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  #1  
Old 03-20-2012, 04:27 PM
shams shams is offline
Sarnak


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Default What makes a druid good in a group as opposed to just average.

Just wanted to get the community's opinion on what makes a druid a good and worthwhile addition to a group. I play a lvl 28 druid and have never had a problem finding a group, though I find that when I'm not the main healer, I dont really have much of an influence in the group. My DPS is mediocre-average I would say when I'm not in a healing role. I normally try to keep the MT damage shielded as much as possible as well as keeping everybody else buffed with whatever is needed.

Other than the stuff I listed, is there anything you guys find exceptional when you're grouped with a good druid? I'd like to take whatever info I can from you guys and apply it in game. My toon's name is Sooby in-game, so please feel free to let me know if you need something extra from em if we're ever grouped together in-game.

Thanks!
  #2  
Old 03-20-2012, 04:35 PM
Slave Slave is offline
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A good druid is a druid that is in an exp group under level 40.
  #3  
Old 03-20-2012, 04:42 PM
legider legider is offline
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1. Damage Shields are extremely undervalued in groups. It puts out a great deal of damage.
2. Roots are a great form of CC when you work together with your puller. Use the lower costing roots to manage your mana better.
3. Snares of course are great for dealing with runners in dungeons.
4. Healing. It is quite easy to function as the main healer at the sub-50 game. But, after that it becomes quite difficult to keep up unless you are paired with another priest. Still, your heals can be a lifesaver.
5. Damage can be a tricky area. You will never do enough to fill a DPS role, but you could fire off the nuke that will save the party since you can still hit fairly hard.
6. Regen/Chloro/etc. are great for keeping the group members topped off. Becomes much nicer when you get the pack versions.
  #4  
Old 03-20-2012, 04:44 PM
Grozmok Grozmok is offline
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Druids are awesome utility.
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  #5  
Old 03-20-2012, 04:46 PM
SCB SCB is offline
Sarnak


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Dot mobs, keep regen/chloro ticking, and keep buffs up. Nuke when you can. Druid nukes are roughly comparable to Mage nukes, so your damage output shouldn't be horrible (it won't match a Mage, as they have pets and you have dots, but dots rarely tick full-duration in groups).

If there is not a cleric, you can honestly keep a group going just fine, but you're vastly helped out if a shaman comes along, too.

The best parts of being a druid are the intangibles. You can bring so much to a group that there really is no reason to every turn a druid down.
  #6  
Old 03-20-2012, 04:55 PM
webrunner5 webrunner5 is offline
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I don't see how you can do much more but heal. No way you are going to keep up with mana without C2 in a group with a Large race Tank, and cast other stuff. I know the puller needs SoW, but if you are the healer you will need to be on your butt medding. Thornes is nice but it takes mana to cast and you lose med time.

A Cleric is always ahead of a Druid heals wise, and a Shaman has Canni to help. I hate being in a group as a puller having to wait for the healer to med up. It screws up the effort you make to split mobs. More re-pops you don't need.

If you are the backup healer well Strength, DEX, AGI buffs help a lot at times. I never wanted to be the main healer in a group as a Druid. No fun.
  #7  
Old 03-20-2012, 06:01 PM
Ephirith Ephirith is offline
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1. A druid facilitates groups in far flung places. Who the hell plays a wizard.

2. Spot heals when needed, emergencies.

3. Evacs in bad situations

4. Stuns casters with that wind spell?
  #8  
Old 03-20-2012, 06:02 PM
Swish Swish is offline
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Some good posts above, if you're backup healing and there's no clarity to be had - just play the role of the 6th member... if the cleric is struggling to keep up, help with heals. If there's a lack of dps, throw some dots and nukes.

Keep a DS on the main tank either way, throw the puller a sow. Just be adaptable enough to suit the group's needs. I think druids should be more welcomed in groups in the later game, they're still useful [You must be logged in to view images. Log in or Register.]
  #9  
Old 03-20-2012, 08:03 PM
fischsemmel fischsemmel is offline
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The issue with druids isn't that they can't be effective in groups, imo. The issue is that the majority of groups strive to have 1) a cleric and 2) a shaman and/or an enchanter. And when that happens, the stuff that a druid does best for a group is already being done by someone else.

DPS? The real DPS cover it better than a druid does.
Healing? Cle+sham.
Buffs? Cle+sham, except for DS.
CC? Enchanter or a good puller covers it.


A druid can be a great asset to some groups. Charming animals can be great DPS in some situations while leveling. Druid can also fill in spots in less-than-ideal group compositions. But when people are getting their ideal cleric + tank + shaman/enchanter + DPS groups, there is really very little room for a druid there.


Like the others said, though, when you are a druid in a group, you just need to fill the gaps that aren't covered by your group already. Help heal when the cleric can't keep up, keep up hp/ac and regen and thorns in groups that don't have better already, handle the CC or help with the CC, deal some damage while also maintaining a high but less-than-full mana bar, etc.
Last edited by fischsemmel; 03-20-2012 at 08:07 PM..
  #10  
Old 03-20-2012, 08:58 PM
MelxDruid MelxDruid is offline
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Ninja cc rooting and snaring. It can go a hell of a long way.
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