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- skill: Mulch
- effect: immediatly removes trees in room.
- usage: combat, wood farming
- verdict: keep
- skill: Treebourne
- effect: allows free clinging
- usage: primarily to stop random wind blowing, but also negate geyser
- verdict: spammy. Make this a constant passive if anything.
- skill: Forest
- effect: changes the terrain to forest
- power: 1
- usage: required for meld
- verdict: keep
- skill: Meld
- effect: creates meld
- usage: self explanitory
- verdict: keep
- skill: Influence
- effect: prestige while in meld
- usage: infrequently for influencing. The time needed to forest and meld hampers the use for most influencing locations.
- verdict: no comment
- skill: Briars
- effect: creates a briarwall or walls throughout demesne that entangle on entry
- usage: for hindering enemy movement through demesne.
- verdict: keep. Not always used, as it hits allies unlike wind/firewalls. Easier to destroy than windwalls. Would be nice if it had a limited effect on allies.
- skill: Dissolve
- effect: removes protection scroll defense
- usage: mandatory
- verdict: keep
- skill: Roots
- effect: pulls up anyone burrowed up to the second level and deals damage
- usage: useless. Burrowing is not prevalent in combat, is stopped by distort, and the limits on this ability make it very difficult to use.
- verdict: rework
- skill: Centre
- effect: moves the user and anyone following them to the center of the user's demesne, after a short delay if outside demesne.
- power: 2 (outside demesne)
- usage: returning to demesne, escaping from blocking effects etc.
- verdict: keep
- skill: SeedCloud
- effect: Knocks the target briefly off balance (<1s), and applies allergies on a target. 1 level on the ground, 50% chance for an additional level in the treetops, 50% of a third level if 2 hit. 15 levels max, maxes out at +50% writhe length time, +100% sap delay (from .5s to 1s), -50% shrugging chance (1/3rd chance to 1/6th chance), 80% chance to fail CLIMB UP/DOWN with each level doing 1/15th of the full effect.
- power: 1
- usage: Necessary for 1v1 druidry against semicompetent targets. Seedcloud itself is often only used sparingly, to start allergies and allow passives to ramp the levels up. Doesn't see much use in large groups as allergies build slowly in that context.
- verdict: rework. Without sap it's a lot of effort to enhance writhe hindering that can be bypassed by the use of summer/tiph.
- skill: Sapling
- effect: requires forest terrain. Stops changing the terrain. Can be cast demesne wide.
- power: 10 (for demesne)
- usage: used.
- verdict: keep. Change power scheme to match phantasms equivalent on demesne cast.
- skill: Runes
- effect: allows runing of totems.
- usage: Ostensibly for territory defense, but totems are vastly inferior to statues.
- verdict: rework: allow the runing of non-bonded totems in some manner.
- skill: Squirrels
- effect: 10s demesne effect. Equal chance for one of: amnesia, blindness, ~70 bleeding
- usage: Amnesia eats commands in sap, offers theoretical benefit against warriors and others who rely on strings of commands, provided they input no buffer commands in front of their sense commands. Blindness is used to turn off passive abilities like Lust (for sap). The minor bleeding stacks up when you may only clot once at a time (sap).
- verdict: offers 1/3rd chance for hindering dust affliction outside of sap. Otherwise, nothing. Needs changes.
- skill: Murder
- effect: 10s demesne effect. Equal chance for one of: blacklung, blindness, ~70 bleeding
- usage: Similar in uses to Squirrels. Blacklung is more useful it it can be stuck outside of sap.
- verdict: Keep.
- skill: Spores
- effect: 10s demesne effect. Equal chance for one of hallucinations, confusion, clumsiness. Not smart.
- usage: Hallucinations provides chance for sprawl and stun, both good for sap. Confusion improves off-eq abilities (stagstomp, wildarrane, shivering/frozen). Clumsiness is filler.
- verdict: potentially keep for mental affliction pressure if relevant. Either add more afflictions to the pool.
- skill: Monitor
- effect: Requires eq/bal. Reveals the target's allergy level and thornlashes.
- usage: Useful
- verdict: rework/carry forwards. Replace with whatever information what might be relevant in future.
- skill: Totem
- effect: Grants a free beast, stag or crow. Stag's most useful power is treetoss, instant enemy movement to trees. Crow deals an affliction and damage.
- power: 10
- usage: Used. The stag's primary benefit is easier saps, which require tree elevation. May need changing based on new sap/allergies.
- verdict: Keep, adjust
- skill: Pollen
- effect: 10s demesne effect. Deals asthma. Gives 1 level of allergies, 50% chance for a second in treetops.
- usage: Historically used in combination with runes' impatience rune to hinder the curing of paralysis in sap. Now it serves little to no purpose to the druid directly, may support aeon locks in theory.
- verdict:
- skill: Treelife
- effect: 10s demesne effect. Pulls enemies into the treetops elevation.
