Druid Pass - The following changes are up on Lammania. This is not the "entire" pass, but a lions share of it. Some spells have yet to be modified such as call lightning and storm of vengeance.
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.
Primal Avatar form and damage is “currently” not effected by theses changes for this build.
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 dual wielding, shield bashes 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.
Shields still grant stat bonuses including armor class (but no shield bashes while in animal form)
Activated Attacks that require a specific weapon to be held in your hand will still not work in animal form (because sometimes these attacks have animation requirements) However things that modify your weapons base stats still work normally such as changing your primary damage stat.
3. Wolf form attack animations and movement speed has been 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.
All Wolf Speed increases now stacks with haste and other speed effects
Winter Wolf Speed increased to 10% + 1% per druid level, max 30% at level 20 druid.
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.
Bear form gains glancing blows as if it was using a two handed weapon. Abilities that increase your glance damage, chance apply normally though this does not include improved two handed fighting feats which are "combat styles". See natural weapon fighting. Glancing blows are disabled when the fighting defensively feat is toggled on
5. 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 Fire Energy Sheath. Absorption from items and other abilities still work.
6. Specific Spell Changes
The following druid innate animal spells will now work regardless of rage, feeblemind, quell or anti magic. Additional Changes listed per ability
Maul & Great Maul
Take Down
Pack Pressence
Baiting Bite
-DC: You use your spot score for the bluff role. This is still considered a bluff skill check.
Shred
Harrowing Pack
Rising Fury
Cold Breath
Tenacious Pack
Tremor
Jaws of Winter
Rising Fury
-Cooldown changed to 30 seconds
Relentless assault
Howl of Terror
Unstoppable
Snow Slide
Reincarnate's casting time and cool down will be put on par with Raise Dead.
Creeping Doom will now do acid damage and benefit form acid spell power. Each character can have their own copy of this dot on a target.
Enveloping Swarm is being re-designed as a single target instant application dot instead of a damage shield effect. Each character can have their own copy of this dot on a target.
Target is enveloped by insects taking 2d8 acid damage + 1d8 for every 3 druid levels every 2 seconds for 16 seconds.
SP Cost: 10
Meta Magics: Max, Intensify, Empower, Enlarge, Heighten
Reflex save for half each tick
Rising Fury's cooldown will be reduced to 30 seconds and the extend meta magic will work on it. (new)
Snare (updated)
Cost reduced to 5 sp
Re-occuring strength check now happens every 6 seconds not every 2 seconds.
Produce Flame Projectile speed is being increased (new)
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)
Anger of the Noon Day Sun (updated)
Creatures affected who were immune/resistant/healed by to fire now take full damage. Will not stack with effects that amplify damage beyond 100%.
-8% fortification
Mantle of Ice (updated)
Creatures affected who were immune/resistant/healed by to cold now take full damage. Will not stack with effects that amplify damage beyond 100%.
10% attack speed slow
25% movement speed slow
-4 to fort/reflex saves
Elemental Toughness (updated)
Target: Self
DR removed. Now grants 1 physical resistance per druid level for the duration of the spell.
Lasts 30 seconds a druid level
Costs 25 spell points
Metas: Quicken Extend
Fires of Purity
-Fire DR penalty has been changed to a 10% vulnerability penalty
7. Removing pets damaging the druid/artificers on death
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.
Druids should now have 3 pet revivals a rest instead of 1
8. Natural Fighting Feat
Natural Weapon Fighting revamped. (work in progress, will change as testing progresses)
You have grown accustomed to fighting with claws, paws, and jaws. While in a Druid animal form, such as Bear or Wolf, you receive +4 to melee power, physical resistance rating and a +1 bonus to all tactic DCs. \n\nIn bear form your glancing blow damage is increased by 10%.\n\nThis feat can be taken up to three times. This feat gives no benefit to Druids in elemental or none animal forms.
