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Druid

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=== {{con}} Lesser Use Realm Abilities ===
 
=== {{con}} Lesser Use Realm Abilities ===
   
*Augmented Strength - Not a recommended RA, but will help with melee damage and increase your encumberance, that is helpful for crafters or those that carry seige into battle.
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*Augmented Strength - not a recommended ra but will help with mele damage and ability to carry stuff that is helpful for crafters or those that carry seige into battle.
*Lifter - Helps increase your encumberance, if you're a crafter it is particularly useful, particularly if you tend to craft seige to carry into battle though the later is likely more often done by tank class.
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*Lifter - this is as useful on a druid as any class, as it helps them carry stuff, if your a crafter it is particularly useful, particularly if ou tend to craft seige to carry into battle though the later is likely more often done by tank class.
*Long Wind - Reduces cost of sprinting. Can be useful, but not often a chosen RA because of Bards.
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*Long Wind - again not useless, again just as useful to a druid as anyone to reduce end cost when running, possibly more so than many.
*Mastery of Magery - this will increase DoT (Damage over Time) damage. Can be a helpful RA for a Nature Druid.
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*Mastery of Magery - this will help dot damage so can be a decent ra for nature druid's, though not recommended for first choose or ras.
*Mastery of Pain - Increased chance to achieve a critical hit in combat. This RA is only helpful to a Nature Druid.
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*Mastery of Pain - Druid mele damage is low so not a recommended ra but if you tend to be more of a mele druid, particularly with addtion of cl styles, increased chance to crit isn't neccearily a bad idea.
 
*Veil Recovery
 
*Veil Recovery
 
*Veil Recovery
 
*Veil Recovery
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