Thornsong
01-14-2004, 04:26 PM
I myself was very disappointed by the list of AA abilities put out for Gates of Discord, most notably the one Quickened Teleportation. Just reading the druid board and thinking for a bit this morning I came up with a list of 60 more desirable AA abilities that are not really overpowered and would be more desired than the waste of space improving teleports would be.
Some of these are just ok, but I would buy any of them over teleports. Not all are my own ideas as I stole some from other druids’ posts.
1. Summon Dolphin – This summons a mount that the druid can ride when under water.
2. Summon Unicorn – This summons a mount that Tunare worshippers can ride.
3. Summon Elephant – This summons a mount which Karana worshippers can ride.
4. Summon Wolf – This summons a mount that any druid can ride.
5. Breath of Winter – By activating this AA, for the next 2/5/10 min, all cold-based nukes will cost less mana. Self-only. Recast time 72 min.
6. Heat of Summer – By activating this AA, for the next 2/5/10 min, all fire-based nukes will cost less mana. Self-only. Recast time 72 min.
7. Stench of Decay – By activating this AA, for the next 2/5/10 min, all DoT spells will cost less mana. Self-only. Recast time 72 min.
8. Gentle Breeze – By activating this AA, for the next 2/5/10 min, all healing spells will cost less mana. Self-only. Recast time 72 min.
9. Advanced Foraging – This would allow you to specify the item that you want to forage and would give you a pass/fail attempt rather than just picking up useless stuff.
10. Affinity with Animals – This AA ability would cause animals 20, 10, and 5 levels lower than you not to agro on you unless you attacked them first.
11. Affinity with Plants -- This AA ability would cause plants 20, 10, and 5 levels lower than you not to agro on you unless you attacked them first.
12. Affinity with Insects – This AA ability would cause insects 20, 10, and 5 levels lower than you not to agro on you unless you attacked them first.
13. Self-Exodus – This ability would instantly move you to the egress point of the zone.
14. Mastery of Gift – This ability would further the chance of a druid getting a critical heal.
15. Mastery of the Past – You are giving this to rangers and other classes. Why not us. Even this is preferred over Quickened Teleportation
16. Reincarnation – This AA ability when clicked on a corpse, will resurrect the person with NO experience gain but with full mana and full health.
17. Reduced MGB – Reduces the cast time on Mass Group Buff.
18. Reduced Spirit of the Wood – Reduces the cast time on SoTW.
19. Reduced Wrath of Wild – Reduces the cast time on Wrath of the Wild.
20. Hibernate – This AA ability, designed for soloers, puts the druid in a sort of stasis where they cannot be attacked, yet cannot do anything. Good for quick trips to the bathroom.
21. Call of the Wild – A pet swarm for druids. Personally I would like to see 3-4 models that randomly happen. Boars, bears, wolves, chickens, you get the idea =p
22. Eagles Eyes – This AA ability, which works in outdoors only, allows the viewer to become like an eagle and scout out an area without getting agro. Once they escape, they are back in their body.
23. Prayer to the Gods – This AA ability restores a certain amount of mana to the caster.
24. Iron Will – Stolen off the boards, an excellent idea, this AA ability makes you immune to summoning for 30 seconds. Can make it mobs equal to or lesser level than you if you want it to not be unbalanced.
25. Hunting Grounds Familiarity – This would allow a druid to set a hunting ground where they can port to later.
26. Succor: Hunting Grounds – This AA would take the druid and his party to the druid’s hunting ground. Recast time 15 min. That way you can’t use it to bring an entire raid to a certain point.
27. Roar of the Tiger – Similar to the cleric’s turn undead, this would only work on live creatures.
28. One with Nature – This ability would give the user a 2/5/10 percent change of resisting a curse.
29. Nature’s Cleansing – This ability would instantly cure one’s self of any detrimental effects.
30. Swift Spirit – This AA ability allows spell movement haste to stack with Innate Run Speed
31. Chlorophyll Blood – This AA ability does a heal over time. Self-buff only.
32. Improved Mental Clarity – Improving natural mental clarity.
33. Dire Charm Insect – Allow us to dire charm insects
34. Foci Mastery – This AA adds more effectiveness to your focus items, making you more adept at the ones you have.
35. Innate Damage Mastery – This AA adds 1/3/5 percent change to the amount of damage your nukes can do.
36. Innate Cold Damage Mastery – This AA adds 2/5/10 percent change to the amount of cold damage your nukes can do.
37. Innate Fire Damage Mastery – This AA adds 2/5/10 percent change to the amount of fire damage your nukes can do.
38. Innate Magic Damage Mastery – This AA adds 2/5/10 percent change to the amount of magic damage your nukes can do.
39. Innate Damage Over Time Mastery – This AA adds 2/5/10 percent change to the amount of damage your DoTs can do.
40. Improved Advanced Healing Adept – Further increase the amount of points a heal can do.
41. Innate Beneficial Mana Preservation Mastery – This AA adds a 1/3/5 percent savings on the amount your beneficial spells cost to cast.
