Druid

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[edit] Overview

Druids are one of the three priest classes available in EverQuest. Their blend of both defensive and offensive spells makes them a popular choice for people who enjoy adventuring with others or exploring Norrath alone.

Druids have the second most powerful heal spells of the priest classes. While a health-and-life specializing cleric ranks significantly more powerful for healing, druids are still solid healers that easily outrank their shaman counterparts.

Defensively, druids are popular choices in groups for their aforementioned heals, regeneration spells, armor class enhancing skins (such as Skin of Oak), damage shields, and run-speed enhancing buffs. This blend makes them very effective powerlevelers.

Offensively, druids are equipped with a number of decently powerful damage-over-time (DoT) and direct-damage (DD, "nukes") spells. These spells, coupled with strong root and snare spells, in addition to their ability to heal themselves, allow them to explore Norrath alone quite effectively. Given a sufficiently open space, druids can snare and root a mob, stack a number of DoTs, then sit and meditate (known as "root rotting") or run in wide circles with the mob in tow chasing at a reduced speed (known as "aggro kiting").

Of note, druids receive gate spells, which allow them to teleport themselves and their group members to many distant places throughout Norrath. This can save a significant amount of time running through several areas (even with the Plane of Knowledge available). They can also evacuate themselves and their group to safe places in zones, should they find themselves overrun or overpowered. These are class characteristics shared with wizards, and druid rings are often near wizard spires.

Druids wear leather armor. They can wield scimitars and blunt weapons, such as staffs and clubs. Like other priests classes, druids rely heavily on wisdom as a base statistic for their mana pool.

[edit] Druid Spell Lines

Druids have an exceedingly long list of spell lines.

[edit] Beneficial Spells

  • Skin like ... -- Hitpoint and AC buff. Culminates in Protection of the Nine (level 63) or the group version, Blessing of the Nine (level 65) which includes 8 points / tick of mana regeneration.
  • Regeneration -- Hitpoint heal over time buff. Culminates with Replenishment / Blessing of Replenishment, overing 25 hitpoints per tick.
  • Spirit of Wolf -- A run-fast buff. Starts with SoW at level 14 and culminates with Spirit of Eagle at 54. There are also the level 24 spell, spirit of cheetah, which is a much faster SoW but is debuffed if you take damage or cast offensive spells.
  • Healing Line -- an direct heal.
  • Camouflage -- Invisibility.
  • Fire, cold, poison and disease resist
  • Cures: disease and poison
  • Enduring Breath -- Breathe underwater
  • Shield of... -- provides a damage shield so that when the person is hit by a mob, the mob takes damage. Exceedingly useful for power-leveling.
  • Coat line -- Starts with Thistlecoat -- a long, self-only damage shield and AC buff. Stacks with everything else.
  • Strength -- increase strength.
  • Levitate -- Allows you to float above the ground.
  • Wolf-form -- turns the target into a wolf, increasing run speed and attack. An enchanter with permanent illusion AA can be turned into a wolf for what is effectively a permanent SoW

[edit] Offensive spells

  • Snare -- Snare (level 1) and ensnare(level 20) -- dramatically reduce a mob's movement speed.
  • Tangling Weeds -- A root line. Stops the mob in its tracks.
  • Fire-based nukes
  • Cold-based nukes
  • Lightning nukes -- these take a magic-based resist check, but the line culminates much earlier than fire and cold nukes.
  • Fire-based damage over time beginning with Flame Lick at level 1.
  • Magic-based DoT (creeping crud)
  • Magic-based DoT (drones of doom) -- stacks with the creeping crud line
  • Harmony -- an outdoor only, non-resisted pacify line. The Harmony line is a targeted AE but the radius is relatively small.
  • Summoned-only DD -- begins with ward summoned, a DD that works against things like elementals. These DDs are slightly more efficient than standard DDs and use a magic-based resist.
  • DD/Stun -- begins with Whirling Wind
  • Cold-based rain spells -- these are targeted AE spells that come in waves
  • Magic-based PBAOE

[edit] Travel spells

  • Gate -- A self-only gate spell to the bind point. And of course, druids get bind-affinity to set their own bind point almost anywhere and that of others (city only)
  • Gate of ... -- Beginning at level 19, druids get self-only gate spells to a variety of locations around Norrath.
  • Circle of ... -- Group versions of the gate spells
  • Egress/Succor -- fast-casting gate spells. Egress is self only. Succor is a group spell. There are also succor versions of some circle of spells that provide faster-casting versions to a few select locations.

[edit] Spells affecting only animals

  • Charm -- druids can charm animals. This works just like enchanter charm but only affect animals.
  • Lull Animal -- Just like the enchanter Pacify line except only affects animals
  • Panic Animal -- A fear line against animals.
  • Sense Animals -- spins the druid to face the nearest animal.
  • Invisibility vs. Animals -- probably the most worthless spell druids have.
  • Feral spirit -- cast on an animal pet for increased DPS from the pet

[edit] Playable Races

Druids are harmonious with nature and their surroundings. Animals in many zones are friendly toward druids, especially in wolf form. As such, druids are a good class. Members of many good and netural races, including Half-Elves, Halflings, humans, and wood elves, who feel nature's call may join this caste. Due to their priestly nature, they do not have the option of remaining agnostic. Druids may worship Karana or Tunare.

[edit] Skills

Sortable table
Level Trained Type Skill Cap until 50 Cap above 50
1NoCombat1 Hand Blunt175175
1NoCombat1 Hand Slashing175175
1NoCombat2 Hand Blunt175175
1NoCombatBind Wound200200
1NoCombatDefense200200
1NoCombatHand to Hand7575
1NoCombatOffense200200
15YesCombatDodge7575
1NoArcaneAbjuration235235
1NoArcaneAlteration235235
4NoArcaneChanneling200220
1NoArcaneConjuration235235
1NoArcaneDivination235235
1NoArcaneEvocation235235
8YesArcaneMeditate235252
20YesArcaneSpecialization200200
1NoTradeBlacksmithing250250
1NoTradeBaking250250
1NoTradeBrewing250250
1NoTradeFletching250250
1NoTradeJewelry Making250250
1NoTradePottery250250
1NoTradeTailoring250250
1NoOtherAlcohol Tolerance200200
1NoOtherBeg200200
1NoOtherFishing200200
1NoOtherSense Heading200200
1NoOtherSwimming200200
15YesOtherForage200200
20YesOtherTracking125125
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