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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Lilli's Walkthrough for New DruidsFollow

Lilli's Walkthrough for New Druids
#1 Aug 30 2006 at 9:49 PM Rating: Default
Okay, ya made a druid, congratulations, how super duper of you. There's still a lot of stuff you DON'T know, but basically you made this toon because you thought:

a) Awesome solo/PL class...I'll just PL my other chars with two-boxing POWAH!
b) Explore some new zones easy, considering you have ports, sow, lev, and camo.
c) "Druid" sounds kinda cool.

I've been playing EQ for nearly six years. Over that time, I've had a lot of experience with the druid class, since it was the first class I made.

SOLOING

Druids are practically built for this stuff ^^ We have Snare, Root, DoTs, Nukes, and Spirit of Wolf. There are several favorable methods, but two stick out.

Kiting: An old technique for druids, and probably the most famous. Make sure you have SoW on before you attempt to kite!! Snare the mob, cast a DoT on it, and run around. It will follow you, but if it manages to immobilize you, try to root it while it is a fair distance away and nuke it to make the roots drop. Snare will drop after about fifteen minutes, though I suppose it would depend on your level/mob's level, unless you debuff it. Eventually, the DoT will kill it and it's done.

Root 'n Rot: MY personal favorite! All you do is make sure you have SoW on, as mentioned before, and this: Root the mob, then snare it so if the root breaks you have time to recast roots before it runs up to hit you, then DoT and nuke it to your heart's content...from a distance, of course. You have the chance to meditate whatever mana you have lost, and no need to run around and have to med shortly after the mob dies. Piece of cheesecake :)

EXPLORING

Okay, you wanna see a new zone you've heard oh so much about, but aren't strong enough to handle the mobs that inhabit it. Well, if it's outdoors you'll do perfectly fine. Indoors takes more caution. Why? The answer is simple: SoW and Camouflage are outdoor spells, so if either(or both) fall off, they're gone until you zone or port to an outdoor zone. In addition to those being outdoors, some of our nukes and all of our harmony spells are outdoor as well! Anyway, back to business.

Your spell list should be a little something like this: Spirit of Wolf, Camouflage, Harmony, Snare, Root, Gate, Levitate and any extra spell of your choice for the last spell slot. If you are going to an indoor zone, just forget the Harmony, Camo, and SoW...be ready to port away, though, in case something goes wrong. Usually for extra slots I keep up battle spells like DoTs and Nukes.
If you're going to an indoor zone, bring Invis potions with you. SoW pots won't work, and I haven't heard of Harmony pots yet...
Cast Invis and SoW before zoning into a zone. If you're going somewhere like Dranik's Scar, where you need to get a Priest of Discord or whoever else to port, you can't cast Camo on yourself since you need them to talk to you for a port. Luckily mobs don't usually path at port-ins unless aggroed and trained there.
Feel free to explore, but be aware that undead mobs, and some living, can see through Camo and Invis Pots. When going somewhere like Unrest, just put wolf form up and the undead won't aggro. ALWAYS CON MOBS BEFORE WALKING WITHIN AGGRO RANGE!!

POWER-LEVELING

Time to PL somethin, eh? All right, then...you should be keeping buffs up like regen, damage shield, SoW, and an HP buff. To fill the last slots put in your highest heal spell and Snare.

When PLing someone, cast buffs on them before pulls. Then snare the mobs pulled. Keep the person you're PLing targeted, and if their health gets low, cast a heal. Try to keep them at atleast 80%. Usually, if you have more HP than the person you're PLing, you can snare-pull and tank the mobs for them. Keep yourself buffed at all times, and never hit any of the mobs unless they are below 30%.

If you are just doing the super-easy PL method where you snare-pull and tank while the person you're PLing runs up and hits them to get exp, keep a DS up so the mobs on you take damage, and when your buddy runs up to hit them, they only need to hit each mob one time to recieve exp. Keep an eye on your health and your buddy's, in case they grab aggro. They should NOT taunt!! Easy aggro-gaining tip: sit down. Sitting down increases your rank on a mob's hate list, as they see you as level 1(GM hint)and they are almost guaranteed to run back to you.

