Showing Posts For Cravex.5670:
Kilger, I like the direction you’re going; you’re running parallel to my reasoning, which hails from original Druid lore.
The icon of the druid hails from the Celtic tradition, not Native American. The celtic priests/historians/mystics were called…druids. They were said by the Romans in history to have called forth lightning storms when the Romans tried invading Britannia for the first time. It was some of the most horrific power the Romans had seen.
Druids were close to all nature, not just plant life, and based their events off the Sun & the Moon (many of which we still follow today).
Druids aren’t elementalists, they are naturalists. They would work with the powers of the sun, the moon, the sky, the life force of flora and fauna. Yes that means some lightning and fire would be in there, as a result, which is alrdy parallel to nature spirits of sun, etc in gw2. The moon energy could be a theme not parallel to elementalists whatsoever…but remember, a druid is more of a priest/mystic/caster than a ranger, as has been established in many genre. So it’s ok that druid may do some faery fire, some lightning storms, some gusts of wind, call down storms of rock on their enemies. They just would never have the expansive powers in those categories that an elementalists has.
Most importantly: before someone argues that this is yes, a fantasy game, so why am I bringing up earth history? The answer is because the development team specifically chose to call it Druid — not shaman (native american), not skaald (norse), not sorcerer (Asia minor), etc etc.
I’m really hoping they are going to do more than give us cc in the form of mud/thorns, and reveal (very cool but highly situational). I hope they elaborate off of nature magic specifically – which is a prime specialty of a druid, and do branch out into moon, sky (storms, lightning etc), sun, and cc with plant and humanoid on mind…
/chugs a pint o’ mead
Seeing a lot of “physical” abilities like thorns, bleeds etc. Those would be great, but I’m also hoping for a “bigger picture”, broader spectrum of abilities for the Druid based on the original theme on Druids both historically and in fantasy.
The power to not only control plant nature, but nature on a larger scale. Why not control the sky, the sun and the moon, too? And tie it in with the cc people are asking for – the power to control the nature of people/animals.
These don’t just have to be on the staff, but could be the extra utility skills.
- Moon energy in the form of DAZE , removes condition on allies
- Sun energy in the form of FIRE , gives might to allies
- Sky energy in the form of LIGHTNING , gives healing to allies
- Plant energy in the form of thorns/BLEEDS , gives regen to allies
- Humanoid energy in the form of CONFUSION , gives quickness or swiftness to allies.
Now it may be OP to have both occurring in one skill slot across the board, but it could be broken up between a staff skill and utility skill.
I.E. Moon energy on the staff may Daze enemies, and remove conditions on allies; BUT Sun energy on the staff could cause fire to enemies while a Sun utility skill gives might and something else to allies.
Hope this may inspire more discussion…