Beta Weekend Druid Feedback Thread
I’m not sure if this is the right place to post this, but someone needs to teach my little asuran druid how to hold a staff… she is holding it like her greatsword, and I’ve seen my asuran ele hold it properly.
(proof pic attached)
Losing astral force when you go down really sucks!
i really like how it is working so far otherwise.
Staff 3 is fine but it needs an evade.
Just found out that Sumblime Conversion (staff #5) is actually a water field! I used the staff #3 on it randomly and it blasted it for healing.
Ground targeting and point targeting on weapon skills are an abomination – get rid of that. Not really fitting for a fast paced game like this, where you also use mouse 2 to navigate and move around.
Very good feedback, and I really hope devs will listen this time, even though I doubt it…
Ranger CDI…
Lunar Impact needs to be tweaked. The healing amount is very nice in appropriate gear, but the daze duration is a bit excessive considering “Moment of Clarity” makes it 6s.
A 6s, AoE daze is pretty strong, especially when you realize it is on kitten cooldown. I would suggest either shaving down the initial daze duration to 1.5s or increasing it’s cooldown to 10s.
Ok after testing, healing druid is completely worthless in pvp.
Secondly, even with the movespeed bonus from traited druid skill, in addition to the signet for 25% more speed…. Reapers are outrunning you easily
What the hell…
First comment, completly worthless feedback.
Second comment – First of all, movement speed bonus don’t stack. Secondly, if you’re at swiftness speed, how the heck can reapers outrun you??
1. reapers outrun druid- its a fact
2. not worthless feedback, its actually completely accurate feedback
From a WvW perspective.
Druid is… ok… ish. It really locks you into one role and one weapon. I was hoping that it could function as a sustain line for power rangers in WvW, something we really need but without any condition removal outside of your form swap and the somewhat unreliable seeds its pretty hamstrung in that role. You need to camp staff to build the celestial bar which tanks your damage, the vines still seem to suffer from the problem Entangle does in that they hardly do anything to a group in a pvp environment. Enemies seem to blow straight out of them.
The move trait is meh. Everything still seems to be able to close the gap on me. Which then comes back to the age old complaint of rangers have little sustain on melee power builds. I don’t feel particularly tanky, but I do feel like a bigger troll essentially slowing players down for a few seconds before they rofl stomp me.
Also quick draw doesn’t work with staff? Doesn’t seem to.
I tried the glyphs with the daze and moment of clarity on great sword/ short bow. Just for lols. It… kinda works with the ancient seed trait. Odd as that is. I would be tempted to go staff for the daze on swap but the damage is so poor it doesn’t pressure enemies enough to burn cooldowns if they are out of range of the initial daze or back off. Still the daze is my favorite thing on druid right now. There might be the beginnings of something there. I may have to play around with it a bit more.
Ultimately it feels like a one trick pony. Its pretty straightforward, utterly dependent on other classes to carry it and predictable. It can be focused down fairly quickly if you don’t fully tank up. It feels if the healing is nerfed even a little bit more than a little bit the spec will fall apart.
The hammer stance is silly and should be scrapped asap. Like first blush, my god what is wrong with you, obvious silly. Seriously my norn looks like the village idiot. Like he cant figure out which way to hold this crazy hunk o wood. That hurts the aesthetic and makes me suspect the whole thing was rushed and ill thought out.
The pets are pretty, smokescale is amazing. No doubt will be taken from us.
(edited by Mr Pin.6728)
Staff 3 is fine but it needs an evade.
I don’t have beta but just from the style of the skill 3 , it does need Evade for defence on the staff , watching the twich feed atm and using it just gets you hurt if you have to move through AoEs to escape and the only way to safely use it is to go the opposite direction of the incomming damage , its counter intuitive to the skills design of allowing mobility when having no evade on the skill means you have less Route to move to.
needs the evade , with how fast the movement it the evade frames won’t be long.
Is the move speed trait actually working? I’m not really noticing a difference.
