Class Revamps/Ideas (Druids)


  • newly_registered

    Same thing with Ninja, just now it's Druids!

    Right now, here's what is listed on the Druid help file:

    [i]Fighting style: One-handed, usually a quarterstaff

    Skills: archery, bow, brew, lore, scribe
    Spells:bless, call lightning, cosmic blast, dispel evil, dispel good
    earthquake, enchant armor, enchant weapon, fireproof, summon
    underwater breathing[/i]


    One handed weapons are fine for the most part, but a staff is a 2h weapon. Would limit them to blunt weapons or ones made of anything other than iron, metals, etc (To answer, yes I am borrowing a page from D&D here). All of the other skills except scribe make sense. Druids would know more about plants and natural remedies, but they're not spending time writing down spells like a Wizard/Mage/Necromancer. If you want a druid to feel more....organic...I'd pitch that.

    Since i know things like enchant armor/weapon are being relocated (or completely separate as a profession and not a spell), those will be ironed out. Basically, anything nature oriented should be in their skill set though, within reason.

    Some other things druids could get:

    1. More damage against specific mob types (animals, beasts, other natural mobs but not golems, dragons, magic creatures, etc), and take less damage from them.
    2. Higher resistance to nature magics, poisons, and diseases (could even choose one to have near immunity to?)
    3. Healing magics can (but not always will) give a regen effect on the target, based on their spell's skill level and their player level.
    4. For spells that are found in nature, but can be cast by others (such as call lightning), druids get more effects/damage/duration of spell for those which have a nature component. Example, call lightning could last X number of turns longer, deal X amount extra damage, strike twice as much as usual, have a higher % of effects taking place, such as being shocked by lightning, etc

    5. Druids using nature pets or familiars have them deal X% more damage, have more life, etc (even if the pet is one bought at a pet store rather than summoned). Note that the pet a Ranger gets would be even stronger, and more specific, than what a druid can summon or train.
    6. Profession wise, brewing done by a druid could give a base increase to the number of potions (more knowledge of botany), or have an increase effect for healing/poison/naturally based elixirs and salves.
    7. Druids would use less stamina (25-33%) in the wilds, including in water.
    8. Druids being tracked in the wilds would have a fairly decent chance (25% or so ) of knowing that someone is trying to hunt them down (The wind tells them, the earth speaks, blah blah)

    9. Regen rates for mana and stam in the wilds would be 1.5x greater than normal.

    All I've got for now, but will post more if I come up with anything else.

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