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#231
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#232
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![]() Geez you guys. I thought we're here to discuss gear priorities for a charming druid. We've talked a lot about the goblin ring and how and why it's good. But no matter whether you're able to break at 1%, at 5%, or at 10%, you're frequently going to have the other mob somewhere around 10-30% higher - most charm locations have level ranges, so it's rare to have exactly even matched fights. At lower levels there's nothing you can do about this, so I'm going to focus this comment on higher levels; the gear you should start thinking about in your early 40s and have a plan to acquire by your mid 50s.
In cases where your pet is the one at higher health there's nothing you can really do about it. ES arms dot and epic both help, but usually you'll need to add another dot or nuke for a reasonable kill time - a Chokidai Whelp for example has 4k hp, so 30% is 1200, so that would be 4 minute-long durations of the clicky Drones of Doom. I like adding a Winged Death if the mob's high enough, but others prefer nukes and I think that's just personal preference. The more interesting case is when it's your pet that's the weaker mob, and it's here that the Gloves of Earthcrafting shine. If you're a Tunare druid this should be your priority. The quest isn't hard; the Vindi head rots all the time and I got mine just by asking when I stumbled across a kill. The other three heads are straightforward kills for even a casual guild; if you're unguilded on Green and want help with this, send me a PM and I'll do what I can. When you notice the fight's at like 50%-70% or 70%-95% or whatever and your pet is losing, this is what will even it up. When you need to stretch one whelp across two sarnaks this is what lets you. Being able to finish a fight at 10% vs 15% is way better than being able to finish a fight at 2-3% vs 30% instead of 10% vs 30% like the ring would let you do. | ||
#233
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![]() Based on OP's requirements, they want the normal cheap Druid items:
1. Spells 2. Basic HP/MP Gear 3. Tunare Snare Neck 4. Goblin Ring/Ring of Stealthy Travel 5. ES Arms and Gloves (get these as soon as you can at 45 since they are cheap) 6. Lumi Staff 7. GCD item like Shrunken Goblin Earring That can take you to 60. Anything after that really depends on how strictly OP adheres to the following: Quote:
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#234
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but you don't have to be perfect every time...theres nothing wrong with letting a pet eat 50% on a kill every now and then, and in some situations it can actually save you a ton of mana / downtime / headache (think imminent pop timers in tight spaces, etc) tuna gloves and velious wrist are absolute BiS for charming leveling druid id take them over a gobby ring all day every day....even if you're a lazy solo player...you need to take the time to get people to help you get these | |||
Last edited by kjs86z2; 05-16-2025 at 08:36 AM..
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#235
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So velious wrist is only good if you can get them well before 44. At 45 you can get ES Arms for 10% of the price. If you can drop 5k on a no drop item you only need from 5-44, you can probably afford a Goblin Ring too. Get both at level 5 in that case if you want to charm while leveling. For Tuna Gloves, that item requires you to be 46+ to enter PoG. Great item if you can get the friends to kill the non-vindi giants.
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Last edited by DeathsSilkyMist; 05-16-2025 at 09:33 AM..
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#236
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#237
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#238
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If you have raid velious gloves on a 40’s Druid and are still casting invis to break charm…wow. | |||
#239
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![]() Faywind how's your druid been?
Here's a leveling report. I've done 31-38 in CT gator alley. First greens showed up at 35, but xp has still been very fast and through 38 there were still a third blues. It's not hard to either pair greens v greens and blues v blues or charm a green, add thorns, send at a blue. At 37-38 I tried NK/EK charming griffons into hill giants and griffennes into griffons. Also did some snare/fear against griffons with melee and dots. This all worked pretty well, but CT gators were still faster xp even with greens. Tried Kedge entrance but still too tough. Got kills but they'd take 10 minutes and half my mana. At 39/40 Kedge entrance became viable. Killing the couple of hill giants that I did let me afford my level 39 spells. I think I got the goblin ring right about when I hit 31 and moved out of the water to the alley. My spell bar has been snare/ensnare; root; dot; harmony; charm; thorns; regen/heal; gate. I made heavy use of gators fleeing at 20%; where I can I frequently swap between the three levels of magic dots to get a mob just below 20%. Oakleaf Scimitar/Guard Captain's Mallet plus 21% haste is great for finishing off fleeing snared mobs without mana. I haven't noticed any benefit from invis now not costing mana. At full efficiency around 35+ I could do three sweeps/hour or 15 IvA/hour, but there were also plenty of times where I'd get out of the first fight at 30% mana and have to med back up, which might be 3-5 IvA/hour. Saving a spell gem is nice QoL but not important; otherwise I'd have to swap between Harmony and IvA or take Thorns off my spell bar. I lost exactly 8 mobs due to not breaking charm in time. The first two were fumbling with the new/different keystrokes for breaking charm. The next two were re-calibrating the max hit: gator pit can max hit for 5-6%, but gator alley can max hit for 8%. The other 4 lost mobs were mostly player error. Average hp on break was around 6-9% instead of the 12-15% I'd hope for without the ring. There was at least a half dozen instances where I would have lost a mob without the ring - these were almost all cases where I was distracted and glanced back just in time to react before losing a mob. I killed a total of 432 alligators after hitting level 31. That's a 1.8% loss rate. Four of the losses were in the first few kills of level 31. There were a total of 402 gators after hitting level 32, or a 1% loss rate. I didn't record my losses in gator pit but I'll estimate a 10-15% loss rate there, some of which was due to being underwater. In chardok from 54-60 I'd estimate a 5-10% loss rate without the ring. Given 10 mobs in the entrance wing, that's between one lost mob per clearing of the entrance wing to one per every two clearings of the entrance wing. When I get a 50%/10% health split on the two mobs I sometimes recharm or root/dot, but more often I'll use regen/thorns to melee the 50% away from the 10% until they run at 20%. I don't think this is a very common approach but I really like it. Combined with AC/HP gear it lets you efficiently use both your health and mana. This worked well in CT but in Kedge the fish are hitting hard enough that I'm switching to nuke or root/dot instead of regen/thorns for finishing off fights. | ||
#240
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