Now, here is my general OPINION on the new pets, the druid, and the pet mechanic in general (now is probably a good time to discuss it).
Pets
Overall, the new pets are great. The reduced cast time on F2 abilities is very enjoyable: they are finally reactive ! If only all older pets could benefit from this. Thanks to the smokescale, rangers can now bring group stealth on par with thiefs, which means that rangers should now fit in the meta in the same slot as thiefs.
The bad part for new pets is, in my opinion, the Bristlenback. Why do you create ranged pets with “passive” skills that have different range (1200 and 600 here) ? It will always force the pet to use the smallest range, which 1/ will make it lose the benefit of longer range skills (safety) and 2/ will make it lose damage the first time as it will have to move from max range to mid range.
Moving to pets in general (and ranger spirits as well as other summons for mesmers, necromancers, engineers, guardians and thief/elementalist elites), there is a real problem with them and boons/heals (not speaking of IA or other things). This is once again highlighted by the healing glyph which lacks a “pet heal”, but is also true with all group buffs in general. Most group support abilities, heals or buffs, state that they only hit 5 allies, which will always exclude all the pets and summon in 5 player groups. This is extremely annoying, as it means that a player that (almost) does not use summons (warriors, thiefs, most guardians and elementalists) fully benefit from group buffs, while classes that use summons (rangers, mesmers and some necromancers) will only partly benefit from group heal/buffs, since a part of their damage output, the summons, won’t get heals/buffs. In my opinion, the epitome of this problem is the ranger trait “Fortifying bond”. Since rangers rely so much on pets, you felt the need to give them a mean to transmit boons to pets (yet they have to sacrifice a trait for this).
All summons/pets/spirits/phantasms/minions/spirit weaons should never count as allies as for skill caps, BUT they should always automatically inherit from the heals and boons their “masters” receive.
Another similar point: all summons should always derivate all their stats from their masters (possibly with a coefficient). That is already the case for some stats of mesmer phantasms and necromancer minions. Why do ranger pets use fixed stats ? They do not improve when we improve our equipement, there stats do not evolve when we chose our equipement to favour one type of damage over another …
Ranger pets should derivate all their base stats from their masters. Then, a coefficient could be applied to these base stats to improve/decrease some stats and thus adjust them, to a reasonable extent, their stats to the focus of their family (tank vs condi vs direct damage)
Now to Druids
1st, I understand that there needs to be a first and last, but I must say that I am extremely disappointed that there won’t be any other BWE between the 1st druid test and the release. Especially when I see the terrible state the druid is in at the moment.
2nd, I must say that I am not especially fond of healing, however I tested the druid with an open mind. Especially since I play a ranger, have been out of the “meta” since start and Anet statement implied there would be a need for strong heals in raid. Well, one of my ranger is even ready to turn as a druid, with an appropriate skins and so on.
In my opinion, the whole druid system is completely lackluster at the moment, for several reasons. I will explain my point below.
- 1/ The druid feels like a poor copy of WoW moonkin form
- 2/ GW2 is built around a soft trinity system that includes damage, control and support. Healing is a part of support, however support also includes protecting, buffing and debuffing. With the druid, I found an elite spec that solely revolves around healing, healing, healing. Absolutely no boon, no group cc breaker, almost no condition: a very small amount of cripple and weakness, a bit of slow (does it has any effect on NPC bosses ?), no chill, 1s of immobilize (!!!), and an amount of weakness that will have any other profession, including base rangers, laugh). Druids feels like they are singlehandly meant to heal. Not support, heal, and heal only. That is a very dumbed done role and it feels very lacking compared to diversity of support that other professions have. Druids need more support diversity: boons to maintain, stun breakers, more debuffing conditions
- 3/ The way astral force is earned at the moment is ridiculous. If the druid is not using staff, it won’t stack. If the druid is solo, it won’t stack, until using bugged Troll unguent or playing gimicky heals with pet. If the druid is in a group, it will stack in 3s at most, thus allowing the druid to almost permanently seat in celestial form. Either CA is inaccessible, either is it completely dumbed down (because 1/ I suppose the druid gameplay is meant to revolve around switching in and out of CA and 2/ the healing output in CA is so larget that sitting forever in CA holds no interest: it is mindless spam #2, spam #3, fill in with #1). Earning astral force needs a complete and thorough rework (detail below)
- 4/ All staff skills are underwhelming: appart from mandatorily providing astral force (since no other weapon succeeds in), they provide (almost) no damage and an amount of heal that is ridiculously low in comparison of what CA can do. Sublime conversion acts as “yet another projectile protection” (we already have guardians, mesmers, thiefs, and lately necromancers doing this) and that is all for staff utility. As soon as the 2s astral force stacking is done, there is no reason to stick with staff.
