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gloworm
03-23-2004, 07:48 AM
I was just requesting that in the future there be more druid friendly outdoor areas. I've found that the best hunting grounds are indoors and with close quarters, no room to kite. We have some good spells that only work outdoors (i.e. harmony, sow, wind spells, etc.) Also it would help if the zones contained varing level animal mobs, since not only can we charm them (charm kiting) which is very usefull, but also some of our other great spells are animal only (lull animal, terrorize animal, etc.) It would also be great if there were some areas druids/wizards could successfully quad kite, such as timorris deeps spiroc tower.

One good area to impliment these ideas might be overthere map or faydark, those are mostly smooth terrain maps with a lot of ground to vary the prey type and give room to kite. Adding a + percent exp. modifier like most indoor zones would be grand as well. Just to just give a variety to gameplay. I have a 65 druid on live servers as well as a 57 necro and most of my tactics I'm used to playing and enjoying I can't impliment in WR yet. Also since I can usually only play late grouping is hard to come by and I enjoy soloing mostly anyway.

If these aren't possible maybe the outdoor restiction on these spells might be removed? Personaly I don't understand why sow in live servers is outdoor only as well as harmony for starters. Anyway, thanks for reading and hopefully taken into consideration. Good job on the server so far btw, only been playing a week and I'm hooked almost 24/7 :D

gloworm
03-23-2004, 08:03 AM
Oh also this would help bards with there swarm kiting needs, which is a HUGE benefit to playing a bard.

Chamelion
03-23-2004, 02:01 PM
I was just requesting that in the future there be more druid friendly outdoor areas. I've found that the best hunting grounds are indoors and with close quarters, no room to kite. We have some good spells that only work outdoors (i.e. harmony, sow, wind spells, etc.) Also it would help if the zones contained varing level animal mobs, since not only can we charm them (charm kiting) which is very usefull, but also some of our other great spells are animal only (lull animal, terrorize animal, etc.) It would also be great if there were some areas druids/wizards could successfully quad kite, such as timorris deeps spiroc tower.

Frosthorn coast, animals and outdoors

Scarlet Desert has animals and is outdoors
although terrorize (fear) is not working unless i missed that addition
These are just two that come to mind.

One good area to impliment these ideas might be overthere map or faydark, those are mostly smooth terrain maps with a lot of ground to vary the prey type and give room to kite. Adding a + percent exp. modifier like most indoor zones would be grand as well. Just to just give a variety to gameplay. I have a 65 druid on live servers as well as a 57 necro and most of my tactics I'm used to playing and enjoying I can't impliment in WR yet. Also since I can usually only play late grouping is hard to come by and I enjoy soloing mostly anyway.

There was talk of implimenting Faydark but never given a time frame on it

If these aren't possible maybe the outdoor restiction on these spells might be removed? Personaly I don't understand why sow in live servers is outdoor only as well as harmony for starters. Anyway, thanks for reading and hopefully taken into consideration. Good job on the server so far btw, only been playing a week and I'm hooked almost 24/7 :D

Sow not allowed indoors is for a number of good reasons. some indoor zones have dangers, like pitfall traps etc. The solution for this is run speed if you want increased movement. (has horror flashbacks to lava)
As a druid on live, the focus of your spells are outdoors, just the way the class was designed. Something if your not aware, kiting will only work for you till around low 50s tops. you will find that higher level mobs summon you as a prevention of kiting at top end.

gloworm
03-23-2004, 06:09 PM
Granted sow can be semi dangerous indoors, however what about bard speed spells? Or beastlord? There is even a indoor sow version in the newest expansion for druids. And who doesn't ask for a sow just outside of a zone in to a indoor zone. I find it more dangerous to not have sow when things get bad then possibly not watching your step and falling into lava.

Also, I have a 65 druid and I soloed all the way to 65. In your 50's you can charm kite rats in PoD, and ravens in PoN. As well as quad kite raptors ion TD till 55, past that you can quad kite stalkers in PoN , cyclops's in OOT, root/dotting frogs in POS, and finally for up to 65 and the best possible exp quading in HOH basement.

