#11
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Druid raid role isn’t left to the imagination - not by any stretch. For strictly laying down the damage they suffer from a lack of lure nukes but main tanks need patch heals, rampage tanks need healing, and aoe damage needs to be healed too. For non resistant mobs Wildfire is still a potent nuke and druids can put out some sick numbers. Old raid mobs die too fast for the damage difference to really matter. For newer velious mobs? They have enough hp that any non-melee dps class is comparatively weak.
As for enjoyable soloing experiences ... quad vs quad they hold their own. Unlike wizards they can also charm and root rot with charming being the fastest and most interactive method. Having said that “enjoyable” is subjective and in the eye of the beholder. If quadding really is your cup of tea I guess I can understand how wizards are “the more enjoyable” of the two.
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#12
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Druid is way better than wizzy in everything they got , wizard need aa and later expansion to become high end dps , Druid got heal buff nuke quad dot track damage shield best click in game etc etc , only thing I envy from wiz is their sky fire deadly port I could use on those lowball tipper hehe
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#13
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#14
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Druids hardly have the best clicky in the game though, what are you talking about? Wizard clickies are better, they can actually be fine DPS *if* they have a Rend/Conflag clicky robe, Manarobe, and Epic. You're most likely not going to have access to those items though, and you also can't meditate while casting on Blue server, which makes it less effective. If the DPS clicky items weren't hard to get, then Wizards would be a solid class. Without them, they are weak. Wizards are still generally better than Druids for Raids, though, because of their damage generally being more useful than shitty patch heals; Shaman are the ones who should be doing patch heals. Druids need to fight in places where they can charm a good animal pet, if they want to be effective in group situations at the later levels. Without a pet, all they offer is a damage shield and lackluster healing capability. That still might be better than a Wizard without clicky items, depending on the situation, but either way...it sucks.
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#15
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With Sow/Jboots you can quad.
Doesn't require snare. From max casting range, standard runspeed mobs take 5 seconds to get to melee range if they are not Giants/Wurms with a larger than normal hit-box. Even at the highest levels, Quad nukes only take 4.5s to cast. This means that you can quad without snare with a half second to spare on the cast time. Lower level quad spells cast even faster. Latency is a double edged sword. Post-50 when you're dealing with unsnared quadding you will want to take advantage of the latency to begin running when you have approximately 0.25s before the cast is done. It will cast the spell anyways due to the latency and allow u to remain out of hit range. It takes approximately 11seconds to get back to max casting range. With that said, if you are a min-maxer in the late game, you will want to aoe snare your quads because you can sit to capture the med-tick between quad nukes: Test the tick-timing while your quad is in tow snared and then be at max casting range sitting when the first tick goes through.... Stand Immediately cast aoe nuke Sit immediately upon it casting to capture the server tick run while mentally counting to 5 in your head Sit to capture the server tick cast aoe nuke sit to capture the server tick run for 5 seconds sit nuke sit run for 5 seconds...repeat. | ||
Last edited by Thorondor; 04-26-2019 at 07:47 PM..
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#16
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#17
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Druids have circles / PoTG / thorns / regen / NT / animal charm / sow / ports making them viable in almost every raid situation especially now that ToV dragons are rooted.
Wizards OWN Kunark dragons and are very good at burning down mobs in burst damage (gaters/CHers). | ||
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#18
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Druids make fine patch healers on raids or even main healers for a wide range of group scenarios but are far outclassed by clerics and torpor shamans. If it weren’t for specialized alteration and the regeneration line of buffs a 59 paladin could more effectively heal than a Druid over time (225 mana heal over time for 700-875 depending on server ticks).
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#19
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Oi double post but regarding Torpor it really is worth foot stomping just how efficient it is. Even ignoring the mechanics of canni and how shamans have nearly bottomless mana, at 1200-1500hp pet 178 mana (alteration spec) a cleric using complete heal has to consistently land every 356 mana complete heal for 2500-3000+ to break even on the efficiency or torpor. For high end raid geared melee or moderately geared high level warriors and knights this isn’t terribly hard to pull off but for lower level tanks and regular non-raid melee, landing complete heals in this range is either impossible or impractical.
Point is all heals by comparison with the exception of complete heal on a beefy tank are inefficient and weak. Torpor despite having an annoying snare/slow is hugely OP. Ideally druids should have received something comparable or at least a weaker heal over time comparable to celestial healing in velious. Ghetto complete heal in luclin helped a lot but we’ll never see that here.
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Last edited by Troxx; 04-29-2019 at 02:12 PM..
Reason: Damn iPhone autocorrect
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#20
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It's definitely an afk class to med if you plan on soloing. It's kind of nice to play that way if you're doing house work or just want eq going as a background thing, cuz you can nuke a mob, then come back twenty minutes later and do it again while getting rl stuff done in the meantime. At 21, turning in lightstones still gives decent exp, so if you get a flux staff with jboots, you can grab 25 wisps at a time and project lightning them. Still slow, but you can make some decent plat at least. Just gotta tough ot out till group ports and snare when you can build groups or quad kite.
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