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  1. #101
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by edrein View Post
    Not to toot my own horn or anything but I'd definitely suggest a Dev to go over my Forest Master enhancement tree. It could be adjusted a bit further, but so far I think it would be the most balanced tree that would give any druid build what they need to survive and thrive in all content. (And by that I mean non-casters have a chance without splashing monk/fighter/etc.) As Silver pointed out there are several other good trees as well.
    I much prefer the Animal lord
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  2. #102
    Community Member edrein's Avatar
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    Quote Originally Posted by Failedlegend View Post
    I much prefer the Animal lord
    I don't feel as confident with my work on Animal Lord as I do about Forest Master.

  3. #103
    Community Member mezzorco's Avatar
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    I really think Forest Master by edrein is the better thought tree in this thread, we should try to refine it to our best.

    Just one thing:

    Quote Originally Posted by edrein View Post
    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
    Does this mean that a 70 wis toon will have +15 damage, +15% doublestrike and +15% attack speed?

    EDIT: did my homeworks, it's quite balanced indeed.



    Anyway, I noticed that Forest Master tree is not linked in the first page of this thread.
    Last edited by mezzorco; 10-19-2014 at 08:57 AM.

  4. #104
    Community Member edrein's Avatar
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    Quote Originally Posted by mezzorco View Post
    I really think Forest Master by edrein is the better thought tree in this thread, we should try to refine it to our best.

    Just one thing:



    Does this mean that a 70 wis toon will have +15 damage, +15% doublestrike and +15% attack speed?

    EDIT: did my homeworks, it's quite balanced indeed.



    Anyway, I noticed that Forest Master tree is not linked in the first page of this thread.
    He didn't link it. Originally he copied and pasted it to one of the first page posts, although he left off the name and other information from my post. So it's completely unidentifiable unless you know what you're looking for, heh.
    Last edited by edrein; 10-19-2014 at 11:03 AM.

  5. #105
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    Quote Originally Posted by edrein View Post
    He didn't link it. Originally he copied and pasted it to one of the first page posts, although he left off the name and other information from my post. So it's completely unidentifiable unless you know what you're looking for, heh.
    Thanks, fixed hopefully, its front and center, first on the list with a linky.

    Lol. I appreciate all the help from everyone and all the great trees, when/if the Devs work on Druid (which I will press for) there is a lot a great stuff here. I know Varg expressed public interest awhile back in finishing up the third trees.

  6. #106
    Community Member edrein's Avatar
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    Quote Originally Posted by Silverleafeon View Post
    Thanks, fixed hopefully, its front and center, first on the list with a linky.

    Lol. I appreciate all the help from everyone and all the great trees, when/if the Devs work on Druid (which I will press for) there is a lot a great stuff here. I know Varg expressed public interest awhile back in finishing up the third trees.
    You still forgot to title the one on the front page where you copied and pasted it into the trees you pasted up front, hehe.

  7. #107
    The Hatchery Mryal's Avatar
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    Quote Originally Posted by edrein View Post
    Animal Lord Tree
    This, devs please make this.This is the best enhancement tree i've seen in a while.It has everything that fits with a druid theme, and the array of possibilities, wich is what a druid is all about, that it opens is just amazing.
    Well done.
    Give every person a gun and the richest man is the one that sells crutches

  8. #108
    The Mad Multiclasser Failedlegend's Avatar
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    Quote Originally Posted by edrein View Post
    I don't feel as confident with my work on Animal Lord as I do about Forest Master.
    I'm not the only one who loves it vvvv

    Quote Originally Posted by Mryal View Post
    This, devs please make this.This is the best enhancement tree i've seen in a while.It has everything that fits with a druid theme, and the array of possibilities, wich is what a druid is all about, that it opens is just amazing.
    Well done.
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  9. #109
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    Quote Originally Posted by edrein View Post
    You still forgot to title the one on the front page where you copied and pasted it into the trees you pasted up front, hehe.
    Nods, will put complete lookover of page 1 on my to do list.
    Did a quick fix there.
    Anything else?



    On another grand note:

    Quote Originally Posted by Failedlegend View Post

    - Companion/Hireling Focused Epic destiny (Neutral Sphere?)


    This is my quote of the week, sorry link is in the restricted section.

    I think this is what pets lack the most.
    Can you imagine playing epics without an epic destiny?
    Why should your pet do so?
    Last edited by Silverleafeon; 10-21-2014 at 02:35 PM.

