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Silverleafeon
09-04-2014, 03:59 AM
Greetings DDO Players,

I am a member of the Player's Council 2014, acting completely independently from the Developers in this thread which is neither approved of or disapproved of by the Devs. I call this the Lost Trees Project, hoping to help press the Devs forward in creating a third tree for Artificer, Druid, and Favored Soul. {Paladins have a possible third tree coming.}

Up front I want to make several things clear, I have no idea when these third trees will be made if ever. The Devs has hinted publicly that they would like for every class to have three trees. This project is not part of the current NDA list.

Hopefully we can sort thru and create one or more new sample trees as well as list desires and request by players for all three of these classes {Artificier, Druid, and Favored Soul}. (It would also be nice to study an ED for Artificers in the Artificer thread.)

As a member of the Player's Council, I am allowed to present my own personal projects and vision for the future of DDO.

When we are done here, there will be a permanent placement of our theories and ideas into the Player's Council Forums, and I will press the Developer to work towards these three new trees. Even if these don't not take place until after I leave the Player's Council at the end of the year, those ideas will still remain behind to inspire the Developers.

Thank you for your help and feedback, it is appreciated and a link to this thread will be included in that final report to the developers.

Silverleafeon
09-04-2014, 03:59 AM
Probably best tree here ~ edrein's Forest Master (https://www.ddo.com/forums/showthread.php/448053-Third-Druid-Tree-Lost-Trees-Project?p=5443904&viewfull=1#post5443904)


Woodmaster (https://www.ddo.com/forums/showthread.php/448053-Third-Druid-Tree-Lost-Trees-Project?p=5444915&viewfull=1#post5444915)

Animal Lord ~ another popular one (https://www.ddo.com/forums/showthread.php/448053-Third-Druid-Tree-Lost-Trees-Project?p=5445054&viewfull=1#post5445054)

Beastmaster (https://www.ddo.com/forums/showthread.php/448053-Third-Druid-Tree-Lost-Trees-Project?p=5445512&viewfull=1#post5445512)



Gatekeeper Rerolled Round 5


Core One

Attuned to Nature:
+.75 Universal Spellpower per AP spent in this tree.


Core Three
Disrupt Undead:
Spell Like Ability: Disrupt Undead (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)


Core Six
Gatekeeper Loyalty
Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...


Core 12
Banishment
Spell Like Ability: Dismissal. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)


Core 18
Entangle
Spell Like Ability: Entangle. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)


Capstone

Salt Ray
Spell Like Ability: Salt Ray. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)

Drawing from Nature
You gain a 10% discount to the cost of casting spells and spell like abilities.

+2 Wisdom, +2 Strength



Tier One


Gatekeeper Summoning I Passive Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements


Gatekeeper Lore I: Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. You gain a bonus of +2 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements


Greater Ram's Might:
Spell Like Ability: Greater Ram's Might (Activation Cost: 10 Spell Points. Cooldown: 2 seconds. Range: Personal Target: Self Duration: 1 minute per caster level)
Description: Your hands increase in size, granting a +3 size bonus to Strength and damage.

AP Cost: 1 Ranks: 1 Progression: 1 No requirements


Woodsman Caster I: +1/+2/+3 Spellcraft.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Hunter Afield I: +3/+6/+10% Threat Generation. Rank 3: +1 Saving throws while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two

Gatekeeper Summoning II Passive Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements Gatekeeper Summoning I


Gatekeeper Lore II: Your Gatekeeper lore bonus increases to a bonus of +4 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Gatekeeper Lore I


Splinterbolt
Spell Like Ability: Splinterbolt. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 1 Progression: 5 No Requirement


Woodman Caster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement Woodsman Caster I


Hunter Afield II: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Double Strike while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 Requirements Hunter Afield I


Tier Three

Gatekeeper Summoning III
Passive Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Summoning II


Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +6 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Lore II


Greater Glyph of Warding
Spell Like Ability: Greater Glyph of Warding. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Splinterbolt


Woodsman Caster III: +2/+4/+7 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster II


Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements



Tier Four

Gatekeeper Summoning IV Passive No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Summoning III


Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +8 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Lore III


Draconic Lessons I: You are true student of Vvaraak: Whenever you are damaged by Acid, Cold, Electric or Fire you gain 50 temporary spell points that last for 24 seconds. This effect may trigger only once every 90 seconds.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements


Woodsman Caster IV: +1/+2/+3 Universal Spell Crit Chance when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster III


Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)



Tier Five

Gatekeeper Summoning V
Passive Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning IV


Gatekeeper Lore V: Your Gatekeeper lore bonus increases to a bonus of +10 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Gatekeeper Lore IV


Planar Seal You are immune to banishment and energy drain.
AP Cost: 2 Ranks: 1 Progression: 30 no requirements


Summon the Forest
You summon a swarm of Treants.
Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
Additional ranks reduces sp cost and cooldown.

Fuzy math ~ check please ~ {Conjuration SLA You conjure a group of Teants, which appears around you, then strikes foes with tremendous force. This area of effect spell does caster level points of bludgeon damage every 3 seconds. A successful Reflex save reduces the damage by half. The force of these blows can knock some creatures prone. Another successful Reflex save negates the knockdown portion. This lasts for 30 seconds. DC based on Wis. Spell level considered 6th, can be heightened, quickened maximized, empowered.}

SP costs 50/40/30 Cooldown 120/90/60 seconds
AP Cost: 2 Ranks: 3 Progression: 30 No requirements


Draconic Lessons II: You are true student of Vvaraak: Your offensive spells gain a 10% chance to trigger Vvaraak Supremacy.
Vvarrak Supremacy: +25% Spell Critical Chance, +50% Spell Critical Damage. 24 seconds duration. This effect may trigger only once every 90 seconds.

AP Cost: 2 Ranks: 1 Progression: 30 Requires: Draconic Lessons I

Silverleafeon
09-04-2014, 04:00 AM
Ok, here is my taking on Gatekeeper

Bane of unnatural and helper of the natural:

Gatekeeper


Tier 1

Exorcist I
SLA: Protection from evil
1/2/3: 12/10/8 sp CD: 10/8/6

Skill
1/2/3 +1 Heal, Spot, Concentration

Beastmaster I (Credit due to Silverleafeon)
1/2/3 Your summoned companions gain (5/10/15) HP

Unnatural I
1/2/3 +1 attack, damage against undead

Landlord I
1/2/3 +1 DC to Your wild empathy and Imp. wild emapthy

Tier 2

Exorcist II
+1 DC to abjuration spells

Healing I
1/2/3 Positive spell power (5/10/15)

Beastmaster II (Credit due to Silverleafeon)
1/2/3 Your summoned creatures, charmed minions, and hirelings have (5/10/15) to PPR and MMR.

Unnatural II
1/2/3 +1 attack, damage against constructs

Landlord II
1/2/3 Increase the distance of Wild empathy by (5/10/15) meters

Tier 3

Exorcist III
SLA: Dismissal
1/2/3: 30/25/20 sp CD: 16/12/8

Healing II
1/2/3 Healing crit chance (+1% each)

Ability I
+1 WIS or +1 CHA

Beastmaster III (Credit due to Silverleafeon)
1/2/3 Your summoned creatures, charmed minions, and hirelings have (1/2/3) to their saving throws.

Landlord III
1/2/3 Reduces hate (threat) from natural by (10/20/30) percent


Tier 4
Exorcist IV
A +1 DC to Abjuration spells

Healing III
1/2/3 Metamagic: Empower healing spell (-1sp each)

Ability II
+1 WIS or +1 CHA

Beastmaster III (Credit due to Silverleafeon)
1/2/3 Your summoned creatures, charmed minions, and hirelings have (5/10/15%) elemental absorption.

Landlord IV
SLA: Charm animal
1/2/3 12/10/8 sp CD:8/6/4

Tier 5
Exorcist V
SLA: Banishment
1/2/3: 40/35/30 sp CD: 20/16/12

Beastmaster V (Credit due to Silverleafeon)
You gain feat: Augment summoning

Healing IV
The maximum caster level of your Healing Spells are increased by 1

Landlord V
SLA: Mass Charm Animal
1/2/3 x/y/z sp CD:10/8/6

We were the first ones:
Race rquired: Orc, Half-orc
1/2/3 (5/10/15) percent healing amplification

CORE

Level 1
You gain +1 melee and ranged power against Outsider (all type) and Aberration for every point spent in this tree.
You gain +1 bonus to saves against spells and effects produced by Outsiders and aberrations for each Core Ability You posses
Your attacks bypass Lawful damage reduction.

Level 3
Your attacks gain: lesser outsider bane (all type), Lesser aberration bane.
Your attacks bypass Evil damage reduction.

Level 6
Your attacks gain: outsider bane (all type), aberration bane.
Your attacks bypass Good damage reduction.

Level 12
Your attacks gain: greater outsider bane (all type), greater aberration bane.
Your attacks bypass Byesk damage reduction.

Level 18
Your attacks gain: Banishing weapons: On vorpal: Outsider or aberration banished from material plane or take 1d100 damage.
Your attacks bypass Cold Iron damage reduction.

Level 20
+2 WIS
+2 DC to your Abjuration spells
+2 DC to your Charm spells
You gain +1 MRR against spells of aberrations and outsiders (all type) per point spent in this tree (retrospectively)
Your attacks bypass Silver damage reduction.


.................................................. .................




LInkie

So the round four is pretty sweet, but then an idea struck me, what about healers? We got a melee tree in Natures Warrior, a Caster in Seasons Herald, but nothing for the healers! So I cane up with this:

Core One:+.75 Universal and Positive Spellpower per AP spent in this tree (for a total of 1.5 positive spellpower per AP).

Core Two: Multi-Selector:
Spell Like Ability: Cure Light Wounds.
Spell Like Ability: Vigor.

Core Three: You gain You gain +1% Positive Energy Spell Critical Chance.
A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Cleric level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Cleric level - a successful Will save reduces the damage by half. You may use this ability two times per druid level (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)

Core Four: Multi Selector:
Spell Like Ability Cure Serious Wounds.
Spell Like Ability: Greater Vigor.

Core Five: Toggle: You gain Aura of Energy: All creatures within your Aura gain 5 temporary hitpoints per druid level every two seconds, but cannot have more temporary hitpoints equal to your druid level times five.

Capstone:You gain a 10% discount to the cost of casting spells and spell like abilities.

+2 Wisdom, +2 Strength


Tier One:


Passive Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.

25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.

You gain +1/+2/+3 to all saving throws against Magic.

+1/+2/+3 Concentration, Heal, and Will Saves vs Fear.

Your Positive Spells gain 1% chance to critically hit


Tier Two


Passive Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.

Your studies have increased your maximum Spell Points by an additional 30/60/90.

Spell like ability: Bless.

Your positive spells gain 1% chance to critically hit.

+1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Double Strike while in animal form.


Tier Three

Con or Wis: Choose one.

+1/2/3 Caster level to your positive spells.

Spell like ability: Aid.

+1% chance for your positive spells to critically hit.

Tier Four

Spell like Ability: Prayer.

Con or Wis; choose one of.

+1/2/3 Max Caster level for your positive spells.

+1% chance for you positive spells to critically hit.

Passive No more sp and hp penalty when your companion dies.

Tier Five

Vines shoot out from you and wrap themselves around your nearby allies, healing them for 1d2/1d4/1d6 damage per druid level every two second for the next thirty seconds. Affected by positive spell power.
Spell point cost n/y/x

Your positive spells gain an additional 5% chance to critically hit.

You are true student of Vvaraak: Whenever you are damaged by Acid, Cold, Electric or Fire you gain 50 temporary spell points that last for 24 seconds. This effect may trigger only once every 90 seconds.

Passive Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification

(Silverleafon's favorite)You summon a swarm of Treants.
Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
Additional ranks reduces sp cost and cooldown.

