03-15-2003, 02:01 PM
(This post was last modified: 03-15-2003, 02:04 PM by FenrisWulf.)
As has been brought up, the main complaint leveled against the design of the Druid always involves the minimal degree to which his spells seem to interact. In the end, it always seems like the Druid is about choices, and once you choose one path, you're stuck with it. Elemental or Shifted? Wolf or Bear? Oak or HoW? :D (the latter is less of an immutable decision, but always seems to be a point of contest)
Strangely enough, I find myself liking the Druid because of this. :)
What does having such an exclusive skill selection do to the Druid? It allows the potential play styles available to you to radically diverge. Feel like charging into the fray with little to no regard for your safety? Go with Werewolf. Want to lumber around, chuckling as your enemies flounder about trying to hit you, or simply stand in place looking stunned? Werebear it is. You can call upon your Elemental self, going up close and personal with Armageddon and Hurricane...or, you can take a bit more distanced approach, and launch your attacks from as far away as possible; we've got spells for that, too. Laissez-faire your mantra for the day? Throw out a few Summons and watch the fireworks. The Druid is truly a jack-of-all-trades...just one trade at a time, please. :)
Plus, the fragmented Druid has the fun pleasure of being able, nay, even encouraged, to stick to a single tree and be none the worse for it. Oh, yes, I'm a pure Shapeshifter, and you? A pure Summoner, as it were, just walking along with my friend, the pure Elementalist. It's rather a point of pride.
You can make a valid argument that any character can subdivide itself in this manner, and wander about happily. But the Druid seems to so well cater himself to so many completely unrelated styles of play; always something unexpected waiting around the next turn. This may turn many people off, but for me, it's perfect. :)
Of course, I'm biased, as I only play Druids. To date:
FenrisWulf (93): Werewolf, HoW. Raises welts with large IK Maul (shaeled), also moonlights as a Magic Find character. Just found a Harlequin Crest today, so be sure to congratulate him if you two happen to meet! Fast friends with his HF Merc.
FenrisMuleTwo (87): Werebear, HoW. From common birth as a mule, he dreamed of becoming a dueler, but a tragic bike accident (and a serious lack of funds) shattered his hopes. He now trudges along with a mean glint in his eye, Defiance merc in tow, just daring the monsters to attack him. What, chance to hit not high enough? Try again. Here, have some Shockwave, too. Want to wash it down with some Buriza?
FenrisWulfPack (85): Hunter. People originally laughed at FWulfPack when he took up archery. His secondary weapon, a bright purple bow, didn't help matters one bit. And letting his pets sleep indoors, on the sofa? What's up with that? Then they met his Might Merc, and his slvl 32 Grizzly, and his Eaglehorn. Not so much laughing after that.
PhoenixWulf (84): Werewolf, Oak. Kid brother to FWulf.
FenrisMage (76, ret.): Meleementalist. Started off ordinary enough, but got caught up with some cult. Before you knew it, he was off, ranting and raving about the end of the world, armageddon, hurricanes sweeping across the globe, so on and so forth. Even the reassuring words of his Might Merc and the playful romping of his Grizzly did little to assuage his dementia. Last seen waving his Earthshaker around, muttering cryptic comments about life, death, and how he needed more AR.
FenrisMulch (75): Artimentalist (majoring in Tornado, Volcano, Fissure, and Arctic Blast). Keeps to himself. Doesn't like animals, doesn't like people. Doesn't even like monsters much, which is why he tries to use spells that keep him as far away from them as possible. Just one guy, killing demons.
Works in progress:
FenrisBear: Shockbear (Shockwave and high-level Summons)
FenrisClaus: Werebear (Fire Claws and Maul variant)
FenrisRave: Werewolf/Werebear (Rabies/Fire Claws, high +Shapeshifting skills, should allow dual shifting pretty well)
Strangely enough, I find myself liking the Druid because of this. :)
What does having such an exclusive skill selection do to the Druid? It allows the potential play styles available to you to radically diverge. Feel like charging into the fray with little to no regard for your safety? Go with Werewolf. Want to lumber around, chuckling as your enemies flounder about trying to hit you, or simply stand in place looking stunned? Werebear it is. You can call upon your Elemental self, going up close and personal with Armageddon and Hurricane...or, you can take a bit more distanced approach, and launch your attacks from as far away as possible; we've got spells for that, too. Laissez-faire your mantra for the day? Throw out a few Summons and watch the fireworks. The Druid is truly a jack-of-all-trades...just one trade at a time, please. :)
Plus, the fragmented Druid has the fun pleasure of being able, nay, even encouraged, to stick to a single tree and be none the worse for it. Oh, yes, I'm a pure Shapeshifter, and you? A pure Summoner, as it were, just walking along with my friend, the pure Elementalist. It's rather a point of pride.
You can make a valid argument that any character can subdivide itself in this manner, and wander about happily. But the Druid seems to so well cater himself to so many completely unrelated styles of play; always something unexpected waiting around the next turn. This may turn many people off, but for me, it's perfect. :)
Of course, I'm biased, as I only play Druids. To date:
FenrisWulf (93): Werewolf, HoW. Raises welts with large IK Maul (shaeled), also moonlights as a Magic Find character. Just found a Harlequin Crest today, so be sure to congratulate him if you two happen to meet! Fast friends with his HF Merc.
FenrisMuleTwo (87): Werebear, HoW. From common birth as a mule, he dreamed of becoming a dueler, but a tragic bike accident (and a serious lack of funds) shattered his hopes. He now trudges along with a mean glint in his eye, Defiance merc in tow, just daring the monsters to attack him. What, chance to hit not high enough? Try again. Here, have some Shockwave, too. Want to wash it down with some Buriza?
FenrisWulfPack (85): Hunter. People originally laughed at FWulfPack when he took up archery. His secondary weapon, a bright purple bow, didn't help matters one bit. And letting his pets sleep indoors, on the sofa? What's up with that? Then they met his Might Merc, and his slvl 32 Grizzly, and his Eaglehorn. Not so much laughing after that.
PhoenixWulf (84): Werewolf, Oak. Kid brother to FWulf.
FenrisMage (76, ret.): Meleementalist. Started off ordinary enough, but got caught up with some cult. Before you knew it, he was off, ranting and raving about the end of the world, armageddon, hurricanes sweeping across the globe, so on and so forth. Even the reassuring words of his Might Merc and the playful romping of his Grizzly did little to assuage his dementia. Last seen waving his Earthshaker around, muttering cryptic comments about life, death, and how he needed more AR.
FenrisMulch (75): Artimentalist (majoring in Tornado, Volcano, Fissure, and Arctic Blast). Keeps to himself. Doesn't like animals, doesn't like people. Doesn't even like monsters much, which is why he tries to use spells that keep him as far away from them as possible. Just one guy, killing demons.
Works in progress:
FenrisBear: Shockbear (Shockwave and high-level Summons)
FenrisClaus: Werebear (Fire Claws and Maul variant)
FenrisRave: Werewolf/Werebear (Rabies/Fire Claws, high +Shapeshifting skills, should allow dual shifting pretty well)
USEAST: Werewolf (94), Werebear (87), Hunter (85), Artimentalist (78), Meleementalist (76, ret.)
USEAST HCL: Huntermentalist (72), Werewolf (27)
Single Player HC: Werewolf (61, deceased), Werewolf (24)
USEAST HCL: Huntermentalist (72), Werewolf (27)
Single Player HC: Werewolf (61, deceased), Werewolf (24)