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Playtest: The Druid (merged)
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<blockquote data-quote="Mengu" data-source="post: 4571976" data-attributes="member: 65726"><p>I think there is a lot of knee jerk reaction here.</p><p> </p><p></p><p> </p><p>Just to point out, Cloud of Daggers will kill a minion, even on a miss. Flame Seed does absolutely nothing on a miss. Also Cloud of Daggers typically does 1d6+Int+Wis damage against non-minions, which is more than Flame Seed, but flame seed affects multiple targets, so they are not easy to compare.</p><p> </p><p></p><p> </p><p>Wizards have a number of close attack options, but that's not their schtick. What way better range spells are you talking about? Scorching Burst is still the king of at-will range AoE damage.</p><p> </p><p></p><p> </p><p>If you are talking about Flame Seed again, you still have to hit with the initial attack to kill those minions. Scorching burst is a much more reliable way to kill minions since more rolls will average out to a few kills with each casting instead of all or nothing like Flame Seed.</p><p> </p><p>The area for Flame Seed does get bigger against large opponents. I'll give you that. I'm not entirely sure it's worth the hassle to try and slide stuff into the zone for just Wisdom damage (hardly "deathfire zone"), especially at higher levels.</p><p> </p><p></p><p> </p><p>Warlocks typically have better hit points, and ways of getting temporary hit points. Ditto for Barbarians. Archer rangers will typically have better AC.</p><p> </p><p></p><p> </p><p>I'm not sure why you think Call of the Beast is absurd. It's not even a power I would pick for a druid I'd want to play. It will frequently do no damage and have no effect. Not my idea of an absurd power.</p><p> </p><p></p><p> </p><p>The healing from Fires of Life is a nice little bonus, but little is the keyword there. As a daily power for someone who is trying to have a secondary role of leader, it's down right pathetic. </p><p> </p><p></p><p> </p><p>Yeah ok. This one threw me off too at first, but I'll get over it. I can see a dwarf Thorn Whipping an enemy closer, changing into a boar-like creature, and shredding them in melee.</p></blockquote><p></p>
[QUOTE="Mengu, post: 4571976, member: 65726"] I think there is a lot of knee jerk reaction here. Just to point out, Cloud of Daggers will kill a minion, even on a miss. Flame Seed does absolutely nothing on a miss. Also Cloud of Daggers typically does 1d6+Int+Wis damage against non-minions, which is more than Flame Seed, but flame seed affects multiple targets, so they are not easy to compare. Wizards have a number of close attack options, but that's not their schtick. What way better range spells are you talking about? Scorching Burst is still the king of at-will range AoE damage. If you are talking about Flame Seed again, you still have to hit with the initial attack to kill those minions. Scorching burst is a much more reliable way to kill minions since more rolls will average out to a few kills with each casting instead of all or nothing like Flame Seed. The area for Flame Seed does get bigger against large opponents. I'll give you that. I'm not entirely sure it's worth the hassle to try and slide stuff into the zone for just Wisdom damage (hardly "deathfire zone"), especially at higher levels. Warlocks typically have better hit points, and ways of getting temporary hit points. Ditto for Barbarians. Archer rangers will typically have better AC. I'm not sure why you think Call of the Beast is absurd. It's not even a power I would pick for a druid I'd want to play. It will frequently do no damage and have no effect. Not my idea of an absurd power. The healing from Fires of Life is a nice little bonus, but little is the keyword there. As a daily power for someone who is trying to have a secondary role of leader, it's down right pathetic. Yeah ok. This one threw me off too at first, but I'll get over it. I can see a dwarf Thorn Whipping an enemy closer, changing into a boar-like creature, and shredding them in melee. [/QUOTE]
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