Post by Jared Clesi - Noob on Oct 22, 2006 23:13:48 GMT -5
Centaur Druid:
At Start-up:
-5 dex
-5 str
-5 spi
Take Int. to 40
wiz apprentice
brilliant mind
Max Int
Max Con
Apply a 30-35 int rune. You WILL NOT need more than this.
Empty the rest into spirit
Things I Trained.
Focus's:
Light Armor: 100%
Block: 140%
Nature Lore: 145%
Restoration : As high as it needs to go for the group % heal
Bendication: 69% for summon
(note: take hammer to 38% early on. It will increase as int goes up. But it's only a small bit of refining)
Skills:
Regrowth: 40 trains. Very good Heal
Earthquake: 20 trains. Only need 20 to Rock any and all PvE. Not what you want to be using for PVP as it targets around the caster and takes too long to cast.
Call Lightning: 40 trains. Best PVP druid spell there is. Blast a group from far away.
Hedge of Thorns: 40 trains. Second best druid PVP spell. Snare is a must.
Single Thorns dot: 40 trains. The damage with stack with the AoE thorns dot. Good for killing anything that tries to evac or run. Or, good for avoiding snaring other groups.
Poison dot: 5 trains. You'll have trains layin around. This is good for stuff that likes to run away from you. Damage in between your Call light nukes as they run from you snared.
% heals: Both of them. Get the single one up high enough so you can drop one train in the group % heal. If you have points later you "should" look into GMing the single % heal. The group one has a bit of a casting time on it so don't depend on it too much. Throw a train in it for any time your on heal duty.
+50 con buff: 40 Trains. A must for a cent druid. You should get up to about 2800 hps buffed with the right equipment and jewelry on with that.
You'll have some extra trains here. What I did. GM Damage shield. Guarantees you'll kill any dual wieldin non-barb class. 50 damage back a hit. You can outheal stuff. Sundancers can be tricky. just spam-click your heals and % heals and hit precise and run a bit. Works every time
Jewelry: This is what i've always used. never had a problem.
+10 int +10 con +30% MR rings
+10 int +10 nature lore +30% MR ammy. Works great.
Other equipment:
+100 mana +10 int druid hood
+150 atr +10 int guilded scepter
+8 def equipment with +40 hps
+30% block chance +30 cold/lightning OR magic resist shield.
Apply Huntsman for track.
That is solid all around. Good for literally everything. You have speed snares track damage shield heals and a fly.
At Start-up:
-5 dex
-5 str
-5 spi
Take Int. to 40
wiz apprentice
brilliant mind
Max Int
Max Con
Apply a 30-35 int rune. You WILL NOT need more than this.
Empty the rest into spirit
Things I Trained.
Focus's:
Light Armor: 100%
Block: 140%
Nature Lore: 145%
Restoration : As high as it needs to go for the group % heal
Bendication: 69% for summon
(note: take hammer to 38% early on. It will increase as int goes up. But it's only a small bit of refining)
Skills:
Regrowth: 40 trains. Very good Heal
Earthquake: 20 trains. Only need 20 to Rock any and all PvE. Not what you want to be using for PVP as it targets around the caster and takes too long to cast.
Call Lightning: 40 trains. Best PVP druid spell there is. Blast a group from far away.
Hedge of Thorns: 40 trains. Second best druid PVP spell. Snare is a must.
Single Thorns dot: 40 trains. The damage with stack with the AoE thorns dot. Good for killing anything that tries to evac or run. Or, good for avoiding snaring other groups.
Poison dot: 5 trains. You'll have trains layin around. This is good for stuff that likes to run away from you. Damage in between your Call light nukes as they run from you snared.
% heals: Both of them. Get the single one up high enough so you can drop one train in the group % heal. If you have points later you "should" look into GMing the single % heal. The group one has a bit of a casting time on it so don't depend on it too much. Throw a train in it for any time your on heal duty.
+50 con buff: 40 Trains. A must for a cent druid. You should get up to about 2800 hps buffed with the right equipment and jewelry on with that.
You'll have some extra trains here. What I did. GM Damage shield. Guarantees you'll kill any dual wieldin non-barb class. 50 damage back a hit. You can outheal stuff. Sundancers can be tricky. just spam-click your heals and % heals and hit precise and run a bit. Works every time
Jewelry: This is what i've always used. never had a problem.
+10 int +10 con +30% MR rings
+10 int +10 nature lore +30% MR ammy. Works great.
Other equipment:
+100 mana +10 int druid hood
+150 atr +10 int guilded scepter
+8 def equipment with +40 hps
+30% block chance +30 cold/lightning OR magic resist shield.
Apply Huntsman for track.
That is solid all around. Good for literally everything. You have speed snares track damage shield heals and a fly.