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Old 06-25-2007, 05:11 PM  
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Default Re: RoK spells you would like to see

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Originally Posted by Ladred View Post
I agree that dust/sand storm's root affect should be fixed, but instead of removing it I think it should be replaced with a snare affect for your group instead.
I'd be willing to keep the root effect if they could get it to work against Epic mobs.
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Old 06-25-2007, 05:42 PM  
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Default Re: RoK spells you would like to see

It does work against epic mobs, not on knock backs but it helps alot during fears.

On essence of fear I pop my tree, sandstorm and the hierophant right before a AE fear, and as long as essence of fear doesnt reflect an AE then my tree stays up that whole fight healing during the fears and HA is directly heaing the tank and mana regening him. It's actually rare that i use HA at all on that fight. If we have a full raid he burns down pretty fast....ANYWAY ya...root is good for fear countering...
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Old 06-26-2007, 04:43 PM  
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Default Re: RoK spells you would like to see

Yeah, I've noticed that the root helps with fear, but I'd like it to do more than just be an AC buff for the group on epic encounters.
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Old 06-26-2007, 07:06 PM  
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Default Re: RoK spells you would like to see

yea i agree at least let that thing work on epics (KB wise) and if the root doesn't stop you from being kicked all over the place and Nature's Walk doesn't either then.....either fix it or take that part out of the spells.......
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Old 07-11-2007, 12:27 PM  
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Default Re: RoK spells you would like to see

A sort of Cure reactive say with a 3 or 5 sec duration so ya don't have to spam cures anymore i don't care if its a 300+ power cost i'd rather burn my power in 5 sec intervals than 1 sec ones. (they can still make mobs interesting with effects quickly following effects.) The cure system as it now blows.

Remember when it wasn't uncommon to out right resist effects


Group buffs for sure something different we really don't fit a defensive role well aside from being a more power effiecient healer (with busted +heals no less) that seldom sees much real dire use due to weakened AEs

Quite frankly I'm prolly having the same problem coming up with ideas the devs are cuz they don't know what the fuck to do with us - melee-cures-heals-buffs give this class some direction and allow us the tools (that work) to work towards that direction. Instead we've been tossed some conceptional ideas but limited results.

The cure line resistance increases mean very little (yay diminishing returns).

The melee line is ackward set pieces with no strength (so lets take loot from brawlers great idea) with some of the additional risks involved with going melee you'd think that risk vs. reward thing would come a little easier. Yes. Melee druids can do well with alot of serious gear changes and major AA changes, but seriously, should an AA line require you to nearly start from scratch on you gear to be effective.

The heal direction were getting killed out there what good is our effiecient heals when most of the time its just healing a green target. because any healer given 5 secs lets say will heal a larger amount than us. The HoT is both a gift and a curse it heals alot but it'll rarely ever get used to its full potential. The biggest benefit a HoT has really is being there to take a little off the next hit and to a degree healing thru any stun/stifles. Hey, it makes us nice single group "heroic" healers becuse we got more load to heal. Cockblocked heals suck period. (I've heard the idea ages ago) but a smart regen if the tank is green have maybe half the heal roll back to an additional tick. 2 ticks roll back ya got an full extra tick but it won't extend past 20 secs lets say (double normal duration ticks at that point at greatly reduced but you can always have the option of recasting and resetting). Why doesn't the tree progress levels anyways just to add further insult to injury? Is It THAT overpowering to upgrade a group HoT that gets canceled on an AE? Which is what ya kinda would want a Group HoT for anyways.

The Buff direction face it we suck. Our melee buff is somewhat overly ridiculous really +65 to melee. Are mobs that hard to hit to require this with the current combat rules? Seriously. I kinda liked the idea of +hate added to it but a haste or dps mod prolly be an alright change as well. Perhaps something different with the new upcoming DW changes like negateing the offhand restrictions. Then again does it have to be offensive? Avoidance or parry would be an interesting new touch as well. Aspect and spores are well enough. Dust/Sandstorm honestly avoidance bonuses make more sense than defense bonuses isn't the idea the group is more difficult to see and not somehow strangely hardened.



As much as it pains me to see it Wardens are slowly losing thier raid identity from strangely old misconceptions of our abilities from like 2 years ago.

I'd hate to semi-retire this toon to be a melee druid so i can farm heroics solo to buy stuff for my new toon.

Last edited by Xendo; 07-11-2007 at 12:37 PM.
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Old 07-13-2007, 05:47 AM  
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Default Re: RoK spells you would like to see

+65 to skills helps counter act high defence, parry and repo on mobs and also effects your hit/miss rate. Having it on the MT is very useful so that he can land all of his attacks and gain aggro steadily. Now, I'm not saying it can't be done without us and that the buff is so very essential, but it does have it's uses.
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Old 07-21-2007, 08:23 AM  
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Default Re: RoK spells you would like to see

I'm not necessarily saying its a bad buff. But the raid encounters have changed. SoE been kinda nerfing hate and has been looking into hate transferring abilities. It may come down to going away from a 3 healer MT group to a 2 healer one to add an additional hate manipulator. If you had 2 healers to pick for the MT group you'd be almost crazy to suggest anything other than shaman/cleric combos.

I cringe to think this is in some way a reaction by SoE to the common issue of not having enough healers for a raid. Consider the dumbing down of many Encounters. An easier encounter requires fewer healers. Then consider the (excessive) improvements to gear couple that with some of the better adornments. It's heal proc central out there and it cuts further into any available healing. Druids in general are typically spot healer types and suffer the first blow

Did I mention diminishing rewards bites?.
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Old 08-18-2007, 04:57 AM  
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Default Re: RoK spells you would like to see

sadly i am a member of a guild that is goin the 3 aggro transfers over 3 healers in the MT group(at least for most encounters our tanks arent quite geared enough on large names and such) and while we can be effective from out of group it is considerably harder.
in all honesty our buff package does nothin for any type of dps and comin with primarily wis/agi stat buffs a group of tanks and healers is the only place we get any use.
in all honesty the only thing id really like from rok is a large single target hp buff(yeah i know everyone else has em but dammit i want one too) or in the mean time possibly a hate transfer to have a shot of keepin me where my buffs can do some good
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Old 08-19-2007, 08:22 PM  
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Default Re: RoK spells you would like to see

Give our damage shield or a new spell all together that gave a stoneskin or ward vs damage like um, Oakskin/Barkskin or something. We are supose to be a defensive healer, but we have very few actual defensive buffs that any other healer doesnt have a better version of.
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Old 08-21-2007, 03:36 PM  
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Default Re: RoK spells you would like to see

Nature's Infusion
Target : Friend
Power : 350
Casting 0.5s
Recast : 30s
Effects : Drain 90% of Caster Hit Points and transfert 110% of the drained Hit Points to the target.

Wardens are fast Cast Healers, Defilers have Soul Wards ... so, a concept like this sounds nice to me for Wardens.
There is a similar spell on GW, it was priceless dealing with spike damage.

Last edited by Gwen; 08-21-2007 at 03:42 PM.
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