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View Full Version : Druid AAs got a big overhaul


Dragonreal
02-17-2006, 03:07 PM
<div></div><div>Apparently all the druid achievements got some big changes.. short version follows of the examines from the rank1 abilities (don't have the money atm to repeatedly respec to see all the higher rank stats >.&gt<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></div><div>Achievements in bold are the ones that have been changed.</div><div> </div><div><strong>Shapeshift</strong>: same; changes to the graphics: tiger for melee proc ice wolf for spell crits; melee proc now does piercing dmg instead of poison</div><div> </div><div>Strength:Naturalist's Strength: sameStorm Blade: same<strong>Wild Ferocity</strong>: Increase melee crit chance by 3%; double attack on 3% of attacks<strong>Natural Boon</strong>: 1% chance to proc 370 point group heal with each melee attack<strong>Primordial Strike</strong>: 150-250 melee dmg on target; 61 pow, 10s recast</div><div> </div><div>Agility:Animalist's Agility: same<strong>Calm Animals</strong>: aoe animal mez; 1 min recast, 29.7s duration<strong>Charm Animal</strong>: 3 conc slots, 18min duration (rank1) 29 min duration (rank<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><strong>Wild Regeneration</strong>: Reduces the duration of primary target and group regeneration spells by 1%; passive effect<strong>Tortoise Shell</strong>: Stuns caster; prevents AOE exceopt when direct; buckler required; 30s duration, 1 min recast</div><div> </div><div>Stamina:Serenicist's Stamina: same<strong>Serene Symbol</strong>: Dispel 52 levels of beneficial effects (except arcane) on target; requires symbol in secondary; costs power for each effect dispelledSerene Knowledge: sameSerene Focus: sameSerenity: same</div><div> </div><div>Wisdom:Hierophant's Wisdom: same<strong>Hierophant Grasp</strong>: aoe root + 25-41 melee damage; requires 2hd staff; 10% chance to dispel when target takes damage; 7s duration, 1 min recast</div><div>Hierophant Movement: 1.3% per rank<strong>Hierophant Obfuscation</strong>: Decrease hate gain by 1.5%; immunity to roots; requires staffRebirth: same</div><div> </div><div>Intelligence:Stormcaller's Intelligence: same<strong>Thunderspike</strong>: 50-83 melee dmg; 107-179 magic dmg; hammer/greathammer requiredStormcaller's Control: same<strong>Stormvision</strong>: increase focus and disruption by 2.9Infusion: same</div><div> </div><div>Character has 41 str and 102 int when examining these abilities</div><div> </div><div>Just tested out Wild Regeneration and it unfortunately doesn't seem to be working so I can't say how much faster the heal ticks are coming =/</div><p>Message Edited by Dragonrealms on <span class="date_text">02-17-2006</span><span class="time_text">05:44 AM</span></p>

Golembes
02-17-2006, 09:41 PM
<div></div><div></div><p>I think...they actually made them worse.  If not worse, then they ruined it as much as they fixed it.</p><p><font color="#3300ff">Str Before....</font></p><p><font color="#3300ff">Wild Ferocity - increase melee crit by 5Meditative Focus - increase focus 2.9Purge Inflictions - dispel 84 levels of all hostile effects on self (casting 4s, recast 5 min)</font></p><p><font color="#ffff00">Str After...<strong>Wild Ferocity</strong>: Increase melee crit chance by 3%; double attack on 3% of attacks<strong>Natural Boon</strong>: 1% chance to proc 370 point group heal with each melee attack<strong>Primordial Strike</strong>: 150-250 melee dmg on target; 61 pow, 10s recast</font></p><p><em>The first two are better, but removing purge inflictions is a HUGE mistake.  I don't anticipate anyone going down this line anymore unless they really like to solo.</em></p><p> </p><p><font color="#3300ff">Sta Before...</font></p><p><span class="time_text"><font color="#3300ff">Serene Symbol (if symbol in secondary: target alley who is damaged has a 25% chance to knockdown, throw back, stun, blur vision target</font></span></p><p><font color="#ffff00">Sta After...</font></p><p><font color="#ffff00"><strong>Serene Symbol</strong>: Dispel 52 levels of beneficial effects (except arcane) on target; requires symbol in secondary; costs power for each effect dispelled</font></p><p><font color="#ffffff"><em>!I was [Removed for Content] until I realized this is a debuff <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  (We get a heal that has dispells on target ally iirc).  Can't really make a judgement on this because I don't know how many beneficial spells mobs cast on each other during a fight...</em></font></p><p> </p><p></p><p><font color="#3300ff"></font></p><font color="#3300ff">Agi Before....</font><p><span class="time_text"><font color="#3300ff">(Unnamed) (Stuns target if buckler equiped,  Prevents AOE's for 22sec except when targeted if buckler is equiped)(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#3300ff">Natural Defense (Increase defense by 10.1 per rank) (1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#3300ff">Grant Protection (3min dur gives group a 5% chance to avoid a melee attack based on the Druids avoidance)(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#3300ff">Charm Animal (30min dur: Charms animal into a pet) (8AA per rank / max 1 rank)</font></span></p><span class="time_text"><p><font color="#ffff00">Agi After....