PHBII: big problem - druids lack healing at low levels!

Note that the druid mc feat gives you wild shape AT WILL! It only gives you a wild shape attack power once per encounter, but all the scouting and blending in options of taking animal form are there all the time, for the cost of one feat. So pick your healing class (shaman or cleric, probably) and take the multiclass feat. Call yourself a "druid".

4E druid was so powerful it had to be dismantled. The healing and buffing went to the shaman, the animal companion to the ranger, some of the wild-shaping to the warden, and the nuking and some of the wild-shaping went to the new druid.

Unfortunately there is not a MC feat for ranger that grants the companion; otherwise you could make a bard, MC ranger, MC shaman, MC druid and reassemble the whole mess (though it would be a lousy bard).
 

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While I agree with what everyone is saying here - what was the druid has now been split up into seperate classes - the CON build for druids claims leader as a secondary role, but doesn't seem to actually back that up, based on a skim of the druid powers. As mentioned, real healing powers don't show up until mid-paragon, and other leader-type riders are non-existant (saving throws for party members, bonuses to hit, etc.). Whereas a paladin (for example) could actually fill in as a secondary leader, it doesn't look like the druid can, even with the supposed "secondary leader" build.
 


Note that the druid mc feat gives you wild shape AT WILL! It only gives you a wild shape attack power once per encounter, but all the scouting and blending in options of taking animal form are there all the time, for the cost of one feat.
Eh what?

Wildshape does nothing for "Blending in" or "scouting". It doesn't give you any stat abilities whatsoever. There are utility powers that grant that, but not the Wild Shape itself.

All the Wildshape does is facilitate the use of Beast powers, and allows you to shift as a minor action when you come out of it.
 

1) Wildshape, as folk note, gives NO advantage, in 4th ed, except you get to shift 1 when you trigger it. and one extra At-Will power (which cab be used only in wildshape form and you cannot use implement powers in wild form!), and as trade off you lose ability to wield some items (as noted,losign ability to use implements which hampers which powers you can use).
Which would be ok, but...

3rd ed wildshape could be abused, so they've rectified that...a tad too much, like they did for wizards, who are also a tad too poor at their role now, and everyone knows it.

Wildshape now only gives you:
- A Shift 1 for minor action when you trigger it
-Loss of some item use
-Only way you can use some powers. druids get an extra at will because of this, but many of their powers are directly tied ot being in wild shape, so you are forced to use it to use your powers (which is ok for class design, but it's an issue I don't think folk get).

Thus you can argue, that wild shape is more a roleplaying thing, now, that gives little substantial benefit.

the other benefits druid's get as a class are:
EITHER
use con modifier in place of Dex or Int when wearing light or no armour
OR
when not wearing heavy armour, +1 speed.

And Ritual casting.

That's pretty damn weak sauce compared to a bard, who gets the same hit points, healing surges and more weapon/armour choices!

bard:
-Ritual Caster feat and bonus ritual use per day
-Bardic virtue, either, slide ally or bonus hit points to ally
-Majestic word, heal similar to a clerics
-Multiclass versaility
-Skill versatility
-Song of Rest
-Words of Friendship

That's *very* unbalanced, IMHO. I know their roles, damage etc are different, but you see what I mean?

2) Spatula is correct.
Folk have missed this point, so I'll say it again:
Druids DO get one very powerful and glaringly odd heal power: an AOE heal at lvl 16 utility, much the same as a cleric does at lvl 10.

Now why is that? Why get that, and a smattering of other heal abilities that do healing only as a by-product?

Honestly, to me, I think the designers weren't sure, and either made a gross mistake and forgot to add things back in afer maybe finding they'd run out of space in PHBII to add more powers for healing,
or they figured to leave as is and see how it plays and to kill the 3rd ed over powered druid (like they have done for the wizard),
or they will add more heals in a Primal Power book.
Hm?


