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Tips to create and play an effective druid?
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<blockquote data-quote="circadianwolf" data-source="post: 5246974" data-attributes="member: 87990"><p>Well, swarm druids without pre-errata Hide Armor Expertise are lost above heroic tier, as they get to either tank their armor class or lose their class features.</p><p></p><p>Druids can make very good melee Polearm Momentum users. Take Battle Awareness to multiclass fighter (a great feat on its own), then Polearm Momentum (which also works on spears) and use an Alfsair Spear (which functions as a totem). Add on some way of extending your slides (usually Rushing Cleats, or Battering Shield if you ignore the druids and shields errata) and Savage Rend is now an at-will prone, which is pretty good control. (Is it sad that fighters have the best controller feat in the game, barring perhaps Psychic Lock? Yes. But fighters get all the best toys in 4E.)</p><p></p><p>Ruthless Killer (from D382) makes Grasping Claws an at-will immobilize, which can turn you into a pseudo-defender. It was great for pre-nerf swarm druids, and is now mostly useful to guardians who buff their defensive capabilities.</p><p></p><p>Druids also have Fire Hawk, which is an amazing at-will. Predators have Thorn Spray, a great encounter blast that drops defenses by -4 or -5 at level 1. The summoning dailies are great, too, in that they add another body to the combat and don't require an action to attack with.</p><p></p><p>Druids definitely take more finesse to play than other classes (as do controllers in general, but druids are probably even the most difficult of controllers).</p><p></p><p>Guardian druids shouldn't be fragile, though, and neither should be swarm druids with a decent AC; they have HP equivalent to a striker or leader with a high CON, certainly more staying power than most rogues or rangers or even warlords. Predator druids are highly mobile--more like rogues and rangers in that regard--and should be able to generally stay out of significant danger.</p></blockquote><p></p>
[QUOTE="circadianwolf, post: 5246974, member: 87990"] Well, swarm druids without pre-errata Hide Armor Expertise are lost above heroic tier, as they get to either tank their armor class or lose their class features. Druids can make very good melee Polearm Momentum users. Take Battle Awareness to multiclass fighter (a great feat on its own), then Polearm Momentum (which also works on spears) and use an Alfsair Spear (which functions as a totem). Add on some way of extending your slides (usually Rushing Cleats, or Battering Shield if you ignore the druids and shields errata) and Savage Rend is now an at-will prone, which is pretty good control. (Is it sad that fighters have the best controller feat in the game, barring perhaps Psychic Lock? Yes. But fighters get all the best toys in 4E.) Ruthless Killer (from D382) makes Grasping Claws an at-will immobilize, which can turn you into a pseudo-defender. It was great for pre-nerf swarm druids, and is now mostly useful to guardians who buff their defensive capabilities. Druids also have Fire Hawk, which is an amazing at-will. Predators have Thorn Spray, a great encounter blast that drops defenses by -4 or -5 at level 1. The summoning dailies are great, too, in that they add another body to the combat and don't require an action to attack with. Druids definitely take more finesse to play than other classes (as do controllers in general, but druids are probably even the most difficult of controllers). Guardian druids shouldn't be fragile, though, and neither should be swarm druids with a decent AC; they have HP equivalent to a striker or leader with a high CON, certainly more staying power than most rogues or rangers or even warlords. Predator druids are highly mobile--more like rogues and rangers in that regard--and should be able to generally stay out of significant danger. [/QUOTE]
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