Took your advice and rebuilt her as a Swarm Druid. Imagine the terrible power of her Savage Rend, which slides 3, knocks prone and slows. If she wants them to stay, they stay.
Slides and prone are pretty standard Polearm fun: Battle Awareness, Polearm Momentum, Fierce Thrasher Form and Rushing Cleats.
Interesting little feat from the Fighter MC, however, is Hindering Shield.
~~~~
Tier: Paragon Prereq: 11th, Fighter
Whenever you pull, push or slide a creature with an attack while you are using a shield, you can also slow that creature until the start of your next turn.
~~~~
Note that it doesn't say 'An attack that uses a shield', just an attack while you are using a shield. Unless Beast Form negates it, this should be a new addition to the Polearm Cheese combo right? (I took Quick Stow just in case, so I could still carry it.)
POWERS Druid at-will 1: Savage Rend Druid at-will 1: Fire Hawk Druid at-will 1: Grasping Tide (Druid) Druid encounter 1: Scattered Form Druid daily 1: Summon Giant Toad Druid utility 2: Sudden Bite Druid encounter 3: Predator's Flurry Druid daily 5: Wall of Thorns Druid utility 6: Leaf Wall Druid encounter 7: Poison Sting Druid daily 9: Flurry of Stingers Druid utility 10: Armor of the Wild Druid encounter 13: Claws of Retribution (replaces Scattered Form) Druid daily 15: Baleful Polymorph (replaces Summon Giant Toad) Druid utility 16: Wall of Stone
ITEMS Ritual Book, Alfsair Spear Spear +3, Shield of Deflection Light Shield (paragon tier), Hunting Beast Earthhide Armor +3, Rushing Cleats (heroic tier), Claw Gloves (heroic tier), Cloak of the Desert +3 RITUALS Animal Messenger ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Took your advice and rebuilt her as a Swarm Druid. Imagine the terrible power of her Savage Rend, which slides 3, knocks prone and slows. If she wants them to stay, they stay. Explanation
Show
Slides and prone are pretty standard Polearm fun:
Yeah. The AC on that Druid is terrible. Giving it another look, I changed the race to Longtooth. After changing the stat array to 11-16-15-8-14-10 without racials mods, I managed to keep all the feats where they were. That results in damage reduction of 5 all the time and when I pop the racial, I gain resist 2 all and regen 4. Not bad, huh?
Still, I wonder what the odds are of an un-nerf. XP
Yeah. The AC on that Druid is terrible. Giving it another look, I changed the race to Longtooth. After changing the stat array to 11-16-15-8-14-10 without racials mods, I managed to keep all the feats where they were. That results in damage reduction
Still, I wonder what the odds are of an un-nerf. XP
I'd say extremely unlikely. However, I do expect that by Primal Power 2 (if not before that, in a Dragon article) Druids will get some kind of AC boost. Having virtually no options for improving static AC if you want to rely on Wild Shape is a serious design flaw, IMO. A fix should be an extremely high priority for WotC (certainly much higher than nerfing Pacifist Clerics and Daggermaster Sorcs...but I digress...).
I'd say extremely unlikely. However, I do expect that by Primal Power 2 (if not before that, in a Dragon article) Druids will get some kind of AC boost. Having virtually no options for improving static AC if you want to rely on Wild Shape is a se
Don't look for help on the Swarm Druid within the newest book released, the "Player's Strategy Guide". Swarm Druids aren't listed as a build among all the other known builds in the game.
On page 20 of the "Player's Strategy Guide", they list all of the primary/secondary ability scores matchups for each race mapped to every build for every class, including the newest classes and builds such as Player's Handbook 3 and Martial Power 2.
Yet, somehow, the Swarm Druid was not listed. Oversight?
Don't look for help on the Swarm Druid within the newest book released, the "Player's Strategy Guide". Swarm Druids aren't listed as a build among all the other known builds in the game.On page 20 of the "Player's Strategy Guide", they list all of
Probably intentional, WotC has the habit of taking their mistakes and ignoring them letting them fall away into the past rather than creating a functional build. This clearly demonstrates how much they screwed the druids in some effort to prevent the massive druid imbalances of the past. Hopefully they will either make a viable con/wis beast form build for the druid or fix the glaring holes in their entire druid design that puts unfair limits on wild shape (oh duh you can't use a shield in wild shape, but sure you can hit people with weapons using your charming good looks and toughness).
Im sorry WotC but if you are going to be as unrealistic in all these areas, letting a druid use shields or giving them SOME option for AC would be nice.
Probably intentional, WotC has the habit of taking their mistakes and ignoring them letting them fall away into the past rather than creating a functional build. This clearly demonstrates how much they screwed the druids in some effort to prevent
I would like to know why Blightbeast is a sky blue paragon path. I asked on the controller forum if Blight Action takes effect before or after you make the attack with an action point. Someone responded saying that enemies have the choice to move when you use the action point and specify the action used, but before you actually make the attack. Nobody else has contradicted this yet. How is this feature any good when adjacent enemies will be given the choice to ignore close burst 1 attacks and melee attacks altogether, in addition to avoiding the ongoing necrotic damage, by just stepping out of the way? Even if you use a blast on that action point a couple of enemies could still theoretically get out of the area. You can't even use OAs on your own turn. The only extraordinary thing this path seems to offer, unless this is not how the feature works, is extra necrotic damage on beast form attacks. Even with that I wouldn't place this path above just blue. I would even go so far as to say it's a solid black.
It doesn't seem like anyone has sought to change the rating of Blightbeast yet, so I feel like there's something I don't get.
I would like to know why Blightbeast is a sky blue paragon path. I asked on the controller forum if Blight Action takes effect before or after you make the attack with an action point. Someone responded saying that enemies have the choice to move whe
I would like to know why Blightbeast is a sky blue paragon path. I asked on the controller forum if Blight Action takes effect before or after you make the attack with an action point. Someone responded saying that enemies have the choice to move when you use the action point and specify the action used, but before you actually make the attack. Nobody else has contradicted this yet. How is this feature any good when adjacent enemies will be given the choice to ignore close burst 1 attacks and melee attacks altogether, in addition to avoiding the ongoing necrotic damage, by just stepping out of the way? Even if you use a blast on that action point a couple of enemies could still theoretically get out of the area. You can't even use OAs on your own turn. The only extraordinary thing this path seems to offer, unless this is not how the feature works, is extra necrotic damage on beast form attacks. Even with that I wouldn't place this path above just blue. I would even go so far as to say it's a solid black.
It doesn't seem like anyone has sought to change the rating of Blightbeast yet, so I feel like there's something I don't get.
Spending an AP is a free action. It's own action. You can spend an AP at the beginning of your turn, take your Move Minor Standard, then take your AP action. The trigger is "Spend an Action Point" so the enemies decide when you spend the Action Point. Having browsed both frequently, the sticky at the top of CharOp (Simple Question, Simple Answer thread) is both faster and more accurate for rules questions then the rules forum (weird I know). Also you're not taking into account the fact that you can't take OAs on your own turn... but your allies sure as hell can take OAs on your turn. That move is not a shift.
But basically I believe the reasoning is if you're a Guardian Druid, it is a good path because 1.) Necrotic is the most common damage type on enemies right after Fire and 2.) Vulnerable Necrotic when all your attacks deal Necrotic anyway is basically one-half of Permafrost.
Imagine this scenario. You use a close burst 1 Beast Form power while surrounded. Every enemy is vulnerable to Necrotic now. You AP. What do they do? Let us assume they all back up because taking your con mod+5 in ongoing damage is a lot (we're looking at a minimum of 10 ongoing for a Guardian). You hit them with a close blast beast form power (Roar of the Unbowed Beast in this case). Then you minor out to shift one, then you just walk away so you can charge next round. If you do the positioning properly, they'll be marked, having taken quite a bit of damage, with the options of attacking your party at a -2 or move+charging you, and being forced to take OAs (again) while doing it.
That scenario depends exclusively on the level 11 features. I haven't even touched the powers or level 16 feature. Not really convinced it is Sky Blue in general, but I can imagine it being quite good in the hands of the right player in the right party.
Spending an AP is a free action. It's own action. You can spend an AP at the beginning of your turn, take your Move Minor Standard, then take your AP action. The trigger is "Spend an Action Point" so the enemies decide when you spend the Action Point
My problem was that my group's interpretation of action point rules is that you can only use an action point at what would be the end of your turn, after normal actions have been exhausted. That would mean my druid is left with no positioning options once he plans to use his action point to attack. I never looked at the actual rules before, and assumed you couldn't just use the action point to gain an action at any time during your turn.
I will have to bring this up with my DM.
My problem was that my group's interpretation of action point rules is that you can only use an action point at what would be the end of your turn, after normal actions have been exhausted. That would mean my druid is left with no positioning option
How does this feat list look for a polearm druid starting at level 21?Druid: Ritual Caster1: Enraged Boar Form2: Improved Aspect of Nature4: Stampede6: Predator's Burst8: Battle Awareness10: Polearm Momentum11: Quick Wild Shape12: Repel Charge14: P
My problem was that my group's interpretation of action point rules is that you can only use an action point at what would be the end of your turn, after normal actions have been exhausted. That would mean my druid is left with no positioning options once he plans to use his action point to attack. I never looked at the actual rules before, and assumed you couldn't just use the action point to gain an action at any time during your turn.
I will have to bring this up with my DM.
SPEND AN ACTION POINT: FREE ACTION
During your turn: You can spend an action point only during your turn, but never during a surprise round.
Gain an extra action: You gain an extra action this turn. You decide if the action is a standard action, a move action, or a minor action.
Once per encounter: After you spend an action point, you must take a short rest before you can spend another. Some monsters can spend more than 1 action point per encounter. Unlike PCs, a monster can spend more than 1 action point in an encounter, but only 1 per round.
Tactically it is almost always superior in my experience to spend the AP early, so that is kind of a big deal that your group has that wrong, particularly as you hit Paragon and the level 11 features kick in.
SPEND AN ACTION POINT: FREE ACTIONDuring your turn: You can spend an action point only during your turn, but never during a surprise round.Gain an extra action: You gain an extra action this turn. You decide if the action is a standard action, a m
with creating an Elf Predator Druid based on your build
Alien270, or any others who may be able to offer some advice, I could use your assistance here community.wizards.com/go/thread/view/758...with creating an Elf Predator Druid based on your build
ITEMS Ritual Book, Hunting Beast Hide Armor +1, Staff of Ruin +1, Accurate staff, Headband of Perception (heroic tier), Amulet of Protection +1 RITUALS Animal Messenger, Traveler's Camouflage ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Would this build be good for a level 2 elf predator druid?Thaelis, level 2Elf, DruidBuild: Predator DruidPrimal Aspect: Primal PredatorBackground: Silent Hunter (Silent Hunter Benefit)FINAL ABILITY SCORESStr 12, Con 12, Dex 18, Int 10, Wis 18, Cha 8.