</font></p><p><font color="#ffff00"><strong>Calm Animals</strong>: aoe animal mez; 1 min recast, 29.7s duration<strong>Charm Animal</strong>: 3 conc slots, 18min duration (rank1) 29 min duration (rank<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><strong>Wild Regeneration</strong>: Reduces the duration of primary target and group regeneration spells by 1%; passive effect<strong>Tortoise Shell</strong>: Stuns caster; prevents AOE exceopt when direct; buckler required; 30s duration, 1 min recast</font></p></span><p><span class="time_text"><em>....Tortoise shell=completely useless (self only right)?  Just wow....This tree should have been left alone.  It was one of the better ones before...Remove the stuns caster on tortoise shell and rename it (because the name does make sense with the ability), or make it group wide and increase the duration then we are talking.</em></span></p><p><span class="time_text"><em></em></span> </p><p><span class="time_text"><font color="#ffffff"><em>My suggestion...</em></font></span></p><p><span class="time_text"><span class="time_text"><strong><font color="#cc9900">Natural Defense (Increase defense by 10.1 per rank) (1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></strong></span></span></p><p><span class="time_text"><strong><font color="#cc9900">Wild Regeneration: Reduces the duration of primary target and group regeneration spells by 1%; passive effect</font></strong></span></p><p><span class="time_text"><span class="time_text"><strong><font color="#cc9900">Grant Protection (3min dur gives group a 5% chance to avoid a melee attack based on the Druids avoidance)(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></strong></span></span></p><p><span class="time_text"><span class="time_text"><strong><font color="#cc9900"></font></strong></span></span><span class="time_text"><span class="time_text"><strong><font color="#cc9900">Charm Animal (30min dur: Charms animal into a pet) (8AA per rank / max 1 rank)</font></strong></span></p><p><span class="time_text"></span> </p><p><span class="time_text"><font color="#3300ff">Wis before...</font></span></p><span class="time_text"><p><span class="time_text"><font color="#3300ff">Hierophant Graps (Inflict 210 melee dmg on target if 2HD is equiped, Roots non-epic target for 65 sec, 10% chance to break if any dmg on target)(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#3300ff">Hierphant Movement (Increase run speed by 2% per rank )(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#3300ff">Hierophant Obfuscation (Decrease hate gain of druid by 1% per rank )(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#ffff00">Wis after...</font></span></p><p><span class="time_text"><font color="#ffff00"><strong>Hierophant Grasp</strong>: aoe root + 25-41 melee damage; requires 2hd staff; 10% chance to dispel when target takes damage; 7s duration, 1 min recast</font></span></p><p><span class="time_text"><font color="#ffff00">Hierophant Movement: 1.3% per rank</font></span><span class="time_text"><font color="#ffff00"><strong>Hierophant Obfuscation</strong>: Decrease hate gain by 1.5%; immunity to roots; requires staff</font></span></p><p><span class="time_text"></span> </p><p><span class="time_text"><em>Lol, they nerfed one of the most unattractive As...Hierophant Movement...I guess we should know this line is going to be bad, because anything with Heirophant in the name is <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Sooo...Wardens allready have enough roots, Furies don't have any (iirc).  I just don't like this one...and the self rez isn't worth the cost to get there imo.</em></span></p><p><span class="time_text"></span> </p><p><span class="time_text"><font color="#3300ff">Int before...</font></span></p><span class="time_text"><p><span class="time_text"><font color="#3300ff">Thinderspike (If hammer equip: Inflict 157-263 melee dmg on target, if elemental deal 134 additional divine dmg) (1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#3300ff">Stormcallers Wrath (Increase Spell Critical chance by 1.6 per rank )(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p></span><p><span class="time_text"><font color="#ffff00">Int after...</font></span></p><p><span class="time_text"><font color="#ffff00"><strong>Thunderspike</strong>: 50-83 melee dmg; 107-179 magic dmg; hammer/greathammer required<strong>Stormvision</strong>: increase focus and disruption by 2.9</font></span></p><p><span class="time_text"><em>Ehh, I'm not too hot on spending my points in DPS, I guess I understand the need for the tree though...</em></span></p><p><span class="time_text"><em></em></span> </p><p><span class="time_text"><em>All I really want is for the way shapeshift works to be changed, so it makes sense...spell crits with staff, melee proc with piercing, healing proc with a hammer...I'd at least be content then...</em></p></span></span></span><p>Message Edited by Golembeski on <span class="date_text">02-17-2006</span><span class="time_text">11:06 AM</span></p><p>Message Edited by Golembeski on <span class="date_text">02-17-2006</span><span class="time_text">11:06 AM</span></p>

