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Thread: Druid Build

  1. #1
    Community Member Steven's Avatar
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    Default Druid Build

    Ok I have played about every build but have never tried to design for EE. I have decided to give EE a go. I would like a review of what I maybe missing on this build that would make him none viable. Any feedback is appreciated. Basically tried to max out for earthquake/fire/ice add dps with melee and self-sufficient with druid healing.

    Code:
    Character Plan by DDO Character Planner Version 04.19.03
    DDO Character Planner Home Page
    
    Level 20 Neutral Good Half-Elf Male
    (2 Rogue \ 18 Druid) 
    Hit Points: 278
    Spell Points: 1297 
    BAB: 14\14\19\24
    Fortitude: 14
    Reflex: 10
    Will: 19
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (36 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity            10                    12
    Constitution         14                    17
    Intelligence         14                    16
    Wisdom               16                    26
    Charisma             14                    16
    
    Tomes Used
    +2 Tome of Strength used at level 6
    +2 Tome of Dexterity used at level 6
    +2 Tome of Constitution used at level 6
    +2 Tome of Intelligence used at level 6
    +2 Tome of Wisdom used at level 6
    +2 Tome of Charisma used at level 6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               4                     5
    Bluff                 3                     4
    Concentration         4                    25
    Diplomacy             2                     3
    Disable Device        6                    20
    Haggle                6                     7
    Heal                  5                    29
    Hide                  0                     1
    Intimidate            2                     3
    Jump                  4                     5
    Listen                3                    11
    Move Silently         0                     1
    Open Lock             4                    18
    Perform               n/a                   n/a
    Repair                2                     6
    Search                6                    21
    Spellcraft            4                    24
    Spot                  3                    11
    Swim                  2                     3
    Tumble                1                     2
    Use Magic Device      6                    18
    
    Level 1 (Rogue)
    Feat: (Half-Elf Dilettante) Half-Elf Dilettante: Fighter
    Feat: (Past Life) Past Life: Druid
    Feat: (Past Life) Past Life: Sorcerer
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Toughness
    Enhancement: Half-Elf - Half-Elven Versatile Nature (Rank 1)
    Enhancement: Half-Elf - Nimble Fingers (Rank 1)
    Enhancement: Half-Elf - Improved Dilettante (Fighter) (Rank 1)
    
    
    Level 2 (Druid)
    Enhancement: Half-Elf - Nimble Fingers (Rank 2)
    Enhancement: Half-Elf - Improved Dilettante (Fighter) (Rank 1)
    Enhancement: Season's Herald (Drd) - Seasoned (Rank 1)
    
    
    Level 3 (Druid)
    Feat: (Selected) Spell Focus: Evocation
    Feat: (Druid Wild Shape) Wild Shape: Wolf
    Enhancement: Half-Elf - Nimble Fingers (Rank 3)
    Enhancement: Mechanic (Rog) - Arbalester (Rank 1)
    Enhancement: Mechanic (Rog) - Mechanics (Rank 1)
    Enhancement: Mechanic (Rog) - Mechanics (Rank 2)
    
    
    Level 4 (Druid)
    Enhancement: Half-Elf - Human Adaptability: Wisdom (Rank 1)
    Enhancement: Half-Elf - Dilettante: Constitution (Rank 1)
    
    
    Level 5 (Rogue)
    Enhancement: Season's Herald (Drd) - Beguile (Rank 1)
    Enhancement: Season's Herald (Drd) - Beguile (Rank 2)
    Enhancement: Season's Herald (Drd) - Beguile (Rank 3)
    
    
    Level 6 (Druid)
    Feat: (Selected) Past Life: Arcane Initiate
    Enhancement: Half-Elf - Arcanum (Rank 1)
    Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
    Enhancement: Mechanic (Rog) - Mechanics (Rank 3)
    
    
    Level 7 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Bear
    Enhancement: Half-Elf - Human Versatility: Skill Boost (Rank 1)
    Enhancement: Season's Herald (Drd) - Time (Rank 1)
    Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
    
