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  1. #1
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    Default Third Druid Tree [Lost Trees Project]

    Greetings DDO Players,

    I am a member of the Player's Council 2014, acting completely independently from the Developers in this thread which is neither approved of or disapproved of by the Devs. I call this the Lost Trees Project, hoping to help press the Devs forward in creating a third tree for Artificer, Druid, and Favored Soul. {Paladins have a possible third tree coming.}

    Up front I want to make several things clear, I have no idea when these third trees will be made if ever. The Devs has hinted publicly that they would like for every class to have three trees. This project is not part of the current NDA list.

    Hopefully we can sort thru and create one or more new sample trees as well as list desires and request by players for all three of these classes {Artificier, Druid, and Favored Soul}. (It would also be nice to study an ED for Artificers in the Artificer thread.)

    As a member of the Player's Council, I am allowed to present my own personal projects and vision for the future of DDO.

    When we are done here, there will be a permanent placement of our theories and ideas into the Player's Council Forums, and I will press the Developer to work towards these three new trees. Even if these don't not take place until after I leave the Player's Council at the end of the year, those ideas will still remain behind to inspire the Developers.

    Thank you for your help and feedback, it is appreciated and a link to this thread will be included in that final report to the developers.
    Last edited by Silverleafeon; 09-04-2014 at 03:03 AM.

  2. #2
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    Default Links to trees and Gatekeeper rerolled round 5

    Probably best tree here ~ edrein's Forest Master


    Woodmaster

    Animal Lord ~ another popular one

    Beastmaster



    Gatekeeper Rerolled Round 5


    Core One

    Attuned to Nature:
    +.75 Universal Spellpower per AP spent in this tree.


    Core Three
    Disrupt Undead:
    Spell Like Ability: Disrupt Undead (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)


    Core Six
    Gatekeeper Loyalty
    Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...


    Core 12
    Banishment
    Spell Like Ability: Dismissal. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)


    Core 18
    Entangle
    Spell Like Ability: Entangle. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)


    Capstone

    Salt Ray
    Spell Like Ability: Salt Ray. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)

    Drawing from Nature
    You gain a 10% discount to the cost of casting spells and spell like abilities.

    +2 Wisdom, +2 Strength



    Tier One


    Gatekeeper Summoning I Passive Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
    AP Cost: 2 Ranks: 1 Progression: 1 No requirements


    Gatekeeper Lore I: Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. You gain a bonus of +2 to melee power, ranged power and universal spell power when fighting these foes.
    AP Cost: 2 Ranks: 1 Progression: 1 No requirements


    Greater Ram's Might:
    Spell Like Ability: Greater Ram's Might (Activation Cost: 10 Spell Points. Cooldown: 2 seconds. Range: Personal Target: Self Duration: 1 minute per caster level)
    Description: Your hands increase in size, granting a +3 size bonus to Strength and damage.

    AP Cost: 1 Ranks: 1 Progression: 1 No requirements


    Woodsman Caster I: +1/+2/+3 Spellcraft.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Hunter Afield I: +3/+6/+10% Threat Generation. Rank 3: +1 Saving throws while in animal form.
    AP Cost: 1 Ranks: 3 Progression: 1 No requirements


    Tier Two

    Gatekeeper Summoning II Passive Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.
    AP Cost: 2 Ranks: 1 Progression: 5 Requirements Gatekeeper Summoning I


    Gatekeeper Lore II: Your Gatekeeper lore bonus increases to a bonus of +4 to melee power, ranged power and universal spell power when fighting these foes.
    AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Gatekeeper Lore I


    Splinterbolt
    Spell Like Ability: Splinterbolt. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
    AP Cost: 1 Ranks: 1 Progression: 5 No Requirement


    Woodman Caster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
    AP Cost: 1 Ranks: 3 Progression: 1 Requirement Woodsman Caster I


    Hunter Afield II: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Double Strike while in animal form.
    AP Cost: 1 Ranks: 3 Progression: 1 Requirements Hunter Afield I


    Tier Three

    Gatekeeper Summoning III
    Passive Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.
    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Summoning II


    Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +6 to melee power, ranged power and universal spell power when fighting these foes.
    AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Lore II


    Greater Glyph of Warding
    Spell Like Ability: Greater Glyph of Warding. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
    AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Splinterbolt


    Woodsman Caster III: +2/+4/+7 Universal Spell Power when wielding a Staff.
    AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster II


    Strength or Wisdom:
    Choose one +1 Strength +1 Wisdom
    AP Cost: 2 Ranks: 1 Progression: 10 No requirements