It doesn’t feel like its working
Is the move speed trait actually working? I’m not really noticing a difference.
Thought that at first too, but there seems to be a delay on it after you set the trait before it kicks in.
staff 3 must be an evade or invuln. imo, shorten the cast time, i.e. make the wisp traverse faster. so instead of a 2s channel or whatever it is now, make it 1.5. during this time, ranger needs to be invulnerable. you cant hurt wisps with physical attacks, theyre made of energy. thought this was obvious =\Staff 3 is fine but it needs an evade.
I don’t have beta but just from the style of the skill 3 , it does need Evade for defence on the staff , watching the twich feed atm and using it just gets you hurt if you have to move through AoEs to escape and the only way to safely use it is to go the opposite direction of the incomming damage , its counter intuitive to the skills design of allowing mobility when having no evade on the skill means you have less Route to move to.
needs the evade , with how fast the movement it the evade frames won’t be long.
the other problem with #3 is that when the ranger reaches the destination, if it’s shorter than 1200, he just hovers there as a wisp until the cast is complete. he should exit the wisp once he lands.
(edited by mistsim.2748)
Is the move speed trait actually working? I’m not really noticing a difference.
i would say definitely not since pretty much everyone else can outrun you
smokescale is amazing. No doubt will be taken from us.
Of course, we can’t have nice things. Interesting to read that so far the best part of HoT for rangers seems to be (some of) the new pets…
was just running Druid in WvW. this isn’t going to work. Either the class needs burst damage or burst healing. It doesn’t have either atm. the conditions to get to any kind of burst healing is guaranteed by the weak damage it does. Revs and Guards don’t even notice the damage of the AA.
The smokescale pet is really strong.. like easily 50% better than all the vanilla pets. There is a bug where the new pets attack the nearest mob if you execute a skill without a target.
Just a quick note here, since I want to give my feedback at the end, but I’ve noticed a bug – Lunar Impact is not functioning as a Blast finisher right now.
Wyvern pets:
The wing buffet skill skill on the wyvern family is terribly slow, it takes to long for it to activate that even npc foes walk out of the affected range or side step it.
also the pets spend a long time preforming this skill for it to not hit anything.
my suggestion would be to reduce the cast time, reduce the number of hits this skill produces, and increase the cone of the area affected by this skill so that it could not be side stepped while right infront of the pet. Making wing buffet more viable to gameplay and not so gimmicky that it would be over powered.
right now that is the only attack that they do that I have yet to see make contact with any foe as the foes will run past them and start ether attacking me during this skill winding up or just from dodge rolls and normal combat movement taking them out of range.
Positives:
- Great sounding abilities (chimes and bells)
- Good range on auto attack
- Natural Stride is very handy
Negatives:
- Underwhelming solo experience
- Other players are used to dodge rolling around, so auto attack healing was frustrating
- Enemies went after me when Adolescent Fire Wyvern used it’s F2 ability, leaving the fire field
Overall, why it was pretty to look at and felt nice seeing all these green numbers pop up (I was running everything Clerics + Rune of the Monk), the solo experience was very mediocre. You built this game around the notion of dodge rolling around and “active combat” and now players are use to healing themselves and moving, making the Druid’s job of healing kinda difficult and unrewarding.
I suggest widening the auto attacks beam to hit more players and increase the base damage. I also would like to see the number two ability reworked to be able to be cast on an ally, and do continual healing to them, and damage nearby enemies that the orb passes through.
My rating so far: 6/10
Quick draw gets triggered with celestial form but it doesn’t work. Lunar impact doesn’t daze nor blast fields.
I see people talking about the Druid’s damage output a lot, but I thought a Druid was meant to be a healer.
It is.
Just a lot of confused people wondering why they aren’t doing Long Bow damage on a weapon that gives out heals like candy.
no problem is the Druid staff and healing was very badly under tuned in this beta while the damage is weak as it was designed to be.
