Druid / Solo type friendly please

gloworm

Dalayan Beginner
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
 
Oh also this would help bards with there swarm kiting needs, which is a HUGE benefit to playing a bard.
 
gloworm said:
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.
 
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.
 
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.
 
gloworm said:
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
 
Before they all rip into you, I agree you do have a point. We need some quadding areas like DN used to be.
 
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 :)
 
"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.
 
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. :/
 
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?
 
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. :(
 
Dujek said:
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
 
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.
 
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. :)
 
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.
 
gloworm said:
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
 
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).
 
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