    
    Level 8 (Druid)
    Enhancement: Half-Elf - Improved Dilettante (Fighter) (Rank 1)
    Enhancement: Season's Herald (Drd) - Produce Flame (Rank 1)
    Enhancement: Season's Herald (Drd) - Creeping Cold (Rank 1)
    
    
    Level 9 (Druid)
    Feat: (Selected) Heighten Spell
    Enhancement: Season's Herald (Drd) - Produce Flame (Rank 2)
    Enhancement: Season's Herald (Drd) - Creeping Cold (Rank 2)
    Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
    
    
    Level 10 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Winter Wolf
    Enhancement: Season's Herald (Drd) - Tide (Rank 1)
    Enhancement: Season's Herald (Drd) - Produce Flame (Rank 3)
    Enhancement: Season's Herald (Drd) - Creeping Cold (Rank 3)
    Enhancement: Mechanic (Rog) - Awareness (Rank 1)
    
    
    Level 11 (Druid)
    Enhancement: Season's Herald (Drd) - Wisdom (Rank 1)
    Enhancement: Season's Herald (Drd) - Wisdom (Rank 1)
    
    
    Level 12 (Druid)
    Feat: (Selected) Extend Spell
    Enhancement: Season's Herald (Drd) - Call Lightning (Rank 1)
    Enhancement: Season's Herald (Drd) - Call Lightning (Rank 2)
    Enhancement: Season's Herald (Drd) - Wax and Wane (Rank 1)
    
    
    Level 13 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Dire Bear
    Enhancement: Season's Herald (Drd) - Spring Resurgence (Rank 1)
    Enhancement: Season's Herald (Drd) - Spring Resurgence (Rank 2)
    Enhancement: Season's Herald (Drd) - Spring Resurgence (Rank 3)
    Enhancement: Season's Herald (Drd) - Call Lightning (Rank 3)
    
    
    Level 14 (Druid)
    Enhancement: Season's Herald (Drd) - Sunburst (Rank 1)
    Enhancement: Season's Herald (Drd) - Word of Balance (Rank 1)
    Enhancement: Season's Herald (Drd) - Strength of the Solstice (Rank 1)
    
    
    Level 15 (Druid)
    Feat: (Selected) Greater Spell Focus: Evocation
    Feat: (Druid Wild Shape) Wild Shape: Fire Elemental
    Enhancement: Season's Herald (Drd) - Winter's Heart (Rank 1)
    Enhancement: Season's Herald (Drd) - Word of Balance (Rank 2)
    Enhancement: Season's Herald (Drd) - Word of Balance (Rank 3)
    
    
    Level 16 (Druid)
    Enhancement: Season's Herald (Drd) - Nature's Warden (Rank 1)
    Enhancement: Season's Herald (Drd) - Nature's Warden (Rank 2)
    Enhancement: Season's Herald (Drd) - Crown of Summer (Rank 1)
    
    
    Level 17 (Druid)
    Enhancement: Season's Herald (Drd) - Spell Penetration (Rank 1)
    Enhancement: Season's Herald (Drd) - Spell Penetration (Rank 2)
    
    
    Level 18 (Druid)
    Feat: (Selected) Improved Critical: Slashing Weapons
    Enhancement: Season's Herald (Drd) - Spell Penetration (Rank 3)
    Enhancement: Season's Herald (Drd) - Nature's Warden (Rank 3)
    Enhancement: Mechanic (Rog) - Awareness (Rank 2)
    
    
    Level 19 (Druid)
    Feat: (Druid Wild Shape) Wild Shape: Water Elemental
    Enhancement: Half-Elf - Human Greater Adaptability: Constitution (Rank 1)
    Enhancement: Mechanic (Rog) - Awareness (Rank 3)
    
    
    Level 20 (Druid)
    Enhancement: Half-Elf - Improved Recovery (Rank 1)
    Enhancement: Season's Herald (Drd) - Storm of Vengeance (Rank 1)
    Enhancement: Season's Herald (Drd) - Time and Tide (Rank 1)
    Last edited by Steven; 12-13-2013 at 03:31 PM.
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  2. #2
    Community Member Atremus's Avatar
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    Would you consider a 2monk splash? The lesser Water stance is +1 to your DC and two feats.