So weak heals and weak damage.
Also Glyph are pretty much weak. They should all heal baseline if they going to require close combat range to be used.
Also notice, Pet damage doesnt regen Energy.
Celestial Form skills also lock up and not smooth to use.
Cosmic Ray is kind of absurdly hard (almost impossible) to land on moving allies, a speed buff or radius buff could solve this.
So far my feedback:
1. Glyphs aren’t very good, especially the heal one (it just doesnt do enough healing compared to the other heals, Healing Spring is a straight up better heal in a team fight). I’d suggest some cooldown reductions in general
2. I think Ranger generally has a lot of synergy with regen in multiple traitlines, it would be really great if you would make Regen count towards charging celestial form. It shouldn’t be 2.5%, maybe just the same as damage or .5% or so, that way skills like traited warhorn 5, shouts, and healing spring would all synergize better with Druid.
3. An AoE blind placed on Staff 3 would be really good for Staff imo. Vine Surge (Staff 4) needs a slightly large cone radius or else it is extremely hard to land on targets.
4. Was Celestial Form completely draining upon canceling it intended behavior? I was under the impression it would function like Necro death shroud and save whatever percentage wasnt used.
Solar Beam (Staff 1)
Great. Sound effect is a bit odd. It sounds slimey. Animation also a bit odd (would also prefer ele staff animations), but ok. Pierce by default is great. Damage seems fine for sub-optimal beta stats.
Astral Wisp (Staff 2)
Would be nice if it did more damage. Or damage to enemies it passes through.
Ancesteral Grace (Staff 3)
Bugged. Can’t move up stairs nor slopes. Seems to be tied to line of sight or something. Also sometimes stops movement at the end of the cast.
Great candidate to replace Swoop with some practise. I’m not sure if it evades. Maybe it shouldn’t evade but be immune to conditions and CC for it’s duration (but not damage).
Vine Surge (Staff 4)
Good. It’s a bit of a skill shot, but thats fine.
Sublime Conversion (Staff 5)
Cool to have, maybe a bit too much aimed at a specific role, but I suppose all projectile reflects/destroys are like that.
Ancient Seeds
Awesome, knockback can trigger it.
Lingerig Light
I thought it would be terrible, but there is something funny about having a wisp orbit you almost constantly. Maybe it should heal the ranger? Should it damage enemies near it?
That’s all for now. I’m not sure what to do with Celestial Form.
(edited by Holland.9351)
Pets
General
Crit chance and ferocity for pets should honestly be tied to the master’s crit and ferocity. This prevents pvp cries about bunkers doing high damage, while buffing the pet in PvE where a measly 1500-1600 precision is way low.
Smokescale will likely be appealing to most because basically it’s a dog with revenant’s unrelenting assault (meaning it does around 8-12k damage on a 24 sec cd) and a smoke field for protection.
Bristleback Our best ranged pet, how all our ranged pets should be, 1200 range, and hopefully they’ll fix pet AI so it can shoot at enemies up walls or down from them in WvW instead of sitting staring like an idiot.
Tiger Make pet boons 1200 range. Should be a thing since you can’t control pet positioning. Jaguars need an increase in HP as well. They’re paper thin and unsustainable as pets in most content that isn’t spvp.
Wyverns
The big stinker of the new pets. Their low precision at 1500 is appalling paired with their sluggish, slow autoattack, making their DPS horrendous. I’m pretty sure the Bristleback, a ranged pet, kills significantly faster than this one.
Wyverns not only have terrible sustained DPS due to the slow and sluggish autoattack (which like many of their attacks, miss moving opponents, their crippling tail swipe makes them stationary and their autoattacks are similar, committing the same mistake of rooting the pet and making the pet have low uptime on a target).
On top of having low sustained DPS due to the slow attack rate and low precision, they have no burst skill unlike the bristleback’s spike barrage or the smokescale’s smoke assault.