GROUP EXPECTATIONS

Your group expects you to backup heal(if there is already a cleric/shaman around playing main healer...if not, you are the healer most likely), snare, root, DoT, and keep the group buffed with the two major buffs a druid can offer: Regen/Chloroplast and a DS of some sort. If you are hunting in an outdoor zone, expect some fellow group members to ask for an occasional SoW.

Snare the mobs the tank pulls after the mob hits 80%, and be careful if there are adds. Should you somehow gain aggro, root the mob and back away. Same for other casters. If a fellow caster gains aggro, root the mob for them. DoT mobs when mana permits, but be aware that DoTs tend to make mobs VERY angry(probably as angry as snare makes them!)

Be sure to tell the group when you are low on mana or out of mana. Then again, that also applies to all other casting classes. THEY NEED TO KNOW!


BASIC DRUID INFO

Basically, the druid class can be selected by a Human, Wood Elf, Half Elf, Drakkin, or Halfling. All druids have the ability to forage and track(though track only becomes an ability at level 20, and is skill-capped at 125.)

Melee Abilities are: 1H Slashing, 1H Blunt, 2H Blunt, Hand to Hand.

No matter what race you select, your natural enemies are Dark Elves, Iksar, Ogres, and Trolls. However, it appears thar Ogres and Trolls don't mind wolves hanging around unless you whack a couple of them. (BEWARE: A patch at some point made your enemies as a wood elf/half elf, etc hate you while under an illusion, so this won't really work anymore. Everything that hates you in your true form will hate you in your normal form.)

CONCLUSION

If you have any questions about anything, feel free to let me know :) Hope this helps someone!

EDIT: Fixed that issue on here about the snare -- it so rarely drops that I didn't even think when I posted this. Sorry about that ^^; /sheepish


Edited, Sep 2nd 2007 5:19am by SilverDryad
Lilli's Walkthrough for New Druids
#2 Sep 19 2006 at 2:24 AM Rating: Decent
this post sucks

Root 'n Rot: MY personal favorite! All you do is make sure you have SoW on, as mentioned before, and this: Root the mob, then snare it so if the root breaks you have time to recast roots before it runs up to hit you, then DoT and nuke it to your heart's content...from a distance, of course. You have the chance to meditate whatever mana you have lost, and no need to run around and have to med shortly after the mob dies. Piece of cheesecake :)

dont do it 90% of time root fails, and u get creamed, in early stages its ok but for most part stick to either quad kiting or agro kiting.

quading : gather 4 snared mobs bunched up and aoe them with the lighting spells.
make sure to always have room to get by w/o getting hit.


POWER-LEVELING

Time to PL somethin, eh? All right, then...you should be keeping buffs up like regen, damage shield, SoW, and an HP buff. To fill the last slots put in your highest heal spell and Snare.

When PLing someone, cast buffs on them before pulls. Then snare the mobs pulled. Keep the person you're PLing targeted, and if their health gets low, cast a heal. Try to keep them at atleast 80%. Usually, if you have more HP than the person you're PLing, you can snare-pull and tank the mobs for them. Keep yourself buffed at all times, and never hit any of the mobs unless they are below 30%.

If you are just doing the super-easy PL method where you snare-pull and tank while the person you're PLing runs up and hits them to get exp, keep a DS up so the mobs on you take damage, and when your buddy runs up to hit them, they only need to hit each mob one time to recieve exp. Keep an eye on your health and your buddy's, in case they grab aggro. They should NOT taunt!! Easy aggro-gaining tip: sit down. Sitting down increases your rank on a mob's hate list, as they see you as level 1(GM hint)and they are almost guaranteed to run back to you.

OMFG!
when pling: cast regen sow ds and a heal get ur low lvl a temp. have low lvl hit mob then go to next rinse repeat, if u get agro keep ds on u. there u go plvling.
u know what im over this post, u need ingame help with druid stuff leme know ill help if i can
Lilli's Walkthrough for New Druids
#3 Feb 28 2007 at 8:44 AM Rating: Decent
I love the Root and Rot..not sure why some people fail at it 90% of the time. It works well over 70% of the time for me..course I'm just a level 27 ..but I like it!
Lilli's Walkthrough for New Druids
#4 Mar 01 2007 at 3:09 AM Rating: Decent
*
223 posts
For you new druids, this guide will help you *somewhat*. Some good points in here but i would wonder what level your druid acctually is?
Lilli's Walkthrough for New Druids
#5 Aug 31 2006 at 10:12 AM Rating: Decent
Awesome post :)

I just made a little druid, and I looked up the class on Alla...this walkthrough is VERY helpful!

