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1

Thursday, October 27th 2011, 4:21am

Warrior Druid Elites

Hey people, some of you have seen me around talking about the Druid/Warrior class combination, well now i am gonna switch it up and i am going to examine the Warrior/Druid elites and how i would personally like to change them, so lets start.

Level 15, Rose Vine, 30 Mana, 8 second cooldown, self cast only, 15 minute duration, Upgradable. When the sharp rose vines entwine your weapon, your standard attacks may cause your target to bleed, inflicting 40 points of blood damage every 2 seconds for 8 seconds. (This buff can only be triggered once every 8 seconds. Scales with weapon damage)

I like this elite just the way it is. It gives Warriors a DoT, something druids are hallmark for, in addition to their slash. It scales well with weapon damage and it doesn't proc super often making it a very well balanced skill, perfect the way it is.

Level 20, Tremor, 40 Mana, 15 second cooldown, 12 second duration, upgradable. Use when target is Weakened to cause fierce tremors that inflict X% main hand weapon DPS. When you hit, it may reduce target's physical accuracy by X% for 12 seconds.

I don't remember the exact values for this skill, but they are fine as is, the only problem with this skill is it RARELY procs. Ever. Out of roughly 100 casts about 16 procted, giving this skill too low of a chance to proc worth leveling and therefore using. Just upping that to even 50% would be really helpful and would make this skill more then just "click-fodder" and worth leveling.

Level 25, Guardians pledge, 30 mana, 3 Minute cooldown, 10 second duration (+1 second per level), Upgradeable. Temporarily increases the maximum HP of you and your party members by 40.0 points. Raises physical critical resistance by 8.0 for 10.0 seconds.

Another skill that is perfect as it is. If i could change Anything it would just be a longer duration, but i feel that would unbalance the skill if an addition of more then 20 seconds was imposed.

Level 30, Redemption, Passive, 15 second duration Upgradeable. If your Probing Attack fails physical and magical accuracy for all team members in a range of 100 will be increased by 5 for 15 seconds.

Again, another elite that is perfect as it is. It provides a nice effect if you're having problems hitting enemies and stacks with Savage Blessing. Again, i wouldn't change it at all.

Level 35, Remove Magic, 150 mana, 10 second cooldown, 180 range, Not upgradeable. Cleanses harmful magical effects from your target.

I don't use this skill personally because i rarely see a use for it and it isn't very clear as to what exactly it cleanses. Having something like a self version of the Group Exorcism skill would be nice, but i don't really know enough about this skill to make a solid opinion about it.

Level 40, Recovery of Life, Passive, Not upgradeable. Your Whirlwind's cooldown time is reduced by 10 seconds, and the required Rage is reduced by 10. Upon hitting the target it Reduces required rage by 10% for skills.

Another near perfect skill that allows Whirlwind to be used much more often and knocks down the rage cost allowing it to be used sooner. On top of that it reduces the required rage of all following skills by 10% for 10 seconds, i think this skill perfectly balances out an otherwise worthless skill (Aside from AOEing low level mobs)

Level 45, Resistance, Passive, Not Upgradeable. When you are attacked when you have the Berserk buff active, you will be able to completely resist the next attack.

This is the ONLY elite that i do not think was thought out very well. For those of you looking at it saying, "Wtf, you get to completely resist an attack? Whats so bad about that?" Well, the problem is its not exactly Random, but you have little to no control over when it actually activates. It would be FAR too OP if it activated every other hit, but maybe give it a 6 second cooldown (allowing for 10 activations during the entire Berserk buff) would make it a more useful skill. There isn't much practical use for it aside from hoping you end up resisting a super powerful attack or something other then a basic attack. This skill is worthless against classes like Rogues and any mob that does damage through lots of attacks, but works okish against mobs that do large amounts of damage every hit.

Level 50, Stifle, 25 Mana, 15 second cooldown, upgradeable. When the target is Vulnerable and is not able to respond in time your attack will deal him 60% main hand weapon DPS. Additionally the next 10 times physical damage is dealt to the target it will be increased by 20%. Starting with the first attack the Stifle effect will gradually decrease by 2% with the overall time span being 30 seconds.

