Almost Comprehensive Druid Suggestions

Druid Change Suggestions:

SKILL TREE

BASIC:

  • Enhanced Maul - Increase the damage of your Basic skills by 20% [x] for 5 seconds.

CORE:

  • Abundance - Your Basic skills generate x more spirit and deal 10/20/30%[x] more damage.

WRATH:

Summary
  • Elemental Exposure - Increase Lucky Hit chance to 15 or 20%.

  • Charged Atmosphere - Increase damage to 65% and add - Lucky Hit: up to 20% chance to reduce timer by 1 second.

  • Boulder - have it knock down instead of knock back.

  • Rabies - Shapeshift into a Werewolf, become Immune and quickly dash 3 times between enemies in the area, performing an infectious bite, dealing 28!% x [damage] and applying an additional 175!% x [damage] poisoning damage over 6 seconds. Infected enemies spread Rabies to other surrounding targets.

  • Neurotoxin - Poisoned Enemies are slowed by 20% and your poison damage has a 5/10/15% chance to stun the enemy for 2 seconds.

  • Natural Trample - Trample becomes a Core skill and Costs 60 Spirit. Trample increases movement speed by 20% for 4 seconds.

ULTIMATES:

Summary
  • Lacerate - Dash forward, striking all enemies in a wide path 3 times each, dealing 120!% x [damage] per attack. Whenever Lacerate kills an enemy or strikes a boss, reduce its active cooldown by 3 seconds. (Lucky Hit chance increased to 30%)

    • Prime Lacerate - No change
    • Supreme Lacerate - Whenever Lacerate Critically Strikes, your Skills deal 10%[x] increased damage for 10 seconds, up to 40%[x].
  • Defensive Passive block of 4 - rework these, Defensive Posture is the only one worth keeping as is.

BOONS:

Summary
  • Combine Prickleskin under Advantageous Beast

  • Combine Energize under Gift of the Stag

  • New Stag Boon - Survival of the Fittest - 10% Cooldown Reduction

  • New Wolf Boon - Sigma Wolf - Restore up to 2% of your maximum Spirit every second.

  • Obsidian Slam - Every 10th kill or boss hit will cause your next Earth skill to Overpower.

Arch Druid – 5th section added to the Spirit Boon table. Once all Boons are unlocked, the druid gains access to an Arch Druid Boon. There is no “Bonding” here, so only one Arch Druid Boon is allowed.

(My real opinion is that much of form the restrictions should be lifted so the skill interactions are universal like Spiritborn. The Storm/Wolf and Earth/Bear associations are unnecessary and too limiting, but based on how much investment you have made in them, I’d rather something like this be done than nothing at all.)

  • Alpha Werewolf – Werewolf becomes your True Form, and your Storm skills also count as Werewolf skills.

  • Primal Werebear - Werebear becomes your True Form, and your Earth skills also count as Werebear skills.

  • Arch Storm Druid – Your Werewolf skills also count as Storm Skills, and you and your skills receive the benefits of any Human modifiers while using Werewolf skills.

  • Arch Earth Druid - Your Werebear skills also count as Earth Skills, and you and your skills receive the benefits of any Human modifiers while using Werebear skills.

ITEMS:

Summary

Tempest Roar - Change Wild Impulses ranks to Electric Shock

  • Change Lightning Resistance to Lucky Hit chance increased by 10-14%
  • Unique - Lucky Hit: Your Storm skills have an 20-35% chance to restore 4 Spirit.
    • Your Storm skills deal 25-40%[x] increased damage.

Vasily’s Prayer - Change armor to Increase Cooldown Reduction by 6-9%.

  • Unique - Your Earth skills Fortify you for 5% of your maximum Health and deal 25-40%[x] increased damage.

Insatiable Fury - Change Ursine Strength Bonus to +2 to Catastrophe

  • Unique - Remove True Form component, the rest no change.

Mad Wolf’s Glee - Replace Lupine Ferocity damage with Lucky Hit: Werewolf skills have up to a 15-20% chance to also cast Blood howl

  • Unique - Remove True Form component, the rest no change.

Greatstaff of the Crone - Implicit - Gain 100%[x] Basic skill damage.

  • Change Storm Strike extra targets to Gain 15-25% Attack Speed.
  • Unique - No change

ADDENDUM: (2nd Edit)

Base class request since druids are hybrids -
Allow Druids to have a ‘Back Totem’ that does not count damage, similar to Rogues and Warriors extra weapon slots. So Druids could have a 2H weapon and a totem (no damage) or a 1H weapon and 2 totems (one with no damage benefit)

MORE ITEM CHANGES:

Summary

Dolmen Stone - Change Crushing Earth ranks to Natural Disaster ranks

Unique - Casting Boulder while Hurricane is active causes Boulder to Rotate around you instead. Boulder’s damage is increased by 20-30%[x] for each Boulder currently rotating.*

Your Nature Magic damage is increased by 40%([x].

