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So...alot of people in my necro forum were making a fuss that we needed a druid to return, because the druid was apparently the most popular class in D2, aside from the obvious Hammerdin build pally. I wont argue, since I end up seeing way more sin/sorc in late game, but what ever floats the boat of the community. Alot of people also admit that we need another STR class in D3, since barb has the str market on lock-down. I agree, but all the suggestions that a necro be STR based are about as asinine as trying to use a Wizardspike on a barb. So I will take the current trend for the asking of a new str based class, and toss them into the heap with people who say the Druid was better, and will be better for D3...and I'm going to do what I did for my necro build. I'm going to make skills, runes, passives, gear suggestions and a new resource system, all unique to the ideas I have seen to be popular about a druid come back.
Lazy peole need this. TL;DR I have made a viable class in Diablo 3 for a Druid. It is STR based and comes complete with skills/runes, passives, and gear, as well as a brand new resource system.
I was thinking of 2 new types of resources, and couldnt make up my mind. So I considered, weighed the options, looked at other suggestions on other threads, and finally came up with two new resource systems. One for base characters, the other for the transformed versions of the druid. I like to call the former Harmony, as in being connected to nature, something every druid needs, and the other Bloodlust, or Fervor (I couldnt make a decision on that one, both sound cool and fairly bestial) which represents the animosity of the transformed state. I would have Harmony generate slowly over time, about the same rate as perhaps discipline, and the use of generators would quicken the process. Bloodlust/Fervor would not regenorate over time however, but constantly drain, similar to Fury, but without a cooldown. Meaning this resource would drain nonstop, but slowly. Now...this doesnt mean you have a timer when transformed, it just means you have to manage your skills and resource spending to stay in the form alot longer. There will be generators for this new resource as well, as each form would replace current skills with new ones, revolving around the form. I will go more into depth about skills for each form later.
I guess...now would be applicable. Now...similar to my Necromancer build, and same as every other class in the game, skills have a layout. You have primary, secondary, defensive which are standards for all classes. The other 3 skill slots are different for each class. In this instance I will be using 4 Primary, 3 Secondary, 4 Defensive and three new types will be called Nature(4), Transformation(3), and Weather(4).
Edited by Zalm#1333 on 11/7/2012 10:27 AM PST
As with all classes, and my necro, I will give the Druid 3 class based items. I would assume as all classes have some sort of weapon, the druid should get clubs...perhaps a barbed club. Two perfect legends already... Shillelagh and Dark Clan Crusher. Also...I'm going to have to uggest we bring back some old school druid helms....everyone loved them, so why not bring back some Spirit masks, or Wolf Helms back? And finally...Perhaps a pelt, something worn on the shoulder, torso or even a class specific pants? Imagine, running about in fur pants? That screams druid...or gay bar, I'm not sure which. I cannot think of their end game set gear aside from bringing back Aldurs set myself. It could be done though...pants, club, helm, ammy, torso and boots. Make the whole set look like a character has donned a fur coat.
*Lycanthropes will be rather difficult to explain in the skill section without making an entire paragraph, so I decided to so so here.
Werewolves would be all about speed. They move faster, attack faster, but as a fallback, they drain their Bloodlust faster. Skills would include
Claw-Scratch enemies for 165% weapon dmg. Attacks very swiftly. Adds small amount to Bloodlust.
Bite-Bites enemy, dealing 230% weapon dmg and draining 15% as health.
Howl-Causes all enemies within 10 yards to fear.
Hunt-Darts at enemy, clawing at them for 210% weapon dmg.
Werebears would be more like walking towers of tank, taking far more dmg than the werewolf and werelion, and can stay in form longer without combat. Skill would be as such.
Bear Claw-Scratch enemies for 200% weapon dmg. Adds a small amount to Bloolust.
Maul-Mauls foes, dealing 250% weapon dmg. Attacks slowly. Adds more Bloodlust than claw.
Hibernate-Goes to sleep for a short time, halting Bloodlust drain, and regening life by 5% per second. Adds an extra 10% dmg reduction.
Forceful Stand-Intimidates foes, stunning all enemies within 10 yards for 2 seconds.
Werelions, King of Beasts, would be more of a trade between Wolf and Bear. The dmg of a wolf, and the resilience of a bear. Bloodlust drains in between wolf and bear. Skills:
Slash-Strikes foe with massive paws, dealing 180% weapon dmg. Adds a small amount of Bloodlust.
Kings Orders- All enemies within 10 yards are charmed for 2 seconds.