Fuzy math ~ check please ~ {Conjuration SLA You conjure a group of Teants, which appears around you, then strikes foes with tremendous force. This area of effect spell does caster level points of bludgeon damage every 3 seconds. A successful Reflex save reduces the damage by half. The force of these blows can knock some creatures prone. Another successful Reflex save negates the knockdown portion. This lasts for 30 seconds. DC based on Wis. Spell level considered 6th, can be heightened, quickened maximized, empowered.}


Yeah, thats about it, lot of copy-paste, but couldn't think of anything better for core two and such.


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;




Forest Master



Core abilities

Forest Master I: Each enhancement point spent in the Forest Master tree grants +1 Universal Spell Power to all spells and +1 to your Maximum Hitpoints.

AP Cost: 1 Ranks: 1 Progression: 0 Requires: Druid Level 1



Forest Master II: Your affinity for the natural world grows, allowing you to command plant-life innately.

Entangle: Spell Like Ability: Heightened Entangle. (Activation Cost: 6 SP. Cooldown: 8 seconds.)

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Requires: Forest Master I, Druid Level 3



Forest Master III: Your affinity for the natural world grows, allowing you to empower your weapon with the powers of Nature.

Great Mallet: Weapon Toggle: Grants +2 Enchantment bonus to equipped weapons and 1d6 electric or frost damage. (This ability scales with Melee Power)

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Requires: Forest Master II, Druid Level 6



Forest Master IV: Your affinity for the natural world grows, you have ascended beyond your mortal form and taken up a new plant-type form. Your Great Mallet ability now deals 1d10 burst damage on critical hits.

Oakheart: Wild Shape: The forest master's body becomes a thing of wood and leaf rather than meat and bone, his type changes to plant. (Activation Cost: 20 Spell Points. Cooldown: 30 seconds)

While in this form, you gain +2 Wisdom, +2 Constitution, and DR 10/piercing.
On Vorpal Melee Hit: You perform a slam attack; dealing bludgeon and sonic damage while also performing a trip attack. No save DC.
You have immunity to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. As well as +100% critical hit resistance but suffer double damage from fire attacks and spells.
You are considered plant/elemental rather than your original type for the purpose of most effects.

AP Cost: 1 Ranks: 1 Progression: 20 Requires: Requires: Forest Master III, Druid Level 12


Forest Master V: Your affinity for the natural world grows, your body mends at a swifter pace than that of mortals and you've learned to share this ability with allies. Your Great Mallet has improved to 3d6 base damage and 2d10 burst damage on critical hits.

Deep Roots: Spell Like Ability: Mass Regenerate. (Activation Cost: 35 SP. Cooldown: 6 seconds.)

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Requires: Forest Master IV, Druid Level 18


Master of the Forest: Through training, hardships, and a bit of pruning you have become a true Forest Master.

Might of the Forest: Wild Shape: After communing with the Treants of old you have earned the right to take on a form akin to their own. (Activation Cost: 20 Spell Points. Cooldown: 30 seconds)

While in this form, you gain +4 Wisdom, +2 Constitution, and +4 primal natural armor.
On Melee Critcal or Spell Critical: A splinterbolt is cast freely, maximized and empowered.
You have immunity to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. As well as +150% critical hit resistance but suffer 1.5 times the normal damage from fire attacks and spells.
You are considered plant/elemental rather than your original type for the purpose of most effects.


AP Cost: 1 Ranks: 1 Progression: 40 Requires: Forest Master V, Druid Level 20



Tier One

Patience of the Forest: Diplomacy, Concentration, and Spellcraft +1/+2/+3

AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None


Natural Armor I: Your skin hardens like the bark of a tree. You gain +1/2/4 insightful natural armor.

AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None


Allies of the Woods I: Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None


Fury of the Woods I: You gain a stacking 2 melee power per Forest Master core you possess.

AP Cost: 1 Ranks: 1 Progression: 5 Requirements: None


Forest Dominion I: Your spells have an additional 2% chance to critically hit.

AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None



Tier Two

Thornbolt: Spell Like Ability: Splinterbolt. (Activation Cost: 3 SP. Cooldown: 4 seconds.)

AP Cost: 2 Ranks 1 Progression: 5 Requirements: None


Natural Armor II: You gain +10 PPR and +10 MMR.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Natural Armor I


Allies of the Woods II: Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Allies of the Woods I


Fury of the Woods II: Toggle: You and nearby allies gain +2/4 to hit and damage and 1/3% doublestrike.

AP Cost: 1 Ranks: 2 Progression: 5 Requirements: Fury of the Woods I


Forest Dominion II: Your studies have increased your maximum Spell Points by an additional 30/60/90.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Forest Dominion I



Tier Three

Thornbush: Spell Like Ability: Spike Growth. (Activation Cost: 8 SP. Cooldown: 6 seconds.)

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None


Natural Armor III: Toggle: You and nearby allies gain +2/4/6 energy resistance.

AP Cost: 1 Ranks: 3 Progression: 10 Requirements: Natural Armor II


Allies of the Woods III: Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Allies of the Woods II


Forest Dominion III: Your spells have an additional 2% chance to critically hit.

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: Forest Dominion II


Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None



Tier Four

Strong Oak: You are now immune to anti-magic and quelling effects due to the innate nature of your spells.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None


Allies of the Woods IV: No more SP and HP penalty when your companion dies. You also gain the ability to summon two creatures at once.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Allies of the Woods III


Fury of the Woods III: You and nearby allies gain and additional +2/4 to hit and damage and 1/3% doublestrike.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Fury of the Woods II


Forest Dominion IV: Spell Like Ability: Vigor. (Activation Cost: 6 SP. Cooldown: 6 seconds.)

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Forest Dominion III


Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None



Tier Five

Wise Blows: You can now use your wisdom score for both to hit and damage rolls.

AP Cost: 2 Ranks: 1 Progression: 30 Requirements: None


Spruce Growth: You and your summons gain an Insight bonus to Damage, Doublestrike, and Attack Speed equal to your 1/2 Wisdom modifier for 45/90/180 seconds

AP Cost: 1 Ranks: 3 Progression: 30 Requirements: None


Allies of the Woods V: Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.

AP Cost: 2 Ranks: 3 Progression: 30 Requirements: Allies of the Woods IV


Dryad's Favor: You gain a passive HP regeneration effect of +1d4/2d4/3d4 per 30 seconds. (This regeneration effect scales with positive energy spellpower.) Along with a summon-able Dryad companion. (Only one companion may be summoned at a time. This companion will replace the Druid's wolf if the wolf is already summoned.)

AP Cost: 1 Ranks: 3 Progression: 30 Requirement: None

Silverleafeon
09-04-2014, 04:00 AM
Despite any alternate directions I might suggest, a large number of players are strongly requesting a complete overview of the wolf companion coding, equipment, enhancement line, along with increased PPR, MMR, AC, etc...

Their main goal ~ to make wolves survivable in epic and high level heroic content.

Silverleafeon
09-04-2014, 04:06 AM
I want to start out broad and not narrow things down too fast.

1) What do you most want to see added to Druids?

2) Should this be a melee or a caster tree?

3) Is there any particular theme you want pursued?

4) Ideas in general are very welcome.


Thank you, very much for your help.
I cannot do this on my own.

mezzorco
09-04-2014, 05:29 AM
I see DnD druids as a class with many themes in it: animals, plants, balance, natural spells, shapeshifting, curative capabilities...

We already have a spellcasting tree that covers balance theme too, and another tree that covers shapeshifting and somewhat animal themes.


A third tree could be based on animal lord (http://dndtools.eu/classes/animal-lord/) and beastmaster (http://dndtools.eu/classes/beastmaster/) from Complete Adventurer.
Such a tree would heavily focus on animal companion, so this can't be done well with current DDO pet implementation. Discarded.

Another option could be a tree focused on plants and curative capabilities. A wilderness dweller, that uses vegetation both for healing and harming spells, with positive and force spellpower (for piercing/untyped spells). This tree would need added spells based on environment or vegetation, and would be quite similar to Season Herald.

Make it a melee tree, a primitive and brutal warrior of nature with the beast inside. It could be based on primeval (http://dndtools.eu/classes/primeval/) from frostburn and the shapeshift druid variant from player handbook 2. Such a tree would be quite like a barbarian, a la druidic avenger from Unearthed Arcana. I feel that this game doesn't need it: there are plenty of melee cleaving builds in LD destiny, at least druids should be saved from such an end.

Mix plants and melee to obtain MY FAVOURITE OPTION by far: The Forest Master (http://dndtools.eu/classes/forest-master/) from Faiths and Pantheons (3.0). This old PrC can blend perfectly melee, healing and plant flavour, a lot of plant flavour (your type changes to plant eventually). I think this could be very funny and easy to code, the perfect tree if well thought.
Balancing melee, healing and utility spells, this tree won't focus entirely on melee, and hopefully won't end in another bunch of LD builds. What I have in mind is something with a playstyle similar to Warpriest and Warchanter trees (obviously with a very different flavour), a supporting tree inclined to healing and buffing.

Lastly, a blighter (http://dndtools.eu/classes/blighter/) from Complete Divine could be nice. Such a tree would be very hard to include in this game, given the goodism of the world and the inability to make evil characters. However, I saw LG pale masters, so this is really not an issue. A blighter in D&D is funny, but just for the flavour, otherwise it's just an evil version of the standard druid.



So to sum up, my vote goes to FOREST MASTER ;)

EDIT: I forgot to say that both season herald and nature warrior could benefit from dipping into forest master, and forest masters could dip both in SH and NW depending on build :)

Silverleafeon
09-04-2014, 05:43 AM
Thanks!

Lonnbeimnech
09-04-2014, 11:16 AM
Would love to see planar shepherd, though they may have to simply not give access to certain planes since some of them are quite broken (as in crazy OP).

Things like


You are attuned to Fernia, the Sea of Fire. You gain +1 caster level with fire spells and +10 fire resistance. The spells scorching ray fireball incendiary cloud are added to your spell book

You are attuned to Irian, the Eternal Day. You gain +1 caster level with light spells and 10% heal amp. Some light based spells are added.

You are attuned to Mabar, the Endless Night. You gain +1 caster level with negative energy spells. Necrotic bolt, negative energy burst are added to your spell book. And immunity to level drain.

You are attuned to Risia, the Plain of Ice. You gain +1 caster level with all cold spells, and have the spells frost lance and otiluke's freezing sphere are added to your spell book.

You are attuned to Shavarath, the Battleground. You have BaB equal to a fighter of the same level, gain action boost haste. Perhaps some bonus to stun/trip etc.

You can only attune to one plane, but there is quite a bit of room for some nice things that would appeal to many people.
Obviously it would need to be fleshed out...

Grailhawk
09-04-2014, 11:36 AM
IMO the third Druid tree should be about summoning should have methods to bring up the DPS of the pet and lower the DPS of the player, It should in it's core offer new pet summons that have unique and interesting commands. For example the Core V could be a summoned psudo dragon that has a dragons breath attack and a fly by attack.

I also think Natures Warrior needs to be adapted to support non-form melee druids, it can give extra boosts to wolf and bear form druids but should have a wider selection of abilities that work on non-form Druids

Avocado
09-04-2014, 12:03 PM
I think a beastmaster sounds the most interesting. Increasing dps of pets and allowing for multiple pet summons. Maybe a tier 5 ability could be killer wolf pack summon :). I'm not opposed to a plant based tree either but we already have a caster tree that is awesome. A few more druid forms would be nice. Plant form or varied tree form similar to the ed. Dryad form or maybe wisp form. Djinni form. Idk really. Just throwing out some ideas.

Seikojin
09-04-2014, 12:22 PM
I am with mousepointer on this. A pet friendly tree that has a pet SLA in it like skeleton for pale masters. This would let the druid have a wolf, a sla pet, and a summon. Have enhancements that are like auras for npc's and pets, and offer plenty of boosting so they are useable in ee.

Lonnbeimnech
09-04-2014, 01:30 PM
I am with mousepointer on this. A pet friendly tree that has a pet SLA in it like skeleton for pale masters. This would let the druid have a wolf, a sla pet, and a summon. Have enhancements that are like auras for npc's and pets, and offer plenty of boosting so they are useable in ee.

