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1

Monday, March 12th 2012, 10:40pm

Druid/Rogue Love

There have been a lot of people who have great idea's for fixing this class. I was just wondering what people think the BIGGEST SINGLE boost for this combo would be?

Personally, i think upping the damage Shadow Contract grants, by itself, would almost completely fix the class.

Any other single fixes that people think would do better?
61/55/50 D/W/R

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2

Monday, March 12th 2012, 10:41pm

hae u seena druid/roguein mage gear...insane damage mann... insane..
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3

Monday, March 12th 2012, 10:44pm

I don't doubt that, but compare it to a Druid/Rogue in Mage gear using their earth based skills. There is like a %20 damage increase. There is virtually no reason to use the dark spells and the only thing that every really changes in my rotation is that i add in Corrosive Poison for an extra DOT
61/55/50 D/W/R

4

Tuesday, March 13th 2012, 12:00am

make endgame offhand wands
Drigr - Reni - 58/40/X Druid/Warrior/Warden

5

Tuesday, March 13th 2012, 11:56am

I think the stance Shadow Contract is the key for the class combination. A damage increase up to 80% ( heal 80% decreased) instead 45% and an additional perk like stackable DOTs, additional DOT for the widow or more damage for NP consuming skills would fix a lot . The rest would be some minor tuning.

Things like incompatible buffs, wands for offhand and missing mDD hammers/daggers/shields are affecting even more combos.

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6

Tuesday, March 13th 2012, 1:13pm

No, 80% is way to much. Should just be 60-63% like all the other simaler skills. But if D/R got an epic boost, it would in all likely hood see the death of many up coming M/R lol. Its P/R that really needs a fix. they nerfed it so bad after beta. In the end, D/R, and P/R both need a little TLC... Crap, soon as the games back up, im making a p/r!

7

Tuesday, March 13th 2012, 3:07pm

I started a p/r that got left behind at 20/20 once I realized I couldn't off-hand a wand. They messed up all caster/r combos by doing that.
Drigr - Reni - 58/40/X Druid/Warrior/Warden

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8

Wednesday, March 14th 2012, 8:05pm

Quoted from "Drigr;516544"

I started a p/r that got left behind at 20/20 once I realized I couldn't off-hand a wand. They messed up all caster/r combos by doing that.


Offhand Hammers. Try one out, they have some decent mdamage comparable to offhand dagger and they generally have stamina or wisdom as a ghost stat. Hero's Mallet(Codex Vendor outside ToSH) vs Night Raid (ToSH Normal Dagger)

If you've seen a tiered up end game wand, you'd know why they don't have offhand wands. Caster/R would have such insane Mdamage that it would literally be useless to play any caster that wasn't a /R.

The thing that makes D/R much weaker compared to M/R is the casting times for the normal damage and Dark elite skills. The damage on their skills is fine, it matches or gets close to Flame, but the casting time is a second shorter. The casting time is a damage multiplier, so if you compare Flame to Earth Arrow, the Flame will always win becuase the casting time multiplier for Flame is 3x and Earth Arrow is only 2x which makes their base damage 1/3 less effective than Flame. What they really need to do is increase the casting time of Earth Arrow and other damage skills that druids and priests have in order to make them damage near the same.

9

Wednesday, March 14th 2012, 11:01pm

Priests and Druids cannot wear daggers. Dual wands would be too OP.

IMO, p/r is not intended as a dps priest nor should it play like one, it is a pvp support priest for obvious reasons. I'd like to say if you want to match dps with a mage you should... be a mage. d/r on the other hand is more like a hybrid pvp/pve support, mediocre damage, has some heals. I think d/r damage needs some help, but there's really no point. p/r and d/r both have primary heal utility that mages lack, and that is itself really powerful, whether you see it or not.

To be honest, I'm tired of hearing the whining. I've played endgame healers with both in good groups, and as mediocre dps also. Which is exactly what the class is capable of. I don't expect it to be omgwtfbbqdps because it shouldn't be.

10

Thursday, March 15th 2012, 3:39am

D/R (if played with their elites, which as far as I understand don't help a whole lot) should be dps, not pve/pvp support. The reason for this is the skills to increase their damage output, also lowers their healing capabilities (p/r doesn't have that (based on theromwiki). The elites seem to be screaming that d/r should be the class to compete/be even with an m/x (kinda of how wd/w is now that they have plate and tons of agro skills).

