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 Post subject: About Druids
PostPosted: Sun Nov 04, 2007 6:57 pm 
Kerafyrm's Sister
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Joined: Fri Nov 02, 2007 9:13 am
Posts: 140
Location: Southern Germany
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A novice halfling wanders out in to the forest. The orange, red, and brown leaves crack under his haired feet as he explores the Kithicor forest. As herounds a rather large oak he sees a leather clad halfling floating a few spans off the ground. The elder is deep in meditation. As he quietly and secretly (he thinks) observes the odd figure, a young kodiak brushes up against his leg sending the youth tumbling towards the elder.

The elder descends to the ground and opens his eyes. He beams a knowing smile at the youth."So, lad ye wish to be a druid? Or are ye just the curious type?"

The youth rights himself and clears his throat, "Aye master I am considering following along the druid path, but I haven’t much experience with the masters of nature. Could ye enlighten me?"

A druid is a very unique class that manipulates nature to do their bidding. If you had to fit them into the magician or cleric class, they would be more cleric like than mage. Most of their powers by sheer numbers are defensive (protective). They can heal almost as well as a cleric at lower levels, and can enhance strength, speed, and resistance to physical attacks. They do have a fair amount of offensive ‘spells’, but nothing close to a wizard of the same level. At level 44 almost all other caster classes can out blast a druid. Just as the cleric is the sworn enemy of the undead, so is the druid enemy of unnatural(summoned type creatures, i.e. elementals, fire snakes, beings from other planes of existence). The druid can assume the shape of other beings at higher levels and manipulate the weather to inflict harm. They can also convince animals to aid them for brief periods of time. Recognizing the helpful nature of druids, animals will not usually attack them unless provoked first by direct attack, or by the druid’s poor reputation. They thrive in the open and actually lose many powers if indoors. They also do not have very good physical attacks.

Druids have earned a rather god like reputation that is quite undeserved. A druid’s weapon skills are very limited and comparable to that of a mage. The cleric and shaman classes heal better and fight with weapons much better in general because they normally have better weapon choices and higher strengths. They also can wear better armor. Druids are limited to magical or natural armor only at the higher levels and can not wear plate. The druid loses many of its spells indoors. They become uncastable. A druid’s offensive powers pale in comparison to that of a wizard or magician. While they do get similar type spells of the wizard and cleric, they tend to get them at later levels and even then they get watered down versions. Like all casters, a druid is only as good as his or her ability to cast. They get interrupted easily as any caster does.

There are several advantages to the druid class. They do tend to have a very diverse range of spell types. This means that they can be effective against almost any opponent type. However, they are not effective against any type at all levels. For example, they do not have a decent cold or lightning based spell for several levels in the middle range. They also do not have to worry about being harried by unfriendly animals. At high levels they can travel to many lands by spells, though they are limited to only normal lands. They cannot teleport themselves or groups to planes, but they can group gate to areas near the major dungeons and lands. Since they have decent defensive and offensive powers, they can fit into most any group. Though they are more of a supplemental class that is passed over often when a 'true' healer or blaster is not already in the group. They also are very soloable. They also have a few unique spells not found in the other classes, that may not do much damage, but do make life easier. Wolf form, tree form, harmony, regeneration, summon food/water are all very handy. Druids also can track quite well, though not as well as a bard or ranger. Their ability to teleport themselves and others and track as well as deal out a substantial amount of damage quickly has made them masters of questing. No other class can get to areas and find what they need like a druid can. This is a great benefit to a group as well as solo play.

It is very important to understand that as a druid you will go through many stages as you progress. You start out as a decent healer/melee/occasional blaster type. Then you move more to a blasting type, and then to a healing type. Level 39 to 49 is a long road. During this period your DOT (damage over time) and snare are your best combination. Druids can grow very fast when played well. No other class can be grown so fast and collect so much loot and do so many quests all alone. As a second character class, druids are one of the most popular. You will be pestered often to SOW (spirit of wolf), bind (change homeland), and teleport others. Druids also come under fire for 'farming' items. Since you can out blast the other tracker classes, some druids are notorious kill stealers and camp jumpers. You have to accept that you will have some insults your way for your class. I personally think that the reputation is not valid. Druids are very comparable to all the other classes in strength, they are also equally limited. You will also have to adjust your play style as you grow and adjust to the different abilities you gain at different levels.

Starting a druid isn’t very different from most classes. Many players starting out make the mistake of thinking that they must look to the npc vendors for their primary income source. This is wrong. Norrath is full of adventurers of all levels and needs. Almost every creature has desirable loot to some other player. It may be weapons, skins, food, trophies, or jewelry. Check out the local market and try to sell to players whenever possible. You should try to deal with those of like class and race when you can, as they cannot only supply you with material goods, but also knowledge. A good example, kill bats and sell the wings to druids who need them to cast levitate. Skeletons have bone chips that necromancers can use. Trading 5 silver worth of bat wings for a leather cape that would cost you 2 plat is always a good deal. Druids do start out weak, so grouping at very low levels can be helpful. This is not to say you can not solo to start. Many druids immediately start out snaring and 'kiting' foes at once. This is done by snaring a target then running just of range blasting and repeating. A druid can do this at lower levels as well as top levels, but it is a boring life and not always the most productive. Also, hail every npc you come across (especially in and around your class guild). They will often provide you with duties or quests that will help you progress very fast. Tailor your spells to your party needs. If you already have a cleric or 2 in the mix let them heal, if the group needs an offensive caster do that. Don’t even think about being a tank though, until you have the regen, and better thorn shields. At the mid 40s a druid can go toe to toe with a sand giant and come out on top.

