Regenleif's Guide For Druiding
Ok. First off, I believe it would be good for you to know who I am, and a little about me.
I have been playing Celtic Heroes since October 2011 and am a Druid on the server Taranis.
I love Druids, and the particular sort of person it takes to level and play as a Druid: anyone can make a character in the class, however very few have the determination and perseverance to fully level and experience a Druid, through the endless pain, frustration, and strife. Clans throughout Celtic Heroes lack Druid mains (people who identify themselves as their Druid character), leaving an abundance of drops to those dedicated enough to reach their level requirements. As a Druid, great fortunes and opportunities await! You will be heralded, seen as a force of love and generosity by all, but only if you can surmount the challenges that await -- and there will be many.
Ever since mid-2012 I have been mentoring young Druids in the arts, teaching them how to utilize their power to accomplish amazing feats, and aiding them with the struggles by which many have faltered. I created this guide long ago, and periodically revise it in correspondence with the updates in the live game.
This guide assumes you know nothing about technical terms and Druids, and will be most helpful to those just starting out. Over the years it has changed greatly, as has the game, thus there are a number of interjections throughout.
Some Articles of Note, to Place Things in Perspective:
Currently, monsters go up to level 220. It is possible to level up past 220, however as experience gained from monsters and repeatable quests decreases with greater level difference it becomes exceedingly more difficult. 220 is considered the "soft cap", 230 is considered the "hard cap".
At 100, 500k gold is considered a lot; at 150, 1,000,000 gold is considered a lot; at 180, 2,000,000 gold is considered a lot; at 220, 5,000,000 gold is considered a lot. Items are expensive, however monsters do not drop lots of gold... You will have to either save or trade.
Currently, at level 220+, I have around 500 Focus (2000 with gear), 600 Vitality (900 with gear), and 2200 Nature Magic (6600 with gear) . You'll understand what that means later; it shows you that bonuses from gear are essential! As you approach the endgame, the revelance of your character's stats (the ones you assign once you level) lessens, however at the start a great build is crucial.
First, an overview of stats, skills, abilities, and other terminology:
An Auto Attack is the standard, physical attack with whatever you are holding: when you select a mob and press that sword button on the bottom right, you engage in auto attack; settings regarding this are in options -> gameplay. For physical classes (rogue, warrior, ranger), the auto attack is an essential part of their playstyle. For casters (mage, druid), not so much...
"DPS" (Damage Per Second) is a term roughly meaning "damage". If you have high DPS, you do a lot of damage within a period of time. DPS classes do lots of damage! A DPS build focuses on dealing damage.
A "mob" is a game-controlled enemy. To level up you need experience, you get experience you either do quests or kill mobs (although often, doing quests makes you kill mobs anyways...)
A "tick" is a unit of time equivalent to 5 seconds. It is used in many item and skill descriptions ("Regenerates 5 health per tick" "deals 500 damage per tick")
"Aggro" is short for "Aggravation". Each mob has a list of players it has aggro towards, and will attack the player with the highest aggro. You increase your aggro by casting skills/auto attacking, and decrease it by dying or using aggro-decreasing skills.
Stats are character attributes increased by assigning "stat points". When you level up, you can spend 5 points in the four primary stats:
Strength: Increases your physical hit damage
Dexterity: Increases your attack (likelihood of landing a physical hit) and defense (likelihood of dodging a physical hit)
Focus: Increases your maximum energy by 6.25 per point
Vitality: Increases your maximum health by 6.25 per point
To realign your stats, use a "Book of Rebirth" (purchasable with Platinum, Bounty Tokens -- from completing bounty quests, or some quests)
Secondary Stats are:
Attack: affects the likelihood of landing an auto attack
Defense: affects the likelihood of dodging an auto attack
Damage: the maximum damage of your auto attack
Armour: the summation of armor from your gear/effects, influences the damage you receive
I wanted to explain damage here:
There are six resistance types:
- Fire, Ice, Magic
- Pierce, Slash, Crush
The damage function uses the following variables: your raw damage, your damage's type, the opponent's resistance to your damage type, the level difference between you and the mob (if the mob is a higher level than you), and a random value between .5-.6 and 1.
So, if you cast lightning strike, here is how damage is calculated:
Raw Damage (ex: 1000) = 1000 magic damage
* Flucuation (ex: the flux is .8 for that hit) = 800
- Mob's Magic Resistance (ex: 300 * some unknown factor, say the result is 200 damage) = 600
* Level Difference (ex: you are at/above the mob level, so no change in damage) = 600
== Resulting Damage: 600
When you look at your skills page, the damage you see for skills is the raw damage: you will almost never hit for that max value!
Armor is defined as "Physical Resistances"; if you equip a chestpiece with 50 armor, all it means is it adds 50 pierce/slash/crush resistence; same with casting Shield of Bark. The armor stat showed is the lowest of those resistances.
You can see all your resistances in the Abilities page.
An explanation of attack and defense follow:
probability of landing an auto attack = ( your attack ) / ( your attack + their defense )
Almost every skill costs energy, which is drained from your energy pool, and is affected by a stat. For Druids, all our standard skills (skills not linked to gear) are boosted by Focus: this provides us the advantage of only requiring two stats in our builds: Focus, and Vitality.
Skills are spells: we cast them, they cost energy, and they have an effect. Skills are widely divided into two categories, DPS and Support. DPS skills, as you can imagine, inflict damage or other harm. There are three types of DPS skills:
Instant: you cast it, it deals damage to the target, that's it
Damage over Time "DoT": you cast it, it lingers for a bit doing damage, then expires
Area of Effect "AoE": you cast it, it does damage to all enemies within a radius of the target. AoE skills can be either instant or DoT.
Us Druids have four DPS skills in total: two instant, one DoT, and one AoE/DoT.
Support skills, like DPS skills, have several types:
Heal: You cast it on a player, it restores some of their health. There are DoT/AoE heals as well.