Golembes
02-17-2006, 09:49 PM
<div><span class="time_text">.</span></div><p>Message Edited by Golembeski on <span class="date_text">02-17-2006</span><span class="time_text">11:35 AM</span></p>

Fingolfin2
02-17-2006, 09:56 PM
<div></div><p>eek! we lost  grant protection and natural defenses <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>Those were so appropriate for druids. Definately a step back.</p><p> </p>

Unmask
02-17-2006, 10:28 PM
<div></div><p>I think you may have the before and after labels mixed up in some places?  Anyway my thoughts in bold.</p><blockquote><p></p><hr>Golembeski wrote:<div></div><p>I think...they actually made them worse.  If not worse, then they ruined it as much as they fixed it.</p><p><font color="#3300ff">Str Before....</font></p><p><font color="#3300ff">Wild Ferocity - increase melee crit by 5Meditative Focus - increase focus 2.9Purge Inflictions - dispel 84 levels of all hostile effects on self (casting 4s, recast 5 min)</font></p><p><font color="#ffff00">Str After...<strong>Wild Ferocity</strong>: Increase melee crit chance by 3%; double attack on 3% of attacks<strong>Natural Boon</strong>: 1% chance to proc 370 point group heal with each melee attack<strong>Primordial Strike</strong>: 150-250 melee dmg on target; 61 pow, 10s recast</font></p><p><em>The first two are better, but removing purge inflictions is a HUGE mistake.  I don't anticipate anyone going down this line anymore unless they really like to solo.</em></p></blockquote><p><strong>Is the proc/crit effect on a single target, self or the entire group (useless if self only)?  Does it work for CAs or just autoattack?</strong></p><blockquote><p><font color="#3300ff">Sta Before...</font></p><p><span class="time_text"><font color="#3300ff">Serene Symbol (if symbol in secondary: target alley who is damaged has a 25% chance to knockdown, throw back, stun, blur vision target</font></span></p><p><font color="#ffff00">Sta After...</font></p><p><font color="#ffff00"><strong>Serene Symbol</strong>: Dispel 52 levels of beneficial effects (except arcane) on target; requires symbol in secondary; costs power for each effect dispelled</font></p><p><font color="#ffffff"><em>!I was [Removed for Content] until I realized this is a debuff <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  (We get a heal that has dispells on target ally iirc).  Can't really make a judgement on this because I don't know how many beneficial spells mobs cast on each other during a fight...</em></font></p></blockquote><p><strong>Will serene symbol work on epics?  If not then it seems like a duplicate of our sandstorm line.  The dispel will be pretty useless to mobs that are lvl 60+ I imagine but overpowering to lower level druids - is it based on level?  All in all they both seem worthless for KoS unless the stun works on epics.</strong></p><blockquote><p><font color="#3300ff">Agi Before....</font></p><p><font color="#3300ff"><strong>Calm Animals</strong>: aoe animal mez; 1 min recast, 29.7s duration<strong>Charm Animal</strong>: 3 conc slots, 18min duration (rank1) 29 min duration (rank<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><strong>Wild Regeneration</strong>: Reduces the duration of primary target and group regeneration spells by 1%; passive effect<strong>Tortoise Shell</strong>: Stuns caster; prevents AOE exceopt when direct; buckler required; 30s duration, 1 min recast</font></p><p><font color="#ffff00">Agi After....</font></p><p><span class="time_text"><font color="#ffff00">(Unnamed) (Stuns target if buckler equiped,  Prevents AOE's for 22sec except when targeted if buckler is equiped)(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#ffff00">Natural Defense (Increase defense by 10.1 per rank) (1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#ffff00">Grant Protection (3min dur gives group a 5% chance to avoid a melee attack based on the Druids avoidance)(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#ffff00">Charm Animal (30min dur: Charms animal into a pet) (8AA per rank / max 1 rank)</font></span></p></blockquote><blockquote><p><span class="time_text"><em>....Tortoise shell=completely useless (self only right)?  Just wow....This tree should have been left alone.  It was one of the better ones before...Remove the stuns caster on tortoise shell and rename it (because the name does make sense with the ability), or make it group wide and increase the duration then we are talking.</em></span></p><p><span class="time_text"><font color="#ffffff"><em>My suggestion...</em></font></span></p><p><span class="time_text"><span class="time_text"><strong><font color="#cc9900">Natural Defense (Increase defense by 10.1 per rank) (1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></strong></span></span></p><p><span class="time_text"><strong><font color="#cc9900">Wild Regeneration: Reduces the duration of primary target and group regeneration spells by 1%; passive effect</font></strong></span></p><p><span class="time_text"><span class="time_text"><strong><font color="#cc9900">Grant Protection (3min dur gives group a 5% chance to avoid a melee attack based on the Druids avoidance)(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></strong></span></span></p><span class="time_text"><p><span class="time_text"><strong><font color="#cc9900">Charm Animal (30min dur: Charms animal into a pet) (8AA per rank / max 1 rank)</font></strong></span></p></blockquote><p><span class="time_text"><strong><span class="time_text">The aoe animal mez seems like a good choice for a lower level druids but its good the mez and charm are lower on the tree since they are relatively weak abilities.  </span>If tortoise shell is self target it is useless (there may be some situations it will come in handy but few and far between I'd think).  If I can target it on any player it may be more situationally useful (completely useless as a way to protect the MT though).  Reducing the duration of regen spells by 1% makes our 10s HoT last 9.9s so saving that 0.1s over 5 intervals is 0.02 seconds per heal essentially.  Regarding the dodge - 5% chance at using our avoidance - say 30% - or 1.5%.  I'm unsure about that one though it seems it could come in handy.</strong></span></p><blockquote><p><span class="time_text"><font color="#3300ff">Wis before...</font></span></p><span class="time_text"><p><span class="time_text"><font color="#3300ff">Hierophant Graps (Inflict 210 melee dmg on target if 2HD is equiped, Roots non-epic target for 65 sec, 10% chance to break if any dmg on target)(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#3300ff">Hierphant Movement (Increase run speed by 2% per rank )(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#3300ff">Hierophant Obfuscation (Decrease hate gain of druid by 1% per rank )(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#ffff00">Wis after...</font></span></p><p><span class="time_text"><font color="#ffff00"><strong>Hierophant Grasp</strong>: aoe root + 25-41 melee damage; requires 2hd staff; 10% chance to dispel when target takes damage; 7s duration, 1 min recast</font></span></p><p><span class="time_text"><font color="#ffff00">Hierophant Movement: 1.3% per rank</font></span><span class="time_text"><font color="#ffff00"><strong>Hierophant Obfuscation</strong>: Decrease hate gain by 1.5%; immunity to roots; requires staff</font></span></p><p><span class="time_text"><em>Lol, they nerfed one of the most unattractive As...Hierophant Movement...I guess we should know this line is going to be bad, because anything with Heirophant in the name is <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Sooo...Wardens allready have enough roots, Furies don't have any (iirc).  I just don't like this one...and the self rez isn't worth the cost to get there imo.</em></span></p></blockquote><p><span class="time_text"><strong>Well there is no reason to spend AAs on movement anyway.  A good mount runs faster than we would with the most points in it.  We also have an ae root.  Hate gain reduction also pointless I think.  Immunity to roots could be handy in solo but in that case hate gain is irrelevant.  A completely useless line IMO.</strong></span></p><blockquote><p><span class="time_text"><font color="#3300ff">Int before...</font></span></p><span class="time_text"><p><span class="time_text"><font color="#3300ff">Thinderspike (If hammer equip: Inflict 157-263 melee dmg on target, if elemental deal 134 additional divine dmg) (1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p><p><span class="time_text"><font color="#3300ff">Stormcallers Wrath (Increase Spell Critical chance by 1.6 per rank )(1AA per rank / max 8 ranks / 4AA must be spent here to advance to next skill)</font></span></p></span><p><span class="time_text"><font color="#ffff00">Int after...</font></span></p><p><span class="time_text"><font color="#ffff00"><strong>Thunderspike</strong>: 50-83 melee dmg; 107-179 magic dmg; hammer/greathammer required<strong>Stormvision</strong>: increase focus and disruption by 2.9</font></span></p><p><span class="time_text"><em>Ehh, I'm not too hot on spending my points in DPS, I guess I understand the need for the tree though...</em></span></p></blockquote><p><span class="time_text"><strong>Again are these self only or can I buff group members with this?  Does it proc off melee or is it a spell you cast?  Not really sure what this line does yet so I don't have much of an opinion.</strong></span></p><blockquote><p><span class="time_text"><em>All I really want is for the way shapeshift works to be changed, so it makes sense...spell crits with staff, melee proc with piercing, healing proc with a hammer...I'd at least be content then...</em></p></span></span></span><hr></blockquote><p> </p><p>It seems some of these lines are designed as if wardens don't exist. :p</p>

