View Full Forums : How about this one?


Mossrunner
08-17-2004, 08:50 AM
Just a thought....

I notice a Cleric buddy at level 56 is nuking for like 100 or so less HP than I can at 60. Thats pretty close. I think much closer than Druid heal vs Cleric heal.

So, it got me to thinking. What about an inate AA that gives VoQ grade mana regen for Druids in outdoor zones only?

We still would not be as good as anyone at anything, but we could do it a lot more often! =) I think it'd be very RPG, unique, and give us back a lot without actually changing balance in the way new or upgraded spells might. It'd also address the issue that we have just about the suckiest mana regen in the game.

Just thought I'd throw that out and see what the dogs dragged back :)

Fenlayen
08-17-2004, 09:11 AM
Just a thought....

I notice a Cleric buddy at level 56 is nuking for like 100 or so less HP than I can at 60. Thats pretty close.


Just counting the amount the DD lands for I would say yes there isn't a massive gap, but you have to take into account other things as well.

(i'm assuming your using the lvl 59 nuke)

casting time

Druid 5.8
Cleric 6.5

Recast time

Druid 2.7
Cleric 7

Mana cost

Druid 320
Cleric 325

Damage

Druid 1024
Cleric 925

So it's not as close as it first appears just looking at the damage done.

Kellory
08-17-2004, 02:39 PM
Actually, that is pretty close. 5 more mana for 100 or so less damage. Thats a lot closer than our heals. Even the direct heals. Heck, our 58 ICH spell will do less than half the healing for 100 more mana.

With a cleric spell haste spell up, the casting time should become almost the same.

There are, however, 2 noticable disadvantages. The 7 second recast time does make it almost useless for casting more than once per normal xp mob fight in general. You might get 2 uses of it in some places, but in most its just 1.

The biggest disadvantage though is that the cleric DD is magic based. Ours is fire. Not only can we debuff fire (we wouldnt on an xp mob but we could) but fire in general has a lower resist than magic on mobs. You'll find magic based DD's getting resisted or partially resisted much more than fire, unless you are going up against obviously fire resistant mobs. IE Fire Giants in SolB.

Also from level 60 we have the option of switching to a cold based nuke. Clerics dont have that option. The damage and ratio is fairly close. But the resistance modifiers are pretty harsh. Its one reason druids and wizards make good nukers vs mages and clerics. Druids and Wizards have the option of switching out to several different types of nukes depending on the situation.

As for a mana regen AA...I'd say dont hold your breath. Breeze style perhaps...but nowhere near VoQ. Also...I think most people here would agree outdoors only=dumb. While it might have some RP value, the reality of the game means that outdoor only spells are almost uselss unless your soloing. Experience has shown that SoE only makes a few outdoor zones compared to indoor dungeons. Restricted line spells should be removed from the game completely in my opinion. Heck, when was the last time you saw a Necro spell that was night restricted? Makes you wonder if Necro's no longer are restricted by time of day, why are druids restricted by location?

But, more importantly, more mana regen isnt going to be in the cards for druids. One of the main "balancing" factors on druids is how inefficent we are mana to usage wise. It isnt that our mana regen sucks, its that our spells are so inefficent. But that is part of SoE's balancing against druids. Therefore more mana regen would only serve to "break" druids and SoE would counter by making spells even more mana expensive.

More mana regen isnt the answer. More thought into making druids a unique class instead of just a sucky version of 4 other classes is the answer.

Tudamorf
08-17-2004, 05:49 PM
There are, however, 2 noticable disadvantages. The 7 second recast time does make it almost useless for casting more than once per normal xp mob fight in general.
Unless you load your two best nukes and alternate them -- then you get around the recast time and your DPS and efficiency are the average of the two. Since both the new GoD spell and the old PoP spell are similar in terms of DPS and efficiency, an extra spell slot solves the recast time problem.
but fire in general has a lower resist than magic on mobs. You'll find magic based DD's getting resisted or partially resisted much more than fire, unless you are going up against obviously fire resistant mobs.
False. As long as the spells have the same resist adjustment and your target has the same fire and magic resist, you'll get similar resist rates. I have been using both types for years, and I have never noticed one being inherently less resistable than the other.

Sunwukong Stormrider
08-18-2004, 12:34 AM
Druids should not be complaining about how their nuking compares to cleric. There is no question that druids do much better in the damage dealing role vs cleric in many ways.

Xitix
08-18-2004, 01:04 AM
MR was placed higher than FR/CR on a lot of mobs before they added immunities to specific debuffs. Giving a mob high MR made debuffing harder or impossible. Upping its CR/FR only really affected damage from nukes. That was early Velious. These days it seems most mobs have baseline mr/fr/cr *but* fr/cr tends to seesaw with one getting a boost and the other a decrease. This means having a fire and cold nuke available lets you take advantage of which is lower. Resist wise this means most mobs have FR>MR>CR, CR>MR>FR or FR=MR=CR. You could see this in druid nuking where going against FR didn't really give them any benfit overall. All it did was make DPS from DD's very variable.

Mossrunner
08-21-2004, 06:06 PM
Wasn't complaining Sun, just noting. I shouldnt have used that as a preface as it was distracting from the question. Anyway, I just thought is might be an angle to get something, even if it was outdoor only. I agree that the restriction should be removed entirely. That would go some distance to making things better. Thanks for the input! =)