Post by drunkenboastor on Apr 24, 2016 18:42:06 GMT
A guide to how I play a druid.
- Anywhere says @60, assume +14 to abilities, +20 saves.
- Anywhere says @80, assume +16 to abilities, +20 saves, x2 demi, arty.
- When I first wrote this build up, I considered Necromancy to be superior to Abjuration. I would consider them equals now.
Race - Human Rilmani
Class - Druid 39, Monk 1
Ability - Hu - Ril - @60 - @80
Str - 08 - 08 - 22 - 30
Dex - 14 - 14 - 28 - 36
Con - 14 - 18 - 32 - 40
Int - 10 - 10 - 24 - 32
Wis - 18 - 24 - 68 - 78
Cha - 08 - 08 - 22 - 30
- I like a high con, with blood frenzy spell hp boost based off of con modifyer, druids in effect get double con hp bonus. Lots of hps allows slacking on immunites for more spell slot gear.
Feats
Rilmani - SF Conjuration, GSF Conjuration, Spell Penetration, ESF: Animal Empathy
01 - SF Evocation, GSF Evocation
03 - Meta Extend Spell
06 - SF Transmutation
09 - GSF Transmutation
12 - Meta Empower spell
15 - Greater Spell Penetration
18 - Lightning Reflexes
20 - Monk Level, Disc 23, Tumble 23
- The main purpose of taking monk level at 20th instead of at 40th is the +1 to fort and +2 to reflex save.
21 - ESF Transmutation
24 - ESF Evocation
25 - ESF Conjuration
27 - Great Wisdom 1
29 - Great Wisdom 2
30 - Great Wisdom 3
33 - Great Wisdom 4, Great Wisdom 5
36 - Great Wisdom 6
37 - Great Wisdom 7
39 - Epic Spell Penetration
- ESF Conjuration is taken for the 59% conceal from the epic spell, and for notable spells like stonehold and grease. Use of those will significantly help the survival of any group. If I were to go pure druid instead of monk splash, would take conj to legendary for more dc on stonehold, it is effective almost everywhere.
- ESF Evocation is taken for the epic Immutable Force and to help the dcs of damage spells like fissure. Immutable Force is a key druid ability, a good druid never rests with uses left. Immutable Force is best used when a random spawn appears, when about to start a beatdown on a large mass or on the entry of a boss fight. Immute does not work on players who have just died and are brought back by rebirth effects for 1 round, the reason to try to use immute right before people start taking damage.
- ESF Transmutation is taken for 39% elemental immunity that shunt provides, and effects spells like nature's balance, drown, crumble and stoning spells.
42 - L-Spell Penetration
45 - LSF Transmutation
48 - LSF Necromancy
51 - LSF Evocation
54 - Great Wisdom 8
57 - Great Wisdom 9
60 - Great Wisdom 10
- Used Wonderous Tome of Ancient Lore: Necromancy, Wisdom artifact, and Pandect of Darkest Secrets Epic Energy Resistance.
- If I had not used a necromany book would have used abjuration. Main factor going necro is insta kill spells.
63 - PSF Evocation
66 - PSK Evocation
69 - PSF Necromancy
72 - PSK Necromancy
75 - PSF Transmutation
78 - P-Spell Penetration
- For feats, 1-60 feats are flexable for order taken, the Paragon feat order is carved in stone. If would have gone abjuration route over necro the feat order would be the same just swapping necro for abj.
- PSK Evo was first because of the power that a 2nd immute brings, can really speed up runs with massing and properly timing immutes.
- PSK Necro is 2nd goal because the extra +2 abilities is just so good, more dc and less failed ability checks for all. The 2nd use of dust to dust is nice as well, unless a run requires stoning in nearly every mob, I memorize fewer stoning spells and rely upon the epic for stoning needs.
- PSF Trans would be nice to take earlier, because of the extra 1 sr drop over LSF trans and the extra dc provided to staple spells like drown and crumble, but the other stuff is just better.
- Normally on a caster, I would take p-spell penetration earlier, but other casters do not have NB and fissure.
Skills - @60 - @80
Animal Empathy - 01 - 01
Concentration - 63 - 63
Craft Armor - 02 - 24
Discipline - 31 - 41
Heal - 44 - 44
Lore - 63 - 63
Parry - 63 - 63
Spellcraft - 01 - 01
Tumble - 31 - 40
- Heal skill is 44, +50 magic, +34 wisdom, -10 x5 demi with nessus penalty, equals 128. Main reason for taking the skill, is for healing circle spell. Healing circle regens 1 hp per 2 skill, 63hp aoe regen per round at 126 skill.
