjuration · · 43
L7: Protection from Elements, Mass· · · · · Abjuration· · · 43
L7: Regenerate· · · · · · · · · · · · · · · Conjuration · · 43
L8: Summon Nature's Ally VIII · · · · · · · Conjuration · · 43
L8: Earthquake· · · · · · · · · · · · · · · Evocation · · · 52
L8: Finger of Death · · · · · · · · · · · · Necromancy· · · 43
L8: Heal· · · · · · · · · · · · · · · · · · Conjuration · · 43
L8: Ice Flowers · · · · · · · · · · · · · · Transmutation · 44
L8: Storm Rage· · · · · · · · · · · · · · · Unknown · · · · ·0
L9: Summon Nature's Ally IX · · · · · · · · Conjuration · · 43
L9: Mantle of the Icy Soul· · · · · · · · · Evocation · · · 52
L9: Regenerate, Mass· · · · · · · · · · · · Conjuration · · 43
L9: Snowslide · · · · · · · · · · · · · · · Evocation · · · 52
L9: Storm of Vengeance· · · · · · · · · · · Conjuration · · 43
L9: Tsunami · · · · · · · · · · · · · · · · Unknown · · · · ·0
------------------------------------------------------------------------------------------

Enhancements: 80 APs, Racial 1, Universal 1
------------------------------------------------------------------------------------------
Drow - Points spent: 7
Core1 Spell Resistance I
Core2 Ability I: +1 Charisma
Core3 Spell Resistance II
Core4 Ability II: +1 Charisma
Core5 Spell Resistance III
------------------------------------------------------------------------------------------
Feydark Illusionist - Points spent: 43
Core1 Find Familiar: Illusory Sprite
Tier1 Twist Reality
Tier1 Study the Arcane - 3 Ranks
Tier2 Reality Bulwark - 3 Ranks
Tier2 Bend Light
Tier2 You've Got My Back
Core2 Ability I: Wisdom
Core3 Greater Color Spray
Tier3 Refraction
Tier3 Ability I: Wisdom
Tier3 Magical Attunement I
Core4 Ability II: Wisdom
Tier4 Be My Eyes
Tier4 Ability II: Wisdom
Tier4 Magical Attunement II
Tier5 Illusory Augmentation
Tier5 Permanent Dispacement
Tier5 Magical Attunement III
Tier5 Force in Tandem
Core5 Familiar's Reach
Tier5 Ring of Shadowblades - 3 Ranks
Core6 Master Illusionist
------------------------------------------------------------------------------------------
Season's Herald - Points spent: 32
Core1 Child of Summer
Tier1 Wax and Wane I
Tier1 Druidic Wisdom - 3 Ranks
Tier2 Wax and Wane II
Core2 Elder of Winter
Tier2 Improved Metamagics II: Efficient Maximize - 3 Ranks
Tier3 +1 Wisdom
Core3 Wellspring
Tier3 Autumn Winds
Tier3 Wax and Wane III
Tier4 Spring's Resurgence - 3 Ranks
Tier4 Strength of the Solstice
Tier4 Wax and Wane IV
Tier4 +1 Wisdom
Core4 Sunburst
Core5 Storm of Vengeance
------------------------------------------------------------------------------------------
Epic Destinies: 40 APs + 12 permanent Destiny Points
------------------------------------------------------------------------------------------
Primal Avatar - Points spent: 35
Core1 This is your Nature: Sky
Tier1 Rejuvenation Cocoon
Tier1 Nature's Friend: Frog of the Lake
Tier1 Epic Strikes: Storm Catcher
Core2 Now Grow: Heart
Tier2 Primal Choice: Thunder Snow
Tier2 Thrive
Tier2 Spirit Boon: Mind - 2 Ranks
Tier2 Mantle of Nature: Heart - 3 Ranks
Tier3 Natural Shielding
Tier3 At it's Core - Upgrade Primal Spell: At Its Core - Sky
Core3 Weathering the Elements
Tier3 Shared Mantle
Tier3 Ever Green - 3 Ranks
Tier3 Magic of the Old World: Evocation - 3 Ranks
Core4 Regrowth
Tier5 Ancient Wisdom - 3 Ranks
Tier5 Primal Ally: Storm Guard
------------------------------------------------------------------------------------------
Shadowdancer - Points spent: 14
Core1 Shadow Training
Tier1 Well of Darkness - 3 Ranks
Tier1 Cover of Darkness - 3 Ranks
Core2 Step Through Shadows
Tier2 Lithe - 3 Ranks
Core3 The Darkest Luck
Tier3 Shadowcaster: Shadowcaster
------------------------------------------------------------------------------------------
Unyielding Sentinel - Points spent: 11
Core1 Unyielding
Tier1 Divine Energy Resistance
Tier1 Brace for Impact - 3 Ranks
Tier2 Renewal
Core2 Ward Against Darkness
Tier2 Shield Prowess - 2 Ranks
Core3 Stand Against the Tide
------------------------------------------------------------------------------------------

Michele
12-15-2022, 02:36 AM
why do you have feydark illusionist as main tree instead of season's herald?

