QUOTE=Torc;6065092]A major revamp on druids is in progress! This our working plan at the moment.
Thanks, looking forward to reading!
GENERAL CHANGES
1. Animal forms will now use the stats of the player's main hand weapon for melee attack purposes, such as Base Damage, Critical Multiplier, Critical Range, all Enchantments, Material traits, procs, etc. The issue with the power level of certain effects not scaling will be resolved by this as well.
This is exactly the right approach.
- Somewhat hand-wavy Lore Explanation: The weapon is used as the magical source to enchant and create the properties of the claw or tooth of the druid. It's magic....so it works that way....yeah...
- Design Explanation: We want druid's melee attack progression to scale with loot normally so the druid's melee attack progression is easier to balance going forward.
- Primal Avatar will be given some kind of damage boost to maintain its hard-hitting style with this change. It will also get Cleave animations to fix a bug with Cleave attacks caused by lack of animations.
Nods.
Be bold and make things right.
2. Existing combat style bugs are being fixed.
- No combat style specific bonuses will function while in animal forms aside from Natural Fighting, and any bonuses native to the form (no duel wielding, glancing blows or single weapon attack speed).
- Using a two-handed weapon still grants the 1.5 damage from your modifying stat, and Power Attack feat adjustments in animal form as well, for its additional bonus.
- Attacks that require a specific weapon to be held in your hand will still not work in animal form (cause you don't have hands!)
This is definately the right approach.
Well done.
You can always adjust and control the trio of Natural Fighting feats.
Would suggest:
Natural Fighting {insert buffs here} : Requirements: Wild Shape any
Improved Natural Fighting {insert buffs here} : Requirements: Natural Fighting, BAB +6
Greater Natural Fighting {insert buffs here} : Requirements: Improved Natural Fighting, BAB +11
This leaves open a possible NoN Druid wildshaping class later on.
3. Wolf form attack animations are being adjusted.
- We are reducing the Basic Wolf Form attack speed bonus to 15%. Winter wolf remains about the same speed at 30%. We are also fixing some flaky behavior in the attack chain.
This is very good, making Winter Wolf > Wolf rewards deeper investment in the Druid Levels.
4. The Bear attack animation chain will be improved to make its attack rate match other weapon styles.
- This will result in an approximate 15% increase in attack speed.
A welcome and badly needed change
5. Bear & Dire Bear form's AC bonus is now typed Exceptional.
- Improved Mage Armor will also be typed Exceptional.
Typing the bonus is way to control it, and allows you to be more generous.
6. Water and Fire Elemental form will now grant 65% Absorption to their element, instead of Damage Reduction, and 15% Vulnerability to their opposite element.
- The bonus will not stack with Fire Shields or Energy Sheath.
This is very welcome and favorerful.
Druid Spellcasters rely heavily on absorption, as their ref saves are poor.
This makes one interested in adjusting to the dungeon.
I assume one can cast Energy Sheath in a different energy than the current fire/cold form and still benefit from both?
Obviously that is important for raids/dungeons that contain electric dangers?
If so, that is fine not stacking cold shield with fire form OR fire shield with cold form Or fire sheath with fire form Or cold sheath with cold form.
7. Existing Enhancement Trees revamped and new tree "Nature's Protector" added. - Found below in this thread:
Thanks for working on this massive project.
8. Specific Spell Changes:
- Reincarnate's casting time and cool down will be put on par with Raise Dead.
Thank you, that is very generous.
- Baiting Bite bluff skill check will use the player's spot score instead of their bluff skill, wisdom bonus applies of course.
Very thematic.
- Call Lightning Storm and Storm of Vengeance will have their damage progressions and values change to be an X per caster level to better benefit from increasing in caster level and max caster level effects.
- Call Lightning Storm now does 1d10 every 2 druid levels, max 15.
- Storm of Vengeance's Acid damage now scales at d8 per 3 druid levels, and its lightning damage 1d10 every 2 druid levels. Max of 25. Duration is 30 seconds. (duration will not scale with level, which didn't work anyway)
Muchly appreciated.
Call Lightning Storm & Storm of VEngeance will be much more usable now.
