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Old 08-19-2016, 01:29 PM
Handull Handull is offline
Planar Protector


Join Date: May 2011
Posts: 1,255
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Quote:
Originally Posted by Sorn [You must be logged in to view images. Log in or Register.]
For 20-ish:

* Preserve 50% mana for heals in case cleric goes OOM, and/or devote heals to enchanter when they draw aggro
* Put thorns and STR on tank and STR on rogue
* keep everyone sowed at all times - doesn't really need to be said, people will remind you incessantly!
* Use cancel magic on things that might be buffed (caster mobs), if they have a damage shield on
* Nuke at least once per mob for added DPS
* Snare anything that flees
* If you have extra mana and there's an animal, charm and deploy for DPS (enchanter will need to watch your back and use stuns when charm breaks so you can recharm)

29
* Congrats, you can now evac your group in bad situations! wtb port

At 34 the buffs begin to change
* thorns, STR, regen

39
* thorns, STR, regen
* Share Wolf Form (bonus ATK)
* pack spirit (group sow, makes it easy)
* Your cleric gets complete healing, preserve 50% mana until they have a good handle on it

44
* For longer fights, DoT. Shorter fights, nuke.
* thorns, STR, chloro, wolf form if they want it (outdoors)
* Preserve 30% of mana for off-heals unless you are in a difficult camp, then preserve 50%, or if it's really difficult, just be off-healer with the occasional DS
* The new nuke, Calefaction, has a fast casting time but long cooldown - use at your discretion
* If you guys are doing Velious, make sure you get these port spells as well as the port tooth required.

49
* New skin buff, which gives +2 hp regen - use this in tandem with the cleric AC and symbol buffs until the cleric gets something better (their last HP buff was at 44)
* At this point the cleric should be able to handle pretty much all healing, especially with the enchanter keeping everyone cracked out. Save some mana to keep the enchanter from dying, but otherwise you won't heal much
* Thorns, STR, Chloro, wolf form (opt), pack spirit
* You can charm if you've got the mana, though charm breaks might be ugly by now because you can get anything up to level 53 and Allure of the Wild has a long cast time

50+
* Similar to 49 but more intense. Note that your group will have to take on much more challenging encounters for your druid to really get a work-out.
* If you've made a habit of charming animals for DPS like a second, relatively inferior enchanter with no stun or clarity, you must upgrade to Call of Karana at 52. Actually, upgrade anyway.
* Circle of Summer and Circle of Winter are good group junk buff spells
* The times Glamour of Tunare is useful may be counted on one hand: Farming anything under lvl 35, and Department of Fun events...
* Once you get the druid fast-cast heal spell, Chloroblast, keep that loaded at all times. It is faster than the majority of the cleric heals and will save your enchanter in a bad charm break. (High level charming is fun! Best clutch heal in my career: Chloroblast landed at 2% hp, enchanter got hit for 100-something a split second later and survived)
* PotG. Best buff. Your cleric needn't bother with their HP buff once you've got this at 60. It's got +6 mana regen, lasts forever, and stacks with enchanter brain buffs. Only drawback is having to wait til 60 to get it. Well, I guess the other drawback is people begging for it when you're in EC...it costs 1200 mana D:
Lots of good stuff here.

Did you mean Nature Walkers Behest or Tunare's Request instead of Glamour of Tunare? I use Glamour all the time when charming and if fighting a high lvl animal mob for the MR debuff. Tunare's Request is nice when charming a very low level mob, but the usefulness of that is limited. In theory no agro on a break is nice, but the mob can't really hurt you anyway. The summoned pet is less useful, but it's not useless. You can do some pulls with it, or just use it as a mana battery (cast pet, med to full, cast some spells, reclaim pet, boom +600 mana).

It was said earlier, but don't bother giving thorns to anyone but the tank. I never understood the group thorns buffs except that it makes it easy to keep track of when you need to recast. As you level up more, and shamans and enchants start slowing mobs regularly, thorns is probably less useful.

As far as the general role of the druid in the group, you will fill in the gaps as needed. If the group needs off heals, do it. If the group needs a little extra CC, root and snare your way to victory. I usually try to snare everything, especially now that it stacks with root. Don't snare so early as to pull agro, but snare won't break mez, and will help in all situations where a mob is running from low hp or chasing someone in group.

DoTs can be a good way to do damage, depending on the dps of the group. Just don't get into the habit of dotting too soon, since your dot will break mez over and over.

You can also be a pretty effective puller. It can be harder deep in a dungeon when sow has faded, but you can easily pull in a zone like solB. 2-3 mobs in the pull? Start one with snare, so it comes in much later, etc. In an outdoor zone you can harmony to help pull, and can be great even in a raid level zone like PoFear.