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  #21  
Old 04-07-2017, 08:18 AM
welly321 welly321 is offline
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Originally Posted by Maner [You must be logged in to view images. Log in or Register.]
Druid is doing nothing when out pulling AND when not pulling.
Exactly. This guys whole argument is that druids don't contribute to a group so they might as well be out pulling. Which is true.
  #22  
Old 04-08-2017, 11:26 AM
Handull Handull is offline
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Best might be a stretch, but it's fun pulling on a Druid, especially in dungeons. It's a bit lame when sow wears off and you can't refresh it, but it just means you have to strafe run for once. Pulling is just fun in general. If you have a charmed pet back in camp (Karl anyone?) then you'll be pulling double duty and won't need much more than c2 to stay up on mana
  #23  
Old 04-08-2017, 12:55 PM
Troxx Troxx is offline
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Druids contribute to groups just fine. They aren't and never will be a min/max class but can pull their weight just fine.

By level 50:

-group regen has a heal potential of 16.5hp per healed mana spent (1100 per person x6)

-24 or damage shield (5 mins 120 mana). Hit only 10x a minute that equates to 10 aggro free damage for each mana spent. 20x a minute = 20 damage per mana spent and so on. Damage shield on the tank has always been and will always be the best damage per mana ratio for any of the casting classes.

-skin like nature (frequently overlooked) gives hp/AC and 2hp/tick regen. Looking at the healing only that's 1440 potential healing for 300 mana (nearly 5hp healed per mana spent)

While these are not glamorous additions to a group - they are powerful additions to all groups in this level range. Those 3 things alone are trivial for a 49 Druid to maintain with plenty of mana left over for healing. Complete heal aside, single target Druid healing at is 2.3:1 compared to lower cleric blast heals 2.5:1 and 2.6:1 ratios. Excluding cheal, cleric still maintains advantage with a more efficient celestial heal.

Str buffs, snares, roots and DD are extras along with harmony pulling and group sow.

Druids are underrated. They are fine additions to groups but sadly do not fit into the min/max ideal groups that this server always favors. They synergize very well into awkward groups. Paired with a shaman and 4 melee (without sufficient hp to maximize cheals potential) willing to spread out damage, they can actually put out more healing over time with continuous 12hp/tick (nearly a fungi) to the whole group. As a leveling shaman, I always greatly appreciated not having to deal with the burden of maintaining 6 regens at 200-300 a pop. Having regens on everyone equates to less wasted mana from blast heals - always worth keeping up.

Higher 50 up to 60:
Regrowth of grove 16550+ potential healing 600 mana (27.6:1 heal ratio potential)
Natureskin: 3240hp regen for 400 mana (8:1 heal ratio potential)
DS: 32 per hit 150 mana (1.5 damage per mana spent for every hit per minute)
POTG: ridiculous stacking mana regen

Classic eq is slow paced and favors regen. Prior to 60 you're looking at 19/tick hp regen to the whole group. At 60 POTG is crazy good.

Druids are actually well balanced. The problem isn't with the Druid, it's the community's perspective of the Druid. I like having them in a group.
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Last edited by Troxx; 04-08-2017 at 12:58 PM..
  #24  
Old 04-12-2017, 10:43 AM
Kotopes Kotopes is offline
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Till mid 50's they also create the most OP pure exp grind combo: enc+druid;

Druid pulls, uses lvl 1 snare when mob in camp.
Enc casts "Chase the moon" and sits down while hasted dw pet kicks the crap outta mobs.

Keep pulling and reapply regens and ensnares on pets and enjoy that massive xp.

Even when there's no animal to charm, it is still extremely OP. When there's one around, it's insane. I've had dozens of dead mobs rottin' in DL. A few times we were trained by a bard with like 10 mobs and still survived the mess.
  #25  
Old 04-12-2017, 02:22 PM
Spyder73 Spyder73 is offline
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Quote:
Originally Posted by Kotopes [You must be logged in to view images. Log in or Register.]
Till mid 50's they also create the most OP pure exp grind combo: enc+druid;

Druid pulls, uses lvl 1 snare when mob in camp.
Enc casts "Chase the moon" and sits down while hasted dw pet kicks the crap outta mobs.

Keep pulling and reapply regens and ensnares on pets and enjoy that massive xp.

Even when there's no animal to charm, it is still extremely OP. When there's one around, it's insane. I've had dozens of dead mobs rottin' in DL. A few times we were trained by a bard with like 10 mobs and still survived the mess.
I think the Necromancer would like to have a word with you....All I am reading is that Druid excel at leeching from enchanters who are good at charming.

Also as someone who has a high level Monk and Bard - Bard is the best puller in the game by a large margin
  #26  
Old 04-12-2017, 03:01 PM
maskedmelon maskedmelon is offline
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Druid is second only to wizard in the inadequacy for their contributions to groups :c i agree with OP though, if you find yourself grouped with a Druid, find them a use. You will feel better about the arrangement and so will they ^^

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  #27  
Old 04-12-2017, 10:41 PM
Swish Swish is offline
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I have called on many a druid in a Highkeep goblin group to help me split the warrior or raider room - harmony so good.