  10. #110
    The Mad Multiclasser Failedlegend's Avatar
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    To clarify I meant that their should be a hireling/pet focused ED in general but the companions themselves getting their OWN Epic destiny just like they get their OWN enhancements...that's a MUCH better idea
    Quote Originally Posted by Cordovan
    There is little value in getting into an edition debate; as with anything, we create what we believe works best for DDO.

  11. #111
    Community Member A3oN95's Avatar
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    Unfortunately, I don't have the time to fully analyse each one of the suggested trees at the moment, but I find the general summoner/plant theme of the posted suggestions simply amazing!

    I'd just want to reinforce something that's already been said before: since we're talking about druid here, a class with multiple play-styles, It would be beneficial for the tree to be based on multi-selection enhancements (something like cleric's DD), instead of being targeted at a single build type (wolf/caster/bear/etc). This way, we wouldn't have to pick "useless" enhancements (for our build) in order to qualify for others.

    Overall, an awesome idea. Thanks for the thread, Silverleafeon
    Last edited by A3oN95; 11-23-2014 at 05:44 AM.

  12. #112
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    Well, the way that i'm seeing this is that we have A) A Tankish/DPS melee tree, and B) A DPS/Support Caster tree. At this point i think the only two options would be either A: Beastmaster/ Animal lord, focusing on Improving the summon spells, the wolf, and causing spells that affect you to affect them as well. The only issue that comes up is that the AI is so janky at times, it's hard to constitute focusing an entire tree of enhancements around a system that is erratic at best. B: We could have a Plant based Healer. (not familiar with 3.5 PrEs that fit that) +Pos spellpower, Blankets of Vigor and the like, but at the same time you'd have, with the flavor of plants, an array of disables to use. Hell, T5 could have some sort of a dryad/treant shapeshift to allow for maximum treeness.

    TL;DR, 2 paths, Summoner or Healer, are the two options that i see.

  13. #113
    Community Member CPDK9's Avatar
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    I like the direction this proposed tree is heading. I see elements of KotC within the tree, which is a great combo. It would be nice to see some of the proposed pet boost made avaialble to all druid trees, especially nature's warrior.

  14. #114
    Community Member Chimeran1's Avatar
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    Bearform needs love.
    It is a redundant form.
    Wolf blows it away in dps due to the bear forms terrible slow attacks and annimations.
    Bearform is not viable except for favor due to other classes out doing it in every aspect.

    I like the bearforms 1d12 but there is minimal ways to really push the DPS.
    Monk levels could increase this but compared to Swashbuckler enhances or Paladin holy sword ext, the Bearform has been left lurking in the shadows.

    My thoughts would be somehow upgrade the enchant claws spell or tweak the bear skill spells.
    I have done my very best to make the form viable but without using current not WAI skills, I just don't believe Bearform is on an even platform, which is a shame because the Direbear skin is so nicely done and is a joy to use.

  15. #115
    Community Member mezzorco's Avatar
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    Quote Originally Posted by Chimeran1 View Post
    Bearform needs love.
    True.
    I've an idea. Since wolf is outperforming bear dps-wise, I'd say leave winter wolf where it is, with its 19-20/x3, its attack speed bonus and its sneak attack bonus.

    Then:
    - raise dire bear critical profile to 20/x4
    - make its attacks proc glancing blows
    - grant THF while in bear and ITHF + GTHF while in dire bear form

    This way you have a high damage, fast hitting, frequently critting single target form (wolf), while bear will become a tanky, aoe, aggro keeper form. No redundancy.

  16. #116
    Community Member burlicconi's Avatar
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    Does anyone know how far this come, if even started?
    I'm very interested in summoner tree, so my hopes is that eventually, 3rd druid tree will arrive

  17. #117
    Community Member Rofaust's Avatar
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    Quote Originally Posted by edrein View Post
    Core abilities

    The Animal Lord I: Choose an totem animal to focus your abilities on, gaining a abilities based upon that animal. In addition, each enhancement point spent in the Animal Lord tree grants +1 Universal Spell Power to all spells and +1 to your Maximum Hitpoints.

    Snakelord I: You gain 15hp. Additionally for each core of Snakelord you and your companions gain +1 reflex save.

    Wolflord I: You gain 2% doublestrike for each core you posses. Your wolf companion additionally gains +1 sneak damage die per core.

    Bearlord I: You gain martial weapons profiency,10 PPR and MRR. Each additional core provides stacking 4/- DR.

    Catlord I: Invisibility: Spell Like Ability: Invisibility (Activation Cost: 1 SP. Cooldown: 6 seconds.)