Since Lightning Storm is techically a self buff, it should be considered for Extend to be applied to it, just a Body of Sun allows extend to be applied to thus. This would make a more efficent spell.
- Rising Fury's cooldown will be reduced to 30 seconds and the extend meta magic will work on it. (new)
Nice.
- Produce Flame Projectile speed is being increased (new)
Very welcome changed as this spell is often used even at level cap.
- Creeping cold and Greater creeping cold will now stack with each other when cast by other druids (two can each have their own copy on a target now) (new)
Thanks. Be sure and fix these two spells overwriting Niac's Biting Cold.
You also need to fix the following spells:
Word of Balance needs to have its Spell Penatration check removed.
Reasons why: No other Alignment Spell has a Spell Pen check.
No other direct damage Spell that I am aware of in all of DDO has a Spell Pen check.
Spell Pen checks lore in D&D / DDO are used for spells that incapacite foes or instant kill foes.
Pack aptitude - Only grants +4 to an ability.
{It should be +6.}
Body of Sun needs to have its graphic effects toned down.
The Pale Master's aura had a similar strong color aura and washing machine sound,
but was fixed within months. This has been years ~ shame on DDO Devs for waiting this long.
THIS SHOULD BE CONSIDERED A HEALTH HAZZARD AND GIVEN PRIORITY.
{Insert picture of torches and pitchforks here.}
In the meantime, might I recommends a pair of orange computer glasses from players to wear such as:
https://www.amazon.com/gp/product/B0...e?ie=UTF8&th=1
Anger of the Noonday Sun has very poor benefits, please upgrade to some sort of scalable effects such as:
[I]Valid Forms: Fire Elemental. You are enveloped in the anger of the noonday sun. The targets of your fire spells suffer a (caster level/3)% fortification penalty, and a -(caster level) penalty to fire resistance.
Or simply use higher numbers when a toon is in epic levels.
Spells that I would like you to consider changing but as not as urgent:
Flame Blade and Elemental Toughness do not scale well into Epics.
Enveloping Swarm does not apply Max to itself nor does it do much damage.
It does not scale well either.
Firestorm's effects could be speeded up, its very slow to land.
If you cast Firestorm then Flame Strike right after, they hit at about the same time.
Considering Flame Strike is also too slow...and could be speeded up too...
{This is a change that would benefit Clerics, Favored Souls, and Druids.}
Spells that thematically do not make sense:
Sleet Storm should be affected by Gust of Wind.
Earthquake should not be affect by Gust of Wind.
More spells listed here:
https://www.ddo.com/forums/showthrea...ugs-(updating)
Code:
Spells:
Lvl 2: Roar - the discription implies that it casts an imediate intimidate check, it does not.
Lvl2: creeping cold - see greater creeping cold (lvl 6)
Lvl 3: Salt ray - this spell does not grant helpless condition (it should its a stun)
Lvl 3: sleet storm is not cleared by wind spells.
Lvl 4: Enveloping swarm - maxize/empower and spell power do notimprove the spell dmg.
Lvl 5: Harrowing pack - knockdown does not trigger on pets or player.
Lvl 5: Call lighting storm - this does 5d10 dmg/strike when i should be doing (1d5+5 per caster lvl). Can’t Be extended. Does not trigger often enough.
Lvl 5: Pack aptitude - Only grants +4 to an ability.
Lvl 6: fire seeds - quicken causes only 2 seeds to fire.
Lvl 6: Greater creeping cold (and lesser creeping cold): these 2 spells over-right and prvent the wiz/sor spell niaks bitting cold (lvl 5) from applying. Crushing wave (from weapon’s) over-right the damage. Only one druid may cast these spells on a target, a second druid’s spells have no effect. The primal avatar’s winter cold guard overrights/prevents these spells (nead confermation!)
Lvl 7: Creeping doom - this spell does not have loaded dice. It should use 1d5+5 instead of 1d10. This spell is typed as posion damage when it should be pysical or untyped damage. This spell is over-writen by the primal avatar ability insidius spores. 2 druids may not both have creaping doom on a taget.
Lvl 8: howl of terror - this spell should make the target helpless, it does not. Draconic Presence (in draconic incarnate epic destiny) does not give +3 DC to this fear-bassed spell.