Alpha Male-Temporarily increases dmg by 10%. Lasts 20 seconds.
Spirit of Nature is an actual spirit and the best of all summons. Spirit of Nature receives 20% dmg reduction, 50% life, and an increased 25% dmg dealt, as well as all attacks drain life. The form has infinite resources, but only lasts 20 seconds. Skill will include
Wrath-The anger of nature blasts foes for 250% weapon dmg.
Hurricane-All enemies within 10 yards take 190% weapon dmg.
Last Resort-Expends the rest of the timer on Spirit of Nature, but deals 5000% weapon dmg to all enemies within 10 yards.
**Rapid Bite acts just as locusts does, and spreads violently among all nearby enemies, constantly dealing 200% of weapon dmg over 3 seconds.
(Edited a few errors on boths posts, as well as added a TL;DR for lazy people)
My Epic Threads
Skill Points, Revisited- http://us.battle.net/d3/en/forum/topic/6307731632
Necromancer, Revisited- http://us.battle.net/d3/en/forum/topic/7004012855?page=1
Other Notable Threads
Brimstone Idea- http://us.battle.net/d3/en/forum/topic/7004444154
Armour Customization- http://us.battle.net/d3/en/forum/topic/6552025417?page=1
Positive Affixes- http://us.battle.net/d3/en/forum/topic/6232303629#6
Make Offer in AH- http://us.battle.net/d3/en/forum/topic/6933916053#2
Pet Guid- http://us.battle.net/d3/en/forum/topic/6490580362
Edited by Zalm#1333 on 11/7/2012 10:28 AM PST
time to need new class
I dont think you learned to read my post....maybe I should do a TLDR...just for you....
TL;DR I have made a viable class in Diablo 3 for a Druid. It is STR based and come complete with skills/runes, passives, and gear, as well as a brand new resource system.
That sounds alot better resourcewise.
Also, Werelion seems kind of redundant. With 2 resources, the Druid should have to make use of both, so a werebird (wereraven/wereeagle) with keepaway attacks would be more appropriate for making ranged builds.
Edited by SparkDragon#1176 on 11/18/2012 1:13 AM PST
I had an AMAZING nado druid in D2. Only thing i didnt like is that it had a dmg cap on the skill. BOO!
CM/Tank fulfills my tornado needs tho so I would rather see Just a flat out were-whatever class than another elemental caster of any sorts. Leave the animals, take the other nature stuff out.
I have nothing to do but wait around at the moment, so I'll try to give in-depth feedback for you on my opinions/thoughts, and maybe a few changes to what you'd listed here.
You should probably explain Harmony and Ferocity a bit more in-depth here. What is it that Harmony does exactly? Is it the primary resource similar to Arcane Power or Hatred? What makes it unique when compared to other classes other than its slow generation and method of generating? This goes with Ferocity as well. You have two resources but you didn't explain what they're used for here.
The name could use some work here, I suspect that the Druid pulls a oak-wood club out and smashes targets over the head with it? This would severely limit aesthetic feedback from weapons the player uses if this is the case, it's always nicer to see a Legendary clock something over the hand than that same club you've been looking at for 60+ levels.
It doesn't seem like you list what resources are generated here either, so there's no real way to correlate Oak Club's power in comparison to something like the Barbarian's Bash, which seems far superior: 165% Weapon Damage and 20% chance to Knockback baseline. Oak Club seems strictly worse in this instance.
Like with Oak Club you've given very little feedback here. Is Rake a form-specific ability? Does it require certain forms? Or can it be used at all times. Again the design seems strange as well. Poison Dart is very similar, dealing 100% weapon damage and then 40% over 2 seconds. While the up-front damage is lower the DoT portion is far greater. Rake is also very vanilla feeling, it's a hit with a DoT and nothing more. The runes don't fair much better. Swat seems to only upgrade Rake to decent DPS abilities like Bash, Gash only increases the DoT damage by about 3.5% a second. Long Claws and Bloody Mess only serve to make it into inferior versions of Cleave, and The Yard seems incredibly random.
Another ability here seems to center on using a pre-determined graphic rather than the player's actual weapon. The damage is where it should be, but again the base ability does nothing special at all. The Runes and the base damage seem to make Torch strictly better than Oak Club. On top of this i'm not entirely sure why a Druid would be carrying around a torch at all times.