    Tier Four

    Gatekeeper Summoning IV Passive No more sp and hp penalty when your companion dies.
    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Summoning III


    Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +8 to melee power, ranged power and universal spell power when fighting these foes.
    AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Lore III


    Draconic Lessons I: You are true student of Vvaraak: Whenever you are damaged by Acid, Cold, Electric or Fire you gain 50 temporary spell points that last for 24 seconds. This effect may trigger only once every 90 seconds.
    AP Cost: 2 Ranks: 1 Progression: 30 No requirements


    Woodsman Caster IV: +1/+2/+3 Universal Spell Crit Chance when wielding a Staff.
    AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster III


    Strength or Wisdom:
    Choose one: +1 Strength +1 Wisdom
    AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)



    Tier Five

    Gatekeeper Summoning V
    Passive Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.
    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning IV


    Gatekeeper Lore V: Your Gatekeeper lore bonus increases to a bonus of +10 to melee power, ranged power and universal spell power when fighting these foes.
    AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Gatekeeper Lore IV


    Planar Seal You are immune to banishment and energy drain.
    AP Cost: 2 Ranks: 1 Progression: 30 no requirements


    Summon the Forest
    You summon a swarm of Treants.
    Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
    Additional ranks reduces sp cost and cooldown.

    Fuzy math ~ check please ~ {Conjuration SLA You conjure a group of Teants, which appears around you, then strikes foes with tremendous force. This area of effect spell does caster level points of bludgeon damage every 3 seconds. A successful Reflex save reduces the damage by half. The force of these blows can knock some creatures prone. Another successful Reflex save negates the knockdown portion. This lasts for 30 seconds. DC based on Wis. Spell level considered 6th, can be heightened, quickened maximized, empowered.}

    SP costs 50/40/30 Cooldown 120/90/60 seconds
    AP Cost: 2 Ranks: 3 Progression: 30 No requirements


    Draconic Lessons II: You are true student of Vvaraak: Your offensive spells gain a 10% chance to trigger Vvaraak Supremacy.
    Vvarrak Supremacy: +25% Spell Critical Chance, +50% Spell Critical Damage. 24 seconds duration. This effect may trigger only once every 90 seconds.

    AP Cost: 2 Ranks: 1 Progression: 30 Requires: Draconic Lessons I
    Last edited by Silverleafeon; 10-21-2014 at 02:34 PM.

  3. #3
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    Quote Originally Posted by kanordog View Post
    Ok, here is my taking on Gatekeeper
    Bane of unnatural and helper of the natural:

    Gatekeeper


    Tier 1

    Exorcist I
    SLA: Protection from evil
    1/2/3: 12/10/8 sp CD: 10/8/6

    Skill
    1/2/3 +1 Heal, Spot, Concentration

    Beastmaster I (Credit due to Silverleafeon)
    1/2/3 Your summoned companions gain (5/10/15) HP

    Unnatural I
    1/2/3 +1 attack, damage against undead

    Landlord I
    1/2/3 +1 DC to Your wild empathy and Imp. wild emapthy

    Tier 2

    Exorcist II
    +1 DC to abjuration spells

    Healing I
    1/2/3 Positive spell power (5/10/15)

    Beastmaster II (Credit due to Silverleafeon)
    1/2/3 Your summoned creatures, charmed minions, and hirelings have (5/10/15) to PPR and MMR.

    Unnatural II
    1/2/3 +1 attack, damage against constructs

    Landlord II
    1/2/3 Increase the distance of Wild empathy by (5/10/15) meters

    Tier 3

    Exorcist III
    SLA: Dismissal
    1/2/3: 30/25/20 sp CD: 16/12/8

    Healing II
    1/2/3 Healing crit chance (+1% each)

    Ability I
    +1 WIS or +1 CHA

    Beastmaster III (Credit due to Silverleafeon)
    1/2/3 Your summoned creatures, charmed minions, and hirelings have (1/2/3) to their saving throws.

    Landlord III
    1/2/3 Reduces hate (threat) from natural by (10/20/30) percent


    Tier 4
    Exorcist IV
    A +1 DC to Abjuration spells

    Healing III
    1/2/3 Metamagic: Empower healing spell (-1sp each)

    Ability II
    +1 WIS or +1 CHA

    Beastmaster III (Credit due to Silverleafeon)
    1/2/3 Your summoned creatures, charmed minions, and hirelings have (5/10/15%) elemental absorption.

