…that will never happen.
I’m not all that attached to ranger. I’ve tried it here and there over GW2’s life but always inevitably deleted for something else. But hearing about druid brought me back. I love playing healer and support in other games and now we were going to have a class dedicated to just that. Maybe I could avoid the zerker zerg and try something else for a change.
Now, I don’t think everything about druid is some total disaster in terms of what sort of numbers it puts out. It does okay in situations where a big group of people are wailing away on a giant bad guy and they need someone to occasionally float some big green numbers over their heads. But it’s just not very fun or fluid to use.
First off, staff is boring. Man, is that thing ever boring…
Solar Beam: An auto-attack that pulses low damage and low healing. It requires you to clumsily and artificially shuffle about if you want to catch people, your pet, and extra enemies in the beam. And you almost always have to do this if you want to build up into Celestial Avatar for any real healing.
Astral Wisp: More low healing. Between the cast time, the slow projectile, and then waiting for the wisp to circle about and heal people, I’m not sure it’s worth using all that often. Either the enemy will be dead before it does much or you could have just auto-attacked your way to Avatar form by then.
Ancestral Grace: Most fun thing on staff. I enjoy this one. It evades, it heals for a decent little bit, and it blasts for more healing and team support. I wish everything on the staff was like this in terms of creating multiple positive effects at once. My only problem with it is that it puts you in combat for a few seconds if you’re just trying to just teleport around.
Vine Surge: Meh. Immobilize is too short, it’s annoying to aim, everything else that I’m sure everyone has already said about this ability. Meh.
Sublime Conversion: It’s okay, I guess. I like the water field on it. I can’t imagine it getting much use against projectiles. Raids will just plan for a reflect for the most part, I assume. Maybe it will see action in WvW when two zerg blobs are staring at each other and hurling a few ranged attacks.
I’m going to assume various changes I suggest will have already been brought up by others and promptly ignored. Also, this is turning into the sort of long rant that I would just skim. But this is MY rant darn it, so I’m going to keep going.
Solar Beam: Increase the damage slightly by adding a short burn onto the last pulse. Free extra damage for everyone and a decent boost if you have condition damage stats. Make the beam not cleave, so that it just does decent single target damage. On each pulse, have the druid heal itself and nearby allies in a small radius instead of it being people inside the beam. That way the druid stays with and protects a group at all ranges instead of having to shuffle.
Astral Wisp: Instead of healing each time it passes, have it grant short duration protection or regeneration. Have it inflict short duration poison when it expires. Maybe allow the entire effect to be cleared like it’s a condition? It would need some sort of counter play.
Ancestral Grace: Remain the same except for maybe not putting the druid into combat.
Vine Surge: Make it a line that you place like Unsteady Ground for elementalist or Line of Warding for guardian. Have it immobilize on creation and then pulse cripple and bleed on enemies that remain or cross. Remove the cleansing on allies.
Sublime Conversion: Keep the water field and converting projectiles to healing, but make the effect a radius around the druid. I feel like it will get in the way of ally reflects less while still helping in those times when you need projectile immunity like raising a downed ally.
Further, make conditions you inflict and regeneration (like from warhorn, shouts, healing spring, etc.) granted to allies generate astral force at a moderate rate. Cut the duration of Celestial Avatar in half but only require half as much astral force to enter. Celestial Avatar will feel more active and interesting if it didn’t take this longish period to build up and was a short but very effective boon to allies. I can usually have the necessary astral force built up between cool-downs, but it doesn’t feel like I have much control. I’m always dying (sometimes literally) to have it back and immediately triggering it, but then I’m often getting out half way to save it for next round.
Rant over. Again, druid right now is not the end of the world, but it’s just so boring and one-note and needs to fill a larger space than it currently seems to do.
Tl;DR Give staff some conditions and easier ally healing. Druid doesn’t have to do severe damage or anything, but it needs a less clumsy support role where it can contribute steady damage and healing outside of the bursts of healing in Celestial Avatar.
(edited by Shifter.1036)