ITEMS Ritual Book, Hunting Beast Hide Armor +1, Staff of Ruin +1, Accurate staff, Headband of Perception (heroic tier), Amulet of Protection +1 RITUALS Animal Messenger, Traveler's Camouflage ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
The build looks solid but there is just one character builder thing you should edit:
make your staff of ruin accurate instead of adding an accurate staff next to your staff of ruin, otherwise it kind of defies the purpose of an accurate implement.
The build looks solid but there is just one character builder thing you should edit:make your staff of ruin accurate instead of adding an accurate staff next to your staff of ruin, otherwise it kind of defies the purpose of an accurate implement.
The best way I've found to mimic the pre errata HAE effect for a swarm druid is to paragon hybrid with a warden and sac your warden powers. Tbh, swarm druid pps kinda suck anyway, and wardens have some nifty utility powers/effects. Sure, you have one at will, and an encounter and daily are useless, but having a high AC is worth it imo. You also gain the earthstrength second wind effect, which is awesome with vital form (and the warden second wind feats too, specifically earthstrength defenses and resilience).
POWERS Hybrid at-will 1: Savage Rend Paragon Hybrid: Plague of Locusts Hybrid encounter 1: Hungry Earth Hybrid daily 1: Form of the Willow Sentinel Hybrid utility 2: Barkskin Hybrid encounter 3: Flowing Swarm Hybrid daily 5: Clinging Drones Hybrid utility 6: Treacherous Ice Hybrid encounter 7: Poison Sting Hybrid daily 9: Flurry of Stingers Hybrid utility 10: Spiritual Rejuvenation Hybrid encounter 13: Floating Death (replaces Plague of Locusts) Hybrid daily 15: Devouring Flies (replaces Clinging Drones) Hybrid utility 16: Wall of Stone
(Sorry was lazy and didn't flesh out the whole build but you get the gist. Take all the normal stuff in the gaps like expertise, etc...)
Granted, this is a higher level build since you need to wait until L11 to get earthstrength, but imo it's worth waiting for since the AC you gain is better than anything you could get in a PP. Until L11 you are a little less powerful than a swarm druid, but once you hit paragon, you are definitely better than a single classed one.
The best way I've found to mimic the pre errata HAE effect for a swarm druid is to paragon hybrid with a warden and sac your warden powers. Tbh, swarm druid pps kinda suck anyway, and wardens have some nifty utility powers/effects. Sure, you have
I hope you aren't wearing any armour yet in your build because at lvl 11 you can easily have 23 AC (10 + 5 from half lvl + 2 from HAE + 6 from armour) without comprimise (and your build has 24).
I hope you aren't wearing any armour yet in your build because at lvl 11 you can easily have 23 AC (10 + 5 from half lvl + 2 from HAE + 6 from armour) without comprimise (and your build has 24).
I hope you aren't wearing any armour yet in your build because at lvl 11 you can easily have 23 AC (10 + 5 from half lvl + 2 from HAE + 6 from armour) without comprimise (and your build has 24).
When you drop below 0 hp with "Horn Tusk Armour" you are allowed to make a melee basic attack. Now say you are in humanoid form, and have "Quick Wild Shape" and "Pouncing Form" you could shift to say a minion and kill at, and then "Blood Moon Hunger" (Blood Moon Stalker, PP) will trigger.
It works yes? Very situational, but it could be a really good life saver.
I "funny" little synergy.When you drop below 0 hp with "Horn Tusk Armour" you are allowed to make a melee basic attack. Now say you are in humanoid form, and have "Quick Wild Shape" and "Pouncing Form" you could shift to say a minion and kill at, and
You can just slide the mob that "killed" you 1 square, interupting the attack (assuming it doesnt have reach).
Much less situational, and it still keeps you alive.
You can just slide the mob that "killed" you 1 square, interupting the attack (assuming it doesnt have reach).Much less situational, and it still keeps you alive.
I hope you aren't wearing any armour yet in your build because at lvl 11 you can easily have 23 AC (10 + 5 from half lvl + 2 from HAE + 6 from armour) without comprimise (and your build has 24).
Didn't put armor in yet, that was just a rough guideline. Add in the +3 hide armor, staff fighting, and hafted defense, and you easily get a 32 AC.
Didn't put armor in yet, that was just a rough guideline. Add in the +3 hide armor, staff fighting, and hafted defense, and you easily get a 32 AC.
I hope you aren't wearing any armour yet in your build because at lvl 11 you can easily have 23 AC (10 + 5 from half lvl + 2 from HAE + 6 from armour) without comprimise (and your build has 24).
Didn't put armor in yet, that was just a rough guideline. Add in the +3 hide armor, staff fighting, and hafted defense, and you easily get a 32 AC.
Staff Fighting and Hafted Defense don't work in form anymore, according to CS, as you are not wielding the staff in two hands when used as an implement.
Didn't put armor in yet, that was just a rough guideline. Add in the +3 hide armor, staff fighting, and hafted defense, and you easily get a 32 AC.Staff Fighting and Hafted Defense don't work in form anymore, according to CS, as you are not wieldin
You can just slide the mob that "killed" you 1 square, interupting the attack (assuming it doesnt have reach).
Much less situational, and it still keeps you alive.
I know that to. But "Quick Wild Shape" will still allow you to get away from your attacker since it's a Free action. So attacking the minion would then would give you nice HP to in a sticky situation
But I wondered another thing. How to get CA? I know of flanking, knocked prone and so on. But say I knock a enemy prone in my round, in his round he would just stand up and no CA for me and I don't get to use "Claw Gloves". What's the best method of maintaining CA?
Edit: trying to make a paragon Dwarven Predator Druid, using Spears and Savage Rend and get some DPR while I'm on it :P
Edit 2: Is "Deadly Draw" (feat) a good way to maintain CA?
Edit 3: I want to "stalk" my prey and solo him out with Savage Rend. Slide him two squares and move after with Stampede. And if he tries to run away I get OA. So I wanted to use "Claw Gloves" for this to... If possible
I know that to. But "Quick Wild Shape" will still allow you to get away from your attacker since it's a Free action. So attacking the minion would then would give you nice HP to in a sticky situation :)But I wondered another thing. How to get CA? I k
You can just slide the mob that "killed" you 1 square, interupting the attack (assuming it doesnt have reach).
Much less situational, and it still keeps you alive.
I know that to. But "Quick Wild Shape" will still allow you to get away from your attacker since it's a Free action. So attacking the minion would then would give you nice HP to in a sticky situation
But I wondered another thing. How to get CA? I know of flanking, knocked prone and so on. But say I knock a enemy prone in my round, in his round he would just stand up and no CA for me and I don't get to use "Claw Gloves". What's the best method of maintaining CA?
Edit: trying to make a paragon Dwarven Predator Druid, using Spears and Savage Rend and get some DPR while I'm on it :P
Edit 2: Is "Deadly Draw" (feat) a good way to maintain CA?
How are you even changing into beast form on the enemy's turn? I was assuming Ferocious Transformation, but that is a Immediate Reaction, thus the entire attack would be resolved (and you need the immediate to use Horn Tusk), so it definitely wouldn't work. "Benefit: You can use your wild shape power as a free action during your turn."
CA is pretty easy to maintain. Vicious Advantage (awesome with Ruthless Killer), Deadly Draw, Anticipate Maneuver (level 2 utility). Proning is nice and all, but it is pretty hard to benefit from a prone you inflicted.
Elves are the best Preds, but a Dwarf is pretty good, if you dont mind the lower Dex (more surges and easy second wind though).
I know that to. But "Quick Wild Shape" will still allow you to get away from your attacker since it's a Free action. So attacking the minion would then would give you nice HP to in a sticky situation :)But I wondered another thing. How to get CA? I k
Well, unless you are pushing him against a wall, he will be able to shift and charge away from you. If you are planning to sit on top of a mob (I do it all the time with artillery and controllers, or lurkers we can't pin down), but take Ruthless Killer. An at-will immobilize that you can use as a MBA is win. With Vicious Advantage, you get CA as well.
Well, unless you are pushing him against a wall, he will be able to shift and charge away from you. If you are planning to sit on top of a mob (I do it all the time with artillery and controllers, or lurkers we can't pin down), but take Ruthless Kill
I have already used to feats for the spear sliding knock "Savage Rend" thing (Battle Awereness and Polearm Momentum)... Using two more feat for "Grasping Claws" to when I have used to for "Savage Rend" is heavy as a dwarf (no extra feat)...
I know elves are probably better. But I like dwarves flavourwise Besides, having con 14 from lvl 1 has it's advantages
I liked the "Savage Rend" thing about the predator stalking thing of taking out the controllers, artillery, etc. from it's allies. I know "Grasping Claws" is better DPR wise. But that would make me less mobile and take much more damage.
I guess "Deadly Draw" could do it. But does it work with Stampede?
I have already used to feats for the spear sliding knock "Savage Rend" thing (Battle Awereness and Polearm Momentum)... Using two more feat for "Grasping Claws" to when I have used to for "Savage Rend" is heavy as a dwarf (no extra feat)...I know elv
Deadly Draw will give you CA vs anyone you slide adjacent with Savage Rend until the end of your next turn. They don't have to stay there for you to keep CA. Assuming they can't teleport, if you proned them with polearm momentum shenagians, they can stand up and attack or stand up and run. If they run, you'll either get an OA to prone them again, or if not you can easily catch them as a druid and smack them again with CA next turn.
Deadly Draw will give you CA vs anyone you slide adjacent with Savage Rend until the end of your next turn. They don't have to stay there for you to keep CA. Assuming they can't teleport, if you proned them with polearm momentum shenagians, they can
BTW: With the "Windrise Ports" background and MC Fighter and Warden it is possible with the Warden feat "Maneuvering Attack" which grants you CA to creatures you attack with a spear.
Forget it :) Wrong conclusion...BTW: With the "Windrise Ports" background and MC Fighter and Warden it is possible with the Warden feat "Maneuvering Attack" which grants you CA to creatures you attack with a spear.
Now say I attack Monster with "Savange Rend" hit him and slides him 2 squares forward.
xMx xxx xxx xPx
Then I use a free action for Stampede.
xMx xPx xxx xxx
Do I get CA from "Deadly Draw" now? Or do I have to slide the Monster 1 square forward and then backtrack 1 sq.?