    Landlord IV
    SLA: Charm animal
    1/2/3 12/10/8 sp CD:8/6/4

    Tier 5
    Exorcist V
    SLA: Banishment
    1/2/3: 40/35/30 sp CD: 20/16/12

    Beastmaster V (Credit due to Silverleafeon)
    You gain feat: Augment summoning

    Healing IV
    The maximum caster level of your Healing Spells are increased by 1

    Landlord V
    SLA: Mass Charm Animal
    1/2/3 x/y/z sp CD:10/8/6

    We were the first ones:
    Race rquired: Orc, Half-orc
    1/2/3 (5/10/15) percent healing amplification

    CORE

    Level 1
    You gain +1 melee and ranged power against Outsider (all type) and Aberration for every point spent in this tree.
    You gain +1 bonus to saves against spells and effects produced by Outsiders and aberrations for each Core Ability You posses
    Your attacks bypass Lawful damage reduction.

    Level 3
    Your attacks gain: lesser outsider bane (all type), Lesser aberration bane.
    Your attacks bypass Evil damage reduction.

    Level 6
    Your attacks gain: outsider bane (all type), aberration bane.
    Your attacks bypass Good damage reduction.

    Level 12
    Your attacks gain: greater outsider bane (all type), greater aberration bane.
    Your attacks bypass Byesk damage reduction.

    Level 18
    Your attacks gain: Banishing weapons: On vorpal: Outsider or aberration banished from material plane or take 1d100 damage.
    Your attacks bypass Cold Iron damage reduction.

    Level 20
    +2 WIS
    +2 DC to your Abjuration spells
    +2 DC to your Charm spells
    You gain +1 MRR against spells of aberrations and outsiders (all type) per point spent in this tree (retrospectively)
    Your attacks bypass Silver damage reduction.


    .................................................. .................



    Quote Originally Posted by Drathsiddh View Post
    LInkie
    So the round four is pretty sweet, but then an idea struck me, what about healers? We got a melee tree in Natures Warrior, a Caster in Seasons Herald, but nothing for the healers! So I cane up with this:
    • Core One:+.75 Universal and Positive Spellpower per AP spent in this tree (for a total of 1.5 positive spellpower per AP).
    • Core Two: Multi-Selector:
      Spell Like Ability: Cure Light Wounds.
      Spell Like Ability: Vigor.
    • Core Three: You gain You gain +1% Positive Energy Spell Critical Chance.
      A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Cleric level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Cleric level - a successful Will save reduces the damage by half. You may use this ability two times per druid level (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)
    • Core Four: Multi Selector:
      Spell Like Ability Cure Serious Wounds.
      Spell Like Ability: Greater Vigor.
    • Core Five: Toggle: You gain Aura of Energy: All creatures within your Aura gain 5 temporary hitpoints per druid level every two seconds, but cannot have more temporary hitpoints equal to your druid level times five.
    • Capstone:You gain a 10% discount to the cost of casting spells and spell like abilities.

      +2 Wisdom, +2 Strength


      Tier One:

    • Passive Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
    • 25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.
    • You gain +1/+2/+3 to all saving throws against Magic.
    • +1/+2/+3 Concentration, Heal, and Will Saves vs Fear.
    • Your Positive Spells gain 1% chance to critically hit


      Tier Two

    • Passive Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.
    • Your studies have increased your maximum Spell Points by an additional 30/60/90.
    • Spell like ability: Bless.
    • Your positive spells gain 1% chance to critically hit.
    • +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Double Strike while in animal form.


      Tier Three
    • Con or Wis: Choose one.
    • +1/2/3 Caster level to your positive spells.
    • Spell like ability: Aid.
    • +1% chance for your positive spells to critically hit.

      Tier Four
    • Spell like Ability: Prayer.
    • Con or Wis; choose one of.
    • +1/2/3 Max Caster level for your positive spells.
    • +1% chance for you positive spells to critically hit.
    • Passive No more sp and hp penalty when your companion dies.

      Tier Five
    • Vines shoot out from you and wrap themselves around your nearby allies, healing them for 1d2/1d4/1d6 damage per druid level every two second for the next thirty seconds. Affected by positive spell power.
      Spell point cost n/y/x
    • Your positive spells gain an additional 5% chance to critically hit.
    • You are true student of Vvaraak: Whenever you are damaged by Acid, Cold, Electric or Fire you gain 50 temporary spell points that last for 24 seconds. This effect may trigger only once every 90 seconds.
    • Passive Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification
    • (Silverleafon's favorite)You summon a swarm of Treants.
      Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
      Additional ranks reduces sp cost and cooldown.

