![]() Signet of the Wild passively gives you and your pet ferocity (an increase to critical strike damage). You can use it offensively during an attack that will benefit most from Quickness such as Rapid Fire, Barrage, or Whirling Defense, but remember that Quickening Zephyr is your only stun break, use it wisely. Quickening Zephyr is an instant cast ability that breaks you out of Crowd Control effects and gives you a few seconds of Quickness. If you are not in danger, you can use it offensively when you have lots of boons on yourself (ideally, shortly after switching from Longbow to Axe/Axe and engaging in mid or close-range combat). Your heal skill "We Heal As One!" not only heals but also copies any boons you have to your pet and vice versa. Most of your skills will serve to increase your damage rather than offering any utility. ![]() Having Weakness on an enemy in melee range can significantly reduce the damage you take. Winter's Bite is a great defensive tool as it applies Weakness that can be permanently kept on an enemy as long as you cast it off-cooldown. It is important to know that Path of Scars won’t pull your enemy if you’ll cast it inside the enemy hitbox, you should always target past the enemy instead. Try to use Path of Scars before casting Whirling Defense to Crowd Control your target, giving yourself more time to finish the cast. Keep in mind whether you think you have enough time to complete the cast of this skill before using it. Whirling Defense while a very strong damage skill, it cannot be used whilst moving and will also be canceled by moving, dodging, or using another skill. Splitblade and Whirling Defense are your highest damage skills in the Axe/Axe weapon set, while Splitblade is a ranged skill, it’s actually most effective when used in close range where all projectiles will be able to hit your target. If you continue to find yourself cornered, use Hunter's Shot to Stealth yourself and reposition.Īxes are mid-range to melee-range weapons. If an enemy is closing in, you can keep them at the distance with Point-Blank Shot. Take note that Barrage will get interrupted if you move during its cast. Try to use them at the max range to maximize the usage of your Farsighted and Lead the Wind traits. Your two hardest-hitting skills on your Longbow are Barrage and Rapid Fire. Your Longbow is a long-ranged weapon focused on keeping and damaging enemies at a distance. It also has Might, Fury, and Quickness generation for itself, three out of four key offensive boons in the game. We really need somebody who plays with the class to fix it.This build combines lots of passive damage increases from traits with high damage skills from Longbow and Axe/Axe. It has been already proven the might Druid provides could be easily provided by other classes without sacrificing so much for so little.Īgain those were nerfs done by a team who balance the Forest Boi in general by the wiki. When Anet removes the unique buffs from Forest Boi in any of their trait lines it just always a garbage decision which not only nerfs the trait line but also puts the class in disadvantage against others which don't keep suffering the same garbage balance. Just Anet because roleplay reasons didn't like Druid to be meta. So at the time it was in line with other supports like tempest or Ventari on it's own way. The healing wasn't even part of the equation for experienced groups, other spirits ( sun, nature) were just the frosting on the cake. Spotter provided another 150 ferocity to the group. Grace of the land was able to provide an another 10% damage increase when using Celestial skills. Glyph of empowerment was another 10% damage increased for 8 seconds in a 30s CD. Spirit of frost was a 10% damage increased. It was still good because you covered might, some vigor, protection, regen, and if you were good enough, stability, or in scenarios where you needed it fury for 10 people
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