Buff: You cast it, it increases an attribute (armor, evasions, etc)
Debuff: The opposite of a Buff, you cast it on an enemy, it decreases an attribute (attack, defense, etc)
Druids have LOTS of Buffs, but only a few heals and debuffs
Abilities are, well, numerical levels that increase power in a field. Each player level increases the max ability level by 10, and abilities are trained by using skills/weapons that use that ability. Abilities are generally within a few categories:
Class-Based: Druids have the unique ability Nature Magic, which increases both our likelihood of "landing" (successfully hitting) a DPS skill (you will find that mobs can "evade" skills, negating damage) and our spellpower with Nature Magic based skills (pretty much all of them). As expected, you train Nature Magic by casting Druid skills. Other classes have a similar ability ("Melee Combat" for Warrior, "Cunning" for Rogue, etc)
Evasions: Just as mobs can evade your skills, you can evade theirs. Evasions will be covered later on; you train them by being hit with that skill type
Pets/Mounts: Every pet/mount has a skill, which draws from their level and ability (each type - wolf pet, wolf mount, dog, rabbit, etc - has a different ability)
Weapons: Every weapon type (axe, sword, totem, staff) has it's own ability, increasing its damage and likelihood of hitting
Alright, now for builds:
A "build" is the distribution of stats and skills that you use. Generally, the terms for builds you will see are:
"DPS Build" (for damage)
"Leveling Build" (for leveling)
"Support Build" (for healing/support)
"Hybrid Build" (for both damage and support)
"Bossing Build" (for bossing)
There are thousands of builds, and the best build for you will always depend on your individual gear, items, and access to consumables (elixirs, potions, etc), however for low-level Druids I find Hybrid builds work best.
For all your builds, two primary stats should be used: Focus and Vitality. Most people refer to them as "Foc" and "Vit".
Many ask, "But isn't Str good for your auto hits, and Dex good for dodging auto hits? Why don't we use those?" Yes, they can help, but are not nearly as beneficial as Focus/Vitality: You are a Druid, you can heal yourself. You are a Caster, you fight with spells. Increasing Dex will make a negligible impact, and you shouldn't be relying on auto hits anyways. Your damage from lightning strike/vines will far exceed your totem hits (exceptions do apply, I experimented loading up a Druid char with about 1m gold's worth of auto-attack damage gear, and it was actually faster than focus-based until level 105, but you probably won't have access to that gear). Some builds do make use of Dex, but that is for later on... For now, focus and vit!
As a general rule, 5 Nature Magic Ability = 1 Focus. So, a bracelet adding 50 focus is roughly equivalent to a bracelet adding 250 Nature Magic. The equations are non-linear (they use roots of focus and naturemagic), but the equation is roughly accurate.
Note that More Energy != More Focus! With 100,000 energy and 10 Focus, you would have an immense energy pool but almost no spellpower! Gear adding 200 energy will NOT affect your spellpower. I advise not worrying about your energy pool, and prioritizing focus/health items over energy: energy will take care of itself, you need to focus on Focus.
Useful knowledge: 1 Focus adds 6.25 energy; 1 Vitality adds 6.25 health.
A key concept for all Druids (and one frequently misunderstood) is Health Subsidization:
Let's say you have 3125 health (=500 vitality), 500 focus, and are comfortable leveling/bossing.
You obtain a ring that adds 625 health.
Now, you can consider the health from the ring as vit, subsidize your vit, and increase your focus. I'll show you:
0. 625 health from the ring is equivalent to 100 vit (each point in vit adds 6.25 health remember).
1. Knowing this, rebirth to 400 vitality and 600 focus.
2. Equip the ring
3. You maintain your level of 3125 health, however now have 600 focus
Knowing this, which of the following bracelets would you choose?
[ Adds 50 Focus and 400 Health ] -- [ Adds 50 Focus and 400 Energy ] -- [ Adds 50 Vitality and 400 Health ] -- [ Adds 50 Vitality and 400 Energy ] -- [ Adds 50 Dexterity and 400 Energy ]
First Bracelet: through Health Subsidization, you can subsidize your Vit with the Health of the first bracelet -- good choice !
Second Bracelet: you can't increase your spellpower with Energy boosts, so this isn't preferable -- bad choice!
Third Bracelet: the Vitality and Health can be used to boost your Focus! -- good choice!
Fourth Bracelet: again, energy boosts are useless; they only increase your energy pool, while Focus increases your spellpower AND your energy pool -- bad choice!
Fifth Bracelet: umm ...
If you understand Health Subsidization, excellent!! You are well on your way to Druid greatness.
Below is a system I recommend to all my apprentices in their early levels: alternate adding Focus and Vitality every level. I really, really enjoy this build, and even made an endgame Druid alt solely using it: I never had reason to use a rebirth book! At low levels, the advantage of more health and the advantage of more spellpower balance out, hence the alternation.
V - Vitality
F - Focus
level 1: 10V 10F (base stats)
level 2: 15V 10F (added +5 to Vit)
level 3: 15V 15F (added +5 to Foc)
level 4: 20V 15F (added +5 to Vit)
level 5: 20V 20F (added +5 to Foc)
level 6: 25V 20F (added +5 to Vit)
level 7: 25V 25F (added +5 to Foc)
level 8: 30V 25F (added +5 to Vit)
level 9: 30V 30F (added +5 to Foc)
level 10: 35V 30F (added +5 to Vit)
(and so on)
If you are reading this and realize your Focus/Vitality distribution differs from these, do not worry! Just calculate what it should be, and as you level work to equalize it again.
If you are reading this and have placed points in Strength/Dexterity, don't freak out -- when you can easily afford a rebirth book, correct it, until then, the more you level up the less the taint becomes (10 points of 50 is far more than 10 points of 300!).
Now for skills (arguably the most important part!)