What’s more, the wyverns will also be highly unattractive in PvE because their wing buffet knocks back enemies and it’s not a f2 skill so we can’t control when the pet will spread mobs out that may have been gathered close for aoe. It will kitten off your groups.
Then we have the lightning Wyvern’s storm field. The F2 is a quick knockdown and thankfully highly responsive. However, the storm field doesn’t even do damage! For a 30 sec cd skill it could afford some damage on the scale of spike barrage or smoke assault. Make it a static field instead of an air field so it can be comboed for daze instead of swiftness, which the game is already saturated with (anyone can spit out swiftness far easier with a lesser cooldown).
The fire wyvern fares no better. The f2 has a huge windup where the pet is doing no damage whatsoever as it spits fire down, and at best it gives 1-2 short burning stacks a tick, on a whopping 34 sec cd. Basically the fire wyvern’s F2 is a terrible DPS loss for a delayed fire field on a 34 sec cd. Not worthwhile.
To summarize the wyvern : the key problems are the low precision, the rooting and slow animations of the autoattack, tail lash (the worst offender), and wing buffet (which will miss pretty much all the time against a foe that is moving, all they need is to sidestep even).
The wyverns are a huge letdown ;(, and given how deeply tied to self rooting animations the wyverns attacks are, I’m not sure if the pets can be salvaged before HoT releases.
Basically the wyverns took all the bad from our previous pets, since one of the core ranger complaints is that pet attack animations root them, meaning foes that are walking make it impossible for the pet to connect attacks or have the high uptime that ranger damage is based around.
(edited by Zenith.7301)
Amongs cats tigers like the water perhaps the most. Why isn’t the new tiger pet amphibious?
ok wow. The SPvP map I found the most success in was,,,, you guessed it,,,, Stronghold..
I really hate the fact that we hold our staves like hammers. Especially considering it is NOT a melee weapon. Why are we holding it like this?
Glyphs feel a bit lackluster. They need something to spice them up.
The wyvern is kind of sluggish. Many times I will have something targeted and hit the F2 and instead of doing the attack on the target it does it somewhere else. Needs to be more responsive (well pets do in general, but it seems really bad with the fire wyvern).
Oh and make tiger amphibious please. Like the above poster mentioned, tigers actually go in the water.
Overall I’m having fun though, will come back with more feedback later.
(edited by xarallei.4279)
I thought druid was really cool. The animations need work though. They are not all that for skill 1 at least will look more into that soon. Fire pet uses f2 skill where it stands not where the target is. This is not that great I would prefer if possible it travels and uses it’s skill where the target is located. but it looks cool. I honestly think the druid is very nicly done.
Wisps
Lingering Light(Cosmic Wisp) and Astral Wisp should probably deal damage to foes in melee range. Not all content and all fights involve allies, which wastes this trait and staff skill.
glyphs are such one trick ponies. Not really feeling them like I thought I would.
Seeds of life is slow to blossom
(edited by Zatoichi.1049)
So far. Im loving running duel wyverns. The attacks are slow but very powerful. I often see my wyvern taking out healthy chunks of mobs health in the support/might building zealots build im using.
Staff. Im actually very happy with this. all around.
Celestial avatar. This form is giving my carpel tunnel when I heal for the raid fights. But the healing is strong. And works very well in that environment. I wish #2 had a slightly differnet functionality though. Or atleast a much larger effected radius. It can be difficult to land this skill in the dynamic fighting the first boss forced
This is first impressions, so far i’ve done mostly pvp duel testing just compare. I’ve included a lot of suggestions as well. I will edit this post if my opinion changes on specific things. No more edits! off to cuba!
With druid in pvp I keep coming to the same problem, I have tones of sustain, but really struggle to down a target(even classes I normally counter). The lack of damage on staff really accentuates our low damage on other weapons. The only thing I could really get to work with staff was longbow. Aside from that you can chip away all day but more than likely they will sustain just as much as yo will because it takes forever to kill them. Either we need more aggressive damage on staff or our other weapons need some boosts.