Staff skills need a rework to provide increased damage (although less than a regular weapon) and much more utility to give them some real use (all the things listed in 2/ that it will make for a diversified and fun support spec) (no need of more healing, there is already far than enough in CA) (details below)
- 5/ The radius of all glyphs and healing skills is way to small. As it stands now, the druid makes the “stacking meta” even more mandatory than ever before.
- 6/ The staff and glyphs come together, yet together they are clunky: staff seems meant as a ranged weapon (why a 1200 range otherwise), especially when optimizing staff #1 may require some distance to the target, while glyphs all work on druid centered very short range, forcing him/her to stack with other players. Make glyphs apply around the current target (be it an ally or an enemy), or the druid if no target
- 7/ Ranger has a lot of regeneration sources, yet the druid does not synergize at all with regeneration. Make it so that regeneration also grant astral force
- 8/ channeling combo fields is not fun: you must entirely rely on allies to make a proficient use of them. Although I understand that combo fields are meant to promote interaction between players, one should be able to trigger a bit ones own fields. Otherwise, please turn elementalists fire fields into channeled fields so that they stop being able to singlehandedly provide perma fury + 25 might
- 9/ carpal tunnel syndrom mk. 2, a.k.a. the grenade engineer rebuilt as a healer: way too many ground targeted abilities, especially in CA. Some ground targetted skills should be replaced character targetted abilities (keep Ancestral Grace as is !)
Now, here is what I think should change in DETAILS
New pets
- All wyverns: turn “Wing buffet” into stun/knockdown. I understand it feels less like adult wyverns, however an uncontrolled knockback is extremely annoying and makes the pet pratically unusable (there is already for enough uncontrolled knockbacks around with longbow rangers)
- All wyverns: autoattack cast needs to be reduced to one second !
- Fire wyvern: change F2 A.I. so that the pet closes in on the target before triggering fire field
- Bristleback: swap “Sharpen spines” skill with “Rain of Spikes” skill. “Sharpen spines” is an uninteresing skill that could very well be baked into base attack and replaced with a new skill with more interesting effects. “Rain of Spikes” as an active skill is an interesting option, as it will allows the ranger to trigger it when it is really proficient (pet in melee range or enemies stacked). As a passive skill, it is just a waste of pet damage since pet #1 deals more single target damage when the pet is at 600 range of target
- Currently, the tiger becomes the stronger cat with its low cd F2. If that is not a bug to be corrected, the cd should be increased
All pets and summons
- Pets should inherit all their stats from the ranger with some scaling depending on pet family (i.e. 0.8 (dmg stats) – 2 (survival stats) from ranger +/- 0.3 – 0.6 from pet family)
- Pets should get all their healing and boons as exact copies of the healing/boons received by their master
- Ranged pet should have all their skills with the same range (900 / 1200), or at least all pet controlled skills
Astral force
- Many changes to allow for stacking it outside of group situation and while using other weapons too (it is way too tied to the staff at the moment)
- Astral force should not be earned off fully healed targets
- Astral force should be earned something along the lines as as:
- 1/16 from conditions ticks (per condition intensity level, max 1.5 per second)
- 1/2 from regeneration ticks (max 2 per second if multiple targets affected)
- 1.5 from direct attacks or combo direct attacks (per hit. Max on tick per skill/trait per second)
- 3 from direct heals (skills or traits), pet outgoing heals (i.e. not drake selfheal), pet heals from F2 traited with “Invigorating bond” or combo heals (per hit. Max on tick per skill/trait per second)
- multihit skills such as “troll unguent” and “hunter’s call” should only trigger one tick of astral force (well, I consider them as oversight actually)
- When cancelling CA early, remaining astral force should be kept (I think necros would be very angry if lifeforce disappeared upon cancelling death shroud). Astral force works exacly like life force for all other points (does not dicrease out of fights, slowly decrease when CA active, does not disappear when logged of), so let’s streamline it completely. The way it works now, you feel “forced” to completely exhaust CA instead of cancelling it
Celestial Avatar
- Should also affect traits
- If cancelling CA early is changed to not drain astral force anymore, cancelling CA early should then be given a CD (just as necro shroud) to avoid players abusing effects triggered on entering CA.
