arscott
First Post
On Historical Druids:
-Folks, we already have wizards in the game. No need to make the same class twice.
On my preferred Druid:
Animal druid--I want a druid to be able to speak with animals and command animals, but not to be able to summon animals out of the Aether for combat purposes. Summon Nature's Ally is dumb.
Elemental druids--The powers I want a druid to have touch on some of the Greek and Japanese elements, but I don't actually want the druid to be based around them or even use them for categorization.
Nature druid--We've already got a Warlock that bargains with fey. No need to repeat.
Plant druid--Hell yes. I see entangle as the druid's Iconic power.
Shaper druid--Some, but not the focus of the class. A druid should be able to turn into a bird so that he can fly, or a mouse so he can get into tiny spaces, but he should have more effective ways of fighting than turning into a bear.
Spirit druid--Summoning a wolf spirit? Hell no. Saying "Wolf Spirit grant me strength"? Cool, but I think that it would actually work better for barbarians.
Weather druid--Big here too. With a lot of emphasis on terrain control--some "call lighning" is okay, but the standouts should be stuff like sleet storm and wind wall.
Other--Ground control. Transmute stone to mud, stoneshape, etc.
Of course, we haven't seen what the Wizard can do yet. There was talk about the Orb-Implement Wizard having lots of terrain control powers, which might clash with the plant/earth/weather-druid I have in my head. I'd rather have distinct classes than have the druid conform exactly to my expectations.
-Folks, we already have wizards in the game. No need to make the same class twice.
On my preferred Druid:
Animal druid--I want a druid to be able to speak with animals and command animals, but not to be able to summon animals out of the Aether for combat purposes. Summon Nature's Ally is dumb.
Elemental druids--The powers I want a druid to have touch on some of the Greek and Japanese elements, but I don't actually want the druid to be based around them or even use them for categorization.
Nature druid--We've already got a Warlock that bargains with fey. No need to repeat.
Plant druid--Hell yes. I see entangle as the druid's Iconic power.
Shaper druid--Some, but not the focus of the class. A druid should be able to turn into a bird so that he can fly, or a mouse so he can get into tiny spaces, but he should have more effective ways of fighting than turning into a bear.
Spirit druid--Summoning a wolf spirit? Hell no. Saying "Wolf Spirit grant me strength"? Cool, but I think that it would actually work better for barbarians.
Weather druid--Big here too. With a lot of emphasis on terrain control--some "call lighning" is okay, but the standouts should be stuff like sleet storm and wind wall.
Other--Ground control. Transmute stone to mud, stoneshape, etc.
Of course, we haven't seen what the Wizard can do yet. There was talk about the Orb-Implement Wizard having lots of terrain control powers, which might clash with the plant/earth/weather-druid I have in my head. I'd rather have distinct classes than have the druid conform exactly to my expectations.