Quoted from "AngelIsrafel;478133"
Seems like with spells that are, "cast and wait X seconds for damage" would have like a 25-50% boost in damage for each second. So countdown seeds would do an additional 200-400% damage and Rockslide would do 125-250% more making them viable burst DPS skills Imo, and worth getting/leveling.
Quoted from "bilalab;478394"
Rock slide and countdown seed seems to be doing the same dmg to me even though 1 is wait for 5 sec and the other is wait for 8 sec, also i have rock slide upped to lvl 45. I'm thinking that any spells that have a waiting time but is an instant cast works the same as if it was an instant cast and has no additional modifiers to up the dmg due to the waiting time.
Quoted from "beamyja;478557"
I don't see a point in using those skills at all ...
I play a d/s and my dps skill rotation is EA -> BE or just MNW -> BE (pretty much kills anything outside the dungeons/instances)
or ... if i wanna do AoE i just use sand storm (with the new chapter, it hits twice if you have at least 1 NP) and earth surge ... works well in goblins (instant kills so that they cant attack you)
and for instances, well my job isnt dps, but i do chip in BE/MNW and the 2 seeds when necesary.

Quoted from "AngelIsrafel;478686"
If the skills did better damage or at least the damage was upped a little bit for the wait time, skills like those would become very welcomed in Siege. Imagine hitting a guild Guard with Countdown seeds and having it take out nearly everything at the crystal towers
and even if not welcomed in siege there is still the idea that every classes skills should be at least semi useful, and unfortunately those skills really arent useful at all. the damage output doesn't justify the mana cost, maybe if they were taken off the GCD they would be more viable, but if this was the case the damage would either only get a minor buff or just stay in the same range.
Quoted from "beamyja;478736"
thats assuming you run up near everything in order for the countseed to actually hitting the different defences places near the tower, because as soon as you cast count seed it will aggro the guard(s). secondly it does such crappy damage that it will not destroy any of the trechuries or flames/electric towers (and im using t9+12 skeletal staff). but I'm not dps build, so I cant justify whether it is a viable skill to use to destroy stuff there. But is it really worth going in and doing that? because once you are in you can not get back out and most of the time it is suicidal ...
Quoted from "Abaishtona;479745"
The thing is, the cooldowns really kill druid DPS. They should cut Rock Slide's cooldown to 4 seconds and make it instantly land, not wait 5 freaking seconds to land. Mother Nature's Wrath needs to be cut down to 5 seconds, and Sandstorm... well, give that a 4 second cooldown. These long freaking cooldowns are crap. Weakening seed needs to be increased, and so does withering. Lets get groups asking for druids more![]()
Quoted
The thing is, the cooldowns really kill druid DPS. They should cut Rock Slide's cooldown to 4 seconds and make it instantly land, not wait 5 freaking seconds to land. Mother Nature's Wrath needs to be cut down to 5 seconds, and Sandstorm... well, give that a 4 second cooldown. These long freaking cooldowns are crap. Weakening seed needs to be increased, and so does withering. Lets get groups asking for druids more![]()