TYVM, SilverDryad!!!!
Lilli's Walkthrough for New Druids
#6 Jun 06 2007 at 8:27 AM Rating: Default
In case you didn't notice, blockhead, this is a guide for NEW druids. Go take your immature commentary to a guide that DESERVES criticism!!


Obtenez une vie!!
Lilli's Walkthrough for New Druids
#7 Jun 24 2007 at 10:56 AM Rating: Decent
I'm almost scared by this post... specifically...

Snare will NOT drop unless you debuff it, which is not a druid ability.


Snare most definately drops. Sure, it takes a long while, but it will. Druids also get a dispell at levels 18, 43, and 55.

Edited, Jun 24th 2007 2:56pm by Fremi
Lilli's Walkthrough for New Druids
#8 Aug 08 2007 at 7:16 AM Rating: Default
For the quad'ing comment, I didn't find it necessary to list that considering it's your choice whether or not you snare-kite one mob or several. I'm sure many others will have come to this conclusion themselves.

For the snare comment, yes it does fall off, my mistake for saying it doesn't, but it usually takes about fifteen minutes or more for it to do so. Since this is a guide for new druids, I doubt that anyone who finds this useful will be attempting to kite-kill any mobs that would take them more than fifteen minutes. By the time your snare would have dropped, you would have either killed it or ran in most cases. Sorry for saying it didn't, again, that was my bad, but I'm amending it.

I don't care if this seems like the lamest, most ridiculous guide you've ever seen because everything is so obvious to you, some people who are new with the druid class may/will find this guide informative and for them it has been written.

Take care :)
Lilli's Walkthrough for New Druids
#9 Aug 12 2007 at 8:54 PM Rating: Decent
i personally thought this was a very good guide, the only part i didn't like was the powerlevel part, but that is because i don't like powerlevels lol

silver good job, bout time someone started lookin out for the new players and told the old players to shut up

just because you think you know everything doesn't mean that everyone else does.
Lilli's Walkthrough for New Druids
#10 Nov 19 2007 at 12:37 AM Rating: Decent
This is a fine guide. Someone actually can't root rot? Huh? It's really easy (granted, I just got back into the game after years away, but still ... they can't have changed this).

Quadding is ... forgot the lvl, but not for starting out (and this guide is for new druids). I first quadded ages ago in the Overthere, when Kunark came out. Mid to high 30's? It's great, but you can't do it til later on. And it's nerve-racking - or was for me. Great - awesome exp - but nerve-racking, esp. if you get a series of resists to snare while doing the roundup (once you get the technique down, it gets easier - expect to die while learning it, unless you're an mmo god).

What is agro-kiting pls? I don't know that name (I may know the technique, just not by that name).

Remember, if the mob is chasing you, dots do less than full damage (right?). I see no reason not to root. Also, in many cases you can use lower rank spells to conserve mana (iirc, like the lower rank snare is perfectly good for many situations - again iirc - experiment w/ this).

I remember (aaaages ago) being told what a heaven Lavastorm is for druids in the teens. We have anti-summoned DDs, and they are about as mana efficient as Wiz nukes, maybe a hair better. Ward Summoned, etc. Anyway, if you're in your teens, take the Neriak stone from PoK, go north to Lavastorm and try ele's and the weird snakes (they're summoned) ... and maybe the rock dervishes. Watch the BE guard at the zone entrance (swing left to miss him, camo before exiting Lavastorm). Or kill him; he's mid teens, iirc, and drops bronze weapons as loot (2p~!). Anyway, I sure had fun in Lavastorm in my teens.

PLing is ... I know, some hate it. But if you have a friend who wants to catch up w/ you, it's not that bad. We are really good at it, too.


Lilli's Walkthrough for New Druids
#11 Jan 10 2008 at 11:24 AM Rating: Decent
Scholar
45 posts
DoTs stopped doing less damage to moving mobs a long time ago, for what that's worth.
Lilli's Walkthrough for New Druids
#12 Jul 23 2008 at 1:21 PM Rating: Decent
I find the root n' rot kiting to be very useful. Granted I've never played a druid past lvl 25, but I like this guide! Very helpful!
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