- Animal empathy requires training, the reason why have 1 point invested. The +6 damage to creeping doom is not enough of an incentive for me to invest in this. Dominating animals can help a small party or leveling, but tends to hamper larger party play.
- Did not invest heavily in craft armor because monk splash druids have such crazy high armor class, sacrificing abilities to get another point of ac is a waste.
Saves - @60 - @80
Fort - 59 - 68
Ref - 54 - 63
Will - 77 - 87
Equipment
- Confluence of Silvanus - Torch from abos, increases nature's balance radius. I really like using this because can almost always get any encounter fully green with 2 NB castings.
- Wrap of Rapheal - BUR druid robe, spell slots and +1dc for 6 and under. Most dc druid spells are 6 and under. Because using torch, better to use robes over light armor.
- Pendant of the Seer - Bur amulet, spell slots and +1dc for 6 and under. Stacks with wrap.
- Shroud of the Demon Bat - Abyss cloak +2 dex checks and ability to stand back up after being knocked down. I use this primarly for kd pickup, Eelskin Flippers is a set boot from Loca that has same ability.
- Healer's Charm - Set amulet from Loca, has every cure type spell ever needed at level 41 casting. I keep 3 of these so can slack memorizing heals and cures. I do not put a spell slot aug on my pendant of seer because I use these. Obviously would memorize a bunch cure disease if doing Zion in abyss, where the cure has a time limit and swapping gear may take to long.
Spellbook
- My typical hells spellbook, fraction numbers indicate rest of slots at that level
- Of the spells I list, sometimes just one or two as placeholders. For me it is easier to have a placeholder spell for !sb fill when changing spellbook while resting.
1st - 3 endure elements, 1/2 grease, 1/2 entangle
- Foundation of Stone, I tried using this spell for a period of time, would rename the spell to foundation of tombstone. The number of times I was knocked down while casting this, to remain kd while it was in effect and to have to prepare a !cancel for it, causes me to not prep it.
- Depending upon pace of run, depends on if I use grease or entangle. Every spawn I cast stonehold, if there is enough time to grease then entangle, I will do those as well.
2nd - 3 charm person or animal, 2 one with the land, 6 blood frenzy, rest lesser resore.
- Charm is for minor buff to animal empathy, only buff with it because I have a TA.
- One with land is for resting in rona and ely.
- Blood frenzy 900 extra temp hp my 40 con gives.
- Lesser restore is an very useful spell, because it is a swift action. Can cast a dc spell at a creature at the same time restore with lesser restore yourself to remove hell penalty to dc. Still have to carry a better restore item to remove blindness and level drain.
3rd - 2 font of vision, 8 caustic weapon, rest poison.
- Font of vision, I have to be really bored to cast those.
- If on a layer that has gust kill creatures, drop poison for extended desert sirocco.
- Now that poison is less effective in hells, often have extended flame lash here.
4th - 8 FoM, 4 Mass Cammo, rest emp Heat Body or Caustic Gel
- I prep a few extra FoMs to hand out to other players if they ask me, only freely offer FoM to banker.
- I like the damage over time spells, try to put it on anything vulnerable to it that is alive for a while.
5th - 3 monstrous regen, 3 death ward, rest ?
- I often place an empowered level 3 spell here, ice lance, call lightning or infestation of maggots.
6th - 3 extended augury, 2 empowered vortex of teeth, 3 energy buffer, rest drown
- If I was using light and shield, would prep 3 greater stoneskin.
- I usually have more 6s to spare than 7s, so if run needs more crumbles, swap drowns to 7 and place crumbles here.
7th - 4 ext healing circle, 2 font of purification, 8 ext stonehold, rest ext crumble
- I almost always drop a stonehold on every spawn before doing anything else, nobody moves, nobody gets hurt. Ely, abos, abyss, hells, and everywhere else it is usefull.
- Sometime will increase number of fonts on runs where there are a lot of inflicting slaggers, mainly just use it in boss fights.
- Used to keep 3 ext regenerate spells as well, just to tight on 7s to have that extra 23hp regen.
8th - 3 premonition, 3 ext aura of vitality, 4 fod, rest nb
- Only use premonition if using robe and torch, not a baneknight.
- Usually increase number of fods prepared after get a feel for how many NBs are needed per rest cycle.
9th - 2 emp creeping doom, 2 storm of vengence, 2 cast in stone, rest emp fissure or ES or ext Bombard.