A very short range attack that, again, does too-little weapon damage and has nothing special outside of being short-medium ranged. Again the runes are fairly banal and mostly ineffective. Jungle Vines - 10 yards should be the base range. 140% damage should likely be the base damage. Rose Whip could be borderling-overpowered if the Whip did decent damage. Cripple is really bad, a 70% chance to slow for 40% isn't too great. The rune should just cause the whip to slow enemies struck by 40% if it's going to be such a weak slow. Whip Crack is probably one of the worst AoEs in the game. Compare to something like Spectral Blades that, while not as far reaching, does 165% weapon damage baseline.
This ability is usable but not necessarily interesting. It feels too much like a higher damage version of the Demon Hunter's companion ability, or her Sentries, but lack the utility of both outside of the Health Globes rune. Each of the runes seem to simply be different ways of dealing damage at different amounts.
The lack of information here again raises questions. Without a cooldown or cost attached to this, this ability seems extremely overpowered. However the runes and base ability, again, are just different ways for dealing damage. There's really nothing too interesting or unique about this ability outside of the possibility for obscene AoE DPS.
From this I'm gathering that Trample is similar to Whirlwind, but lower DPS and with CC. The knockback makes it counter-intuitive if this is the case. Whirlwind is about positioning enemies easily, knocking them all over the place will likely make this ability terrible. Again you don't give any resource costs, so I can't comment on all the runes here. Most this ability's runes seem to just be variations of Charge and Leap's runes.
This ability has potential, due to being a reactive hit defensive ability, but you didn't use any of it, and some of the runes here are just odd, Flossilk's thorns it too low, Flammable seems to just be an immolate with big AoE, petrified is for lazy people who would give up damage reduction for casting the spell less often? Since it has no cooldown I have no idea if that rune is worth it or not.
To be completely honest Growth, and all of its runes, could and probably should, be merged with Barkskin's. This ability is similar to warcry, but is worse in almost every regard.
I'm guessing this is similar to Ray of Frost in execution? If so it seems terrible. The lack of description on the ability really leaves me unable to comment, however this skill seems largely useless.
This ability is largely ineffective, a 7 yard radius is terribly small and would only be able to effect a single person, two at most. Venus Demon Trap rune on the other hand would be strong when used on bosses, until a certain DPS threshold is reached and it becomes incredibly useless due to a lack of scaling.
This seems like the first genuinely well-designed ability in this list. Fire Storm was one of my favorite abilities in D2. The runes here seem to add flexibility to the play-value of the skill which is a very large contrast to the other runes you've listed thus far.
Another ability that's fairly solid design-wise. It's not perfect but it seems fun and interesting, and a great nod to D2's vine spells. The damage seems a little low, even when considering the CC component, and the Forest of Entanglement should do at least some damage. Otherwise this is a great ability.
This ability, while a nod to the old Spirit-spells of D2, seems very weak. 10% health isn't a very large boost, and the Runes don't add much in the way of utility other than the resource regen, but due to the resources you listed being so vague I don't know if that's good or not. Spirit of Fire is strictly the best of the runes, and is strictly better than Spirit of Fury. Earthen Spirit was either written wrong or it's terrible, but I'm guessing it was written wrong.
Another Aura with far too-short AoE. The rune effects seem to be either overpowered or terrible. Rhino is the best rune and outclasses everything else by a large margin.
These abilities feel extremely constraining in that they're all pushed into a somewhat pre-set number of skills. Archon can get away with it purely because of how incredibly powerful it is, but these don't seem nearly as potent, and would either be useless or broken. Also Lycanthropy is specifically wolf-life, Lycan meaning Wolf, so calling this whole set of skills Lycanthropy wouldn't make much sense.
All four of these could be merged into a single ability just called "Weather" or something, with the slight variations between them being runes.
This seems very bad. Enemies killed by Fire Storm, Entangle, Summon Spirit, or Totem have a 50% chance to drop a globe.
Health globes aren't too exciting to begin with, but the only ability on here that's even useful as an offensive spell is Fire Storm. Entangle does terrible damage, Summon Spirit has a single rune that also does terrible damage, and Totem does literally no damage at all. This Passive basically gives a 50% chance for Fire Storm to leave a health globe if it kills something, which could just be a rune on Fire Storm.
This seems great, but again you don't explain the Druid's resource system very well, and I've no idea how much his ability cost to begin with. The usefulness of this ability is up in the air fosr those reasons.
Really only useful with 2-3 abilities. Virtually requires Spirit of Fire to be useful in any way.
Sounds of Nature
Same as Mother Nature, this could be useful, but how useful I don't know due to lack of information. It also steps on Mother Nature's toes design-wise, and these two abilties could easiyl be merged together.