I would need some kind of ability to share buffs (including bonuses from gear) with it's summons for them to be viable. Things like if the druid uses a displace clicky it also effects his summons/pet. If the druid casts fire shield his summons/pet are also effected, and if the druid drinks a remove curse potion they are also effected.

Anything short of that, and no degree of hp or str boost would make them viable.

ArcaneArcher52689
09-04-2014, 02:33 PM
Greetings DDO Players,

I am a member of the Player's Council 2014, acting completely independently from the Developers in this thread which is neither approved of or disapproved of by the Devs. I call this the Lost Trees Project, hoping to help press the Devs forward in creating a third tree for Artificer, Druid, and Favored Soul. {Paladins have a possible third tree coming.}

Up front I want to make several things clear, I have no idea when these third trees will be made if ever. The Devs has hinted publicly that they would like for every class to have three trees. This project is not part of the current NDA list.

Hopefully we can sort thru and create one or more new sample trees as well as list desires and request by players for all three of these classes {Artificier, Druid, and Favored Soul}. (It would also be nice to study an ED for Artificers in the Artificer thread.)

As a member of the Player's Council, I am allowed to present my own personal projects and vision for the future of DDO.

When we are done here, there will be a permanent placement of our theories and ideas into the Player's Council Forums, and I will press the Developer to work towards these three new trees. Even if these don't not take place until after I leave the Player's Council at the end of the year, those ideas will still remain behind to inspire the Developers.

Thank you for your help and feedback, it is appreciated and a link to this thread will be included in that final report to the developers.



I've been working on an outline for my vision of a 3rd druid tree, Dragon Disciple. The idea is PRE based on dragon heritage/reverence(similar to the dragon shaman), which leads to mimicking/emulating certain draconic traits. The PRE would try to give access to a decent blend of melee and casting, while providing some defenses as well.

here's some of what I have written so far.


Dragon Disciple.
Cores:

Tier 0: (requires one level of Sorcerer/Druid) Dragon heritage: choose a dragon heritage:

Red Dragon Descendant: For each point spent in this tree, you gain .5 USP. For each core ability, +10 fire spell power, +2 fire resistance, -2 cold resistance
White Dragon Descendant: For each point spent in this tree, you gain .5USP. For each core ability, +10 cold spell power, +2 cold resistance, -2 fire resistance
Blue Dragon Descendant: Fore each point spent in this tree, you gain .5USP. For each core abilty, +10 electric spell power, +2 electric resistance, -2 acid resistance
Black Dragon Descendant: for each point spent in this tree, you gain .5USP. For each core abilty, +10 acid spell power, +2 acid resistance,-2 electric resistance.



Tier 1: Scales: Dragon stance: You seek the defensive benefits of your dragon heritage, gaining 10 PRR/MRR, +3 natural armor, and 10% absorption of fire/cold/electric/acid
Tier 2: Claws: Dragon stance: You focus your dragon heritage into your attacks. While active, you gain full BAB, and your mainhand weapon deals 1d6 fire/cold/electric/acid damage per hit.
Tier 3: Elemental mastery: Dragon Stance: You strengthen the connection between yourself and the primal element of your dragon: While active, gain +2 CL and MCL to fire/cold/electric/acid spells, and a -2CL/MCL penalty to other spells. Your fire/cold/electric/acid spells gain a 3% additional chance to crit
Tier 4: ??? haven't thought of a good ability for here yet
Capstone Requires 20 Levels of Druid/Sorcerer. +2 Constitution, +2 Wisdom/Charisma, + 25 [fire/cold/electric/acid] spell power

Wildshape: Red Dragon. You assume the shape of a young red dragon. You are now considered a large creature. Gain a +5 insight bonus to natural armor, +15 PRR/MRR, 25% fire absorption. Your attacks deal 2d6 base damage, 19-20/x3 base damage. You gain a cooldown penalty when not casting fire spells.
Wildshape: White Dragon. You assume the shape of a young white dragon. You are now considered a large creature. Gain a +5 insight bonus to natural armor, +15 PRR/MRR, 25% cold absorption. Your attacks deal 2d6 base damage, 19-20/x3 base damage. You gain a cooldown penalty when not casting cold spells.
Wildshape: Blue Dragon. You assume the shape of a young blue dragon. You are now considered a large creature. Gain a +5 insight bonus to natural armor, +15 PRR/MRR, 25% electric absorption. Your attacks deal 2d6 base damage, 19-20/x3 base damage. You gain a cooldown penalty when not casting electric(sonic?) spells.
Wildshape: Black Dragon. You assume the shape of a young black dragon. You are now considered a large creature. Gain a +5 insight bonus to natural armor, +15 PRR/MRR, 25% acid absorption. Your attacks deal 2d6 base damage, 19-20/x3 base damage. You gain a cooldown penalty when not casting acid spells.



Needs a bit of work, but the final ability would be transforming into a young dragon. Why young? because the dev's probably don't want to make us into huge dragons, if only for the sake of how much space we'd take up.

Merlin-ator
09-04-2014, 03:55 PM
I like the planar shepherd idea best. It has good support options for every druid playstyle, as well as flavor bonus: The first Druids in Eberron (the Gatekeepers) were taught their magic to keep planar invasions at bay. Maybe there could be a few bonuses for being half-orc?

Summon tree is nice, but I don't think it will be useful.

Dragon Disciple seems more like a sorc tree. Reading further, it seems like a modified Eldritch Knight.

Holybird
09-04-2014, 04:13 PM
Mix plants and melee to obtain MY FAVOURITE OPTION by far: The Forest Master (http://dndtools.eu/classes/forest-master/) from Faiths and Pantheons (3.0). This old PrC can blend perfectly melee, healing and plant flavour, a lot of plant flavour (your type changes to plant eventually). I think this could be very funny and easy to code, the perfect tree if well thought.
Balancing melee, healing and utility spells, this tree won't focus entirely on melee, and hopefully won't end in another bunch of LD builds. What I have in mind is something with a playstyle similar to Warpriest and Warchanter trees (obviously with a very different flavour), a supporting tree inclined to healing and buffing.



Heh I want this: Just so I can shout everytime I join PUG: I am Groot:D

Silverleafeon
09-04-2014, 05:15 PM
GREAT feedback, THANKS everyone!

HatsuharuZ
09-04-2014, 05:38 PM
Here's a crazy idea: How about a bear tree? Something that would focus on taking and giving damage, and would be beneficial to bears.

And then there'll be a fifth-tier enhancement that allows the user to cast level four spells and lower while raged. Essentially, this'll enable bearbarian builds! :D

Zachski
09-04-2014, 06:53 PM
Lastly, a blighter (http://dndtools.eu/classes/blighter/) from Complete Divine could be nice. Such a tree would be very hard to include in this game, given the goodism of the world and the inability to make evil characters. However, I saw LG pale masters, so this is really not an issue. A blighter in D&D is funny, but just for the flavour, otherwise it's just an evil version of the standard druid.


Barbarians have Ravager, and Rogues have Assassin, both of which are evil PrCs, so "evil" doesn't disqualify an enhancement tree from being added in.

Theoretically, Blackguard could even be added as a Paladin enhancement tree, but Paladin is already getting Vanguard, and having a fourth tree added in would be tasteless at this point.

sifubob
09-04-2014, 08:22 PM
In Eberron, there are quite a few druidic orders that have a different feel / focus that i think could be added into a third tree.
http://eberron.wikia.com/wiki/Druidic_sects

Maybe a tree with multi - selectors that gives different bonuses depending on which order you align with when selecting the first core.

I would think two or three of the orders would be enough.


So, you've got the largest druidic order, The Wardens of the Wood. Could make for some generalist stuff, that helps druids of all forms in some minor ways, but they are a bit boring and mundane, so i'd likely skip them. Keep the abilities interesting and unique i reckon.
(Eberron Campaign setting feat - http://dndtools.eu/feats/eberron-campaign-setting--12/warden-initiate--3091/)


The Gatekeepers already have a presence in-game, are the oldest druidic order and would likely make a good choice. Would likely be anti-aberration stuff i guess, that being their thing. But they also have powers related to banish Outsiders, so i spose they could go for that angle instead.
(Eberron Campaign setting feat - http://dndtools.eu/feats/eberron-campaign-setting--12/gatekeeper-initiate--1205/)


Then there are the Ashbound, who regard Arcane (and divine too, but mostly arcane) magic as unnatural. They focus on powerful summons in PnP mostly, but due to that kinda sucking in DDO, maybe focus on the anti-caster stuff. Could make for interesting anti-caster abilities.
(Ebberon Campaign setting feat - http://dndtools.eu/feats/eberron-campaign-setting--12/ashbound--131/)


Also, Children of Winter sound like cold-focused druids, but they are actually about Renewal through death, so could have some death spell related stuff, or some such thing
(Eberron Campaign setting feat - http://dndtools.eu/feats/eberron-campaign-setting--12/child-of-winter--339/)


Greensingers are druids that revere Fey spirits, and align closely with them. They get various Enchantment and Illusion spells added to their list, representative of Fey creatures powers of misdirection and allure. I suspect there are a lotta druids who would like displacement added to their spell list :)
(Ebberon Campaign setting feat - http://dndtools.eu/feats/eberron-campaign-setting--12/greensinger-initiate--1318/)


Having an Eberron specific druidic order to align with i think would be good for flavour / lore reasons, good for those that have come to DDO for the Eberron side of it (like myself) and assuming the abilities are reasonably powerful, flexible and unique, could lend itself to many different build choices.

(Also, sorry for the links, i tried to put them into the text without disrupting the flow, but am terrible at forum formatting stuff)

Zachski
09-05-2014, 12:18 AM
Actually I quite like the idea of the gatekeepers.

Failedlegend
09-05-2014, 01:26 AM
1) What do you most want to see added to Druids?
2) Should this be a melee or a caster tree?
3) Is there any particular theme you want pursued?


Well...

The Nature's warrior tree imo is the "Wolf Form" tree, the Seasons Herald is the really annoying caster tree so imo that leaves a perfect slot for a "Bear Tree"

The "Bear Tree" imo should have two focuses, Tanking and Synergy with and/or mimicking some Barbarian-esque abilities show the "wrathful protector" side of the druid.

If it goes the latter way (mimicking) that I'd say instead of have a rage per day clickie have it proc and grow in power based on your allies getting hit. Thus angering you.

Would probably be more focused on Con than Str with a bunch of THP (ignoring pain) type stuff but beyond that it should be a minor thing so as to not become an actual barbarian.

If it's the former (synergy) just add an enhancement that causes your rage duration (core 1 grants rage unless you already have it in which case you get +1 use) to increase by x secs when your allies are hit (NOT killed) say it adds 2 seconds and can only proc every 6 seconds.

I'm mainly working on the asusmption that it's the former (synergy)

Call it the "Forest Guardian" or if your feeling a bit punny "Paw of the Forest"

Some inspiration could be drawn from numerous sources: Fist of The Forest, Bear Warrior, Earth Dreamer, Lion of Talisid and even a little of Rage Mage (just a Primal power source version of course)


Couple ability ideas

Primal Rage: A Forest guardian can cast Primal spells (Druid, Ranger , Primal EDs etc.) while in a rage, When she casts a Druid spell of the Transmutation, Animal form or Abjuration school while in a rage, the rage mage uses her character level as her caster level.

Beast's Courage: A Forest Guardian is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.

Angry Spell : When a Forest guardian casts a spell of the evocation school while raging, the save DC for the spell increases by X

Tough Hide: While in leather armor, you gain a natural armor bonus equal to your Constitution bonus

Earth Glide: A forward charge that procs a prone effect on any foe you hit (con mod + half char level +10 or w/e)

Bestial Presence: Intimidate now uses your Con mod instead of your Cha mod.

Ursidae Companion: The Forest guardians companion gains +6 Con and becomes a bear

Bear's Swiftness : A Forest Guardian gains +x% attack/movement speed.

Overwhelming Size: Your bear form size increases (not sure if cosmetic change only or should have mechanical change) and now uses Con mod for tactical feats.

Silverleafeon
09-05-2014, 02:04 AM
THANKS!!!