The druid class is only available to a few races. Humans, halflings, woodelfs, and half elfs can all be druids. This limits druids to being a good type of race. This does not mean you can’t change this fairly quickly. In Norrath you are known by your reputation as well as your race, and the reputation is more important. Druids depend on wisdom for power, and the halfling starts out with a bit more than the others. Races are however more balanced in EverQuest than ANY other game I have ever seen, so pick the one you will be happy with. There is very little advantage to be had by any one particular race.

In general here is a good guide for leveling and equipping your druid. I would pick the one hand blunt or one hand-slashing weapon. Blunt is best and will offer you more options later. Also, go with speed over damage to keep your skill level high. At higher levels a smart druid never needs a weapon. A 49 druid with treeform, chlorplast, and buffed up with all the various shields can almost kill a giant without moving or healing. Put all your points into wisdom, then dexterity if you have any left over. Wisdom is the fuel to a druid's magical fire.

Level 1 to 4: Spend this time killing bats, bugs, and little goblins and orcs. Misty Thicket is a great place to start out. All the races have excellent druid starting grounds. I would caution you not to kill animals of any kind if you can help it. This becomes more important as you grow and not having a bad reputation with the local kodiaks can limit your fur trade, it can also save your life. First get full mana, and put on skin like nature. Find a good blue or even target then snare, flame lick, run a little and burst of flame your target and repeat. When you are out of mana, your target should be nearly out of life. Save a little mana for healing, but at this level you will probably recover enough to heal yourself once while you were kiting. Your most important spells here are: heal, snare, burst of flame, skin like wood, and flame lick (which lowers acand does damge) in that order. You will use snare all the way to 60.

Level 5 to 8: New spells YAY. Every new spell bracket brings great new tools for your class. In this group you will want to get gate, harmony, burst of fire, camouflage as soon as you can. You are now ready to start taking on the larger orcs, goblins, etc in groups. It is a good idea to group up here. You can harmony a group of enemies allowing you to pull one at a time and slowly pick off a whole group. Camouflage will allow you to go unseen in many areas and your gate will get you home quickly when you get lost or need to sell. Work on the local enemies, orcs, goblins, and bigger bugs. Don't forget to learn how to meditate. This is a skill you will really use a lot. Go ahead and put a point into one of everything that you can train, except trade skills.

Level 9 to 13: More of the same. You do need to update your spells and get light healing, ignite, a damage shield, a self-only damage shield, and treeform. Once again you will want to get them all, but these will be the most important. Tree form is great for resting after fights, and you will have to start resting more now. Your new healing spell puts you back into close level with the cleric on heals and the mage or wizard on blasting. Though a little behind, you are not far off. If you failed to get that ward summon spell, go get it now and head to lavastorm home of the un-natural. This is the first of your directed direct damage against a specific type of creature. Lavastorm mountains is full of them. Elementals, imps, and lava crawlers. There are also drakes, rock dervishes to choose from. You can also target harder orc, goblin camps

Level 14 to 18: The most important spells here are bind, spirit of wolf (these first 2 can you make a decent living all alone and will dramatically cut down your deaths), stinging swarm (finally that damage over time spell), skin like rock, and expel summoned. In Lavastorm mountains, you are now a damage machine. You hit summoned types for massive damage. Pets are no match for you so move into Najena for a change. You will want to start snaring, DOTing, and kiting some of the nasties more now too. You can still fit into any group and at this level you can do it all. This range is one of the most fun and shortest, because you are better than most other classes of similar level.

Level 19 to 23: At 20 you will want to RUSH to get tracking. This is an awesome skill and you will use it about every 1 to 5 minutes for the rest of your life. You can find all those rares and really pick what you want and not let what you fight pick you all the time. Important spells to get are those teleports found in North Karana. You have been waiting on these. Many of your new spells will be found at a druid portal site and at the local guild. Healing, careless lightning (in and outdoor DD), and superior camouflage (yay it works inside and outside) are of primary importance. Once again you are really close to the healing power of a cleric, and the blasting power of a caster. You can now start trying your hand at evil eyes, and you may want to venture into some of the easier dungeons. You are a huge asset to any group. The Karanas become the home of many druids at this range. Aviaks provide great money and experience. You can do about anything at this level. Go explore your world. You are the master of travel and all outdoors.