      Fuzy math ~ check please ~ {Conjuration SLA You conjure a group of Teants, which appears around you, then strikes foes with tremendous force. This area of effect spell does caster level points of bludgeon damage every 3 seconds. A successful Reflex save reduces the damage by half. The force of these blows can knock some creatures prone. Another successful Reflex save negates the knockdown portion. This lasts for 30 seconds. DC based on Wis. Spell level considered 6th, can be heightened, quickened maximized, empowered.}


    Yeah, thats about it, lot of copy-paste, but couldn't think of anything better for core two and such.


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;



    Quote Originally Posted by edrein View Post
    Forest Master


    Core abilities

    Forest Master I: Each enhancement point spent in the Forest Master tree grants +1 Universal Spell Power to all spells and +1 to your Maximum Hitpoints.

    AP Cost: 1 Ranks: 1 Progression: 0 Requires: Druid Level 1



    Forest Master II: Your affinity for the natural world grows, allowing you to command plant-life innately.

    Entangle: Spell Like Ability: Heightened Entangle. (Activation Cost: 6 SP. Cooldown: 8 seconds.)

    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Requires: Forest Master I, Druid Level 3



    Forest Master III: Your affinity for the natural world grows, allowing you to empower your weapon with the powers of Nature.

    Great Mallet: Weapon Toggle: Grants +2 Enchantment bonus to equipped weapons and 1d6 electric or frost damage. (This ability scales with Melee Power)

    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Requires: Forest Master II, Druid Level 6



    Forest Master IV: Your affinity for the natural world grows, you have ascended beyond your mortal form and taken up a new plant-type form. Your Great Mallet ability now deals 1d10 burst damage on critical hits.

    Oakheart: Wild Shape: The forest master's body becomes a thing of wood and leaf rather than meat and bone, his type changes to plant. (Activation Cost: 20 Spell Points. Cooldown: 30 seconds)

    While in this form, you gain +2 Wisdom, +2 Constitution, and DR 10/piercing.
    On Vorpal Melee Hit: You perform a slam attack; dealing bludgeon and sonic damage while also performing a trip attack. No save DC.
    You have immunity to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. As well as +100% critical hit resistance but suffer double damage from fire attacks and spells.
    You are considered plant/elemental rather than your original type for the purpose of most effects.

    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Requires: Forest Master III, Druid Level 12


    Forest Master V: Your affinity for the natural world grows, your body mends at a swifter pace than that of mortals and you've learned to share this ability with allies. Your Great Mallet has improved to 3d6 base damage and 2d10 burst damage on critical hits.

    Deep Roots: Spell Like Ability: Mass Regenerate. (Activation Cost: 35 SP. Cooldown: 6 seconds.)

    AP Cost: 1 Ranks: 1 Progression: 30 Requires: Requires: Forest Master IV, Druid Level 18


    Master of the Forest: Through training, hardships, and a bit of pruning you have become a true Forest Master.

    Might of the Forest: Wild Shape: After communing with the Treants of old you have earned the right to take on a form akin to their own. (Activation Cost: 20 Spell Points. Cooldown: 30 seconds)

    While in this form, you gain +4 Wisdom, +2 Constitution, and +4 primal natural armor.
    On Melee Critcal or Spell Critical: A splinterbolt is cast freely, maximized and empowered.
    You have immunity to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. As well as +150% critical hit resistance but suffer 1.5 times the normal damage from fire attacks and spells.
    You are considered plant/elemental rather than your original type for the purpose of most effects.


    AP Cost: 1 Ranks: 1 Progression: 40 Requires: Forest Master V, Druid Level 20



    Tier One

    Patience of the Forest: Diplomacy, Concentration, and Spellcraft +1/+2/+3

    AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None


    Natural Armor I: Your skin hardens like the bark of a tree. You gain +1/2/4 insightful natural armor.

    AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None


    Allies of the Woods I: Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
    AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None


    Fury of the Woods I: You gain a stacking 2 melee power per Forest Master core you possess.

    AP Cost: 1 Ranks: 1 Progression: 5 Requirements: None


    Forest Dominion I: Your spells have an additional 2% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None



    Tier Two

    Thornbolt: Spell Like Ability: Splinterbolt. (Activation Cost: 3 SP. Cooldown: 4 seconds.)

    AP Cost: 2 Ranks 1 Progression: 5 Requirements: None


    Natural Armor II: You gain +10 PPR and +10 MMR.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Natural Armor I


    Allies of the Woods II: Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Allies of the Woods I


    Fury of the Woods II: Toggle: You and nearby allies gain +2/4 to hit and damage and 1/3% doublestrike.

    AP Cost: 1 Ranks: 2 Progression: 5 Requirements: Fury of the Woods I


    Forest Dominion II: Your studies have increased your maximum Spell Points by an additional 30/60/90.

    AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Forest Dominion I



    Tier Three

    Thornbush: Spell Like Ability: Spike Growth. (Activation Cost: 8 SP. Cooldown: 6 seconds.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None


    Natural Armor III: Toggle: You and nearby allies gain +2/4/6 energy resistance.

    AP Cost: 1 Ranks: 3 Progression: 10 Requirements: Natural Armor II


    Allies of the Woods III: Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.

    AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Allies of the Woods II


    Forest Dominion III: Your spells have an additional 2% chance to critically hit.

    AP Cost: 2 Ranks: 1 Progression: 10 Requirements: Forest Dominion II


    Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution

    AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None



    Tier Four

    Strong Oak: You are now immune to anti-magic and quelling effects due to the innate nature of your spells.

    AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None


    Allies of the Woods IV: No more SP and HP penalty when your companion dies. You also gain the ability to summon two creatures at once.

    AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Allies of the Woods III


    Fury of the Woods III: You and nearby allies gain and additional +2/4 to hit and damage and 1/3% doublestrike.

    AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Fury of the Woods II


    Forest Dominion IV: Spell Like Ability: Vigor. (Activation Cost: 6 SP. Cooldown: 6 seconds.)

    AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Forest Dominion III


    Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution

    AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None



    Tier Five

    Wise Blows: You can now use your wisdom score for both to hit and damage rolls.

    AP Cost: 2 Ranks: 1 Progression: 30 Requirements: None


    Spruce Growth: You and your summons gain an Insight bonus to Damage, Doublestrike, and Attack Speed equal to your 1/2 Wisdom modifier for 45/90/180 seconds

    AP Cost: 1 Ranks: 3 Progression: 30 Requirements: None


    Allies of the Woods V: Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.

    AP Cost: 2 Ranks: 3 Progression: 30 Requirements: Allies of the Woods IV


    Dryad's Favor: You gain a passive HP regeneration effect of +1d4/2d4/3d4 per 30 seconds. (This regeneration effect scales with positive energy spellpower.) Along with a summon-able Dryad companion. (Only one companion may be summoned at a time. This companion will replace the Druid's wolf if the wolf is already summoned.)

    AP Cost: 1 Ranks: 3 Progression: 30 Requirement: None
    Last edited by Silverleafeon; 10-21-2014 at 02:34 PM.

  4. #4
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    Despite any alternate directions I might suggest, a large number of players are strongly requesting a complete overview of the wolf companion coding, equipment, enhancement line, along with increased PPR, MMR, AC, etc...

    Their main goal ~ to make wolves survivable in epic and high level heroic content.
    Last edited by Silverleafeon; 09-12-2014 at 03:55 AM.

  5. #5
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    I want to start out broad and not narrow things down too fast.

    1) What do you most want to see added to Druids?

    2) Should this be a melee or a caster tree?

    3) Is there any particular theme you want pursued?

    4) Ideas in general are very welcome.


    Thank you, very much for your help.
    I cannot do this on my own.

  6. #6
    Community Member mezzorco's Avatar
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    I see DnD druids as a class with many themes in it: animals, plants, balance, natural spells, shapeshifting, curative capabilities...

    We already have a spellcasting tree that covers balance theme too, and another tree that covers shapeshifting and somewhat animal themes.

    • A third tree could be based on animal lord and beastmaster from Complete Adventurer.
      Such a tree would heavily focus on animal companion, so this can't be done well with current DDO pet implementation. Discarded.

    • Another option could be a tree focused on plants and curative capabilities. A wilderness dweller, that uses vegetation both for healing and harming spells, with positive and force spellpower (for piercing/untyped spells). This tree would need added spells based on environment or vegetation, and would be quite similar to Season Herald.

    • Make it a melee tree, a primitive and brutal warrior of nature with the beast inside. It could be based on primeval from frostburn and the shapeshift druid variant from player handbook 2. Such a tree would be quite like a barbarian, a la druidic avenger from Unearthed Arcana. I feel that this game doesn't need it: there are plenty of melee cleaving builds in LD destiny, at least druids should be saved from such an end.

    • Mix plants and melee to obtain MY FAVOURITE OPTION by far: The Forest Master from Faiths and Pantheons (3.0). This old PrC can blend perfectly melee, healing and plant flavour, a lot of plant flavour (your type changes to plant eventually). I think this could be very funny and easy to code, the perfect tree if well thought.
      Balancing melee, healing and utility spells, this tree won't focus entirely on melee, and hopefully won't end in another bunch of LD builds. What I have in mind is something with a playstyle similar to Warpriest and Warchanter trees (obviously with a very different flavour), a supporting tree inclined to healing and buffing.