You can kite in any of the planes zones at 50+, not everything summons. Other wise it would be impossible to solo. If your really interested in learning more about it http://pub149.ezboard.com/feqdruids24038frm22.showMessage?topicID=156.topic

Either of those two reasons doesn't seem good enough to not incorperate this into future patches. Just outdoor zones with some animals.

Nuralia
03-23-2004, 06:13 PM
Kunark and other continents are planned, but are being implemented as part of the story. So you won't be getting those zones soon, and they won't be like anything you expected.
As for SoW indoors, that's what run speed AA is for.


Also, a side note. Don't refer what happens on Live as an reason to implement something on WR. If you want WR to be like live, go PLAY live.

Chamelion
03-23-2004, 06:57 PM
Also, I have a 65 druid and I soloed all the way to 65. In your 50's you can charm kite rats in PoD, and ravens in PoN. As well as quad kite raptors ion TD till 55, past that you can quad kite stalkers in PoN , cyclops's in OOT, root/dotting frogs in POS, and finally for up to 65 and the best possible exp quading in HOH basement.

You can kite in any of the planes zones at 50+, not everything summons. Other wise it would be impossible to solo. If your really interested in learning more about it http://pub149.ezboard.com/feqdruids24038frm22.showMessage?topicID=156.topic

Either of those two reasons doesn't seem good enough to not incorperate this into future patches. Just outdoor zones with some animals.

Have a news flash for you, this is not live. To the best of my knowledge, just about all mobs 55 and over can summon on WR. You will not be able to solo all the way to 60th. And before you start complaining, I feel this is a good thing. If all you've done is solo to 60th, then your groups skills are going to suffer. WR is about community and having fun with others. So by the time you hit 30th, decide if you will be a nuker or healer and specialize accordingly. To the best of my knowledge, fear spells still are not functional. This is not meant to be insulting to you , just to simply prepare you for what you will experience at higher levels here.
If you still don't believe me or have doubts.. take a closer look at Prathia's signature

zodium
03-23-2004, 10:29 PM
Before they all rip into you, I agree you do have a point. We need some quadding areas like DN used to be.

gloworm
03-24-2004, 02:38 AM
yeah don't get me wrong, I understand fully that you want to keep WR original. Just was making a point to Chamelion on EQlive servers since he used them as a reference in his first post. Druids can kite effectively in live servers till 60's easy. I wasn't asking for zones to be like EQlive, just saying thats something that would be nice to have. It makes it more diverse and interesting to play different classes because they all can approach the game differently. I don't like how EQlive is turning into all group and no soloing, all it is now is find a group, and either heal or attack or nuke. I would like it if WR allowed more areas for quading, kiting, charming, swarming, etc. That in my opinion would make it unique already since EQlive is going pure group as is (LDON and indoor exp bonus in example). Not trying to offend the game designers you guys are doing an awesome job, I just saw a forum asking for suggestions/requests and here is mine :)

Foonie
03-24-2004, 05:10 AM
"kiting will only work for you till around low 50s tops. you will find that higher level mobs summon you as a prevention of kiting at top end."
This was about WR not EQLive, because all 55+ mobs summon. And yes,
I feel too that there needs to be a place where you can charm kite.
It actually is doable in WW, but last time I died I couldn't heal my charmed pet (for some reason), and I died, so I havn't done that as much. Please note that you're also able to kite in DN at higher levels, so in theory you have no problem solo'ing to level 60.

robsson
03-24-2004, 07:15 AM
Hmm did ya guys try bats and stuff in spirit valley or skeletons in greenlight ? I recall they are not That bad exp and would probably not be if quad kiting. But it's up to you guys to find new spots to kite. We do have a couple of outdoor zones. They are not many but they are there. Of course we'll get more outdoor zones in the future, but like Nuralia said:

Kunark and other continents are planned, but are being implemented as part of the story. So you won't be getting those zones soon, and they won't be like anything you expected.

We're not talking about next week. :/

gloworm
03-24-2004, 08:04 AM
Cool I'll be looking forward to them! These caves are starting to make me talk to myself and the sun burns my flesh now..isn't that great?

Dujek
03-24-2004, 12:40 PM
More outdoor zones would be really nice. Personally, I'm getting sick of the usual dungeons and think a nice, open space would be welcome. Throw a few charmables in there, aswell, and everyone should be happy.

