View Full Forums : A New Role


Trevalen
09-05-2002, 10:32 PM
I've been tossing around an idea in my head for a while, regarding what class defining skills Druids could get to make them useful in groups and in the late game.


The idea is for a debuff line of spells that increases the attack rate of the mob, but decreases the damage of each attack. The effect would be to create a frenzied assault of low-damage attacks. At level 51 Shamans get Turgur's Insects, a slow spell that decreases attack rate by 66-75 percent, according to Casters Realm. This should decrease the melee damage output of the affected mob by 66-75 percent. Perhaps the highest level version of the spell I am suggesting (granted somewhere between level 50 and level 60) could reduce attack damage to one quarter, but double the attack rate. This would result in a 50 percent decrease in damage (2/3rds of what shaman are capable of). I think it is evident that such a unique spell would have a tremendous impact on the utility of Druids in the late game.

A few other interesting notes:

* Despite being considerably less powerful than slow (using the numbers I suggested), this debuff line would have tremendous synergy with our damage shield buffs.

* Since this spell requires the mob to be hitting someone for it to be effective, it would not improve our kiting abilities. If low level versions of the spell are offered it might extend our porcupining abilities, but it would be useful primarily in traditional, tank-centered exp groups, which is where we need the most improvement.

* In addition to simply making mobs immune to this spell (as is done with slow), there are other ways to reduce its power on certain mobs, such as giving the mob a powerful proc. The increased frequency of swings would make a proc much more powerful. One would not cast this spell on a mob wielding the new cleric hammer, for instance. :-)

* It might make defense easier to learn.

* The damage mitigation factor would increase our ability to heal a group, without making us depend on another cleric or a slower. This would be a way to make Druid healing more viable without simply giving us watered down cleric spells and making classes more homogenous.

* Porcupining is fun, I would be just as pleased if I could rely on that for my solo needs for a few more levels rather than kiting.

Anyway, I feel like this sort of spell could be a major upgrade to druids that would provide us with a fun and useful role throughout our lives, and especially in the late game. It works well with our current spell lines, and so far as I can tell it is a completely new mechanic, so it's not like we are just stealing spells from another class. I recognize that it is powerful, but I think that with proper testing and balancing it would not be more (or even as) powerful as other class defining abilities, such as slow or complete heal.

I'm interested in what other people have to say about the idea.

Role Meggido
09-07-2002, 04:02 PM
Personally, I think the old Role is quality... Folks are always looking for the new and improved though.