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  1. #1
    Founder TreknaQudane's Avatar
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    Default Nature's Warden... Overpriced and Useless?

    So here's a question for those that have messed around with Druid. The Nature's Warden Enhancement gives you +1d6/+2d6/+3d6/+4d6 Bane Damage on offensive spells you cast on Aberrations and Undead... at a rather steep cost of 2/3/4/5 AP for 14 AP total.

    Unless I'm crazy it will only go off once per spell, making it way less than desirable given the number of damage over time effects Druids get. Has anyone seen a real use for this or is this yet another bad enhancement designed to steal your AP away until you do a reset?
    [REDACTED]

  2. #2
    Community Member threefeetunder's Avatar
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    Quote Originally Posted by TreknaQudane View Post
    So here's a question for those that have messed around with Druid. The Nature's Warden Enhancement gives you +1d6/+2d6/+3d6/+4d6 Bane Damage on offensive spells you cast on Aberrations and Undead... at a rather steep cost of 2/3/4/5 AP for 14 AP total.

    Unless I'm crazy it will only go off once per spell, making it way less than desirable given the number of damage over time effects Druids get. Has anyone seen a real use for this or is this yet another bad enhancement designed to steal your AP away until you do a reset?
    wizard past life? That's 40d6 extra damage there. Or produce flame spaming maybe. Not much else, maybe fire seeds since that hits 3 times. Way too expensive for what it gives either way.
    Last edited by threefeetunder; 07-16-2012 at 05:45 PM.

  3. #3
    Community Member muffinlad's Avatar
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    That would be interesting to see if it worked on Wizard/Sorc/FvS past life, and if it was impacted by Max/Emp. At that point, the 2 and 3 points might be worth it.

    As it is, the cost is so steep I didn't want to bother testing on my first life.

    If anyone knows, that would be great.

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  4. #4
    Community Member jortann's Avatar
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    Agreed. This seems like a mistake. Maybe it was supposed to be added to melee damage. That would make more sense.
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  5. #5
    Founder TreknaQudane's Avatar
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    Quote Originally Posted by threefeetunder View Post
    wizard past life? That's 20d6 extra damage there. Or produce flame spaming maybe. Not much else, maybe fire seeds since that hits 3 times. Way too expensive for what it gives either way.
    The other it's only triggering Once per spell :/
    [REDACTED]

  6. #6
    Community Member Dagolar's Avatar
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    Quote Originally Posted by TreknaQudane View Post
    So here's a question for those that have messed around with Druid. The Nature's Warden Enhancement gives you +1d6/+2d6/+3d6/+4d6 Bane Damage on offensive spells you cast on Aberrations and Undead... at a rather steep cost of 2/3/4/5 AP for 14 AP total.

    Unless I'm crazy it will only go off once per spell, making it way less than desirable given the number of damage over time effects Druids get. Has anyone seen a real use for this or is this yet another bad enhancement designed to steal your AP away until you do a reset?
    All enhancements follow that pattern, and similar numbers.
    So long as we use the current system, we're going to be stuck with those progressions and values, for every class.

    The devs assured us the new enhancement system would involve 1-point progressions [like the Destiny system] and better, more evenly balanced abilities as well.

    So for now, I'd say, build for your build: If it helps to add more tiers in that, say, if you're an offensive-specialized caster, go for it. And certainly take those first few cheap ranks either way.
    But other'n that, no, as with most of those things, the higher ranks are jokes.
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  7. #7
    Community Member AX1200's Avatar
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    I had it until the 3rd tier then decided to drop it since it didn't seem like it was adding enough damage to my attacks to worth all the points. Also unless I was out in necropolis or running Invaders it didn't really come in handy most of the time.

  8. #8
    Founder TreknaQudane's Avatar
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    Quote Originally Posted by Dagolar View Post
    All enhancements follow that pattern, and similar numbers.
    So long as we use the current system, we're going to be stuck with those progressions and values, for every class.
    Most others are 1/2/3/4, 1/1/1/1, or 2/4/6 ... Not 2/3/4/5
    [REDACTED]

  9. #9
    Community Member Dagolar's Avatar
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    Quote Originally Posted by TreknaQudane View Post
    Most others are 1/2/3/4, 1/1/1/1, or 2/4/6 ... Not 2/3/4/5
    Not the point I was trying to make.
    I'm not sure the specific numbers matter, given relative values of abilities.
    I was more pointing out the issue with the system itself, after which I clarified that, going along with the system [hopefully not for too much longer] that the first rank or two is pretty much assuredly worth it if you cast offensive spells to any frequency, while the rest is only worth it if you're a min-max offensive caster, and doubtfully even for such.
    Quote Originally Posted by Xeraphim View Post
    Fly? That would break every quest in the game. You would see folks falling from the sky in Korthos and dying. It would be a rain of newbs.
    Quote Originally Posted by Dandonk View Post
    Yeah. It's not "we nuked the city from orbit", it's "the city experienced a brief population drop". Check.

  10. #10
    Community Member threefeetunder's Avatar
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    Quote Originally Posted by TreknaQudane View Post
    The other it's only triggering Once per spell :/
    It's triggering once on persistent or dot spells, like firewall or creeping cold, meaning they trigger only on the first tic. On spells that casts multiple projectiles, it triggers on each projectile individually.

    Actually made a mistake on my post, on 10 hits it would be 40d6 bane damage, not 20d6. derp. I'll fix it.
    Last edited by threefeetunder; 07-16-2012 at 06:03 PM.

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