Hi there!
Firstly, I have been looking forward to the release of this beta class so much. I’ve got to say, thank you for your ideas in this mastery. Thank you for putting some thought and time into the Ranger and attempting to give it more versatility. There’s still work to be done, but it is a fantastic take on an aspect of nature, not yet touched on in Guild Wars 2. I spent all the time I had this weekend on the Druid and tested it in several areas, but mostly in WvW, so I’ll address my findings in segments.
STYLE:
The all-around look of the Druid was a pleasant surprise stylistically. The sounds are beautiful and its skills are just gorgeous! But the look of the character while in celestial avatar form could use a bit of a makeover. It ended up looking a little blah, which was disappointing because of my excitement. This is the best place for honesty though, because I plan to play this as my main once HoT is live. And if it’s something that bothers me, I really think I may not be the only one who has this in mind. So… I hope that you look into a makeover for the Druid’s celestial look. Even the Necromancer while in death or reaper shroud looks more amazing, and they’re calling on the powers of death. Shouldn’t the powers of the celestial avatar look less like the Silver Surfer? If the focus of the form itself is going to be healing and support, then maybe it could look a little more daytime celestial like the Celestial Dye. It doesn’t necessarily have to look like the black screen of a planetarium, as you already have a dark theme going with the Necromancer. This seems like it should play on the opposite theme, even closer to the way a star looks from here on Earth. Maybe more sparkly? Shiny? Something? Also, holding the staff like a hammer is a little strange. I don’t know if the Revenant staff stance was copied to save time, but it did seem a bit off to carry it around like it was so heavy.
MOBILITY – SUPPORT IN WVW:
As I played, it became more obvious to me that the Druid was meant to be up close and personal when doing most of its healing. If that is not the case, then it needs some serious re-working on the ranged heals. The melee-ranged heals are the only ones that are worth the limited time on your celestial. Which brings up another point… the form needs to last much longer. Although I know that this isn’t supposed to be an exact opposite of the Necromancer…. I feel like it should be. So, the Necromancer can spend much of its time in its shroud, which is its most damaging state, if traited that way. I believe what the Druid needs is just as much ability of healing and support as shrouds are for damage and CC. In general, the ranged healing is not strong enough to be useful, even when you are full cleric’s heal spec. Either that, or they are meant to make you get so annoyed with how little they heal that they make you want to be up close to your allies.
Examples: Ancestral Grace: re-positions you to your allies, again in melee-range (a nice skill by the way). Astral Beam: the healing on this is so weak even at max range, it makes you feel the need to get closer to your allies. This means that in order to be effective with its healing, the Druid must become a completely different class and give up any other niceties that a ranger has possessed previously, such as high power or high precision. Instead it must become a wet-noodle, solely focused on support and defense. The problem with this? The Druid lacks innate stability in its own mastery.
BIGGEST PROBLEM NOTED BY DRUID PLAYERS (LACK OF STABILITY):
In order to acquire enough stun breakers to get yourself out of trouble just to be able to do your job as a melee healer, you must also give up better skills to keep yourself alive in the melee range. I found that the only stabilities I could get were the elite shout “Rampage as One!”, or the Signet of the Wild. Neither of those are suited for a supportive healer. Those are damage-based skills, and when you’re not set up for influential damage, they are selfish ways to keeping up with your allies, causing at least two skill slots to be wasted on personal gain, neither of which will break you out of stuns. “Rampage as One!” is still was better than no stability, which means a Druid would rather run a selfish stability that doesn’t belong in their support bar instead of that neat “Glyph of Unity” as an elite. The glyphs provided to a Druid are far better in theory as a support, but if nothing changes in the way of stability, what’s the point in choosing support skills when you keep getting knocked around and cannot use them anyway? Other stability-lacking challenges include having to run “Lightning Reflexes” to supplement as a stun breaker, but this moves you away from your allies which is counter productive. “Signet of Stone” is not a stun breaker, but because of the lack of other protective skills against stuns, you feel that in the mid- to front-line, you still need it just to stay where you need to be. This leaves you with only one of the new glyph skills feeling useful, and that is the “Glyph of Equality”, one where you must make it into celestial avatar form to use as a stun breaker.
A FAIR SOLUTION TO THE LACK OF STABILITY:
Please give the Druid stability while in celestial avatar form or a way to obtain it. Necromancers have a skill that pumps stability while in their new reaper shroud. This makes them able to stay upright during their most devastating times. As a celestial avatar, (basically the opposite of death and darkness), the Druid should be able to keep upright during their most supportive times. Providing a stun breaker trait option when entering that form would also be fair. Please give them a way to support in this close range. Stability is a must.