Lvl 8: ice flowers - it has a 8 second duration but only damages one time, it should hit 4 times.
Lvl 8: Earthquake is cleared away by wind spells. Earthquake causes other players screans to shake. Some players claim earthquake creates lag effects.
*Mantle of invulnerability prevents these spells when it should not be: sunburst (lvl 8) and its SLA, Sunbeam (lvl 7), Word of balance (lvl 5) and its SLA, and Wall of fire (lvl 5) - wall of fire is also a lvl 4 wizard spell. *note* i tested these 3 years ago, if they were fixed disrecard this.
*All of the vigor and regeneration spells break invisibility (while normal heal does not).
*The lightning strikes of druid spells in an environment of mist or fog effects causes the entire screen to brightly flash white.
9. Cosmetic Changes: (new)
- These may come AFTER the pass, time permitting. This is stretch goal stuff.
- Either or some combination of new Wolf & Bear forms Appearances or dyes.
- Nature’s Veil: A Toggle Feat that suppressed the texture swap used for fire/water elemental forms but keeps the vfxs.
The appearance and dyes for Wolf & Bear sounds like fun.
If one want to overwrite the fire/elemental form, all one has to do is cast a stoneskin scroll.
After the effect wears off, one is in normal armor/robes until one changes form.
But its a nice thought to have the toggle.
10. Removing pets damaging the druid/artificers on death (new)
- We’re going to be cutting the death penalty for pets and are discussing give a few more pet rez charges at certain levels. The arty enhancement that touches this will be reworked to something else.
My Druid seems to have about 20% of Full Spell Points removed every time the wolf pet dies.
That gets very expensive and unaffordable.
In other words, if my Druid has 51% of her spell points and the wolf dies, then she now has 31% of her spell points.
Thank you very much for making Pets usable again.
I usually just cast a Resurection Scroll on my wolf, but adding more pet rez charges would be nice.
Suggestion of adding 1 additional Rez charge each time one gains an additional wild shape.
Or add +2 rez charges when one gains Improved Wild Empathy.
Note: Druid pets will be reworked in a separate pass with Artificer pets.
That is completely understandable.
I would much rather have these changes made sooner than waiting for pet changes too.
ENHANCEMENT TREES
NATURE'S WARRIOR
CORES:
1. Nature's Warrior: every point spent in tree gives 1 hp, and every CORE; gives 1 sneak attack die in wolf form, and +1 base melee damage while in all animal forms
Smart assigning each core and making the tree more interesting.
2. Natural Senses: Your attacks penetrate 10% of your enemies fortification, +3 to listen, spot and search
Nice.
3. Nature's Bounty: While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature’s Protector cores.
I like your moving this out of Tier 5, and make it multi-step.
4. Nature's Hunter: In wolf or bear form you gain a +1 competency bonus to crit damage multiplier on your weapon. Requires a weapon to be equipped.
Nice to see a Crit bonus in play.
5. Howling Frost: Casting Howl of Terror now grants you "Winter Hunt" for 10 seconds which grants +10 double strike and, 25% bonus to spell crit and 50% to spell crit damage to all cold damage spells. This will only occur once every 30 seconds.
Very flavorful, you are going to make the animal forms much more interesting to play.
6. Avatar of the Hunter: You have mastered the art of wielding divine magic in animal form, and using it to empower your body in physical combat. While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. Does not stack with Nature’s Protector cores.
Passive: +2 strength and wisdom and +10 to double strike and physical resistance
Looks good.
TIER 1
Nature's Empathy: 3/3, increases use of animal empathy, 5/10/15 increase to positive spell power. AP COST: 1
Nice
Snapping Jaws: Whenever you bluff or use an ability that triggers a bluff check such as baiting bite your target is debuffed losing -2 AC and you gain a stack of "Snapping jaws" for +2 AC for 15 seconds. Stacks 1/2/3 times. AP COST: 1
I like. Creative and Interesting.
Take Down: Increase trip DCs by 1/2/3, AP COST: 1
Very Welcome.