    • Lastly, a blighter from Complete Divine could be nice. Such a tree would be very hard to include in this game, given the goodism of the world and the inability to make evil characters. However, I saw LG pale masters, so this is really not an issue. A blighter in D&D is funny, but just for the flavour, otherwise it's just an evil version of the standard druid.




    So to sum up, my vote goes to FOREST MASTER

    EDIT: I forgot to say that both season herald and nature warrior could benefit from dipping into forest master, and forest masters could dip both in SH and NW depending on build
    Last edited by mezzorco; 09-04-2014 at 05:04 AM.

  7. #7
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    Thanks!

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    Community Member Lonnbeimnech's Avatar
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    Would love to see planar shepherd, though they may have to simply not give access to certain planes since some of them are quite broken (as in crazy OP).

    Things like


    You are attuned to Fernia, the Sea of Fire. You gain +1 caster level with fire spells and +10 fire resistance. The spells scorching ray fireball incendiary cloud are added to your spell book

    You are attuned to Irian, the Eternal Day. You gain +1 caster level with light spells and 10% heal amp. Some light based spells are added.

    You are attuned to Mabar, the Endless Night. You gain +1 caster level with negative energy spells. Necrotic bolt, negative energy burst are added to your spell book. And immunity to level drain.

    You are attuned to Risia, the Plain of Ice. You gain +1 caster level with all cold spells, and have the spells frost lance and otiluke's freezing sphere are added to your spell book.

    You are attuned to Shavarath, the Battleground. You have BaB equal to a fighter of the same level, gain action boost haste. Perhaps some bonus to stun/trip etc.

    You can only attune to one plane, but there is quite a bit of room for some nice things that would appeal to many people.
    Obviously it would need to be fleshed out...

  9. #9
    Community Member Grailhawk's Avatar
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    IMO the third Druid tree should be about summoning should have methods to bring up the DPS of the pet and lower the DPS of the player, It should in it's core offer new pet summons that have unique and interesting commands. For example the Core V could be a summoned psudo dragon that has a dragons breath attack and a fly by attack.

    I also think Natures Warrior needs to be adapted to support non-form melee druids, it can give extra boosts to wolf and bear form druids but should have a wider selection of abilities that work on non-form Druids

  10. #10
    Community Member Avocado's Avatar
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    I think a beastmaster sounds the most interesting. Increasing dps of pets and allowing for multiple pet summons. Maybe a tier 5 ability could be killer wolf pack summon . I'm not opposed to a plant based tree either but we already have a caster tree that is awesome. A few more druid forms would be nice. Plant form or varied tree form similar to the ed. Dryad form or maybe wisp form. Djinni form. Idk really. Just throwing out some ideas.

  11. #11
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    I am with mousepointer on this. A pet friendly tree that has a pet SLA in it like skeleton for pale masters. This would let the druid have a wolf, a sla pet, and a summon. Have enhancements that are like auras for npc's and pets, and offer plenty of boosting so they are useable in ee.

  12. #12
    Community Member Lonnbeimnech's Avatar
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    Quote Originally Posted by Seikojin View Post
    I am with mousepointer on this. A pet friendly tree that has a pet SLA in it like skeleton for pale masters. This would let the druid have a wolf, a sla pet, and a summon. Have enhancements that are like auras for npc's and pets, and offer plenty of boosting so they are useable in ee.
    I would need some kind of ability to share buffs (including bonuses from gear) with it's summons for them to be viable. Things like if the druid uses a displace clicky it also effects his summons/pet. If the druid casts fire shield his summons/pet are also effected, and if the druid drinks a remove curse potion they are also effected.

    Anything short of that, and no degree of hp or str boost would make them viable.

  13. #13
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    Quote Originally Posted by Silverleafeon View Post
    Greetings DDO Players,

    I am a member of the Player's Council 2014, acting completely independently from the Developers in this thread which is neither approved of or disapproved of by the Devs. I call this the Lost Trees Project, hoping to help press the Devs forward in creating a third tree for Artificer, Druid, and Favored Soul. {Paladins have a possible third tree coming.}

    Up front I want to make several things clear, I have no idea when these third trees will be made if ever. The Devs has hinted publicly that they would like for every class to have three trees. This project is not part of the current NDA list.

    Hopefully we can sort thru and create one or more new sample trees as well as list desires and request by players for all three of these classes {Artificier, Druid, and Favored Soul}. (It would also be nice to study an ED for Artificers in the Artificer thread.)

    As a member of the Player's Council, I am allowed to present my own personal projects and vision for the future of DDO.

