View Full Forums : Newest Test changes to Druid Spells


Terfiron
10-15-2002, 02:29 PM
Glamour of Tunare: Changed from Beneficial to Detrimental
Skin like Nature: Recast time changed from 10sec to 0.0sec
Flock of Eagles: Name changed to Gaggle of Eagles
Catastrophy: Made Druid usable at 62

*sighs* No more casting Glamour of Tunare and not getting agro. And Gaggle of Eagles? Bleh... makes me think of Geese instead of Eagles.

*narrows eyes at Verant*

You aren't trying to say something about us Druids, now are you?

Quaras Shadowscythe
10-15-2002, 02:33 PM
And why is it catastrophy not catastrophe? Maybe a new tradeskill item! Cat-as-trophy!

catastrophe

n 1: an event resulting in great loss and misfortune; "the whole city was affected by the irremediable calamity"; "the earthquake was a disaster" [syn: calamity, disaster, tragedy, cataclysm] 2: a state of extreme (usually irremediable) ruin and misfortune; "lack of funds has resulted in a catastrophe for our school system"; "his policies were a disaster" [syn: disaster] 3: a sudden violent change in the earth's surface [syn: cataclysm]

Tiliki Thistledowne
10-16-2002, 09:32 AM
Also, no refreshing Glamour on your pet before charm breaks.

/sigh

Balise
10-16-2002, 02:09 PM
glad they allowed us to keep our earthquake line of spells with the cleric.

Tils
10-16-2002, 11:14 PM
haha Quaras they changed it today with the right spelling. They musta heared you.


lucy.fnord.net/spellhisto...ource=Test (http://lucy.fnord.net/spellhistory.html?id=3473&source=Test)


Tils

Lotusfly Stewnicely
10-17-2002, 04:29 AM
Haha )

Seriena
10-17-2002, 05:18 AM
New changes that went in last night:

GoE is changed to Flight of Eagles (I guess they're reading here ;)


Earthen Roots
Dmg 110
Duration 1 min
Mana 80
Resist -30
Dru 61, Rng 63

/sigh, this seems worthless except for the -30 resist check. Rangers getting it at 63 though?

Winter's Storm upgraded dmg from 800 to 850

Xanuusus' Blessing upgraded hp/time from 20 to 25 (still not where it needs to be imo)

Savage Roots resist check lowered to -30

Summer's Flame
Changed Casting Time from 6.7 seconds to 6.0 seconds
Changed Mana cost from 370 to 350
Changed Slot 1 from "Decrease Hitpoints by 1300" to "Decrease Hitpoints by 1350"

Winter's Frost
Changed Casting Time from 6.7 seconds to 6.0 seconds
Changed Mana cost from 380 to 375
Changed Slot 1 from "Decrease Hitpoints by 1395" to "Decrease Hitpoints by 1465"

2 very nice changes there

Aaeamdar
10-17-2002, 07:14 AM
Xanth's Blessing is going to be very hard for them to balance properly. At 35 maybe it is about right. 30? not sure. It is really hard to justify taking up a spell slot and spending a huge chunk of mana for something that is only a little better than the free click. Maybe they will nerf our BP so that we will cast this spell. ;)

Quaras Shadowscythe
10-17-2002, 08:08 AM
Wow, you post it here they change it! Now if the kind folks at Verant would just boost Zephyr of Brell to be a 65 focus effect :) Nudge nudge...

Quaras

Vilayet Horuswind
10-17-2002, 08:40 AM
Zephyr of Brell

10-17 11:39 Changed Slot 2 from "Limit: Max Level(60)" to "Limit: Max Level(65)"

Big Brother is watching...

Quaras Shadowscythe
10-17-2002, 09:00 AM
Uh, thank you! So does this mean I get three spell wishes?! Quick, someone let me know what else we need :)

Tilien Venator
10-17-2002, 09:12 AM
Wow, they improved our nukes more then I was asking for. :)

As this point I'd say we're about done. Only things I still worry about are our PoP AAP's and our lack of a group heal. Maybe they think group heals are only in the realm of clerics/paladins.

I would ask though for the recast on Natures Recovery to be drastically lowered...

Racmoor
10-17-2002, 09:16 AM
I like the new changes. I don't have a clicky BP...nor do I see myself getting one. I have the Tunic of Kinship. I'll use this new regen spell now. I wouldn't before, but I will now.

I like the upgrades to the nukes.