GENERAL FUNCTIONALITY
This is in close relation to the lack stability, but even when your healing power is above 1200, something about the healing on this class is not in good synergy with its positioning. The Druid seems to be having an identity crisis. Based on the numbers, it seems to favor melee-ranged heals over ranged, but many of its own skills fight and don’t play nice with each other. And the auto-attack heal is very small.
STAFF SKILLS
Astral Beam
This heal is not much. It scales the farther you are away, which is an okay idea, but only if the Druid was meant to heal at range. Again, here is that synergy problem. Is the staff for healing or CC? It certainly doesn’t have condition damage as its base. If the staff is meant for both healing and CC, there is nothing on this auto-attack skill that does anything well. It doesn’t damage for much, it doesn’t heal for much, and it doesn’t CC. If Astral Beam is supposed to heal for more than it damages, then there should be more ranged healing skills to work well as a partnership, and there aren’t. If Astral Beam is supposed to damage more based on its longer range, then there is nothing else on the staff that is worth using as a dps spec on it, because it doesn’t do nearly as much damage as the longbow or even the axe.
~Possible Solution: This would blend better with the rest of its melee support skills: making it an aoe small heal with a similar animation effect as a guardian staff would also solidify its place as a supportive melee weapon instead of trying to pretend that it’s a good replacement for the longbow in damage.
Astral Wisp
This skill was something I liked. Again, the healing and damage could improve, but since it was able to be used at long range or up close, it was still more helpful than Astral Beam, and it provided a good source for building up astral force.
Ancestral Grace
This skill was beautifully designed. It healed for little if you weren’t spec’d as full healing, but the main strength that it had was the ability to re-position yourself at a far range. As the Druid lacks in way of stability, I would like to see this skill remove immobilize because even the greatsword Swoop doesn’t remove it, but I will understand if you don’t do this if you provide the Druid with another route of stability and/or stun breaking.
Vine Surge
This skill is great. You still have to think and position it correctly, so its effects are quite fair and useful.
Sublime Conversion
This skill is also quite neat. The idea that it would heal instead of reflecting or just blocking is very cool. The healing, as said before, needs a boost though, and the position of the healing water is not aimed well. It hardly ever is useful as anything but a block, but even as such, it looks great and can function adequately.
CELESTIAL AVATAR SKILLS
This form in general needs to last longer, not just provide stability somewhere. The player’s healing should be passively boosted while in celestial avatar form or increase the amount of healing done by each skill.
Cosmic Ray
I found myself wasting a lot of my celestial avatar time just attempting to position these skills correctly, as the radius was far too small, and the healing was not significant enough. It would be good to see the healing of this get boosted, even if the damage doesn’t, since celestial avatar seems to be more about the support and CC than it is about damage. The radius should be closer to that of Lunar Impact. This was basically the Astral Beam of the celestial avatar form, needing just as much change to it as the staff skill I talked about.
Seed of Life
This was decent. I found it very useful, and giving us a trait to plant one of these upon using each glyph was also helpful. Functionality-wise, it’s wonderful! However, please… PLEASE change the way it looks. Some of us agree that it looks like the earth turned over and decided to start pushing out a real number 2 (and no that’s not a skill name this time.) Please use whatever coding you had for Sylvari turrets/blossoms as a base. It really looks gross and far from anything to do with celestial goodness.
Lunar Impact
The radius on this was good. The daze was good. The healing, well… I think you get the idea after I’ve stressed it so much.
Rejuvenating Tides
Ah, the Druid’s one “burst” heal is in average standing, considering that it has to be blasted by others. If the passive healing was boosted while in celestial avatar form, this would make for its most impressive skill and it would really help a lot.
Natural Convergence
This is one of those skills that you are massively lucky if you even get to pull it off. Without stability, it is easily interrupted. Attempting this skill was just not smart, given that it did little to no slowing on its enemies and by the time you were able to cast it without moving, most enemies had moved out of the way. It became a skill that was wasteful of your limited time in celestial avatar form.
Possible Solution: Make it a mobile skill? Or perhaps reversing its effects would help make this more worth the time and the long cool down? You could make it immobilize any non-stable enemies within range and upon the end of the cast, create the slowing effect, because slowing your enemy while you, yourself cannot move at all or use any other skill is pointless if not suicide. It’s like creating a further reason for enemies to focus you while you can’t do anything but stand still and they can at least use skills. (Again, a just synergy problem.)
GLYPHS
Glyph of Rejuvenation
This skill seemed to be worth it when using the trait that allowed for condition removal. The healing on it when out of celestial avatar form was adequate. Being able to heal allies for much more than yourself is okay, as you can use Rejuvenating Tides to keep yourself healed.
