Toons - Ziffin / Hirtz / Mheka / Duskh
Guild - High Lords of Malkier
Server - Sarlona
I will be happy to stop as oon as you tell me where I misquoted anything I said.
You were wrong about everything you posted and instead of admitting it you want me to stop posting.
Again go back to my last post and actually answer my questions. Once you are HONEST and answer them and show me where I said any of the stuff you said i did then I will be happy to stop =)
Toons - Ziffin / Hirtz / Mheka / Duskh
Guild - High Lords of Malkier
Server - Sarlona
I just tested flesh scrolls against fire elementals in heroic casual taming the flames, and fire elementals are immune to flesh to stone.
I also asked a wizard with very high transmutation DC, to cast flesh to stone on me in the tavern, and appeared multiple times the word "immune" to my head.
Last edited by Michele; 02-12-2015 at 02:06 PM.
Last edited by Rys; 02-12-2015 at 02:30 PM.
I can confirm that my druid is getting +30 prr by twisting legendary shield mastery.
My friend and other guildies are getting only +15 prr from twisting legendary shield mastery.
Maybe it's a druid bug.
I tested the tank version of my build (with about 190 prr) and I feel the difference with less spell power and without abishai set, and I found too few situations when I need to tank something.
I'm now testing an "intelligence based" druid build and I twisted "magister evocation augmentation" to compensate the loss of wisdom: this should help the 3 draconic incarnation SLA that I use.
Updated the first post of the thread with the new build.
Last edited by Michele; 02-16-2015 at 02:19 PM.
I just used a +3 heart of wood to add 3 sorcerer levels to my druid, to test the suggestions of Overvaan.
I got +7 sustainable cold spell power and I lost 35 "non sustainable" cold spell power (because I don't have spell power boost anymore).
I got +2 caster level from water savant tree that should add damage to my draconic incarnation abilities.
I'm playing with medium armor instead of a full plate, and I have 0% arcane spell failure thanks to the eldritch knight tree.
I cast 5 magic missiles (1 sorc +3 abishai set +5 draconic incarnation = level 9 magic missile) that give to a mob an high chance to proc the -10 reflex debuff coming from magister evocation augmentation.
Today I tested empyrean magic and I realized how easy is to keep it up: it can have up to 10 charged, each one disappears after 10 seconds.
I'm casting produce flame (without metamagic) to keep empyrean magic as a permanent bonus.
I underestimated produce flame, it has no save, costs 6 spell points, deals up to 500 damage (without metamagic) even in water elemental form, it has a cooldown of 1 second and that it does an additional 100 light damage thanks to the lanter ring.
Another nice way to get empyrean magic charges is casting fire seeds: with 1 fire seeds cast you get 3 charges (sometimes I get 2 charges, I don't know if it's because 2 of them hit the mobs).
Another way is casting body of the sun: it gives 1 charge per tic.
Edit: after some testing, I found easier to keep up empyrean magic by just casting cure light wounds often.
Last edited by Michele; 02-23-2015 at 05:18 AM.
lol, I just noticed that my cure light wounds is healing me for 102-226 hit points.
6 spell points cost, 2 seconds cooldown, 338 positive spell power at level 24 (of course the spell power increase at level 28, and cure light wounds heals more, especially if a pure druid takes the capstone that I don't have because I'm multiclass).
Why a divine caster should twist/use cocoon and renewal when he has cure light wounds that heals the same for less spell points cost?
I found a way to keep empyrean magic 100% sustainable, very fast, and spell poins cost free: I'm using an eternal wand of cure minor wounds.
It has a 0 seconds cooldown and its charges never end because they regenerate over time.
I'm healing myself with quickened cure light wounds in epic elite quests (for not less than 100 hp) and that helps with empyrean magic charges.
Only in dangerous situations I toss some heal spell and regenerate spell.
Hi, I created this build according to your post no. 1 I have never played caster druid before and I am confused, because you have there Water savant enhancements listed. I guess it is just a bug or you have probably forgot to delete it. Or am I missing something?
Thx.
yes you are right, I wrote "druid 20" and was a mistake.
This build has "17 druid / 3 sorcerers" for more cold spells effectiveness (hoarfrost, +2 caster levels on draconic abilities, more spell crit chance, 5x magic missiles to easily proc -10 reflex with magister evocation augmentation, etcetera).
That's where the water savant enhancements come from.
TR'ing into a Druid for my next (12th) life. Was thinking of pure druid, but a sorc splash sounds a bit more interesting, especially since it would appear that that last 3 druid levels don't buy you much.
But I'm probably missing something totally obvious here, but can you help me understand why you maxed INT on this build? What on earth is the INT for??
edit: for Spellcraft??
Sounds like epic level stuff I have no interest in... The version I created yesterday had a 16 Int. At least I didn't max it out. Bumped the charisma and dex (IIRC) to 10.
The level 1 druid really sucks. OMG. It was so painful doing Korthos quests with a starter flame touch sickle. No offensive spells at all... and an 8 strength. I guess it might be smarter to take shillelagh, equip a MW club, and cast Ram's Might. That might be much more effective.
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