I would probably do the same in hardcore (perma displacement and enlarge spell) but I would like to know your opinion about that

Dark_Lord_Mary
12-15-2022, 02:24 PM
why do you have feydark illusionist as main tree instead of season's herald?

I would probably do the same in hardcore (perma displacement and enlarge spell) but I would like to know your opinion about that

because it is exceedingly better.

Season's Herald capstone is underwelming as are the tier 5s.

Do i really need to break this down? I would think it is very clear. OK we shall break it down

Unlike sorc, druid needs to cast a spell in order to get their dmg break, so for cold, my icy mantle, for fire, anger of the noon sun; both can be cast by the druid, therefore, the tier 5 season herald are all inferior, with the exception of Time and Tide but that is only +1 +1. The rest are meh.

The capstone for season's herald grants
Gain +2 Wisdom and Constitution
Your Transmutation and Evocation spells gain +1 to their DCs.
nice but

Master Illusionist grants +2 Intelligence, Wisdom and Charisma. +2 Illusion DCs, since color spray is our main cc along with burst of glacial wrath this is evident. Also this capstone grants an Active: Shroud you and your party members, regardless of location, in illusory magic that disguises their location. They gain 95% Concealment for 15 seconds. Cooldown: 3 minutes. 95%

Tier 5 Feydark are all great - literally all of them are stellar for a nuker
Illusory Augmentation, Perm Displacement (cannot be dispelled), Magic attune, ring of shadowblades, force in tandem

PedXing20
12-15-2022, 06:42 PM
because it is exceedingly better.
I'm not going to debate this point.

For players looking to play a druid please know that there are many different ways to play a druid effectively. Druid splashes for wolf are a part of many top notch melee builds as are bear splashes for a more tanky version.

The same is true for casters. A 13 point splash into Feydark gives me GCS which is a nice backup form of CC. Most of my CC is evoc based so going 41 HS works better for my build (which i use to solo R10s). Michele has yet another version of druid caster that is also effective.

I have no doubt that Mary makes good use of a feydark main, but, its far from the only effective option.

Michele
12-16-2022, 01:06 PM
season's herald capstone (Hierophant) gives +1 bonus to caster level and max caster level in both seasons.

tier 5 enhancement Time and Tide gives +1 caster level and +1 max caster level for spells in both seasons.

they stack for a total of +2 caster level and +2 max caster level for spells in both seasons.

Spell caster level and max caster level with Legendary pendant of the azure sea:
- Dragon breath caster level: 20 druid levels +5 epic levels +3 water elemental +1 hierophant +1 time and tide +1 elder of winter +1 dragonborn +1 legendary pendant of the azure sea = 33
- Dragon breath max caster level: 20 capped levels +5 epic levels +3 water elemental +1 hierophant +1 time and tide +1 wellspring +2 dragonborn = 33

Now remove what you don't have in your build, and you are losing 2 dices on ice flowers , creeping colds, tsunami, dragon breath, all healing spells... all spells in both seasons.

I would also not throw away +1 evocation and transmutation DC, but I understand that +4 illusion DC is nice to have.

Hardcore without the temporary hit points from Winter's heart? mmmhhh, yeah I could say that in R4 it's maybe better perma displacement.


because it is exceedingly better.

Season's Herald capstone is underwelming as are the tier 5s.

Do i really need to break this down? I would think it is very clear. OK we shall break it down

Unlike sorc, druid needs to cast a spell in order to get their dmg break, so for cold, my icy mantle, for fire, anger of the noon sun; both can be cast by the druid, therefore, the tier 5 season herald are all inferior, with the exception of Time and Tide but that is only +1 +1. The rest are meh.

The capstone for season's herald grants
Gain +2 Wisdom and Constitution
Your Transmutation and Evocation spells gain +1 to their DCs.
nice but

Master Illusionist grants +2 Intelligence, Wisdom and Charisma. +2 Illusion DCs, since color spray is our main cc along with burst of glacial wrath this is evident. Also this capstone grants an Active: Shroud you and your party members, regardless of location, in illusory magic that disguises their location. They gain 95% Concealment for 15 seconds. Cooldown: 3 minutes. 95%

Tier 5 Feydark are all great - literally all of them are stellar for a nuker
Illusory Augmentation, Perm Displacement (cannot be dispelled), Magic attune, ring of shadowblades, force in tandem

Ipsum
12-16-2022, 10:12 PM
Happy HCL Mary! I actually also really like the feydark capstone, its super good for when stuff gets out of control. I just had a question about horrid wilting - do you have a way of mitigating the double damage from the spell due to water form or is CC and HP enough with this build to not worry about it?