Racmoor

Seriena
10-17-2002, 09:34 AM
Zephyr of Brell

10-17 11:39 Changed Slot 2 from "Limit: Max Level(60)" to "Limit: Max Level(65)"



!!!!! I missed that one!

/faints

Ok, that made my day :) Never got a response to my email but atleast they changed it! yay!

MiriamelePrester
10-17-2002, 10:09 AM
What about the current "Improved Damage 3/Improved Healing 3" etc. items? Will the level cap remain 60 or will it be raised to 65?

If not to 65, then there went 200k down the drain for an Improved Dmg 3 Mask. And will anyone actually want to use Focus Effects if they dont work up to 65 anyways? :/

Role Meggido
10-17-2002, 10:30 AM
Good changes.

Still need:
-BoTN single and group version. More hp. Should be approx 50 % hp of ageo.
-MoTS. Ultravision instead of infravision. Up mana regen a bit.
-Brackencoat. Hp up to somewhere between 125 and 350. Imo should be brought somewhere between the version all int casters are getting and the rngr self buff.
-Karanas Renewel. Drop of the mana cost from 600 - 400. There does not need to be a double penalty on this.
-Touch of Xan, Blessing of Xan. I still don't think this spell will be used much, but it will be used some now. It's still very expensive, but it is definitely an improvment.
-Group heal.
-Unifed cure disease, cure poison spell.

Still be nice:
-no more fire beetle eye. please?

Fayne Dethe
10-17-2002, 10:48 AM
You have to get totally new focus items so expect the market to crash huge on any focus 3 effect. I am glad they changed Zephyr of Brell since no new Shawl quests are planned.

About the regen adjustments - I think its a big enough of an upgrade now to warrant casting on other groups on a raid instead of group regrowth, but my group will be SOL cause I will keep using my bp, hehe.

Earthern Roots seem to be a rather useless spell other than the negative 30 adjustment, and it has a huge mana cost with an incredibly short duration of 1 minute. Usually I have problems of mobs being immune to root rather than constantly resisting it. I dont see myself ever using this root over the level 56 root because it is double the mana cost, lasts 1/3rd the time, and less damage for only a 30 adjustment modifier. This can be fixed by removing the damage component completely (pay more mana for damageless root), or reduce the mana cost to something more reasonable like 90 mana and upping the damage closer to our level 56 root. Also, the duration needs to be fixed to 3 minutes, why go backwards in length of root? Finally, if all these negative drawbacks such as high mana cost and short duration are intended because the root is supposed to be a semi "lure" root, the root needs a 100 negative modifier to warrant all the drawbacks compared to the level 56 root.

More adjustments I think we still need:
Karana's Renewal needs to be changed to 500 mana, as shown in other posts its usually worse efficiency to cast this spell over TR unless you are healing 1 tank in a XP group whose health is dropping really really low and you time it so that the heal gives near max each cast (Give clerics a new 500 mana CH so they wont feel left out).

Mask of the Forest needs some sort of bonus to it over Stalker/Hunter. 1 mana regen is not much of a change to warrant it being a level 65 spell, especially with Rangers getting Hunter. Some possible choices are add in 4 hitpoint regen, raise the mana regen by 1 or 2, or add in 150 extra mana.

Shield of Bracken - our top damage shield has always been 1 behind magicians whether its kunark era or ancient damage shield (magician dagger from XtC was 35). Thus, shield of backen needs to be adjusted to 44.

MoonDancer
10-17-2002, 10:50 AM
I am curious why you think brakencoat needs to have HP added to it. Since none of our coat line has had HP ever on it.

I havnt gone over the numbers but BotN should stacked with the symbol line of clerics have more HP then whatever Aego clerics get. So both situations have benefits and drawbacks.IE more HP but shorter duration and more buff slots etc.

With blessing of xanusus looking at stacked with our other regens and a few buffs from other classes over 100hp a tick i really like that they upgraded this.

Karana's renewal i think 600 mana is fine for this spell you are looking at it with your current mana pool which means nothing considering it will increase quite a bit by the time your level 64 and if you get the wisdom upgrades etc. Also with Advanced SCM. i think this spell is fine.

Group heal would be nice but its more of the paladins forte and a major boon to them on raids while we bring a lot other things to the table.

