Druid - Traits
Natural Purification would be hilarious with MH Axe. Oh god.
Gunnar’s Hold
- Natural Resistance: Halves the duration of conditions applied to the user.
This trait need to have some drawback or requirement, otherwise it’s too strong.
The drawback can be: takes 100% more condition damage.
It’ll still be strong if you manage to kick your -condition duration even further, especially against soft CC condition.
- Natural Purification: Gain 60 (0.4) health whenever a boon on you ends.
0.4 Healing coefficient is just too OP. Consider you have 1000 healing power, each hit on Axe 1 grants you 460 × 3 = 1320 HP per one hit over 1 second. That’s like 39600 hp over 30 seconds, which is CRAZY.
The coefficient can be like 60+(0.05).
- Natural Resistance: Halves the duration of conditions applied to the user.
This trait need to have some drawback or requirement, otherwise it’s too strong.
The drawback can be: takes 100% more condition damage.
I don’t even…
List:
Natural Resistance: Halves the duration of conditions applied to the user.
Aspect of Oak: Reduces incoming critical damage received by half. 9 seconds. Interval 3 seconds.
Calamity Aura: Increases condition duration applied to enemies by 10%. 9 seconds. Interval 3 seconds. 600 radius.
Natural Purification: Gain 60 (0.4) health whenever a boon on you ends.
Nature’s Wrath: Increases damage by 1% per condition on you.
Natural Resistance – Way too strong, especially if we combine it with Melandru Runes and Lemongrass soup for virtual condition immunity (which can already be done by warriors thanks to a condition reducing trait of their own, and it is very broken). The max. that would make sense and not be hilariously overpowered is 20%, especially if it affects all conditions.
Aspect of Oak – Is this a group support trait? If so, it would make more sense (and not be hilariously overpowered) if Critical damage were reduced by 10%.
Calamity Aura – Actually, not a bad trait suggestion
Natural Purification – healing coefficient should be low….like 0.025-0.05 kind of low.
Nature’s Wrath – ….It already exists
Yeah.. no.. thanks.
Not another useless condition build.
We need more team support. Something like a spirit weapon (like ele ice bow). Or perhaps temporary spirits like frost spirit.
All the things OP listed will be utterly useless for PvE. We don’t want a spec strictly for pvp.
Yeah.. no.. thanks.
Not another useless condition build.
We need more team support. Something like a spirit weapon (like ele ice bow). Or perhaps temporary spirits like frost spirit.
All the things OP listed will be utterly useless for PvE. We don’t want a spec strictly for pvp.
I do
Yeah.. no.. thanks.
Not another useless condition build.
We need more team support. Something like a spirit weapon (like ele ice bow). Or perhaps temporary spirits like frost spirit.
All the things OP listed will be utterly useless for PvE. We don’t want a spec strictly for pvp.
I do
There are 3 game modes in this game. They are not going to ballance the whole new aspect of the class around just 1 of them. (Which also has the lowest amount of population in the game).
So…
Broken OP
OP
meh (wouldn’t use)
MLG BROKEN OP
meh (wouldn’t use)
Natural Resistance: Halves the duration of conditions applied to the user.
— As a grandmaster trait, this could be possible, but I think (if they went with something like this) they would limit it to -33% or less. Remember, with -Condi-duration on self food and runes, you can get -65% already, without any traits. So any -Condi-duration traits will HAVE to be -33% or less. If its a blanket “all condi’s”, then I’d ballpark at -15% duration or something like that, even as a grandmaster.
Aspect of Oak: Reduces incoming critical damage received by half. 9 seconds. Interval 3 seconds.
- Cooldown would need to be much higher, and there would need to be a trigger mechanism. "Upon losing 10% of your current health in one hit, take half damage for 5s. 90s CD.
Calamity Aura: Increases condition duration applied to enemies by 10%. 9 seconds. Interval 3 seconds. 600 radius.
— AoE condi effects should probably be shifted mostly to the necro. That said, I’d probably phrase a condi-trait with this name as : “When applying a condition to foe, apply one stack of Vulnerablity (5s) per unique condition on that foe.” — Rangers are already one of the best applicators of Vuln, so I can see us getting different ways to keep that.
Natural Purification: Gain 60 (0.4) health whenever a boon on you ends.
— going by the name, I’d suggest: “Whenever a boon you apply ends, remove one condition. 10s CD, allies have their own ICD.”
— We need more condi-clear, and a trait like this would make us more viable in a supportive sense.
Nature’s Wrath: Increases damage by 1% per condition on you.
— not bad, but a little counter productive. To get anything out of this trait you would have to maintain several conditions, which will probably end up killing you. I’d re-phrase this to: “On stun-break, apply 5 stax of might and fury to self (10s duration)”
Some Druid traits that could be interesting:
“Call of Protection” — whenever using a shout skill, apply 5s of protection to self and pet.
“Extinction” — On killing a foe, deal 300(0.15) dmg to surrounding foes (240 radius). 10s CD.
“Symbiosis” — Allies under the effect of a spirit gain 200 Vitality.
“Predatory Bond” — for 10s after using a shout, your pet deals an extra 50 damage (0.3pet power) and heals you for 50(0.3pet healingpower).
“Vigorous Reflexes” — on succesful dodge, apply vigor for 4s (8s CD)
“Trapper’s Speed” — gain 50% movespeed for 2s after using a trap skill.
“Disrupting Accuracy” — apply daze (1s) on critical, 30s CD.
“Apply Poison” — When using Sharpening Stone, your next 5 attacks cause poison (7s).
“Pestilence” — On killing a foe, spread any conditions on that foe to all nearby foes (240 radius). 20s CD
“Serpent’s Quickness” — Upon poisoning a foe, gain quickness (3s). 30s CD
“Equinox” — Upon applying a condition to a foe, remove the opposing Boon. (10s CD).
Some Druid traits that could be interesting:
“Call of Protection” — whenever using a shout skill, apply 5s of protection to self and pet.
“Extinction” — On killing a foe, deal 300(0.15) dmg to surrounding foes (240 radius). 10s CD.
“Symbiosis” — Allies under the effect of a spirit gain 200 Vitality.
“Predatory Bond” — for 10s after using a shout, your pet deals an extra 50 damage (0.3pet power) and heals you for 50(0.3pet healingpower).
“Vigorous Reflexes” — on succesful dodge, apply vigor for 4s (8s CD)
“Trapper’s Speed” — gain 50% movespeed for 2s after using a trap skill.
“Disrupting Accuracy” — apply daze (1s) on critical, 30s CD.
“Apply Poison” — When using Sharpening Stone, your next 5 attacks cause poison (7s).
“Pestilence” — On killing a foe, spread any conditions on that foe to all nearby foes (240 radius). 20s CD
“Serpent’s Quickness” — Upon poisoning a foe, gain quickness (3s). 30s CD
“Equinox” — Upon applying a condition to a foe, remove the opposing Boon. (10s CD).
love the GW1 references. vigorous reflex, cant imagine how crazy that would be, specially with 4 of our weapons giving dodge on skill. (sword, dagger, sb, gs) love equinox as well, i get that nature feeling where conditions rots boons. keep the ideas coming