Does "Deadly Draw" and "Stampede" work together? M=Monster P=Player (Dwarven Druid)xxxxMxxPxNow say I attack Monster with "Savange Rend" hit him and slides him 2 squares forward.xMxxxxxxxxPxThen I use a free action for Stampede.xMxxPxxxxxxxDo I get C
Now say I attack Monster with "Savange Rend" hit him and slides him 2 squares forward.
xMx xxx xxx xPx
Then I use a free action for Stampede.
xMx xPx xxx xxx
Do I get CA from "Deadly Draw" now? Or do I have to slide the Monster 1 square forward and then backtrack 1 sq.?
The slide needs to end adjacent to you before you use the stampede free movement, sorry. You can certainly use them both though you might invoke an OA.
The slide needs to end adjacent to you before you use the stampede free movement, sorry. You can certainly use them both though you might invoke an OA.
I hope you aren't wearing any armour yet in your build because at lvl 11 you can easily have 23 AC (10 + 5 from half lvl + 2 from HAE + 6 from armour) without comprimise (and your build has 24).
Didn't put armor in yet, that was just a rough guideline. Add in the +3 hide armor, staff fighting, and hafted defense, and you easily get a 32 AC.
Staff Fighting and Hafted Defense don't work in form anymore, according to CS, as you are not wielding the staff in two hands when used as an implement.
Well that's a fun piece of information, that monks aren't using quarterstaffs in two hands either. Or any two handed weapon. They must have really strong arms. I guess you can't use polearm momentum in form then either too, since you can't wield a polearm in two hands with implement attacks. Do swordmages have to use a free action to switch their fullblade to one hand when they cast their implement spells?
I didn't realize there was a rule that stated all implements had to be used one handed, but I'd be thrilled if someone could point out where in the rules it says that. I mean, it was my impression that you could hold a quarterstaff, or any two handed weapon, in two hands, and use it as an implement (if you where proficient with that implement).
Personally I think CS is wrong here.
Didn't put armor in yet, that was just a rough guideline. Add in the +3 hide armor, staff fighting, and hafted defense, and you easily get a 32 AC.Staff Fighting and Hafted Defense don't work in form anymore, according to CS, as you are not wieldin
I hope you aren't wearing any armour yet in your build because at lvl 11 you can easily have 23 AC (10 + 5 from half lvl + 2 from HAE + 6 from armour) without comprimise (and your build has 24).
Didn't put armor in yet, that was just a rough guideline. Add in the +3 hide armor, staff fighting, and hafted defense, and you easily get a 32 AC.
Staff Fighting and Hafted Defense don't work in form anymore, according to CS, as you are not wielding the staff in two hands when used as an implement.
Well that's a fun piece of information, that monks aren't using quarterstaffs in two hands either. Or any two handed weapon. They must have really strong arms. I guess you can't use polearm momentum in form then either too, since you can't wield a polearm in two hands with implement attacks. Do swordmages have to use a free action to switch their fullblade to one hand when they cast their implement spells?
I didn't realize there was a rule that stated all implements had to be used one handed, but I'd be thrilled if someone could point out where in the rules it says that. I mean, it was my impression that you could hold a quarterstaff, or any two handed weapon, in two hands, and use it as an implement (if you where proficient with that implement).
Personally I think CS is wrong here.
It's really only a druid issue. Polearm momentum works because you don't need to be wielding it two handed but when you wild shape the official line is that your implements are considered to be wielded, but not wielded in two hands.
Didn't put armor in yet, that was just a rough guideline. Add in the +3 hide armor, staff fighting, and hafted defense, and you easily get a 32 AC.Staff Fighting and Hafted Defense don't work in form anymore, according to CS, as you are not wieldin
I hope you aren't wearing any armour yet in your build because at lvl 11 you can easily have 23 AC (10 + 5 from half lvl + 2 from HAE + 6 from armour) without comprimise (and your build has 24).
Didn't put armor in yet, that was just a rough guideline. Add in the +3 hide armor, staff fighting, and hafted defense, and you easily get a 32 AC.
Staff Fighting and Hafted Defense don't work in form anymore, according to CS, as you are not wielding the staff in two hands when used as an implement.
Well that's a fun piece of information, that monks aren't using quarterstaffs in two hands either. Or any two handed weapon. They must have really strong arms. I guess you can't use polearm momentum in form then either too, since you can't wield a polearm in two hands with implement attacks. Do swordmages have to use a free action to switch their fullblade to one hand when they cast their implement spells?
I didn't realize there was a rule that stated all implements had to be used one handed, but I'd be thrilled if someone could point out where in the rules it says that. I mean, it was my impression that you could hold a quarterstaff, or any two handed weapon, in two hands, and use it as an implement (if you where proficient with that implement).
Personally I think CS is wrong here.
It's really only a druid issue. Polearm momentum works because you don't need to be wielding it two handed but when you wild shape the official line is that your implements are considered to be wielded, but not wielded in two hands.
A monk wielding a greatspear is holding it one handed every time they use a power? Doesn't that seem absurd to you? Or a githzerai with a fullblade? The ruling that every implement everywhere must be wielded in one hand for implement powers effects more than just druids.
Didn't put armor in yet, that was just a rough guideline. Add in the +3 hide armor, staff fighting, and hafted defense, and you easily get a 32 AC.Staff Fighting and Hafted Defense don't work in form anymore, according to CS, as you are not wieldin
[The slide needs to end adjacent to you before you use the stampede free movement, sorry. You can certainly use them both though you might invoke an OA.
Not meaning to question you. But Stampede is a free action. Doesn't that have anything to say?? One could argue that it happend at the same time as the shift?
Not meaning to question you. But Stampede is a free action. Doesn't that have anything to say?? :) One could argue that it happend at the same time as the shift?
A monk wielding a greatspear is holding it one handed every time they use a power? Doesn't that seem absurd to you? Or a githzerai with a fullblade? The ruling that every implement everywhere must be wielded in one hand for implement powers effects more than just druids.
It is just the interaction. Staffs, as an implement, are wielded one-handed. A Druid shifting into beast form specifically can only wield implements as implements... which in this case means one-handed. I'd probably houserule it if a player wanted to play a Druid, but no one has ever wanted to. Invokers and Wizards are better controllers. Druids don't really have a niche.
Actually Druid/Monk hybrid wouldn't have an issue with a greatspear and Hafted Defense.
It is just the interaction. Staffs, as an implement, are wielded one-handed. A Druid shifting into beast form specifically can only wield implements as implements... which in this case means one-handed. I'd probably houserule it if a player wanted to
Not meaning to question you. But Stampede is a free action. Doesn't that have anything to say?? One could argue that it happend at the same time as the shift?
Things don't generally happen "at the same time" in a mechanical sense in 4e. Stampede even uses the language "After making a charge attack ..." eliminating any question that this might be one of those free actions that interrupts another action.
That's the RAW answer you might be able to convince your DM to play it differently but if it were me I certainly wouldn't let you claim that you were adjacent for the end of the shift, but not for the start of your move. i.e. if you can get the CA you're going to invoke the OA
Things don't generally happen "at the same time" in a mechanical sense in 4e. Stampede even uses the language "After making a charge attack ..." eliminating any question that this might be one of those free actions that interrupts another action.
A monk wielding a greatspear is holding it one handed every time they use a power? Doesn't that seem absurd to you? Or a githzerai with a fullblade? The ruling that every implement everywhere must be wielded in one hand for implement powers effects more than just druids.
It is just the interaction. Staffs, as an implement, are wielded one-handed. A Druid shifting into beast form specifically can only wield implements as implements... which in this case means one-handed. I'd probably houserule it if a player wanted to play a Druid, but no one has ever wanted to. Invokers and Wizards are better controllers. Druids don't really have a niche.
Actually Druid/Monk hybrid wouldn't have an issue with a greatspear and Hafted Defense.
I'd like to know where in the books that it explicitly says that staffs when used as an implement must be used one handed. Because it says nothing about that here:
Implements are items wielded by certain characters to channel their powers. Your class description or a feat tells you which implements you can wield, if any. The implement keyword identifies a power that can be used through an implement, and the implement must be a type wielded by the power’s class or paragon path. For example, to use an implement with a wizard power, the implement must be a type used by wizards, such as an orb or a wand, and you must be able to wield it. If a power, like one from a racial paragon path, has this keyword but isn’t associated with a class or a class paragon path, you can use any implement with that power, as long as you’re able to wield the implement.
Magic Implements: To use a magic implement—including its properties and powers—you must be able to wield that kind of implement. If you can wield a magic implement, you can add its enhancement bonus to the attack rolls and the damage rolls of implement powers you use through it.
Using a Weapon as an Implement: If you’re able to use a weapon as an implement, the weapon works like a normal implement for you, but you use neither the weapon’s proficiency bonus nor its nonmagical weapon properties with your implement powers. When you use a magic version of the weapon as an implement, you can use the magic weapon’s enhancement bonus, critical hit effects, properties, and powers. However, some magic weapons have properties and powers that are worded in such a way that they work only with weapon attacks. Also, a weapon’s range and damage die are usually irrelevant to implement powers, since such powers have their own ranges and damage expressions.
You assume an aspect of the Primal Beast or return to your humanoid form.
At-WillPolymorph, Primal Minor ActionPersonal
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers. You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Category: Gear Price: 5 gp Weight: 4 lb Description: Using a nonmagical implement confers no benefit. You can purchase a magical implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. A staff implement can also function as a magic quarterstaff.
So I'm confused as to where you are getting this information, besides the CS "clarification".
It is just the interaction. Staffs, as an implement, are wielded one-handed. A Druid shifting into beast form specifically can only wield implements as implements... which in this case means one-handed. I'd probably houserule it if a player wanted to
A monk wielding a greatspear is holding it one handed every time they use a power? Doesn't that seem absurd to you? Or a githzerai with a fullblade? The ruling that every implement everywhere must be wielded in one hand for implement powers effects more than just druids.
It is just the interaction. Staffs, as an implement, are wielded one-handed. A Druid shifting into beast form specifically can only wield implements as implements... which in this case means one-handed. I'd probably houserule it if a player wanted to play a Druid, but no one has ever wanted to. Invokers and Wizards are better controllers. Druids don't really have a niche.
Actually Druid/Monk hybrid wouldn't have an issue with a greatspear and Hafted Defense.
I'd like to know where in the books that it explicitly says that staffs when used as an implement must be used one handed. Because it says nothing about that here:
Implements are items wielded by certain characters to channel their powers. Your class description or a feat tells you which implements you can wield, if any. The implement keyword identifies a power that can be used through an implement, and the implement must be a type wielded by the power’s class or paragon path. For example, to use an implement with a wizard power, the implement must be a type used by wizards, such as an orb or a wand, and you must be able to wield it. If a power, like one from a racial paragon path, has this keyword but isn’t associated with a class or a class paragon path, you can use any implement with that power, as long as you’re able to wield the implement.