Wrath of the Beast
1% chance is far too low. The Spirit is also incredibly broken, making this a straight up RNG nightmare ability. It does nothing 99% of the time, and 1% of the time it's completely overpowered.
Completely awful. Pieces of gear from level 5 onwards would increase pick up radius more.
Another resource oriented passive that steps on the toes of others.
This doesn't barge into the space of the 4 other resource passives as much, but it doesn't seem too great either. Why would someone need to reduce the costs of their abilities when they have so many other options to just regenerate those costs more quickly? This passive would either be useless or the go-to for resource management.
A decent passive, but should probably do something in addition to Cooldown Reduction.
Another decent passive, though none of the animals seemed particularly useful.
Borderline useless to be honest, even with the poor pool of passives the druid has.
The Demon Hunter, the flimsiest class in the game, has a better tanking passive than this.
A terrible version of the Monk passive. Guardian's Path.
Overall everything about this class wasn't designed with much foresight. Many of the abilities do poor damage, step on each other's toes by doing the same thing or doing a better version of the same thing. Harmony and Ferocity sound boring based on what little you spoke about them, and the crown jewel of the Druid -The alternate forms, seem bland and constraining rather than interesting. They have virtually no synergy with the rest of the class and seem more like gimmicks than anything else. Werelion is also very strange as the Druid is very Celtic influenced, and Lions are an African animal.
All of the Passives are uninteresting and simply worse versions of other class's passives. I would take this whole thing and completely rehaul it as you don't even seem to have the basics of the class down.
Edited by Omniance#1371 on 10/26/2013 5:09 PM PDT
I know its been a while, but since I dont play this game, I dont post very often, nor do I read my legacy posts like this. I guess I'll hit this post up from Omniance. You seem familiar somehow...
First off, I Guess I forgot to state...(All damage and damage reductions as well as cooldowns, timers, length and duration of skills and effects can be changed for better or worse based on the power of the skill. All dmg is physical unless otherwise stated.)
I dont know how I can further explain the resources. One is for your human skills, and the other is for your transformed skills...not much else I can get into, since I dont know the complete mechanics of what blizzard would do with the mechanics anyway.
And just to get this out of the way, not ever single class needs to be so absurdly different from the last. Most classes have alot of similar mechanics anyway.
Second, All of the primary skills are the generators similar to the barb fury generators. Of course they wo weak dmg, and there isnt needed much of a description since they all pretty much do simple tasks. And no, generally, most of the skills dont use the druids weapons, since a druid is more or less a nature spell caster, so he/she generally tends to use magic of a nature type, hence thorns, claws and torches.
Well, there seem to be alot of skills that do things like this. Simply alternate the types of dmg, or the amount. Skills like Arcane Orb and Elemental arrow arent much different between runes aside from various dmg changes. Not intersting, but easily viable to use often.
I would leave the dmg amounts and cooldowns to blizzard for balancing purposes, since I generally dont do that kind of work, but again, its another skill that has alot of use, just not alot of flair.
To a degree, this is pretty much a mix of charge, WW and leap. Its not meant to be used as often as leap, though it could be depending on the build I suppose. Its more like trying to use Tempest Rush if anything. Only a very high speed one, in a straight line from point a to point b. Again, I left out resource management for a reason.
Fine tuning dmgs, %s, cooldowns, and resources again would be up to blizzard. I generally used the track records of other skills with their cooldowns and dmgs and the like to gain inspiration, since alot of current skills also seem to be similar to each other as is.
This is literally warcry for a druids. Again, number to be tweaked. Remember, this is supposed to be a more caster oriented melee str based char. It was also formulated as an idea before the crusader was announced.
To you, it might seem useless, and thats fine. Some skills seem useless to some players, awsome to others. This would be more of a support skill, and not a DPS skill. And yes, it would function like ray of frost, only enmies would not be able to land any hits but not take any dmg while being stuck by it. Sorry for the lack of descrip on alot of these, I kinda though people understand what I was going for in them.
More blizzard number tweaking. And more or less, its not meant for the entire team to be affected anywa, the radius would be similar to that of Big Bad Voodoo
Sorry my previous skills lacked in flair what they generally made up for in usability.
I was assuming this would be more CC and less dmg for a skill. Something that holds for a long time, but doesnt do much dmg. They are just thorns after all. Not swords tied into vines.
For the most part, this entire build is a nod to Druids from D2. Also, the spirits would be similar to DH summons like the ferrets. They are untargetable, and last forever, and only offer a slight boost to effectiveness. Again, to be tweaked by blizzard. The only one that attacks is the last one. Also, earthen was correct. 10% life and 5% dmg reduction. Thats a hefty bonus, not even some legendaries get a 5% total dmg reduction.