You are unable to cast any spells on NPCs at the moment, which is why you couldn't heal your pet, Homogenn. I think this should be changed around so that you can cast heals on any creature that's ally, or high faction with you. I hate the way darkies pull the Erudin guards and, since my elixir never takes hold, there's nothing I can do about it. :(

Foonie
03-24-2004, 04:48 PM
More outdoor zones would be really nice. Personally, I'm getting sick of the usual dungeons and think a nice, open space would be welcome. Throw a few charmables in there, aswell, and everyone should be happy.

You are unable to cast any spells on NPCs at the moment, which is why you couldn't heal your pet, Homogenn. I think this should be changed around so that you can cast heals on any creature that's ally, or high faction with you. I hate the way darkies pull the Erudin guards and, since my elixir never takes hold, there's nothing I can do about it. :(

Tried it again today, it works now, havn't seen anything about it patch message, but whatever was wrong is now fixed:D

gloworm
04-22-2004, 07:47 PM
Personaly, I still would like to see more solo friendly areas. I know this is hard to do since if a person can take out a mob by himself a group should be able to do it 6 times as easy. However, I personaly do not like grouping and have come up with a few alternatives to solve the dilema. The past 4 days I have got 2 groups with around 13 hours logged. Most of this is to do with that I'm a druid, however with a guild and at 55 there should be no excuse for me to not find a group. However, it just doesn't happen, I spend 80% of my time looking for players to group with, then running to them, then as soon as the cleric dies you get the "Ok, I gotta run see you all later". Then everyone else splits. If you could solo effectively it's up to YOU how long you are going to be exping for. When I'm in the middle of mielech and my group splits I HAVE too as well no choice. I left live because of this and I'm really hopeing this issue will be adressed. As a druid I get the your not a shaman cause you can't slow, and your not a cleric cause you can't heal as well, so who needs you? Well thats fine, leave me alternative ways to get group like exp. Here are a few suggestions that shouldn't be too hard to impliment:

Quad kiting:: Lower magic resitance or at least not beefed up MR on mobs with less hit points that don't summon. To keep groups from tearing through them, they can hit for a ton of damage like rogue mobs. Faster spawning mobs or a lot of them in a general area.

Charm kiting: There are a few areas you can do this well in i.e. WW and SV, however the exp just dribbles by. If animal mobs were added that were casters or could hit quickly and heavy but low AC and were numerous in one area so that you could charm and with some DoT's placed on mob and some healing on your pet so you could grab one, break charm as pets about to die, kill it get the exp, then finish off mob and get it's exp. Mobs here could summon as well if needed.

Aggro Kiting: This would help us druids and rangers find a group easier and could be used in soloing as well. Have a large area you can run in with a few mobs with a large amount of HP's and hit very hard but do not summon. However increase the aggro rate of a low level spell like "flame lick" DoT spell so we can ensnare them, DoT them to keep aggro, and kite them back and forth around map while group stomps on them with druids/rangers keeping good distance due to sow/snare combo.

All these would help break the monotony of just finding a grouping and slowly crawling through a dungeon. And believe me they all still do have great risks..whenever you are soloing you can run OOM, go LD, wanderer mob come in, fizzle or get resisted just a bit too much, etc. ANd with aggro kiting although it may sound too easy it's definently not. It was the only way as a druid I could find a group in live and was called on everytime I logged since I knew how to do it without wiping the group. Please take these into consideration.

Beryl
05-13-2004, 06:47 PM
New player, first time poster to this forum... had to jump in on the druid thing... I'm not sure how the heal spells come on WR, but on live from 58 up, I could keep a full group alive in PoV, PoI, etc. using Tunare's Renewal and with Infusion for halves, and Touch for small quickies.

If the 'mini druid cheal' that is Tunare's is available in WR at 58, there's no reason any druid worth their salt can't heal a group so long as:

1) There's some form of slow for the faster attack monsters
2) You're fighting things that hit at usual or slower rate (even if for more)
3) Max HPs on your MA is > 5500-6000

Of course, this presumes a few things on the part of the druid in question:

1) At or very near max wis (255 -- or is that different in WR?)
2) Reasonable mana gear in place (bout 1200 of my live druid's mana is from gear, total mana at 60 was about 3877)

And it only gets better with Karana's Renewal and SoTW along with the other, newer fast cast heals.

