Arcane Wonders Forum
Mage Wars => Spells => Topic started by: Black Magic on May 22, 2014, 12:32:04 AM
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This questions feels tantamount to asking how long is a piece of string. There are tons of choices and it depends on builds but what non nature inclusions do you like to complement the Druid?
To help narrow things down:
*Are there any spells, outside of nature, you think the druid has to have? (outside of the typical reccomendation of boots/Dragonscale/teleports etc)
*What spells help the Druids typical strategies?
*What spells make up for the weaknesses of the druid
*What crazy combos or choices do you like to throw into a druids book?
Cheers! And please be gentle it's my first...
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I like to include several force push and 1 or 2 jet streams.
This help her pushing stuff through her walls, or double dipping with a thornlasher using the druids quickcast before/after the Thornlasher.
Guardian Angel can be a great asset when it comes to defending the tree.
There is no weakness of the druid as long as you treebond a vinetree in start zone first round.
Dont be afraid of tanking with the druid when she has little to no damage.
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A few suggestions:
[mwcard=MW1Q07] Elemental Cloak[/mwcard]
[mwcard=MW1Q13] Ivarium Longbow[/mwcard]
[mwcard=MW1E14] Enfeeble[/mwcard]
[mwcard=MW1E31] Poisoned Blood[/mwcard]
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No; non-Nature spells besides the standard auto-includes are useful but not required for every Druid strategy.
Raptor Vine, Vine Tree, Druid's Leaf Ring, Tanglevine, Acid Ball, Surging Wave, Bloodspine Wall, Tarok, Galador, and Thornlasher make a good base.
Dragonscale Hauberk, Renewing Rain, Tarok, Galador, Acid Ball, ...
I still have 2x Power Strike in my Druid book.
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Agony. Less incoming damage is good when relying on regenerate an flow armored plants