    Edit: is this a Melee build?
    Last edited by Atremus; 12-14-2013 at 10:17 AM.
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  3. #3
    Community Member Steven's Avatar
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    Mostly a caster druid with secondary melee. I have seen any number of druid/monk builds but I am looking for utility also for the lower levels.
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  4. #4
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    Quote Originally Posted by Atremus View Post
    Would you consider a 2monk splash? The lesser Water stance is +1 to your DC and two feats.
    Ocean stance doesn't get you ahead any Wisdom/DC, as it only just makes up for losing out on +2 Wisdom from the capstone.

    Though you also lose the +2 to Transmutation and Conjuration DCs included in the capstone, so, for DCs, you're not even breaking even.

    Still, 2 Monk feats, Evasion, those are nothing to scoff at.

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    Community Member Munkenmo's Avatar
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    Quote Originally Posted by SirValentine View Post
    Ocean stance doesn't get you ahead any Wisdom/DC, as it only just makes up for losing out on +2 Wisdom from the capstone.

    Though you also lose the +2 to Transmutation and Conjuration DCs included in the capstone, so, for DCs, you're not even breaking even.

    Still, 2 Monk feats, Evasion, those are nothing to scoff at.
    But the only dc that really matters really is evocation.

    I'd rather take a 1wiz and 2monk splash. I spend much more time in epics than I do in heroics and the 3 feats end up making quite a difference.

  6. #6
    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by fTdOmen View Post
    But the only dc that really matters really is evocation.
    Curiously, Storm of Vengeance is Conjuration, even though Call Lightning and Call Lighting Storm are Evo. I love my SoV, so +2 DCs was worth staying pure to me on a first life.

    Fire Seeds & Creeping Doom are also Conj, but so far I've been underwhelmed by them on my druids.
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  7. #7
    Community Member Steven's Avatar
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    This is a fourth life character. With Wizard/Sorc past lifes. By taking the wizard past life feat I over come the lose of +2 dc by not being pure and with rogue that gives me evasion.
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  8. #8
    Community Member Munkenmo's Avatar
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    Quote Originally Posted by Steven View Post
    This is a fourth life character. With Wizard/Sorc past lifes. By taking the wizard past life feat I over come the lose of +2 dc by not being pure and with rogue that gives me evasion.
    Mines a 14th life (3pal, 3sorc, 1wiz, 3fighter, 3monk)

    2monk and 1wiz gives me evasion and the ability to cast and use stunning fist / melee effectively in EE.

    Do you really have the skill points to keep up heal, spellcraft, + umd, search, disable & open lock?

  9. #9
    Community Member Steven's Avatar
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    Quote Originally Posted by fTdOmen View Post
    Do you really have the skill points to keep up heal, spellcraft, + umd, search, disable & open lock?
    Actually through heroic elite and even Epic Hard I can keep these skills up. I wouldn't want to try them on EE would want a pure build for those saves.

    Again with rogue I get evasion so saying take monk for evasion doesn't really help this build. With fighter Dil on the half-elf side I also up my to-hit/damage and who needs stun if my earthquake is doing it's job.

    I understand that monk is the flavor build of the year but looking to create a EE viable character. It doesn't have to be the best it just needs to be viable enough to be worth a groups spot in EE.
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  10. #10
    Community Member Crann's Avatar
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    Quote Originally Posted by SirValentine View Post
    Ocean stance doesn't get you ahead any Wisdom/DC, as it only just makes up for losing out on +2 Wisdom from the capstone.

    Though you also lose the +2 to Transmutation and Conjuration DCs included in the capstone, so, for DCs, you're not even breaking even.