Love the feedback so far, will reply to each one individually later on.

Drathsiddh
09-06-2014, 12:19 PM
The Beast-Master sounds pretty good.
If the Dev's add it, it will require substantial changes to the current pet, updating the enhancements, making more of them which are granted as you level up, perhaps a hawk ranger at level five, bear tank at 10, Dryad CC at 15 and such.
The plant idea would require odd nerfs to the Seasons Herald tree, while the Bear tree would do the same for Nature Warrior. The Dragon tree will be more for the Sorcerers rather than druids, nice tree though. Can't wait to see this new tree, and update to the druids!

Silverleafeon
09-10-2014, 09:22 AM
Testing out a tree, if it looks bad we can do others, we can do others anyway...
Let me know what you think, and if its is decent we can put it up on post 2 and do more rounds of it, changing what is weak or overpowered.

Notice I am leaving an opening for a Artificier/Druid multiclass build here, by using the word companion instead of wolf, which should include the artificer iron defender type. {It is impossible to summon both an iron defender and a wolf at the same time ~ tested by me already.}


Beastmaster of the Woodlands Round 1


Core 1

Attuned to Nature: +.75 Universal Spellpower per AP spent in this tree.


Core 3

Beastmaster Training

You companion gains a bonus to tactical feats equal to your character level divided by five.


Core 6

Elemental Protection

Your summoned creatures, charmed minions, and hirelings have Acid, Cold, Electric, and Fire resistance equal to your character level.


Core 12

Natural Fighting You gain Natural Fighting as a bonus feat.


Core 18

Natural Fighting You gain Natural Fighting as a bonus feat.


Capstone

Drawing from Nature You gain a 10% discount to the cost of casting spells and spell like abilities.

+2 Wisdom, +2 Strength



Tier One

Toughness: +5/+10/+15 maximum hp.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Woodsman: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Fort save.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Energy of the Woodman: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 2 Ranks: 3 Progression: 1 No requirements

Woodsman Caster: +3/+6/+10 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two

Beastmaster Summoning I Passive Your summoned creatures, charmed minions, and hirelings have +2 to all ability scores.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements

Woodman Lore I: +3/+6/+10 Physical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Woodman Lore II: +3/+6/+10 Magical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Woodsman Lore I

Woodman Lore III: +3/+6/+10 AC while holding a Staff
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Woodsman Lore II

Tier Three

Elemental Resources
Whenever you are damaged by Acid, Cold, Electric or Fire you gain 2/4/6 primal temporary spell points that last for 15 seconds. This can happen once every 5 seconds.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Beastmaster Summoning II
Passive Your summoned creatures, charmed minions, and hirelings have +3 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Beastmaster Summoning I

Beastmaster Natural Fighting I
Your companion improves its double strike chance by 6%.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements


Tier Four

Beastmaster Summoning III Passive Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Beastmaster Summoning II

Beastmaster Natural Fighting II
Your companion improves its double strike chance by 6%.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Beastmaster Natural Fighting I

Beastmaster Loyalty I No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 no requirement

Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)


Tier Five

Beastmaster Natural Fighting III
Your companion improves its double strike chance by 6%.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Natural Fighting II

Beastmaster Summoning IV
Passive Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning III

Beastmaster Loyalty II Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...
AP Cost: 2 Ranks: 1 Progression: 30 Requirement Beastmaster Devotion I

Beastmaster Loyalty III Your companion gains PPR and MMR equal to your Character Level.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement Beastmaster Devotion II

Beastmaster Withstand the elements Your summoned creatures, charmed minions, and hirelings gain 20% absorption of Acid, Cold, Electric, and Fire.
AP Cost: 2 Ranks: 1 Progression: 30 no requirement

Holybird
09-10-2014, 12:02 PM
Hmm seems very flavor-ish but I like it. Just two suggestions: Add to core 12: You are now able to control two animal companions instead of just one and get ability to summon Owlbear animal companion. And to capstone: You are now true Beastmaster. You get ability to control total of three animal companions and get ability to summon Pseudodragon animal companion.


P.S Who wouldn't like own Pseudodragon?:D

Drathsiddh
09-10-2014, 12:04 PM
Testing out a tree, if it looks bad we can do others, we can do others anyway...
Let me know what you think, and if its is decent we can put it up on post 2 and do more rounds of it, changing what is weak or overpowered.

Notice I am leaving an opening for a Artificier/Druid multiclass build here, by using the word companion instead of wolf, which should include the artificer iron defender type. {It is impossible to summon both an iron defender and a wolf at the same time ~ tested by me already.}



OP, can't say more. You get Natural Fighting two time's freeing two feat slots, +13 too all stats for your pets, hires and charms, no more annoying HP/SP penalty upon death, +18 double strike to your pals, HP and Sp increase, PRR and MRR increase, +10 AC and much much more. Obviously this is a secondary tree, meant to supplement Natures Warrior or Season's Herald, but there are too many pros in here that, while focusing on honestly no field, it is uber. I mean look at Pally's, KOTC is an offence tree, while the upcoming Vanguard is a tank. The Sacred Defender tree is now going to complement both of the others, or an the rare builds, be the main investments. The Beastmaster should be like that with left over AP. You got good stuff in here, but not over the top.
Also how do an Arti and Druid mix together? My opinion is that they are ten worlds apart.

Drathsiddh
09-10-2014, 12:14 PM
Hmm seems very flavor-ish but I like it. Just two suggestions: Add to core 12: You are now able to control two animal companions instead of just one and get ability to summon Owlbear animal companion. And to capstone: You are now true Beastmaster. You get ability to control total of three animal companions and get ability to summon Pseudodragon animal companion.


P.S Who wouldn't like own Pseudodragon?:D

Disagree, the ability to have different companions shouldn't be locked into enhancements, they should be class ability.

However, I agree with the idea of being able to summon multiple companions with the tree, replacing the natural fighting enhancements as they are over the top. This way this tree can be used as a place supplement your enhancements or be the main investments.

Silverleafeon
09-11-2014, 04:04 AM
Hmm seems very flavor-ish but I like it. Just two suggestions: Add to core 12: You are now able to control two animal companions instead of just one and get ability to summon Owlbear animal companion. And to capstone: You are now true Beastmaster. You get ability to control total of three animal companions and get ability to summon Pseudodragon animal companion.


P.S Who wouldn't like own Pseudodragon?:D

The concept sounds great, this is one of those moments when I wonder whether the technical coding can do it or not?


OP, can't say more. You get Natural Fighting two time's freeing two feat slots, +13 too all stats for your pets, hires and charms, no more annoying HP/SP penalty upon death, +18 double strike to your pals, HP and Sp increase, PRR and MRR increase, +10 AC and much much more. Obviously this is a secondary tree, meant to supplement Natures Warrior or Season's Herald, but there are too many pros in here that, while focusing on honestly no field, it is uber. I mean look at Pally's, KOTC is an offence tree, while the upcoming Vanguard is a tank. The Sacred Defender tree is now going to complement both of the others, or an the rare builds, be the main investments. The Beastmaster should be like that with left over AP. You got good stuff in here, but not over the top.
Also how do an Arti and Druid mix together? My opinion is that they are ten worlds apart.

I agree that 2 bonus nature fighting feats for a toon is very powerful, and I can let go of that.
The PRR, MMR, and AC for the toon can also be replaced.

They are a head nod to the melee part of druid, and we can do better.
Any suggestions?


Sadly, even with huge stat bonuses, wolves so far unlike toons have not proven terribly powerful, so I would be wanting to keep a lot of that if I could. However the main problem with wolves is dying too much, perhaps we could address that issue heavily.


Disagree, the ability to have different companions shouldn't be locked into enhancements, they should be class ability.

However, I agree with the idea of being able to summon multiple companions with the tree, replacing the natural fighting enhancements as they are over the top. This way this tree can be used as a place supplement your enhancements or be the main investments.

A second and third companion type?
Interesting.
That might involve a tremendous amount of coding, which might kill the whole idea, but its worth considering.

Silverleafeon
09-11-2014, 05:35 AM
Round 2 is up.

Changes

Reduced overpoweredness of round 1.

Put some place holders in for Woodsman Lore 1 thru 3.

Added Treant tier 5 summons with fuzy math.

Removed free nature fighting feats.

Reduced overall ability score increases to summons types.

Increased durability of summons slightly.

Moved temp sp gain feature to tier 5.

Etc...


Having considered it awhile, I have come to the conclusion (which could be wrong) that multiple different new companions would require a ton of coding time, and hence might should be avoid. Pet AI etc may be very time consuming coding.

So while I would love more summons and would ask the Devs to greatly consider adding new companions, I don't want to base the tree on something that I feel might not be easily accepted.

Holybird
09-11-2014, 08:37 AM
The concept sounds great, this is one of those moments when I wonder whether the technical coding can do it or not?


Could they be coded as Gold seal Hires? 'Cause that would solve some problems.

Silverleafeon
09-11-2014, 09:09 AM
Could they be coded as Gold seal Hires? 'Cause that would solve some problems.

I'm not a Dev, so there is ton I don't know.

But, I am pretty sure that will not fly.

I cannot say why I think that, but likely to be so.


Now if a new companion was very wolf like - that would make it much more likely to be able to use the existing AI/functionality...

Drathsiddh
09-11-2014, 09:49 AM
The concept sounds great, this is one of those moments when I wonder whether the technical coding can do it or not?



I agree that 2 bonus nature fighting feats for a toon is very powerful, and I can let go of that.
The PRR, MMR, and AC for the toon can also be replaced.

They are a head nod to the melee part of druid, and we can do better.
Any suggestions?


Sadly, even with huge stat bonuses, wolves so far unlike toons have not proven terribly powerful, so I would be wanting to keep a lot of that if I could. However the main problem with wolves is dying too much, perhaps we could address that issue heavily.



A second and third companion type?
Interesting.
That might involve a tremendous amount of coding, which might kill the whole idea, but its worth considering.


Okay, first please make the wolf tree up to date, I am sure that will fix a few problems.
If the wolfs are to often a Soul Stone, then why not make new pets keep the basic Wolf at level one, perhaps a Bear tank at five, a Panther DPS at ten, Dryad/Tree-ant CC at fifteen and then something awesome at 20. A new tree isn't going to make a lot of difference, we need a "pet overhaul".
The wolf and (if any) other pets need new equipment slots, necklaces and such, trust me it will make a huge difference. Do the same for Arti's. Update the pet enhancements, the pet system seems so old. Give it a new flair, make the druids more purchasable, change the whole Wild Shape feature, we are meant to shapesift into small forms, then grow larger as we level. Do the same for the pet, we summon small ones at first, then as we grow powerful (level up) we get them bigger. I mean apart from being a caster, there is no reason to go past level 9 as a druid as that is all you need for natural fighting. See the Devs are making the Paladins more than just a two level dip, we need something like that for Druids.
A new tree wont help the Gate Keepers. Though it works for Bards and will (to an extent) for Paladins,it wont work every time. The most Druids can summon are soul stones, change that!

Silverleafeon
09-11-2014, 10:55 AM
Okay, first please make the wolf tree up to date, I am sure that will fix a few problems.

It should help, but lately it seems just plain dismissing your wolf then resummoning them every 15 minutes or entry into a quest does a lot. Yes their trees need recoding, but basically they still work.



If the wolfs are to often a Soul Stone, then why not make new pets keep the basic Wolf at level one, perhaps a Bear tank at five, a Panther DPS at ten, Dryad/Tree-ant CC at fifteen and then something awesome at 20.

Sadly the Owlbear "stuck in the doorway" bug is rather overwhelming if applied to a companion.

Poppytop and others helped me with a project trying to see just how defender a wolf can be.
Its getting close, and update 23 should help a lot.
I was able to tank the skinny female dragon in EN thunderpeak raid and neither I nor my wolf died.
It was a close shave at times, but we made it.


A new tree isn't going to make a lot of difference, we need a "pet overhaul".

If we grant a lot of PPR and MMR and the like it will help.



The wolf and (if any) other pets need new equipment slots, necklaces and such, trust me it will make a huge difference. Do the same for Arti's.