Typically though rangers are better. Same spellset for pulling honestly, but they are less mana heavy and can keep pulling without breaks.
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  #28  
Old 04-13-2017, 05:57 AM
Kotopes Kotopes is offline
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Quote:
Originally Posted by Spyder73 [You must be logged in to view images. Log in or Register.]
I think the Necromancer would like to have a word with you....All I am reading is that Druid excel at leeching from enchanters who are good at charming.

Also as someone who has a high level Monk and Bard - Bard is the best puller in the game by a large margin
I still think this is the most OP xp-grind duo where druid is utilized as a puller.

Necros are not as efficient in this setup, unfortunately while of course it's still decent xp in enc-nec duo. The idea is to have constant stream of incoming mobs. A druid has to pull them non-stop, often in packs of 2-3 so I hardly call this leeching. The mana usage is pretty small too, lvl 1 snare costs almost nothing, spare from ocassional regen and sow refresh. The ensnare lasts like 12 min and makes controlling that hasted DW pet a breeze.

If there's a suitable animal present for a druid to charm as well, then common outdoor blue trash dies almost instantly. Also don't forget 50% exp penalty where enc has to waste time and mana finishing kills solo. This is also a non-issue in this setup.
  #29  
Old 04-13-2017, 10:37 AM
Spyder73 Spyder73 is offline
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Quote:
Originally Posted by Kotopes [You must be logged in to view images. Log in or Register.]
I still think this is the most OP xp-grind duo where druid is utilized as a puller.

Necros are not as efficient in this setup, unfortunately while of course it's still decent xp in enc-nec duo. The idea is to have constant stream of incoming mobs. A druid has to pull them non-stop, often in packs of 2-3 so I hardly call this leeching. The mana usage is pretty small too, lvl 1 snare costs almost nothing, spare from ocassional regen and sow refresh. The ensnare lasts like 12 min and makes controlling that hasted DW pet a breeze.

If there's a suitable animal present for a druid to charm as well, then common outdoor blue trash dies almost instantly. Also don't forget 50% exp penalty where enc has to waste time and mana finishing kills solo. This is also a non-issue in this setup.
How is a necromancer less effective than a Druid at ANYTHING, let alone a duo (where they excel)? Almost every high level zone has undead in it that necromancers can charm to add another charm DPS pet(Seb, HS, KC, CoM), necromancers heal better than druids, necromancers do way more damage than druids, necromancers can twitch enchanter to keep at near FM 100% of the time, J-boots neutralize SoW, Necro root is the same as druid root, necros can snare just as well as druids, DMF for levitate, best fear in the game...necromancers are one of the best support classes in the game and group better with literally any class combo than a druid would. Necro hasted Rogue pet probably out damages an unhasted charmed bear, so even if there is wildlife I still give edge to necro.

Necromancer can do everything a druid can do + Feign Death...Its silly to argue Bard is not the alpha puller though, they can do everything and split any room and can move faster than any class in the game (by a lot)
Last edited by Spyder73; 04-13-2017 at 10:55 AM..
  #30  
Old 04-13-2017, 10:42 AM
Amyas Amyas is offline
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Quote:
Originally Posted by Troxx [You must be logged in to view images. Log in or Register.]
Druids contribute to groups just fine. They aren't and never will be a min/max class but can pull their weight just fine.

By level 50:

-group regen has a heal potential of 16.5hp per healed mana spent (1100 per person x6)

-24 or damage shield (5 mins 120 mana). Hit only 10x a minute that equates to 10 aggro free damage for each mana spent. 20x a minute = 20 damage per mana spent and so on. Damage shield on the tank has always been and will always be the best damage per mana ratio for any of the casting classes.

-skin like nature (frequently overlooked) gives hp/AC and 2hp/tick regen. Looking at the healing only that's 1440 potential healing for 300 mana (nearly 5hp healed per mana spent)

While these are not glamorous additions to a group - they are powerful additions to all groups in this level range. Those 3 things alone are trivial for a 49 Druid to maintain with plenty of mana left over for healing. Complete heal aside, single target Druid healing at is 2.3:1 compared to lower cleric blast heals 2.5:1 and 2.6:1 ratios. Excluding cheal, cleric still maintains advantage with a more efficient celestial heal.

Str buffs, snares, roots and DD are extras along with harmony pulling and group sow.

Druids are underrated. They are fine additions to groups but sadly do not fit into the min/max ideal groups that this server always favors. They synergize very well into awkward groups. Paired with a shaman and 4 melee (without sufficient hp to maximize cheals potential) willing to spread out damage, they can actually put out more healing over time with continuous 12hp/tick (nearly a fungi) to the whole group. As a leveling shaman, I always greatly appreciated not having to deal with the burden of maintaining 6 regens at 200-300 a pop. Having regens on everyone equates to less wasted mana from blast heals - always worth keeping up.

Higher 50 up to 60:
Regrowth of grove 16550+ potential healing 600 mana (27.6:1 heal ratio potential)
Natureskin: 3240hp regen for 400 mana (8:1 heal ratio potential)
DS: 32 per hit 150 mana (1.5 damage per mana spent for every hit per minute)
POTG: ridiculous stacking mana regen

Classic eq is slow paced and favors regen. Prior to 60 you're looking at 19/tick hp regen to the whole group. At 60 POTG is crazy good.

Druids are actually well balanced. The problem isn't with the Druid, it's the community's perspective of the Druid. I like having them in a group.
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