Unified cure poison, deases we have this in a PoP ability asking for a spell is getting a little greedy i think:P

-MoonDancer

Balise
10-17-2002, 11:17 AM
If the AA ability Spirit of Wood costs 5 aa points per level and it has a recast timer of about 2-3 minutes (costing 0 mana) or 15sec - 45 seconds (costing reasonable mana, less then 300) then I would be happy with that as our limited version of a group heal. If it has a recast of more then 5 minutes then its not really that usefull as it isnt a really large impact spell and so if needed will probably be needed more frequently then once every 5 minutes.

Our current selection of expansion spells keeps our power at relatively the same it is now, except a few examples where we fall behind; self buff upgrades (*no hp/little mana regen*), and damage sheilds, maybe some others (personal opinion).

Our AA class abilities seem less then desireable (very dependant on either mana cost, refresh timer, and stackability).

Of improvements I would say some to mask and upgraded DS (maybe some hp on the new coat), which would keep us at relatively the same power level we are now (just scaled appropriately with 5 levels). To improve on our power I would say that the only area I would like to see worked on is the group heal area, if Spirit of the Wood is effective then that would be an improvement in that area, but at the cost of a lot more then just a spell.

MoonDancer
10-17-2002, 12:16 PM
at level 65 with mask and BotN we will have 12 mana regen from buffs thats more then any class save enchanters and necros which i think we both agree should have more then us due to the nature of there classes.

Clerics get 8 mana regen, wizards get 4(unless i missed a spell). clerics got 1 mana regen upgrade, wizards got a 2 mana regen upgrade and druids got a 3!. so its very inline with everything else.

As far as our self buffs getting HP. we really dont need them with BotN.

-MoonDancer

Role Meggido
10-17-2002, 09:54 PM
I think it's easy to be content, but I don't think content is justified in the case of our current spell line. Recently, there was a tremendous stress on druid balance. With the advent of the new heal. This talk basically died.

I am not looking for druids to become better than any other class. I'm just looking for our spell line to _at least_ keep the same relative power we do currently. I think it will be harder to ask for ground back.

Exhaustive listings.

Brakencoat:
I was just looking at the skin lines being given out to other casting classes, and by comparison it seemed SoB should have a few hp added to bring it up to par.

Examples:
Int casters
Shield of the Arcane ( lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3300&source=Test) )
Shield of Maelin ( lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3302&source=Test) )

Ranger
Mask of the Hunter (think we are all familiar)
Protection of the Wild ( lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3039&source=Test) )

Paladin
Aura of the Crusader ( lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3247&source=Test) )

Sk
Cloak of Luclin ( lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3490&source=Test) )

Cleric
Armor of the Zealot ( lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3474&source=Test) )

Conversely, what is so big about the fact our skin line hasn't had a hp buff on it before. That doesn't mean they shouldn't have them now.

Mana Regen:
Untrue we are only 1 of 3 classes with super l33t 12 mana per tick regen.

Cleric - 8 mana self shield + (9.5 with yawl6 or 7 with yawl5).

Shaman - cann is stupid regen per tick.

Wizard - 2 skin - 4 familiar - plus mana convert on their skin - 6 or so from harvest

Enchanter - through the roof

Necro - through the roof.

Mage - probably about around druids with their mana/hp regen skin buff and rodding.

I think druids are at least ok around 12 (13 - 14 would always be better but hey), but it is really not close to say we are the only class with 12. We are in the middle to low end in mana regen of pure casting classes (priests and ints).

Blessing of the Nine:
lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3451&source=Test) (group)
lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3234&source=Test) (single) bad icon though.

Right now this spell is
618 hp
8 mana
32 ac.

Spells to compare to:
CLR - Hand of Virtue ( lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3479&source=Test) )
1500 hp
72 ac

CLR - Mark of Karzad ( lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3047&source=Test) )
910 hp

SHM - Focus of the Seventh ( lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3397&source=Test) )
544 hp
75 str
70 dex
[36 ac can be stacked with this from Ancestral Guard ( lucy.fnord.net/spell.html...ource=Test (http://lucy.fnord.net/spell.html?id=3381&source=Test) )

If dru are supposed to be able to be somewhat on par with clr then there should be a few more hp on BoTN. I'd say at least 750 - 800, probably more in honesty.

There is just an enormous disparity of hp buffing ability. There are more problems, especially when you consider stacking issues etc.

Karana's Renewel:
I don't fault vi on this one. I think it's just that things associated with Karana tend to be @#%$. Suitcase of brew to the first guild to kill he and send me photos!

