Druid Patchnotes [what I would like to see]

Druid Patchnotes [what I would like to see]

in Ranger

Posted by: Dojo.1867

Dojo.1867

Celestial Form

  • Astral Force is now generated as percentage of healing done or damage dealt (200 hp healed = 1%, 600 damage dealt = 1%) This will still give TU the ability to fill most of the bar but also other ranger heals can do this now giving druids more build variety.
  • Celestial form now consumes 1% Astral Force per second and Celestial Form skills cost Astral Force (1: 1%, 2: 5%, 3: 10%, 4: 20%, 5: 30%) Right now celestial form puts you in a rush to cast (spam) as many skills as possible and because all the skills are strong you can hardly justify using the skills on the right side of your skill bar. This gives you more time to play what to use and you don’t get punished for wanting to use glyphs for example.

Staff

  • Solar Beam now connects to the nearest ally next to target enemy, heal per tick increased by 100%
  • Astral Wisp now confuses the target enemy for 3 seconds whenever it heals
  • Vine Surge now removes 2 conditions from the Druid and every ally it hits (any kind of condition)
  • Sublime Conversion now also converts 2 random boons into conditions when enemies pass through
  • fixed a bug where Staff would not be affected by Quick Draw

Glyphes

  • Glyph of Alignment (basic form) now adds cripple and 5 stacks of bleeding for 5 seconds to enemies in range
  • Glyph of Equality now also stunbreaks the Druid in basic form
  • Glyph of Tides push and pull swapped between basic and celestial form
  • Glyph of Empowerment damage buff increased to 15%
  • Glyph of Alignment, Empowerement and Unity radius increased from 300 to 450

To be continued …

(edited by Dojo.1867)

Druid Patchnotes [what I would like to see]

in Ranger

Posted by: Knighthonor.4061

Knighthonor.4061

No I like the push on GoTT base form. Its needed for self defense when out of form.

It simply need a AoE regen and maybe even a blast finisher or water field.

Vine Surge need its cast time reduced to 1/2 seconds. far too hard to hit.

Druid Patchnotes [what I would like to see]

in Ranger

Posted by: CandyHearts.6025

CandyHearts.6025

I’ll take any radius increase I can get on glyphs! yesyes pleaseplease! xD

Druid Patchnotes [what I would like to see]

in Ranger

Posted by: Knighthonor.4061

Knighthonor.4061

I’ll take any radius increase I can get on glyphs! yesyes pleaseplease! xD

more like a Radius increase on Cosmic Ray and better cast speed from animation. Also a HoT on that as well. Druid need some way of getting self Regen.

Druid Patchnotes [what I would like to see]

in Ranger

Posted by: Dojo.1867

Dojo.1867

No I like the push on GoTT base form. Its needed for self defense when out of form.

It simply need a AoE regen and maybe even a blast finisher or water field.

Vine Surge need its cast time reduced to 1/2 seconds. far too hard to hit.

On second thought ai think you are right about this. Thematically a pull would be more aggressive and a push more defensive but I think the push in basic form is needed for decapping and stuff like that. Will edit original post.

Druid Patchnotes [what I would like to see]

in Ranger

Posted by: Tragic Positive.9356

Tragic Positive.9356

No I like the push on GoTT base form. Its needed for self defense when out of form.

It simply need a AoE regen and maybe even a blast finisher or water field.

Vine Surge need its cast time reduced to 1/2 seconds. far too hard to hit.

On second thought ai think you are right about this. Thematically a pull would be more aggressive and a push more defensive but I think the push in basic form is needed for decapping and stuff like that. Will edit original post.

I agree on your original idea. Pull and Push should get swapped.
Without celestial form you are on the offensive and want to deal as much as you can – thus pulling enemies to yourself is what you need.

On the other hand, in celestial you are purely defensive which means you want enemies out.
[edit] The only use is with Astral Form #5. That’s it. Nothing more [/edit]

Furthermore – in PvE you are starting without celestial form, so being able to pull enemies in (like you always do in PvE) to do damage and out when you need to heal your peers is what we need.

Current functionality is just wrong. I don’t want to deplete all my Celestial form just to feel useful with 1 glyph for PvE. Not to mention how absurd it is to fill the bar without staff in PvE.
(I’ve been testing druid for PvE without staff – it’s a tiny bit less DPS but can fill several roles; it’s optional)

“Observe, learn and counter.”

(edited by Tragic Positive.9356)

Druid Patchnotes [what I would like to see]

in Ranger

Posted by: Dojo.1867

Dojo.1867

I get what you mean but you really need the push for decapping in basic form.

Druid Patchnotes [what I would like to see]

in Ranger

Posted by: Tragic Positive.9356

Tragic Positive.9356

I get what you mean but you really need the push for decapping in basic form.

That’s one situation out of many. While you can decap in Astral Form regardless. Nothing prevents you from doing so.

In PvE, there are situations that do prevent you from using the pull in astral form as opener. Dealing the damage is the job you’ll focus on more often than healing or staff-supporting. Which means it takes far longer to fill the astral meter.

Plus, if you are trying to decap a point – it means someone is logically standing there. Which means filling your Astral Form bar takes … 3 seconds (you do wield the staff, if you don’t – you are not playing any decap build so the idea does not fit).

Balancing an ability according to 1 situation is more or less Roy’s way of doing things. I want the ability to be useful most of the time. I want abilities to fill my needs. I don’t want to play according to my abilities when it’s clear that it can be the other way round.

“Observe, learn and counter.”