The biggest temptation for a new player is to instantly align all available Skill Points, however this causes huge trouble later on. At levels 15, 30, 60, 90, 120, 150, 180, and 210 your maximum skill level will increase by five. This means that if you have three skills at 5/5 and you hit level 15, all of the sudden these skills will have 5/10 points! The best thing to at lower levels is not to spend all your skill points in three skills, but two, so when you hit the next increase you can immediately align your spare points and skill power will also receive a large boost. However, which skills should you use?
From levels 1-30, the only skills you should have points in are Lightning Strike and Natures Touch. At level 15, when the max assignable points bumps up to 10, you will have 6 extra skill points to assign: max Lightning Strike, and then build up Natures Touch. At level 30 you will be able to max out Strike and Touch again with 5 points remaining, place these in Shield of Bark and begin building that up every level. From now on the max will increase every 30 levels instead of every 15, so you will begin to be able to max three: I advise Lightning Strike, Shield of Bark, and Nature's Touch. After every increase now, you will start having more and more excess skill points (beyond those needed for the next boost): invest those in Strangling Vines.
Note that the maximum skill level is 50. Say I have 45 skill points in Nature's Touch, and I equip a +10 Nature's Touch ring: the skill will say and behave at level 50, despite there being more than 50 skill points aligned therein.
It is important not to reach for level 50 skills: yes, they are the highest skill level, yes, it feels good to have a maxed skill, but.... the energy costs are usually far above your capabilities, and by devoting all your gear to one skill you weaken your other skills. Lead not into temptation! Keep your skills at your "pre-scribed maximum" for your level. It is far more efficient to have 4 skills at your level max than 2 stretched.
NOTE: for leveling, some prefer using maxed Embrace (heal over time) + level 1 Touch over maxed Touch (instant heal). I prefer maxed Touch, as it also has great use for bossing, however to each their own.
For your Weaponry, stay away from that high-damage two-handed hammer and stick with your Staff. Every class has their abilities limited to certain weapon types, so using non-Druid weapons will not help you! While there are a variety of "No-Class" weapons that you can equip, your weapon ability will not increase and you will be forever stuck at 5 attack and limited damage. By using a Totem or Staff (the weapons Druids can use - Totems will be explained later in this guide) you can increase their respective abilities and gain increased hit-chance and damage. So ditch the hammer, and use that crappy staff: it will pay off.
When you are level 30, you will need a Totem and the Totem ability. Venture into Shalemont, if you have not done so already, and find the person with "Totem Trainer" above their heads. While leveling, try and pick every Mushroom you can see (you trade in Fettlecaps and Milkstalks to the Herbalist for nice health/energy potions and loads of xp) and complete the other lady's quest as soon as you can: it will unlock a shop where you can buy your first Totem! You have been saving your money, right? Now is when you splurge on a cool new weapon. Unless you find someone selling a Totem, open the shop and look for the Totems. Buy either the most expensive or least expensive totem. You will use this totem until level ~75.
For Armor, most players use armor they think is beneficial (due to a slight increase in armor) but actually degrades them (due to Weight). Weight is an attribute placed on almost every piece of armor that lowers your maximum energy (it does NOT lower your movement speed!). More weight means less energy, which is important at lower levels. Essentially, keep your quest armor (Woodland and Meadowsun), however try to get Woven Silverleaf (not regular Silverleaf, Woven Silverleaf has a nice energy boost). Woven Silverleaf is dropped from any of the three bosses in Dustwhither Catacombs (in the three extreme rooms), however I recommend asking level 80+ Druids if they still have their Woven Silverleaf armor, as acquiring a set yourself is a difficult task.
For jewelry, it will be a fair while (level 80+) until you start wearing gear that adds skill points and is all-around actually useful. In the meantime, there will be various minor gear choices available, and you can follow the general outline below:
"Skill Direct Boost" signifies gear that adds directly to a skill. So... A ring may add +200 healing to Nature's Touch.
Necklaces: Energy + Health Regeneration > Energy Regeneration > Health Regeneration > Focus = Vitality = Health > Energy > Armor > Damage
Bracelets: Energy Regeneration > Skill Direct Boosts > Focus = Vitality = Health > Health Regeneration > Energy > Armor > Damage
Rings: Skill Points + Skill Direct Boosts > Skill Points/Skill Direct Boosts > Focus = Vitality = Health > Energy Regeneraton > Health Regeneration > Armor > Damage
Note that damage from gear ONLY affects your auto attack, NOT your skills(!):
Say your lightning strike deals a maximum of 100 damage.
You equip a bracelet that gives "+5 Magic Damage"
Your lightning strike will continue dealing a maximum of 100 damage.
When in a group, XP is split and then bonused: you will notice, that when you kill a mob in a group it says "Experience Bonus: __%, Gold Bonus: __%". Say the bonus says "20%" for both, this is what's happening:
1. Total XP From the Mob: 1,000 xp
2. Two players are in the group, so each player receives 500 xp
3. Bonus of 20%, so each player receives an extra 100 xp
4. Total XP received per player is 600 xp
Leveling will be tedious, however as long as you stick to it the frustration will be well worth it. Try to find other people (0-10 levels higher than you) to level with: Druids level the slowest of all the classes, so a partner will speed up the kill speed (and therefore xp gain) significantly. Further down the guide will be a section describing the different places to level.
Unlike other classes, who have their main ability and weapon abilities (or mages, who have both fire and ice abilities) Druids have only one main ability to work on: Nature Magic. Nature Magic increase your chance of landing a skill, and the effects of all your spells (except Bandage Wounds, Meditate, and Recuperate: those use your damage or your First Aid Ability, and are shared across all classes). While it is great to have a maxed Nature Magic Ability, do not stress: your usual leveling and bossing will be more than enough to keep it maintained at its maximum (your level * 10).