Mor
02-17-2006, 10:36 PM
<span>Thanks Dragon for staying up so late and posting this!   I can't wait to see what the changes are like for myself tonight, but here are some initial thoughts:<blockquote><hr>Dragonrealms wrote:<div></div><div> </div><div><strong>Shapeshift</strong>: same; changes to the graphics: tiger for melee proc ice wolf for spell crits; melee proc now does piercing dmg instead of poison<font color="#ffccff">I'm still keeping my fingers crossed that they will swap the hammer and 2 hander effects.   However, on the upside, Glendral showed off some of his uber loot to us last night.  And boy, some of the weapons sure are pretty.  Probably still not enough to give up the hammer, but at least we'll be tempted.</font><font color="#ffccff"></font></div><div> </div><div>Strength:Naturalist's Strength: sameStorm Blade: same<strong>Wild Ferocity</strong>: Increase melee crit chance by 3%; double attack on 3% of attacks<strong>Natural Boon</strong>: 1% chance to proc 370 point group heal with each melee attack<strong>Primordial Strike</strong>: 150-250 melee dmg on target; 61 pow, 10s recast</div><div> <font color="#ffccff">Hooray for the removal of Purge!  I'm glad at least some of the duplication problem we had was removed.</font><font color="#ffccff"></font></div><div>Agility:Animalist's Agility: same<strong>Calm Animals</strong>: aoe animal mez; 1 min recast, 29.7s duration<strong>Charm Animal</strong>: 3 conc slots, 18min duration (rank1) 29 min duration (rank<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><strong>Wild Regeneration</strong>: Reduces the duration of primary target and group regeneration spells by 1%; passive effect<strong>Tortoise Shell</strong>: Stuns caster; prevents AOE exceopt when direct; buckler required; 30s duration, 1 min recast</div><div> <font color="#ffccff">Some real potential here.  I like the reduction in concentration points for  Charm.  Still not useful for T7, but I can appreciate why it's here.   At first glance, I was really excited about Wild Regeneration.   However,  you'd have to have this at rank 8 to see any difference at all.  Even then, it's not quite a full second off the duration.   They really need to make this 2%.  Hooray for Tortoise Shell!  Not sure if it's self only or not from your description.  If it's not -- wow, that would be great.  But even if it is, it's still useful so long as you can toggle it off.  And the 1 min recast is great.  </font><font color="#ffccff"></font></div><div>Stamina:Serenicist's Stamina: same<strong>Serene Symbol</strong>: Dispel 52 levels of beneficial effects (except arcane) on target; requires symbol in secondary; costs power for each effect dispelledSerene Knowledge: sameSerene Focus: sameSerenity: same</div><div><font color="#ffccff">An entire branch of raid applicable abilities.  Incredible.</font></div><div>Wisdom:Hierophant's Wisdom: same<strong>Hierophant Grasp</strong>: aoe root + 25-41 melee damage; requires 2hd staff; 10% chance to dispel when target takes damage; 7s duration, 1 min recast</div><div>Hierophant Movement: 1.3% per rank<strong>Hierophant Obfuscation</strong>: Decrease hate gain by 1.5%; immunity to roots; requires staffRebirth: same</div><div> <font color="#ffccff">I haven't looked at this line recently but other than the root immunity, I'm not sure if there is any real positive side to the changes.  Still not much useful here that I can see for wardens except for Rebirth.  And really, I'm still not sure how useful even Rebirth is unless they give you the option to revive or not.   So far, I haven't had the misfortune of being auto rezzed at the wrong time, but I still see that as a problem.</font><font color="#ffccff"></font><font color="#ffccff"></font><font color="#ffccff">They need to get rid of the root and the hate reduction and add the ability to rez after the mobs have reset to make this line desirable to wardens.</font><font color="#ffccff"></font></div><div>Intelligence:Stormcaller's Intelligence: same<strong>Thunderspike</strong>: 50-83 melee dmg; 107-179 magic dmg; hammer/greathammer requiredStormcaller's Control: same<strong>Stormvision</strong>: increase focus and disruption by 2.9Infusion: same</div><div> </div><font color="#ffccff">Unless I'm mistaken  Thunderspike is doing less damage with this change.  And the focus/disruption buff is not nearly as useful as spell crits.  Definitely don't like these changes, but I wasn't likely to take this path anyway.</font><font color="#ffccff"></font><hr></blockquote></span><div></div>

kcirrot
02-17-2006, 10:41 PM
<div></div><blockquote><hr>Fingolfin2 wrote:<div></div><p>eek! we lost  grant protection and natural defenses <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>Those were so appropriate for druids. Definately a step back.</p><p> </p><hr></blockquote><p>I'm with you, but I thought the defense skill would have been nerfed eventually.  :smileysad:</p><p>I was planning on going full AGI path, but now Charm animal is pretty useless with three concentration slots.  Double :smileysad:</p>

Mor
02-17-2006, 10:43 PM
<span><blockquote><hr>kcirrot wrote:<div></div><blockquote><hr>Fingolfin2 wrote:<div></div><p>eek! we lost  grant protection and natural defenses <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>Those were so appropriate for druids. Definately a step back.</p><p> </p><hr></blockquote><p>I'm with you, but I thought the defense skill would have been nerfed eventually.  :smileysad:</p><p>I was planning on going full AGI path, but now Charm animal is pretty useless with three concentration slots.  Double :smileysad:</p><hr></blockquote>Actually, that's down from 5 concentration slots.  So that's a big plus. </span><div></div>

kcirrot
02-17-2006, 10:45 PM
<div></div><blockquote><hr>Morie wrote:<span><blockquote><hr>kcirrot wrote:<div></div><blockquote><hr>Fingolfin2 wrote:<div></div><p>eek! we lost  grant protection and natural defenses <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>Those were so appropriate for druids. Definately a step back.</p><p> </p><hr></blockquote><p>I'm with you, but I thought the defense skill would have been nerfed eventually.  :smileysad:</p><p>I was planning on going full AGI path, but now Charm animal is pretty useless with three concentration slots.  Double :smileysad:</p><hr></blockquote>Actually, that's down from 5 concentration slots.  So that's a big plus. </span><div></div><hr></blockquote><p>lol.  Really.  Well, I didn't know that before.  That makes me feel a little better.  :smileyvery-happy:</p><p> </p><p>OK not really.  :smileysad:</p><p> </p><p>:smileytongue:</p>

Dragonreal
02-18-2006, 12:33 AM
<div></div><p>Unfortunately I lost half my ill-gotten AA points (yes I was a naughty little puppy and bugged myself out to 50 points heh), so I can't get ANY of the end abilities (only 21 points now =/), so I can't say how the AOE prevention works.</p><p>All the passive abilities are for the druid only.. so the melee crit/spell crit/heal crits/natural boon</p><p>Unmasked: Serene Symbol is totally changed now.. there is no more duplication at all to our sandstorm buff; the dispel should work on epics just like any other dispel in game: the higher/more difficult the mob is, the more levels of dispel you'll want in order for it to function and the lower/easier the mob is, the more effects you'll be able to remove with just 1 cast.</p><p>Also, no one posted it but a lil bit ago (after morie posted the original list but before these latest changes) grant protection had been changed from a cast buff to a permanent passive ablity and ranged in proc chance from 5% at rank1 to 40% at rank8. Me and my guild leader tried testing with it but it was really impossible to test or it wasn't working at all (can't say because there was no messages saying if I had shielded him like you would think they'd have, but for all we know it could have been working fine and just showed up as him dodging the mob's attacks). Personally I like that it's been removed in favor of the wild regeneration line though I do wish wild regen was a bit more potent than what it currently is (but more potentcy might make it overpowered.. can't really say because it's completely broken atm and not doing anything at all for spell duration)</p><p>Natural defense, while nice was a bit overpowered as it was because it capped you on defense all by itself, so I kinda saw a nerf/removal of it coming.</p><p>kcirrot: charm animal was originally 5 conc slots, then it got reduced down to 1 slot (and there was lotsa rejoicing on my part at least), then it got bumped back up to 5 concs and I was a sad puppy.. now I'm just kinda meh about it, though I will admit 3 conc slots is a bit more fair when you take into consideration balance with the other charm users in game (my suggestion though would be 2 slots just for the fact that there really aren't that many animal mobs to be had)</p><p>morie: I really wasn't staying up late just for this hehe I just happened to see the person post the pic of the new wolf form and went to check it out and found all these changes when I logged in.. figured I'd take the time to post em since I had to stay up for another like 7 hours anyway because I'm 3rd shift tonight and didn't wanna go to bed too early last night for fear of having to be up for over 20 hours today 0_O</p>