Bestial Nature: Increase reflex fort saves by 1/2 (no longer a toggle) AP COST: 1
Nice
Athletic Hunter: Bonus to move silent,hide, jump and swim, tier 3 grants one charge of wild empathy 1/2/3 AP COST: 1
Nice
TIER 2
Flight: Gain an uncapped dodge bonus of 20% for 10/20/30 seconds, costs 1 wild empathy to activate, 30 second cooldown. AP COST: 1
Improved Dodge: +1/2/3 Dodge. AP COST: 1
Nice Dual changes to Dodge, well done.
Ghost Wolf: Requires wolf form. Activate, gain 50% incorpreal defense for 30 seconds, cooldown 5 minutes. Passive: Gain ghost touch while in wolf form to your melee attacks AP COST: 2
Very Cool effect.
Prey on the Weak: 8/15% Damage Bonus against helpless targets AP COST: 1
Definitely thematic, and I like your changes to tier two.
Bloodmoon will not be missed by me.
Action Boost: Double Strike: Activate to gain a +[10/20/30]% action boost bonus to Doublestrike for 20 seconds. AP COST: 1
Nice
TIER 3
Fight: increase melee damage and AC, 1, 2, 3 in wolf or bear forms AP COST: 1 (requires: flight)
Brother Wolf: While your wolf pet is alive and within 40 meters it gains 5/10/15 hps every 12/9/6 seconds and 10/15/20 mrr & prr and you gain 1/2/3 to hit and damage AP COST: 1
A better version than Blood Moon, thank you.
Would be nice to see some bonus for being in Epic Levels?
Say maybe Triple Healing Effect?
Stalking Prey: Staying in stealth gains you a damage bonus to critical hit damage (before weapon multipliers) every 3 seconds. Effect lasts for 10 seconds and can stack up to 3 times. or a total of +[3/6/9]. AP COST: 1
This I like a lot.
Could have some interesting strategies.
Essence of Nature: If you score a crit hit in melee you are granted 10/20 temp spell points for 8 seconds. Your pet has a 10% chance to proc this on its base attacks. Passive: + 5 Positive SP/10 AP COST: 1
Hmm...could be interesting as a melee multi-class will be lacking as much sp.
Strength or Wisdom AP: 2 (new)
Typical
TIER 4
Fatal Harry: Killing an opponent grants a +3 moral bonus to double strike bonus for 12 seconds. Can stack up to 1/2/3 times. Weaker opponents may not trigger this effect. AP COST:1 (new replaced stand your ground)
Hmm...very interesting.
I am liking your changes to this tree.
Four Legs Good: You become immune to most knock down effects in animal forms AP COST: 2
Yes!
Ferocity: You gain +2/4/6 attk power in bear or wolf form. This bonus is doubled when under the effects of true rage (rage that prevents spell casting) AP COST: 1
I assume you mean melee power?
Looks nice, and I like the rage bonus as we needed more of this sort of thing.
Great White Wolf: +10/20/30 cold spell power, while in winter wolf form you gain 10/20/30% cold absorption. AP COST: 1
Definitely nice to add flavorful absorptions throughout Druid.
Strength or Wisdom AP: 2 (new)
Typical
TIER 5
Alpha Strike: AOE Melee Attack - Requires animal form: You fight for leadership of the pack. Area damage melee attack dealing +2[W]/+3[W]/+5[W]. This attack can doublestrike. On targets above 85% health it reduces their attack, range and spellpower by 25 for 15 seconds. Activation Cost: 12/9/6 sp, Coodown: 18/15/12. AP COST: 1 (requires: fight)
Nice
An attack worthy of tier 5.
Nature’s Swiftness: Wolf forms gain evasion. Armor restrictions apply. AP COST: 2
Definitely Thematic and well deserved in tier five.
Throat Rip: Requires wolf form, Stealth Melee Attack. +6 sneak dice, On Sneak attacks: Against living targets silences target for 15 seconds on Fort save 10 + Druid level + Wisdom negates and inflicts a bleed that causes 6d6 damage every 2 seconds for 12 seconds. Bleed Scales with melee power. Against bosses the silence is replaced with a 25 pt spell power debuff. 15 Second cool down. AP COST: 2
Nice
Another attack worthy of tier 5.
Love the anti-caster effect, many players don't realize how powerful null magic effects are.