Core mechanic: celestial avatar(CA) seems to be really hard to generate. When we leave it consumes all our CA power for nothing in return. I would suggest a trait that radiates a heal scaling off our leftover power at the end.IN pvp i would spend periods of two minutes of non healing combat to charge this thing, seems way to long. Edit: I found more in group settings this skill is really easy to charge. You can basically always have it up in wvw and most of the time in group pve. i think for conquest style maps the mechanic falls short.
Scaling: someone else did the math, I don’t have the exact time to find the post, but the numbers on healing power across the board are pretty much a joke(we have 1 skill that is a 1:1 ratio and rest are low; as low as 0.0005 on one). Your better off to take toughness or damage over healing power and telling your group to do the same. With the current coefficients druid has no scaling. Gear is irrelevant for staff.
Solar beam: Seems buggy. Half the time it registers CA generation half the time it does not. It has really low damage. Which is understandable because its a heal based weapon. I would like to see our healing power play part in our damage calculation for this weapon. The healing with clerics is very unnoticeable. Edit:This skill generates tooo much CA power in wvw, yet too little in in pvp. I hope there can be some balancing done to make this skill equally effective in both.
Astral Wisp: Again another low damage skill. It either moves to fast or doesnt last long enough. I can never get to it without using Ancestral Grace. Again the heal feels very unnoticeable. Its almost never worth getting in range to grab the wisp on a human target, as you will lose tenfold the hp you gained.
Ancestral Grace: I love this skill. LOVE LOVE LOVE IT. no seriously, it has a lot of interesting positioning potential it synergizes well with getting to wisps. The blast does feel nice, however I always think im doing aoe damage with this skill because of it. Could it be possible to make the blast a damaging effect?
Vine Surge: Again low low low damage. Has very nice range and you can combo it with ancestral grace for free escape route. For the cooldown or the aim required of the skill it is not worth it all for the damage. it feels so under tuned. The root is also very unnoticeable.
Sublime Conversion: I have to say this skill is fun. You can dive back and forth and basically cancel all the damage. The healing portion is pretty low. It should scale more or less off the damage the projectiles should have done.
Glyph of equality: works good. Have been trying it with MoC and it appears to be a nice setup. I have yet to have a chance to use it in CA for a stunbreak due to how low our generation is.
Glyph of empowerment: Very low cd, interesting idea, unfortunately it does not work with having the cast time. in every single instance I went to use it, I began canceling it immediately. I personally think its too close to signet of the hunt, which frankly is better for active fighting situations. I think this glyph would have a place in the current games dungeons as they dont require much thought or mobility. I would take this over frost spirit any day. The CA porition of the skill I really like however, its really rare to get to use it.
Seed of life: feels odd. The few times i’ve gone to use it has served me well for clearing conditions the glyph trait for this feels useless as your usually on the move. A lot of the time I find sticking around for this skill costs me more hp than I gain from it. As people will throw down fields or wells on it immediately.
Lunar impact: Of all the times I tried to use this skill offensively, its missed. The falling animation is too long. It makes it hard to land on moving opponents. The heal feels very generous and I notice this skill more than the others.
Natural convergence: This skill looks so good. It feels so climatic and then it feels like does nothing. It requires such a large tremendous amount of setup to land this skill and feel like I threw a stuffed animal at my opponent at the end of channel.
Few comments on glyphs
- generally the radius feels to small on all of these skills. its very hard to give allies the bonus/buffs with them
- cannot reliably set up the CA versions
Trait wise:
Primal echos & druidic Clarity: both feel really good. I notice the daze on and like that Primal echos extended with MoC. Druidic calarity is a nice get out of condi jail free card. It does make one our grandmasters kind of redundant, however it still supports the rest of the party.
Verdant etching I like the cd reduction. I don’t like the blooms usually when i use glyphs im on the move and basically forces me to stay and be predictable or continue my path and waste the bonus. Staying often costs me more hp then I gain from the heal so it does not feel worth it.