- While entering and leaving celestial avatar, glyph cd should reset (since their use is so different)
- Slightly increased healing power scaling to encourage using that stat (at least rejunvenating tides and cosmic ray)
- Should grant some stability to the druid (akin to leech form) (not necessarily self renewing stacks, but something along the lines of 3 20s stacks, so that the druid can start healing quietly yet dedicated CC can take him/her off)
- All 5 skills radii made 360
- More distinct CA #1 to #4. Currently, they all look like strong heals with some little flavour. One should grant stability, another protection maybe (altough I would leave that one to staff)
- Remove the channeling on #4, or make it grant also a pulsing 1s stability while channeling (in the later case, channeling time could be increased to make it heal less as a tradeoff with granting pulsing stability)
- Longer CD on some to force druids to think instead of the mindless spam that comes off many too short CD skills
- Less ground targeted heals, more character targeted ones (healing around targeted enemy/ally
- #5 should not root, otherwise most of the effect will be lost with enemies moving out of the effect area
- #5 should be ground targettable (or even better, able to target an enemy or ally)
Staff
- increased damage, heal, power scaling and healing power scaling across the board
- much more healing power scaling for #1, #2, #5 (yet staff skills should not compete with CA in terms of raw healing, otherwise the later becomes useless in turn)
- #1 should be able to target both allies and foes
- #2, make the wisp part undodgable. Astral wisp should also inflict damage on enemies around the target. Could grant fury/power/retaliation too, or, even better, act as a light field (very fit for a orbiting light wisp)
- #2 duration should be increased to 6s, so that the wisp can complete the 3rd circle and heal/damage equally all targets.
- #2 should be able to target both enemies and allies. When targetting an ally, the target damage is converted into additional initial heal to that player. Staff #1 and #2 being able to target both allies and foes would bring more interesting decisions to the staff
- #3 correct the channeling bug when targetting a close location, make it work like other movement skills that follow the ground without requiring a line of sight (e.g. ranger/warrior greatsword movements). Could grant protection too, and blind the enemies in range (after all, a wisp is a bright light)
- #4 increase immobilize duration to 3s per target. Should also grant retaliations to allies hit (vines have thorns), and possibly bleeding to enemies.
- #5 make it able to transform all projectiles (i.e. like guardian wall)
Glyphs
- All base radii extented to 360, and 600 for “of unity” (NF) and “of the Tides” (CA) to put them in line with similar skills from necromancer shroud #4 and guardian GS #5 skills respectively
- Increase damage across the board or give the more (interesting) effects
- Make them all instant casts except “of unity” and “of the Tides”
- Glyphs should be able to target enemies / allies / the druid and affect targets around them (similar to staff skills, provides diversified gameplay)
- Glyph of rejuvenation: add the pet missing pet healing part ! (the pet should always receiver the bigger heal, whether the druid is in NF or CA)
- Glyph of empowerment: lackluster when compared to water spirit. Boost duration to 10s and maybe make it grant damage buffs along (fury and/or some might stacks for the same duration as the glyph)
- Glyph of alignment: increase conditions duration to 5s
- Glyph of unity: large boost to damage per tick and power scaling, it is too small at the moment to make it even remotely usefull in solo/small group situations.
- Glyph of unity: add an icd per target (1s probably) to the damage dealt to avoid overspike situations when the druid is being targetted by a large number of enemies. This and the above point should make for a comfortable middleground between insignificant damage and overspike
- Note: making most dual damagin/healing skills and glyphs able to target enemies/allies/the druid will make the staff fully operational as their won’t anymore be incompatiblities between staff range and glyph radii.
