The basis of this guide is discussion about the Primal Avatar Epic Destiny, specifically Avatar of Nature Epic Moment. This is by no means an extensive attempt of the nuances of Tree Form but is a good place to start for those interested in starting a Tree build or looking for ways to improve a current Tree build. I have noticed some other posts of people curious about Tree Form and I have also had a few requests for my current build in game. Therefore I have decided to write up my current build as well as my previous incarnations as a Tree here.
Avatar of Nature Epic Moment: Active (2 AP) (35SP to activate) (5 sec cooldown)
You become an Avatar of Nature (Wood woad) Every 3 seconds, you gain +1 size, +2 Strength, +2 Constitution, a large bonus to damage based on size, and lose some movement speed and cannot jump or cast spells. These bonuses increase up to stacking up to size 4.
Size 1+: +50 size bonus to PRR?(Damage dice: 18.5[1d20])
Size 2+: When you attack enemies they become poisoned, taking 2d10 poison damage every 2 seconds for several seconds. This poison stacks up to 5 times. (Damage dice: 36.0[1d20])
Size 3+: Enemies attacking you have a chance to become diseased, dealing 1d4 Constitution damage every two seconds for 10 seconds. (Damage dice:53.5[1d20])
Size 4: The ground shakes when you put your foot down. Your third attack while standing still knocks down nearby enemies and deals extra bludgeoning damage in an area. (Damage dice:71.0[1d20])
This costs 1 Spirit every few seconds per size you've gained (Turns off if you run out of Spirit.)
This is the in game description with some note on damage dice for each size of Tree Form but it does lack some important information for those inexperienced with Tree Form. I shall break up the rest of this guide into sections relating to each relevant portion of learning about Tree Form
Spirit
The most difficult part of a Tree Build is maintaining it. Such that it requires 'Spirit' to remain in Tree Form. Spirit is gained whenever you hit with a melee attack, cast an offensive spell, and when you cast a spell on yourself or an ally. The description states you can gain 1 Spirit every 3 seconds for each of the available methods, making it possible to gain 3 Spirit every 3 seconds. You can have a maximum of 30 Spirit at a time and the Spirit will decay at a rate of 1 per 15 seconds. This makes it to ~36 seconds to get to maximum charges.
While this is the official description of Spirit it has some issues in game. Instead of 1 spirit for an offensive spell and 1 for an ally spell, it instead gives two charges for whichever was used first in the 3 second interval. Melee attacks are working as intended. While this is a bug, it is actually good news for those that use Tree form as it allows ease of building and maintaining Spirit charges. In terms of casting a damaging spell on an enemy, it does not count spells cast by an item effect, consecration, DoT spells beyond the first hit but it does count every tick of death aura and warlock aura in addition to normal spells and sla. In terms of casting a spell on an ally, it does not count consecration or potions but it does count scrolls, wands, and every tick of cleric aura in addition to normal spells and sla.
The main reason we are worried about the amount of Spirit charges we have is that it is the basis for activating Tree Form. Each size costs 1 additional spirit than the previous size of Tree Form and is depleted at the 3 seconds. To make it easier here is the breakdown of Spirit usage.
Maximum Spirit Gain: 3 Spirit per 3 seconds
Tree Form Activation: 1 Spirit (currently size 1)
3 seconds later, Size 2: 2 Spirit
3 seconds later, Size 3: 3 Spirit (Up to this point your Spirit can remain relatively unchanged as the cost per 3 seconds is equal to or less then the maximum Spirit you can gain per 3 seconds).
3 seconds later, Size 4: 4 spirit recurring every 3 seconds.
Once size 4, the cost of Spirit is greater then your maximum Spirit production, you will slowly lose spirit at the rate of 1 every 3 seconds as well as the passive 1 every 15 seconds making it possible to stay in tree form for a maximum of 84 seconds (including the smaller size forms). This may seem like a long time, but for long boss fights it can leave you dropping out of Tree form before the boss is killed making you recharge before going back into Tree Form to finish the beat down.
Now a trick I have learned is that you do not have to have 30 Spirit to enter Tree Form, you can enter Tree Form anytime you have 35sp and at least 1 Spirit charge. Therefore it is sometimes best if the fight is long to intentionally deactivate Tree Form before hitting 0 Spirit so as to start over at Size 1, build up a little Spirit while the decay is smaller then the and get more Tree Form time and more damage over the course of a long fight. You may be wondering why increase size at all and just stay at size 3 to maintain it for a very long time. Unfortunately, you have to increase in size every 3 seconds up to size 4 unless Tree Form is deactivated intentionally or by running out of Spirit.