TR and KR were put in to EQ to _balance_ druid and more largely priest healing abilities. The CLR class had ended up with basically the only efficient heal (at level 39). In the wise interests of letting clerics stay the superior healer a percentage and numerical restriction was placed on the healer. KR would seem to be an wise extension of that numerical number restriction in light of the fact that pc hp's are going to go up quite substantially. However, the very very bad thing is it now costs 600 mana. I see absolutely no reason this should be more than 400 points. Druids are getting this heal at level 64, it's still percentage limited, which means it's worse in general, and still numerically limited to around 5 k or 3/4 of cheal. It just doesn't make sense. It is contradictory. Should druids heal or shouldn't they. Keep the mana constant at 400 for heaven's sake.

Mask of the Stalker:
Ultravision. Infravision is just a boggle.

Still no group heal. Still no curing ability.

-No fire beetle eyes please.

Balise
10-17-2002, 11:10 PM
We have an all-round cure as an AA ability, that hopefully will cost the same aa points for each level. Clerics and I think Paladins will be the only ones to get an all-round cure as a spell and if so then I think it is great that they do and accept the fact that I will have to gain some aa points to get the same thing. shamans dont get an all-round cure so I dont think we should as we match the shaman in many ways when concerning healing/curing (excepting they get torpor series and we get better 75% heal spells)

Fire beatle eye...bah...nothing to bother about, many classes have requirements for their spells, I am greatful that it just takes up one small slot and it isnt used up like other spell components.

Group heal, could have the same arguement as I stated with the all-round cure, but I think a group heal is more needed for the druid and shaman classes as a spell rather then an aa ability that will most likely have a refresh timer to decrease it's usefullness drastically.

Mana regen, the comarisons between the classes for mana regen is kind of skewed because the targetable buffs (clarity, potg) can be cast on any class, while the self only buffs (mask, familiar, BAoR) are only castable on the person casting it. Therefore you could argue that the ones with the best mana regen are the ones with the highest mana regen self buffs that will stack with the highest targetable mana regen buffs. I dont know all the new buffs comming out or exactly how they stack, but I would say that it would probably be shamans comming in first for highest mana regen potential and wizards comming in second (remember you are adding self only buffs + targetable buffs *clarity/potg* stacking permitted). Now solo of course classes other then a druid and enchanter will have to ask a druid or enchanter for potg/clarity, but from my experience it doesnt take much to hunt down a friend that would be willing to give me KEI, or get an enchanter hanging around bazaar/nexus to cast it on me with a donation.

So if you take it in that sense then some might say the druid falls behind (as well enchanters) in terms of mana regen self only buffs, but my personal opinion is that we *should* fall behind by a small (very) margin, but not as far as we are currently.

Damage Sheilds in the expansion look to be tweeked a little different as we get the only single version and mages get only a group version. Our damage sheild is a bit low when compaired to the mages and considering the difference in them through the last expansions (which is less then the new ones currently stand at), I think it could be raised to 43 or 44.

Role Meggido
10-17-2002, 11:53 PM
If it isn't used up, then why have it? Yes it only ties up one slot, but so, it's still completely and utterly pointless. 30 seconds to 2 min of work isn't exactly a huge deal to ask for.

Good point on the fact that those mana regens stack with castable buffs. I had a feeling there was something I was missing, since it always seems I'm out mana regened by most everybody, but I couldn't put it into words.

I think, frankly, it just bothers me to have to spend points on something I think falls under the "priest classes are balanced" and "secondary healing classes should be viable." My feeling is that VI's approach is half-assed. Clerics should be primary and other healers should have inferior abilities to the cleric core set. Encounters are designed around this core set of healing abilities. The difficulty is healing classes, which vi seem to consider to one degree or another clr (prim) dru, pal, shm (secondary), have various different healing abilities from this core set.

TeriMoon
10-18-2002, 04:05 AM
I have a fond attachment to my fire beetle eye.....NOT

Sometimes, on evil days, I want to sell it to a vendor for the 2 silver. But then, I worry I will never find another one..

Bizitt
10-18-2002, 07:58 AM
Have had the same one since I was a wee hafwyn in Misty Thicket, 59 seasons ago. It's smooshed and moldy and gross, but it's mine!

Given that it's a non-expendable spell requirement, I'm quite ok with it -- even though, as a packrat, I'm always after empty slots.

Be grateful they didn't make wild cabbage a required reagent for PotC :p .

TeriMoon
10-18-2002, 09:04 AM
HUSH....big brother is watching..

Role Meggido
10-18-2002, 09:55 AM
In general, reagents are a poor method of balancing spells.