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Completed 4e Druid (Updated 7/11, New Items; More Versatile)
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<blockquote data-quote="malcolm_n" data-source="post: 4380493" data-attributes="member: 63154"><p>Alright, I read over your druid, here's my take.</p><p>[sblock=review of zip druid]A lot of the rewording you've done makes it a tad too powerful in any given form. Nature's breath, for example, is leagues better than Over Heat because over heat is a static +2 damage if you hit last round, not growing.</p><p> </p><p>Acrobatics as a known skill detracts from the druid's flavor as a possible defender and really has a tacked-on feel.</p><p> </p><p>Rites focus having the orb implement mastery is a bit powerful compared to the other two.</p><p> </p><p>Implement Mastery for a druid puts it over the power for a hybrid, considering it lets you act as a wizard in addition to rogue and fighter as opposed to instead of.</p><p> </p><p>Restricting your players to grunting kinda kills the feeling. It could be assumed that, while you lose the ability to speak itself, you're smart enough to convey the same. Alternatively, I would say it's balanced enough to let you speak, since verbal components of spells are a thing of the past. Just say you don't completely change your vocal cords.</p><p> </p><p>Why allow opportunity attacks against a druid changing form? It hinders a key aspect of being able to change form.</p><p> </p><p>Primal Concentration is too stat intensive</p><p> </p><p>Feral leap is Charge with knockback 1 square; it's okay, but unnecessary.</p><p> </p><p>Grasping roots - Again, very powerful for at-will</p><p> </p><p>Kick is nice.</p><p> </p><p>Raking talons is too powerful for at-will</p><p> </p><p>Quick retreat is more powerful than the similar rogue at-will</p><p> </p><p>Winter's heart is good without the sustain minor. Remember, you can sustain it every round if you want. as written, better off at level 3.</p><p> </p><p>Healing wave makes no sense with the ability compared to the flavor text, name and ability. The power itself isn't bad, but out of flavor for the defender/striker hybrid. It's more leader, which isn't bad, but should stay an exception rather than a rule if you push this to 30.</p><p> </p><p>Sheath of thorns is okay, but suffers the same problem as a power i wrote did before. End of encounter wisdom damage to attackers if powerful for level 1; consider moving to 5.</p><p> </p><p>Brother wolf - at 24th level, you have a wolf standing around doing nothing each round. Also, a little complicated for level 1</p><p>[/sblock]</p><p> </p><p>As with anything, it has potential; and with time can likely be balanced out (it's taken my druid since may to get this far). The biggest tip I can give you is to compare the given power you make with a class it's going to be viewed as. For defender, I went with fighter/paladin. For Striker, I went solely rogue for wild-shape and fey warlock for casting with a splash of wizard (mostly at daily and always at 1 step down; like 15 becomes 19). Most of the powers you have so far would be okay for a single role character at one step higher; but if you want to keep your druid a hybrid (ie viable in any form), you'll have to do some shifting in balance.</p><p> </p><p>Hope this helps.</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 4380493, member: 63154"] Alright, I read over your druid, here's my take. [sblock=review of zip druid]A lot of the rewording you've done makes it a tad too powerful in any given form. Nature's breath, for example, is leagues better than Over Heat because over heat is a static +2 damage if you hit last round, not growing. Acrobatics as a known skill detracts from the druid's flavor as a possible defender and really has a tacked-on feel. Rites focus having the orb implement mastery is a bit powerful compared to the other two. Implement Mastery for a druid puts it over the power for a hybrid, considering it lets you act as a wizard in addition to rogue and fighter as opposed to instead of. Restricting your players to grunting kinda kills the feeling. It could be assumed that, while you lose the ability to speak itself, you're smart enough to convey the same. Alternatively, I would say it's balanced enough to let you speak, since verbal components of spells are a thing of the past. Just say you don't completely change your vocal cords. Why allow opportunity attacks against a druid changing form? It hinders a key aspect of being able to change form. Primal Concentration is too stat intensive Feral leap is Charge with knockback 1 square; it's okay, but unnecessary. Grasping roots - Again, very powerful for at-will Kick is nice. Raking talons is too powerful for at-will Quick retreat is more powerful than the similar rogue at-will Winter's heart is good without the sustain minor. Remember, you can sustain it every round if you want. as written, better off at level 3. Healing wave makes no sense with the ability compared to the flavor text, name and ability. The power itself isn't bad, but out of flavor for the defender/striker hybrid. It's more leader, which isn't bad, but should stay an exception rather than a rule if you push this to 30. Sheath of thorns is okay, but suffers the same problem as a power i wrote did before. End of encounter wisdom damage to attackers if powerful for level 1; consider moving to 5. Brother wolf - at 24th level, you have a wolf standing around doing nothing each round. Also, a little complicated for level 1 [/sblock] As with anything, it has potential; and with time can likely be balanced out (it's taken my druid since may to get this far). The biggest tip I can give you is to compare the given power you make with a class it's going to be viewed as. For defender, I went with fighter/paladin. For Striker, I went solely rogue for wild-shape and fey warlock for casting with a splash of wizard (mostly at daily and always at 1 step down; like 15 becomes 19). Most of the powers you have so far would be okay for a single role character at one step higher; but if you want to keep your druid a hybrid (ie viable in any form), you'll have to do some shifting in balance. Hope this helps. [/QUOTE]
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