Waxing Gibbous - Implicit - Shred’s Lucky hit chance is increased by 20%.

  • Increase Critical Strike damage roll since it was removed from implicit

  • Change Toxic Claws ranks to:

    • Shred has a 20-30% chance to cast a random equipped Companion spell.

Ahavarion, Spear of Lycander (Total Redesign) - Implicit - Casting a spell has a 20% chance of reducing your active cooldowns by 20%.

  • 18% All Stats
  • Your Core skills have a 45% chance to cast twice and refund 100% of the cost.
  • Your Basic skills have a 60% chance to cast twice and Critical Strikes automatically Overpower.
  • Lucky Hit: Up to 10% chance to gain Lycander’s Blessing for 8 seconds.

Unique - Your Basic skills have a 10% chance to release a Blast Wave.
Your Core skills have a 10% chance to release Holy arrows.
Your Defensive skill casts make you Unstoppable and take 30% less damage for 2 seconds.
Your Ultimate skill casts grant you Lycander’s Blessing for 8 seconds and reduce your active cooldowns by 20%.

  • Lycander’s Blessing: - You deal 100%[x] increased damage, 35% Movement Speed, 50% Attack Speed, and +3 Ranks to all current skills.
4 Likes

I really like some of these ideas:

I don’t think basic dmg is the route to go with enhance maul. If we want more basic dmg across the board, just give it to us and not tie it down to maul. Like your abundance change.

Rabies: oh where to start.
*This skill should have nothing to do with shapeshifting PERIOD. IRL a human, wolf, bear…um anything that has a biological function. So lets be fair. Rabies shouldn’t be tied to any form it should be all forms.
*The animation has go! It should function as an aura or at the very least a shout. Basically, I have rabies, get near me and so do you. The dash dmg you suggest I would mix in with frenzy or lacerate to empower them more and cause less bloat.

Neurotoxin should immobilize logically instead of stun, but I will concede stun would work better for dmg.

I think unrestrained is almost there. It just needs a little push. Perhaps: add percentage increase of movement speed and some dmg. This would make imp redux useful in general; and more of the druids individual identity.

1 Like

ADDITIONAL ITEMS

KEY PASSIVES:

Summary
  • Lupine Ferocity - REMOVE
  • Ursine Strength - REMOVE
  • Earthen Might - Change ‘Earth’ skills to ‘Nature’ skills and add ‘Knock Down’ to CC checks.
  • Perfect Storm - Change ‘Storm’ skills to ‘Nature’ skills
  • NEW Infection - Attacks against Immobilized or Unstoppable enemies have a 50% chance to repeat the damage as Poisoning over 4 seconds. If the target is infected by Rabies, Infection deals an additional 100%[x] damage.

PARAGON BOARD LEGENDARY NODES:

Summary
  • Ancestral Guidance - Reword/Allow to work with Mjornic Ring/100% Spirit reduction
  • Constricting Tendrils - Remove
  • Heightened Malice - This should work if a Boss is poisoned or if 3 or more enemies are.
  • Inner Beast - Change: Your attacks that Critically strike have an additional 30% chance to Overpower.
  • Lust of Carnage - Change: Switch ‘Werewolf’ to ‘Shapeshifting’ and increase damage multiplier to 60%
  • Survival Instincts - Change: You gain 30%[x] Maximum Life while in Werebear and for 5 seconds after leaving Werebear. Gain 50% Evade Cooldown Reduction. You deal 20%[x] increased damage while Healthy and 60%[x] increased damage to Injured enemies.
  • NEW - Rabid Savagery - You deal 10%[x] increased Poison Damage, increased by 20%[x] of your Damage Over Time and Poison Damage bonus, up to 60%[x].

NEW ITEMS: (Edit - Updated Treads of Clobhan)

Summary

Treads of Clobhan (Druid only Boots - Edit: Updated)
Implicit - + Maximum Evade Charges
Reset your Evade Cooldown when Nature’s Fury Activates.

  • +Movement Speed
  • 2 Natural Disaster
  • +Willpower (minor bonus over standard)
  • Lucky Hit: Chance to Immobilize Enemies for 3 seconds (larger% than Temper)

UNIQUE - You gain the Key Passive Nature’s Fury, and it has a 40-60% chance to trigger an additional time.

Nature’s Judgement (Druid only Totem)
Implicit - Bad Omen deals 300%[x] increased damage.

