Dark Age of Camelot Wiki
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==Tactics==
 
==Tactics==
 
===PVE===
 
===PVE===
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PvE for a druid is quite simple. When in a group, you will need to heal them when they become low on HP, or their pets. It is important to note that the different heals on a Druid can get you aggro. Simply put, the smallest heal nets you less aggro, while the biggest heal nets you more aggro. Also note that depending on the class of your groupmates, they can taunt with styles, or take aggro with damaging spells. Your DoT can get you aggro as well.
   
  +
Druids are fairly essential to PvE in Hibernia. Finding groups will be easy for both PvE and RvR.
   
 
===RVR===
 
===RVR===

Revision as of 19:44, 5 October 2011

Druid
Druid class icon
The enemy approaches through the trees. The group stops while the druid calls upon Nuture to buff his companions for the fight they will be facing. The enemy appears. From the side, you see the druid casting spells to heal and aid the group during the fight. Another enemy breaks from the trees. The druid quickly sends his spirit companion to intercept the additional foe. A third enemy approaches and the druid calls upon the trees. Their roots spring from the ground to hold the enemy in place.


Followers of the Path of Harmony, druids use natural magic. They are primarily healers with a variety of spells they can learn to aid their realm mates. They receive basic buffs and can specialize in buffs that are unique in the realm. Druids have some offensive capabilities. Besides the ability to pick up a weapon and swing it at an enemy, they can cast poison spells to physically harm their opponent and cast root spells to freeze their opponent in place. They are also able to summon Nature's spirits as companions to travel or fight beside them. The role of a healing druid can be exacting. It takes a lot of patience, dedication and quick reflexes to keep your group healthy and performing their best. A druid can choose to spend his life alone with his spirit companion, dedicated to a group, or a little of both.

Attributes & Races

Celt 60 + 45 60 + 23 60 + 15 60606060602% Crush3% Slash5% Spirit
Firbolg 70 + 45 60 + 23 90 + 15 40406060603% Crush2% Slash5% Heat
Sylvan 60 + 45 60 + 23 70 + 15 55457060603% Crush2% Thrust5% Matter5% Energy

Abilities & Specialization

409s Sprint

Magic
Regrowth
Nurture
Nature Affinity

Armor
104s Cloth
105s Leather
163s Reinforced
106s Scale

Weapon
209s Staves
202s Blades
212s Blunt
226s Shield (Small)

Master Levels
2635s Convoker
2610s Perfecter

Sub Classes
0s Forester
0s Guardian
0s Magician
0s Stalker

496s Alchemy
498s Armorcraft
485s Basic Crafting
489s Fletching
488s Spellcrafting
492s Tailoring
499s Weaponcraft
497s Siegecraft

Common Specializations

Healing / Field Buffs - This spec is fairly common among druids that like to participate in RvR, and can also work well for PvE. You can buff your groupmates if they die or become sheared. This spec can vary slightly depending on personal preference.

40 Nurture, 35 Regrowth, 9 Nature

Tactics

PVE

PvE for a druid is quite simple. When in a group, you will need to heal them when they become low on HP, or their pets. It is important to note that the different heals on a Druid can get you aggro. Simply put, the smallest heal nets you less aggro, while the biggest heal nets you more aggro. Also note that depending on the class of your groupmates, they can taunt with styles, or take aggro with damaging spells. Your DoT can get you aggro as well.

Druids are fairly essential to PvE in Hibernia. Finding groups will be easy for both PvE and RvR.

RVR

RvRing on a druid can be difficult. You will need to have skills in mobility and kiting, reading and knowing your own groupmates, and knowing when to use certain heals. Your primary abilities will consist of your Major Heal, Greater Heal, Instant Heal, Minor Group Heal, Group Heal, Spreadheal, and Root. Secondary abilities will be your buff shears, curing poison/disease, and DoT.

How Do I know what Heal to use?

Knowing your heals is very important. There are many different scenarios in which certain heals will be best.

If one of your groupmates is in Line of Sight, and has become assist targeted or taking massive damage, it is best to use your single target Greater Heal. If they are not in line of sight, sometimes it is best to use your Spreadheal, and sometimes best to use your Group Heal.

What is a Spreadheal?

Spreadheals are specialized healing spells that intelligently heals the most damaged member of the group. It is usefull when there's no time to detemine who in your group needs help first. It is best to think of a Spreadheal as a pool of healing. When cast, it is distributed amongst your groupmates to whoever needs it the most. The cast time on this spell is long, however, and can sometimes be inappropriate to use depending on how fast you need to get a heal off. The amount of healing Spreadheals can do depends on how large the group is.

Should I be fighting?

Yes, and no. If there is little to no healing to be done, you can help your group by interrupting opponents with your DoT, buff shear, or Root. You will have to determine when it would be helpful, or when trying to Kite something off of you, or a groupmate.

Realm Abilities

Symbol vote yes2 Primary Realm Abilities Symbol vote yes2 Neutral Secondary Realm Abilities Neutral Symbol vote no2 Useless Realm Abilities Symbol vote no2

Ras Augmented Acuity
Ras Augmented Constitution
Ras Augmented Dexterity
Ras Augmented Quickness
Ras Augmented Strength
Ras Avoidance of Magic
Ras Long Wind
Ras Mastery of Focus
Ras Mastery of Healing
Ras Mastery of Magery
Ras Mastery of Pain
Ras Toughness
Ras Wild Healing
Ras Wild Minion
Ras Wild Power

Ras Ethereal Bond
Ras Lifter
Ras Serenity
Ras Veil Recovery

3015s Barrier of Fortitude
3035s Divine Intervention
3018s Perfect Recovery
3010s Purge

3000s First Aid
3006s Mastery of Concentration
3007s The Empty Mind

3001s Adrenaline Rush
3008s Mystic Crystal Lore
3009s Raging Power
3002s Second Wind

Symbol vote yes2 Useful Realm Abilities

  • Augmented Acuity
  • Augmented Dexterity
  • Ethereal Bond
  • Mastery of Healing
  • Serenity
  • Wild Healing
  • Divine Intervention
  • Mystic Crystal Lore
  • Raging Power
  • Perfect Recovery

Neutral Neutral Realm Abilities

  • Avoidance of Magic
  • Purge
  • Toughness
  • Mastery of Focus
  • Mastery of Concentration
  • Wild Minion

Symbol vote no2 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.
  • 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.
  • Long Wind - Reduces cost of sprinting. Can be useful, but not often a chosen RA because of Bards.
  • Mastery of Magery - this will increase DoT (Damage over Time) damage. Can be a helpful RA for a Nature Druid.
  • Mastery of Pain - Increased chance to achieve a critical hit in combat. This RA is only helpful to a Nature Druid.
  • Veil Recovery
  • Veil Recovery
  • Adrenalin Rush
  • Barrier of Fortitude
  • First Aid
  • Second Wind

Realm Rank 5 Ability:

Name Nature's Womb
Reuse 10 minutes
Effect

An instant cast spell that silences the druid for 5 seconds and converts all damage taken for the duration into healing the druid.

Useful Artifacts

Weapon

Bruiser


Armor


Jewelry

Egg of youth

Jacina

eternal plant

crocodile tear ring

zo'arkat

Other Useful Items

Weapons

CL or dragon quest, dragon scales buckler


Armor

Astral Leggings of Fortification

Netherworldly Scale Hauberk

crafted items


Jewelry


Construct Forged Ring, Glimmerspirit Cloak, Glimmershade Bracer



Mythirian

Greater Mythirian of Power