    Still, 2 Monk feats, Evasion, those are nothing to scoff at.
    Grandmaster would get you +4 Wisdom, +4% Dodge and +5 saves. Not sure if that is worth 3 feats though. The two free monk feats may make up for it if they are something you would find usefull.

  11. #11
    Community Member Crann's Avatar
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    Quote Originally Posted by Steven View Post
    It doesn't have to be the best it just needs to be viable enough to be worth a groups spot in EE.
    What is your Rogue splash doing for you in EE?

    Evasion with no saves?

    Skills with no points?

    Not sure what vyou are trying to do with the 2 Rogue that makes a druid EE viable.

  12. #12
    Community Member Crann's Avatar
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    Quote Originally Posted by Steven View Post
    It doesn't have to be the best it just needs to be viable enough to be worth a groups spot in EE.
    What is your Rogue splash doing for you in EE?

    Evasion with no saves?

    Skills with no points?

    Not sure what you are trying to do with the 2 Rogue that makes a druid EE viable.

  13. #13
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    Quote Originally Posted by Crann View Post
    Grandmaster would get you +4 Wisdom, +4% Dodge and +5 saves. Not sure if that is worth 3 feats though. The two free monk feats may make up for it if they are something you would find usefull.
    With those 3 feats spent, it's still only +2 more Wisdom than with no feats spent. And if you're care about DCs a lot, that's 3 feats that you can't spend on caster-type stuff.

    Splashing Monk on a Cleric/Druid/FvS has big advantages, but being better at casting isn't really one of them.

  14. #14
    Community Member Steven's Avatar
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    Quote Originally Posted by Crann View Post
    What is your Rogue splash doing for you in EE?

    Evasion with no saves?

    Skills with no points?

    Not sure what you are trying to do with the 2 Rogue that makes a druid EE viable.
    Now this is a question that I somewhat have been looking for. Evasion was my main goal but I agree in EE my saves are probably not enough for this to be viable.

    Rogue will give me some minor dps with back-stabs but other than that it is just a leveling tool as I solo/pug most of my groups and did not see any loss on the capstone due to my DC's easily being high enough even for EE with my past lives but still gives me lots of utility outside of EE. As for taking Grand-master unless I am missing something would require me to take 12 levels of monk and since this is a caster druid not a melee druid I would lose more than I gain.
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    Build Constructionist unbongwah's Avatar
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    Quote Originally Posted by Steven View Post
    As for taking Grand-master unless I am missing something would require me to take 12 levels of monk and since this is a caster druid not a melee druid I would lose more than I gain.
    The higher-tier monk stances can now be taken as regular feats; they are auto-granted at monk lvls 6/12/18. [Turbine also dropped the stat pre-reqs.] So you could do druid 18 / monk 2 and use three feats to get Adept/Master/Grandmaster of Forms; but obviously those are three feats you're not spending on metamagics, Spell Focuses, etc. As Crann points out, it's not really worth the feat cost on a caster druid.
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  16. #16
    Community Member Steven's Avatar
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    Quote Originally Posted by unbongwah View Post
    The higher-tier monk stances can now be taken as regular feats; they are auto-granted at monk lvls 6/12/18. [Turbine also dropped the stat pre-reqs.] So you could do druid 18 / monk 2 and use three feats to get Adept/Master/Grandmaster of Forms; but obviously those are three feats you're not spending on metamagics, Spell Focuses, etc. As Crann points out, it's not really worth the feat cost on a caster druid.
    Ah Thank you that clears up a few things.
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  17. #17
    Community Member Lonnbeimnech's Avatar
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    Quote Originally Posted by Steven View Post
    Again with rogue I get evasion so saying take monk for evasion doesn't really help this build. With fighter Dil on the half-elf side I also up my to-hit/damage and who needs stun if my earthquake is doing it's job.
    Earthquake is great, but mobs that are knocked down in it, dont count as helpless. Stunned mobs do.

