Classes: The Druid

Druids - a powerful outdoor class. With the triple ability to heal, inflict direct damage and cast damage over time, druids are a popular solo class, as well as popular in a group. They are also a travelling class, given both sow and teleportation abilities.

How should you play your druid to make the best use of his abilities? What are the best solo strategies? How should the druid be played within a group? What spells are the most and least useful? What skills should you develop?

Post your strategies on how to best play and develop the Druid and read, rate and comment on what others have to say.

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#1 Feb 26 2007 at 2:44 PM Rating: Decent
Hi all,
I have a lvl 54 druid on Tunare but have been away for about a year until Combine came out. My druid on Combine is level 57!! Woot! The highest any toon of mine has ever been, and it's so cool! Anyway, I know next to nothing about AA's, other than I had the ability to turn them on at level 51 and lots of people have lots of neat abilities via AA's.

My ignorance regarding AA's are so bad that I didnt even see why I should put any points into Run. After all, I do have SoW, wolf form and SoE, why do I need something else to make me run fast? I don't yet have Pack Shrew, which is probably the only reason I conceded to put points into Run. I can envision a time and place where I'll need to run fast and wont be able to cast a spell.

I know nothing about AA's. I have spent time looking at my AA window and clicking on each of the abilities to read their description, but there are so many! Please, does anyone have a website, or a guide, or anything that might help me to figure out what to do with these points? I know they are going to be an incredible asset to my character some day, but that'll only happen if I put the points into the right slots. I've read a few of the forum threads here on AA's, but it seems most of them start off asking about a particular ability, or set of abilities. Most of the threads here start with the assumption that the reader knows somethingabout AA's...but I don't know anything.

Thanks so much for your input!
Chrys
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#2 Feb 26 2007 at 4:16 PM Rating: Decent
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http://eq.crgaming.com/viewarticle.asp?Article=9172

This is a link to the Caster's realm website. They have a database for AA's that should answer your questions.
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#3 Feb 27 2007 at 1:19 PM Rating: Decent
Thanks, but that seems to be the same thing I read in the everquest game window of AA's. I have clicked on all of them and read thru the description but am still very lost. Lemme tell ya kinda what I'm looking for...

I was told by 4 different people to put my first 3 points into Run so that I could get Run 3. How did these people know this? Where should I put my second set of 3, or 6 points? At what point should I stop working on basic AA'a and start working ont the next level (archetype?).

There are SO many AA's that I'm completely lost. I mainly heal, but am finding myself in more of a DPS role lately. I understand that has an impact on where I want to put points? Basics... Less than basics, even, is where I guess I need help. =/

Thanks again!
Chrys
Starter AA's
#4 Feb 27 2007 at 2:01 PM Rating: Good
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3,705 posts
The basic AAs are mostly junk. People say to put AAs into run 3, because it's the least useless of the first tab AAs.

I have a 69 druid, and I'd have to say the best reason to have run 3 is for when soe drops while kiting, or running for your life.

The next AAs I would get, if I were you, is Mnemonic Retention. That gives you an extra spell gem. Best AA I ever got. (By the way, this is exactly what I did on my druid).

Then, I would put 3 AA into metabolism 3, which is about the only other useful AA under the general tab, for a druid, except resists.

Once you have 6 AA in general, you can start getting archetype AA.

In this tab, I went for spell casting mastery 1 and 2 first. Probably would be best to get 3 as well, but I seem to have trouble saving 6 aa with so much else to buy.

Now, at this point, the question becomes, how do you play your druid? I mostly solo, so I have gotten the first two levels of critical nukes.

If I grouped more, I would have gotten the improved heals instead. If you decide to get many aa before hitting 59, I would do crit heals next, after the improved heals.

Once you get 12 AA in archetype, and get to level 59, you can buy from the class tab.

The first things I bought from class tab, was Exodus and enhanced root. Again, this is because I prefer to solo him. If I grouped more, I might select differently, although I would hold of on mass group buff, unless you plan to raid.
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#5 Nov 13 2007 at 11:30 AM Rating: Decent
It really depends. If you plan on raiding do healing aa's (all the way to max), Call of the Wild (really important), MGB, and (lastly) Spirit of the Wood.

If you plan on doing just single grouping, healing aa's help (but aren't quite as important as on raids you're expected to heal on), Exodus, Hastened Exodus, Call of the Wild, and Critical Affliction.

Those aren't in any specific order, but Call of the Wild is great if your cleric/pally dies. Exodus has saved me a whole lot in bad pulls in Katta missions. Spirit of the Wood is one that is often overlooked and if my guild didn't ask for druids to have it, i would never have gotten it but it does help. I'm not mentioning soloing because any druid that does mostly soloing after level 70 is going to (or should) be raiding too.

The Spell Casting series (fury, reinforcement, mastery) are nice, but if you don't have them they aren't gonna burn you. Innate Camo and Shared Camo are really nice to have, but a druid without them can survive.

I want to make a special note of one more. Nature's Bounty is one that is useless until you do the foraging part of your epics, at which point it can save you hours upon hours upon hours.
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