Magic Implements: To use a magic implement—including its properties and powers—you must be able to wield that kind of implement. If you can wield a magic implement, you can add its enhancement bonus to the attack rolls and the damage rolls of implement powers you use through it.
Using a Weapon as an Implement: If you’re able to use a weapon as an implement, the weapon works like a normal implement for you, but you use neither the weapon’s proficiency bonus nor its nonmagical weapon properties with your implement powers. When you use a magic version of the weapon as an implement, you can use the magic weapon’s enhancement bonus, critical hit effects, properties, and powers. However, some magic weapons have properties and powers that are worded in such a way that they work only with weapon attacks. Also, a weapon’s range and damage die are usually irrelevant to implement powers, since such powers have their own ranges and damage expressions.
You assume an aspect of the Primal Beast or return to your humanoid form.
At-WillPolymorph, Primal Minor ActionPersonal
Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers. You choose a specific form whenever you use wild shape to change into beast form. The beast form is your size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Category: Gear Price: 5 gp Weight: 4 lb Description: Using a nonmagical implement confers no benefit. You can purchase a magical implement to gain an enhancement bonus to attack rolls and damage rolls with your arcane powers. A staff implement can also function as a magic quarterstaff.
So I'm confused as to where you are getting this information, besides the CS "clarification".
Hmmm, I just checked the FAQ and Errata, but couldn't seem to locate an official ruling on this. I can't remember if there was one (that I just can't find at the moment), or if it was just assumed that the CS response indicated that an official ruling was forthcoming.
I'll try to look into this some more later.
It is just the interaction. Staffs, as an implement, are wielded one-handed. A Druid shifting into beast form specifically can only wield implements as implements... which in this case means one-handed. I'd probably houserule it if a player wanted to
I am looking to create a fire themed druid most likely Dwarf though human is possible. I can use Lightning and Thunder as well though the majority of my powers need to have the fire theme.
I have never played a controller and am a bit weak on the power set and was wondering if there was a good selection of fire based powers that wouldn't make the character drag on the party. I will probably not use beast form a lot as it misses the flavor if the character so am I completely gimping myself with these 2 restrictions.
Is there an implement I can use that converts powers to the fire keyword? This character is for the LFR campaign so I can't use dragonmarks either.
I am looking to create a fire themed druid most likely Dwarf though human is possible. I can use Lightning and Thunder as well though the majority of my powers need to have the fire theme.I have never played a controller and am a bit weak on the powe
I am looking to create a fire themed druid most likely Dwarf though human is possible. I can use Lightning and Thunder as well though the majority of my powers need to have the fire theme.
I have never played a controller and am a bit weak on the power set and was wondering if there was a good selection of fire based powers that wouldn't make the character drag on the party. I will probably not use beast form a lot as it misses the flavor if the character so am I completely gimping myself with these 2 restrictions.
Is there an implement I can use that converts powers to the fire keyword? This character is for the LFR campaign so I can't use dragonmarks either.
A quarterstaff is a weapon, thus qualfies for Flaming Weapon. You would lose any other damage keywords though. I dont really see the point in playing a druid and not using beastform. Wizards, Psions, seekers and invokers would all be better choices.
A quarterstaff is a weapon, thus qualfies for Flaming Weapon. You would lose any other damage keywords though. I dont really see the point in playing a druid and not using beastform. Wizards, Psions, seekers and invokers would all be better choices
A quarterstaff is a weapon, thus qualfies for Flaming Weapon. You would lose any other damage keywords though. I dont really see the point in playing a druid and not using beastform. Wizards, Psions, seekers and invokers would all be better choices.
I wouldn't necessarily discourage making the character, but this does make sense. Wizards do fire magic much better than druids. If you don't intend to wild shape much and want to use fire magic, consider making a Wizard rather than a druid. You can always retheme the character...maybe even use an Int/Wis orb build to get the stats in line.
I wouldn't necessarily discourage making the character, but this does make sense. Wizards do fire magic much better than druids. If you don't intend to wild shape much and want to use fire magic, consider making a Wizard rather than a druid. You can
Thing 1: It's true, if you aren't intending ot use beastform *ever*, much of the druid niftiness is lost. Thing 2: This does not mean that a *primarily* caster-form druid is a bad idea.
Sounds like you want a guardian druid, which is fine. Decide whether or not you want to go heavy summoner - druid summons can be really quite strong, but largely lack the fire theme (and the summon that I know of that has the fire theme is a bit unruly). Flaming weapon isn't worth it for you, it's a lvl+5 mod, and you won't actually get much in the way of serious benefits out of the fire type. Good old staff of ruin is pretty much a staple of the build for a reason, possibly with a fire dragonshard.
You should have a plan for your beastform. Figure out a way to make beastform in-theme (even if you won't use it much) and use it as a holdout weapon if nothing else.
Beyond that... - Why are you gimping yourself on your first foray into a new role? I can see tossing interesting restrictions on yourself in order to make things more interesting, but if you're still unsure of yourself, "let's make things more difficult" shouldn't be a major part of the plan. My suggestion would be to start out with a standard unrestricted guardian druid, plan to spend most of your time in caster form and select powers and gear appropriately, and then possibly retrain the character into more and more of a fire theme as you get confortable with it. The "retrain everything when you level" schtick is your friend here.
Thing 1: It's true, if you aren't intending ot use beastform *ever*, much of the druid niftiness is lost.Thing 2: This does not mean that a *primarily* caster-form druid is a bad idea.Sounds like you want a guardian druid, which is fine. Decide whe
The self gimping is mainly because I can't think of a theme I like for any of the controller classes but I would like to play one to get an idea of controller play. I have been looking at other controllers as well and wanted to get an idea if this was a viable option. I have played Wizards in previous editions and I don't really like the feel of them in this edition so I am looking for something new. Psion's flavor is also a bit lacking so I am looking to the druid for possibilities.
The self gimping is mainly because I can't think of a theme I like for any of the controller classes but I would like to play one to get an idea of controller play. I have been looking at other controllers as well and wanted to get an idea if this wa
Beastform druid play is interesting, but it won't tell you about normal controller play.
Instinctual Summoning druid play (where you just take every daily you have as a summon power and stay mostly in caster form, picking strong casterform abilities for your encounter powers and particularly looking for ones that synergize well with having spirits around that you want to use the instinctual actions of) can be interesting and is well-supported. Again, I might suggest that you start light on the theme, and then pick one up as you go. Perhaps pick up a fluff theme, rather than a crunch theme (at least initially). I've recently quit playing a dwarven druid who got all of his powers through freakish symbiosis with a friendly tentacled abomination (she really was quite friendly - and absolutely delighted to have a nice, cozy dwarf to hide in from all of the other far realm beasties that wanted to eat her). It really didn't limit my power choices much at all, but the theme was definitely there.
Beastform druid play is interesting, but it won't tell you about normal controller play.Instinctual Summoning druid play (where you just take every daily you have as a summon power and stay mostly in caster form, picking strong casterform abilities f
I've identified Architect's Staff +1 since don't need attack rolls for my walls and Defensive Staff +1 since it seems like your NADs get a bonus even if you aren't casting spells through it.
I posted this here rather than in the thread for the druid both because that thread hasn't gotten any responses and because I off-hand utility would be a topic of general interest to druids.
For a polearm druid epic tierSpecific build herecommunity.wizards.com/go/thread/view/758... What's a good item to hold in your off hand?I've identified Architect's Staff +1 since don't need attack rolls for my walls and Defensive Staff +1 since it s
Is it possible to use "Spiked shield" in beastform? Or does that count as shield to? The reason I wonder is because I want to use "Hindering Shield" in beastform, and the extra defensive bonuses are good to
Is it possible to use "Spiked shield" in beastform? Or does that count as shield to? The reason I wonder is because I want to use "Hindering Shield" in beastform, and the extra defensive bonuses are good to :)
Is it possible to use "Spiked shield" in beastform? Or does that count as shield to? The reason I wonder is because I want to use "Hindering Shield" in beastform, and the extra defensive bonuses are good to
This definitely won't work unless you can use the spiked shield as an implement. If you can I'm not so sure.
This definitely won't work unless you can use the spiked shield as an implement. If you can I'm not so sure.
I don't know what sucks more about WotC's fear of the druid, the fact that they are inserting realism into aspects of one class while completely disregarding them for others or that the poor design of the druid as a shapechanger makes it so they won't ever make another one. Warden is such a piss poor interpretation, great im a shapeshifter but i can only do my skin and head, thanks.
Im a druid, I turn into a bear, but i can't do anythign a bear can do. They could have done so many things to make it work without unbalancing the game. Stuff like:
While in beast form use your Wis instead of Str for str checks and skill checks but not attacks (this makes it so your "strength" in beast form is equal to your wisdom, not a big deal but flavorful and makes it so you have beast forms that get a boost to swim/climb/jump for being in beast form but no more that a character has with the same score)
Your stats don't change in beast form, you are unable to use attack powers that lack the beastform keyword. (Why no utilities??? Not only does this suck because many of them are obviously designed for beast form but can't be used and now you can't use a SINGLE skill power in beast form, what awesome awesome benefits do you gain for going beast? Nothing other than appearance. Its like a toggle, but one that cause you to lose weapon benefits, shield benefits utility benefits for no real gain)
Less Control, more secondary roles (In this way they started fine and then lost it with bad errata and no imagination on feats. You are looking at the only class that has almost no way of increasing static ac, no weapon ac buffs, no shields, no magic weapon/shield properties, even hafted defense may or may not work depending on which CS response you read) If instead you emphasized the other roles with build abilities then you would have the flexibility but limited to different builds)
The worst part with the 4th Ed druid was the deliberate attempt to underpower it because of the past mistakes with druids in 3rd Ed. Until they get over it they will continue to put unfair limitations on the druid and make it clear that if you want to play a shapeshifter you have to go predator and live without the same effects/options that ALL other classes get, cause you don't get skill powers, you don't get weapon effects or shields or anything all for the sake of realism, while the paladin over their swings and hits you hard with his sword not with str or dex but his winning smile.
I don't know what sucks more about WotC's fear of the druid, the fact that they are inserting realism into aspects of one class while completely disregarding them for others or that the poor design of the druid as a shapechanger makes it so they won'
A couple of suggestions to add to the item section under implements:
Staff of Corrosion (AV) - I'm surprised this was left off the list since the Staff of the Serpent was listed as sky blue. Corrosion does basically the same thing, except with acid damage instead of poison. I believe acid is resisted less than poison (not sure though), which would make it better in that regard. Those with the Coiled Serpent paragon path might actually prefer this staff, since it would make your melee attacks in beast form deal both poison and acid damage, making it much harder to resist. This would save you from having to MC Assassin to get around poison resistance, in case you'd rather save your MC for another class. The daily power is also nice - basically reroll any one attack.