    So lets say you had a good enough earthquake dc that you didnt need to be in magister for it to work.

    So you run in legendary dreadnaught and twist sense weakness. Stunned mobs take 50% more damage, combat brute from legendary dreadnaught is another +50% and sense weakness is another +80%. That's a huge boost to dps if you have a stunning fist dc that will land, and on a wis based build it should be pretty good.

    Keep in mind that those 50%+50%+80% bonuses are not limited to melee damage, so you can stun then hit them with creeping cold sla and walk away, they will die.

  18. #18
    Community Member Blackheartox's Avatar
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    Quote Originally Posted by Lonnbeimnech View Post
    Earthquake is great, but mobs that are knocked down in it, dont count as helpless. Stunned mobs do.

    So lets say you had a good enough earthquake dc that you didnt need to be in magister for it to work.

    So you run in legendary dreadnaught and twist sense weakness. Stunned mobs take 50% more damage, combat brute from legendary dreadnaught is another +50% and sense weakness is another +80%. That's a huge boost to dps if you have a stunning fist dc that will land, and on a wis based build it should be pretty good.

    Keep in mind that those 50%+50%+80% bonuses are not limited to melee damage, so you can stun then hit them with creeping cold sla and walk away, they will die.
    1st of all, you DO NOT run in magister for quake dc, that is a waste of destiny for druids.

    2nd YOU cannot have enough dc in a non wisdom destiny for ee content/maybe 6 wisdom from fury but you lose on adrenaline regen.

    3rd IF you want to HAVE viable quake dc, twists are better spent on evoc from magister and draconic. Leaving you with only 1 free. Third one either magister 10 refl penality or sp from exalted or 2 wisdom from fury while raged.

    For enormal and eh sure your idea is great.. But ee requires dedication and effort to make a druid a nonsoulstone party member.
    About monk splash, i mean are people rly so bad in this game not to realize that a simple 2 monk splash nets you free dodge.
    2 monk levels is 4% dodge, you can pick dodge and mobility as feats which is 5% more, and include basic water stance which is 1% more + 3% from enhas in ninja spy. Thats 13% free dodge.
    Anyone who plays endgame will value this bonus over anything else a pure or rogue splash offers.
    Pure offers nothing for surviability, and rogue due to skill points requirements is bad.

    About evasion being bad on only this low splash, i must totaly say that is incorrect. Simply put i can reach 53 reflex on 28 with a 17 druid 2 monk 1 fight build /fight due to pdk restriction.
    And thats reflex only with ghero and haste clickies. Could use human boost for 58 and with 3 rogue plifes i have 64 vs traps /ee blue dragon fight. Could even twist in some reflex as my quake dc is alrdy viable in ee stormhorns /yes even assasins.
    I mean reflex is useless if you dont put stat points into dex at all and go for a all rounder build in a max/min game like ddo
    Last edited by Blackheartox; 12-20-2013 at 12:51 AM.

  19. #19
    Community Member Lonnbeimnech's Avatar
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    Quote Originally Posted by Blackheartox View Post
    1st of all, you DO NOT run in magister for quake dc, that is a waste of destiny for druids.

    2nd YOU cannot have enough dc in a non wisdom destiny for ee content/maybe 6 wisdom from fury but you lose on adrenaline regen.

    3rd IF you want to HAVE viable quake dc, twists are better spent on evoc from magister and draconic. Leaving you with only 1 free. Third one either magister 10 refl penality or sp from exalted or 2 wisdom from fury while raged.

    For enormal and eh sure your idea is great.. But ee requires dedication and effort to make a druid a nonsoulstone party member.
    About monk splash, i mean are people rly so bad in this game not to realize that a simple 2 monk splash nets you free dodge.
    2 monk levels is 4% dodge, you can pick dodge and mobility as feats which is 5% more, and include basic water stance which is 1% more + 3% from enhas in ninja spy. Thats 13% free dodge.
    Anyone who plays endgame will value this bonus over anything else a pure or rogue splash offers.
    Pure offers nothing for surviability, and rogue due to skill points requirements is bad.