kcirrot
02-18-2006, 05:40 AM
<div></div><hr><p>Natural defense, while nice was a bit overpowered as it was because it capped you on defense all by itself, so I kinda saw a nerf/removal of it coming.</p><p>kcirrot: charm animal was originally 5 conc slots, then it got reduced down to 1 slot (and there was lotsa rejoicing on my part at least), then it got bumped back up to 5 concs and I was a sad puppy.. now I'm just kinda meh about it, though I will admit 3 conc slots is a bit more fair when you take into consideration balance with the other charm users in game (my suggestion though would be 2 slots just for the fact that there really aren't that many animal mobs to be had)</p><p></p><hr><p> </p><p>I absolutely agree about the natural defense.  I couldn't believe our luck when I first saw that.  Not a bit surprised it went away.  As for charm animal, I think you're right that two conc slots would be best.  Three is kinda meh, but I think I'll still take it now that it's a tier 3 achievement.</p>

Mor
02-20-2006, 01:02 AM
<div>More changes on test.  Most appear minor, but crits got a big boost:</div><div> </div><div>At rank 1:</div><div>Natural Boon - 2% chance to proc 445 point group heal with each melee attackPrimordial Strike - 182-304 melee dmg on target; 61 pow, 10s recastHierophant Grasp - inflicts 30-50 melee damage, AOE root (if equip 2h staff)Thunderspike - 60-101 melee dmg; 132-220 magic dmg; hammer/greathammer requiredStormcaller's Control - increase damage spell crit chance by 3.5%Stormvision - increase focus and disruption by 5.2</div><div> </div><div>Now, by the time I noticed the changes I'd already put 4 points in Serene Focus, so I'm not 100% sure about the increments.  However, it looks like they got a boost to about 1.95%.  At rank 4, this now gives me 7.8% increase in crit heals.  Rank 5 is 9.8%.  Rank 6 is 11.7%.  I believe that's substantially higher.</div>

Dragonreal
02-20-2006, 01:18 AM
<div>new rank6 is about twice as high as the old rank8 so yeah I'd say it's substantial =)</div>

Siufu
02-20-2006, 02:09 AM
<div><span><blockquote><hr>Morie wrote:<div>More changes on test.  Most appear minor, but crits got a big boost:</div><div> </div><div>At rank 1:</div><div>Natural Boon - 2% chance to proc 445 point group heal with each melee attackPrimordial Strike - 182-304 melee dmg on target; 61 pow, 10s recastHierophant Grasp - inflicts 30-50 melee damage, AOE root (if equip 2h staff)Thunderspike - 60-101 melee dmg; 132-220 magic dmg; hammer/greathammer requiredStormcaller's Control - increase damage spell crit chance by 3.5%Stormvision - increase focus and disruption by 5.2</div><div> </div><div>Now, by the time I noticed the changes I'd already put 4 points in Serene Focus, so I'm not 100% sure about the increments.  However, it looks like they got a boost to about 1.95%.  At rank 4, this now gives me 7.8% increase in crit heals.  Rank 5 is 9.8%.  Rank 6 is 11.7%.  I believe that's substantially higher.</div><hr></blockquote>What is your level when you checked this? Because my level 60 character get smaller values on some of these. For example, Natural Boon is 2% chance to group heal 370 points. Stormvision only increases 4.5.Serene Focus increase from 2% (rank 1) to 15.6% finally (rank <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />.</span></div>

Mor
02-20-2006, 02:31 AM
<div></div><blockquote><hr>Siufu wrote:<div><span>What is your level when you checked this? Because my level 60 character get smaller values on some of these. For example, Natural Boon is 2% chance to group heal 370 points. Stormvision only increases 4.5.Serene Focus increase from 2% (rank 1) to 15.6% finally (rank <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />.</span></div><hr></blockquote><p>I'm level 70.  It never occured to me that it scaled, but you're right that may be a factor.</p><p> </p>

Golembes
02-20-2006, 04:37 AM
<div></div><blockquote><hr>Morie wrote:<div>More changes on test.  Most appear minor, but crits got a big boost:</div><div> </div><div>At rank 1:</div><div>Natural Boon - 2% chance to proc 445 point group heal with each melee attackPrimordial Strike - 182-304 melee dmg on target; 61 pow, 10s recastHierophant Grasp - inflicts 30-50 melee damage, AOE root (if equip 2h staff)Thunderspike - 60-101 melee dmg; 132-220 magic dmg; hammer/greathammer requiredStormcaller's Control - increase damage spell crit chance by 3.5%Stormvision - increase focus and disruption by 5.2</div><div> </div><div>Now, by the time I noticed the changes I'd already put 4 points in Serene Focus, so I'm not 100% sure about the increments.  However, it looks like they got a boost to about 1.95%.  At rank 4, this now gives me 7.8% increase in crit heals.  Rank 5 is 9.8%.  Rank 6 is 11.7%.  I believe that's substantially higher.</div><hr></blockquote><div>I have a few questions I hope can be answered <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Does Primordial Strike have a 0 second casting time?  If so, I think that could be rather nice if the damage was increased.  What are Thunderspikes casting/recast times and power cost?</div><div> </div><div>Natural Boon would be nice if you could cast it on a scout/tank.  Not like it would proc any more than it normally does.  The increase % to criticals is very nice.  At rank 8, 1 out of 7 heals crit?  Nicey Nicey.</div><div> </div><div>Some good changes to start.  Hopefully more will come.</div><div> </div><p></p>

Goozman
02-20-2006, 12:22 PM
<div></div>I must be a negative nancy about druidism this expansion, but I'm unimpressed by all the aa's and the new spells. /sad