Ancient Seeds:I like this trait, I think. I have yet to see an animation pertaining to this effect. It could be that im usually throwing Vine surge which overlaps it. It would be nice to know for both parties when its on cool down. Maybe a buff showing that its off cooldown would help with this.
All and all druid is interesting and fun to play, but arguably the base ranger hold it back way to much to be able to do anything on its own. The CA generation is way to low in pvp. Staff is so dependent on healing that it can’t do anything else, which makes it somewhat binary being that all the skills pretty much feel the same. Using staff really makes our other weapons stand out how weak they are singularly. As they cannot get the fighting job done.
I Play WvW to have fun. I don’t find it fun anymore. Therefore I don’t play.
(edited by Eval.2371)
Staff
1: Solar Beam – Overall I am happy with this skill, however we should be able to target either Friend OR Foe with it.
2: Astral Wisp – As others have said this skill needs some kind of AoE damage component. Additionally I feel that is needs some kind of Condition, perhaps Blind or Weakness?
3: Astral Grace – This skill really needs to be an evade.
4: Vine Surge – Happy with this skill so far. Maybe it could apply Cripple as well?
5: Sublime Convergence – Love this skill, only change I would make is make it a Light field.
Glyphs
Overall the glyphs need increased radii, no smaller than 360. Another concern of mine is the lack of a Stun Break. Glyph of the Tides is the perfect candidate for one.
I will amend this post later after I have done more testing.
Edit: I wasn’t aware Sublime Convergence was already a water field
(edited by nscarpenter.9341)
Initial thoughts:
(I’m a solo roamer/pve’er who jumps into groups occasionally)
I’ve got to say, the Druid heals. If you build to heal, you’ll be able to keep people alive if you manage CDs…or maybe even if you don’t since you generate AF so fast with just staff auto. However, I was definitely hoping that the Druid line would be able to fit in to a power/condi build.
Obviously, power is a no-go. I was hoping that condis would be added to the Druid since the reveal, but I don’t think there was . I’m surprised that no glyph applies a damaging condi actually. Thought there would be at least bleeds on that damage one (glyph of equality i think?).
The lockdown style totally works…but there’s nothing after that. You can really mess with guys without doing any damage to them. I almost feel like the most offensive build for solo Druid is just taking the new OP pets and keeping them alive while trolling with lockdown.
Now, of course we have two other trait lines and another weapon – but the druid traits/skills don’t synergise too well with much of the core stuff (besides TU generating like 3/4 of the AF bar) because of the miniscule amount of AF that damage generates, and the lack of healing on other weapons. It’s kinda ridiculous. Full-on greatsword gave me maybe 1/10 the AF as staff auto gave me when i got my pet in the beam. I didn’t even think I was generating AF for a bit with non-staff weapons.
Staff
- Just echoing: I think the auto animation should probably be golden/green/not blue.
- I’m cool with some skills not doing any damage – I think that’s an important part of the Druid, and it’d be OP if it healed like it does now AND did damage.
- It’s weird not seeing any boons on the skills
- AA generates too much AF
Astral Form
- Love the theme/look/animations
- Skill 1 needs to be auto. Mashing Q while needing to aim sucks, especially when you need the mouse to move already.
- I’m totally cool with skill 1 not doing damage. Gives the form a different twist and balances the ground-targeting spammy heal.
- Skills are generally useful, just keep forgetting not to move with skill 5
- really weird that all remaining AF goes away when you go out of the form
- neeeeed better AF generation from damage
Glyphs
- After the novelty wears off…probably won’t be taking many. The heal glyph is baaaad for solo/roamer/occasional grouper. I don’t know why we wouldn’t take TU, especially since TU generates a ton of AF.
- The damage glyph is weird! Why doesn’t it do damaging condis? I mean yeah, the cripple is great for synergy, but I’m just hoping we get druid stuff that could go into a condi build.