I very much agree with you on these points.
We have a thread in the Player's Council Forums asking for these very same things.



Update the pet enhancements, the pet system seems so old.

Yes it is part of the old enhancement system.
This is something that needs to be dealt with someday.
Whether there is time now or later, someday it needs to be done.



Give it a new flair, make the druids more purchasable, change the whole Wild Shape feature, we are meant to shapesift into small forms, then grow larger as we level.

I did consider adding Treant or Earth Elemental wild shape.
But as I worked thru it, it seemed better to build upon what is already there.



Do the same for the pet, we summon small ones at first, then as we grow powerful (level up) we get them bigger.

I do object to bigger than wolf form due to the whole "stuck in the doorway" bug from Owlbear hirelings.
Of course you have to have one to understand how annoying it is to call the owlbear to come to you all the time.



I mean apart from being a caster, there is no reason to go past level 9 as a druid as that is all you need for natural fighting. See the Devs are making the Paladins more than just a two level dip, we need something like that for Druids.

Well, that is something we can work on and ponder.
What will benefit melee type druids?

What motivation do they need to go more than 9 levels?



A new tree wont help the Gate Keepers. Though it works for Bards and will (to an extent) for Paladins,it wont work every time.


Points to ponder, thank you!


The most Druids can summon are soul stones, change that!

It would be nice to focus even more strongly on wolf survival.

kanordog
09-11-2014, 12:38 PM
Nice work on Beastmaster tree!

If there will be a vote, I would go with Gatekeeper:
- A tree to buff the pets/summons/hires would be awesome but their AI is just not that good to waste my action points on.
- Gatekeeper has flavour in Eberron
- Could be like extra damage for aberrations and outsiders, with the above linked spell list (prot from E, banishment etc) as sla's.

Silverleafeon
09-11-2014, 01:50 PM
Nice work on Beastmaster tree!

If there will be a vote, I would go with Gatekeeper:
- A tree to buff the pets/summons/hires would be awesome but their AI is just not that good to waste my action points on.
- Gatekeeper has flavour in Eberron
- Could be like extra damage for aberrations and outsiders, with the above linked spell list (prot from E, banishment etc) as sla's.

Lets do it!

Gatekeeper is so Eberron!

Holybird
09-11-2014, 02:42 PM
Nice work on Beastmaster tree!

If there will be a vote, I would go with Gatekeeper:
- A tree to buff the pets/summons/hires would be awesome but their AI is just not that good to waste my action points on.
- Gatekeeper has flavour in Eberron
- Could be like extra damage for aberrations and outsiders, with the above linked spell list (prot from E, banishment etc) as sla's.

I already liked Beastmaster, but Gatekeeper has so much possibilities and is really druidic. Maybe give them something dragonic as I think Gatekeepers were first taught by a dragon

kanordog
09-11-2014, 03:58 PM
I already liked Beastmaster, but Gatekeeper has so much possibilities and is really druidic. Maybe give them something dragonic as I think Gatekeepers were first taught by a dragon

I took a look on other enhancement trees, to get inspiration, mostly divine ones.
I think some of the beastmaster abilities presented here could fit in the gatekeeper tree, since they represent this world versus the other worlds, so they can make creatures from this world stronger and we both win, the gatekeeper fans and the beastmaster lovers :)

Failedlegend
09-11-2014, 07:32 PM
I hate to say it but I'm very much against any enhancement tree that focuses on the companions, these kinds of things should be used for whenever they revamp the companions trees, I mean they have their own Ap for a reason.

That said the ideas to improve the companions themselves are great.

Also the companions need to continue leveling in epic...personally I say just make them character level based but have the amount of AP they get based on Arty/druid level.

Silverleafeon
09-12-2014, 03:28 AM
I already liked Beastmaster, but Gatekeeper has so much possibilities and is really druidic. Maybe give them something dragonic as I think Gatekeepers were first taught by a dragon

Yes, if you look closely, about halfway thru the beastmaster tree, I find myself stretching for ideas. We have half a good tree at best.

Wow, taught by dragons, I did not know that. Hmm....I will have to research what Gatekeepers stand for and really hate. We certainly don't want to build an old style KotC tree with only outsider foes and the like. We must have a broad enough foe base to merit a solid tree.


I took a look on other enhancement trees, to get inspiration, mostly divine ones.
I think some of the beastmaster abilities presented here could fit in the gatekeeper tree, since they represent this world versus the other worlds, so they can make creatures from this world stronger and we both win, the gatekeeper fans and the beastmaster lovers :)

Excellent idea, I love it.

And I think we can compress the Beastmaster tree a bit and fit it into this tree as a column plus a bit very easily.

Perhaps we let go of the broadness of augment summoning and stick to summons and companions.
Leave out hires and charmed critters, or just leave out hires, or only include natural hires/companions/summons ?

Perhaps looking closely at

Natural Shielding : Passive Your summoned and charmed pets, hirelings, and monsters gain +[30/60/100] maximum HP and +[10/20/30] PRR. Rank 3: Natural Creatures also gain evasion: When they make a successful Reflex save to avoid damage, they suffer no damage instead of half damage. (Natural Creatures include: Animals, Elementals, Magical Beasts, Plants, & Vermin)

We can steal from this type wording (I love copy + paste + modifier when I can get away with it.)


I hate to say it but I'm very much against any enhancement tree that focuses on the companions, these kinds of things should be used for whenever they revamp the companions trees, I mean they have their own Ap for a reason.

That said the ideas to improve the companions themselves are great.

Also the companions need to continue leveling in epic...personally I say just make them character level based but have the amount of AP they get based on Arty/druid level.

Thanks for stopping by Failed, I think we now have a consensus from both the PC (player council) and the PB (player base) which is something the Devs tend to look for. Thanks, onward with Gatekeeper (with sub beastmaster pieces)...



Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. While diminished in size, the order remains vigilant and maintains a relatively friendly relationship with the Wardens of the Wood, the largest druidic order on Khorvaire.

http://eberron.wikia.com/wiki/Druidic_sects





rough outline of Gatekeeper tree

Core one ~ Copy and past Beastmaster version:

Attuned to Nature: +.75 Universal Spellpower per AP spent in this tree.


Core three
You gain Disrupt Undead as an SLA or added to your level 2druid spell list.


Core six ????
You gain the Cleric spells Summon Monsters 1 thru 9 to your Druid Spell List when these spell levels become available.


Core 12 ~ copy and paste:
Gatekeeper Loyalty
Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...


Core 18
You gain Dismissal as an SLA or added to your level 5 druid spell list.


Capstone
You gain Banishment as an SLA or added to your level 7 druid spell list.
{add plus extra ~ placeholder here}
+2 Str +2 Wis



Tier 1 thru 5 Left Column ~ best of the Beastmaster combined

Tier 1 thru 5 Second Column ~ extra damage to whatever Gatekeeper hate (each one granting melee power, ranged power, universal spell power) ascending amounts of X+tier {where X=1~?}

Tier 1 thru 5 middle Column ~ Weird / Special effects such as saving throw bonuses vs whatever Gatekeepers hate, possible tier 5 immunity to banishment, etc... {glance thru ranger favored foes and modifier for ideas, but don't pluck too heavy}.

Tier 1 thru 5 Fourth Column ~ Lesser SLA at tier 1, Greater SLA = Magic Circle of Protection from Evil at tier 3~4, Sumpreme SLA at tier 5. Place some caster stuff / lame SLA in the other tiers.

Tier 1 thru 5 Right Column ~ Generalization stuff for tier 1 ~3 (possible overflow of Beastmaster / melee tribute), Str or Wis at Tier 3 and 4, something nice at Tier 5 (perhaps that AoE Treant thing that Beastmaster had?


Ok, going to merge the two trees and see what we have ...

Drathsiddh
09-12-2014, 03:40 AM
Sadly the Owlbear "stuck in the doorway" bug is rather overwhelming if applied to a companion.

Poppytop and others helped me with a project trying to see just how defender a wolf can be.
Its getting close, and update 23 should help a lot.
I was able to tank the skinny female dragon in EN thunderpeak raid and neither I nor my wolf died.
It was a close shave at times, but we made it.
Not really asking for a giant or something as fat as an owlbear, the Bear Druids don't have a problem going through doorways, nor Half-Orcs (Dryads). I doubt the Panthers or something will cause a problem. Also EN and EE are ten worlds apart


If we grant a lot of PPR and MMR and the like it will help.
Maybe in the Heroic levels, but I doubt it will make much of a difference in Epic Elites.



I very much agree with you on these points.
We have a thread in the Player's Council Forums asking for these very same things.
Necklaces, bracelets "pet only helmets" are a few suggestions.



Yes it is part of the old enhancement system.
This is something that needs to be dealt with someday.
Whether there is time now or later, someday it needs to be done.
Trust me it will make a HUGE difference, though it seems a little complicated. To make it simpler, make it like a Racial tree, thus getting no Tier five enhancements.



I did consider adding Treant or Earth Elemental wild shape.
But as I worked thru it, it seemed better to build upon what is already there.
I fail to see what more can be added to the current melee forms.


I do object to bigger than wolf form due to the whole "stuck in the doorway" bug from Owlbear hirelings.
Of course you have to have one to understand how annoying it is to call the owlbear to come to you all the time.
Gave my feedback above.



Well, that is something we can work on and ponder.
What will benefit melee type druids?

What motivation do they need to go more than 9 levels?
Perhaps have restrictions on the level that Natural Fighting is available, but considering how broke the monk/druids will be, I am firm in my belief that we need new forms, even for casters at lower levels.



Points to ponder, thank you!
Yes, it something to ponder on, but I would also like to add; Druids aren't meant to be max DPS or such, they are very adaptable, so keep that in mind.


It would be nice to focus even more strongly on wolf survival.
That it would, and if there are any other pets added make them survivable, even if they aren't doing sweet DPS.


Natural Shielding : Passive Your summoned and charmed pets, hirelings, and monsters gain +[30/60/100] maximum HP and +[10/20/30] PRR.
Rank 3: Natural Creatures also gain evasion: When they make a successful Reflex save to avoid damage, they suffer no damage instead of half damage. (Natural Creatures include: Animals, Elementals, Magical Beasts, Plants, & Vermin)
Note, there is Evasion in the Pets enhancements.

Also, the gatekeeper idea is more for a FVS than a druid.

Nachomammashouse
09-12-2014, 03:48 AM
It's awesome to see a summoner that augments animal companions/summons but I'd really like to see a lot of the animal companion augmentation added to an enhancement pass to the wolf and iron defender, which is overdue.

Silverleafeon
09-12-2014, 04:57 AM
Round 3 ~ the Gatekeeper is up ~ see post 2 for details.

Essentially a merger of new Gatekeeper enhancements with the better parts of the old Beastmaster.

Also added to the notes post on page one:


Despite any alternate directions I might suggest, a large number of players are strongly requesting a complete overview of the wolf companion coding, equipment, enhancement line, along with increased PPR, MMR, AC, etc...

Their main goal ~ to make wolves survivable in epic and high level heroic content.

Silverleafeon
09-12-2014, 04:58 AM
It's awesome to see a summoner that augments animal companions/summons but I'd really like to see a lot of the animal companion augmentation added to an enhancement pass to the wolf and iron defender, which is overdue.

You and others have been heard, this will be pressed for as a priority from now on.

I see no reason to not leave the best of beastmaster inside a Gatekeeper column as an extra choice for those who love their companions like I do. As was motioned earlier this reflects the Gatekeepers love for natural beauty and grandeur.

kanordog
09-12-2014, 02:54 PM
Ok, here is my taking on Gatekeeper

Bane of unnatural and helper of the natural:

Gatekeeper


Tier 1

Exorcist I
SLA: Protection from evil
1/2/3: 12/10/8 sp CD: 10/8/6

Skill
1/2/3 +1 Heal, Spot, Concentration

Beastmaster I (Credit due to Silverleafeon)
1/2/3 Your summoned companions gain (5/10/15) HP

Unnatural I
1/2/3 +1 attack, damage against undead

Landlord I
1/2/3 +1 DC to Your wild empathy and Imp. wild emapthy

Tier 2

Exorcist II
+1 DC to Banishment spells

Healing I
1/2/3 Positive spell power (5/10/15)

Beastmaster II (Credit due to Silverleafeon)
1/2/3 Your summoned creatures, charmed minions, and hirelings have (5/10/15) to PPR and MMR.