**NOTE: For Those who would like to level their Nature Magic, I recommend equipping Abundance, Calm, Bark, Meditate, and Embrace. Keeping Meditate running in the background (to supply your energy, stay in the tavern if you can - it has an energy regeneration boost when you are inside), cast Abundance, Calm, Bark... and when one of the three skills is ready, cast it. If you have none of those three skills available to cast, use embrace. This will ensure a constant, rapid stream of casts, effectively leveling up your Nature Magic
Once you play for a day or so, you will notice that sometimes your skills get evaded (shrugged off, deflected, etc). Well guess what! You can evade them to! There are five "Evasion" abilities which you can level up (by being hit with skills). The quests to receive these abilities are available from several large statues which are annoyingly non-apparent:
1. Lirs, Northeast of Highshore Village, on the hill overlooking the sea
2. Crookback Hollow, next to the Redstone Cavern Leystone
3. Shalemont Ravine, south of the Greygorge Leystone, up on the hill
4. Stonevale, southwest of the Stonevale Farm Leystone, follow the path downstream (where the fisherman is)
5. Lirs, just west of the Tavern
I will go into each evasion ability in detail:
Reflex: Reflex deflects Roots, Freeze, Shield Bash, Bolas, and other stun/hold skills. It is useful if you like soloing druid mobs, fighting bosses, and against any Monster casting the alisted skills. Until you are lvl 65+, you will probably never have the chance to upgrade this skill (the first monsters to use such skills are the Stonevale Druids). However, after that, mobs will gradually start using it. It is a good ability to have in your reserves, however you should not put it extra effort to keep it maxed.
Warding: My favorite of the 5 abilities. Warding is based on deflecting Instant Damage spells (Lightning Strike, Fireball, Ice Shards...). It is easiest to train, and has saved my life many times! Warding is a must have, and is easiest to train (just have a/several low-level mage mob/s cast spells at you)
Vigour: Vigour shrugs off Vines, Rend, Incinerate, and other DoT spells. To be honest, mine isnt as high a level as I would like it to be, but then again it is hard to train (Stonevale Druids are one of the only good Vigour-training mobs). It is not the most pressing ability to train, as DoT spells generally aren't too deadly and numerous, but is still a good ability to upgrade when you are bored.
Fortitude: Fortitude deflects Physical Skills such as Pummel, Giant Swing, Quick Strike, and other physical Instant Damage skills. I find that I train this easily during PVP, as those types of skills are used often by Warriors and Rogues. Fortitude is difficult to train however, as few mobs frequently use such skills. This is a great ability, as Casters have low armor and physical skills can take quite a toll...
Willpower: I rarely have use for this ability. Basically, it aids in the deflection of Debuffs. Such skills include Howling Wind, Lure of Ice/Fire/Magic/etc, Smoke Bomb, and others that make an enemy weaker but do not deal direct damage. The best way to train this ability would be (once you are around level 120), to gather as many red eyes from The Otherworld as possible, and let them cast "Accursed Lure" on you. Otherwise the best way is to politely ask a mage to cast lures on you in the arena.
Besides evasions, there are three essential abilities that I advise going for immediately:
Critical Skills: allows you to land "Critical" skills for twice the damage/heal. This only affect Instant Damage skills (including each iteration of a DoT/HoT); a higher ability level increases the probability of landing a critical hit/heal.
Treasure Hunting: allows you to get twice the gold from kills; a higher ability level increases the probability of getting "Lucky Gold"
Scholarly: allows you to get twice the XP from kills; a higher ability level increases the probability of getting "Lucky XP"
Upon entering Farcrag Castle, seek out these ability-givers! Treasure Hunting is found on the stage in the main courtyard, Critical Skills is found in Farcrag Bailey (Vika the Wise?), and Scholarly is found in Guild Alley (a Druid - of course - by the Leystone). While you will likely be unable to complete the quests immediately (although Critical Skills can be done rather quickly), as Treasure Hunting and Scholarly require you to kill rare gold/xp mobs (that are intermixed with regular mob spawns), it is excellent to start/finish them soon, as their effects are amazing!
That's all for the current abilities. Remember to ditch the staff for a totem ASAP!
Ok. First off, note that Druids have the MOST skills of all the classes. Choosing which exact skills to max is very difficult, so I divided them up into three categories: DPS, Support, and Useless.
Lightning Strike - MUST HAVE for any build with damage. Short cooldown time, great damage, and low energy cost
Strangling Vines - Excellent skill: huge amounts of DOT at higher levels, and while weak at low levels gets much better
Storm Touch - The only other direct damage skill, this spell requires you to be in auto-range of your enemy. It does more damage than Strike, however costs much more energy and has a longer cooldown. I do not recommend it for most builds
Stinging Swarm - a second DoT spell that deals very low poison damage (around 1/3 that of Vines), has the biggest energy cost of all DPS skils, and only lasts 3 ticks. It's only redemption is on endgame bosses, where poison resistance is very low.
Howling Winds - awful at low levels, pretty good at medium-high levels (depending on your build), this skill reduces your opponent's hit chance, however at lower levels this has a negligible effect on monsters: only useful at levels 120+
I should mention here that two DPS builds are common: winds-based and bark-based. If you use winds, mobs don't hit you (therefore you don't need bark); if you use bark, mobs hit you for less (therefore you don't need winds); I personally prefer bark, as winds can miss and must be cast on every mob you attack.
Remember that for Direct Damage and DoT DPS skills, the damage listed on the skills page is the maximum damage, does not including direct boosts from gear. Your actual damage is as follows:
(+) Initial Damage Value: 50/60% - 100% of skills page + Skill Direct Boosts
( - ) Damage from mob's resistances
( - ) Damage from level difference (gets lower as your level increases in relation to the mob, becomes zero at/above the mob's level)
You can test your damage on the training dummies in Farcrag Castle
Shield of Bark - Increases your armor (AKA all three physical resistances) for 2 minutes. Excellent skill, I couldn't live without this in my builds.
Abundance - Increases your maximum health for 2 minutes. I used to use this in all my support builds at lower levels, however since then far better support skills have come out...
Nature's Embrace - Healing DoT, lasts 45 seconds. Pretty good skill, heals around 250-350 health. I only use it when I go support.