Damage
This is a pretty flexible topic as everyone has different preferences for damage. I shall therefore focus first on weapon compatibility with base damage and critical hits before going into the theory crafting of increasing Tree Form damage.
Tree Form is treated in much the same way that Druid animal form is in the way that weapons affect damage. While in Tree Form all damage is converted to unarmed bludgeon and as such is affected by Improved Critical Bludgeon no matter the weapon wielded. Therefore weapon choice matters mostly on the additional effects on your main hand weapon as well as the weapon damage dice multiplier (such as the 5 of 5[1d6]) as will be covered later. This makes Tree Form great for using little used weapon types as well as using whatever you have laying the bank. Now the main hand weapon effects all carry into Tree Form while only a select few effects carry over from the off-hand such as stat, skill, and tactic bonuses as well as deception. No damage effects from the off-hand carry over and as such dr breaking is reliant solely on the main hand weapon. I will later add a full list of off-hand weapon effects that carry over when time allows for finding my original list.
Tree Form is only affected by Strength for attack/damage rolls. Even if the weapon wielded is affected by another stat such as monk ninja spy core 1+2. The base weapon not in Tree Form works properly using the highest stat but in Tree Form only Strength can be used.
The description given in DDO Wiki lists the base damage as follows: Size 1- 18.5[1d20], Size 2- 36.0[1d20], Size 3- 53.5[1d20], Size 4- 71.0[1d20]. While this is correct damage dice increase, it is not your true damage dice you will experience in game. The damage dice in game is rather (Size Multiplier+Current Weapon Multiplier-1)*[1d20]. Therefore using a weapon such as a LGS Shortsword (5[1d6]+14) will yield Tree Form damage of 75.0[1d20]+14. This makes weapon choice important to get a good base damage.
Now these numbers start to get strange when you mix in monk levels. If you are not wearing handwraps, nothing changes unless you have GMoF Dance of Flowers which adds 1.5W to all weapons if centered, this acts as expected changing the previous LGS example to be 76.5[1d20]+14. When you are wearing handwraps, the damage will still follow the equation given but uses your total unarmed/handwrap dice multiplier not just the base multiplier listed on the unequipped handwraps, such that increased monk levels results in increased damage dice. It can be argued that a pure monk would have the highest damage output because of this but I do not suggest this as finding a source of spell damage in combat for a monk is difficult. This will make Tree Form up time very short and thus greatly decreased damage in boss battles.
Critical Multipliers in Tree Form is an obvious way of increasing damage output but has many issues. While in Tree Form the base critical multiplier is tested to be the same as unarmed fighting as 20x2. This can be increased with the feats Improved Critical Bludgeon and Overwhelming Critical as well as Nature's Fury from Primal Avatar to 19-20x3. Beyond this, enhancements are difficult to determine in increasing the critical profile. Tree Form counts as unarmed and falls under the same category as current animal form druids such that there are no known critical range increases working but a critical multiplier of +1 on 19-20 does work such that adding bard or barbarian to a build can give some benefits as well as a monk in Fire Stance.
Damage Theory beyond this point.
Tree Form while having very high base damage comes with the draw back of attacking really slow. Therefore maximum damage has to be achieved by finding ways to increase the rate of damage output or the base damage itself.
Two Weapon Fighting works in Tree Form, allowing for a single attack with 0% double strike to hit twice as well as a single attack to hit 4 times with high double strike. Unlike wolf builds that exploit using both single and two weapon fighting, Tree Form does not benefit from single weapon fighting and thus a wolf build cannot easily adapt to becoming a Tree. Tree form also does not allow for glancing blows no matter the weapon type equipped. Therefore only the two weapon fighting feats are recommended for a Tree Build.
Tree Form as previously stated uses only strength for the attack/damage rolls, therefore maximum strength could increase damage output. I advise against this reasoning as the strength bonus does not scale with the increasing damage dice but rather scales the same as with wielding any one handed weapon. Tree Form does not qualify for THF or SWF stat contribution multiplier and as such a strength modifier of 40 compared to 15 is only 25 damage and is negligible when the damage is on the scale of 1k-2.5k non critical depending on the current size. This 25 damage difference per hit would require ~100 hits as a size 4 Tree Form to equate to one additional attack. This makes investing an additional 50 points of strength to get the +25 modifier difference to be unreasonable.
Tree Form allows the use of all types of cleaves at normal speed. It is therefore the focus of many builds to have the maximum number of cleaves to spam when they are off cooldown. To Be Continued...