42. Innate Detrimental Mana Preservation Mastery – This AA adds a 1/3/5 percent savings on the amount your detrimental spells cost to cast.
43. Innate Distance Mastery – This AA extends the range of your spells by an additional 2/5/10 percent.
I think wards are a great idea and one of the things I am looking forward to in the new expansion. I think they can be developed further. I don’t care if you have to nerf them so that they only affect creatures equal to or lesser level than the druid so they are viable for experience camps rather than raids, but give us something please.
44. Swarm of Bees – This ward does a small DoT to any creatures within its range.
45. Lighting Rod – This ward cause lightning strikes in outdoor zones that strike creatures within its range.
46. Foliage Growth – This ward makes it so that mobs cannot run and have a chance of being rooted automatically within its range.
Druids are about animals so I create companions. These are like familiars for wizards where a druid can only have one up at a time.
47. Snake Companion – This companion offers poison so that when a druid hits with his weapon, it has a chance of processing a poison damage to the creature.
48. Eagle Companion – This companion would serve as a scout for the druid, allowing them to slip past mobs easier outdoors, basically lowering a druid’s agro range.
49. Spider Companion – This companion would shoot webs at the druid’s target, gradually slowing the creature down as more and more webs hit. Each hit could be a 5% slow reduction.
50. Owl Companion – This companion is more for those blind human druids and would allow them to see at night.
51. Sheep Companion – This companion is not for the feint of heart. It attracts any mobs within a certain agro range to actually attack the druid.
52. Porcupine Companion – This companion would increase the damage shields of the druid.
Pets themselves are an issue that I think we should have since other classes do as well.
53. Summon Bear – This AA creates a pet that does decent damage and will taunt off of the druid. What Booboo should have been.
54. Summon Deer – This AA creates a pet the druid can point in a direction and release. It runs quickly and will agro mobs that will give chase until the deer is caught and killed. Agro is NOT transferred back to the druid, allowing them to move on during the pursuit.
55. Summon Mantrap Plant – This AA creates a pet that does excellent damage but cannot move. It is stuck in one place and the druid must bring mobs to it.
One thing about druids is they should be able to shape change, whether they gain any abilities or not. It would just be cool.
56. Illusion: Treant – This effect does nothing but allow us to assume the form of a tree.
57. Illusion: Bear
58. Illusion: Wolf
59. Illusion: Cheetah
And last, but not least, the one wanted the most.
60. Spell Casting Subtlety -- ‘Nuff said.
This is not a comprehensive list at all as I saw several others druids suggested. I am just tired of typing. But please, please give us something other than Quickened Teleportation. That just shows you don’t understand druids, or worse, just don’t care about us.
Thornsong
GM, The Relentless
A Cazic-Thule Guild
Some of these are just ok, but I would buy any of them over teleports. Not all are my own ideas as I stole some from other druids’ posts.
1. Summon Dolphin – This summons a mount that the druid can ride when under water.
2. Summon Unicorn – This summons a mount that Tunare worshippers can ride.
3. Summon Elephant – This summons a mount which Karana worshippers can ride.
4. Summon Wolf – This summons a mount that any druid can ride.
5. Breath of Winter – By activating this AA, for the next 2/5/10 min, all cold-based nukes will cost less mana. Self-only. Recast time 72 min.
6. Heat of Summer – By activating this AA, for the next 2/5/10 min, all fire-based nukes will cost less mana. Self-only. Recast time 72 min.
7. Stench of Decay – By activating this AA, for the next 2/5/10 min, all DoT spells will cost less mana. Self-only. Recast time 72 min.
8. Gentle Breeze – By activating this AA, for the next 2/5/10 min, all healing spells will cost less mana. Self-only. Recast time 72 min.
9. Advanced Foraging – This would allow you to specify the item that you want to forage and would give you a pass/fail attempt rather than just picking up useless stuff.
10. Affinity with Animals – This AA ability would cause animals 20, 10, and 5 levels lower than you not to agro on you unless you attacked them first.
11. Affinity with Plants -- This AA ability would cause plants 20, 10, and 5 levels lower than you not to agro on you unless you attacked them first.
12. Affinity with Insects – This AA ability would cause insects 20, 10, and 5 levels lower than you not to agro on you unless you attacked them first.
13. Self-Exodus – This ability would instantly move you to the egress point of the zone.
14. Mastery of Gift – This ability would further the chance of a druid getting a critical heal.
15. Mastery of the Past – You are giving this to rangers and other classes. Why not us. Even this is preferred over Quickened Teleportation
16. Reincarnation – This AA ability when clicked on a corpse, will resurrect the person with NO experience gain but with full mana and full health.
17. Reduced MGB – Reduces the cast time on Mass Group Buff.
18. Reduced Spirit of the Wood – Reduces the cast time on SoTW.
19. Reduced Wrath of Wild – Reduces the cast time on Wrath of the Wild.
20. Hibernate – This AA ability, designed for soloers, puts the druid in a sort of stasis where they cannot be attacked, yet cannot do anything. Good for quick trips to the bathroom.