- 9s are most flexable spot, often reset this part of spellbook to deal with whatever is dying the slowest.
- Anywhere says @60, assume +14 to abilities, +20 saves.
- Anywhere says @80, assume +16 to abilities, +20 saves, x2 demi, arty.
- When I first wrote this build up, I considered Necromancy to be superior to Abjuration. I would consider them equals now.
Race - Human Rilmani
Class - Druid 39, Monk 1
Ability - Hu - Ril - @60 - @80
Str - 08 - 08 - 22 - 30
Dex - 14 - 14 - 28 - 36
Con - 14 - 18 - 32 - 40
Int - 10 - 10 - 24 - 32
Wis - 18 - 24 - 68 - 78
Cha - 08 - 08 - 22 - 30
- I like a high con, with blood frenzy spell hp boost based off of con modifyer, druids in effect get double con hp bonus. Lots of hps allows slacking on immunites for more spell slot gear.
Feats
Rilmani - SF Conjuration, GSF Conjuration, Spell Penetration, ESF: Animal Empathy
01 - SF Evocation, GSF Evocation
03 - Meta Extend Spell
06 - SF Transmutation
09 - GSF Transmutation
12 - Meta Empower spell
15 - Greater Spell Penetration
18 - Lightning Reflexes
20 - Monk Level, Disc 23, Tumble 23
- The main purpose of taking monk level at 20th instead of at 40th is the +1 to fort and +2 to reflex save.
21 - ESF Transmutation
24 - ESF Evocation
25 - ESF Conjuration
27 - Great Wisdom 1
29 - Great Wisdom 2
30 - Great Wisdom 3
33 - Great Wisdom 4, Great Wisdom 5
36 - Great Wisdom 6
37 - Great Wisdom 7
39 - Epic Spell Penetration
- ESF Conjuration is taken for the 59% conceal from the epic spell, and for notable spells like stonehold and grease. Use of those will significantly help the survival of any group. If I were to go pure druid instead of monk splash, would take conj to legendary for more dc on stonehold, it is effective almost everywhere.
- ESF Evocation is taken for the epic Immutable Force and to help the dcs of damage spells like fissure. Immutable Force is a key druid ability, a good druid never rests with uses left. Immutable Force is best used when a random spawn appears, when about to start a beatdown on a large mass or on the entry of a boss fight. Immute does not work on players who have just died and are brought back by rebirth effects for 1 round, the reason to try to use immute right before people start taking damage.
- ESF Transmutation is taken for 39% elemental immunity that shunt provides, and effects spells like nature's balance, drown, crumble and stoning spells.
42 - L-Spell Penetration
45 - LSF Transmutation
48 - LSF Necromancy
51 - LSF Evocation
54 - Great Wisdom 8
57 - Great Wisdom 9
60 - Great Wisdom 10
- Used Wonderous Tome of Ancient Lore: Necromancy, Wisdom artifact, and Pandect of Darkest Secrets Epic Energy Resistance.
- If I had not used a necromany book would have used abjuration. Main factor going necro is insta kill spells.
63 - PSF Evocation
66 - PSK Evocation
69 - PSF Necromancy
72 - PSK Necromancy
75 - PSF Transmutation
78 - P-Spell Penetration
- For feats, 1-60 feats are flexable for order taken, the Paragon feat order is carved in stone. If would have gone abjuration route over necro the feat order would be the same just swapping necro for abj.
- PSK Evo was first because of the power that a 2nd immute brings, can really speed up runs with massing and properly timing immutes.
- PSK Necro is 2nd goal because the extra +2 abilities is just so good, more dc and less failed ability checks for all. The 2nd use of dust to dust is nice as well, unless a run requires stoning in nearly every mob, I memorize fewer stoning spells and rely upon the epic for stoning needs.
- PSF Trans would be nice to take earlier, because of the extra 1 sr drop over LSF trans and the extra dc provided to staple spells like drown and crumble, but the other stuff is just better.
- Normally on a caster, I would take p-spell penetration earlier, but other casters do not have NB and fissure.
Skills - @60 - @80
Animal Empathy - 01 - 01
Concentration - 63 - 63
Craft Armor - 02 - 24
Discipline - 31 - 41
Heal - 44 - 44
Lore - 63 - 63
Parry - 63 - 63
Spellcraft - 01 - 01
Tumble - 31 - 40
- Heal skill is 44, +50 magic, +34 wisdom, -10 x5 demi with nessus penalty, equals 128. Main reason for taking the skill, is for healing circle spell. Healing circle regens 1 hp per 2 skill, 63hp aoe regen per round at 126 skill.