Jaws of the Great White Wolf: The spell Jaws of Ice now grants gain temporary hps equal to 10 times your character level. AP COST: 2
Wow.
That will get players to use their spells.
Strength or Wisdom AP: 2
Out of place, as Ability Scores are usually found in tier 3 & 4, likely a copy/paste work over.
However, I don't object.
NATURE'S PROTECTOR - new bear tree!
Finally, some True Love for Bears!
CORES:
1. Nature's Protector: +2 hp for every point spent in the tree, and 3 MRR for every core in the tree.
Nice
2. Nature's Defense: Defensive Combat Stance +8 phy and magic resistance while any wildshape forms. Cannot be active with other defensive stances but can be used while raging. (new – elemental forms can now use it the base version and vase upgrades)
Ok...unexpected but interesting.
I assume this does not affect spellcasting?
3. Magical Beast: Gain heavy armor prof. In addition while in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 2.0. Does not stack with Nature's Warrior Cores.
Nicely done.
Bears would be expected to have heavy armor options.
4. Big Claws: Adds Great Maul to your spell book. This is a version of the maul spell with the same cost and stats but stuns instead of causing a bleed on it. Shares cool down with maul. Stun DC: 10 + Druid level + Wisdom + Stun Modifiers.
Stun & Trip are the bread and butter of good fighters.
Nice addition.
I assume a Bear/Wolf could use Improved Trip & Stunning Blow if they purchased such?
5. Big Bear: The Tremor spell now deals 5-8 blunt damage per druid level in addition to it's knock down effect. This damage scales with melee power.
Very nice. Well Done!
Makes my elemental caster jealous enough to ask that Earthquake be give scaling damage even if in minor amounts?
6. The Great Bear: Your attack speed in bear form is increased by 10% combat style bonus.
+4 str, +4 con.
While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. Does not stack with Nature’s Warrior Cores (new – mirror spell casting benefit from wolf tree and updated stats.
I like.
TIER 1
Rage of the Beast: Activate to rage gaining +4 strength and Con, +2 will saves, -2 ac for 40 seconds, but disallowing the casting of magic. Requires bear or wolf form. This ability shares cool down and charges with Barbarian class rage. Effects that modify barbarian rage also effect Rage of the Beast and using it counts as a use of barbarian rage and vice versa. Effect persists through shape changes Can be used 1/2 per rest. AP COST: 1
Very nice addition.
Would love to see Barbarian Bears!
I assume this will auto grant the feat "Dismiss Rage"?
Fey’s Blessing: Gain +2/4/6 MRR AP COST: 1
Nice.
Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1
Nice. I like triple choices. Threat is important for Tank builds.
Bloody Claws: Using Maul grants a stack of "Killer instincts" granting +1 damage for 15 seconds. Stacks 1/2/3. AP COST: 1
Does this apply to Great Maul as well?
Animal Brutality: Gain a +1/2/3 bonus to intimidate, swim, jump AP COST: 1
Very Bear like, and typical of tier one.
TIER 2
Primal Beast: Gain an additional +1/2/4 strength when raging in animal form. At Rank 3 Gain one more use of rage. AP COST: 1 Requires Rage of the Beast
I assume this stacks with Barbarian Bonuses?
Thick Hide: Nature Armor Bonus 2/4/6 AP COST: 1
Nice for tanks
Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1
Good as all three are useful. This gives one options when climbing up the tree.
Sharp Bloody Claws: Shred now also applies killer instinct AP COST: 1
Ok.
Defense Boost: Action boost grants 5/10/15 ac 7/12/20 mrr for 20 seconds. 30 second cool down. AP COST: 1
Looks good.
TIER 3
Undying Beast: While raging in animal form you gain immunity to death effects and energy drain. Gains one more use of rage. AP COST: 2 Requires: Primal Beast
I like.
Again, make sure you grant the feat "Dismiss Rage."
Spirit Refreshed: When shape shifting forms below 33% health you heal to full and cure all fatigue. This benefit can only occur once every 3 minutes. AP COST: 2 (new – applies to all forms now)
Very interesting, might even be attractive to a Caster Druid.
