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Build me a Druid
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<blockquote data-quote="Runestar" data-source="post: 4408163" data-attributes="member: 72317"><p>This is actually my interpretation as well, so wild armour and wildling clasps shouldn't work. So your druid is for most part a support caster or a decent fighter (and you may need to rely on medium-long duration buffs like mage armour or greater heroism to be viable in combat). Though you don't really need prcs for a druid, druid20 is perfectly viable in its own right (and few, if any prcs advance both spellcasting and wildshape, so you may actually end up diluting your own strengths).</p><p></p><p>I say that healing belts are overrated because the healing they offer (6d8/day) should be much less than the damage you can expect to take each day. The best it can do it alleviate your healing needs a little (and in a pinch, use it on that pesky incorporeal undead foe like the allip).</p><p></p><p>If you need help with healing, consider reading this thread.</p><p><a href="http://forums.gleemax.com/showthread.php?t=900334" target="_blank">http://forums.gleemax.com/showthread.php?t=900334</a></p><p></p><p>Blasting is sub-optimal for most part (don't let those large numbers fool you). If it is fine with your DM, consider playing a GOD (ie: battlefield control) wizard.</p><p><a href="http://forums.gleemax.com/showthread.php?t=956548" target="_blank">http://forums.gleemax.com/showthread.php?t=956548</a></p><p></p><p>Not sure what other advice I can offer though. In general, I don't advocate trying to sneak one past your DM because it will likely just lead to more problems down the road. But is there a reason why he is making those rulings the way he is? None of them strike me as issues needing to be fixed/resolved. Seems more like some sort of knee-jerk reaction regarding what he feels are problematic, as opposed to what actually are potentially game-breaking.<img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p></blockquote><p></p>
[QUOTE="Runestar, post: 4408163, member: 72317"] This is actually my interpretation as well, so wild armour and wildling clasps shouldn't work. So your druid is for most part a support caster or a decent fighter (and you may need to rely on medium-long duration buffs like mage armour or greater heroism to be viable in combat). Though you don't really need prcs for a druid, druid20 is perfectly viable in its own right (and few, if any prcs advance both spellcasting and wildshape, so you may actually end up diluting your own strengths). I say that healing belts are overrated because the healing they offer (6d8/day) should be much less than the damage you can expect to take each day. The best it can do it alleviate your healing needs a little (and in a pinch, use it on that pesky incorporeal undead foe like the allip). If you need help with healing, consider reading this thread. [URL]http://forums.gleemax.com/showthread.php?t=900334[/URL] Blasting is sub-optimal for most part (don't let those large numbers fool you). If it is fine with your DM, consider playing a GOD (ie: battlefield control) wizard. [URL]http://forums.gleemax.com/showthread.php?t=956548[/URL] Not sure what other advice I can offer though. In general, I don't advocate trying to sneak one past your DM because it will likely just lead to more problems down the road. But is there a reason why he is making those rulings the way he is? None of them strike me as issues needing to be fixed/resolved. Seems more like some sort of knee-jerk reaction regarding what he feels are problematic, as opposed to what actually are potentially game-breaking.:erm: [/QUOTE]
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