Please remember, I'm not a druid player, I'm a DM. I can accept druids were over powered in 3rd ed (or could be with right set up rather than the basic class).
But, the class is iconic ot D&D, having them as "controllers" is fine, and their secondary role should be leader or striker, but their "leader" abilities, most specifically healing, are useless, bar 1 or 2 powers.

The shaman class, fyi, existed in 2nd AND 3rd ed (I've still got rhe shaman 2nd ed soft cover, iirc). And is not the same as a druid.

Fighters fought, bards sang, wizards caster spells, clerics healed, druids healed...but nw druids can't, except at lvl 16 and once in a while.
DUH?! :p
So, there's a problem.

Druids should get either more heals in their utility powers, similar to but weaker or different than a clerics' (they were never as much into healing as clerics but they definatley DID heal), or some innate heal of weaker type, like a regen.

You could maybe make those balanced on whether they go Primal Guardian or Predator, as the class Feature list is seriously lacking, big time.

WOTC threw the baby out with the bath water, on this, IMHO ;)
 

Wildshape does nothing for "Blending in" or "scouting". It doesn't give you any stat abilities whatsoever. There are utility powers that grant that, but not the Wild Shape itself.

I'm no expert, but looking like an animal should at least allow you to pretend to be an animal (in form of a Bluff or Nature check), which is "blending in", or give a bonus to Stealth in some cases due to natural camouflage, which is "scouting". Blending in is also helpful for scouting if the enemy doesn't suspect that a dog or a raccoon can be a shifted druid.

Well, being shapeshifted to a snake should also be useful for squeezing through tight places, but I suspect there is some rule against it.

If you shapeshifted to an animal, something _has_ to change. It's not even an illusion, it's real P-shift.
 

That's *very* unbalanced, IMHO. I know their roles, damage etc are different, but you see what I mean?

*facepalm*

Dude, I think you might have missed the concept of class roles in 4E.

Defender - Attracts attention so monsters hit them
Striker - Moves around and does lots of damage to one monster
Leader - Gives status boosts to allies
Controller - Gives status ailments to enemies

Typically, defenders have the most hit points because they're getting hit a lot. Leaders and strikers come second because they float in and out of melee and will draw some attention. Controllers have the least because they're rarely getting hit unless it's by ranged attacks (or the defender sucks).

Defenders tend to have comparable AC to leaders because both are in melee often. Strikers have slightly worse AC because they stress mobility over tanking. Controllers usually have the worst AC because, again, if someone is wailing on them with weapons your defender failed.

Most classes belong to one role and dabble in another depending on focus. For example, all fighters are defenders, but Sword and Board fighters have a touch of controller while Greatweapon fighters have a touch of striker. A fighter will never be a controller or a striker, but in a pinch they can almost fill that role.

One of the two builds of druid dabbles in being a leader, specifically the part of being a leader that makes it easier to hit a monster and harder to be hit by that monster. Note that Leader <> Healer, but Leader INCLUDES Healer. Hence the druid gets one healing power at higher levels, but otherwise can't heal. The Thaneblood Barbarian dabbles in leader but likewise can't heal - he makes his allies better, which is the main gimmick of a leader.

Ignore how the druid was in older editions. Go back and re-read pages 15 and 16 in the PHB1. Then when you want to compare a druid to something to check on whether it's broken, compare it to the wizard and invoker, not the bard. Compare the bard to the warlord, cleric, and shaman. If healing is your measure of how strong of a leader the class is, the bard is underpowered compared to the cleric. Nobody compares to them as a healer, but a warlord is much better at helping other people hit, a bard is much better at moving allies out of a jam, and so forth.
 


One option is to grab one of the 3rd party books that have a druid analog and make that your druid healer. Ari's Advanced Player's Guide covers that role, IIRC (not near my books now). Not sure about the others.
 

If I wanted to make the druid more healer-ish, I'd let them take a feat that lets them make a heal check to grant additional second wind uses in combat (possibly with some accumulating penalty) and let them add their WIS modifier to boost second winds outside of combat. They shouldn't be as good a healer as clerics.
 

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