Traits
- Druidic clarity should also include a stun breaker
- Cultivated synergy: the druid and the pet could heal each other when in range. But that is really not the change I am most worried about
- Lingering light: the cosmic wisp should be triggered around both the pet and the druid (because it is lost if it triggers only around the druid, and (s)he is far from allies). It should be a copy of the astral wisp (i.e. also inflict damages and grant boons / or light field), however, it should only heal/damage for half the amount of astral wisp (currently the same amount). This way, we again get some middle ground: if the pet and the druid are stacked, they get the full effect just as of BWE3. If they are not, both can support allies around (i.e. pet in melee and druid at range).
- Ancient seed: should work also on knock backs (it seems to already be the case but the tooltip does not mention it) and on fears, so that it operates on all control effect types.
Traits CA forms
- Note: optional: having traits that change between NF and CA and affect differently both forms (along with CA skills and glyph changes) would bring more consistency to the druid. The suggestion below were more or less creating by inverting the names and effects from one form to the other
- Druidic clarity CA: should turn into “Star Light”: gives one of all boons while exiting CA (duration ?) (other option: druidic clarity merged with Celestial shadow to make the CA switch of this skill)
- Primal echoes CA: should turn into “Celestial symphony”: grants the CD reduction to CA skills (which should then be 10-20% baseline longer) and, upon leaving CA, grants 1 stack of 3s stability of allies around
- Live vicariously CA: shoud turn into ’ “Share vicariously” ’: while in CA, healing you do allies inflict damage to enemies around
- Cultivated synergy CA: should turn into “Deadly energy”: using a healing skill damages enemies around you and your pet
- Celestial shadow CA: if not baked into Drudic clarity, CA form if this trait should be Daylight brightness: reveal all stealthed enemies around and inflict them with blindness
- Verdant etching CA: should turn into “Bright etching”: instead of summoning a seed of life (which is a CA skill already), this skill should turn into summoning an astral wisp around the character the glyph was targeted on (assuming glyphs are made targettable as they should be, or around druid if they are not)
- Grace of the land CA: should turn into “Splendor of the suns”: while in NF, grant X% more condition damage to allies around
*Overall druid
- Needs much more support options and gameplay diversity
- Needs streamlined astral force generation across all gameplays
- Needs more synergy with all damage/healing types, even combo
- Needs more staff dps
- Needs glyphs that are compatible with ranged staff
- Needs greater scaling with healing power. At the moment, the HP scaling is lackluster while the spec lacks a lot of damage, which encourages once again to select zerker stats. Kind of sad for a spec that is supposed to be a dedicated healer
- Needs traits that change depending on whether the druid is in NF or CA.
- Melee staff animation instead of caster animation is sad, but it won’t kill me
- I would have enjoyed more vine/plant animations. Currently, the druid seems to be more connected to light/stars than to plants :/ (hence the moonkin comparison in 1/)
Note1 : the proposition of allowing druid staff, glyphs and CA form skills to target either an enemy, an ally or self and have them take effect around the target would open for really interesting gameplay options: druid could force an enemy of its mates (otherwise the enemy would inflict the druid AoE on them) or discourage enemies from closing in on an ally.
Note2: please don’t come saying glyphs should stay as they are just because elementalist glyphs have no target either. If that is the case, then please simply rename “glyphs” into something else and make it.
Note2: if having a skill be able to target both enemies, allies and self is technically difficult, then you could resort on making all these skills ground targettable (druid would then with something like 10-15 ground targetted abilities, which is quite terrible in my opinion, yet better than useless glyphs targeted on self with a riny radius)
Conclusion
Druid for the moment feels terribly lackluster, like a rushed one dimensional party healbot that does not require any thinking, and will be completely avoided out of WvW / raids / specific PvP comps). It is either avoid it outside of groups, or forget about staff and use it once in a few to run for CA while in a group. It definitely requires a strong overhaul and another 4th beta week event to test the changes. As it is now, I will clearly not use it even if it secures me a raid spot, and will stick with my ranger (with an improved pet at least). Better not raid than play a mindless and clunky spec. It is really disappointing to see the first elite spec revealed in such a bad state. Especially when reaper, tempest, chrono or berserker are so fun to play.
If I wanted to say really bad things, I would go as far as saying that raids happened to be overtuned and druid was hastily changed to provide some counter. I doubt that is actually the case, but the current implementation feels like it.