21. Call of the Wild – A pet swarm for druids. Personally I would like to see 3-4 models that randomly happen. Boars, bears, wolves, chickens, you get the idea =p
22. Eagles Eyes – This AA ability, which works in outdoors only, allows the viewer to become like an eagle and scout out an area without getting agro. Once they escape, they are back in their body.
23. Prayer to the Gods – This AA ability restores a certain amount of mana to the caster.
24. Iron Will – Stolen off the boards, an excellent idea, this AA ability makes you immune to summoning for 30 seconds. Can make it mobs equal to or lesser level than you if you want it to not be unbalanced.
25. Hunting Grounds Familiarity – This would allow a druid to set a hunting ground where they can port to later.
26. Succor: Hunting Grounds – This AA would take the druid and his party to the druid’s hunting ground. Recast time 15 min. That way you can’t use it to bring an entire raid to a certain point.
27. Roar of the Tiger – Similar to the cleric’s turn undead, this would only work on live creatures.
28. One with Nature – This ability would give the user a 2/5/10 percent change of resisting a curse.
29. Nature’s Cleansing – This ability would instantly cure one’s self of any detrimental effects.
30. Swift Spirit – This AA ability allows spell movement haste to stack with Innate Run Speed
31. Chlorophyll Blood – This AA ability does a heal over time. Self-buff only.
32. Improved Mental Clarity – Improving natural mental clarity.
33. Dire Charm Insect – Allow us to dire charm insects
34. Foci Mastery – This AA adds more effectiveness to your focus items, making you more adept at the ones you have.
35. Innate Damage Mastery – This AA adds 1/3/5 percent change to the amount of damage your nukes can do.
36. Innate Cold Damage Mastery – This AA adds 2/5/10 percent change to the amount of cold damage your nukes can do.
37. Innate Fire Damage Mastery – This AA adds 2/5/10 percent change to the amount of fire damage your nukes can do.
38. Innate Magic Damage Mastery – This AA adds 2/5/10 percent change to the amount of magic damage your nukes can do.
39. Innate Damage Over Time Mastery – This AA adds 2/5/10 percent change to the amount of damage your DoTs can do.
40. Improved Advanced Healing Adept – Further increase the amount of points a heal can do.
41. Innate Beneficial Mana Preservation Mastery – This AA adds a 1/3/5 percent savings on the amount your beneficial spells cost to cast.
42. Innate Detrimental Mana Preservation Mastery – This AA adds a 1/3/5 percent savings on the amount your detrimental spells cost to cast.
43. Innate Distance Mastery – This AA extends the range of your spells by an additional 2/5/10 percent.
I think wards are a great idea and one of the things I am looking forward to in the new expansion. I think they can be developed further. I don’t care if you have to nerf them so that they only affect creatures equal to or lesser level than the druid so they are viable for experience camps rather than raids, but give us something please.
44. Swarm of Bees – This ward does a small DoT to any creatures within its range.
45. Lighting Rod – This ward cause lightning strikes in outdoor zones that strike creatures within its range.
46. Foliage Growth – This ward makes it so that mobs cannot run and have a chance of being rooted automatically within its range.
Druids are about animals so I create companions. These are like familiars for wizards where a druid can only have one up at a time.
47. Snake Companion – This companion offers poison so that when a druid hits with his weapon, it has a chance of processing a poison damage to the creature.
48. Eagle Companion – This companion would serve as a scout for the druid, allowing them to slip past mobs easier outdoors, basically lowering a druid’s agro range.
49. Spider Companion – This companion would shoot webs at the druid’s target, gradually slowing the creature down as more and more webs hit. Each hit could be a 5% slow reduction.
50. Owl Companion – This companion is more for those blind human druids and would allow them to see at night.
51. Sheep Companion – This companion is not for the feint of heart. It attracts any mobs within a certain agro range to actually attack the druid.
52. Porcupine Companion – This companion would increase the damage shields of the druid.
Pets themselves are an issue that I think we should have since other classes do as well.
53. Summon Bear – This AA creates a pet that does decent damage and will taunt off of the druid. What Booboo should have been.
54. Summon Deer – This AA creates a pet the druid can point in a direction and release. It runs quickly and will agro mobs that will give chase until the deer is caught and killed. Agro is NOT transferred back to the druid, allowing them to move on during the pursuit.
55. Summon Mantrap Plant – This AA creates a pet that does excellent damage but cannot move. It is stuck in one place and the druid must bring mobs to it.
One thing about druids is they should be able to shape change, whether they gain any abilities or not. It would just be cool.
56. Illusion: Treant – This effect does nothing but allow us to assume the form of a tree.
57. Illusion: Bear
58. Illusion: Wolf
59. Illusion: Cheetah
And last, but not least, the one wanted the most.
60. Spell Casting Subtlety -- ‘Nuff said.
This is not a comprehensive list at all as I saw several others druids suggested. I am just tired of typing. But please, please give us something other than Quickened Teleportation. That just shows you don’t understand druids, or worse, just don’t care about us.
Thornsong
GM, The Relentless
A Cazic-Thule Guild