    About evasion being bad on only this low splash, i must totaly say that is incorrect. Simply put i can reach 53 reflex on 28 with a 17 druid 2 monk 1 fight build /fight due to pdk restriction.
    And thats reflex only with ghero and haste clickies. Could use human boost for 58 and with 3 rogue plifes i have 64 vs traps /ee blue dragon fight. Could even twist in some reflex as my quake dc is alrdy viable in ee stormhorns /yes even assasins.
    I mean reflex is useless if you dont put stat points into dex at all and go for a all rounder build in a max/min game like ddo
    Not sure how much of that is addressed to me, since I was telling him to take a monk splash too, and you seem to be trying to convince me that it's a good idea.

    What i was trying to explain about dreadnaught is how much dps would be added from going monk and taking stunning fist on a wis build, the % bonuses add up to way more melee dps than what a rogue splash would offer from the few sneak dice, and even more spell damage.

    Running is a wisdom destiny is 3 DC if you take all the wisdom bonuses. That's not going to make or break your earthquake because they have to keep making checks while they are in it and with all the different effects that slow them they are going to be in there a while making several checks. I'm assuming he still has all the other appropriate spell dc, like a +5 evoc item and sorc pastlives since he said he has sorc and wiz pastlives.

    As far as the what you need on EE thing, EE are soooo difficult and challenging.... on the forums, in the game not so much.

  20. #20
    Community Member Blackheartox's Avatar
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    Quote Originally Posted by Lonnbeimnech View Post
    Not sure how much of that is addressed to me, since I was telling him to take a monk splash too, and you seem to be trying to convince me that it's a good idea.

    What i was trying to explain about dreadnaught is how much dps would be added from going monk and taking stunning fist on a wis build, the % bonuses add up to way more melee dps than what a rogue splash would offer from the few sneak dice, and even more spell damage.

    Running is a wisdom destiny is 3 DC if you take all the wisdom bonuses. That's not going to make or break your earthquake because they have to keep making checks while they are in it and with all the different effects that slow them they are going to be in there a while making several checks. I'm assuming he still has all the other appropriate spell dc, like a +5 evoc item and sorc pastlives since he said he has sorc and wiz pastlives.

    As far as the what you need on EE thing, EE are soooo difficult and challenging.... on the forums, in the game not so much.
    4 dc if you pick primal.
    Dont forget that you need twists for dc so no sense or any other melle twists.
    My point is simple, for a quake caster you go all or nothing.
    But im stating my opinion clearly on the ability to quake everything in game.
    Sure for lv 20 base ees, and motu ones you can run in dreadnought.
    In wheleon / stormhorns / High roads (shadows and archers) you need maxed wisdom and evoc dc.
    Personaly i prefer a good quake more above a dreadnought with pitful prr and longer cast times on spells.

    If you go melle there is a bigger chance you lose even more dc.
    Im saying from personal experience, for druid its either no fail quake or fail get aggro and die from couple hits.
    I prefer the first one personaly for a ee viable druid as i havent seen once a melle druid being more useful then a quaker in a party, short solo or full party.
    They are usualy soulstones in higher ee content.

    Simple case scenario i saw from "good melle druids" in ee stormhorns, dont even count how many times this happend.
    They go to combat put quake, get the low reflex mobs to sit. Couple assasins appear, druid gets aggro.
    Now from this point i saw only 2 scenarios, first where a chain missile hits the agroed non quaked mob and aggro shifts to shiradi caster, 2nd where there is no aggro shift and the melle wolf cant handle 2 assasins at same time and gets killed. Animation of a wolf dying is pretty funny.
    I run specificaly only ee, and have enough experience from playing a druid and from partying with them to say im confident in what i wrote.
    Every dc caster is the same in ddo, all or nothing. You cannot make a viable all rounder in ddo
    Last edited by Blackheartox; 12-20-2013 at 03:26 AM.

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