Nature's Breath - Healing AoE, does around 1/3-1/2 of Nature's Touch. Really good skill, a general must-have for high level Druids
Nature's Touch - Your standard heal. Love it, breathe it, live it, hang a poster of it on your wall... This is YOUR skill.
Bless - Increases all your evasions. I like this skill, and usually use it when when going Support. Evading skills are a pretty rare occurrence, so this skill doesn't get too much fame.. but it definitely makes a noticeable difference at bosses.
Sanctuary - AoE shield. Higher level = more damage the shield can take. Each player within your group and in radius of the target player receives the shielding individually. I personally don't particularly like this skill, as the shielded damage is far too low and only lasts 30 seconds. Some people love it though...
Calm - Decreases all aggro towards you. Great skill, so great that you don't need to level it past level 1 for it to be effective for most scenarios. I always keep it on hand.
Elemental Wards - there are three wards, one per element (Fire, Ice, Magic); they raise the target's (and those surrounding the target in a small radius) resistance to that ward. In my opinion, the use cases of this skill are too limited to warrant using a ward regularly, although it is useful for Druid alts as support for raids. I know of very few Druid mains who use wards as a staple in their builds. It would be far superior have a "Shield of Dreams" skill, similar to Bark but for elemental resistances, but that currently does not exist.
Meditate - restores energy when not in combat. Good skill, I used it a LOT when I was a young Druid (and could not afford regeneration gear...). It is worth placing a few points into if you are struggling with energy.
Physical Wards - one ward per each physical element, just use bark instead
Spring of Life - this sounds like the coolest skill ever, it allows you to resurrect dead people! Unfortunately it also has a 2k energy cost. Most prefer just using a Resurrection Idol... SoL is the butt of many Druid jokes
Rescue - this one also sounds cool, it brings a player close to you and casts a *tiny* healing DoT for ~3 ticks. The problem is, no one has a use for it...
Energy Harvest - Non-Druids will tell you this skill is great. *sigh*. Energy Harvest was brought in as a "Cure for Druid Energy Issues". However, not only does it cost quite a bit of energy to cast (???), but it can be evaded and the energy gain is beyond disappointing.
NOTE: Storm Touch is acquired from a quest in Farcrag Castle at level 50+ (see the Druid area in Guild Alley); Nature's Breadth is acquired from a quest in the Tavern at level 60+ (NPC on the second floor)
Note: There is a trap I call the "Godly Heal Trap". At lower levels, you naturally want the highest heal possible, so you focus as much as possible into Nature's Touch skill-adding gear -- this is NOT what you should do! While your heal may be huge, all your other skills will suffer greatly! To avoid this, don't worry about maxing skills at 50 until level 180 -- in the meantime, keep them maxed at the assignable cap.
Just as Health Subsidization can be used with stats, Skill Subsidization can be used with skills:
Say you have 30/30 points in Touch, but only 22/30 points in Vines
You obtain a +3 touch ring!
You can drop your touch to level 27 and use the +3 from the ring to make it 30/30
Then, place the remaining points in Vines
You now have 30/30 Touch and 25/30 Vines!
This method will save you LOTS of skill points... And keep you well-rounded.
Soon into your Druiding adventures you will come across the Bane of Druiding: Energy Issues.
- Druid skills cost exorbitant amounts of energy, far more than any other class (even Mages)
- One Thumb Mobile (the game developers) has yet to fix this (although it's been getting slightly better every update, then much worse...)
- The only way to mitigate the vanishing act that is your energy bar is to a) cast less skills, b) spend plat on lots of energy sigils, c) beef up on energy regeneration items (which only helps on levels 1-100), d) use potions and energy elixirs
I wish you the best... energy issues coupled with terrible DPS is a frustration that will ruin MANY of your Druidmates. Push through it, embrace the challenge, and emerge a stronger person. It will change you, as it has changed many before you. You will come to notice the distinct difference between Druid alts, Druid mains who played with real-life friends (not disowning them, I am envious of that advantage!), and the few Druid mains who, on their own succeeded.
Cooking was recently released, and allows you to cook foods that restore energy. However, the process is quite expensive (you often need to buy ingredients from merchants, for gold): I recommend trying it out though, but don't stress if the costs are significant. Fishing is also fun, but a bit expensive... However you can sell your fish to shops for pretty good prices!
This brings us to training.
The most efficient way to level is through questing: there are a series of story quests and repeatable quests that will carry you through to level 140, with varied mob-killing in between. Take advantage of this!
NOTE: If you see an NPC with a grey ! above their head, it means you are close (with 5 levels I think) to the level requirement of their quest.
Here is my advice for levels 1-180:
Start the quests at the level indicated, and kill mobs where specified if you need to level a bit
LVL Area Place
1-30 - Everywhere the Main Storyline Quest takes you (follow the directional arrow), kill mobs your level as you go along (the xp makes a huge difference)
21-25 Dustwhither Death's Caress (Do the repeatable Dry Bones quest! Great XP and the chalk is a pretty good healing item)
26-30 Shalemont MacCroin Camp (East of ley)
30-50 Shalemont Shalemont Storyline Quest, kill mobs your level as you go along.
31-36 Shalemont MacCroin Camp (Use the fettlecap mushrooms for the repeatable quest)
37-40 Shalemont Issian's Ramp (focus on killing mages, they are easier -- stay out of their melee range)
40-47 Shalemont Southest Camp (Go to Rufflecramp, and kill him over and over again, he has a fast respawn time)
48-53 Shalemont Forward Base (North of Shalemont River Ley, Ribbonsword, Duelists, etc -- EASY kills, lots of XP)
54-58 Shalemont Luther Castle (Honour Guards, Vanguards, etc.)
