Hibernia's Druids
> Team Lead reports
> Druid Report March 09, 2003 - V1.60
Next Topic >>
Author Comment
Ionait Artio
Druid of Hibernia
(3/9/03 10:45:35 am)
Reply
Druid Report March 09, 2003 - V1.60
--------------------------------------------------------------------------------
Druid Report March 09, 2003 - V1.60
Very Hot Issue!
Damage Add changes are still a problem. The variance is a big issue, but overall testing shows it’s still not doing the damage it did before. Druids that are 2/3(or more) spec’d in Nature are seeing the same variance as druid who have no Nature spec. This needs to be addressed or another method of damage for support spec’d druids added.
Bugs:
Rezzes are still being overwritten by a second rezzer and power is lost even when your rez is not the one accepted.
Spread heal, Resuscitating Spirits line, has the same icon and color as our Bith's Acclamation insta heal line – sad to waste your insta heal due to confusing icons.
Realm points for ressing are not updating on the char info panel until you log, zone or kill an enemy.
Pets in defensive mode still “auto attack” rooted mobs, though they don’t attack mezzed ones.
Pet window. If the pet has been beyond a certain distance from you the window becomes bugged and changing commands are not reflected in the window.
Pet now walks when told to “Go to target”. It also goes to where the target was, not where the target is if they have moved.
Pets are acting very strange when in aggressive mode. They keep twisting directions proc’ing their blade turn.
Spells “interrupt” if you switch targets mid-cast and the new target dies/zones/camps/loot that’s picked up/etc.
You can’t /face your pet to find out where it has run off to.
Insta heals should have the same check that purge does – if no one has been healed, the timer should not reset.
Bursting Undergrowth and Choking Undergrowth Icons need to be marked with the AoE widget.
Top Issues:
RvR
Defense - Support Druids need something to help them run away or have some chance of surviving long enough to do their job of healing. This could be a point blank snare/root that is either low spec in Nature, or as an RA like “Trip”.
Healing
Healing needs to work better in RvR – see section below for details.
Druid and Healer single target insta heals should be increased to match Cleric instas.
100% Insta heals should do 100% - they don’t currently.
Insta heals recast timer should be lowered by 5 minutes each type.
Insta heal timer should not reset if no one is healed.
Power cost should be removed or lowered if a cast heal gets the target already healed message – like resisted damage spells.
Color code the group window when someone is diseased, poisoned or mezzed.
Battery healing RA is very costly for what is essentially a once per 30 minute group heal. Six or Eight points would be a lot more appropriate.
Nature
Damage shield should not break root. Damage shield becomes a liability when using root for crowd control.
Root should not break mez, since mez does not break root.
Nurture
20 buff limit needs to be raised and concentration costs removed. Everyone should be able to cast the same number of buffs. Druids spend many spec points to be able to cast better buffs, they shouldn’t be limited to casting fewer than those who don’t spec high in Nurture.
Highest spec buffs need to have worth. The 34th level str/con buff gives +68/+68, which is only 6 less than the 44th Str/Con buff gives. The 39th level dex/qui buff gives +75/+75, which is exactly the same as the 49 spec buff.
Pet
To add some defensive/offensive help to support druids, the spec level caps should be removed from the pet allowing all pets to be 75% of the druid’s level.
Details
RvR
Support Druids are hurting when it comes to defense. It's a problem that all the primary healing classes share. Between Long Wind and Endurance Regens, even sprinting away is not an option. One suggestion to help with this has been to give the support classes access to a "Trip" like RA. Even a 3 to 5 second lead time for running away would help. A Point Blank Snare in the Nature line that starts at a low spec for a very short duration would also be an option.
Healing:
RvR Healing...
The new spread heals do help in RvR. However, you can only cast 4 or 5 depending on your power pool and regen at level 50. The HP healing ratio should either be raised about 20% on them, or the power cost needs to be lowered. Preferably lowering the power cost 20%. This would allow most druids to cast ONE extra spread heal during a battle.
Overall, all heals need to have their efficiency increased. It’s time to face this one head on. Spellcrafting/resists/etc have not done enough to lower damage in RvR. Once a group gets into battle where two or three people are taking damage at once, a druid runs out of power 30 to 45 seconds after casting the first heal. Healing needs to be increased in efficiency by a minimum of 20%. In order not to increase agro in PvE, a 20% cut in power may be the best way to handle it.
Another option would be to add a line of shout heals - Instant casting with a short re-use timer. This would allow for faster “up front” healing.
Insta Heals…
Insta heals have a few problems. The percent healed is based on a number that is previous to when max HP was increased. Our 75% insta heal heals actually for about 55% on most buffed druids. The 100% heal does about 75%.
The 100% heal needs to be changed to work like Ignore Pain – a full 100% heal and ignore disease.
All but the 100% single instas do more as a percentage in Albion than they do in Midgard and Hibernia. Group instas are the same.
Examples (% healed: mid/hib, alb):
11 single target insta: (33%, 40%)
21 single target insta: (55%, 60%)
33 single target insta: (75%, 80%)
42 single target insta: (100%, 100%)
The Mid/Hib Single Instas should be brought up to the Albion level. This will help a little with them being based on a lower HP than is currently available. This was probably missed when the heals were balanced between the realms a few patches ago. (This should be done for Druids and Healers)
Insta heals have also become less “special” with First Aid (15 minute timer), Ignore Pain (30 minute timer), Bounty Potions (3 minute timer) and Alchemy Potions (1 to 3 minute timer). They are also one of the few things that actually work well healing wise in RvR. To that end, we would like to see the insta heals lowered by 5 minutes in recast timer for each type. That would put the single target at 10 minutes and the group target at 15 minutes. This should not impact PvE as people are not going to change their hunting based on an emergency heal with a 10 minute timer. (This should be done for Druids, Healers and Clerics)
A couple of things have been brought up that would really help in grouping with other healers (and tanks with IP/Failth Heal).