Again another great example of an awesome skill that was made right the first time. Not only is this skill freaking AWESOME against bosses (Imagine all you hard hitters out there, that your attacks will do an extra 20% damage. Thats pretty beefy.) The only thing i DO dislike is the gradual decrease in the damage potential. Since it can Only be used 10 times i think having 2% of the damage leave every 3 seconds keeps this skill from reaching its true potential, but its still an awesome skill even with the decrease.

New to the Warrior/Druid class? Feel free to use this to get quick insight to your future elites.

Have a different opinion? Want to agree? Suggest an alternative to what i've provided? Feel free, i enjoy other opinions.

2

Thursday, October 27th 2011, 10:13am

its a wierd combonation, it looks good on paper also but its more of a support class.

kinda like w/p, ya they can dps sum, they can off heal, but who needs it really nowadays?

most runs im in u have uber dps and uber heals. the support role for those are just not there.

its kinda like y have 1/2 and dps and 1/2 and healer when u can just fillt he roll with a full healer or full dps? if u need both dps and heals in the run to be sucessful then a support class isnt gonna fix the issue.

this is endgame content tho. in a smaller guild or with less geaered people those support classes are quite nice.
70R/70W/70K Retired.

Zeylon

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3

Thursday, October 27th 2011, 10:30am

The lvl 35 Druid/Warrior elite is a must have. Cant remember the name of it, But its a PA buff that is stronger than the Priests PA buff. Look into it

FM Zeylon

4

Thursday, October 27th 2011, 10:46am

Quoted from "emoguy2003;478547"

its a wierd combonation, it looks good on paper also but its more of a support class.

kinda like w/p, ya they can dps sum, they can off heal, but who needs it really nowadays?

most runs im in u have uber dps and uber heals. the support role for those are just not there.

its kinda like y have 1/2 and dps and 1/2 and healer when u can just fillt he roll with a full healer or full dps? if u need both dps and heals in the run to be sucessful then a support class isnt gonna fix the issue.

this is endgame content tho. in a smaller guild or with less geaered people those support classes are quite nice.


Actually, i can do decent damage in healer gear. And on my warrior side, the extra healing is just nice to have between battles to self heal, especially in siege.

I think this class combo works well the way it is on this side, with only one crappy elite and a well wanted Siege Fighter, due to all the +acc bonuses against rogues and scouts :P

5

Thursday, October 27th 2011, 10:23pm

Quoted from "Zeylon;478548"

The lvl 35 Druid/Warrior elite is a must have. Cant remember the name of it, But its a PA buff that is stronger than the Priests PA buff. Look into it

FM Zeylon


Awakening of the wild. Awesome buff, even though it shares the name of another class combo's buff (forget the name)

6

Friday, October 28th 2011, 12:10am

oh ya for d/w

awakening of the wild is amazing. i will drag a nub d/w thru an instance just so i can have that buff lol


but as w/druid.........
70R/70W/70K Retired.

7

Friday, October 28th 2011, 12:37am

Quoted from "emoguy2003;478725"

oh ya for d/w

awakening of the wild is amazing. i will drag a nub d/w thru an instance just so i can have that buff lol


but as w/druid.........


Lol, Awakening of the Wild is a rogues best friend next to hide.

Tremor has the potential to be an awesome w/d skill, but it just doesn't proc often enough for it to be a relied upon skill. Guardians pledge is epic for giving the entire party a decent HP boost and Phys crit resist (Making it amazing in Siege, since the flavor of the week is Rogues), and Redemption is great for mobs/players you may otherwise have a difficult time hitting and Stifle gives you a +20% damage 10 times, so heavy hitters like Warriors and Wardens seriously benefit from it

8

Friday, October 28th 2011, 12:15pm

Quoted

I like this elite just the way it is. It gives Warriors a DoT, something druids are hallmark for, in addition to their slash. It scales well with weapon damage and it doesn't proc super often making it a very well balanced skill, perfect the way it is.