My live druid has been in rotations for a number of 'high end' battles including Grummus, Xanamech, The windbag at the top of BoT (whose name I can never remember), and Sont as well as any number of named in NToV.

The whole 'no one but a cleric can handle this' thing was an old habit to break for many of us druids (as opposed to dr00ds), but definitely made a difference in options and enjoyment.

In the end, a druid lacks the 'insta' super regens of the cleric, but with the two "CHeals" and the new heals, a good mana pool, and some savvy, a druid as a healer is anything but a bad idea.

edit: I know things must be different on WR, and freely admit I'm not yet informed on just how different they may be... presumeably the wisdom/mana goals are harder to meet as 'teh ubah l3wtz' aren't as plentiful... but I don't necessaily see that as a bad thing. At any rate, if I angered anyone with the above, apologies... I just have a twitch about the whole druid healer thing, since I've often been the reason my group or raid succeeded. :)

Phelios
05-13-2004, 07:40 PM
1) There's some form of slow for the faster attack monsters


Druids swarm dots can slow now (up to 25% on highest dot, i think).

Beryl
05-13-2004, 08:26 PM
Woah. Really? -insert squeaky, high, excited noises here-

I love this place! :)

gloworm
05-14-2004, 01:37 AM
Well, this thread was intended to draw attention to fact that druid's have little areas to solo due to all the indoor areas having the best exp bonus's and most of the good druid spells are outdoor only, tied in with the fact that most of the high level mobs summon so they are group only or pet class only. As far as healing goes, druids are the 3rd best healers plain and simple, they have enough utility spells to be great soloers and OK party members but to be honest the server has an exceptional amount of clerics so when it comes down to it druids get rejected alot. Also there has been issues with healing agro's to consider. Personally I've found my self playing very very little due to the endless tredmill of groups I've been in where all I do is heal, dot, sit, heal, heal, sit, dot, heal, heal, sit, etc. Yes you can be more creative but groups do not want this, you have to watch aggro and let the others take control. Most groups don't even like you dotting or anything due to aggro.

There are some areas you can solo outdoors in but they are hard to get a decent amount of exp from and have little to no good item drops. I have yet to find a quad kiting spot worth the trouble and root/dotting is almost impossible with mobs summoning. These issues I believe are getting adressed however so hopefully it will be something thats taken care of.

zodium
05-14-2004, 10:47 AM
Well, this thread was intended to draw attention to fact that druid's have little areas to solo due to all the indoor areas having the best exp bonus's and most of the good druid spells are outdoor only, tied in with the fact that most of the high level mobs summon so they are group only or pet class only. As far as healing goes, druids are the 3rd best healers plain and simple, they have enough utility spells to be great soloers and OK party members but to be honest the server has an exceptional amount of clerics so when it comes down to it druids get rejected alot. Also there has been issues with healing agro's to consider. Personally I've found my self playing very very little due to the endless tredmill of groups I've been in where all I do is heal, dot, sit, heal, heal, sit, dot, heal, heal, sit, etc. Yes you can be more creative but groups do not want this, you have to watch aggro and let the others take control. Most groups don't even like you dotting or anything due to aggro.

There are some areas you can solo outdoors in but they are hard to get a decent amount of exp from and have little to no good item drops. I have yet to find a quad kiting spot worth the trouble and root/dotting is almost impossible with mobs summoning. These issues I believe are getting adressed however so hopefully it will be something thats taken care of.

What do you think playing a cleric is like?

Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal aego heal-...yeah

Phelios
05-14-2004, 12:49 PM
When I think cleric (in any game), I think group. When I think druid, I think soloist. Dunno, maybe that's just the way I see it. Druids are meant to be loners, outcasts from most of society (hence the druid rings that they pretty much live at).

mwh
05-14-2004, 01:48 PM
Druids are the 3rd best healer in the game. That isnt there for soloing. Druids have abunch of group buffs, that isnt there for soloing either.