Siufu
02-20-2006, 04:32 PM
<div><span><blockquote><hr>Golembeski wrote:<div></div><blockquote><hr>Morie wrote:<div>More changes on test.  Most appear minor, but crits got a big boost:</div><div> </div><div>At rank 1:</div><div>Natural Boon - 2% chance to proc 445 point group heal with each melee attackPrimordial Strike - 182-304 melee dmg on target; 61 pow, 10s recastHierophant Grasp - inflicts 30-50 melee damage, AOE root (if equip 2h staff)Thunderspike - 60-101 melee dmg; 132-220 magic dmg; hammer/greathammer requiredStormcaller's Control - increase damage spell crit chance by 3.5%Stormvision - increase focus and disruption by 5.2</div><div> </div><div>Now, by the time I noticed the changes I'd already put 4 points in Serene Focus, so I'm not 100% sure about the increments.  However, it looks like they got a boost to about 1.95%.  At rank 4, this now gives me 7.8% increase in crit heals.  Rank 5 is 9.8%.  Rank 6 is 11.7%.  I believe that's substantially higher.</div><hr></blockquote><div>I have a few questions I hope can be answered <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Does Primordial Strike have a 0 second casting time?  If so, I think that could be rather nice if the damage was increased.  What are Thunderspikes casting/recast times and power cost?</div><div> </div><div>Natural Boon would be nice if you could cast it on a scout/tank.  Not like it would proc any more than it normally does.  The increase % to criticals is very nice.  At rank 8, 1 out of 7 heals crit?  Nicey Nicey.</div><div> </div><div>Some good changes to start.  Hopefully more will come.</div><div> </div><p></p><hr></blockquote>Primordial Strike is 0.5 casting, 10s recast, I guess the damage scale with your strength stat. Sorry, don't have Thunderspike data on hand.Natural Boon is a passive buff on yourself. So you need to melee the mob to get the proc. I have tested it in rank 8, it proc 16% chance. Notice it is not like normal weapon proc, which the speed of weapon does not matter. For Natural Boon, if you hit more, you get more chance to proc group heal. So when you combine with Storm Blade rank 8, which give you 36% haste, you probably get a group heal once every 10s. (by calculation) But this is useless in raid, so it is only useful in some other situation like solo, group or PvP.Wild Regeneration only effects your single and group regen spell. So only 2 spells are improved by this ability. For example, T6 wild growth has 10s duration and 2s regen interval. If I get rank 8 wild regeneration, which give me 8% shorter regen interval. The spell description of wild growth will change to 7.5s duration and 1.5s regen interval. You will still get 6 ticks of heal, so the amount you heal didn't change, but the interval is shorter.</span></div>

Formangenavn
02-20-2006, 06:46 PM
<div></div><blockquote><hr>Siufu wrote:<span>Wild Regeneration only effects your single and group regen spell. So only 2 spells are improved by this ability. For example, T6 wild growth has 10s duration and 2s regen interval. If I get rank 8 wild regeneration, which give me 8% shorter regen interval. The spell description of wild growth will change to 7.5s duration and 1.5s regen interval. You will still get 6 ticks of heal, so the amount you heal didn't change, but the interval is shorter.</span><hr></blockquote>Dam, I cast that spell all the time allready. Why not double the powercost, duration and recast? They used to last for 30 sec didnt they? I loved that. Just cast and forget about them. Thats probably why I love my tree, although it has its weaknesses it sure does last long :smileyvery-happy:

SmakenDah
02-20-2006, 11:29 PM
<font color="#33cc00" size="2" face="Century">Quick question, where/when/how do you get AAs? When you get the expansion, will you automatically get some from retroactive achievements? Or are they all gained from achievements inside the KoS expansion itself?</font><div></div>

kcirrot
02-20-2006, 11:59 PM
<div></div><blockquote><hr>SmakenDahed wrote:<font color="#33cc00" size="2" face="Century">Quick question, where/when/how do you get AAs? When you get the expansion, will you automatically get some from retroactive achievements? Or are they all gained from achievements inside the KoS expansion itself?</font><div></div><hr></blockquote>You start with none, but you can earn them both in and out of the KoS zones in a variety of ways.  Check the KoS website for more details.

mikemcmodmi
02-21-2006, 04:08 AM
<div></div><p>Wild Regeneration only effects your single and group regen spell. So only 2 spells are improved by this ability. For example, T6 wild growth has 10s duration and 2s regen interval. If I get rank 8 wild regeneration, which give me 8% shorter regen interval. The spell description of wild growth will change to 7.5s duration and 1.5s regen interval. You will still get 6 ticks of heal, so the amount you heal didn't change, but the interval is shorter.</p><p>The golden question is, does it reduce the recast time as well or does the hot finish early but you're unable to recast it?</p>

Mor
02-21-2006, 05:24 AM
<div></div><p>Nope. Recast is not affected.</p><p> </p>

Golembes
02-22-2006, 08:10 PM
<div></div>I noticed yesterday that rebirth only has a 15 minute recast timer now?  That's down quite a bit from the 12 hours I read somewhere else<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Wis line is still bleh though...

Zammik
02-22-2006, 08:14 PM
<div>Rebirth sound good on paper, but it's rare to have a situation where I die, and the group/raid doesn't lose anyway, and if they do end up winning it isn't because I was rezzed.  To me this is about as situational as Tunare's Watch, but with a much bigger cost.</div>

Kassanthala
02-23-2006, 04:56 AM
<div></div>About Rebirth....... when it rezes you automatically (what after 6 secs?) what do you rez at? in terms of health/power?

Dragonreal
02-23-2006, 05:40 AM
<div></div>50/50 last  I heard

Unmask
02-23-2006, 09:28 AM
<div></div>Thats better than most if not all combat rezzesas I recall, unless they get beefed up as well?  Dying and then getting rezzed with basically no power is almost a waste (especially in raids).

pkdri
02-27-2006, 12:20 AM
<div></div>Anyone know if the AA stats increase your base like the racial traits. In other words do the AAs allow you max stat to be higher?

