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#1
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The issue with druids isn't that they can't be effective in groups, imo. The issue is that the majority of groups strive to have 1) a cleric and 2) a shaman and/or an enchanter. And when that happens, the stuff that a druid does best for a group is already being done by someone else.
DPS? The real DPS cover it better than a druid does. Healing? Cle+sham. Buffs? Cle+sham, except for DS. CC? Enchanter or a good puller covers it. A druid can be a great asset to some groups. Charming animals can be great DPS in some situations while leveling. Druid can also fill in spots in less-than-ideal group compositions. But when people are getting their ideal cleric + tank + shaman/enchanter + DPS groups, there is really very little room for a druid there. Like the others said, though, when you are a druid in a group, you just need to fill the gaps that aren't covered by your group already. Help heal when the cleric can't keep up, keep up hp/ac and regen and thorns in groups that don't have better already, handle the CC or help with the CC, deal some damage while also maintaining a high but less-than-full mana bar, etc. | ||
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Last edited by fischsemmel; 03-20-2012 at 08:07 PM..
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#2
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Ninja cc rooting and snaring. It can go a hell of a long way.
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#3
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In outdoor groups you make one hell of a puller. Remember leveling up back when the server opened and what I would do is harmony a camp, snare, then really just kite them around (you can keep this up for a long time, snare is very inexpensive), adding more as you kite around. Then your tank/tagger just snags one off your kite, group kills. Repeat. Of course this depends on group make up, you won't be doing that kind of pulling if your the main healer. People wont believe you should be the puller in a outdoor group, but trust me if you can snare kite a ton of mobs around and let your group pick them off one by one while you grab more, (thus non-stop exp), you will be loved.
Indoors you are much more limited. However evacs, ports, back up healing, don't bother with DoTs (waste of mana that could be used elsewhere IMO, mobs die way to fast), nukes, snares. If you are in a more open area in a dungeon, always try to ensnare anything a enchanter mezzes to help them out. Back up heals on non-tank classes is your biggest role, to keep the cleric free to heal the tank. And always, and I mean always, keep enough mana for a evac. As a druid, you are OOM when you hit that point. (Unless of course that mana is a life saving heal that makes the group not wipe.)
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Auvdar -- Divinity, 60 Druid. Retired.
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#4
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Its the player that makes the class not the other way around.. Play what you enjoy and learn to play it well.... We have all group with a terrible (insert class here).
Bottom line, if you are not feeling useful in your group, find something you can do to make things more efficient.....
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#5
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My druid used to duo alot with my best friend's cleric, I know that's an odd combo, but he would get invited to lots of dungeon groups. Guk mostly. If they had room for 2 he would insist they bring me along. Some groups were not so excited about having a utility class when they could have a dps caster or melee instead.
Needless to say I proved my value in many groups. Like so many other posters have noted, we can do quite a bit. Damage shield, buffs, snares, roots, dots, even evac when things get hairy. We won't be best for healing or dps, but we can do a little of that and everything else. Played druid as my main since 99. Enjoyed every last minute, would not change a thing.
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Mindwarp - Gnome Enchanter
Dunkler - Halfling Druid | ||
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