Plus druid is much more damage heavy than the priest/wizard at these levels so it seems like a waste to use them on anything else.Įven with those advantages, my issues still stand for the druid not breaking into Tier 1. Talon's reach has interrupt and a fast cast vs deflection.īuff wise priests still win out, Woodskin gives good DR but not for the things you worry about in Act 1. +Winter wind does half the damage roughly of chill fog in one cast, hence the front loading alpha. This middle ground of CC and higher ground of damage makes them as good as a wizard with slicken/chill fog, though enemies can still attack. +Sunbeam is a great opener, and provides a very long blind effect. The forms are all beefy beatsticks for melee damage.Īdditionally, I think without a wizard x2, and they are more self contained this way. The rare times you want your caster to get to X spot faster, the druid does it best and doesn't need a talent spent on fleet foot this way. +Wolf form helps with positioning and provides the above. They also have best in house fire damage now which those spirits are weak too due to the fan of flames being lowered and provide blind status at a much longer duration which is good. Specifically, the shade encounters can be done a lot easier if you back yourself into a corner, or take the front lead with a nuke for the oncoming initial swarm of them. +DR 8 (10 with Bear) on a naked caster is very strong for Act 1. Most of their spells are specific or redone by other classes in Tier 1 except for one combo where the wizard needs an additional Bulwark spell: Edited by MoxyWooĪlrighty, going into a little more depth for druid.ĭruid has over the other Tier 1 casters, front loaded damage, spirit shift, and a really long duration blind. Anyway, fighters are definitely cool, I just always had a weird relationship with them where I thought another X class could be okay for them. Tier 3 doesn't mean they don't do their job well, they just don't have the "game changers" IMO, or have to be ranked lower to specific builds like the Darcozzi or Monk above for the tough fights. Otherwise, I just started to put everyone in heavier armor and the increased DR would save them enough to keep going for most fights until act 2 because they did bring extra CC, damage, and still tanked as well. The only fight I thought maybe he could be good was for hard hitters like forest lurkers as the Moon and dump Con strategy didn't work as well as those would get one-shotted at the very beginning when you face them naturally. YMMV but then I figured out it was more about the choke points or similar for the Eothas temple on the second play through testing other builds and +engage was unnecessary yet again. Eventually, it just boiled down to the fact you have 4 characters spam like fan of flames at the swarm coming for me in that fight, which again, was a caster trick than a melee one. I might be a little bias on fighters because my first play through was with a paladin who didn't have +engage at all, and face tanked the lighthouse with 6 shades/phantoms + Lilith while Eder was running around like a chicken with his head cut off to try and gather anyone when I thought 'engage' meant something else as my backline was being overwhelmed. Good catch Sanctuary, I forgot that most people don't play on Hard+ where the Tier 1 classes shine.
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