Supp
02-27-2006, 10:09 PM
<div></div><div>Looks two posts below. Didnt realize this post saved early.</div><p>Message Edited by Supple on <span class="date_text">02-27-2006</span><span class="time_text">10:39 AM</span></p>

missconstrue
02-27-2006, 10:24 PM
i have to agree nothing is really amazing bout the aa line we have. i can have increase strength so i can melee in my leather armor, charm a tanglefly take three concentration slots, int line .. well i don't solo all that much, stamina line is closest i think to being useful and the wis line not sure i want to be the first to res after a wipe in raid . most likely with the mob sitting on me. i really hope they are rethinking this line .. add a stun in there that works on all mobs for the agility line not just the animals that has incredibly limited use (like sandstom and HG, and tunares watch). mebbe add a stifle to the debuff on stamina or something that makes me think wow nice, or make the wis line have a really nice healing spell.. please think of something . i have some aa points i haven't used cuz nothing is worth using them on yet. and the first aa point well it is just broken as it doesn't stack with my wolf form. why would i give up focus and the other benefits for the possibility of something happening.61 warden on the very crowded oasis server.<div></div>

Supp
02-27-2006, 11:38 PM
<div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><p><font color="#33cc00">I'll just say this straight out since no one else has. Warden AA's suck! I'm not even going to bother trying to earn them. I'll just assign them as they earn themselves. I solo'd my way to 43, and have been raiding ever since. So I've got a good feel for how Wardens work.</font> (63 Warden atm)</p><p><strong>Shapeshift</strong>: same; changes to the graphics: tiger for melee proc ice wolf for spell crits; melee proc now does piercing dmg instead of poison</p><p><font color="#ff0000">I have to chose between Shapeshift and Protector of the Forest? What on God's green Earth makes you think I would chose Shapeshift over that? I thought AA's were additional options, not replacements for innate abilities. Some Wardens are excited to be running around as a White Wolf. That's great, but I need utility out of my AA's!</font></p><div>Strength:Naturalist's Strength: sameStorm Blade: same<strong>Wild Ferocity</strong>: Increase melee crit chance by 3%; double attack on 3% of attacks<strong>Natural Boon</strong>: 1% chance to proc 370 point group heal with each melee attack<strong>Primordial Strike</strong>: 150-250 melee dmg on target; 61 pow, 10s recast</div><div> </div><div><font color="#ff0000">Melee? What the heck is that? I RAID. When I solo, I ROOT. Standing in the fray causes interupts, stifles, and needless healing wastage. We wear leather people and have low avoidance, I will not be melee'ing if I can possibly avoid it. 1% chance to proc a tiny group heal? I shall not be relying upon that. Not to mention I can point out some common adorned equipment that's always been able to do similar individual stuff. /snore. I cant comment on Primordial strike, but again, I dont melee because it wastes time in heals and interrupts. If I was in a group situation and doing the basic back melee attacks, I could see it, but my auto-attack doesnt auto-activate upon nuking like CA's do for my monk (though I'm glad about that <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />) At the rate my groups pull, I dont have time to be getting behind of every mob and start melee'ing in a futile hope that something might proc between nukes and heals. This line looks like it would be useful for a solo'ing Fury since they cant root.</font></div><div> </div><div>Agility:Animalist's Agility: same<strong>Calm Animals</strong>: aoe animal mez; 1 min recast, 29.7s duration<strong>Charm Animal</strong>: 3 conc slots, 18min duration (rank1) 29 min duration (rank<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><strong>Wild Regeneration</strong>: Reduces the duration of primary target and group regeneration spells by 1%; passive effect<strong>Tortoise Shell</strong>: Stuns caster; prevents AOE exceopt when direct; buckler required; 30s duration, 1 min recast</div><div> </div><div><font color="#ff0000">I was really excited about this one, because I wanted to be able to charm, but 3 conc slots?! That makes this a novelty. I'd like to try it anyway though. Maybe it wont be as bad as I think taking two of my buffs offline (though it will affect my groupies). A 1% regen reduction is pretty darned minimal too. I dont like anything where I get stunned. At least HG is doing two useful things while I'm stunned.</font></div><div> </div><div>Stamina:Serenicist's Stamina: same<strong>Serene Symbol</strong>: Dispel 52 levels of beneficial effects (except arcane) on target; requires symbol in secondary; costs power for each effect dispelledSerene Knowledge: sameSerene Focus: sameSerenity: same</div><div> </div><div><font color="#ff0000">The serene symbol sounds real handy in a raid, but only one druid is needed in the raid to do this. In a soloing situation, it might also be handy, but I do try to limit myself to non-casters. All figured though, I'd still want it.</font></div><div> </div><div>Wisdom:Hierophant's Wisdom: same<strong>Hierophant Grasp</strong>: aoe root + 25-41 melee damage; requires 2hd staff; 10% chance to dispel when target takes damage; 7s duration, 1 min recast</div><div>Hierophant Movement: 1.3% per rank<strong>Hierophant Obfuscation</strong>: Decrease hate gain by 1.5%; immunity to roots; requires staffRebirth: same</div><div> </div><div><font color="#ff0000">HG is absurd for a Warden. We got the hookup on roots. The dmg is a joke. That it requires a 2hd staff is even more so. And, a 7s duration w/1min recast for a root? Even a fury would scoff at that. HM = wow... /snore. HO is decent. I draw a lot of hate in KoS for some reason and my hate reducer doesnt seem to work even though its reduction amount is awesome. However, requires a [Removed for Content] staff again. Rebirth is a major no-no in raid (you die and you're supposed to stay dead), possibly useful in group or solo (if the mob paths away when group dies). BUT, you dont get a revive choice, you just revive. This line looks semi-useful for a fury, but certainly not for a Warden.</font></div><div> </div><div>Intelligence:Stormcaller's Intelligence: same<strong>Thunderspike</strong>: 50-83 melee dmg; 107-179 magic dmg; hammer/greathammer requiredStormcaller's Control: same<strong>Stormvision</strong>: increase focus and disruption by 2.9Infusion: same</div><div> </div><div><font color="#ff0000">This was the line I was going to go for. Semi-snoozer now. Thunder is a total snoozer, especially cause of the weapon requirement. SC still looks good. Stormvision could be interesting, but again, it doesnt stand out at first glance. Infusion would be good if it didnt require 8 AA's. If it was 400 dmg (which aint a lot), I would actually be, dare I say it, excited.</font></div><div> </div><div> </div><div><font color="#33cc00">You'll prolly notice that I've harped on the weapon thing quite a bit. I have the Prismatic Sceptre of the Scale and Righteous Sceptre of the Godking. They have +12 and +14 in-combat power regen. That means I keep it equipped at all times.</font> <font color="#33cc00">There's nothing in here for a sceptre. There's no stated skill requirement for the Sceptre except crushing, and Im told that sceptre's dont use the hammer skill. Correct me if Im wrong on that, but provide some evidence. That eliminates quite a few of the AA's for me. And there's no %chance for the Sceptre's power regen to work. It always works! </font></div><div><font color="#33cc00"></font> </div><div><font color="#33cc00">To sum it up, I dont see anything exciting in here. I'm having to create situations where some of this would be useful. So why bother. My warden is going to be demoted to a healing bot until they're fixed. For the longest time, we were ok, but ignored. Then we got roots and Heirophantic Genesis WAS so frikkin awesome! In T6 we were pretty cool with the wolves and the tree (until they were nerfed, still good for soloing though), and now in T7 and in AAs, there seems to be hate. Nerf this nerf that. I would not pick a Warden over a Fury now if I were deciding on a druid subclass <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> Seriously, that L70 Urchin makes them a natural necesity for the MT group. In fact, I dont seem to have a defined purpose in the raid now. That's really boring. If I didnt have the tenacity to roll an alt to 70, I might even take time away until they fixed my subclass. </font><font color="#33cc00">I have no doubt we'll be fixed sooner or later. Heck, conjurors finally became awesome after sucking for so long. In the meantime however, looks like I'm switching mains.</font></div><div><font color="#33cc00"></font> </div><div><font color="#33cc00">Off topic, I'm extremely happy with KoS. Really awesome. It's everything that DoF was not!</font></div><p>Message Edited by Supple on <span class="date_text">02-27-2006</span><span class="time_text">04:35 PM</span></p>