Aside from all of that, druids are a pretty fail dps class as it is. When I am questing in sjf with my T7 Medusa (mage staff form when I was a mage) I max for like 10k a hit while spamming EA, mage with equal gear would probably do that with instant cast fireballs..
Drigr - Reni - 58/40/X Druid/Warrior/Warden

11

Thursday, March 15th 2012, 6:47am

After a couple nights ago...my views on d/r have changed. I have 140k mdef..and I was just thrown aside like trash.

Ravesden, D/S/Wd 80/75/62
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12

Thursday, March 15th 2012, 2:27pm

Quoted from "Ravesden;516927"

After a couple nights ago...my views on d/r have changed. I have 140k mdef..and I was just thrown aside like trash.


Actually I have noticed that mdef vs an elite skill from any caster is alot less then mdef vs a normal skill. also Rock protection doesnt decrease most elite skills dmg by 99% too.

13

Sunday, May 20th 2012, 9:46pm

I think all druid/rouges should be in mage gear. I've seen them just as strong as any mage, including myself.
they are the only druid combonation that dont have any healing elites, is that not a good enough hint? Sorry, just the connotation Im seeing some people use seems like they would be using a d/r as a healer..? But still, it isn't at it's full potential. I agree, uping shadow contract would definatly fix the class. 45% is very nice, but doesn't really balance it. something like 6-70% would be much better.

14

Tuesday, May 22nd 2012, 6:23am

1.) Change Poisonous Widow's Embrace to MP instead of Energy, reduce cast time to 1 second. Using energy was fine when people didn't have massive mana pools, but this is Chapter 4. Do Druids ever run out of mana? Lol. The 1 second cast time will also help bring D/Rs to greater DPS levels, even speed cap so they can still try to hang with Mages. (Even though EC Flame Spam still > .5 PWE spam.)

2.) Change Shadow Contract to also modify "Unity of Mother Earth" to last for 30 seconds, with a 2 minute CD instead of 5. This will give D/R a "mage like" burn skill that makes all attacks crit for a longer duration, with more usability.

3.) Change Curtain of Darkness to not only take away the NP requirement, make it boost the debuffing power of both Withering Seed and Seed of Weakening to a greater extent. Perhaps double the rate of what it is.

4.) Remove the lvl 50 cap on Necrotic Wound.

There. More boss burn AND group friendly. It will also make them MUCH more desirable for groups.

Additionally for D/R...

Speed Catalysis's CD needs to be reduced to at least 2 minutes. Its redonkulous right now.
Magic Turmoil needs to be a group buff, just like the P/R crit buff is a group buff.
Corrosive Poison needs a buff, it's silly.

15

Saturday, May 26th 2012, 6:06pm

Sorry sir, you might be a geniuos

Quoted from "Abaishtona;531792"

1.) Change Poisonous Widow's Embrace to MP instead of Energy, reduce cast time to 1 second. Using energy was fine when people didn't have massive mana pools, but this is Chapter 4. Do Druids ever run out of mana? Lol. The 1 second cast time will also help bring D/Rs to greater DPS levels, even speed cap so they can still try to hang with Mages. (Even though EC Flame Spam still > .5 PWE spam.)

2.) Change Shadow Contract to also modify "Unity of Mother Earth" to last for 30 seconds, with a 2 minute CD instead of 5. This will give D/R a "mage like" burn skill that makes all attacks crit for a longer duration, with more usability.

3.) Change Curtain of Darkness to not only take away the NP requirement, make it boost the debuffing power of both Withering Seed and Seed of Weakening to a greater extent. Perhaps double the rate of what it is.

4.) Remove the lvl 50 cap on Necrotic Wound.

There. More boss burn AND group friendly. It will also make them MUCH more desirable for groups.

Additionally for D/R...

Speed Catalysis's CD needs to be reduced to at least 2 minutes. Its redonkulous right now.
Magic Turmoil needs to be a group buff, just like the P/R crit buff is a group buff.
Corrosive Poison needs a buff, it's silly.


You're definatly right about all of this, But im not too sure about PWE changes.. I think going the other way making it 3 seconds but increasing damage to around an equal amout, and Shadow Contract should still be 60% instead of 45%


Now, let's get a Dioneaa over here o_o