Improved Nature's Defense: Competence bonus to one of three, Increase Threat by 50/100/150%, PRR MRR 4/8/12, Saving Throws by 1/2/3 AP COST: 1
Ursa Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1
I like this.
It gives an alternative to Combat expertise.
Strength OR Wisdom AP COST: 2
Typically expected.
Would prefer you leave Wisdom available as a choice and not changed wisdom to constitution, especially since you are attracting spell casters towards this tree.
TIER 4
Enduring Beast: while raging Increase healing amp by 10/20 in any animal forms. At rank 2 gain one more use of rage. AP COST: 1 Requires: Undying Beast
Nice.
Spirit Renewed: When shifting forms below 33% health you heal to full and benefit from a restore spell. This can now occur once every 2 minute. Still removes fatigue. AP COST: 2 Requires: Spirit refreshed
Definitely interesting, melee and spell casters are likely to shift forms more often.
Savage Roar: Using the Roar spell with 1 stack of killer instinct active now triggers a burst of sonic damage around the druid for 1d3 per rank of wilderness lore. Scales with melee power. If you have 2 stacks it also stuns at DC: Wilderness Rank + Strength Mod At 3 stacks the damage is 1d10 per rank of wilderness lore and stuns. AP: 2
Will the Stun have bonus effects applied to it?
It should have equipment & enhancement bonuses.
Nice thematic effect.
I assume this does not clear the stacks?
Ursa Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1
Nice Chain of bonuses for the defensive stance that extends into tier five like fighter trees do.
Strength OR Wisdom AP COST: 2
Prefer not to bring Con into here.
TIER 5
Beast unleashed: Gain one additional uses of Rage of the Best per rest. While raging you gain 15% double strike. and while in bear form 50% increase in threat generation and 15% bonus to your armor class. AP COST: 2
Requires Enduring Beast
Nice Tier Five ability.
Spirit Bear Charge: Requires bear form Charge forward inflicting +3W and knocking down enemies, reflex save vs DC 19 + Wis + Trip Bonuses. 15 second cooldown. AP COST: 2
Woot.
Please make sure this works right.
Lightning strikes the Mountain: Activating calls down a bolt of lightning that strikes the druid granting a 100% bonus to threat and MRR for 15 second. 20 MRR / 40 MRR in nature’s protector stance. Nearby enemies take 1d8 in lightning damage per wilderness lore rank. Scales with melee power. SP Cost: 15. 30 Second cooldown. (new – Replaced/Improved Great roar)
Love this.
Consider adding a bonus if Call Lightning is already active?
Ursa's Protector: While in bear form nature's defense now does one of these, +2/4/6 con, +3/6/9 MRR, +15/20/25 % to max hp AP COST: 1
Force of Nature: You gain 10/15/20% resistance against force damage and 2/4/6 con. AP COST: 1
Interesting defense.
As you can see there is plenty of +con already in your tree.
Suggest you don't reduce dps by removing str from your tier 3&4 ability choices.
SEASONS HERALD
Yah!
My favorite tree in DDO!
CORES:
1. Child of Summer: You gain the ability Child of Summer: Activate to grant +5 Spellpower when casting fire, force, light, sonic and positive spells. This seasonal Spellpower is multiplied by one for every Core enhancement possessed in Season's Herald (starting with this one), up to +30 when you have all six Enhancements. Lasts until death or change of season. Fire Elemental form changes you into this season automatically.
Very much approve of removing the random cycling.
Very much approve of auto entering this when you become a Fire elemental.
Passive: +1 Universal Spellpower per AP spent in this tree.
Always welcome, especially since Druids only have one caster tree.
2. Child of Winter: You gain Child of Winter: Activate to gain +5 Spellpower when casting water, acid, earth and electric spells per core in this tree. Lasts until death or season change. Water elemental form changes you into this season automatically.
Waiting till level three to get this is fine.
Frankly level 1 DRuids pick up a Qstaff, cast shillelagh and go to town, regardless of their Str scores.
Passive: +1 caster levels to spells in your active season.
Nice, thanks. Now that we can control our season, this is very nice.
3. Nature's Wellspring: The effects of your shillelagh are doubled. +1 max caster level in your active season
At level six, a druid is starting to question whether the Qstaff approach is still working.