Sonaht
02-28-2006, 12:28 AM
<div></div>Can someone tell me why the first AA is for two weapons druids almost never have a use for, that are appropriate for fighters and mages? Every now and again I drag out Patternspinner and I've been known to take Ghoulbane down off the wall just to show everyone that I have one too. I even used Hierophant's Crook briefy after I worked so hard to get it. Mace/hammer and buckler is the only combo that really makes any sense. Having a nonsensical choice right off the bat has me looking at these xp sinks in a skeptical light...<div></div><p>Message Edited by Sonaht on <span class="date_text">02-27-2006</span><span class="time_text">11:29 AM</span></p>

MysidiaDrakkenbane
03-01-2006, 02:19 AM
<div></div><div>Agility:Animalist's Agility: same<strong>Calm Animals</strong>: aoe animal mez; 1 min recast, 29.7s duration<strong>Charm Animal</strong>: 3 conc slots, 18min duration (rank1) 29 min duration (rank<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /><strong>Wild Regeneration</strong>: Reduces the duration of primary target and group regeneration spells by 1%; passive effect<strong>Tortoise Shell</strong>: Stuns caster; prevents AOE exceopt when direct; buckler required; 30s duration, 1 min recast</div><div> </div><div>I was really sad to see the AA's. It seems to me they didn't put a lot of thought into it and probably don't play Druids/Wardens/Fury's at all.</div><div> </div><div>The Druids are SUPPOSED to be aligned with nature and animals. Charming an animal should not take up 3 conc slots. That's ridiculous. What's the point? I'd be letting go of far better buffs that benefit my group and myself. While the idea of having a temp pet is interesting, why bother giving us the option at all, at such the high cost?</div><div> </div><div>Tortoise Shell a buckler is needed? Buckler? As in that tiny shield you wear on your wrist?</div><div> </div><div>*Sighs*</div><div> </div><div>Some of the buffs they give us don't stack on the ones we have and negates the point of us having them to begin with.</div><div> </div><div>What I'd like to see:</div><div>Give us an AA that allows us to be allied with animals. If you want to write Lore with it, you can say that the animals start to recognize how strong the nature's power runs through you and start to respect you more.</div><div> </div><div>If you want to give us the ability for a pet, why not have us choose a totem and have us summon our totem? This way, the beastmaster cryers (me, included) would be satiated and you'd nail us for us getting a pet. Also, don't make it too high that we'd never use it. 3 concentration slots is a bit much, unless you allow us to do a quest that would give us more concentration slots.</div><div> </div><div>And in choosing totems, each one does something or brings something different.</div><div>- if you choose a bird, your agi goes up.</div><div>- choose wolf, your wis goes up</div><div>- choose tiger, your attack goes up</div><div>- choose crocodile, defense goes up</div><div>- choose bear, strength goes up</div><div> </div><div>etc. There are possiblities with this aspect. Or you could renig the entire "pet" idea from us and give us the ability to change into more than just the wolf, tiger, and tree. You can use the same idea with the stats going up in each shapechange.</div>

Raman
03-01-2006, 12:27 PM
<div></div><blockquote><hr>Supple wrote:<div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><p><font color="#33cc00">I'll just say this straight out since no one else has. Warden AA's suck! I'm not even going to bother trying to earn them. I'll just assign them as they earn themselves. I solo'd my way to 43, and have been raiding ever since. So I've got a good feel for how Wardens work.</font> (63 Warden atm)</p><p><font color="#33cc00">To sum it up, I dont see anything exciting in here. I'm having to create situations where some of this would be useful. So why bother. My warden is going to be demoted to a healing bot until they're fixed. For the longest time, we were ok, but ignored. Then we got roots and Heirophantic Genesis WAS so frikkin awesome! In T6 we were pretty cool with the wolves and the tree (until they were nerfed, still good for soloing though), and now in T7 and in AAs, there seems to be hate. Nerf this nerf that. I would not pick a Warden over a Fury now if I were deciding on a druid subclass <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> Seriously, that L70 Urchin makes them a natural necesity for the MT group. In fact, I dont seem to have a defined purpose in the raid now. That's really boring. If I didnt have the tenacity to roll an alt to 70, I might even take time away until they fixed my subclass. </font><font color="#33cc00">I have no doubt we'll be fixed sooner or later. Heck, conjurors finally became awesome after sucking for so long. In the meantime however, looks like I'm switching mains.</font></p><div><font color="#33cc00"></font> </div><p></p><hr></blockquote><p>I agree, the AA's for wardens are absolute garbage - I'm just going to use my points to increase my stats, no reason to pick anything else.  What really gets me is that my other characters (Zerker and Bruiser being the ones I play most after warden) actually have AA's that make sense to the class.</p><p>In addition, tranquility is a joke.  It seems little to no thought was put into wardens for the expansion.</p><p>And seeing urchin just makes me want to cry.  Since the expansion I've already been in groups where furys tanked and/or out-dps scouts and mages.  Maybe SOE is trying to build up demand for a service where we pay $100 to change classes...</p>

MysidiaDrakkenbane
03-01-2006, 06:57 PM
<div></div><p>I'm beginning to think that SoE are nature haters. They KILLED Rangers with the nerf bat and Wardens are the forgotten step child of SoE.</p><p>*Shakes head and sighs* Sad... very sad.</p>

Supp
03-03-2006, 04:00 AM
<div>I've read the new update notes, and Wardens are not mentioned. They are not fixing white wolf AA/wolf form incompatibility. We have to assume that means that it's not an oversight, and since they are not correcting my throughout this thread on that point, we have additional supporting evidence.</div><div> </div><div>So stop whining everyone! Just suck it up and continue your boring little ignored Warden lives!</div>

slayerwarrior
03-03-2006, 05:30 AM
<div></div>Yea let rebirth just die again really i don't see how it could even be use full.