Beryl
05-14-2004, 03:24 PM
I have long been annoyed with the keepers of live for the 'outdoor only' restrictions. I don't see shadowknights with a 'graveyard only' restriction, nor a cleric with 'temple only' restriction, etc. (You get the idea.)

If something is 'overpowered' for indoors, then why the heck are the mobs casting it there?

As for the soloing thing -- druids are, by definition, lone walkers of nature and protectors of the earth and the animals, plants, and entities that call it home. Druids are also defined by their generally pacifist natures (excepting when any of the above are in danger), and less likely to 'go off' than say, rangers (who are the enforcers of nature, whereas druids are more the mystics and lorekeepers).

The idea that EVERYTHING over 55 summons is not one I enjoy, but only because I realise that druids are at their best and most efficient when they are soloing (and this said as a 'high end', raider on live).

My live druid spent 44 to 56 in Cobalt Scar. Not quadding. Sure, I could have, but it was a small zone and that seemed a touch inconsiderate to me... not to mention that I really didn't mind going those levels at less than breakneck speed.

Inbetween Velious Raids and PoP stuff, 57 - 65 was made on frogs in PoS, Guardians in HoH, or Rats in PoD and most of it solo because, let's face it, who is going to pick a druid when they can get a shaman, and who is going to take a druid over an enchanter? (Answer: No one unless the other two aren't available.)

Mind you, I didn't get in a snit about it. That was the beauty of BEING a druid... you didn't have to care that people didn't want you. You could be that lone wanderer and actually progress. The druid class was one of two (the other being the necromancer) that would and could effectively solo and it tended to attract people who weren't crushed by the notion of not being in a group every second they were hunting.

I liked this about live. They should have kept it. But I took a year off and when I returned, I found not only did they not keep that 'fringe' alive, they are now determined that you are not going to solo.... period.

This is one of several reasons I am looking for live alternatives.

I enjoy raids, I enjoy groups, but since my class is not required for them (i.e., there is nothing I can do that another class cannot do either (a) better, (b) more mana efficiently) unless there's fire or cold protection needed (and honestly, bard song can handle that).... I think I should have some ability to actively level that isn't group dependant..... OR..... I should have some ability that is class specific AND desireable AND useable indoors.

Honestly, I **enjoy** soloing and doing it well. I enjoy having the OPTION so when I'm in a gregarious mood, I can group and when I'm having a bad day, I can go sulk somewhere and not spread the dark clouds.

Frankly, if I cannot solo AT ALL past 55, I likely won't remain... but as I understand it, this isn't a matter of not being ABLE to solo, rather that it is a slow and tedious thing... which, in all honesty, it should be... that was always the tradeoff for being 'counter culture'. If you color in the lines, you have it relatively easy.... if you color outside them, you aren't going to be guillotined, but don't expect it to be made simple.

As for the healing thing -- I see some people insistant on the 'third best healer' schtick and if that is what makes you feel better in the world, go for it... but I can tell you for a fact that unless they're a warrior or we're on a raid encounter, a 'third best healer' is JUST AS GOOD and likely better in not trying/caring if they 'waste' a sliver of mana by casting a milisecond earlier.

Insistance otherwise is purely specious. If you're under 6k hps and we're not on a raid, the only reason you might possibly want a cleric rather than a druid as a healer is ego... and let's face it... if that's the case, you're either not a warrior or wishing you were a better one and demanding that cleric to try and convince the world otherwise. ((grin))

Not to mention that druids are classically the ones who know three seconds before the rest of the group that the fertilizer is about to hit the ventilator. (Alas, no one listens to the druid...)

Meh. Keep on and you're going to REALLY get me talking.... :eek:

Wiz
05-14-2004, 03:33 PM
That mobs 55+ summon doesn't mean you can't solo 55+.

Beryl
05-14-2004, 03:39 PM
Reflex makes me want to ask, 'Whachootawkinboutwillis?'

