Playing a 4e/PHBII Druid? Let's hear about it


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I am playing a dwarf guardian druid in a recently started SoW campaign. So far, I am very pleased with my little guy. He is very versatile (being able to both go into melee and cast spells at range) and extremely durable (AC 18, 11 surges) at 3rd level. His ability to target reflex with his melee attacks is really useful too, and makes him great at getting the opposition into positions where they are flanked or otherwise in danger.

Overall, I am very fond of the class so far.
 

I've got two in my games. Each played by relatively new players, and each relatively low level.

One has carefully themed her druid so that all non-beast attacks are area effects. Beast attacks then preference single target effects. This seems to work out for her. The upshot of it is that her area of effects don't deal a ton of damage, but have a lot of control, while her beast attacks deal solid damage.

The other has a more organic build. She launches a lot of Storm Spike, and only shifts to beast form if something happens to encourage her.

Both characters do alright, although I have to think that they'd do better if they did a little more hit and run. First round, shift to beast, attack an isolated foe. Hit it for damage. Second round, hit it and slow it. Shift back a space, and disengage. Leave the foe more than 6 spaces from your allies, and travel more than 6 spaces, and the foe loses a round of combat. Stuff like that.
 

Shortly after the 1-3 preview went up, I had a druid in my playtesting sessions, going through Goodman Games's Sellswords of Punjar. That adventure has very narrow corridors, and I had built a primarily 'feral' build of druid, and three of the other characters were also melee-oriented . . . so that didn't go too well for the druid. I was kind of disappointed after that, but hopeful.

Testing my 'Favored Forms' pdf, I got to play several more druid builds in different situations, and I'm pretty excited. The free shift when leaving wild shape is especially awesome tactically.

IMO, it is kind of awkward having a controller up in melee, though, as the druid still doesn't fill the striker role . . . In my experience, a 5-man group should have 3 melee and 2 ranged, so having the controller as one of the melee people is weird. I'm not sure it makes it easier that he keeps switching forms and moving in and out of the front line :p

~
 

Playing an elf predator druid (naturally). Been loving it. I have to throw out there that some of those utility beast form powers that let you change into tiny creatures, flying creatures, etc. are INSANELY useful. High wisdom and dex, plus those powers, has made my guy quite an awesome scout.
 

Just started DM'ing a group. It's currently 4 players all level 1. It's got an Elf Avenger, a Genasi Swordmage, a Razorclaw Shifter Druid and a Doppelganger Artificer. They've done two encounters (I'm using Dungeon Delve as their 'intro) and the Druid has been interesting.

The first encounter had minions, and flame seed worked well against them. Also, there was the large pit in the middle of the encounter area, and the druid was able to use the Thorn Whip to pull one of the non-minions into the pit (the second time he tried it, the monster failed the save to avoid falling.

In the second encounter, the beast form powers shined. The druid was caught up front, and was able to use Savage Rend (and shift back to humanoid form) to disengage. Darting Bite was especially ood when the Druid really need to get out of dodge near the end.

In a smaller group it's good that the controller is able to pop in and out of melee as necessary. The Savage Rend was helpful for the Avenger as well as it helped to isolate his targets.
 

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