Did they change this or are you just not very geared on your W/D side? I tested this after the first Ch 4 patch, this skill didn't get scaled up like most of the other bleeds did (Slash for example), so this skill did completely trivial damage. Either they ninja buffed it since then or you're at a gearing level where flat damage DoTs still do non-trivial damage.

Quoted

I don't remember the exact values for this skill, but they are fine as is, the only problem with this skill is it RARELY procs. Ever. Out of roughly 100 casts about 16 procted, giving this skill too low of a chance to proc worth leveling and therefore using. Just upping that to even 50% would be really helpful and would make this skill more then just "click-fodder" and worth leveling.


You didn't ask the basic question. Why would you give an accuracy debuff to a *warrior*? The 15 second CD means that this is an ineffective means of increasing DPS or conserving rage (the main W/D problem). A better skill would simply be to decrease the CD and remove the debuff, so that W/D had *something* that could be used on a regular basis that doesn't cost rage. Otherwise I agree about the proc rate being very low.

Quoted

Another skill that is perfect as it is. If i could change Anything it would just be a longer duration, but i feel that would unbalance the skill if an addition of more then 20 seconds was imposed.


Decent skill. Sadly, the crit res doesn't scale up to be that great against the thousands of crit that is common by end game.

Quoted

Again, another elite that is perfect as it is. It provides a nice effect if you're having problems hitting enemies and stacks with Savage Blessing. Again, i wouldn't change it at all.


I'm amazed that you think this is useful. If you're properly statted, you should hardly ever be missing. Therefore, this almost never procs. I see it proc a couple times a day if I'm lucky (unlucky since that means I missed?). Similarly, if your party is properly statted, they shouldn't be missing all that much either. Particularly since you already have the much stronger Savage Blessing. How many properly statted classes miss if they already have a ~1000 accuracy buff. Double whammy. You could purposefully choose to leave yourself with VERY low accuracy to miss more often and hopefully have this proc more. However, the rest of your party would also have to have barely any accuracy for the proc to make more than a couple percent of DPS difference. On average, even in the rare instance that this might proc during burn, it won't cause a single extra skill to hit.

The level 35 elite is as expected. Every X/D gets something like this. They're situationally useful.

Quoted

Another near perfect skill that allows Whirlwind to be used much more often and knocks down the rage cost allowing it to be used sooner. On top of that it reduces the required rage of all following skills by 10% for 10 seconds, i think this skill perfectly balances out an otherwise worthless skill (Aside from AOEing low level mobs)


I thought this was going to be a decent skill too before I did the math out. It's certainly better than the previous effect which was an amazing 2% increase to max hp (lol). When I did the math out I realized that the 10% doesn't come anywhere close to even paying for the cost of the skill. Even with a rage pot and aggressiveness running, if you go through all of your rage in 10 seconds this effect saves you about 20 points. You want to conserve rage during boss fights in particular, but this skill is terrible for boss DPS because of the AOE damage modifier. Even with everything factored in, this has a terrible rage/damage ratio compared to your other skills. As an AOE against trash, both Blasting Cyclone and Moon Cleave are better.

Quoted

Level 45, Resistance, Passive, Not Upgradeable. When you are attacked when you have the Berserk buff active, you will be able to completely resist the next attack.


Sheer idiocy of an elite. Saving yourself from one hit but *only* if you get hit first. It only procs one time. Basically, that means this doesn't help for anything against a boss that uses an AOE unless it uses two in a row. That means that in the vast majority of cases this won't do anything unless you have aggro of something. If you have aggro while berserk is running, you're dead. Period. Maybe a PVP only move but still, one hit... might as well not exist in my opinion.

Quoted

Again another great example of an awesome skill that was made right the first time. Not only is this skill freaking AWESOME against bosses (Imagine all you hard hitters out there, that your attacks will do an extra 20% damage. Thats pretty beefy.) The only thing i DO dislike is the gradual decrease in the damage potential. Since it can Only be used 10 times i think having 2% of the damage leave every 3 seconds keeps this skill from reaching its true potential, but its still an awesome skill even with the decrease.