Unnatural II
1/2/3 +1 attack, damage against constructs

Landlord II
1/2/3 Increase the distance of Wild empathy by (5/10/15) meters

Tier 3

Exorcist III
SLA: Dismissal
1/2/3: 30/25/20 sp CD: 16/12/8

Healing II
1/2/3 Healing crit chance (+1% each)

Ability I
+1 WIS or +1 CHA

Beastmaster III (Credit due to Silverleafeon)
1/2/3 Your summoned creatures, charmed minions, and hirelings have (1/2/3) to their saving throws.

Landlord III
1/2/3 Reduces hate (threat) from natural by (10/20/30) percent


Tier 4
Exorcist IV
A +1 DC to Banishment spells

Healing III
1/2/3 Metamagic: Empower healing spell (-1sp each)

Ability II
+1 WIS or +1 CHA

Beastmaster III (Credit due to Silverleafeon)
1/2/3 Your summoned creatures, charmed minions, and hirelings have (5/10/15%) elemental absorption.

Landlord IV
SLA: Charm animal
1/2/3 12/10/8 sp CD:8/6/4

Tier 5
Exorcist V
SLA: Banishment
1/2/3: 40/35/30 sp CD: 20/16/12

Beastmaster V (Credit due to Silverleafeon)
You gain feat: Augment summoning

Healing IV
The maximum caster level of your Healing Spells are increased by 1

Landlord V
SLA: Mass Charm Animal
1/2/3 x/y/z sp CD:10/8/6

We were the first ones:
Race rquired: Orc, Half-orc
1/2/3 (5/10/15) percent healing amplification

CORE

Level 1
You gain +1 melee and ranged power against Outsider (all type) and Aberration for every point spent in this tree.
You gain +1 bonus to saves against spells and effects produced by Outsiders and aberrations for each Core Ability You posses
Your attacks bypass Lawful damage reduction.

Level 3
Your attacks gain: lesser outsider bane (all type), Lesser aberration bane.
Your attacks bypass Evil damage reduction.

Level 6
Your attacks gain: outsider bane (all type), aberration bane.
Your attacks bypass Good damage reduction.

Level 12
Your attacks gain: greater outsider bane (all type), greater aberration bane.
Your attacks bypass Byesk damage reduction.

Level 18
Your attacks gain: Banishing weapons: On vorpal: Outsider or aberration banished from material plane or take 1d100 damage.
Your attacks bypass Cold Iron damage reduction.

Level 20
+2 WIS
+2 DC to your Banishment spells
+2 DC to your Charm spells
You gain +1 MRR against spells of aberrations and outsiders (all type) per point spent in this tree (retrospectively)
Your attacks bypass Silver damage reduction.

Silverleafeon
09-13-2014, 01:54 AM
Ok, here is my taking on Gatekeeper

Added to Post 3 on page 1.

THANK YOU VERY MUCH!

LuKaSu
09-13-2014, 02:24 AM
You gain the feat(s) Favoured enemy Outsider (all type), Favoured enemy Aberration


Probably would need to say that they all count a one feat for Ranger favored enemy purposes. Currently, with each favored enemy you have, you get a boost to each of our others (like, with four favored enemies, each of the four get +4 attack and damage). Since this core covers like five different favored enemy feats, we'll need to consider all of them as one feat, or have it be a multiselector to choose one out of the list.

kanordog
09-13-2014, 03:16 AM
Probably would need to say that they all count a one feat for Ranger favored enemy purposes. Currently, with each favored enemy you have, you get a boost to each of our others (like, with four favored enemies, each of the four get +4 attack and damage). Since this core covers like five different favored enemy feats, we'll need to consider all of them as one feat, or have it be a multiselector to choose one out of the list.

ty, updated w cool new stuff instead

Silverleafeon
09-13-2014, 03:49 AM
ty, updated w cool new stuff instead

copied new version to post 3 thank you

mezzorco
09-13-2014, 04:14 AM
Gatekeeper Lore I: Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. You gain a bonus of +2 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements

Is it easy to code? I doubt it.
What happens when you cleave, hitting a human necromancer and his undead minion? Or when you use improved precise shot? Or with AOE spells?
Maybe it's advisable to rework it, although I like the flavour :)

I'm not fond of SLA filled trees, expecially when half of those SLAs become useless at higher levels. Druids already have an SLA intensive tree.

Drathsiddh
09-13-2014, 10:29 AM
Here is my take on the trees, both which are present and the new ideas.
a) Natures Warrior: Strong melee focused tree, leaning towards the animal forms. Has "Beast Stance" which are basically toggles, though only one can be active at a time (I am aware of a bug in the first Beast Stance)
b) Seasons Herald: Caster tree, and strangely (to an extent) vary's its role depending on it's "season", which is basically a five minute "buff" that grants bonuses to caster level and such that keeps changing, switching from winter to summer or vice-versa every five minutes.
c) Beast Master: A tree that is focused on his pets and hirelings, making them almost dumb player characters.
d) GateKeepers) Similar to the (going-to-be-old) KOTC which is focosed on damaging specific foes. Gains SLAs that aid them in purging their rivals.
So from the new trees what do we need?
a) DPS,
b)Healing ,
c)Role Playing or
d) Two of those.

This is something to think on, what is this new tree going to add to the class that we don't already have.

Holybird
09-13-2014, 01:25 PM
As Gatekeepers were first taught by Green dragon Vvaraak could it be possible to add to tier 5: You are true student of Vvaraak and every time you cast spell there is chance to get (add arcane supremacy kind of effect here, or copy paste arcane supremacy)

Lonnbeimnech
09-13-2014, 02:09 PM
This is something to think on, what is this new tree going to add to the class that we don't already have.

It's a way to get a bonus of 4 to abjuration DC. So spells like stoneskin, resist energy, protection from energy and dispel magic will have... oh wait...

Pilgrim1
09-13-2014, 03:07 PM
I think all these pet and summoned boosters should also boost the druid.

So do something like this:

Communal Toughness 1 ap/rank

you gain 5/10/15 hp and your pets and summoned get 10/20/30 hp.

Do stuff like that. Also any wolf/bear enhancements should be combined into 1 enhancement were only half works for each form.

And lastly somehow summon natures ally spell needs some serious focus, druid summon ****!! come on like a huge focus of the class is not there, summon trees! summon bears! summon swarms! summon 1d4 +1 cats! summon everything. anyways, thats what druid need to be able to summon extra mobs per druid lvl or something like that.

kanordog
09-13-2014, 05:47 PM
It's a way to get a bonus of 4 to abjuration DC. So spells like stoneskin, resist energy, protection from energy and dispel magic will have... oh wait...

Yes, that's sound ridiculous, I updated the tree, I changed the Abjuration school to Banishment.

Silverleafeon
09-14-2014, 03:42 AM
Is it easy to code? I doubt it.
What happens when you cleave, hitting a human necromancer and his undead minion? Or when you use improved precise shot? Or with AOE spells?
Maybe it's advisable to rework it, although I like the flavour :)

Thanks, since the Season's Herald tree has an effect on undead for spells, I think maybe the coding can handle the like.



I'm not fond of SLA filled trees, expecially when half of those SLAs become useless at higher levels. Druids already have an SLA intensive tree.

Noted and I tested out Glyph of Warding and Greater Glyph of Warding.
They share the same cooldown, so we need to remove one of them right off the bat, preferably the less good of the two.


Max, empowered, quickend greater glyph ~ (Combat): You hit Nightmare for 338 points of electric damage.
Not bad, not overpowered, and the cooldown is 15 seconds for the real spell.
I like the name, but we shall see.

Silverleafeon
09-17-2014, 05:14 AM
As Gatekeepers were first taught by Green dragon Vvaraak could it be possible to add to tier 5: You are true student of Vvaraak and every time you cast spell there is chance to get (add arcane supremacy kind of effect here, or copy paste arcane supremacy)

Sounds interesting, let us try something like that.

Silverleafeon
09-17-2014, 08:09 AM
Round 4 is up.


Changes:

SLAs changed:

Moved to tier 1, simplified and ap cost reduced:

Spawn Screen:
Spell Like Ability: Spawn Screen (Activation Cost: 4 Spell Points. Cooldown: 12 seconds.)
AP Cost: 1 Ranks: 1 Progression: 1 No requirements


Moved to tier 2, simplified and ap cost reduced:

Magic Circle Against Evil
Spell Like Ability: Magic Circle Against Evil. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 1 Progression: 5 Requirements: Spawn Screen


Moved to tier 3, simplified and ap cost reduced:

Greater Glyph of Warding
Spell Like Ability: Greater Glyph of Warding. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Magic Circle Against Evil


Also the great dragon of old is honored with tier 4 and tier 5 ability slots:


Draconic Lessons I: You are true student of Vvaraak: Whenever you are damaged by Acid, Cold, Electric or Fire you gain 50 temporary spell points that last for 24 seconds. This effect may trigger only once every 90 seconds.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements


Draconic Lessons II: You are true student of Vvaraak: Your offensive spells gain a 10% chance to trigger Vvaraak Supremacy.
Vvarrak Supremacy: +25% Spell Critical Chance, +50% Spell Critical Damage. 24 seconds duration. This effect may trigger only once every 90 seconds.

AP Cost: 2 Ranks: 1 Progression: 30 Requires: Draconic Lessons I


{These are basically the old elemental resources from round 3 moved downward from tier 5 to tier 4 and modified to match the copied and rewritten arcance supremacy used in Draconic Lessons II.}

Holybird
09-17-2014, 08:23 AM
Round 4 is up.


Changes:

SLAs changed:

Moved to tier 1, simplified and ap cost reduced:

Spawn Screen:
Spell Like Ability: Spawn Screen (Activation Cost: 4 Spell Points. Cooldown: 12 seconds.)
AP Cost: 1 Ranks: 1 Progression: 1 No requirements


Moved to tier 2, simplified and ap cost reduced:

Magic Circle Against Evil
Spell Like Ability: Magic Circle Against Evil. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 1 Progression: 5 Requirements: Spawn Screen


Moved to tier 3, simplified and ap cost reduced:

Greater Glyph of Warding
Spell Like Ability: Greater Glyph of Warding. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Magic Circle Against Evil


Also the great dragon of old is honored with tier 4 and tier 5 ability slots:


Draconic Lessons I: You are true student of Vvaraak: Whenever you are damaged by Acid, Cold, Electric or Fire you gain 50 temporary spell points that last for 24 seconds. This effect may trigger only once every 90 seconds.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements


Draconic Lessons II: You are true student of Vvaraak: Your offensive spells gain a 10% chance to trigger Vvaraak Supremacy.
Vvarrak Supremacy: +25% Spell Critical Chance, +50% Spell Critical Damage. 24 seconds duration. This effect may trigger only once every 90 seconds.

AP Cost: 2 Ranks: 1 Progression: 30 Requires: Draconic Lessons I


{These are basically the old elemental resources from round 3 moved downward from tier 5 to tier 4 and modified to match the copied and rewritten arcance supremacy used in Draconic Lessons II.}

Now this looks pretty nice. Good job :D

Silverleafeon
09-17-2014, 12:29 PM
Now this looks pretty nice. Good job :D

Thank you, I am quite pleased with this version.
I COULD NOT HAVE DONE IT ALONE, THANKS ALL!

Will be listening intently to feedback on this round, as I think maybe we are getting real close here.


Will be pressing the Devs for a complete overhaul of the Druid and Arty companions system which may or may not come at the same time as the lost trees (no promises on any of this, just hope for the future).