    When we are done here, there will be a permanent placement of our theories and ideas into the Player's Council Forums, and I will press the Developer to work towards these three new trees. Even if these don't not take place until after I leave the Player's Council at the end of the year, those ideas will still remain behind to inspire the Developers.

    Thank you for your help and feedback, it is appreciated and a link to this thread will be included in that final report to the developers.


    I've been working on an outline for my vision of a 3rd druid tree, Dragon Disciple. The idea is PRE based on dragon heritage/reverence(similar to the dragon shaman), which leads to mimicking/emulating certain draconic traits. The PRE would try to give access to a decent blend of melee and casting, while providing some defenses as well.

    here's some of what I have written so far.


    Dragon Disciple.
    Cores:
    • Tier 0: (requires one level of Sorcerer/Druid) Dragon heritage: choose a dragon heritage:
      • Red Dragon Descendant: For each point spent in this tree, you gain .5 USP. For each core ability, +10 fire spell power, +2 fire resistance, -2 cold resistance
      • White Dragon Descendant: For each point spent in this tree, you gain .5USP. For each core ability, +10 cold spell power, +2 cold resistance, -2 fire resistance
      • Blue Dragon Descendant: Fore each point spent in this tree, you gain .5USP. For each core abilty, +10 electric spell power, +2 electric resistance, -2 acid resistance
      • Black Dragon Descendant: for each point spent in this tree, you gain .5USP. For each core abilty, +10 acid spell power, +2 acid resistance,-2 electric resistance.


    • Tier 1: Scales: Dragon stance: You seek the defensive benefits of your dragon heritage, gaining 10 PRR/MRR, +3 natural armor, and 10% absorption of fire/cold/electric/acid
    • Tier 2: Claws: Dragon stance: You focus your dragon heritage into your attacks. While active, you gain full BAB, and your mainhand weapon deals 1d6 fire/cold/electric/acid damage per hit.
    • Tier 3: Elemental mastery: Dragon Stance: You strengthen the connection between yourself and the primal element of your dragon: While active, gain +2 CL and MCL to fire/cold/electric/acid spells, and a -2CL/MCL penalty to other spells. Your fire/cold/electric/acid spells gain a 3% additional chance to crit
    • Tier 4: ??? haven't thought of a good ability for here yet
    • Capstone Requires 20 Levels of Druid/Sorcerer. +2 Constitution, +2 Wisdom/Charisma, + 25 [fire/cold/electric/acid] spell power
      • Wildshape: Red Dragon. You assume the shape of a young red dragon. You are now considered a large creature. Gain a +5 insight bonus to natural armor, +15 PRR/MRR, 25% fire absorption. Your attacks deal 2d6 base damage, 19-20/x3 base damage. You gain a cooldown penalty when not casting fire spells.
      • Wildshape: White Dragon. You assume the shape of a young white dragon. You are now considered a large creature. Gain a +5 insight bonus to natural armor, +15 PRR/MRR, 25% cold absorption. Your attacks deal 2d6 base damage, 19-20/x3 base damage. You gain a cooldown penalty when not casting cold spells.
      • Wildshape: Blue Dragon. You assume the shape of a young blue dragon. You are now considered a large creature. Gain a +5 insight bonus to natural armor, +15 PRR/MRR, 25% electric absorption. Your attacks deal 2d6 base damage, 19-20/x3 base damage. You gain a cooldown penalty when not casting electric(sonic?) spells.
      • Wildshape: Black Dragon. You assume the shape of a young black dragon. You are now considered a large creature. Gain a +5 insight bonus to natural armor, +15 PRR/MRR, 25% acid absorption. Your attacks deal 2d6 base damage, 19-20/x3 base damage. You gain a cooldown penalty when not casting acid spells.


    Needs a bit of work, but the final ability would be transforming into a young dragon. Why young? because the dev's probably don't want to make us into huge dragons, if only for the sake of how much space we'd take up.

  14. #14
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    I like the planar shepherd idea best. It has good support options for every druid playstyle, as well as flavor bonus: The first Druids in Eberron (the Gatekeepers) were taught their magic to keep planar invasions at bay. Maybe there could be a few bonuses for being half-orc?

    Summon tree is nice, but I don't think it will be useful.

    Dragon Disciple seems more like a sorc tree. Reading further, it seems like a modified Eldritch Knight.
    Quote Originally Posted by LFKnowledge View Post
    Someone writes a book about your favorite character in DDO. What is the title of the book?
    The Lord of the Rungs, starring Frodo Laggins.
    Quote Originally Posted by donfilibuster View Post
    There's no lag, it's D&D trying to become turn based again.