Staff of the Traveler (PHB3) - This might be a nice off-hand implement for Predators. The property on it says that whenever you shift, you can teleport that number of squares instead. That can be quite a boost in mobility, especially for Paragon level Predators with Pouncing Form.
Vanguard Weapon (AV) - Perhaps a bit cheesey, but as an off-hand item it could be quite useful for increasing DPR for striker-focused druids. It has the property of dealing +1d8 on a charge, and doesn't specify that you have to use this weapon as part of the attack.
A couple of suggestions to add to the item section under implements:Staff of Corrosion (AV) - I'm surprised this was left off the list since the Staff of the Serpent was listed as sky blue. Corrosion does basically the same thing, except with acid
A couple of suggestions to add to the item section under implements:
Staff of Corrosion (AV) - I'm surprised this was left off the list since the Staff of the Serpent was listed as sky blue. Corrosion does basically the same thing, except with acid damage instead of poison. I believe acid is resisted less than poison (not sure though), which would make it better in that regard. Those with the Coiled Serpent paragon path might actually prefer this staff, since it would make your melee attacks in beast form deal both poison and acid damage, making it much harder to resist. This would save you from having to MC Assassin to get around poison resistance, in case you'd rather save your MC for another class. The daily power is also nice - basically reroll any one attack.
Staff of the Traveler (PHB3) - This might be a nice off-hand implement for Predators. The property on it says that whenever you shift, you can teleport that number of squares instead. That can be quite a boost in mobility, especially for Paragon level Predators with Pouncing Form.
Vanguard Weapon (AV) - Perhaps a bit cheesey, but as an off-hand item it could be quite useful for increasing DPR for striker-focused druids. It has the property of dealing +1d8 on a charge, and doesn't specify that you have to use this weapon as part of the attack.
I've added these to the items section, but I would like to point out that a Vanguard staff in the offhand doesn't work. From AV pg 56:
"Many weapons have properties that provide a constant benefit. To gain the benefit of a weapon’s property, you must be wielding the weapon. Unless specified otherwise, a property affects only the weapon to which it’s attached. For example, a +2 cunning dagger, which bestows a –2 penalty to an enemy’s saving throws against your weapon powers, affects only powers that are delivered using that weapon. You couldn’t hold the weapon in your off-hand and gain the benefit of the property on powers delivered using a main weapon."
The Staff of Corrosion got ranked only blue simply because it's more expensive than the Staff of the Serpent. It's initial exlusion from the list was an oversight. The Staff of the Traveller does indeed make a good off-hand implement, but it is very expensive (and arguably not as useful as the typical Staff of Defense).
I've also updated the Implements section to reflect the March Errata that Weapon enchantments are useable for Implement users. Thus, a Druid wielding a Frost Quarterstaff can take advantage of Frostcheese by RAW. I'll also need to update the Storm Speaker PP (I don't have Primal Power with me at the moment), since a Lightning Quarterstaff would make it a much better option.
I've added these to the items section, but I would like to point out that a Vanguard staff in the offhand doesn't work. From AV pg 56: "Many weapons have properties that provide a constant benefit. To gain the benefit of a weapon’s property, yo
I've added these to the items section, but I would like to point out that a Vanguard staff in the offhand doesn't work. From AV pg 56:
"Many weapons have properties that provide a constant benefit. To gain the benefit of a weapon’s property, you must be wielding the weapon. Unless specified otherwise, a property affects only the weapon to which it’s attached. For example, a +2 cunning dagger, which bestows a –2 penalty to an enemy’s saving throws against your weapon powers, affects only powers that are delivered using that weapon. You couldn’t hold the weapon in your off-hand and gain the benefit of the property on powers delivered using a main weapon."
The Staff of Corrosion got ranked only blue simply because it's more expensive than the Staff of the Serpent. It's initial exlusion from the list was an oversight. The Staff of the Traveller does indeed make a good off-hand implement, but it is very expensive (and arguably not as useful as the typical Staff of Defense).
I've also updated the Implements section to reflect the March Errata that Weapon enchantments are useable for Implement users. Thus, a Druid wielding a Frost Quarterstaff can take advantage of Frostcheese by RAW. I'll also need to update the Storm Speaker PP (I don't have Primal Power with me at the moment), since a Lightning Quarterstaff would make it a much better option.
Thanks for the correction on the Vanguard Weapon. I thought I had seen that trick elsewhere.
As for the Staff of the Traveller, although on the whole it's very expensive, you don't need anything more than the +1 version to get the bonus in your off-hand.
Thanks for the correction on the Vanguard Weapon. I thought I had seen that trick elsewhere.As for the Staff of the Traveller, although on the whole it's very expensive, you don't need anything more than the +1 version to get the bonus in your off-
As for the Staff of the Traveller, although on the whole it's very expensive, you don't need anything more than the +1 version to get the bonus in your off-hand.
Lol, excellent point. You can tell how much I try to poach properties by off-handing stuff :P
Also, I'd like to point out that I've further updated the Implements section with a review of Superior Implements.
Lol, excellent point. You can tell how much I try to poach properties by off-handing stuff :PAlso, I'd like to point out that I've further updated the Implements section with a review of Superior Implements.
As for the Staff of the Traveller, although on the whole it's very expensive, you don't need anything more than the +1 version to get the bonus in your off-hand.
Lol, excellent point. You can tell how much I try to poach properties by off-handing stuff :P
Also, I'd like to point out that I've further updated the Implements section with a review of Superior Implements.
Heh, I wouldn't have to resort to poaching off-hand properties if they'd let me use a shield or halfted defense or any other perfectly reasonable way of boosting my defenses in beast form.
Lol, excellent point. You can tell how much I try to poach properties by off-handing stuff :PAlso, I'd like to point out that I've further updated the Implements section with a review of Superior Implements.Heh, I wouldn't have to resort to poachin
Alien, might want to keep an eye on the newly released WR Wilden. Only way for a Pred Druid to actually use Polearm Gamble, not to mention the massive crit range. As you will be using a weapon implement, the encounter and daily still are fine. Interesting contender for both control and damage builds (as long as you are using a weaplement).
I love it when they put in "Highest ability vs. random defence".
Alien, might want to keep an eye on the newly released WR Wilden. Only way for a Pred Druid to actually use Polearm Gamble, not to mention the massive crit range. As you will be using a weapon implement, the encounter and daily still are fine. Intere
Looking over your guide again, I think you really ought to redo the ratings on the Primal Aspects. You rate Primal Predator as blue, and compare it to the feat Fleet Footed. Primal Guardian is black, but it basically had the equivalent of Hide Armor Expertise before it got nerfed. I think they actually have the strongest of the Primal Aspect features. As a Predator, I'd much rather have my HP and Healing Surges tied to my Dex or Wis (as a Githzerai who MCs Monk can do) than +1 Speed. So I think that line of reasoning suggests rating the Primal Guardian class feature higher.
@alien - Looking over your guide again, I think you really ought to redo the ratings on the Primal Aspects. You rate Primal Predator as blue, and compare it to the feat Fleet Footed. Primal Guardian is black, but it basically had the equivalent o
Looking over your guide again, I think you really ought to redo the ratings on the Primal Aspects. You rate Primal Predator as blue, and compare it to the feat Fleet Footed. Primal Guardian is black, but it basically had the equivalent of Hide Armor Expertise before it got nerfed. I think they actually have the strongest of the Primal Aspect features. As a Predator, I'd much rather have my HP and Healing Surges tied to my Dex or Wis (as a Githzerai who MCs Monk can do) than +1 Speed. So I think that line of reasoning suggests rating the Primal Guardian class feature higher.
While talking about Monks. Taking Druid | Monk you could carry a spiked shield as an implement while in beast form. And then use "Hindering Shield" And ofcourse boost AC/Reflex.
Edit: you could also use any kind of spear as implement as Druid | Monk.
While talking about Monks. Taking Druid | Monk you could carry a spiked shield as an implement while in beast form. And then use "Hindering Shield" :) And ofcourse boost AC/Reflex.Edit: you could also use any kind of spear as implement as Druid | Mon
Lately I've been reassessing my views on the Guardian build for Druids, as well as the use of Savage Rend over Grasping Claws. I definitely like building a striker-focused Predator Druid that relies on Savage Rend, but I've been thinking a Guardain version can offer all that and with much greater durability. Although I don't think Grasping Claws is better than Savage Rend (especially if used with Polearm Momentum), I do think using Grasping Claws for at-will immobilization fits the melee controller role nicely. Obviously, it's a tactic best used on Artillery, Lurkers, Skirmishers, and some Controllers - though attacking Reflex will be nice against some of the front line as well, and this build can survive taking some big hits.
ITEMS Ritual Book, Claw Gloves (heroic tier), Ring of Many Forms (paragon tier), Diamond Cincture (paragon tier), Phantom Chaussures (paragon tier), Marauder's Elderhide Armor +6, Badge of the Berserker +6, Iron Armbands of Power (epic tier), Ring of Protection (paragon tier), Horned Helm (epic tier), Blood Fury Scythe +1, Backlash Tattoo (heroic tier), Accurate staff of Corrosion +6, Aversion Accurate staff +1 RITUALS Animal Messenger ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
If I charge a target with Combat Advantage using Grasping Claws: Attack +37 versus Reflex Damage 2d8+1d10+4d6+41 (+5 if target doesn't have necrotic resistance) + Immobilization
Edit - Here's the DPR for the build at 30th when using Grasping Claws: Target Reflex = 42 (Monster NAD: 12+level) = (.20 * 0) + (.75 * 74.5) + (.05 * 123) = 62.025 + Immobilization
That meets the 60 DPR baseline for a striker, while also being a very durable build, and it allows for all your encounter, daily, and other at-will powers to be completely focused on control and AOEs.
One trick is to use a Blood Fury Scythe at the start of each encounter to trigger Longtooth Shifting for the damage bonus and regeneration while bloodied. I enable charging every round with Opportunistic Withdrawal/Long Step and Badge of the Berserker. I use Grasping Claws + Vicious Advantage to set up combat advantage, as well as to get defensive bonuses via an off-hand aversion staff. The Blightbeast PP really helps out offensively, with the static bonus to beast form attacks, ignoring necrotic resistance, and added vulnerability if the target lacks necrotic resistance. The World Tree Guardian ED gives the build a lot of defensive strength via damage resistance and increased regeneration.
+3 AC - Charge (Marauder's Armor) +2 All Defenses - Versus enemies subject to my effects (Aversion Staff) Concealment (Phantom Chaussures) Gain Resist All 12 as an immediate reaction whenever hit by an enemy (World Tree Guardian) Regeneration 13 while bloodied - At 30th regeneration all the time equal to # of healing surges +7 (World Tree Guardian)
Overall I think it out-damages Predator builds while also being far more durable. Comments? Criticisms? Improvements?