50-60 Stonevale Stonevale Farm Quests (there are a number of quests here: do all except the duskshadow armor ones -- at level 100 you can do spiritshadow, which is much better)
[At level 60, see Piranus (west of SV Farm) and do his quests to enter the Otherworld]
59-63 Stonevale North of Stonevale Farm (Blue Wisps, ocassional white wisp)
60-143 Otherworld Otherworld Passage, find Arbiter Kester and start his questline; at several points you can repeat the quest, do at these points until the xp sours:
~85 [Repeatable Quest: you gather necklaces in the Sewers, farm the necklaces over and over again (until you have 10+ of each) and turn them in at once]
~90 [Repeatable Quest: you gather a kelpie horn, farm these over and over again (until you have 30+) and turn them in at once]
~105 [Repeatable Quest: you kill a big scorpian, do the quest repeatedly]
~130 [Repeatable Quest: you kill a big sentinal, do the quest repeatedly -- OTM recently lowered the xp on this quest, so... only do if it is worth it!]
64-80 Fingal's Cave Pirates (The various rooms in the southeast. Pirates drop lots of gold! And there are a lot of them!)
80-100 Otherworld Everywhere (Kill the eyes corresponding to your level range: Red, Green, Blue, Purple)
100-120 Otherworld Ghost Alley (Ghosts, or Kelpies/Trees? Ghosts are more difficult, but have less magic resistance. Lots of Gold/XP ghosts though!)
120-130 Otherworld Blackstone Cabal (Blackstone, or Golems? Blackstone is easier for Druids, Golems hit hard...)
130-175 Carrowmore What happens here is beautiful: there are a series of rooms, from 130-180, filled with mobs of a 5-level range; when you level beyond one room, move on to the next. Start with the Boggans, move to Firbolgs at 160
175-180 Carrowmore (Snorri Pit) See that small pit at the bottom of Carrowmore that precedes the big pit? Level in there, in a group (or use winds solo, the mobs dont use skills).
180+ Gelebron's Tower By now you know the drill!
Most of the mobs from Fingal's Cave and Dunskrieg Sewers/Murky Vaults have high resistances, damage, and health, and are not worth leveling on -- Pirates make up for it by not using skills, being very consistent, and dropping high amounts of gold.
It is probably self-explanatory, but I have found that holding back from doing some quests until a certain level has many benefits:
NOTE: Many quests require you to kill mobs: when the mob is up, on your map will be a crossed swords icon at the mob's location. If you are required to kill a mob in Lirs (for example), but the crossed swords don't show, it means it is not respawned or you have to kill placeholder mobs to get it to spawn.
DO NOT Quests: These are quests that I highly recommend you do not pursue. They take a LONG time to complete, and the reward is not worth it:
Blair's Bows (find Training Bows in small chests scattered in Lirs Reach)
Farmer Moffatt's Chickens (lol have fun... darned chickens!)
Caryn the Cook (The reward is 75? gold for you to run around collecting ingredients... not worth it)
Guthrie the Herbalist (same as Caryn)
Rowena the Druid (same as Guthrie)
Galway the Sage (the reward (Helm of the Wanderer, adds 30? defense) is not necessary for Druids)
DO Quests: Do these quest at the specified lvl
Storyline: START IMMEDIATELY, and when you cant solo a mob, level up until you can.
Finding the Leystones (Western Road): Do right after the storyline. You will already have most of the leystones, which will help.
Corp Gudgeon's Quest (Southern Road): Do after the Leystone quest, then start his Leystone quest.
Doctor Cormac (Shalemont Camp): Do when you enter Shalemont
The Darkness Released: Start at lvl 25 in Dustwhither (second leystone), finish ASAP -- free alt book!
Shalemont Storyline: Start a level 30, and take your time, leveling when you can't solo something
Defector Quest: Start when you enter Shalemont. Don't worry about completing it, it's hard to get every one of those bosses... The bosses are good gold though!
Earlene the Herbalist (Shalemont Camp): Do as much as possible until lvl 40. Nice xp, gold, and potions
Farmer Forbes (Stonevale Farm): Start at lvl 50-55, try to solo everything, but you may need help with Wildsnouts
The Evil in Stonevale (Stonevale Farm): Start at lvl 50, finish ASAP -- free Rebirth Book
The Chaos in Stonevale (Stonevale Farm): Very easy quest -- free alt and rebirth book
Saving Faerieland (Otherworld): Lvl 60. start ASAP, do as you go along, requires you to kill a number of bosses (these bosses can drop +3 skill rings!)
The Test (Otherworld): Lvl 60. Start ASAP (it's at the second leystone, from the guy with the headdress). Don't worry about completing this fast, it requires you to kill every Frozen Armor boss (which go up to level 135)
Arbiter Kester's Quests (Otherworld): Lvl 60-140, described earlier (in Leveling)
All others you can do when you wish, for funsies (Rafferties Ring, Braken the Puppy, etc). There might be a couple quests that I missed, but these are the main ones to look for.
Bossing is VERY different than soloing mobs, and Druids are often vital for a successful kill. Here are some terms and tricks:
The Tank: a "Tank" is a character with lots of health and armor, who draws the boss' aggro. Often, the Tank will be a Warrior, as they have high Armor, high Health, and aggro-drawing skills.
The Tank is your main focus. cast Nature's Touch as much as possible on him, and use your other skills during Nature's Touch's cooldown. Keep medidate running, even at level 1, for regeneration if your energy is low.
A typical boss fight:
1. Natures Touch (on Tank)
2. Bark (on Tank)
3. Natures Touch (on Tank)
4. Meditate (on You)
5. Natures Touch (on Tank)
7. Natures Touch (on Tank)
Remember to use only 1 skill in between Touches.
Adds: Adds are mobs other than the Boss that are attacking the group. If your being attacked by an add, say "Add on me" and usually a DPS or the tank will kill it. If no one kills it, and you die, then you know that your group doesnt know how to boss, and you should refer them to this guide!
