View Full Forums : Raiding druid AA

02-16-2007, 08:21 PM
AA like healing, defensive, cure and SotW lines seem to be standard answers to the 'raiding druid' question. I am being asked to raid more frequently, so I was wondering if there were AAs you raiding types used all the time, but you didn't think you would when you first bought them?


02-18-2007, 08:55 PM
Only things I would add are:
Radiant Cure aa's (1-9) are always good.
Spell Casting Subtlety, Call of the Wild, Silent Casting can also come in handy.

02-19-2007, 05:26 AM
Quickened Curing is just so useful.

02-19-2007, 10:38 AM
MGB, for healing or curing the raid during the fight.

02-19-2007, 01:29 PM
I would look on high end raiding websites to get their requirements. They usually are pretty standard guild to guild. This is my list though

All healing AA's
SoTG maxxed
Resplendent cascade maxxed
Spell casting reinforcement mastery
run speed 5
Maxxed mental clarity, all expansion levels
planar power
Innate enlightenment
mnemonic retention
gift of mana 3
call of the wild
running out of time but:
the rest of the stat cap increasing AA's
I personally have my direct damage AA's maxxed out, for mobs that dont necessarily need a lot of healing, but require a lot of DPS

Spells that are absolutely necessary are:
Pure blood
A spell that isnt exactly absolutely necessary, but it is very very helpful, is moonshadow.

I did this list on memory lol, basically, anything that helps you heal, cure, have more mana, have higher stats, or live longer is what is needed for druids.

02-21-2007, 03:31 AM
Thanks everyone who has answered so far.

I finished ND3 and am working on defensives a little now. I also finished reinforcement mastery last weekend, and will probably alternate quickened curing with further curing AA just to keep things interesting.

Usually I'm a grouping druid, but my guild doesn't have very many so I'm asked to raid with her more frequently.

02-26-2007, 07:29 AM
Here's the order I'd get them in if I was going specifically for the AA's. These are ofcourse assuming that you have the levels, AA prerequisites and expansions required.

General::Innate Run Speed 3
- The obvious and automatic choice for first AA. Need 6 in General to get Archetype AA's.

Archetype::Spell Casting Mastery 3
- This is a must have. Fewer fizzles, less mana used etc.

Archetype::Healing Adept 3
PoP Abb::Advanced Healing Adept 3
Omens::Healing Adept Mastery 3
- The entire % bonus healing line.

Archetype::Healing Gift 3
PoP Abb::Advanced Healing Gift 3
Omens::Healing Gift Mastery 3
- The entire crit heal line.

Omens::Mnemonic Retention 1
- Obvious.. That extra spell slots is priceless.

PoP Adv::Innate Enlightenment 5
PoP Adv::Planar Power 5
- Personal preference.. Get those stats higher.

Archetype::Spell Casting Reinforcement 3
Class::Spell Casting Reinforcement Mastery 1
- You don't want your buffs wearing off all the time ;)

Class::Mass Group Buff 1
- Simply a must for any buff class on raids.

Gates::Spell Casting Sublety 3
- Must have for healing class, you avoid tons of healing agro with this.

PoP Abb::Radiant Cure 3
- Must have for all higher AE encounters since it cures most things

Gates::Quickened Curing 3
- Also a must have to get the recast down from 3 minutes to just below 2 minutes.

Omens::Resplendent Cure 3
Serpents::Resplendent Cascade 3
- Must have for all higher AE encounters since it cures most things

PoP Abb::Spirit of the Wood 3
Omens::Spirit of the Grove 3
- Very very usefull to counter AE's, although it's usefullness is lessened in events where DS is bad.

Darkhollow::Convergence of Spirits
Serpents::Gathering of Spirits 3
- Instant single target 2k heal is really a lifesaver.

Serpents::Spirit of the Ancient Grove 3
- Very very usefull to counter AE's, although it's usefullness is lessened in events where DS is bad.

Omens::Call of the Wild 1
- Not used that often, still good in near wipes where all other rezzers might have died, or where you might have gotten evac/exodus off in time before wipe. Also good to place rezbox on cleric before you die yourself.

Gates::Swift Journey 2
- Upgrade to run speed. You don't want to be left behind all the time because everyone else will have this one.

Class::Innate Camouflage 1
Darkhollow::Shared Camouflage 1
- Very usefull spell in solo and group settings. Not very often used in raid settings.

Omens::Mystical Attuning 5
- More buff slots and you'll need them.

Darkhollow::Gift of Mana 3
Serpents::Gift of Radiant Mana
- Free spells is always nice and can save you a lot of mana in the end.