  15. #15
    Community Member Holybird's Avatar
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    Quote Originally Posted by mezzorco View Post
    [*]Mix plants and melee to obtain MY FAVOURITE OPTION by far: The Forest Master from Faiths and Pantheons (3.0). This old PrC can blend perfectly melee, healing and plant flavour, a lot of plant flavour (your type changes to plant eventually). I think this could be very funny and easy to code, the perfect tree if well thought.
    Balancing melee, healing and utility spells, this tree won't focus entirely on melee, and hopefully won't end in another bunch of LD builds. What I have in mind is something with a playstyle similar to Warpriest and Warchanter trees (obviously with a very different flavour), a supporting tree inclined to healing and buffing.
    Heh I want this: Just so I can shout everytime I join PUG: I am Groot

  16. #16
    Ultimate Completionist
    2014 DDO Players Council
    Open Guild for All Founder - Hardcore

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    GREAT feedback, THANKS everyone!

  17. #17
    Community Member HatsuharuZ's Avatar
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    Here's a crazy idea: How about a bear tree? Something that would focus on taking and giving damage, and would be beneficial to bears.

    And then there'll be a fifth-tier enhancement that allows the user to cast level four spells and lower while raged. Essentially, this'll enable bearbarian builds!

  18. #18
    Community Member Zachski's Avatar
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    Quote Originally Posted by mezzorco View Post
    • Lastly, a blighter from Complete Divine could be nice. Such a tree would be very hard to include in this game, given the goodism of the world and the inability to make evil characters. However, I saw LG pale masters, so this is really not an issue. A blighter in D&D is funny, but just for the flavour, otherwise it's just an evil version of the standard druid.
    Barbarians have Ravager, and Rogues have Assassin, both of which are evil PrCs, so "evil" doesn't disqualify an enhancement tree from being added in.

    Theoretically, Blackguard could even be added as a Paladin enhancement tree, but Paladin is already getting Vanguard, and having a fourth tree added in would be tasteless at this point.
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

  19. #19
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    In Eberron, there are quite a few druidic orders that have a different feel / focus that i think could be added into a third tree.
    http://eberron.wikia.com/wiki/Druidic_sects

    Maybe a tree with multi - selectors that gives different bonuses depending on which order you align with when selecting the first core.

    I would think two or three of the orders would be enough.


    So, you've got the largest druidic order, The Wardens of the Wood. Could make for some generalist stuff, that helps druids of all forms in some minor ways, but they are a bit boring and mundane, so i'd likely skip them. Keep the abilities interesting and unique i reckon.
    (Eberron Campaign setting feat - http://dndtools.eu/feats/eberron-cam...nitiate--3091/)


    The Gatekeepers already have a presence in-game, are the oldest druidic order and would likely make a good choice. Would likely be anti-aberration stuff i guess, that being their thing. But they also have powers related to banish Outsiders, so i spose they could go for that angle instead.
    (Eberron Campaign setting feat - http://dndtools.eu/feats/eberron-cam...nitiate--1205/)


    Then there are the Ashbound, who regard Arcane (and divine too, but mostly arcane) magic as unnatural. They focus on powerful summons in PnP mostly, but due to that kinda sucking in DDO, maybe focus on the anti-caster stuff. Could make for interesting anti-caster abilities.
    (Ebberon Campaign setting feat - http://dndtools.eu/feats/eberron-cam...ashbound--131/)


    Also, Children of Winter sound like cold-focused druids, but they are actually about Renewal through death, so could have some death spell related stuff, or some such thing
    (Eberron Campaign setting feat - http://dndtools.eu/feats/eberron-cam...f-winter--339/)


    Greensingers are druids that revere Fey spirits, and align closely with them. They get various Enchantment and Illusion spells added to their list, representative of Fey creatures powers of misdirection and allure. I suspect there are a lotta druids who would like displacement added to their spell list
    (Ebberon Campaign setting feat - http://dndtools.eu/feats/eberron-cam...nitiate--1318/)


    Having an Eberron specific druidic order to align with i think would be good for flavour / lore reasons, good for those that have come to DDO for the Eberron side of it (like myself) and assuming the abilities are reasonably powerful, flexible and unique, could lend itself to many different build choices.

    (Also, sorry for the links, i tried to put them into the text without disrupting the flow, but am terrible at forum formatting stuff)

  20. #20
    Community Member Zachski's Avatar
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    Actually I quite like the idea of the gatekeepers.
    The guy who likes to experience every class. Except Fighter >:[ I don't like you Fighter.
    Hey Devs! Let's give Warpriests and Eldritch Knights some loving, kay? :<

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