The Group: Every bossing group has 3 vital parts: A Tank, a Druid, and a/multiple DPS (Someone with high damage, usually a Rouge or Ranger). Your Job? KEEP THE TANK ALIVE. During a boss fight, the tank's health ALWAYS comes before your own. Save Nature's Touch for the tanks, except for when healing a DPS is safe. If you have low HP, simply carry on and continue healing the tank until it is safe to heal yourself -- always place yourself last. You will learn to stay safe from adds and area-attack skills, and how to use Calm and Embrace effectively.
Large bosses may require multiple groups, these are often split into:
Tank Group: Tank + Druids
Kill Group: All the Best DPS (Generally the Generals of clans, to manage drops, or if multiple clans agree to a joint kill, this group may be split 4/4 [max of 8 players in a group])
DPS Groups: All other DPS
*Some bosses may also have dedicated Adds groups)*
Buffs: Buffs are the initial preparations that happen right before the fight begins. For Druids, that means casting all their enhancement skills on the tank. To improve efficiency, here is the order of which I cast buffs (when in support):
Abundance comes first, as it has the longest effect time (3 mins). Then Touch, to bring the Tank's health to maximum, then Bark (2 mins), then Embrace. If you have/use Bless, use it first (4 mins duration).
Nature's Breadth (the AoE heal) should only be used if needed -- it has a high energy cost -- but it can make a huge difference.
During the preparation period, your tank should cast Protective Stance on themselves.
-- SOLOING/GROUPING --
When you know how to, soloing can be "easy", and can provide good xp (relatively...). Note that you should never attempt a solo mob kill unless you health and energy bars are both above 1/2.
"In Combat" is a stance your character assumes for 5 seconds following interactions with mobs or players in combat. While you are in Combat, Sigils, Mediate, and Recuperate will not work!
Here is some advice for killing mobs ("DPS" is the character you are leveling with):
1. Keep Embrace on throughout the fight (if you use it). When it expires (or is close to expiring), cast it on your DPS (or yourself) again.
2. Vines is very helpful. Once it lands, the damage is unavoidable, and you can focus on healing instead of damaging.
3. Lightning is your main attack. It has high damage, med-fast recharge rate, and doesn't miss very much.
4. When your HP is at 1/2 of its max, start casting Nature's Touch. If Touch is interrupted, cast it again and again until it works. For your DPS, cast at around 2/3-4/5 hp, you can judge based on how prior casts affect their health.
5. NEVER rely on Lightning Strike during a close to death situation when there is a probability that the mob will still be alive. One of the worse feelings is dying *just* before a mob is dead!
6. Solo mobs between 1-6 levels higher than yours. Duo up to 10 lvls higher than your DPS.
7. Watch out for adds! Avoid their paths as much as possible. When you are a higher level, invest in a mount adding 40-50% camo: well worth it!
8. When group leveling, don't run when an add attacks you. Instead, say "Add on me" and continue. If your DPS ignore you, say "Kill the ____ that is attacking me", and heal yourself.
9. Meditate, even at level 1, makes a difference. The skill, while inactive during battle, is not removed in battle, popping into effect when you leave combat. Just cast it every 5 minutes, it takes care of itself!
First, get your Meadowsun gear. It is decent, and comes with the story quest.
Second, try to get Woven Silverleaf. Not the storebought silverleaf. Woven is lighter (weight-wise), gives better armor, and also gives additional energy (about 75 total).
There is a three lines of armor you can obtain: Main Quest, Auxiliary Quest, and Storebought
Storebought, as you can imagine, is purchased
Main Quest and Auxiliary Quest are rewards from quests -- both armors are great, albeit different., however Main Quest armors include a weapon, and when worn as a set give a nice health/energy/chaos damage/chaos resistance bonus.
The levels and lines are roughly as follows:
Level Range Type
10-35 Auxiliary Quest (Darkshadow, Lirs)
~40 Storebought (Ancient MacCroin, Shalemont/Stonevale)
40-60 Auxiliary Quest (Duskshadow, Stonevale)
60 Storebought (Quartz, Otherworld)
55-80 Main Quest (Warden, Stonevale)
80 Storebought (Topaz, Otherworld)
85-105 Main Quest (Meteoric, Stonevale)
100 Storebought (Opal, Otherworld)
100-120 Auxiliary Quest (Spiritshadow, Otherworld)
120 Storebought (Emerald, Otherworld)
110-135 Main Quest (Frozen Meteoric, Otherworld)
120-135 Auxiliary Quest (Onyx/Obsidian, Otherworld)
140 Storebought (Beastbone, Carrowmore)
140-160 Auxiliary Quest (Wyrmbone/Ancient Wyrmbone, Carrowmore)
160 Storebought (Ancient Beastbone, Carrowmore)
150-180 Main Quest (Dragonlord, Carrowmore)
180 Storebought (Spellwrought, Gelebron's Tower)
185-210 Main Quest (Exhalted Dragonlord, Gelebron's Tower)
200 Storebought (Thaumaturgic, Gelebron's Tower)
When you can (level 50-80), start the Warden Armor quest. Being a druid, it is very easy to get into the Stonevale bossing groups. Start with getting gloves, then boots, then helm, then leggings, and lastly the robe/weapon (it may take a while to get dragon discs). Discs will likely be cheap/free. Having a full main quest armor set provides a nice health/energy bonus!
Once you are level 80, start the Meteoric Armor quests. This gear is great, and looks amazing. However, buying the rems and tabs may be very expensive. Camping (waiting for the spawning) of the bosses which drop the items you are looking for is a great way to get gear. If you make friends with high levels, they will often be happy to help you out! The gold from those bosses is great as well, you can sell the gems to the shop.
Frozen Meteoric Armor begins at level 105, in the Otherworld. This gear, however, will replace your Meteoric Armor, so make sure you are ready to permanently lose your Meteoric Armor bonus before turning in your first Frozen Meteoric Armor quest.
Continue doing the main armor quests when possible, they all build upon each other: you need Warden to receive Meteoric, Meteoric to receive Frozen Meteoric, and so on.