Its also about the time that a Druid begins to seriously work on spellcasting.
Grant shillelagh a bonus will help the Druid get to level 8 wherein Call Lightning becomes a Reaper Killer.
4. Sun Burst: Gain Sun Burst as an SLA, SP: 4, Cooldown: 20 seconds (new – lowered cooldown)
The lowered cooldown is Greatly appreciated. Thank you for each and every cooldown reduction here.
Druids have a lot of SLAs but their cooldowns were too long. Thank you.
5. The Storm of Change: Gain Storm of Vengeance as an SLA, SP 20 cost. 2 minute cool down.
Any chance we can reduce this cooldown slightly?
No biggie...
6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +4 Wisdom +4 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +2 caster level and +2 max caster level. (new – increased wis/con bonus)
Wow, you sure listened to our feedback on this capstone.
Thank you from the bottom of my heart.
TIER 1:
Beguile: Whenever you attack or cast a spell on an enemy, there is a 50% chance to Beguile an affected enemy [1/0-2/0-3] times for [3/0-6/0-9] seconds. Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds. Up to one enemy affected each second (by up to [1/2/3] stacks). Does not affect bosses. AP COST: 1
Looks to be the same as before.
Shared Spirit: Your wolf pet gains 3/6/10% bonus to hps. Passive: You gain 1/2/3 spell power. AP COST: 1
Very nice. When I have all my essentials, then I look for things like this. Actually, since 1 point spent = 1 spell power, this enhancement grants +2 total spell power per point spent.
Oh, and more hp for wolfie is nice too.
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Force, Light, Positive, Force and Sonic
-AP COST: 2
First nerf of the tree, since Seasons repeated itself and made this apply to both seasons at once.
But its a bug and we are finally fixing bugs.
What I do like is the possibility of less lag from overlapping Season applications.
Anyway, expected and welcome.
Produce Flame: Spell Like Ability: Produce Flame. Cost: 6/5/3, Cooldown: 10/6/4 AP COST: 1 (new – lowered cooldown)
Love SLAs. Lower cooldowns are very nice.
Wow, you cut the cooldown in half!
Thank you! I use this one a lot.
Interesting you dropped this to tier one, thank you!
Maximize for the win!
Druidic Wisdom: Gain a +1/2/3 to heal, spellcraft and diplomancy skills. AP COST: 1
Another double spellpower enhancement. Good for those extra action points to spend.
TIER 2:
Efficient MetaMagic: Reduce the cost of a meta magic, empower, enlarge, maximize, quicken AP COST: 2
Efficient MetaMagic: Reduce the cost of a meta magic, empower, enlarge, maximize, quicken AP COST: 2
Interesting, you removed Spell Pen and replaced it with Spell Point conservation.
You make your own theory that Efficiency > Spell Pen, which says to me that you think Druids don't need Spell Pen as much as other Spell Casters since there are only two spells that require Spell Pen: Finger of Death (which is a save or die spell that deserves Spell Pen) and Order Wrath (which I have already asked you to remove the Spell Pen check from). Removing Spell Pen from Season's Herald is telling me you want to remove the Spell Pen check from Order's Wrath.
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Light, Force, Positive, Force and Sonic
AP COST: 2
Requires previous tier.
Nods Sagely
Creeping Cold: Spell Like Ability: Creeping Cold (Cost: [6/5/3] SP. Cooldown: [12/10/8] seconds) AP COST: 1 Requires produce flame
And again you surprise us by moving Creeping Cold downward to tier two.
Its ok for this to have a higher cooldown, because it has a duration of 12 seconds.
Action Boost: Spell Power: Action boost grants 10/20/30 spell power for 20 seconds. 30 second cool down. AP COST: 1
Nods Sagely
TIER 3
Autumn Leaves: Toggle ability: Leaves always seem to blow around the druid. Grants feather fall, +2 dodge and 5% proc chance on a gust of wind knock down anyone hitting you in melee. Costs: 15 SP Lasts until death or toggled off AP COST: 1
Very creative and interesting.
Well done.
I like thus.
Efficient Heighten AP COST: 2
As before.