    Dryadlord: Small Dryad Sap: Spell Like Ability: Lesser Vigor (Activation Cost: 3 SP. Cooldown: 4 seconds.)

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



    The Animal Lord II: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

    Snakelord II: Like a viper fiend your melee attacks drip of your venom: Your MELEE attacks now deal 1d6 Magical Poison. (This damage increases by 1 die at each core until capped at 5d6. This damage is also increased by Melee Power.)

    Wolflord II: Animal Growth: Spell Like Ability: Animal Growth (Activation Cost: 7 SP. Cooldown: 20 seconds.)

    Bearlord II: You gain a new bear companion, this companion has a high threat generation and deals AoE damage. You can only have one companion active at once, this companion will replace the druid's wolf companion if the wolf is already summoned.

    Catlord II: You gain the feat Fury of Blows, allowing you to fight unarmed like a monk. Your base unarmed damage increases to 1d6, at level 12 this becomes 2d6 and at 3d6 at level 20. (This does not stack with a Monk's Fury of Blows feat.)

    Dryadlord II: Salt Ray : Spell Like Ability: Heightened Salt Ray (Activation Cost: 5 SP. Cooldown: 6 seconds.)

    AP Cost: 1 Ranks: 1 Progression: 5 Requires: Requires: The Animal Lord I, Druid Level 3



    The Animal Lord III: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

    Snakelord III: Venomous Discharge : Spell Like Ability: Poison (Activation Cost: 3 SP. Cooldown: 2 seconds)

    Wolflord III: You gain an additional wolf companion, allowing you to summon a small pack of two wolves. The second wolf mirrors the gear and stats on your main wolf.

    Bearlord III: Wrath of Nature: Toggle: +2 profane bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and 10% melee attack speed. (Activation Cost: 15 SP.)

    Catlord III: You gain feat Wildshape Lion:

    While in this form, you gain +2 Dexterity and primal +4 to Trip DCs.
    Your base attack speed is 10% faster, you gain a +3 bonus to attack while flanking, +1d6 sneak attack damage, and a +10% enhancement bonus to movement speed.
    Your natural attacks do 1d6 damage, do both piercing and slashing damage, and critically hit for double damage on a roll of 19-20.
    On Vorpal Melee Hit: You enter a free movement sneak stance for 10 seconds, allowing you to perform a sneak attack with +3d6 damage on top of any sneak attack die you may already posses.
    Form specific spells: Takedown and Baiting Bite.

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

    AP Cost: 1 Ranks: 1 Progression: 10 Requires: Requires: The Animal Lord II, Druid Level 6



    The Animal Lord IV: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

    Snakelord IV: Tail Swipe: You swing your leg outward in an attempt to damage and trip enemies in a small radius. You 'cleave' for +3W and perform a trip effect with a reflex DC of (insert reasonable number). (Activation Cost: 15 SP. Cooldown: 12 seconds.)

    Wolflord IV: Feast on the Kill: Toggle: While in Wolf form you are healed for 3d10 + Positive Spell Power HP whenever an enemy is killed within 20ft of you, your wolf companions gain this benefit regardless of your current form.

    Bearlord IV: You gain the ability to summon an additional bear companion and have a chance to heal yourself for 4d10 + positive energy spellpower HP when being hit.

    Catlord IV: You gain a lioness companion, this companion deals sneak attack damage and possesses a chance to outright kill enemies on vorpal hits. You can only have one companion active at once, this companion will replace the druid's wolf companion if the wolf is already summoned.

    Dryadlord IV: Greater Dryad Sap : Spell Like Ability: Regenerate (Activation Cost: 15 SP. Cooldown: 7 seconds)

    AP Cost: 1 Ranks: 1 Progression: 20 Requires: Requires: The Animal Lord III, Druid Level 12



    The Animal Lord V: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

    Snakelord V: Venomous Gale : Spell Like Ability: Creeping Doom (Activation Cost: 15 SP. Cooldown: 6 seconds)

    Wolflord V: You gain an additional wolf companion for a total of three. Your pack gains a +4 bonuses to flanking, +1 sneak die, and +20% melee threat reduction.

    Bearlord V: Nature's Guardian: Toggle: You gain full BAB, +2 con, 10% HP bonus and provide an aura to your bear companion that increases its HP and AC by 20%. (Activation Cost: 100 SP. Cooldown: 30 seconds.)