Lately I've been reassessing my views on the Guardian build for Druids, as well as the use of Savage Rend over Grasping Claws. I definitely like building a striker-focused Predator Druid that relies on Savage Rend, but I've been thinking a Guardain
Would a Ring of Giants affect all targets of an Area or Close attack or just one? Might be a black-level ring to add for Swarm Druids if it affects all targets.
Would a Ring of Giants affect all targets of an Area or Close attack or just one? Might be a black-level ring to add for Swarm Druids if it affects all targets.
Lately I've been reassessing my views on the Guardian build for Druids, as well as the use of Savage Rend over Grasping Claws. I definitely like building a striker-focused Predator Druid that relies on Savage Rend, but I've been thinking a Guardain version can offer all that and with much greater durability. Although I don't think Grasping Claws is better than Savage Rend (especially if used with Polearm Momentum), I do think using Grasping Claws for at-will immobilization fits the melee controller role nicely. Obviously, it's a tactic best used on Artillery, Lurkers, Skirmishers, and some Controllers - though attacking Reflex will be nice against some of the front line as well, and this build can survive taking some big hits.
ITEMS Ritual Book, Claw Gloves (heroic tier), Ring of Many Forms (paragon tier), Diamond Cincture (paragon tier), Phantom Chaussures (paragon tier), Marauder's Elderhide Armor +6, Badge of the Berserker +6, Iron Armbands of Power (epic tier), Ring of Protection (paragon tier), Horned Helm (epic tier), Blood Fury Scythe +1, Backlash Tattoo (heroic tier), Accurate staff of Corrosion +6, Aversion Accurate staff +1 RITUALS Animal Messenger ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
If I charge a target with Combat Advantage using Grasping Claws: Attack +37 versus Reflex Damage 2d8+1d10+4d6+41 (+5 if target doesn't have necrotic resistance) + Immobilization
Edit - Here's the DPR for the build at 30th when using Grasping Claws: Target Reflex = 42 (Monster NAD: 12+level) = (.20 * 0) + (.75 * 74.5) + (.05 * 123) = 62.025 + Immobilization
That meets the 60 DPR baseline for a striker, while also being a very durable build, and it allows for all your encounter, daily, and other at-will powers to be completely focused on control and AOEs.
One trick is to use a Blood Fury Scythe at the start of each encounter to trigger Longtooth Shifting for the damage bonus and regeneration while bloodied. I enable charging every round with Opportunistic Withdrawal/Long Step and Badge of the Berserker. I use Grasping Claws + Vicious Advantage to set up combat advantage, as well as to get defensive bonuses via an off-hand aversion staff. The Blightbeast PP really helps out offensively, with the static bonus to beast form attacks, ignoring necrotic resistance, and added vulnerability if the target lacks necrotic resistance. The World Tree Guardian ED gives the build a lot of defensive strength via damage resistance and increased regeneration.
+3 AC - Charge (Marauder's Armor) +2 All Defenses - Versus enemies subject to my effects (Aversion Staff) Concealment (Phantom Chaussures) Gain Resist All 12 as an immediate reaction whenever hit by an enemy (World Tree Guardian) Regeneration 13 while bloodied - At 30th regeneration all the time equal to # of healing surges +7 (World Tree Guardian)
Overall I think it out-damages Predator builds while also being far more durable. Comments? Criticisms? Improvements?
I've updated this build a bit - mainly by adding MC Fighter to qualify for the Slashing Storm feat, which basically adds + Wisdom damage to my Grasping Claws target. I also changed the ED to Reincarnate Champion for the boost to Wisdom, though with the increase to monster damage in MM3 it may still be best to go World Tree Guardian for that Resist 12 ability.
Now if I Charge a target with Combat Advantage using Grasping Claws: Attack +38 versus Reflex Damage 2d8+1d10+4d6+56 + Immobilization
ITEMS Ritual Book, Claw Gloves (heroic tier), Phantom Chaussures (paragon tier), Marauder's Elderhide Armor +6, Belt of Vim (paragon tier), Iron Armbands of Power (epic tier), Ring of Protection (paragon tier), Horned Helm (epic tier), Periapt of Cascading Health +6, Blood Fury Scythe +1, Backlash Tattoo (heroic tier), Accurate staff of Corrosion +6, Aversion Accurate staff +1, Ring of Action Reversal (paragon tier) RITUALS Animal Messenger ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
I've updated this build a bit - mainly by adding MC Fighter to qualify for the Slashing Storm feat, which basically adds + Wisdom damage to my Grasping Claws target. I also changed the ED to Reincarnate Champion for the boost to Wisdom, though with
Since I'm on a Guardian kick, here's a Guardian version of the Polearm build. It also incorporates the basics of a Summoner build - Primal Summoner, all Summons for Dailies, SWS and PSE feats, and an off-hand Summoner's staff.
ITEMS Ritual Book, Claw Gloves (heroic tier), Phantom Chaussures (paragon tier), Marauder's Elderhide Armor +6, Belt of Vim (paragon tier), Iron Armbands of Power (epic tier), Ring of Protection (paragon tier), Horned Helm (epic tier), Periapt of Cascading Health +6, Backlash Tattoo (heroic tier), Blood Fury Scythe +1, Alfsair Spear Spear +6, Summoner's Staff +2, Ring of Action Reversal (paragon tier) RITUALS Animal Messenger ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Since I'm on a Guardian kick, here's a Guardian version of the Polearm build. It also incorporates the basics of a Summoner build - Primal Summoner, all Summons for Dailies, SWS and PSE feats, and an off-hand Summoner's staff.Polearm/Summoner Build
Lately I've been reassessing my views on the Guardian build for Druids, as well as the use of Savage Rend over Grasping Claws. I definitely like building a striker-focused Predator Druid that relies on Savage Rend, but I've been thinking a Guardain version can offer all that and with much greater durability. Although I don't think Grasping Claws is better than Savage Rend (especially if used with Polearm Momentum), I do think using Grasping Claws for at-will immobilization fits the melee controller role nicely. Obviously, it's a tactic best used on Artillery, Lurkers, Skirmishers, and some Controllers - though attacking Reflex will be nice against some of the front line as well, and this build can survive taking some big hits.
ITEMS Ritual Book, Claw Gloves (heroic tier), Ring of Many Forms (paragon tier), Diamond Cincture (paragon tier), Phantom Chaussures (paragon tier), Marauder's Elderhide Armor +6, Badge of the Berserker +6, Iron Armbands of Power (epic tier), Ring of Protection (paragon tier), Horned Helm (epic tier), Blood Fury Scythe +1, Backlash Tattoo (heroic tier), Accurate staff of Corrosion +6, Aversion Accurate staff +1 RITUALS Animal Messenger ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
If I charge a target with Combat Advantage using Grasping Claws: Attack +37 versus Reflex Damage 2d8+1d10+4d6+41 (+5 if target doesn't have necrotic resistance) + Immobilization
Edit - Here's the DPR for the build at 30th when using Grasping Claws: Target Reflex = 42 (Monster NAD: 12+level) = (.20 * 0) + (.75 * 74.5) + (.05 * 123) = 62.025 + Immobilization
That meets the 60 DPR baseline for a striker, while also being a very durable build, and it allows for all your encounter, daily, and other at-will powers to be completely focused on control and AOEs.
One trick is to use a Blood Fury Scythe at the start of each encounter to trigger Longtooth Shifting for the damage bonus and regeneration while bloodied. I enable charging every round with Opportunistic Withdrawal/Long Step and Badge of the Berserker. I use Grasping Claws + Vicious Advantage to set up combat advantage, as well as to get defensive bonuses via an off-hand aversion staff. The Blightbeast PP really helps out offensively, with the static bonus to beast form attacks, ignoring necrotic resistance, and added vulnerability if the target lacks necrotic resistance. The World Tree Guardian ED gives the build a lot of defensive strength via damage resistance and increased regeneration.
+3 AC - Charge (Marauder's Armor) +2 All Defenses - Versus enemies subject to my effects (Aversion Staff) Concealment (Phantom Chaussures) Gain Resist All 12 as an immediate reaction whenever hit by an enemy (World Tree Guardian) Regeneration 13 while bloodied - At 30th regeneration all the time equal to # of healing surges +7 (World Tree Guardian)
Overall I think it out-damages Predator builds while also being far more durable. Comments? Criticisms? Improvements?
I've updated this build a bit - mainly by adding MC Fighter to qualify for the Slashing Storm feat, which basically adds + Wisdom damage to my Grasping Claws target. I also changed the ED to Reincarnate Champion for the boost to Wisdom, though with the increase to monster damage in MM3 it may still be best to go World Tree Guardian for that Resist 12 ability.
Now if I Charge a target with Combat Advantage using Grasping Claws: Attack +38 versus Reflex Damage 2d8+1d10+4d6+56 + Immobilization
ITEMS Ritual Book, Claw Gloves (heroic tier), Phantom Chaussures (paragon tier), Marauder's Elderhide Armor +6, Belt of Vim (paragon tier), Iron Armbands of Power (epic tier), Ring of Protection (paragon tier), Horned Helm (epic tier), Periapt of Cascading Health +6, Blood Fury Scythe +1, Backlash Tattoo (heroic tier), Accurate staff of Corrosion +6, Aversion Accurate staff +1, Ring of Action Reversal (paragon tier) RITUALS Animal Messenger ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Since I'm on a Guardian kick, here's a Guardian version of the Polearm build. It also incorporates the basics of a Summoner build - Primal Summoner, all Summons for Dailies, SWS and PSE feats, and an off-hand Summoner's staff.
ITEMS Ritual Book, Claw Gloves (heroic tier), Phantom Chaussures (paragon tier), Marauder's Elderhide Armor +6, Belt of Vim (paragon tier), Iron Armbands of Power (epic tier), Ring of Protection (paragon tier), Horned Helm (epic tier), Periapt of Cascading Health +6, Backlash Tattoo (heroic tier), Blood Fury Scythe +1, Alfsair Spear Spear +6, Summoner's Staff +2, Ring of Action Reversal (paragon tier) RITUALS Animal Messenger ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Thanks for posting these builds! Mind if I use them in the sample builds section (I'll credit you, of course)?
The Guardian Striker in particular offers potent role flexibility; it's a controller, so obviously that's covered, it definitely deals respectable damage that encroaches on striker territory, and with a combination of Clinging Drones, Grasping Claws, and the Guardian's innate durability it can even step up to the plate if the defender goes down. I'd be tempted to take the framework of this build and try to inject more leader into it (Shaman M/C + Mending Spirit would be a great first start, and some leader utilities would round it out). Wonder how that would work out in play, lol.