ENHANCEMENT TREES
NATURE'S WARRIOR
CORES:
1. Nature's Warrior: Each Core including this one grants 8 hit points, +1 sneak attack dice in wolf form and +1 damage in wolf and bear form. (tool tip description in this build is missing the +1 damage but it should work)
2. Natural Senses: Your attacks penetrate 10% of your enemies fortification, +3 to listen, spot and search
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.
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.
5. Howling Frost: Casting Howl of Terror now grants you "Winter Hunt" for 10 seconds which grants +10 melee power 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.
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
TIER 1
Nature's Empathy: 3/3, increases use of animal empathy, 5/10/15 increase to positive spell power. AP COST: 1
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
Take Down: Increase trip DCs by 1/2/3, AP COST: 1
Bestial Nature: Increase reflex fort saves by 1/2 (no longer a toggle) AP COST: 1
Athletic Hunter: Bonus to move silent,hide, jump and swim, tier 3 grants one charge of wild empathy 1/2/3 AP COST: 1
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
Ghost Wolf: Requires wolf form. Activate, gain 35% incorporeal defense for 20 seconds, Cooldown 60 seconds. SP Cost: 15 Passive: Gain ghost touch while in wolf form to your melee attacks AP COST: 2
Prey on the Weak: 8/15% Damage Bonus against helpless targets AP COST: 1
Action Boost: Double Strike: Activate to gain a +[10/20/30]% action boost bonus to Doublestrike for 20 seconds. AP COST: 1
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
Ghost Pack: When Ghost Wolf is triggered the spirits of your pack manifests around you striking nearby enemies for 1d6 bane damage per wilderness lore rank, scales with melee power, and applies confusing them for 5 seconds, no save. Bosses are not affected by the confusion . AP COST: 2
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
Strength or Wisdom AP: 2 (new)
TIER 4
Fatal Harry: Killing an enemy grants you a 5% enhancement bonus to attack speed for 20 seconds. This can stack up to [1/3/5] times.
Enemies your own level or higher have a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect.
.AP COST:1 (as current ability on live but no longer a toggle, passive)
Four Legs Good: You become immune to most knock down effects in animal forms AP COST: 2
Ferocity: You gain +2/4/6 melee 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
Great White Wolf: +10/20/30 cold spell power, while in winter wolf form you gain 10/20/30% cold absorption. AP COST: 1
Strength or Wisdom AP: 2 (new)
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 spell power by 25 for 15 seconds. Activation Cost: 12/9/6 sp, Coodown: 18/15/12. AP COST: 1 (requires: fight)
Nature’s Swiftness: Wolf forms gain evasion. Armor restrictions apply. AP COST: 2
Throat Rip: Requires wolf form: Adds 6 bonus sneak attack dice. Against living targets silences target for 15 seconds on Fort save 10 + Druid level + Greater of Str/Wis + Stun Mods. Also inflicts a bleed that causes 6d6 damage every 3 seconds for 18 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 (updated - no longer requires stealth)
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
Go for the Kill: Wolf Form Required - You charge your target smashing into them for a 4[W] Melee attack and gain 15 melee power for 30 seconds. If the charge started from over 10 meters away the melee power bonus is doubled. Does 50 additional bludgeon damage against helpless targets, scales with melee power. Cooldown: 20 seconds. SP Cost: 15
NATURE'S PROTECTOR
CORES:
1. Nature's Protector: Gain 8 hp and 3 MRR. For every additional core in the tree gain 16 hp and 3 mrr.
2. Nature's Defense: Defensive Combat Stance +8 phy and magic resistance. Cannot be active with other defensive stances but can be used while raging.
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.
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.
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. Grants a 5% combat style bonus to attack speed.
Passive: Your attack speed in bear form is increased to 5% combat style bonus.
6. The Great Bear:
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.
Passive: +2 Con, +2 Str. Your attack speed in bear form is increased by another 5% to a total of 10%.