Michele
12-17-2022, 01:03 AM
Happy HCL Mary! I actually also really like the feydark capstone, its super good for when stuff gets out of control. I just had a question about horrid wilting - do you have a way of mitigating the double damage from the spell due to water form or is CC and HP enough with this build to not worry about it?

when stuff gets out of cotrol I would prefer the temporary hit points from Winter's heart.

correct me if I'm wrong, but horrid wilting can be cast by vengeance reapers, not famine reapers, so as long as you stick with R4 you are safe from it.

I love the other build with high constitution and epic/legendary toughness in hardcore.

kpak01
12-29-2022, 02:06 PM
there are many different ways to play a druid effectively.


Yes.



I have no doubt that Mary makes good use of a feydark main, but, its far from the only effective option.

She didn't say it was the only effective option, she said it was a better option. Which it is; my pure Druid caster (not on HC) runs Feydark as main tree too for same reasons. It's perfectly possible for 2 things to both be effective and one of them still be better.

PedXing20
12-29-2022, 03:03 PM
She didn't say it was the only effective option, she said it was a better option. Which it is; my pure Druid caster (not on HC) runs Feydark as main tree too for same reasons. It's perfectly possible for 2 things to both be effective and one of them still be better.How do you define better? As an example, i'm slowly chewing through a bunch of r10 solos on my build? Michele's DC caster will do a better job at cc'g in an r10 PUG than mine, if that's the role that needs filled his is certainly better. You can also focus on being more heal focused, not to mention all the melee variations.

I'll stand by my point of saying druid is a versatile platform and there is no best build. Period. Unless you have some definition of "best" you'd like to discuss :D

kpak01
12-30-2022, 07:19 AM
I'll stand by my point of saying druid is a versatile platform and there is no best build.


Stand by it, go for it! You certainly can have lots of different effective Druid builds. Is anyone disagreeing with that? Do you honestly think someone is disagreeing with that, or is it a deliberate straw man?

Meanwhile, I'll stand by the point that answer to "why do you have feydark illusionist as main tree instead of season's herald" is because it's better. That is the specific comparison that was being made. Do you disagree with that? Maybe you do, but then you'd just be wrong.

PedXing20
12-30-2022, 09:44 AM
Meanwhile, I'll stand by the point that answer to "why do you have feydark illusionist as main tree instead of season's herald" is because it's better. That is the specific comparison that was being made.
Capstone

Each get +2 WIS so that's a wash
SH +2 CON vs FDI +2 INT/CHA - i'll take the HP here as INT/CHA are meaningless at end game on a druid
SH +1 DC for the 63 druid spells that are evoc/trans vs FDI +2 on a single spell*
SH +1 CL/MCL = 7.5% more damage vs 95% displacement for 30 secs every 180 secs**

*OP mentions that BOGW is one of their forms of CC and is an EVO-based feat so it's better with SH capstone.

**Incorporeality and Concealment (Blur/Displacement/...) have reduced effect. Reaper Difficulty introduces a flat 5% Concealment bypass, with a further 5% Concealment and Incorporeal bypass per Skull difficulty. This is performed through providing all targets belonging to the enemy faction with a bonus during the roll performed for bypassing Concealment or Incorporeal on protected targets. Beginning with combined total of 10% Concealment and 5% Incorporeal bypass at Reaper 1. Note: Based on the thread where this information originated, this bypass is capped at 30% Concealment bypass and 35% Incorporeality bypass.I will be the first to admit that for a HC build that runs low reaper this is a massively useful ability and a solid argument for better (on HC in low reaper) On live on high reaper, this ability is scaled down dramatically. I'll also remind folks that your build is not a HC build.

Tier 5s

9 AP in SH will get you:
+15 HAMP
+15 Spell Power
+1 CL/MCL = 7.5% more dmg
+800 HP that is not scaled by reaper

vs

11 AP in FDI will get you:
+1 illusion DCs
+2% force and universal spell crit
+10/10 force and universal spell power
Perm displacement - see my wiki quote above.

BB i'll argue is not a benefit as druid has many AOEs that are persistent. Adding yet another AOE that works by kiting MOBs reduces the effectiveness of your key persistent AOEs.

Looking at tier 4s which a FDI based build would pick up and a SH would not i'm not seeing anything game breaking. SH does get another DC bump in main spell schools.

Much of this is going to be subjective and highly dependent in the environment you play your druid - which has been my argument all along. Low reaper hardcore - displace is going to be build defining, high reaper on live servers, not so much.


Stand by it, go for it! You certainly can have lots of different effective Druid builds. Is anyone disagreeing with that? Do you honestly think someone is disagreeing with that, or is it a deliberate straw man?

Meanwhile, I'll stand by the point that answer to "why do you have feydark illusionist as main tree instead of season's herald" is because it's better. That is the specific comparison that was being made. Do you disagree with that? Maybe you do, but then you'd just be wrong.
Good discussion here. Let's keep it that way so players new to druid can benefit from it k?