As a side note, I'll try to get the powers from the CA article into the guide within the next few days.
I've updated this build a bit - mainly by adding MC Fighter to qualify for the Slashing Storm feat, which basically adds + Wisdom damage to my Grasping Claws target. I also changed the ED to Reincarnate Champion for the boost to Wisdom, though with
Thanks for posting these builds! Mind if I use them in the sample builds section (I'll credit you, of course)?
The Guardian Striker in particular offers potent role flexibility; it's a controller, so obviously that's covered, it definitely deals respectable damage that encroaches on striker territory, and with a combination of Clinging Drones, Grasping Claws, and the Guardian's innate durability it can even step up to the plate if the defender goes down. I'd be tempted to take the framework of this build and try to inject more leader into it (Shaman M/C + Mending Spirit would be a great first start, and some leader utilities would round it out). Wonder how that would work out in play, lol.
As a side note, I'll try to get the powers from the CA article into the guide within the next few days.
I'd be happy to have these builds posted in the sample builds section. I wouldn't have been able to make them without your guide! (My final updated Guardian Striker build appears below.)
I was also impressed by the ability to cover multiple roles with the Guardian builds. Guardians have no problem keeping up with the striker damage of Predators (especially with access to the con-based Blightbeast PP), and they get to be more durable on top of that. Then you can build on to that durability some off-tank powers that make you just as good of a defender as Swarm builds, since you have a much higher AC to make up for the lack of damage reduction. Though to really push the secondary defender role, I think you'll need to pick up the Guardian of the World Tree ED.
Thus, I went back and changed the ED for the Guardian Striker build: Spoiler:Show
====== Created Using Wizards of the Coast D&D Character Builder ====== LSDF, level 30 Longtooth Shifter, Druid, Blightbeast, World Tree Guardian Build: Guardian Druid Primal Aspect: Primal Guardian Versatile Expertise: Versatile Expertise (Staff) Versatile Expertise: Versatile Expertise (Totem) Background: Wild Hunter (+2 to Athletics)
FINAL ABILITY SCORES Str 16, Con 24, Dex 14, Int 12, Wis 26, Cha 10.
STARTING ABILITY SCORES Str 12, Con 16, Dex 12, Int 10, Wis 16, Cha 8.
ITEMS Ritual Book, Claw Gloves (heroic tier), Phantom Chaussures (paragon tier), Marauder's Elderhide Armor +6, Badge of the Berserker +6, Belt of Vim (paragon tier), Iron Armbands of Power (epic tier), Ring of Protection (paragon tier), Horned Helm (epic tier), Blood Fury Scythe +1, Backlash Tattoo (heroic tier), Accurate staff of Corrosion +6, Aversion Accurate staff +1, Ring of Action Reversal (paragon tier) RITUALS Animal Messenger ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
This changes the final dpr of the build at 30th to 68.425 + Immobilization, which is still good since the baseline striker dpr (according to the DPR King thread) for 30th level is 66.
I also enjoyed the increased control and durability that came with a Guardian version of the Polearm build with the addition of a focus on summoning. All that summoning will also boost overall DPR (though I'm not sure how to calculate how much of a boost) and you can do a bit of off-tanking with the summons themselves since they act as a HP sink.
I'd be happy to have these builds posted in the sample builds section. I wouldn't have been able to make them without your guide! (My final updated Guardian Striker build appears below.)I was also impressed by the ability to cover multiple roles
Dwarf - Guardian - Blighted Beast He uses farseeing earthfall totem, iron armbands of power and claw gloves. Powers really focused on push, slide and knockdown. Lots of damage for melee beast form powers (big jump too when I get the level 17 earthfall totem).
He's tough as nails too. Dwarven durability and other feats that synergize with second wind.
Great guide!I'm really quite in love with my level 14 druid.Dwarf - Guardian - Blighted BeastHe uses farseeing earthfall totem, iron armbands of power and claw gloves. Powers really focused on push, slide and knockdown. Lots of damage for melee b
I had to stop reading about page 5, time constarints, so I apologize if this has been mentioned already. There is a fighter build (Iron Curtain) posted that uses MC Assassin or MC Monk to get the Iron Body Ki Focus. You supposedly get the Ki Focus enhancements instead of a weapon (staff) per PHB3 but you get the weapon properties. It also has resist 2 + enhancement to all attacks made by foes you have attacked, so imagine stacking this with beast form! Or is that too cheesy? MC assassin for the poison build, pick up a ki focus and you are on your way.
I had to stop reading about page 5, time constarints, so I apologize if this has been mentioned already. There is a fighter build (Iron Curtain) posted that uses MC Assassin or MC Monk to get the Iron Body Ki Focus. You supposedly get the Ki Focu
I had to stop reading about page 5, time constarints, so I apologize if this has been mentioned already. There is a fighter build (Iron Curtain) posted that uses MC Assassin or MC Monk to get the Iron Body Ki Focus. You supposedly get the Ki Focus enhancements instead of a weapon (staff) per PHB3 but you get the weapon properties. It also has resist 2 + enhancement to all attacks made by foes you have attacked, so imagine stacking this with beast form! Or is that too cheesy? MC assassin for the poison build, pick up a ki focus and you are on your way.
I wouldn't say it's too cheesy, as there's definitely a tradeoff. There are no superior ki focuses at this time, so you lose out on that. Plus you couldn't use weapon focus, specific staff enhancements (Staff of Ruin, Summoner's Staff, Staff of Aversion), or a Siberys Shard of the Mage. These are also some of the main reasons why it's more optimal for a Monk to use a weapon as an implement, as opposed to a Ki Focus.
I would also like to announce that I've made some updates to this guide:
The intro has been modified to include a "why play a Druid?" section, much like many of the other handbooks have.
The combos section has been re-formatted for readability and consistency with other guides.
Squad's Guardian builds have been added to the Sample Builds section. On a similar note, I've updated my Polearm Build with Repel Charge at 11th level (something I've been meaning to do pretty much since PHB3 was released).
I've added the powers from the most recent Class Acts article (Dragon 389).
I wouldn't say it's too cheesy, as there's definitely a tradeoff. There are no superior ki focuses at this time, so you lose out on that. Plus you couldn't use weapon focus, specific staff enhancements (Staff of Ruin, Summoner's Staff, Staff of A
Great guide. Would just like to point out an additional option for revenant swarm druids (mainly AoE) and that's taking the Eladrin race. You get access to fey step as a feat and access to a very mobile/defensive minded racial PP. Fey Leap @ level 11 also allows you to skip Feywild Sojourn power @ 10 to take Armour of the Wild.
Great guide. Would just like to point out an additional option for revenant swarm druids (mainly AoE) and that's taking the Eladrin race. You get access to fey step as a feat and access to a very mobile/defensive minded racial PP. Fey Leap @ level 11
I posted a question in the Q&A forums that is relevant to Druids that are going the Polearm route that I will ask here as well:
Surprising Charge feat + Alfsair Spear = [W] damage on your Savage Rend on a charge?
Surprising Charge: When you make a charge attack against a target that is granting combat advantage to you, the attack deals 1[W] extra damage if you hit with a light blade or a spear.
Didn't see it in the guide, so I figured it was probably not included for a reason (ie. not working lol), but just wanted to make sure! It seems like it meets the same conditions as other Weapliment feats (ie. Polearm Momentum working on weapon or implement attacks), so not sure why it wouldn't work.
I posted a question in the Q&A forums that is relevant to Druids that are going the Polearm route that I will ask here as well:Surprising Charge feat + Alfsair Spear = [W] damage on your Savage Rend on a charge?Surprising Charge:When you make a char
I posted a question in the Q&A forums that is relevant to Druids that are going the Polearm route that I will ask here as well:
Surprising Charge feat + Alfsair Spear = [W] damage on your Savage Rend on a charge?
Surprising Charge: When you make a charge attack against a target that is granting combat advantage to you, the attack deals 1[W] extra damage if you hit with a light blade or a spear.
Didn't see it in the guide, so I figured it was probably not included for a reason (ie. not working lol), but just wanted to make sure! It seems like it meets the same conditions as other Weapliment feats (ie. Polearm Momentum working on weapon or implement attacks), so not sure why it wouldn't work.
I'm pretty sure that you can't add +[W] damage to an Implement attack like Savage Rend.
I'm pretty sure that you can't add +[W] damage to an Implement attack like Savage Rend.
I'm wondering whether Primal Summoner should be rated higher as a summoner paragon path than Pack Lord. I guess my concern comes in really at epic level, where the Primal Summoning Expertise feat becomes available. The benefit of that feat is being able to use minor actions to give the summons standard action attacks. If you do that, then they won't be making instinctive actions. It seems though that the Primal Summoner path is strongest when you let the summons take instinctive actions, since they get HP and attack bonuses.
This leads me to think that if you focus on instinctive actions then you want Primal Summoner, but otherwise you'd get more out of the bonuses from Pack Lord if you plan to use the Primal Summoning Expertise feat instead. Does that sound right, or have I missed something?
I'm wondering whether Primal Summoner should be rated higher as a summoner paragon path than Pack Lord. I guess my concern comes in really at epic level, where the Primal Summoning Expertise feat becomes available. The benefit of that feat is bei
I posted a question in the Q&A forums that is relevant to Druids that are going the Polearm route that I will ask here as well:
Surprising Charge feat + Alfsair Spear = [W] damage on your Savage Rend on a charge?
Surprising Charge: When you make a charge attack against a target that is granting combat advantage to you, the attack deals 1[W] extra damage if you hit with a light blade or a spear.
Didn't see it in the guide, so I figured it was probably not included for a reason (ie. not working lol), but just wanted to make sure! It seems like it meets the same conditions as other Weapliment feats (ie. Polearm Momentum working on weapon or implement attacks), so not sure why it wouldn't work.
I'm pretty sure that you can't add +[W] damage to an Implement attack like Savage Rend.
You can't add another die of damage because the Alfsair Spear doesn't have any weapon dice.
I'm pretty sure that you can't add +[W] damage to an Implement attack like Savage Rend.[/quote]You can't add another die of damage because the Alfsair Spear doesn't have any weapon dice.
I know, I know, I'm terrible when it comes to those, lol. I've been meaning to make this section for months, but I have no experience with Epic so I just kept putting it off. Maybe I'll have time around the holidays to whip up some ratings for them.
I'm wondering whether Primal Summoner should be rated higher as a summoner paragon path than Pack Lord. I guess my concern comes in really at epic level, where the Primal Summoning Expertise feat becomes available. The benefit of that feat is being able to use minor actions to give the summons standard action attacks. If you do that, then they won't be making instinctive actions. It seems though that the Primal Summoner path is strongest when you let the summons take instinctive actions, since they get HP and attack bonuses.