Again, more tweaking. And I dont exactly want auras to affect everyone everywhere all the time. Especially since this one is so damn potent. And sometimes, there are just runes that are beteer than every other rune involved. Look at Rain of Toads...Would anyone honestly ever use any of the other runes? Not unless they have to.
Sorry, at the tie, I didnt remember the word for Anthropromorphic, and I was to tired from brain functions to google it anway. Also, each transformation is supposed to be different, and far more sustainable than archon. The idea of these shifts would be to make them last for a long time, vs archon only lasts for a few seconds. Hence an entire resource bubble upon regeneration with the ability to regenerate more resource to stay in the form longer. This honestly would have been the most confusing and difficult to design portion, and I'll admit, I kinda half assed it. Sorry.
The whole point would be to use all 4 of them at once, taking all four of your skills up and become an epic storm of walking doom. Merging them would make the skill way to OP without using up all of your skill slots. Think of using a Wind Druid. Thats the effect I was going for. Thats an entire build in D2.
This seems very bad. Enemies killed by Fire Storm, Entangle, Summon Spirit, or Totem have a 50% chance to drop a globe.
Number tweaked, blah blah. Again, the difficulty is the reason why its 50%. Aside from firestorm, using ANYTHING would make it difficult to get a kill, so you get a decent reward when you do.
Again, resources would be worked out from blizzard, but needless to say, it would be helpful to spam abilities like firestorm of use weather builds.
Useful for certain builds. Kinda like Ballistics for DH...its build specific. Not everything synergises with everything on every character.
The generators only build a base amount of resource, like they do with every class. This passive would increas that amount by whatever amount blizzard deems good. I would tell you to get off the case of the resources, but since this was posted like 2 months ago, I'm not gonna bother.
I dont get any credit for using an RNG based skill? Meh. The numbers could be tweaked on both the spirit form and the chances of the skill. I just thought it would be interesting to go epic mode once in a while. Sorry about this one being poorly planned out.
Number tweaking, yadda. And this is a passive, so you dont need to get it on gear.
Lotta classes have passives that increase maximum resources and regeneration. Doesnt mean this one cant.
Either stack tons of resources and spam all your skilsl, or cut their costs and use other various passives and manage your resources, both route offer lots of viablility to do dmg, just in different methods. Take your pick. Sorry I'm offering alternate routes to the same goals.
Other classes have differeing amounts of cooldown reduction, and nothing else for their passive. See Boon of Bul-Kathos, Beacon of Ytar, Tribal Rites, and Evocation. All they do is lower cooldowns, why should this class be special and get more than just reduced cooldowns?
Simply because you didnt like them doesnt mean others wouldnt. Some might do a transforming summoner build. Some might do half storm, half pets build. Who knows?
Pre ROS stuff, this was supposed to go above the 25% max....I remember this would have been viewed as gold. Might need to be reworked now I suppose.
Touche. I suppose it also should be tweaked some. Maybe by blizzard, to increase its dmg resistances to be more in line with other passives from other classes.
Needs to be blizzard tweaked, but not, this is pretty much just straight dodge chance gain. No need to use certain gear to get it.
Really?....increased crit chance is bad now? Seems like everyone else disaggrees with you. (Dont worry, I dont like crit chance/crit dmg being the end all be all stats either)
Again, all of the numbers would be tweaked by blizzard to balance. I just used comparable skills and their dmgs from other classes to give an idea of what to expect. Sorry you didnt like the dual use resources, also sorry I didnt really expand on those resources. I did kinda half !@# the whole thing. I didnt expect it to last. I did the necromancer first, and tons of people asked me to do a druid version of my necro, which was much more popular and more thought out. I cant help it, I spent weeks on the necro, and hours on the druid. What you have here is the stark difference between well planned and properly thought out ideas vs rushed brainstorming hashed up ideas.
And to be honest, I really got tired towards the end, so I literally copied some of the passives. If this gets enough revenue again, I might consider doing a more serious version with better planned skills, numbers and explanations. Consider this a rough draft, and I'm only going for a final draft if I get a good review.
I want to play druid with my big club, I want to shapeshift into werebear sometimes (like barbarian's cooldown called Berserk or something) and use STR as main stat! Yes! I am a druid!
So, thats all :P
Edited by Lignos#1947 on 2/25/2014 10:05 AM PST
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