My experiences soloing summoning mobs have been psychologically blocked, you see. Every time I think about it, my head hurts and for some mysterious reason, me bum does, too. =/

edit: Slow Summons is do-able usually, but it always seemed fast summoning mobs were also the ones that hit like a ton of bricks. I suppose the 25% slow on the swarm line would help... hmmmm. But do tell. I'm all eyes. :)

Wiz
05-14-2004, 03:56 PM
Reflex makes me want to ask, 'Whachootawkinboutwillis?'

My experiences soloing summoning mobs have been psychologically blocked, you see. Every time I think about it, my head hurts and for some mysterious reason, me bum does, too. =/

edit: Slow Summons is do-able usually, but it always seemed fast summoning mobs were also the ones that hit like a ton of bricks. I suppose the 25% slow on the swarm line would help... hmmmm. But do tell. I'm all eyes. :)

What I mean is: You can solo all the way to level 65 (your own levels) and still leaving summoning mobs alone, without it being terribly inefficent to do so.

The 55+ summoning cutoff is quite simply a barrier between what should be reasonably soloed and what should need a group to take. Such a barrier is needed for multiple reasons.

Beryl
05-14-2004, 04:02 PM
Slower going, but possible. Gotcha. :)

Wiz
05-14-2004, 04:14 PM
Slower going, but possible. Gotcha. :)

Yar. Efficent grouping will be faster than soloing here, simply because we want to encourage sociability, but that doesn't mean soloing should be pointless.

Also, this isn't EQlive, mob power is different. A level 55 mob is a fairly mean foe.

xavori
05-19-2004, 08:41 PM
Well, this thread was intended to draw attention to fact that druid's have little areas to solo due to all the indoor areas having the best exp bonus's and most of the good druid spells are outdoor only, tied in with the fact that most of the high level mobs summon so they are group only or pet class only. As far as healing goes, druids are the 3rd best healers plain and simple, they have enough utility spells to be great soloers and OK party members but to be honest the server has an exceptional amount of clerics so when it comes down to it druids get rejected alot. Also there has been issues with healing agro's to consider. Personally I've found my self playing very very little due to the endless tredmill of groups I've been in where all I do is heal, dot, sit, heal, heal, sit, dot, heal, heal, sit, etc. Yes you can be more creative but groups do not want this, you have to watch aggro and let the others take control. Most groups don't even like you dotting or anything due to aggro.

There are some areas you can solo outdoors in but they are hard to get a decent amount of exp from and have little to no good item drops. I have yet to find a quad kiting spot worth the trouble and root/dotting is almost impossible with mobs summoning. These issues I believe are getting adressed however so hopefully it will be something thats taken care of.

I totally agree with you! :) Can I be your friend? :hug:
Basically, we druids need more animal mobs to charm about lvls 15-35 I guess, at least we can solo that way!
Besides, if no one needs a druid if they have some other class already, druids MUST be able to solo better than other classes. If you think more about it, with the little amount of people here, at least until 50+ come to this shard it should be easier to solo, anyways.

gloworm
05-20-2004, 07:08 PM
What do you think playing a cleric is like?

Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal Heal heal heal heal heal heal heal heal aego heal-...yeah

Thats exactly why I'm not playing a cleric, however since cleric's have more efficent and varying spells they do not have as much down time and have HoT etc. to shake it up a bit.

Druids are the 3rd best healer in the game. That isnt there for soloing. Druids have abunch of group buffs, that isnt there for soloing either.

Trust me you don't want to be looking for a group being the 3rd best when there are tons of 1st and 2nd best out there. Druids do have some semi-useful group buffs but trust me no one wants your skin (since aego is better until late 50's which casters may want PoTC), SoW, SoE, etc. work only outdoors and a lot of grouping is actually done in dungeons etc., share wolf form is bugged and has been bugged for quiet awhile, damage sheilds are worse than mages, and your strength/regen spells pale in comparison to shamans. Druids can be utility group players but no one really wants that, they will take what they can get often but if it comes down to it you out in the cold.


As for the soloing thing -- druids are, by definition, lone walkers of nature and protectors of the earth and the animals, plants, and entities that call it home. Druids are also defined by their generally pacifist natures (excepting when any of the above are in danger), and less likely to 'go off' than say, rangers (who are the enforcers of nature, whereas druids are more the mystics and lorekeepers).

Exactly right, one of the reasons I picked druid.