Serpents::Potential of Serpent Spine 5
- Higher stats

Serpents::Sleight of Hand 3
- Less agro.

Then there's all the defensive AA's. Avoidance is better than Mitigation for druids IMO.
Archetype::Natural Durability 3
Archetype::Combat Agility 3
PoP Abb::Lightning Reflexes 5
Omens::Reflexive Mastery 5
Darkhollow::Precognition 5
Archetype::Combat Stability 3
PoP Abb::Innate Defense 5
Omens::Defensive Instincts 5
Darkhollow::Thick Skin 5

Besides all these mentioned there's ofcourse the various utility and nuke/dot crit AA's which are all nice. The mana regen AA's I left out because you really do get high regen as it is today, it really depends on the content you're raiding, and ofcourse your gear.

02-26-2007, 11:55 AM
I would add the tss gathering of the spirits is absolutely awesome.

3k instant heal and 1500 tick for up to 5 ticks (3 if you don't have any ext aa or item is for up to lvl 67 and still get 5 ticks)

finished this over the weekend and use it every single time it is up.

03-03-2007, 01:56 AM
I would honestly say that SoTG is fairly worthless nowadays, at least form my gulids perspective, I havent' not used SoTW/G line in about a year for an MGB heal, I alawys use convergence on the tank though, very good ability.

03-03-2007, 02:05 AM
Same here - We just don't use sotg line anymore on raids. I've used SOTG once since we got the convergence line. I'd rather save the recast timer for an oh **** sorta heal for the MT.

03-03-2007, 02:26 AM
Yeah the DS just kills it's usefulness... now seperate timers and I MIGHT use sotg... and by might i mean still probably not, cleric and shaman heals are so much better for mgb so every mob doesn't start summoning :/

03-05-2007, 12:43 PM
So the reflect effect on Spirit of the Ancient Grove is just as bad as the DS on the previous levels of that line?

03-05-2007, 12:57 PM
The description is wrong, it doesn't reflect, it's a Damage Shield.\

Juniper's Question brought up a good point, I PMd this to Nodyin this morning.

Good Morning,

I had a question for you about one of the TSS Druid AAs. I am asking you because Siccoro said you were taking Class feedback, if this does not apply to you, could you forward it to whichever dev needs to see it?

Two Points:

In TSS Druids received an AA ability called Spirit of the Ancient Grove. This is an upgrade to our Spirit of the Wood line from PoP.

Spirit of Wood's AA Description is "provide you and your party with exceptional regeneration abilities and a protective shield of armor and thorns". Which both Spirit of the Wood, and its OOW upgrade Spirit of the Grove do.

TSS's upgrade changed the description however to: "reflect damage against your group's opponents, improve your group's AC and heal them over time"

However, the TSS AA actually functions just like the previous versions, Adding a DS, AC and HoT effect. It does not reflect damage. I am asking for either the AA to reflect damage, or the description to match what the AA actually does, since it's misleading.

The second Point has to do with the Shaman AA Union of Spirits. Presently, the Druid Spirit of X Lines and X of Spirits are linked. You can use Spirit of the Ancient Grove OR Gathering of Spirits, yet not both.

The Shaman line however, is not linked as the name suggests. I would either like to see our lines Unlinked, or the Shaman lines Linked. I believe (since their lines are based on ours in this case) they were intended to be linked, but never were.

I understand if you are to busy to respond, but a reply would be most appreciated.


03-05-2007, 06:12 PM
z0mg, if he links those lines the shaman community will put a bounty on your head so large that I might think about cashing it in.

03-05-2007, 06:45 PM
I'll race ya, Alaene.


03-06-2007, 12:26 PM
If you're pushing for a change how about removing the damage shield from SoTG? There are some raid encounters where the DS part of this ability precludes its use. This makes it impossible to MGB on those events. I doubt anyone would miss the DS.

03-06-2007, 12:34 PM
Mostly because I don't think it's likely. There is a better shot at getting the ability to match what the game claims it should do, then totally revise the AA.

03-06-2007, 11:05 PM
Let the shamans whinge, then they'll know how it feels ;)

03-11-2007, 10:52 PM
Got a reply today:

I'll look at it. Sounds like that description is incorrect. I can't say if I'll change that line you mentioned but I can look into it. Thanks!
<hr> - Nodyin

03-12-2007, 05:19 AM
/plays eerie organ music

03-24-2007, 10:50 AM
Got a reply today:
Wow, you actually got someone at SOE to listen to something we have been trying to get noticed for how many months / years now?

How large of a club / bribe did you use?

03-25-2007, 11:17 AM
Thank you for all the suggestions. I am now the only active druid, so this is all helping a great deal.

One is the loneliest number that you'll ever do... (