- Animal empathy requires training, the reason why have 1 point invested. The +6 damage to creeping doom is not enough of an incentive for me to invest in this. Dominating animals can help a small party or leveling, but tends to hamper larger party play.
- Did not invest heavily in craft armor because monk splash druids have such crazy high armor class, sacrificing abilities to get another point of ac is a waste.
Saves - @60 - @80
Fort - 59 - 68
Ref - 54 - 63
Will - 77 - 87
Equipment
- Confluence of Silvanus - Torch from abos, increases nature's balance radius. I really like using this because can almost always get any encounter fully green with 2 NB castings.
- Wrap of Rapheal - BUR druid robe, spell slots and +1dc for 6 and under. Most dc druid spells are 6 and under. Because using torch, better to use robes over light armor.
- Pendant of the Seer - Bur amulet, spell slots and +1dc for 6 and under. Stacks with wrap.
- Shroud of the Demon Bat - Abyss cloak +2 dex checks and ability to stand back up after being knocked down. I use this primarly for kd pickup, Eelskin Flippers is a set boot from Loca that has same ability.
- Healer's Charm - Set amulet from Loca, has every cure type spell ever needed at level 41 casting. I keep 3 of these so can slack memorizing heals and cures. I do not put a spell slot aug on my pendant of seer because I use these. Obviously would memorize a bunch cure disease if doing Zion in abyss, where the cure has a time limit and swapping gear may take to long.
Spellbook
- My typical hells spellbook, fraction numbers indicate rest of slots at that level
- Of the spells I list, sometimes just one or two as placeholders. For me it is easier to have a placeholder spell for !sb fill when changing spellbook while resting.
1st - 3 endure elements, 1/2 grease, 1/2 entangle
- Foundation of Stone, I tried using this spell for a period of time, would rename the spell to foundation of tombstone. The number of times I was knocked down while casting this, to remain kd while it was in effect and to have to prepare a !cancel for it, causes me to not prep it.
- Depending upon pace of run, depends on if I use grease or entangle. Every spawn I cast stonehold, if there is enough time to grease then entangle, I will do those as well.
2nd - 3 charm person or animal, 2 one with the land, 6 blood frenzy, rest lesser resore.
- Charm is for minor buff to animal empathy, only buff with it because I have a TA.
- One with land is for resting in rona and ely.
- Blood frenzy 900 extra temp hp my 40 con gives.
- Lesser restore is an very useful spell, because it is a swift action. Can cast a dc spell at a creature at the same time restore with lesser restore yourself to remove hell penalty to dc. Still have to carry a better restore item to remove blindness and level drain.
3rd - 2 font of vision, 8 caustic weapon, rest poison.
- Font of vision, I have to be really bored to cast those.
- If on a layer that has gust kill creatures, drop poison for extended desert sirocco.
- Now that poison is less effective in hells, often have extended flame lash here.
4th - 8 FoM, 4 Mass Cammo, rest emp Heat Body or Caustic Gel
- I prep a few extra FoMs to hand out to other players if they ask me, only freely offer FoM to banker.
- I like the damage over time spells, try to put it on anything vulnerable to it that is alive for a while.
5th - 3 monstrous regen, 3 death ward, rest ?
- I often place an empowered level 3 spell here, ice lance, call lightning or infestation of maggots.
6th - 3 extended augury, 2 empowered vortex of teeth, 3 energy buffer, rest drown
- If I was using light and shield, would prep 3 greater stoneskin.
- I usually have more 6s to spare than 7s, so if run needs more crumbles, swap drowns to 7 and place crumbles here.
7th - 4 ext healing circle, 2 font of purification, 8 ext stonehold, rest ext crumble
- I almost always drop a stonehold on every spawn before doing anything else, nobody moves, nobody gets hurt. Ely, abos, abyss, hells, and everywhere else it is usefull.
- Sometime will increase number of fonts on runs where there are a lot of inflicting slaggers, mainly just use it in boss fights.
- Used to keep 3 ext regenerate spells as well, just to tight on 7s to have that extra 23hp regen.
8th - 3 premonition, 3 ext aura of vitality, 4 fod, rest nb
- Only use premonition if using robe and torch, not a baneknight.
- Usually increase number of fods prepared after get a feel for how many NBs are needed per rest cycle.
9th - 2 emp creeping doom, 2 storm of vengence, 2 cast in stone, rest emp fissure or ES or ext Bombard.
- 9s are most flexable spot, often reset this part of spellbook to deal with whatever is dying the slowest.