The Zen of Druid:

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Posted by Nepenthe(IMM) on May 3, 2000 at 13:23:07:

In Reply to: Hey DRUID LOVER, help me out here. posted by new druid on May 3, 2000 at 07:53:31:

I have the feeling this is going to be nitpicked over, but I'd like to take a stab at pointing our intrepid drubie in (what I think is) the right direction. There's a good chance I'll be off on some minor points, but I feel that on the whole I have a relatively good grasp of the strengths of the druid (considering there aren't exactly bunches of high-level druids running around kicking ass and/or taking names).

Versatility
In my opinion, this is the single most important thing to remember, moreso than for any other class. Consider:

- Druids have good healing abilities (in addition to their herbal medicine, which is also good). They're not limited by how often they can use these abilities (ranger, assassin), where they can use their cures (ranger), or in whom they can cure (bard, assassin, shaman, conjurer, etc). I'd put them about on par with paladins, paladins having an edge in having heal, druids having an edge in some other ways. Only a healer is clearly superior in all situations. They additionally have a few other useful 'support' communes, such as fly and frenzy.

- Druids have decent tanking and weapon selection potential (as compared to mages in most conditions)

- Druids have decent damage-reducing effects (protection elements, resist metals, etc). Compare with the other communers or a high-level invoker and they come up short. The classes with access to mechanical-magic-based protections can potentially exceed a druid as well -- but they're still at least middle of the road. Please, no nitpicking on this point in particular. Pretend I know what I'm talking about. They also have probably the best protective shield equivalent in the entire game.

- Druids have strong direct damage magic (sunray, fire seeds, etc). Sure, an invoker can outshine the druid, as well as a few other classes in certain situations (e.g. a paladin fighting evil) but they're definitely up there.

- Druids have some good maledictive powers (moonbeam, entangle, spores, thornheart, spike growth, the hunt, etc). Some of these shine in comparison with their a-p/necro/shamanistic closest cousins because remedies are either nonexistant or nonstandard.

- Good mob powers. Conjurers and necromancers likely place ahead, but does anyone else even rank?

- Other good stuff including (eventually) one of the most foolproof hiding methods. Sure, treeform has its limitations, but isn't it nice to know that if that group of ten whatever is hunting you and you absolutely have to lay low, you can do it rather than have to die?

The pattern you should be seeing is that druids are strong contenders in several categories but aren't really the 'best' at anything. This places a strong burden on the druid player to tailor his or her combat tactics to each opponent. Charge that prepared invoker spamming sunray and s/he'll probably be looting you in a minute. Pull the same thing with a warrior who depends on evading blows and you might be in good shape.

Herbal Forage explained (kinda): An awful lot of people seem confused about the idea behind HF. In essence, it allows you to gather herbs which, for a time, boost the power of your communes of a given category. Different places in Thera will tend to yield herbs enhancing different categories. To really figure out what helps out what, you'll have to do some experimenting -- but the point is this: this skill plays to the versatility of druids. If you think you need more powerful sunrays for a given fight, you can play to that strength. If you think you'll be primarily relying on your curative powers to support others, you can play to that strength. And so on.

Location
I should maybe call this conditions, because the phase of the moon can tip closer fights either way, too. The point being that as a druid you're far stronger in the wilderness than out of it. I liken leaving the wilderness as either of the two nature classes to attacking someone who can bash without your protective shield as a mage: there are obviously times when it might be necessary or a good idea, but you don't want to do it without thinking about it for a second.

Mobility
Mobility and denial of mobility are strengths of the druid. I don't feel like explaining this one or arguing about it, but it's something to think about.

I hope that helps you out a little.

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