- Wantwantwantwant stunbreakstunbreakstunbreakstunbreak
Traits
- I’ve seen people suggesting that the last minor trait switches with Natural Stride – totally agree now. More and more healing doesn’t feel necessary.
- Another condi/power trait would be nice
Over all, I think that things will improve alot once AF generation is balanced and a bit more offensive capability is added. Honestly, just balancing AF gen might be enough.
Having played around a bit more in PvE and PvP I will add the biggest drawback to druid on a power builds is celestial form just feels so disconnected. I enter the form and want to do… something. But I can’kittens such an odd experience.
Quick Feedback.
Staff 1: dps is actually fine. It’s a good alternative from LB when under 900 range
Staff 2: Heal is ok I guess
Staff 3: Not too bad, but control is abit clunky
Should just function like Warrior’s GS 3 -> you can control the direction, but the distance is always the same. (1200)
Staff 4 Immobilize duration way too short. Clunky.
Glyphs all kinda useless.
Range way too small.
No additional function like cleanse or stunbreak, and no trait help them do that.
Elite Glyph is near useless thanks to the small range too, it hardly hits anyone.
Worst retaliation ever lol.
Heal Glyphdoes too little things. Should add cleanse 2 conditions in it.
Glyph of Empower duration is too short.
Astral Form:
Very bad design to consume all force when leave Astral.
Should just add a 10 sec CD like Shroud, so it’d have more mechanical uses.
Currently it has no damage, and you can’t leave beforehand, making it worthless in terms of 1 v 1.
Traits are excellent.
Ancient seed is stronger than I expected.
(edited by Aomine.5012)
I’m in love! 10/10 will main. I tried this spec only in WvW. I don’t have a guild for raids and I didn’t have time to check stronghold and creep healing.
1. Damage on staff
YES, I know that staff wasn’t made for damage but for support/healing (call it as you want) but I need to build somehow that astral force, right? Would be possible to add damage to skills from staff? Not to make some real damage and be OP class. Only to tag enemy players, nothing more.
2. You lose your astral forces after quitting from astral avatar.
And that’s bad. I thought it will work like death shroud for necromancer.
3. Building astral power
I don’t know what to think about it. I understand how it works but I think that it’s easier for necromancer to build death shroud than for druids. It was easy to build it in zerg in WvW but with small, spreaded group, it was really hard to hit that cap.
Would it be possible to make it like a real death shroud for necromancer? You can use astral avatar before you hit the cap for astral forces. Of course, the more forces you have, the longer you can use astral avatar.
4. Fire Wyvern and Electric wyvern
I’ve never been too good with managing my pets but I don’t like their F2 skills. They use that skill around them. Seems logical but it’s not working too good, in my opinion.
I killed my enemy and I changed my target. I’m in zerg so I can’t see my pet. I thought that I saw my pet so I hit F2 skill. And what? Nothing. My pet was still behind me and used F2 skill in wrong place. Would be possible to make Consuming Flame and Lighning Assault targeted so my pet will use its skill at the target, not around himself?
(edited by krzysiek.9061)
5: Sublime Convergence – Love this skill, only change I would make is make it a Light field.
currently it’s a water field, not in tooltip. please do not change this. it works great with the blast finisher.
3. Building astral power
I don’t know what to think about it. I understand how it works but I think that it’s easier for necromancer to build death shroud than for druids. It was easy to build it in zerg in WvW but with small, spreaded group, it was really hard to hit that cap.
I’m running a celestial dmg/heal hybrid in conquest. in teamfights, by bar fills up in under 20 secs. I’m cranking out as much damage as I can and healing when I can. I was never in a situation when the avatar wasn’t available when I needed it. I have other problems in terms of survivability…having my bar empty definitely isn’t one of them.
(edited by mistsim.2748)
Having played around a bit more in PvE and PvP I will add the biggest drawback to druid on a power builds is celestial form just feels so disconnected. I enter the form and want to do… something. But I can’kittens such an odd experience.