  • +Attack Speed
  • 2-3 Bad Omen
  • +Willpower (minor bonus over standard)
  • Nature Damage%[x]

UNIQUE - Enemies struck by Bad Omen suffer misfortune for 10 seconds. Your Lucky Hit chance is increased by 20-30% when attacking enemies affected by Bad Omen, and when affected enemies die, Bad Omen strikes Nearby enemies.

Spiritual Flux Conductor (Druid only Polearm)
Implicit - You gain Overload Spirit Boon and it is twice as potent.

  • +25-35% Attack Speed
  • Storm Damage%[x]
  • Willpower (major bonus)
  • +180-200% Vulnerable Damage

UNIQUE - Your Basic and Wrath skills have a 50% chance to cast Lightning Storm at maximum strength. You deal 70-100%[x] increased damage for 5 seconds after Lightning Storms strikes an enemy.

1 Like

Treads of Clobhan (Druid only Boots)

notes: this is thinking outside the box’ I like it. Consider moving the implicit into the unique aspect. It would read “you gain the Key Passive Nature’s Fury with a 50% chance for it to trigger an additional time.” This would be less bloat and essential fit thematically with skill does double damage or skill hits twice that blizz loves to put on weapons. Reference Great staff of the Crone.

Nature’s Judgement (Druid only Totem)

notes 300% multiplier (even in an implicit) may be asking too much but otherwise this would be legit. It is not unheard of to see: im looking at you “vortex”, which doesn’t require lucky hit like Bad Omen.

Spiritual Flux Conductor (Druid only Polearm)

notes change this from polearm to 1hdr

This is incredibly powerful if you consider the 100% 2hdr bonus. So it would have to leave the realm of unique and move to mythic unique level due to master working. The dream: 3x master worked vulnerable damage on this would be insane (like grandfather crit plus; maybe that was your intention). Now that I considered it that way +++Blizz give it to us+++ its our Grandfather which we can’t use.

1 Like

this are really good suggestions, hope blizzard takes notes from this.

1 Like

OK, so here is some additional feedback after the patch (2.0.5), but mostly not related to it.

Spirit Boon updates were good overall, I still wish the mostly useless ones would be removed or combined, so at least new ones could be included, like ones useful for leveling at worse. For the most part, the patch was a bunch of band-aids. It’s nice to get the various damage bonuses, etc. but the core problems are still there with Druid, preventing it from being a more enjoyable playing experience. I love many things about the Druid, but the class needs more ‘speed’ and more fun factor options.

  • Wolf/Storm Bear/Earth: The point of my original posts suggestions about adding on to the boons is to open up the class a bit to mitigate restrictions. If the ideal is Wolf/Storm and Bear/Earth, then they should NOT be tied to an item slot, it should be part of the class. Other interactions should be playstyle, made more effective by items, not unlocked.
  • Key Passives: These should be more generic. Nature’s Fury also doesn’t belong here really, I feel like it should be a passive that scales up. Key Passives should mostly be focused on increasing unlocking mechanics and damage. Now, NF does do this, but it’s counter productive because you need to buff the main ability causing NF to trigger, and buff the 2ndary spell you want to also deal a lot of damage…BUT, Core skills deal the most damage and there is now a 40% chance to trigger NF, but then a 50% chance the preferred core skill of the opposite nature tree will be cast. So, it’s not worth buffing a skill that has a 20% chance to cast over the main skill unless there is some crazy interaction like S5 Land Slide-Lightning Storm, even though that was over producing.
  • Paragon Nodes: These are too restrictive in nature. I had made some adjustments to Glyphs too that I didn’t post, but bottom line, Paragon Nodes are very specific and too hard to combine effectively for Druids.
2 Likes

Just one thing to add, many abilities/builds just feel clunky, Where as the recent addition of things like not stopping movement when casting on some companion skills feels quite good. Like shred is a lot of fun teleporting around. Where as like my current build is petrify and Dolmen stone. But keeping boulders up can be quite annoying as you want to be moving to hit things, but you have to stop to keep the boulders up.( which is why I use petrify and Inexorable will to pull the enemies to me. )

Yea, I was trying to address that in part with the Trample change and Lacerate. I feel like Lacerate could function similar to a huge dash/rushing claw type move, the benefit being a lot of damage, quick cooldown and extended crit damage multiplier. Even Rabies I was thinking (by making it something like dashing strike/lacerate now) could be used for movement. All of a sudden we could have 3-4 skills, and then 50% Evade cooldown on the paragon board would be another way to boost movement.

Lightning Storm should be channeled while moving and Stone burst should start at max size, but pull mobs in toward the center.