Druids can reach roughly 5k HP and 1200AC with full buffs, and using Ro's Sundering and Fixation they can generate more aggro than probably any other class.
This lets you play tank on encounters like Fear golems, Lodizal, Ragefire, some Sky bosses, fake Faydedar, King, etc. It turns you into a puller by allowing you to bomb in, Ensnare a select mob (e.g., King Tranix or a DN weapon rat), haul ass back out and Egress, then come back for the kill--often faster than an FD class could do it. Crowd control using mobility becomes trivial even in tighter spaces or for summoning mobs, or you can just offtank them while self healing. DS pots + Druid damage shield are fairly great DPS.
Strings further increase your monstrous potential by leveraging your 70% pet haste and damage shield, or, at least in Velious, you can just charm one of the mammals that exist in most zones, both of which combine amazingly with a Spring Robe for mana- and aggro-free half Torpor. (Strings and Spring Robe are the most important clickies, IMO). And, thanks to your immense survivability, you don't particularly need to fear charm breaks. Most often, you can simply facetank a mob that would vaporize an Enchanter until it's recharmed.
This is all on top of the "normal" class abilities, which you can do at the same time as these things. And while I did my best here, it's hard to capture all the benefits in a generalized sense. You definitely need to understand how you can use all your abilities on a per encounter basis to realize them. But, to put it shortly: Druids were designed to be a jack of all trades class. With appropriate Velious gear, they can be turned into a master of all trades, though what's "appropriate" requires going a bit off the beaten path.
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