Frankly, if I cannot solo AT ALL past 55, I likely won't remain... but as I understand it, this isn't a matter of not being ABLE to solo, rather that it is a slow and tedious thing... which, in all honesty, it should be... that was always the tradeoff for being 'counter culture'. If you color in the lines, you have it relatively easy.... if you color outside them, you aren't going to be guillotined, but don't expect it to be made simple.

Same here and is why I've temporarily lost interest. I spent countless hours trying to find groups and either being rejected or group falling apart within a few minutes after they realize we don't have a exp resser etc.

Yar. Efficent grouping will be faster than soloing here, simply because we want to encourage sociability, but that doesn't mean soloing should be pointless.

Also, this isn't EQlive, mob power is different. A level 55 mob is a fairly mean foe.

I think soloing should be just as easy as grouping for certain classes (i.e. druids, mages, and necromancers) as those classes are solo classes plain and simple. They can group but why sit there and cast the 1 or 2 spells those classes are good for, when there is so much more tactic in soloing. Plain and simple soloing tactics are amazingly fun and is something that is lacking in WR that I hope is added, live had it but now they are focusig on grouping and if you look at all those great large outdoor areas, they are barren. It's actually very sad. I think since it's harder for us to find a group and therefore get experience than it should be easier for us to solo and get experience. Who can deny that a cleric or warrior doesn't hava a easier time grouping and therefor getting experience and good drops than the 3 solo types? Soloing is fun, it's rewarding, it's tactical, and it's something I have yet to find in any other game period thats like the way Everquest does it. Remove any one of those qualities and it just isn't the same. This is good game balance and would allow for different tactics in the game to be utilized. I really hope that they are :(


I totally agree with you! Can I be your friend?

Yes!

Nuralia
05-20-2004, 07:33 PM
XP tables were changed, mobs above 55 summon instead of 53.
This means easier time soloing, and better reward. There you go, you can solo even BETTER now (not saying you couldn't solo before, because you could always).

Druids are the 2nd best healers in the game, not 3rd. They beat shaman at 58 with their 3k, 425 mana heal. That's more efficient than anything shamans get or ever will get.

I'd take a druid as a main healer any time. I love druids, they are amazing on raids where there are AEs because their group heals are efficient and clerics are all tied up with CH chain.


Druids rock, plain and simple. If I didn't have an adversion to all healing classes, I would be playing one myself. (I just can't heal, I need to do damage. It's a problem I have :P )


And people who kick you out because you can't XP res have problems. Hell, if I'm in a group where people anticipate needing it, I do NOT want ot stay.

4% debt is still worse than no debt at all.



In summary, druids rock. They always rocked. Soloing is even better than it was. Gloworm, get back on, you have NO reason to not log on now. We don't have enough healers as it is.
Did you hear me? I need a healer in my group now! :P

Foonie
05-20-2004, 07:40 PM
First of, I would just like to say that I didn't bother reading most of it, but read a little here and a little there, but:

1) Druids are the 2. best healers in the game. At level 58+ they can heal for 3k, which is enough, to fill a clerics spot in a group. The reason that druids can't fill a clerics place in a group, entirely, is because of aegolisme.

2) Druids CAN solo 55+ mobs. Go to WW, charm a rhino and make it kill the 55+ mobs, where you DS and heal rhino, while you slow the 55+ mob.

<-- Just FYI, I havn't really tried number 2 since rhinos became gay and 55+ mobs became like 100000 times harder, but we got a 3k heal since then, so I recon it should be doable -->

3) That people don't want druids in their groups, is because they suck, and don't realize that our resists and healing actually does make a differense. Nor do they realize that dotting the mobs, gives a good dps, and that if there's enough healers, we can nuke. It's not druids that are gay, it's the people (that doesn't play druids). :eek: :eek:

zodium
05-20-2004, 07:47 PM
I have to agree, though, we could go for a soloing and quadding zone or two.

xavori
05-20-2004, 11:36 PM
Yay I got a new friend! :) :hug:

By the way, is there any way to show Wizzy no one likes druids in their groups, and that we should be able to solo more effectively like other classes? :brow:

Nuralia
05-21-2004, 12:36 AM
Yes, we could use another soloing/quadding zone, that's not disputable. But for the people who don't want druids in their group, tell me who they are and I'll beat them senseless. Druids are good healers for XP groups and there is NO reason you shouldn't be able to replace a cleric.