- usage: Used to wreck havoc with enemy group coordination... but it can easily save an enemy by moving them away from the druid's group. Only situationally used, often suppressed.
- verdict: Keep.
- skill: Treebane
- effect: Spawns an incurable affliction on victims that periodically throws them out of the treetops elevation.
- usage:
- verdict:
- skill: Thorns
- effect: 10s demesne effect. Deals ~100 bleeding. In the treetops, also deals cutting/blunt damage.
- usage: Primarily used to build damage on sapped targets. Bleeding stacks up if you cannot clot it quickly.
- verdict: Possibly increase.
- skill: IntoxicatingFlower
- effect: Instantly pulls target to the druid. Requires target in demesne, outside, with high allergies. Checks summon resist, consumes a chunk of allergies regardless of success. Requires druid to be outside.
- power: 3
- usage: Too many limits, not used. Requires the victim and user to be engaged in combat for some time to have high enough allergies, is resisted and not spammable, and has the bizarre outdoors requirement.
- verdict: rework
- skill: Pathtwist (HS)
- effect: Creates a small chance for any enemy leaving the casting room to be redirected to the demesne center at time of casting and be entangled. Anyone may ENTER PATH to cross to the other room.
- power: 6 for 1 hour
- usage: Hurts about as much as it helps, by increasing an enemy group's mobility through the demesne.
- verdict: needs changes
- skill: Spiders (BT)
- effect: 10s demesne passive. Deals a poison of the user's choice.
- usage: Newly buffed, VERY versatile. Can be used to perpetuate a dust stack, or to assist in sap.
- verdict: Keep. Possibly limit.
- skill: Swarm
- effect: 10s demesne effect. Deals paralysis. Gives one level of allergies.
- usage: The one certain demesne hindering effect. Paralysis is good for sap, as it can be supported by anorexia and is difficult to cure. It also supports the possiblity of a dust stack by all but forcing a focused cure at times.
- verdict: Keep
- skill: Cudgel
- effect: Cutting/blunt damage attack on point. Pulls enemies to trees on raise. Cutting/Blunt dmp on twirl. WHO HERE effect on whirl. counts as having both tinkering etchings.
- power: 10/1
- usage: Whirl is dead useless. Damage types are extremely poor. Twirl is fine. Raise is situational and has the same issues as briars/treelife in disrupting allies as much as enemies.
- verdict: Keep.
- skill: Sap
- effect: .5s base aeon-like delay, cured by cleanse.
- power: 5
- usage: Lynchpiece of Druidry.
- verdict: Remove
- skill: LightningBugs/Wasps
- effect: Allows alternate syntax to cudgel pointing to shift damage type to 100% electric or poison.
- usage: Makes druids not utterly and totally crud at dealing active damage.
- verdict: Keep.
- skill: Storm
- effect: 10s demesne effect. Deals ~500 base electric damage.
- usage:
- verdict:
- skill: Thornrend
- effect: Lashes one of the target's limbs or head, requiring a writhe or ignition to remove. Lashes deal ~50 bleeding periodically each, and when writhed off. Lashes on legs can slow movement similar to rubble. Lashes on arms slow arm balance. Lashes on head have no additional effect. May be RENDed off to deal a burst of bleeding and remove the lash, or instantly kill at 5 lashes.
- power: 2 per lash up to 8 (for rend)
- usage: Even with max allergies, not practicable to build up enough lashes to kill or harm a target without sap. In sap, rend is never a good idea, the bleeding from lashes stacks up as the victim is unable to clot effectivly.
- verdict: Rework
- skill: Regrowth
- effect: Starts any missing 10s demesne effects at half timer and refreshes present effects to their full timer.
- power: 8
- usage: Used to quickly spawn effects in demesne and immediatly align demesne effects.
- verdict: Keep
- skill: Darkseed
- effect: Periodically entangles the victim, dealing damage and bleeding.
- power: 7
- usage: Not used. The entangles are very few, the cost is very high, and the strength overall of this ability is very low. It's just about useless in sap and the 7p and balance time needed to cast this ability are dramatically better used.. on just about anything else.
- verdict: scrap or rework
- skill: Fury
- effect: Deals 100% cutting damage to all enemies in demesne, stripping their shields. Costs 100% of the user's mana reserves.
- power: 10
- usage: Used for aoe damage bursting, but is the weakest of all melder staff/cudgel unleash abilities due to its utterly abysmal damage typing.
- verdict: Change damage typings, otherwise keep I guess. I hate these bomb skills.
- To recap, 10s druid passives are:
- Squirrels/Murder: Blind, Amnesia or Blacklung, ~50 bleeding
- Spores: Hallucinations, Confusion, or Clumsiness
- Pollen: Asthma
- Treelife: Pulls enemies to trees
- Thorns: ~150 bleeding, ~300 cutting/asphyx damage trees only
- Storm: ~500 electric damage
- Swarm: Paralysis
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