    Catlord V: You gain feat Wildshape Panther:

    While in this form, you gain +2 Dexterity, Manslayer, and primal +4 to Trip DCs.
    You attack 15% faster, you gain a +5 bonus to attack while flanking, +2d6 sneak attack damage, and a 15% enhancement bonus to movement speed.
    Your natural attacks do 1d10 damage, do both piercing and slashing damage, and critically hit for triple damage on a roll of 19 or 20.
    On Critical Melee Hit: You enter a free movement sneak stance for 10 seconds, allowing you to perform a sneak attack with +3d6 damage on top of any sneak attack die you may already posses.
    Form specific spells: Takedown and Baiting Bite.

    Dryadlord V: You gain feat Wildshape Dryad:

    While in this form, you gain +4 Wisdom and +4 primal natural armor.
    Your plant-based spells are cast at your Character Level + Epic Level while in this form.
    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: 30 Requires: Requires: The Animal Lord IV, Druid Level 18




    Master of Beasts: Through extensive training and hours of bonding with your totem animal, you have finally become a lord of beasts. You gain +2 Wisdom, and +2 Constitution. As well as having a summoning cap of three non-companion creatures and additionally you gain benefits based on your Totem Animal or can choose a new totem to learn the basics in;

    Snakelord: You gain +2 to dexterity and Evasion as a feat.

    Wolflord: Your pack has grown once more, giving you four wolves in total. Your pack gains a +4 primal bonus to sneak attack die and a primal +2 to dexterity.

    Bearlord: You gain +2 con and a 5% chance to perform a free great cleave when damaged in combat, this applies to your bear companion as well.

    Catlord: You gain +10 doublestrike and +15 offhand doublestrike, this benefit applies to your lion companion as well.

    Dryadlord: You gain feat Dryad's Tree: Instead of dying you are turned into a tree, this tree is considered helpless but your transformation drops any aggro you had, after 10 seconds of being a tree you are reborn without having truly died. You can only use this ability once every seven minutes.

    Secondary Totem Mastery: You gain cores I through III for an additional totem animal.

    AP Cost: 1 Ranks: 1 Progression: 40 Requires: The Animal Lord V, Druid Level 20




    Tier One

    Patience of the Lord: Diplomacy, Concentration, and Heal skill +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


    Beast Training 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 World's Guardians I: You gain a stacking 2 melee power per Forest Master core you possess.

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


    Beastmaster I: You gain two Wild Empathy uses.

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



    Tier Two

    Packmaster's Might: Spell Like Ability: Ram's Might (When cast the buff also applies to all summoned pets, companions, and creatures). (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


    Beast Training 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: Beast Training I


    Fury of the World's Guardians 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 World's Guardians I


    Beastmaster 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

    Packmaster: Spell Like Ability: Harrowing Pack (This ability does not require Wolf form). (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


    Beast Training 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: Beast Training II


    Beastmaster III: You expend one Wild Empathy to heal your animal companions for 10d15 HP, all negative levels, and all ability score damage. (Cooldown: 30 seconds.)

    AP Cost: 2 Ranks: 1 Progression: 10 Requirements: Beastmaster II


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

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



    Tier Four

    Beast Training IV: No more SP and HP penalty when your companion dies, however if you possess Wolflord IV you take 50% the normal penalties. You also gain the ability to summon two non-companion creatures at once.

    AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beast Training III


    Fury of the World's Guardians III: You and nearby allies gain and additional +1/2% to hit and damage and 1/3% doublestrike.

    AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Fury of the World's Guardians II


    Beastmaster IV: Beastmaster's Call: Spell Like Ability: Howl of Terror (This ability does not require Wolf Form). (Activation Cost: 6 SP. Cooldown: 6 seconds.)

    AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beastmaster III

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

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

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

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



    Tier Five

    Symbiotic Nature: Toggle Stance: You and your summons gain an Insight bonus to Damage, Doublestrike, and Attack Speed equal to your 1/2 Wisdom modifier. (Activation Cost: Wild Empathy uses reduced by 3 while active.)

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

    Master Trainer: Your summoned creatures, charmed minions, and hirelings all use your character level and epic levels for their level and AP should this be applicable.

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

    Beast Training 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: Beast Training 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, and also counts as one companion slot for any additional slots unlocked in this tree.)

    AP Cost: 1 Ranks: 3 Progression: 30 Requirement: None
    Although personally I'd like to see a healer tree for druid (and FvS for that matter) I really like the idea of more wildshape forms for druid. I had a couple of related ideas...

    https://www.ddo.com/forums/showthrea...uid-Wildshapes
    Please give me a rep point. I need them to live

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