First thing. This isn't a 20% damage buff. The damage doesn't decrease every 3 seconds (I guess it's possible it does this too, but that's not what will happen in a practical situation). The damage decreases every hit. So, you get 10 hits. Those hits do 20%, 18%, 16%, etc. Therefore this is a 11% damage buff (simple average).

Second thing. This buff is used up on white hits. Not just skills. Kind of a big deal. This buff lasts for 10 hits including white hits.

When would you use this? During burn to maximize its effective nice. 11% of max damage is a lot more than 11% of when people are doing a quarter of that.

Using logic, how long does this last. During burn, rogues are getting about 3 white hits per second on average. My logical conclusion is that this buff lasts for approximately 1 second during burn... maybe 2 seconds if things get buggy or if there is some sort of lag issue.

A 20% damage buff that lasts for 30 seconds on a 15 second cool down? AMAZING.

A 11% damage buff that lasts for 1 to 2 seconds and is mostly wasted on white hits? Lol.


Just like in Ch 3 people really need to understand to stay away from this combo. There are other borderline classes that have interesting aspects which sort of make up for the fact that they aren't really viable. They are at least fun. This isn't one of those.

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9

Friday, October 28th 2011, 7:52pm

The problem with the w/d druid combo isn't what they have, it's what they don't have. Because warriors are so dependant on rage, they need attacks from their secondary to fill in the gaps between rage-generating white hits. If the w/d got some kind of massive buff to their healing ability while in combat, then casting a Recovery in the middle of combat might not be a bad idea (assuming they can continue to do white hits while casting recovery).

What the combo REALLY needs, though, is a spammable mana-based attack. The support skills are nice, but they don't make up for the fact that for large chunks of the fight you'll just be sitting there doing white damage. W/P also suffers from a lack of spammable attack, but they at least have skills that boost their rage, and one of the hardest hitting skills in the game to help compensate.
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10

Friday, October 28th 2011, 9:42pm

I tested a couple things again to be sure. Rose Vine did indeed get bumped up so now the DOT damage is similar to other bleeds. That boosts it from trivial to meh at least. Good skill for leveling up early on.

Rechecked Stifle. It doesn't decrease in damage over time. It only decreases with hits.


Having a MP spam might be enough to fix W/P. The problem is that W/D and W/P are supposed to be partially supportive classes. Other true DPS warriors will always out damage them and they should. W/P has some real supportive ability, so a reasonable amount of damage is the only thing they are lacking. W/D's supportive abilities are extremely lackluster. Also, unlike some classes, their supportive abilities aren't really even a good idea. R/D, for example, has some off healing ideas as well as both defensive and offensive buffs. Those ideas are implemented terribly, but the combo could be made into a cohesive unit with fixes to their existing skills and a damage boost. W/D for the most part doesn't even have good ideas to start with. A significant reduction in the cool downs of Stifle and Tremor might be a good start, but there would still be a long way to go.

11

Saturday, October 29th 2011, 1:20am

Quoted from "sshades;478942"

I tested a couple things again to be sure. Rose Vine did indeed get bumped up so now the DOT damage is similar to other bleeds. That boosts it from trivial to meh at least. Good skill for leveling up early on.

Rechecked Stifle. It doesn't decrease in damage over time. It only decreases with hits.


Having a MP spam might be enough to fix W/P. The problem is that W/D and W/P are supposed to be partially supportive classes. Other true DPS warriors will always out damage them and they should. W/P has some real supportive ability, so a reasonable amount of damage is the only thing they are lacking. W/D's supportive abilities are extremely lackluster. Also, unlike some classes, their supportive abilities aren't really even a good idea. R/D, for example, has some off healing ideas as well as both defensive and offensive buffs. Those ideas are implemented terribly, but the combo could be made into a cohesive unit with fixes to their existing skills and a damage boost. W/D for the most part doesn't even have good ideas to start with. A significant reduction in the cool downs of Stifle and Tremor might be a good start, but there would still be a long way to go.


I love everything you said here o.o