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Force, Light, Positive, Force and Sonic
AP COST: 2
Requires previous tier
Call Lightning: Spell Like Ability: Call Lightning (Cost: [10/8/6] SP. Cooldown: [12/8/6] seconds) AP COST: 1 Requires: Creeping cold (new - lowered cooldown)
And again, you moved an SLA down a tier and reduced its cooldown from 8 seconds to 6.
I suppose asking for a 5 second cooldown would be greedy?
Thanks for reducing it by 25%.
Wisdom +1 AP COST: 2
As expected, anyone this deep in the tree only wants wisdom.
TIER 4:
Spring Resurgence: Fill an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near him are healed by 20d6
positive energy, and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.) (Activation Cost: [8/6/4] Spell Points.)
Cooldown: [8/4/2] seconds) AP COST: 1 (new – lowered cooldown to make buffing party easier)
Thank you for the lowered cooldown.
I appreciate that.
Druids have a lot of single target buffs to cast upon entering a dungeon.
Are you going to add a casting animation to thus?
Currently this ability has unlimited range, can be cast underwater, and is difficult to tell whether the spell even went off.
Strength of the Solstice: +1 to the save DC's of your Evocation and Conjuration spells AP COST: 2
Oh...very nice, and in a tier four spot.
Thank you.
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Force, Light, Positive, and Sonic
AP COST: 2
Nods Sagely
Salt Ray: Spell Like Ability: Salt Ray (Cost: [12/10/8] SP. Cooldown: [12/10/8] seconds) AP COST: 1
WOOT!!!!!
I love this.
Finally I can afford to Heighten/Meta this spell and actually make it work at high levels.
Thank you!
Thank you!
Thank you!
After all, Druid Casters will be taking most all the Metas due to having so many nice SLAs.
Wisdom +1 AP COST: 2
Nods
TIER 5
Crown of Summer: A target of your choice is filled with the light and vitality of summer. That target gains a 15% enhancement bonus to Healing Amplification, and 10 melee power and 5 ranged power. (Activation Cost: 1 Spell Point. Cooldown: 6 seconds) Only one target can have the crown at a time. AP COST: 1
Oh, the melees are going to love this ~ stacking melee power.
Also no longer a conflict with overwriting Deady Weapon Buff since this is now a personal buff not a weapon buff.
Master of the Elements: Gain 5/10/15 spell power in your season. Passive rank 3: If the character has 17 druid levels they gain anger of the noonday sun or mantle of icy when changing in the appropriate elemental form. This effect costs 8 spells points when it occurs.
This is much better than Winter's Heart.
I love the auto Season + Mantle when you change forms.
It will make adapting to the dungeon even more interesting.
Time and Time again: increase your caster level and max caster level by +1 AP COST: 2
Hmm...this is not season dependent.
Thank you!
Thank you!
Thank you!
Word of Balance: Spell Like Ability: Word of Balance (Cost: [12/9/6] SP. Cooldown: [20/15/10] seconds) AP COST: 1 Requires: Salt Ray (new – lowered cooldown)
Very nice, lowered cooldown.
Thank you.
Now if we could only convince you that direct damage spells do not deserve spell pen checks?
Armor of Winter: Gain 8 times your wisdom in temporary Hit points that lasts 60 seconds. (Cooldown: 30 seconds, Sp Cost: 12) AP COST: 2 (new – moved spell power and allow it to work in any elemental form/season)
Hmm...interesting.
Nice for reaper dungeoneering.
Definitely not overpowered as Druid are superior healers anyway.
Overall, I am very impressed with your work here so far.
Well done!
In summary, very nice but would like to see some additions:
Remove Spell Pen check from Order's Wrath
Consider granting Druids another Acid Spell of some sort.
Allow Extend to work on the self buffing Call Lightning Storm as I tested thus and the Lightning Storm does move with the character.
Make sure Creeping Colds do not overwrite any spells including Niac's Biting Cold.
Correct Pack aptitude to grant +6 to an ability instead of the bugged +4.
Improve Anger of the Noonday Sun in some way.
Make Flame Blade scale into Epics better.
Speed up Firestorm.
and please reduced the graphic effects of Body of Sun by at least 50+%
(you could simply trim off the outer edges of the effect since they are the strongest).
Thanks Torc, good job.