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
Fey’s Blessing: Gain +2/4/6 MRR AP COST: 1
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
Bloody Claws: Using Maul grants a stack of "Killer instincts" granting +1 damage for 15 seconds. Stacks 1/2/3. AP COST: 1
Animal Brutality: Gain a +1/2/3 bonus to intimidate, swim, jump AP COST: 1
TIER 2
Primal Beast: Gain 5/10 melee power when raging in animal form. Gain one more use of rage 1/2. AP COST: 1 Requires Rage of the Beast
Thick Hide: Nature Armor Bonus 2/4/6 AP COST: 1
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
Sharp Bloody Claws: Shred now also applies killer instinct AP COST: 1
Defense Boost: Action boost grants 5/10/15 ac 7/12/20 mrr for 20 seconds. 30 second cool down. AP COST: 1
TIER 3
Enduring Beast: while raging Increase healing amp by 10/20 in any animal forms. Gain one more use of rage per rank. AP COST: 1 Requires: Undying Beast
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)
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
Strength OR Wisdom AP COST: 2
TIER 4
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
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
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: 10 + Wilderness Rank + Strength Mod + Stun Bonus. At 3 stacks the damage is 1d10 per rank of wilderness lore and stuns. Clears all stacks of killing instinct when triggered. AP: 2
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
Strength OR Wisdom AP COST: 2
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
Spirit Bear Charge: Requires bear form Charge forward inflicting +3W and knocking down enemies, reflex save vs DC 15 + Highest of Str/Wis + Trip Bonuses. 15 second cooldown. AP COST: 2
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)
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 1/2/3 con. AP COST: 1
SEASONS HERALD
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.
Passive: +1 Universal Spellpower per AP spent in this 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.
Passive: +1 caster levels to spells in your active season.
3. Nature's Wellspring: The effects of your shillelagh are doubled. +1 max caster level in your active season
4. Sun Burst: Gain Sun Burst as an SLA, SP: 4, Cooldown: 20 seconds (new – lowered cooldown)
5. The Storm of Change: Gain Storm of Vengeance as an SLA, SP 20 cost. 2 minute cool down.
6. Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you. +2 Wisdom +2 Con +10 Universal spell power. Your Conjuration and Evocation spells gain +1 DC, +1 caster level and +1 max caster level. (update – decreased wis/con bonus and mass caster levels)
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
Shared Spirit: Your wolf pet gains 3/6/10% bonus to hps. Passive: You gain 1/2/3 spell power. AP COST: 1
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
Produce Flame: Spell Like Ability: Produce Flame. Cost: 6/5/3, Cooldown: 10/6/4 AP COST: 1 (new – lowered cooldown)
Druidic Wisdom: Gain a +1/2/3 to heal, spellcraft and diplomancy skills. AP COST: 1
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
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.
Creeping Cold: Spell Like Ability: Creeping Cold (Cost: [6/5/3] SP. Cooldown: [12/10/8] seconds) AP COST: 1 Requires produce flame
Action Boost: Spell Power: Action boost grants 10/20/30 spell power for 20 seconds. 30 second cool down. AP COST: 1
TIER 3
Autumn Leaves: Toggle ability: Leaves always seem to blow around the druid. Grants feather fall, +2 dodge and 5% proc chance on anyone hitting you in melee to be knocked down by a blast of air. Costs: 15 SP Lasts until death or toggled off AP COST: 1
Efficient Heighten AP COST: 2
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)
Wisdom +1 AP COST: 2
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)
Strength of the Solstice: +1 to the save DC's of your Evocation and Conjuration spells AP COST: 2
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
Salt Ray: Spell Like Ability: Salt Ray (Cost: [12/10/8] SP. Cooldown: [12/10/8] seconds) AP COST: 1
Wisdom +1 AP COST: 2
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
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.
Time and Time again: increase your caster level and max caster level by +1 AP COST: 2
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 (will fix bug with this spell getting blocked by spell resistance)
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)