1) If an insta heal does zero healing, the timer should not be re-set. This is a pain when the tank hits IP or another healer hits their insta a fraction of a second before you do. Purge checks to make sure someone in the group was affected before resetting the timer, insta heals should do the same.
2) If a cast heal heals for zero, the power cost should be removed - or even lowered like resisted damage nukes. This would end up saving power in groups with multiple healers. It also helps remove that bit of annoyance you get when you get the "target is already healed" message. You'll still have plenty of times where one person will heal for most of the damage so the second heal does a piddly bit, but if no healing is done, the power cost should be eliminated or reduced.
Cures…
Because the buff view is so short on the group window, it would be nice if the name of the person in the group mini-window changed color based on if the person was diseased, poisoned of mezzed. This would help curers know who needs to be cured. Right now, link dead people turn blue, dead people red, and zoned people gray. Adding something like green for poison, orange for disease and yellow for mez would be a big help.
Ideas to add to the line:
Shout Heals. Heal amounts like the Major like, but insta casting with a short recast timer. High aggro to make them RvR usable, but not PvE practical.
AoE heal – Give us a way to help counter the AoE damage spells.
Group cure poison and cure disease. With the increase in DoT damage group cures are an important addition to the healing line.
*Class Envy Request – Heal Proc like support clerics received
Nature:
There is a catch-22 situation in this line. The Damage Shield makes Root pretty useless. In PvE, Damage Shields are generally placed on the main tanks. Now if a mob adds to the group, the druid roots it so the group can move away from it, the mob hits the tank, takes damage, root breaks, mob follows the group as they try to get away from it.
Root also breaks mez, but mez doesn’t break root. This is an issue in a group where there are large numbers of BaF mobs and you may need druid and bard doing crowd control together.
The true Nature spec’d druid could use another option or two for RvR. A couple of suggestions from the community include a lower damage Area Effect DoT or “fog” type spells (visability).
Nurture:
The 20 buff limit needs to be raised and concentration costs removed. Everyone should be able to cast the same number of buffs. Druids spend many spec points to be able to cast better buffs, they shouldn’t be limited to casting fewer than those who don’t spec high in Nurture. With 5 spec buffs to be cast, even when there is a bard or warden around to cast baseline buffs, Druids can seldom give everyone in the group the buffs they need. It’s been stated that higher level mobs are designed to be going against buffed players. We need the ability to at least spec line buff a group with 1 druid. You have 4 buffs per Hero/main tank, 3 for hybreds, 3 for casters, 2 for druids and bards. It adds up to 24 just to spec buff a “normal” group.
The addition of DPS and AF increases at level 50 Realm Rank 5 were a good start. However, all stats should have had their caps raised. The 40+ spec buffs do little if any more than the second highest buffs due to current caps. Buffs do 125% of the delve value, the second highest buffs are capping or nearly capping. A delve value of 60 is enough to cap that buff at the 75 cap. Allowing the caps for all stats to be raised one “level” at rank 5 would allow Druids and other specialist buffers to make better use of the very costly 40+ spec buffs.
Pet:
Druid pets have been given different abilities based on their spec. This opens up the option of removing the spec based cap on the pet and allowing the pets to be 75% of the druid’s level. This would give support druids a little more defense and offence and add a little more “fun” and flexibility to support druid in RvR and PvE. At druid level 50, every pet would be level 37. A cub would still be a cub with lower HP, lower damage and no special abilities compared to the Matriarch/Patriarch but it would at least be worth summoning.
Pet needs to run when told to “got to target” or to come “here”.
Suggestions to help the pet:
Dying sound needs to go. Animation also. “Poof”ing into nothing would be more appropriate for a pet summoned from another sphere of existence.
Additions for the pet:
New commands: /defend , /follow
Spell Book:
Needs some organization. At a minimum keep like spells together with the highest level at the end of the group. As it is now, the higher con buff may be 8 spaces above the lower one then the highest strength buff may be 4 spaces below the higher one.
Realm Abilities:
Mastery of Healing – 3% bonus on heals makes virtually no difference. A 100 point heal now becomes 103. The 3% should be raised to 5 or 6%.
Mastery of the Arcane – buffs are still limited to the normal caps. However, again, 3% for buffs with 50 and 75 point caps, is not worth the points. It will add at most 1 point to baseline buffs and 2 points to spec line buffs due to rounding.
Wild Arcana – Druids would like this ability added to their options now that DoTs have become a very useful tool for them.
Next Topic >>
Email This To a Friend
Topic Commands
Subscribe Click to receive email notification of replies
Unsubscribe Click to stop receiving email notification of replies
jump to: WelcomeGeneral Druid ChatterThe Begining DruidThe Grouping DruidThe Soloing DruidThe Balanced DruidThe RvR DruidThe Druid PetLibrary of InformationUseful LinksLevels 1 to 10Levels 10 to 20Levels 20 to 30Levels 30 to 40Levels 40 to 50The Questing DruidArms and ArmorBug ReportsTesting Team DiscussionsTeam Lead reports
- Hibernia's Druids - Team Lead reports -
Powered By ezboard® Ver. 7.105
Copyright ©1999-2002 ezboard, Inc.
Accelerated By JXEL