Personally, the only vender armor I bought was Diamond armor (now called Opal, however at the time had a level 80 requirement, not 100, and frozen armor had not come out yet). Now though, I would not advise buying any vendor armor! Save your money for offhands.
For your mainhand, get a totem once you enter Shalemont; until then, just use the quest staff. Do not fall for other weapons!! I recommend the most basic totem in shalemont (it costs 2.1k gold); your mainhand should not even be considered a DPS source, just a small supplementary measure. Use your simple totem until you get your Warden Totem (quest) at level ~80. Use the warden totem until you upgrade it to a Frozen Meteoric Totem at level ~135, and use the Frozen Totem until you get a different mainhand.
There are several useful mainhands for Druids:
- Aggragoth Books: mainhand books that add focus (or vit) and an ability. Only use the focus/natmagic one! Comes in three tiers: dark (110 level req), shadow (130 level req), void (150 level req); drops from Aggragoth, a "raid boss" in the Otherworld
- Mordris Books: next-gen Aggy books pretty much, adds Focus, Vit (or dex), and an ability. Both the Focus/Vit/NatMagic one and the Focus/Dex/NatMagic ones are great! I use my void mord book as my primary weapon. Also comes in three tiers, 180/185/190 level reqs.
- Hrungnir Skulls: mainhand skulls, adds 12-15? skill points and reduces the cooldown of a skill by 20-30%. For Druids, they come in NatTouch, NatBreadth, Lightning, and SoL (...) variants. Many like them, especially the lighting ones, although I personally prefer the Mord books.
- Dragonlord/Exalted Dragonlord Totems: upgrades from your Frozen Totem (at levels 175 and 210), adds 200-250 focus and a fair bit of auto damage. Some Druids actually switch to auto-based builds with their DL/EDL totems, you can find their guides in the Druid Lexicon.
For offhands, there are only a few good ones, and most come from the Luxury Shops. Quick note, ONLY BUY THE TOP TIER!!! Don't waste your gold on anything but the best (although lux is rather expensive...):
- Golden Focus of Energization (level 35 req, Shalemont? or Farcrag): 15? focus regeneration, really helpful for low level Druids if you have gold to blow, although a good necklace is a better buy
- Master's Grimoire (60 req, Otherworld): regens energy, adds 100 focus. I LOVED this offhand back when Otherworld was the high-level area, however now it is not worth buying, as the next-gen is at level 100
- Focus of the Seer? (100 req, Carrowmore): regens energy, adds 200 focus. Get this if you can afford it!! It will carry you will until level 150/200. If you are 130+ when you can afford it, don't bother, get the 150 req one
- Focus of the Scryer? (150 req, Carrowmore): regens energy, adds 250 focus. Get this unless your clan can readily get you a Dragonlord Offhand when you reach 180
- Dragonlord Offhand (180 req): adds 300 focus. Of course you should get this, it is a prerequisite to the EDL offhand
- Eldritch Grimoire (180 req, Gelebron's Tower): adds 350 focus, not worth getting; wait until 200 if you plan to buy another lux offhand (even if you are using the 100 or 150 offhand)
- Runic Grimoire (200 req, Gelebron's Tower): adds 400 focus, worth getting if you don't think you'll get your EDL offhand for a while, if you have your
- Dragonlord Offhand (215 req): adds 450 focus, definitely get this! Best offhand!
For Jewelry, 90-100% of it will come from mobs, bosses, raids, legacy (old event bosses), etc... not from the shop! There is a legacy item shop in Dunskeig Sewers which offers random luxury items from past events: some of these are good for casters, most not... There are only two luxury necklaces I recommend:
- Snowspirit Amulet (150 req): adds 200 focus and a 600 shield skill, I used this until I got an Osan Necklace (event)
- Perceptor Amulet (190 req): adds 150? Focus/Vit and a shield skill, I wish I had bought this!
Don't bother with amulets from the static luxury shops, except for the top-tier master-crafted amulets (level 35 req, offered in Shalemont I believe) when you are a lower level. Legacy Bosses are the way to go!
Quick note about legacy bosses: every now and then there will be an event (although lately OTM has been focusing on new content rather than events...); after the event, the bosses from the event spawn will once every ~2 weeks. Over the years this has accumulated to around 230 bosses! There will be many oppotunities for you to acquire legacy gear.
I cannot stress this enough, save all your gold. You gain gold from killing most mobs, selling drops to vendors, selling drops to players, and completing quests; However, many players will entice you with dicing, better weapons and cool fashion.. politely decline their offers: you will need all the money you can get! Many new players become engrossed in fashion and fancy items, so be the smart one and avoid all that. Money will come later on, high levels (with nothing to spend gold on) are most definitely able to buy all the fancy toys they want. But you, as a fledgling Druid, are far better off abstaining from such desires!
While saving money, value the importance of honesty. Never resort to scamming or dicing: scamming is something carried with you past the point of you leaving the game, and dicing is shady. Your reputation is important, and will affect your ability to form friendships and join clans.
I should not even have to say to never beg: Do not disgrace the Druid Order by such childish acts.
Save every gold piece! It will be worth it in the end!
NOTE: Bounties are one of the best ways to get gold; I highly recommend doing your bounties daily and saving the tokens!
If you have read this far, I commend you! You should have all the knowledge required, and I shall be praying to Taranis, our patron god, on your behalf.
If you have any questions, PM me or ask my druid Regenleif on the server Taranis.
Feel free to recommend this guide to any Druid in need of assistance!
You have my greatest wishes, fellow Druid, may you leave your mark upon the land
Good Luck, and Happy Healing.
Last edited by Regenleif on Mon Jan 01, 2018 12:05 am, edited 13 times in total.
- Regenleif -
Guardian of Aeon
I am a Guide! If you need any tips/help/advice, Click Here to send me a message!
- Regenleif -
Guardian of Aeon
I am a Guide! If you need any tips/help/advice, Click Here to send me a message!