This leads me to think that if you focus on instinctive actions then you want Primal Summoner, but otherwise you'd get more out of the bonuses from Pack Lord if you plan to use the Primal Summoning Expertise feat instead. Does that sound right, or have I missed something?
A fair point, and as I stated in response to the above question it's probably a simple matter of me not having any experience in the Epic tier, thus I've overlooked that. Comparing the two PPs in a vacuum, Primal Summoner is clearly better IMO, and I maintain that it's the better choice if you don't plan on hitting Epic (as is the case for most groups), or even if you only expect to get a few levels into Epic. In general, I've never been a huge fan of "endgame optimization," since you'll still have to survive Paragon tier, and in general I get the impression that death isn't as big a deal once you hit Epic (thus, in my mind Paragon optimization trumps Epic optimization).
But you're absolutely right, if you plan on spending a lot of time in Epic (especially if your campaign starts in Epic), Pack Lord is a better choice since it plays nicely with Primal Summoning Expertise.
EDIT: I've updated the comments in the Paragon Path section to reflect this, though I'm hesitant to change the ratings of the paths for the reasons stated above.
I posted a question in the Q&A forums that is relevant to Druids that are going the Polearm route that I will ask here as well:
Surprising Charge feat + Alfsair Spear = [W] damage on your Savage Rend on a charge?
Surprising Charge: When you make a charge attack against a target that is granting combat advantage to you, the attack deals 1[W] extra damage if you hit with a light blade or a spear.
Didn't see it in the guide, so I figured it was probably not included for a reason (ie. not working lol), but just wanted to make sure! It seems like it meets the same conditions as other Weapliment feats (ie. Polearm Momentum working on weapon or implement attacks), so not sure why it wouldn't work.
I'm pretty sure that you can't add +[W] damage to an Implement attack like Savage Rend.
You can't add another die of damage because the Alfsair Spear doesn't have any weapon dice.
This. It's impossible to get "extra" weapon damage if you don't have any in the first place. Essentially, this feat only works if the power you're using it with has the "weapon" keyword (or obviously if it's a melee basic attack, which I can't remember whether it's technically considered a power or not).
I know, I know, I'm terrible when it comes to those, lol. I've been meaning to make this section for months, but I have no experience with Epic so I just kept putting it off. Maybe I'll have time around the holidays to whip up some ratings for th
I'd like to get people's opinions on which would be a better defensive choice for a Guardain (i.e. high Con) Druid at epic level:
1. Wild Surge + Vital Form - for 2 minor/free action second winds per encounter
or
2. Primal Aspect Form + Rapid Regeneration - for 10 Regeneration while Bloodied
I'd like to get people's opinions on which would be a better defensive choice for a Guardain (i.e. high Con) Druid at epic level:1. Wild Surge + Vital Form - for 2 minor/free action second winds per encounteror2. Primal Aspect Form + Rapid Regene
You may want to update some things. Essentials changes, wild shape update (only implement and weapon powers are prohibited without the beast keyword), and the update to 1/2 elves (now can be con/wis and a new racial that is actualy good for a beast shpaed druid) just to name a few.
You may want to update some things. Essentials changes, wild shape update (only implement and weapon powers are prohibited without the beast keyword), and the update to 1/2 elves (now can be con/wis and a new racial that is actualy good for a beast
You may want to update some things. Essentials changes, wild shape update (only implement and weapon powers are prohibited without the beast keyword), and the update to 1/2 elves (now can be con/wis and a new racial that is actualy good for a beast shpaed druid) just to name a few.
Drow can now be dex/wis too and because of the change nearly all utility powers can be used in beast form now.
Drow can now be dex/wis too and because of the change nearly all utility powers can be used in beast form now.
Blood Spray Bite (PrP):Solid damage, and if you're a Predator you'll be pushing a LOT of creatures (just don't target soldiers or brutes with the initial attack, as it's vs Fortitude). Remember that you don't have to push in a straight line forward; as long as each square moved is further away from you, you can push different enemies in converging trajectories to clump them (into a zone, or to set them up for an AoE). Since the push is based off of the original melee attack, Rushing Cleats and Fierce Thrasher form both increase the push distance. You can even do damage to pushed enemies if you have an Earthfall Totem (AMAZING minion clearing potential!). An excellent power for re-shaping the battlefield.
Does Earthfall Totem really work this way? It says "you deal 1d6 extra damage to each creature that was pushed, slid, or knocked prone" Doesn't that imply your dealing damage in the first place? If it works, does that also mean it adds 1d6 to the secondary attack of Grasping Tide? What about the knock down on Lightning Arc? I'm leveling up to 7 and I just want to make sure I'm using the Totem right before moving on. Thanks!
Does Earthfall Totem really work this way? It says "you deal 1d6 extra damage to each creature that was pushed, slid, or knocked prone" Doesn't that imply your dealing damage in the first place? If it works, does that also mean it adds 1d6 to the sec
Blood Spray Bite (PrP):Solid damage, and if you're a Predator you'll be pushing a LOT of creatures (just don't target soldiers or brutes with the initial attack, as it's vs Fortitude). Remember that you don't have to push in a straight line forward; as long as each square moved is further away from you, you can push different enemies in converging trajectories to clump them (into a zone, or to set them up for an AoE). Since the push is based off of the original melee attack, Rushing Cleats and Fierce Thrasher form both increase the push distance. You can even do damage to pushed enemies if you have an Earthfall Totem (AMAZING minion clearing potential!). An excellent power for re-shaping the battlefield.
Does Earthfall Totem really work this way? It says "you deal 1d6 extra damage to each creature that was pushed, slid, or knocked prone" Doesn't that imply your dealing damage in the first place? If it works, does that also mean it adds 1d6 to the secondary attack of Grasping Tide? What about the knock down on Lightning Arc? I'm leveling up to 7 and I just want to make sure I'm using the Totem right before moving on. Thanks!
Good catch, I'm not sure what I was thinking when I wrote that description. I think someone on the boards recommended the combo to me, and I just assumed it was valid (I never use Totems if I can help it). You are correct though; if a power doesn't do any damage to a target, you can't deal "extra" damage.
EDIT: As soon as I have some free time (hopefully next weekend), I'll make everything consistent with the new Wild Shape errata. I'm curious to see how this affects some of the utility powers, but I'm thinking that it'll mostly just make them a bit less of a hassle to use.
Does Earthfall Totem really work this way? It says "you deal 1d6 extra damage to each creature that was pushed, slid, or knocked prone" Doesn't that imply your dealing damage in the first place? If it works, does that also mean it adds 1d6 to the sec
Just wondering, what are the rules on using an impliment in each hand? Can you do it? Do you choose what impliment you are using with each power or what?
Just wondering, what are the rules on using an impliment in each hand? Can you do it? Do you choose what impliment you are using with each power or what?
Just wondering, what are the rules on using an impliment in each hand? Can you do it? Do you choose what impliment you are using with each power or what?
Is there a size limitation or something? like can I hold two staffs or do I need something small such as a totem in the offhand?
You only need one hand to wield a staff as an implement, so yes it's legal to hold one in each hand. I, however, think it's aesthetically pretty lame so my characters never do it despite the mechanical advantages.
You only need one hand to wield a staff as an implement, so yes it's legal to hold one in each hand. I, however, think it's aesthetically pretty lame so my characters never do it despite the mechanical advantages.
You only need one hand to wield a staff as an implement, so yes it's legal to hold one in each hand. I, however, think it's aesthetically pretty lame so my characters never do it despite the mechanical advantages.
Lord of the Rings (movie) made it "cool" now to dual wield staff+sword, which is thematically probably worse
Lord of the Rings (movie) made it "cool" now to dual wield staff+sword, which is thematically probably worse
You only need one hand to wield a staff as an implement, so yes it's legal to hold one in each hand. I, however, think it's aesthetically pretty lame so my characters never do it despite the mechanical advantages.
Lord of the Rings (movie) made it "cool" now to dual wield staff+sword, which is thematically probably worse
Well, if you want to play an aged character with a sword you can at least justify that the staff is a walking stick Think of Yoda, the little guy's incredible with a lightsaber, but still hobbles around on his cane when he's not fighting.
Lord of the Rings (movie) made it "cool" now to dual wield staff+sword, which is thematically probably worse [/quote]Well, if you want to play an aged character with a sword you can at least justify that the staff is a walking stick ;) Think of Yoda
Is there a size limitation or something? like can I hold two staffs or do I need something small such as a totem in the offhand?
You only need one hand to wield a staff as an implement, so yes it's legal to hold one in each hand. I, however, think it's aesthetically pretty lame so my characters never do it despite the mechanical advantages.
Why would you want to wield two staves? Since you are not using arcane powers you do not get to use the dual implement feat so is there some benefit I do not know about?
You only need one hand to wield a staff as an implement, so yes it's legal to hold one in each hand. I, however, think it's aesthetically pretty lame so my characters never do it despite the mechanical advantages.[/quote]Why would you want to wield
Why would you want to wield two staves? Since you are not using arcane powers you do not get to use the dual implement feat so is there some benefit I do not know about?
My lvl 7 Predator charging druid actually does it for the different implement properties.
For instance, for most of the attacks he uses his Staff of the Serpent +2. However, this only works on melee attacks. When he's about to use his daily Savage Frenzy (close burst 1) power he uses his Staff of the War Mage +1, to increase it to a close burst 2, which makes a big difference
It's perhaps not optimal (aversion or defensive sound better), but it's what that characters has as magic items.
My lvl 7 Predator charging druid actually does it for the different implement properties.For instance, for most of the attacks he uses his Staff of the Serpent +2. However, this only works on melee attacks. When he's about to use his daily Savage F
Its cool I thought that this was one of those many "I will use dual implement expertise" ideas. I do not know why only arcane characters can use two implements together at once but thats the breaks.
Its cool I thought that this was one of those many "I will use dual implement expertise" ideas. I do not know why only arcane characters can use two implements together at once but thats the breaks.
So question Alien, I just saw new article released today. Bazaar of the Bizzare, Eladrin Item.... Winged Shield, would this work in beast form since your not actually holding it. Your considered to be wielding it but its not on you.
So question Alien, I just saw new article released today. Bazaar of the Bizzare, Eladrin Item.... Winged Shield, would this work in beast form since your not actually holding it. Your considered to be wielding it but its not on you.
Your description for Salve of Power still states that it renews a Daily attack power, when it was changed quite a bit ago to renew an encounter power. I'm sure you're aware of this, but just haven't gotten around to changing it yet :3
Your description for Salve of Power still states that it renews a Daily attack power, when it was changed quite a bit ago to renew an encounter power. I'm sure you're aware of this, but just haven't gotten around to changing it yet :3