Glyph of Alignment
Applying conditions such as cripple to your foes is not a bad thing, especially if you can trait for more damage to foes with speed impediments, however again, it needs stability to make the celestial avatar form of this glyph worth keeping on your bar.
Glyph of Equality
This glyph was the only glyph besides the Glyph of Rejuvenation that was worth keeping on the bar, as it stands right now. It was useful both in PvP, PvE, and WvW, but again, you needed other stun breakers while out of celestial avatar form to supplement your own survival in order to make it into that form to use this skill as a support.
Glyph of the Tides
This one had a synergy issue. It seemed like its effects should have been the opposite of what they were (pushing away while in celestial avatar form and protecting your allies, not pulling the enemies in.) This isn’t a big deal though. It was still fun to use.
Glyph of Empowerment
This was not as useful as it sounds. The boost isn’t as useful if you can’t be stable enough to be close to your allies, but like most of the other healing issues this mastery has, it could be an easy fix. It wasn’t as significant of a change to make me want to use this over a stun breaker or signet.
Glyph of Unity
This would have been so much more useful if it was boosted both in damage and in healing. Its effects were so little, that even though it had a small cool down, I found I kept forget to even use it, as it wasn’t as useful as say, Entangle.
TRAITS
Celestial Being (passive)
This one goes without saying anything. It’s obviously a necessity as a Druid.
Cultivated Synergy
This was alright. Again, boost the healing, and it would be more functional.
Druidic Clarity
This skill was nice. I believe though that this is where the window of change could be for stability. Removing all conditions is sure helpful, but using Seeds of Life are good supplements for that. What if you removed less conditions (say, 1-2 instead of 13) and/or broke out of a stun when entering celestial avatar form and had stability somewhere in all of that? As a trait, this would make it necessary to give up Primal Echoes in order to stay stable in celestial avatar form. A fair trade.
Primal Echoes
This was a great way to use the staff offensively. I saw no problems with this, and reducing the staff skills was also a good reason to choose this trait over removing conditions if your focus was more offensive than supportive.
Live Vicariously (passive)
This was a good idea. Again, needs a heal boost, although it could be a minor one for a passive like this.
Celestial Shadow
This one was fun to use, but the stealth was really not that long. Also, because it was based on when your own celestial avatar time was up, others would often reveal themselves, not knowing when the stealth was going to activate, so it became difficult to time for allies.
Possible Solution: Give some sort of indicator that you’re going to be stealthed, like you would hear with a mass invisibility or see with a shadow refuge.
Natural Stride
This was great for roaming and keeping up with other people. If that’s what a player would rather have, it was a strong skill.
Verdant Etching
This was probably the most useful trait of the three in its section, if you were planning to support at the front of a fight or even for yourself. I saw no changes needed. (Except for the look of those “blossoms”!)
Natural Mender
This whole skill needs reworking. There was hardly ever much of a change in these stacks. THIS is where you could put a passive heal boost inside of celestial form. Get rid of the stacks and boost it immediately upon entering the form, so that the heals actually matter as support class and the boost is active in the form.
Ancient Seeds
This was great for offensive play. Even if the Druid decided not to go with staff for dps, this made for a great alternative to the support side and had good synergy with Primal Echoes.
Grace of the Land
This skill was a good protection against conditions. I saw no problems with it, although most of the time, with the ability to remove conditions so often, it had less of an impact on allies than Lingering Light.
Lingering Light
These were useful to build astral force, but as far as supporting as the heal they are advertised as, they really weren’t much. Just a small boost in these, like most of the other heals would be helpful.
PETS
Although for some reason, I had to keep remaking my Druids because my ability to use pets would disappear, and I couldn’t ever use the new pets in PvP, I do like the new pets. I was able to test them in Verdant Brink and WvW. The one thing I do have to say is that the knockback on Electric Wyvern is really difficult to position and make other skills work well with it. It seemed like a knock down would have been more useful, but it’s still a really strong pet either way. Also, the bug on the Bristle Back… (while using Signet of the Wild) it’s adorable, but quite distracting. xD
CONCLUSION:
I feel like I’ve said it too much, but I really haven’t. We get one beta weekend on this Druid, so now is the time for me to give as much feedback as possible. Stability and healing boosts on the Druid are definitely the two main issues we’re all feeling. I’m grateful if you’ve read this far, because the reason I had so many suggestions for change is not because I hate this class. It’s because I LOVE it, and I want to see it be loved just as much by others who have it in their party. I want to see it be used in a more effective way for what it seems like your aim was, which looks like a melee-ranged healer and a CC support. I salute you guys! Lots of us had so much fun testing things and I know I’m looking forward to Heart of Thorns even more because of this mastery.
Adrienne (Nim!)