Drathsiddh
09-19-2014, 03:06 AM
Are we homming in.
So the round four is pretty sweet, but then an idea struck me, what about healers? We got a melee tree in Natures Warrior, a Caster in Seasons Herald, but nothing for the healers! So I cane up with this:

Core One:+.75 Universal and Positive Spellpower per AP spent in this tree (for a total of 1.5 positive spellpower per AP).

Core Two: Multi-Selector:
Spell Like Ability: Cure Light Wounds.
Spell Like Ability: Vigor.

Core Three: You gain You gain +1% Positive Energy Spell Critical Chance.
A wave of positive energy that expands from the caster, healing 1d8 plus 1 per Cleric level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per Cleric level - a successful Will save reduces the damage by half. You may use this ability two times per druid level (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)

Core Four: Multi Selector:
Spell Like Ability Cure Serious Wounds.
Spell Like Ability: Greater Vigor.

Core Five: Toggle: You gain Aura of Energy: All creatures within your Aura gain 5 temporary hitpoints per druid level every two seconds, but cannot have more temporary hitpoints equal to your druid level times five.

Capstone:You gain a 10% discount to the cost of casting spells and spell like abilities.

+2 Wisdom, +2 Strength


Tier One:


Passive Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.

25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands.

You gain +1/+2/+3 to all saving throws against Magic.

+1/+2/+3 Concentration, Heal, and Will Saves vs Fear.

Your Positive Spells gain 1% chance to critically hit


Tier Two


Passive Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.

Your studies have increased your maximum Spell Points by an additional 30/60/90.

Spell like ability: Bless.

Your positive spells gain 1% chance to critically hit.

+1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Double Strike while in animal form.


Tier Three

Con or Wis: Choose one.

+1/2/3 Caster level to your positive spells.

Spell like ability: Aid.

+1% chance for your positive spells to critically hit.

Tier Four

Spell like Ability: Prayer.

Con or Wis; choose one of.

+1/2/3 Max Caster level for your positive spells.

+1% chance for you positive spells to critically hit.

Passive No more sp and hp penalty when your companion dies.

Tier Five

Vines shoot out from you and wrap themselves around your nearby allies, healing them for 1d2/1d4/1d6 damage per druid level every two second for the next thirty seconds. Affected by positive spell power.
Spell point cost n/y/x

Your positive spells gain an additional 5% chance to critically hit.

You are true student of Vvaraak: Whenever you are damaged by Acid, Cold, Electric or Fire you gain 50 temporary spell points that last for 24 seconds. This effect may trigger only once every 90 seconds.

Passive Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification

(Silverleafon's favorite)You summon a swarm of Treants.
Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
Additional ranks reduces sp cost and cooldown.

Fuzy math ~ check please ~ {Conjuration SLA You conjure a group of Teants, which appears around you, then strikes foes with tremendous force. This area of effect spell does caster level points of bludgeon damage every 3 seconds. A successful Reflex save reduces the damage by half. The force of these blows can knock some creatures prone. Another successful Reflex save negates the knockdown portion. This lasts for 30 seconds. DC based on Wis. Spell level considered 6th, can be heightened, quickened maximized, empowered.}


Yeah, thats about it, lot of copy-paste, but couldn't think of anything better for core two and such.

Silverleafeon
09-19-2014, 08:30 AM
So the round four is pretty sweet, but then an idea struck me, what about healers? We got a melee tree in Natures Warrior, a Caster in Seasons Herald, but nothing for the healers! So I cane up with this:


This has been added to post #3 so it will be front and center for the Devs to see and look at.
The more options and ideas we have, the better we are!

THANKS VERY MUCH!
Great Job!

Avocado
09-28-2014, 04:35 AM
Way too many SLAs.

Spawn screen is a very situational spell that can only effective in a few quests. (and not in the FOT or TotDW where it really matters)

Banishment and dismissal work great in heroic quests but, in epics they are useless. Most epic content does not feature mobs that can be banished.

Magic circle against evil is also very situational and, lets be honest, is only cast to prevent greater command.

Greater glyph of warding is an interesting idea but I've never seen it used. I have never prepared it or even thought of preparing it. I think a different damage SLA would be more appropriate. Firestorm maybe.

The only SLAs that are worth having in a tree are damage spells or healing spell like the ones in the seasons herald tree. These spells would otherwise require way too much sp when you run metas which is why they are nice.

More bonuses to pets are needed. Maybe a +20 saves bonus and +10 to all stats. +100 AC and PRR. +30 to trip dc. Give wolf pets the ability to sneak and add some sneak and hide skill bonuses. Most enemy wolves get this and so should pets. More doublestrike, melee power and sneak attack.

Have a tier 5 enhancement that make feats like natural fighting, shield mastery, SWF and TWF affect pets.

Allow for a pet upgrade as a tier 5 ability. The wolf pet gets upgraded to a winter wolf or some new type of wolf. Maybe a multi-selector for a new pet like a bear, plant or willowisp.

GIVE THE PETS AND ENHANCEMENT PASS!!!!! Absolutely needs to happen. Some of the things stated above can be instead added to a enhancement wolf tree.

This tree needs to make wolf pets viable in ee. The enhancement pass would help upgrade wolf abilites (not ee viable)and the tree would then make them viable in ee.

Some viability issues could be fixed if wolf pets got more equip slots. Rings might not make sense for a wolf but neither does armor. Just do it anyway, no one will mind.

I like the work done so far but, I cant see myself really utilizing the full tree or making a build centered around it.

And for the love of DDO, dont make a healing druid tree. Druids are not healers, they are casters w/healing spells. We already know that self-healing is becoming the knew thing and that healbots are no longer needed. It would be a regrettable waste of time to make a healing tree.

burlicconi
09-30-2014, 03:18 PM
Hi, I'm very glad to see that Druid tree (probably )is going to be extended.
Druid is my favourite class, since PnP, and I got my piece of joy when you release druid class some years ago.

As we know, currently, we do have two "separated" trees- one for shapeshifter and one for caster. And I think they are solid,
since melee druid probably will go double class with fighter or so (back to PnP reference), caster will tend to stay pure.

As very big supporter of pure classes, I would like to see 3rd druid class to be "soloable" (I also hate this term, since it
ruined trully DDO experience of finding good group and play together).
I'm glad that my visions are on the same ground with others- I agree that druids need boost with companions and with
even more heals, in order to support larger parties.

One thing that makes druids unique is their companion, at least it should be. We have Artificer's metal dog and Palemaster's
skeleton knight. So, not so unique any more. Druids also had great spell- lighting, but ONLY in open spaces, such as woods.
They had very useful spell- entangle, which is barely used now... Anyway, druids should be very tough in forests and so, and
support char in dungeons.

So, I see connection between druid's powers and natural force, of course. Let them have more summons. This is no new idea, but
I would like to see some really new- some kind of bird(s) (eagle, hawk or so) that druid can summon. It can attack from any direction
(flanking bonus) and it can blind and bleed opponent. It can be used on timer or limited time per rest.

I also liked a concept of Friends of Nature (primal avatar enhancement), but only when I was reading it. In practice it was disaster.
I mean, +3 bonus to spot, listen or so in the middle of the battle is joke. I think it's worth to make some kind of multiple choice,
5 times per rest for example: you choose between birds attack(75% chance to blinds opponents for brief amount of time), snake
invasion(parallze opponents for some time), rats attack(fear opponents) etc... Of course, rats are allowed only in dungeons, birds in
open places... It would be pretty cool if druid pet can call more wolfs to help him during combat.
So, more summons are obviously choice here, but I would like to see something new...

Basically, some situational summons that can not fight, but can buff your party one way or another...
Also, druids can talk to animals (at least they knew in PnP). So, some animals can tell him where traps are (bonus vs traps or trapfinding
feat for limited period of time). Some animals can bluff enemy (good bluff buff for limited time...)

Entangle was excellent for CC in PnP, but now it's useless. Give it chance by making it SLA or so. Also, maybe some new line of SLA
based on buffing summons can help - for example mass AnimalGrowth, mass Rising Furry, charm animal...

I don't like idea not to lose SP when your pets die. Druids are in love with nature and death of his closest companion should invoke
great trauma. Instead of that, every time summon or pet dead, druid can enter some kind of trance or rage (Double strike bonus or some
temporary SP or bonus in STR and WIS).

Also, some buffs with druid stuff may be considered. As rogue, they can have +5/10/15 attack speed bonus?

Some healing additions should be available- definitely Using the Empower Healing costs you 2/4/6 fewer Spell Points, 2 AP per tier,
normal cooldown for healing spells...

Also, druids summons should be little harder to kill, so maybe increasing their CR, for every core beyon first CR is increased by one.

Call lightning should be more efficient if you're fighting in the open field- maybe incrase SP on open or increase chance to critical hit.

Druids are nemesis of undead and unnatural creatures- killing them give small bonus for druids (+5sp per kill, can stack up to 5 times)

************************

To make some conclusion- I would like to see 3rd tree is a lot about summoning and keeping that summons alive. SO, more buffs, increased
power for summons, more healing and more transmutatiion SLA options.

edrein
10-01-2014, 02:15 PM
I agree that it would be nice to see a tree that buffs the wolf companion, summons, etc. Could we also possibly see some new forms and some form of combat bonus to the elemental forms outside of casting to actually make them a bit more unique in comparison to the Sorcerer Savant trees. Plant forms would be nice, with melee buffs perhaps? The Flames of Purity spell on the fire form is nice, but it doesn't have damage that scales to the modern game.

Silverleafeon
10-02-2014, 05:36 PM
Ok, short thoughts on the matters:


I am reluctant to remove the remove of pet death penalty as that is one of the reasons stopping players from using their wolves, and we want to encourage that.

However, I would agree that we could double some of the pet buffs in this tree.


Probably the possibly most interesting SLAs that Druid's don't have are Salt Ray and Entangled.
However they are disabling effects which means easy access is not a good thing.

Salt Ray SLA at a cheap cost would actually be a nice capstone.
We could replace dismissal with entangled probably.

Spawn screen and magic circle are tier 1 and tier 2, meaning whatever we replaced them with would be rather dull.
+3 listen, spot and bluff instead of Spawn screen or the like.

We don't really want to duplicate SLAs as I have noticed the Devs tend to shy away from it, however,
we might could slip splinter bolt somewhere in tier 2 or 3 ish.


Thoughts???

Failedlegend
10-03-2014, 12:16 AM
I am reluctant to remove the remove of pet death penalty as that is one of the reasons stopping players from using their wolves, and we want to encourage that.


Why?

edrein
10-03-2014, 01:39 AM
Why?

It is part of the iconic nature of druid. When you lose your companion you take a bit of damage yourself.

edrein
10-03-2014, 01:49 AM
Ok, short thoughts on the matters:


I am reluctant to remove the remove of pet death penalty as that is one of the reasons stopping players from using their wolves, and we want to encourage that.

However, I would agree that we could double some of the pet buffs in this tree.


Probably the possibly most interesting SLAs that Druid's don't have are Salt Ray and Entangled.
However they are disabling effects which means easy access is not a good thing.

Salt Ray SLA at a cheap cost would actually be a nice capstone.
We could replace dismissal with entangled probably.

Spawn screen and magic circle are tier 1 and tier 2, meaning whatever we replaced them with would be rather dull.
+3 listen, spot and bluff instead of Spawn screen or the like.

We don't really want to duplicate SLAs as I have noticed the Devs tend to shy away from it, however,
we might could slip splinter bolt somewhere in tier 2 or 3 ish.


Thoughts???

I'd like to see more hybridization of the tree. Back when folks were still talking about Beastmasters, Dragon Disciples, and The Forest Master seemed to bring forth the most discussion. We all mostly agree that we want to see animal boosts and I'd guess that most people agree that last iteration of Gatekeep that you proposed looked a bit lack-luster with the SLAs. Mostly because Gatekeeper's really don't lend themselves to a broad enough spectrum of content in the game. They'd really be useful in the 15-18 range and then fall off entirely in Epic Levels, let alone be moderately useless at lower levels. (Except for the undead portions.) We've already got a decent caster tree in itself. And Nature's Warrior is good for those who want to run animal forms, though it's arguably the wolf tree and not really there for bears.