Seriously, tell me who doesn't want druids as main healer. Ignorance is the biggest problem here, not druid's ability to heal.


You guys may want to try Lfay/Gfay to hunt. THe trees should be avoided, but there are lots of animals to charm. Dire bears! :)

xavori
05-21-2004, 01:36 AM
You guys may want to try Lfay/Gfay to hunt. THe trees should be avoided, but there are lots of animals to charm. Dire bears! :)


Where is that place and what lvl are the monsters there?

haloboycs
05-21-2004, 01:36 AM
Rift at Faentharc's PoG tree.

Nuralia
05-21-2004, 02:09 AM
Mobs range from 44 (dire wolves) to 54 (si'thl crawlers). Not sure what level dire bears are, but they are around 48 i'd say. There's lots of mobs there, some more which may be charmable by druids.

Watch out for brownies in Lfay though. And nightmares.

zodium
05-21-2004, 03:00 AM
Yes, we could use another soloing/quadding zone, that's not disputable. But for the people who don't want druids in their group, tell me who they are and I'll beat them senseless. Druids are good healers for XP groups and there is NO reason you shouldn't be able to replace a cleric.

Seriously, tell me who doesn't want druids as main healer. Ignorance is the biggest problem here, not druid's ability to heal.


You guys may want to try Lfay/Gfay to hunt. THe trees should be avoided, but there are lots of animals to charm. Dire bears! :)

I don't want a druid in my group. Druids smell. :sadf:

Foonie
05-21-2004, 05:43 AM
You guys may want to try Lfay/Gfay to hunt. THe trees should be avoided, but there are lots of animals to charm. Dire bears! :)
I'm still waiting for my Gfay port:(

EDIT: The animals in gfay aren't tagged as animals, which doesn't make sense, because, even though they are "bad" it doesn't make them any less of an animal?!

Nuralia
05-21-2004, 06:14 PM
Homogenn, there won't be any ports until Gfay is cleansed. And the fact they aren't animals is a bug, buglist that.

limitedthoughts
05-29-2004, 06:41 PM
I dont know why people have problems with druids. They are like the fill in caster. they heal do damage and even have a pet. The ds and buffs they have work fine and they help out thegroup.

This is in no way me sucking up to my wife. Its the truth.

When ever i group in a big group with amyste shes allways doing something difernt because theres a space thats missing somewhere.

Just my 2cp

Nostais

xavori
05-29-2004, 07:21 PM
I dont know why people have problems with druids. They are like the fill in caster. they heal do damage and even have a pet. The ds and buffs they have work fine and they help out thegroup.

This is in no way me sucking up to my wife. Its the truth.

When ever i group in a big group with amyste shes allways doing something difernt because theres a space thats missing somewhere.

Just my 2cp

Nostais

Druids get pets? :brow: Dont you mean they can charm animals, if they happen to find one of their lvl somewhere? And by the way, you've got to have lots of charisma if you want animals to be charmed for 1 minute at least...

Nuralia
05-29-2004, 10:22 PM
At 55, druids get a pet that is level 45 with about 1.5k HP. It's not the best DPS, but it adds a little extra to the group, which especially helps if the druid is acting as main healer. It's not used NEARLY enough, because everyone thinks that it's like the EQlive pet, which was pathetic.

Druids, USE your level 55 pet, Nature Walkers Behest! :D

zeroman987
05-30-2004, 06:17 AM
i had no trouble charming bats in SV for a good amount of time with crap CHA. That is a great solo spot for druids with the 53 charm.

Also i would like to say that Prathia is right, use nature walkers behest, Yogi is my best friend and i love him

Phelios
05-31-2004, 07:03 PM
SV = ?

gloworm
06-01-2004, 01:50 AM
Spirit Valley, and I tried at around the same level and it's about half as slow as the exp you would gain from being in a group with 10x worse drops, and 10x the amount of danger of being in a group. Not worth the time imo.