I found it to be pretty smooth in a zealots build. I can always go and heal people. And hte 5 does enough damage to be a threat. Not to mention the daze from 3is great for setting up bursts between you and the pet.
seed of life needs to explode way, way sooner. also, cosmic ray is outright impossible to use effectively due to its cast time and small aoe. it’s impossible to heal your mates if theyre moving frantically or evading, i.e. trying to survive in a fight. make this instacast, or double its aoe range.
Quickdraw doesnt seem to work with staff skills for me, and skill 3 needs and evade, other than that, its pretty kitten awesome!
- Too much healing skills
- no dmg if you use cleric gear (heal, power, toughness) to support the healing skills
- cant hit any target on the start of the beta map. Every little plant is blocking projectiles in an enormous radius around them.
- daze around you on the staff is a little bit strange. It is really good for melee. But as the healer you’re in the background and don’t want to encounter in melee. Maybe a daze if you change from staff to another weapon. Or something else (light aura, muddy terain?)
- accidential push F5 two times and was immediatly leaving the avatar form, instead of entering. Need a little cool down on this button.
- Staff skill #4. I don`t know. It is hard to aim and you don’t win anything (too short immobilizing). The only situation i will use this is, when i’m running away and shooting root behing me.
- staff skill #3: The line of sight AoE-aiming is nice for most skills, but for a “leap”-skill it is bad. if you’re running stairs or hills, you cant use the full “leap”-range cause it isn`t in your line of sight.
- In WvW i couldn’t really test the avatar form. It seems to me that every class is running with 4/5 dazes/launches/knock downs. I couldn’t use a single skill in a 5 vs 5 fight. A small amount of stability would be nice. Maybe with trait that removes conditions while entering avatar form.
+ a big plus point. The ranger has it’s first non-projectile range-weapon! Yihaa. But see item #1 and #2 (only heal, no dmg) -.-
(edited by Aleksander Suburb.4287)
seed of life needs to explode way, way sooner. also, cosmic ray is outright impossible to use effectively due to its cast time and small aoe. it’s impossible to heal your mates if theyre moving frantically or evading, i.e. trying to survive in a fight. make this instacast, or double its aoe range.
Can we suggest that it just be changed? It looks very mechanically clunky and too similar to Lunar Impact minus the daze and blast. How about the Ranger channels a beam out in front of it to heal (would need to be lower values) instead of calling one down.
Ran it for a while in wvw and loving it. Love the green numbers all over the place, love the BIG green numbers while under F5, love the easy F5 buildup while zerging, love the avatar cc/heal combos, and basically, love having a point in zerg fights. Can’t comment for the rest of the game modes, but for zerg fights in wvw, i’m enjoying it a lot.
Really like the staff auto for basic tagging/healing, and the targeted cc/movement are pretty handy. After losing the placed traps, it’s great to have some new ground targeted skills. Oh, and unlike 99% of the population (so i’m not feeling like i’m gonna win this one), i love the violent style of staff handling. Suits my max size Norn down to a tee. “You don’t kitten with a Druid!”.
The glyphs now, well, i tried, but i can’t see any reason to use any of them. Tiny range, big cooldown, minor effects, meh. Maybe they’re a sPvP thing, dunno, but as they are, i’m not touching them.
The pets are neat, and the Bristleback in particular is hilarious in its current bugged state when using Signet of the Wild. It’s like we’ve got a Siege Pet! PLEASE DON’T FIX IT! XD
Save the Bell Choir activity!
(edited by cafard.8953)
Staff #1:
How about you let it beam out healing and/or damage rays FROM the target you attack, instead of having to pass through an ally/target?
Set priority to heal first (meaning damage to one target, heal one/two allies), damage secondary (damage to targeted enemy, beam out to up to two other targets).
Increase damage of staff#1 based on if you also land heals with it. For each ally you manage to heal, increase damage done to target with 10% (maximum 20% boost).