Level 24 to 28: More of the same. You can do dungeons, outdoors and anything you want. Great new spells include being able to become that wolf and a new updated DOT, more teleports, root and other nifty items. You can move into the harder dungeons and hold your own. Start really updating that equipment. You also get a charm animal here that is very effective in making those grifs kill each other for your benefit. Enjoy the show, but beware the pet that turns on its master and be ready to run. Head to your local guild and West Commons to find your spells.

Level 29 to 33: New spells include teleports, greater healing, combust and a new shield spell. Combust will be a very used spell for a long time and you can finally specialize. Evocation is the way to go. Toxullia and Steamfront have many of your latest spells. Don't bother to try ensnare. It takes longer to cast, breaks faster and is generally useless. Guards are great for moving through this level fast and the deeper dungeons have fine loot. You are not very good in some of the fire dungeons, but with greater healing and the dots, you can make a fine addition to anywhere. Be aware that to cast immolate you need one fire beetle eye in your inventory. It won't get used up. Immolate is not very effective, but on fast fights in a group lowering the target's ac and doing the damage over time is pretty nifty.

Level 34 to 38: Back to Toxullia and Steamfront for the latest spells. Your new DOT is awesome. More teleports, and regeneration keeps down time low. New DD to summoned types is useful in some very rare cases. You are now beginning to feel a little behind some of the other classes in group situations. Soloing may be the way to go for a while. Pairing up is also great to do Hill Giants and larger outdoor prey. Your snare, dot, run blast strategy is still making a fast plat and lots of experience. Guards are also still good.

Level 39 to 43: Butcher and Toxxulia have most of your spells. You are once again the groups friend and outside group wolf form is any tanks dream. You can skin like diamond and have a great new damage shield spell. Solo is still great and you can kite some pretty big fellows, but you are still wonderful outside and decent inside. Hell 40 is tough and you will want to move through it fast. OOT and Rathe Mountains are great spots to kill the big boys. Finally that new fire based DD you been waiting for. You are blasting well again.

Level 44 to 48: Most of your spells are at Butcher, but your local guild and Toxullia hold a few. New wolf form, new teleports, new buffs. Nothing major here, but you are damn close to the best level of your life. Keep killing those giants and grouping in the deeper dungeons. The best is yet to come.

Level 49: WOOHOO. What can you say? You are now one of the best classes out there. Go break the bank and load up on a brand new direct damage spells. You can cast lightning area spells outside that rival any class. You can now use a fire or cold DD spell so you are excellent in any location. Your buffs take a back seat to no one and you are truely one of the best classes in the game. You can do it all from healing, blasting, buffing, DOTing, tracking, damage shielding, and teleporting. Hmmm no wonder the other classes are so jealous... Oh well you deserve a pat on the back and you are truly one of the masters of Norrath.

Items: Truely items make a big difference in EverQuest. You will want to pick up all the greatest magical items that you can to enhance all your attributes, especially those of primary importance to the druid.

Level 1 to 15: Good old leather is great. Buy it or make it. You can pick up the odd low level quest item at this level. You can even complete a few quests to get some nice items. Anything that adds wisdom is great. Try going to Surefall Glade and getting the Jagged Pine crook. It doesn't add wisdom but it is farily easy to get and magic. Outside of Surefall in Qeynos Hills are several quest items that are decent for low levels. Tell Chandra Miller that Baobob sent you.

Level 15 to 30: Lots of good magic items out there for the druid. Evil eye bracelets, gatorskin legs, lockjaw hide tunic are not too hard to get. You can also look for a Foreman's tunic from Sol a. You will want to focus on getting your wisdom up even at the cost of AC in this area. Look for plus wisdom holdables too. Blackened iron necklace is a great neck item from Runny Eye. Screaming mace, and several plus wis weapons are within your reach. Look for the Runed Circlet and Mammoth Hide cloak in Permafrost. The brownies in Fay have a nice pair of shoulders for you, though the current owner will need to die to get them from him. The lizard scale mantle is also still a fine set of shoulders. You can look for those split paw hide gloves for some extra wisdom and decent AC. If you haven't already, find a good jeweler and buy all the plus wisdom jewelry that you can. It is not that expensive and will put 25 extra wisdom points on you with a top of the line mask, rings, and ear rings.

Level 30 to 46: Load up. You can get the best of the best now. Enamled black mace, Runed Falchonian, Runed Mith bracers, Paw of Opalla, Runed mith tunic, Dwarven work boots, Charred guardian shield, Cholosobyl talisman, Brown Chitin Protector from Sol b is awesome. You may even be ready to get that Reed belt and those Golden Efreeti boots.

Level 46 up: Go kill the nasty dragons, gorgons, and gods. Hey you are practically a god anyway so no blasphemy in taking what is rightfully yours.

The old druid smiles at the youth. "So, young one, now ye know a bit of theways of the nature masters. What path will ye choose?"

The young halfling thinks for a moment and begins to recite his answer, but the old druid is gone and in his place is a tall oak. The youth grins and begins his walk back to Rivervale to see Reebo who is said to teach new druids the ways of nature. The tree changes back to a halfling for a mere moment then changes again. This time into a beautiful wolf, and he lopes off on the scent trail of an orc centurion, a protector’s duty is never ending and the vale is always in danger.


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