Why not delve back into the ideas of Beastmaster or Forest Master? A hybrid between summons, melee, and caster seems the best bet to me. Something where everyone can pick up a bit here and there and benefit. As is, I feel like the Gatekeeper tree would entirely back up caster druids with little to no benefit for melee druids. That being said, I want a tree where druids can be decently effective in melee without being in wolf form (bear is dead to most of us) and at the same time an Elemental form that isn't entirely there for flavor when it comes to anything other than casting. Even the Savant forms feel more useful than our elemental shapes.

How about the plant form or Earth Elemental form you mentioned earlier, why not reconsider that as well? Or perhaps create a fourth tree to propose to the devs as well?

Failedlegend
10-03-2014, 01:56 AM
It is part of the iconic nature of druid. When you lose your companion you take a bit of damage yourself.

No I meant why should we discourage Druids from using their wolves.

edrein
10-03-2014, 02:39 AM
No I meant why should we discourage Druids from using their wolves.

We shouldn't. But some people can't cope with the penalty, seeing as Artificer's can bypass it. If the wolf AI was improved, I don't think it would really be a problem. But as it stands right now, I don't think the penalty should be around.

mezzorco
10-03-2014, 05:24 AM
I'd like to see more hybridization of the tree. Back when folks were still talking about Beastmasters, Dragon Disciples, and The Forest Master seemed to bring forth the most discussion.
*snip, great post*

Right said friend.

I firstly proposed Forest Master, and I think it could be a great tree both as a splash and on its own.


How about the plant form or Earth Elemental form you mentioned earlier, why not reconsider that as well?

This or Treant form (mini wood woad), maybe as Forest Master Capstone.

Silverleafeon
10-03-2014, 05:27 AM
Sorry about the double negative language that is confusing.
We do need to continue to make wolfs and iron defenders usable in epics.


Yes, I will go back and relook over this tree while rereading the thread for more hybridization.
Just finished with PC work, so free again till they drop another thread on us.


My thoughts atm, bringing some of the wolf enhancements downward so all druids can access them easier as well as combining them with other bonuses as mentioned earlier.

burlicconi
10-03-2014, 06:58 AM
Sorry about the double negative language that is confusing.
My thoughts atm, bringing some of the wolf enhancements downward so all druids can access them easier as well as combining them with other bonuses as mentioned earlier.

Yes, completelly new druid's wolf enhancement tree sounds like excellent idea. Some improvements must be done- for example, if you choose that options that heal your wolf based on corpses of slained enemies- at low levels it's good and enoguht, at higher levels it's another joke. So, it should be scalled- based on wolf level or level (CR) of killed enemy.

But when druid gets killed, my vote goes rather to some kind of temporary debuff rather then nothing- in druid's essence is to care about his companions....

One note about SLA- SLA for druids in Season Herald are excellent, I'm rally satisfied with it. So, SLA in 3rd tier should be more like CC or so, damage is "covered". Entangle is very good idea and salt ray is another good addition.

edrein
10-03-2014, 11:33 AM
When I get some free time, I'll try my hand at rolling up enhancement trees for both Beastlord (thinking multiselector with the various animal types, similar to P&P) and Forest Master. I'll try to keep it in line with my pass over the Acolyte of the Skin idea for reference Silver, and anyone else who's seen that.

AzB
10-03-2014, 12:35 PM
1) What do you most want to see added to Druids?

Better defenses for pets so they can survive in EE. Some attack bonus/tactical fear bonus for pets would be welcome too, so there would be a point to them surviving in EE. A caster should be able to build a pet tank to take aggro off himself so he can stand back and cast, instead of simply dumping all their sp into keeping the pet alive. A melee should be able to use his pet as a bluffer, tripper, and general distraction. Again, without spending all his time and sp pool trying to keep the pet alive. I have invested everything into making the pet as survivable as possible, with every feat, ED ability, and past life available. His stats are spectacular, much higher than any character I've rolled, but without the ability to add gear based defenses like PRR, MRR, protection, armor class, resistance, additional hp, additional dex, etc, he's simply a liability in EE, even with almost 2000 hp. He can get improved evasion, but his save is 27. What's the point?


2) Should this be a melee or a caster tree?

The new tree should be either a hybrid or a summoner class.


3) Is there any particular theme you want pursued?

I would like to see a hybrid. The druid class has tremendous potential for being both melee and caster in varying levels. It should be possible to be a wolf or bear based melee that gives up top tier melee dps for some casting ability, or the other way around.


4) Ideas in general are very welcome.

I would like to see the existing trees reworked a bit as well. Caster tree isn't too bad, but melee needs to have physical attacks that are not spells or wisdom based. It really sucks to be in an anti magic field or be quelled and not be able to use your melee attacks because they are spells. This also requires that a pure melee druid make some investment into sp... not just for healing, but for attacks as well. And when you run out of sp... you're up the creek. 4 legs good needs to lose the pre req. You either have 4 legs or you don't and dodge doesn't have anything to do with it. It's a little unbalanced when my level 28 druid in wolf form can enter a wilderness and be constantly tripped by wolves that are practically immune to being tripped. A druid in animal form is for all practical purposes that animal. The spell list needs to be finished as well. Most of the high level spells are very specific for animal or elemental forms which many of us don't use. But there are no other spells to choose from.

AzB
10-03-2014, 12:41 PM
Call lightning should be more efficient if you're fighting in the open field- maybe incrase SP on open or increase chance to critical hit.



What a great idea. When outside in the open, we already have weather. If it's raining, call lightning should be relatively massive. If indoors or outdoors when not raining, it would be less impressive.

It would also be nice to lose the penalty for lightning in the elemental forms, or give us air elemental forms. Lightning is an iconic druidic power, and currently every form penalizes it's use unless you aren't in elemental or animal form, which for any good druid would be very infrequent.

edrein
10-03-2014, 02:03 PM
Core abilities

Forest Master I: Each enhancement point spent in the Forest Master tree grants +1 Universal Spell Power to all spells and +1 to your Maximum Hitpoints.

AP Cost: 1 Ranks: 1 Progression: 0 Requires: Druid Level 1



Forest Master II: Your affinity for the natural world grows, allowing you to command plant-life innately.

Entangle: Spell Like Ability: Heightened Entangle. (Activation Cost: 6 SP. Cooldown: 8 seconds.)

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Requires: Forest Master I, Druid Level 3



Forest Master III: Your affinity for the natural world grows, allowing you to empower your weapon with the powers of Nature.

Great Mallet: Weapon Toggle: Grants +2 Enchantment bonus to equipped weapons and 1d6 electric or frost damage. (This ability scales with Melee Power)

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Requires: Forest Master II, Druid Level 6



Forest Master IV: Your affinity for the natural world grows, you have ascended beyond your mortal form and taken up a new plant-type form. Your Great Mallet ability now deals 1d10 burst damage on critical hits.

Oakheart: Wild Shape: The forest master's body becomes a thing of wood and leaf rather than meat and bone, his type changes to plant. (Activation Cost: 20 Spell Points. Cooldown: 30 seconds)

While in this form, you gain +2 Wisdom, +2 Constitution, and DR 10/piercing.
On Vorpal Melee Hit: You perform a slam attack; dealing bludgeon and sonic damage while also performing a trip attack. No save DC.
You have immunity to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. As well as +100% critical hit resistance but suffer double damage from fire attacks and spells.
You are considered plant/elemental rather than your original type for the purpose of most effects.

AP Cost: 1 Ranks: 1 Progression: 20 Requires: Requires: Forest Master III, Druid Level 12


Forest Master V: Your affinity for the natural world grows, your body mends at a swifter pace than that of mortals and you've learned to share this ability with allies. Your Great Mallet has improved to 3d6 base damage and 2d10 burst damage on critical hits.

Deep Roots: Spell Like Ability: Mass Regenerate. (Activation Cost: 35 SP. Cooldown: 6 seconds.)

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Requires: Forest Master IV, Druid Level 18


Master of the Forest: Through training, hardships, and a bit of pruning you have become a true Forest Master.

Might of the Forest: Wild Shape: After communing with the Treants of old you have earned the right to take on a form akin to their own. (Activation Cost: 20 Spell Points. Cooldown: 30 seconds)

While in this form, you gain +4 Wisdom, +2 Constitution, and +4 primal natural armor.
On Melee Critcal or Spell Critical: A splinterbolt is cast freely, maximized and empowered.
You have immunity to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. As well as +150% critical hit resistance but suffer 1.5 times the normal damage from fire attacks and spells.
You are considered plant/elemental rather than your original type for the purpose of most effects.


AP Cost: 1 Ranks: 1 Progression: 40 Requires: Forest Master V, Druid Level 20



Tier One

Patience of the Forest: Diplomacy, Concentration, and Spellcraft +1/+2/+3

AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None


Natural Armor I: Your skin hardens like the bark of a tree. You gain +1/2/4 insightful natural armor.

AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None


Allies of the Woods I: Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None


Fury of the Woods I: You gain a stacking 2 melee power per Forest Master core you possess.

AP Cost: 1 Ranks: 1 Progression: 5 Requirements: None


Forest Dominion I: Your spells have an additional 2% chance to critically hit.

AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None



Tier Two

Thornbolt: Spell Like Ability: Splinterbolt. (Activation Cost: 3 SP. Cooldown: 4 seconds.)

AP Cost: 2 Ranks 1 Progression: 5 Requirements: None


Natural Armor II: You gain +10 PPR and +10 MMR.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Natural Armor I


Allies of the Woods II: Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Allies of the Woods I


Fury of the Woods II: Toggle: You and nearby allies gain +2/4 to hit and damage and 1/3% doublestrike.

AP Cost: 1 Ranks: 2 Progression: 5 Requirements: Fury of the Woods I


Forest Dominion II: Your studies have increased your maximum Spell Points by an additional 30/60/90.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Forest Dominion I



Tier Three

Thornbush: Spell Like Ability: Spike Growth. (Activation Cost: 8 SP. Cooldown: 6 seconds.)

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None


Natural Armor III: Toggle: You and nearby allies gain +2/4/6 energy resistance.

AP Cost: 1 Ranks: 3 Progression: 10 Requirements: Natural Armor II


Allies of the Woods III: Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Allies of the Woods II


Forest Dominion III: Your spells have an additional 2% chance to critically hit.

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: Forest Dominion II


Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None



Tier Four

Strong Oak: You are now immune to anti-magic and quelling effects due to the innate nature of your spells.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None


Allies of the Woods IV: No more SP and HP penalty when your companion dies. You also gain the ability to summon two creatures at once.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Allies of the Woods III


Fury of the Woods III: You and nearby allies gain and additional +2/4 to hit and damage and 1/3% doublestrike.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Fury of the Woods II


Forest Dominion IV: Spell Like Ability: Vigor. (Activation Cost: 6 SP. Cooldown: 6 seconds.)

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Forest Dominion III


Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None



Tier Five

Wise Blows: You can now use your wisdom score for both to hit and damage rolls.

AP Cost: 2 Ranks: 1 Progression: 30 Requirements: None


Spruce Growth: You and your summons gain an Insight bonus to Damage, Doublestrike, and Attack Speed equal to your 1/2 Wisdom modifier for 45/90/180 seconds

AP Cost: 1 Ranks: 3 Progression: 30 Requirements: None


Allies of the Woods V: Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.

AP Cost: 2 Ranks: 3 Progression: 30 Requirements: Allies of the Woods IV


Dryad's Favor: You gain a passive HP regeneration effect of +1d4/2d4/3d4 per 30 seconds. (This regeneration effect scales with positive energy spellpower.) Along with a summon-able Dryad companion. (Only one companion may be summoned at a time. This companion will replace the Druid's wolf if the wolf is already summoned.)

AP Cost: 1 Ranks: 3 Progression: 30 Requirement: None

edrein
10-03-2014, 02:22 PM
I tried to make the Forest Lord have a good hybrid mix, using the plant style spells for damage with the entangle SLA being already heightened to keep it useful for the entire 1-20 ride. It should still be useful in epic levels as well. I wanted the tree to feel supportive, having abilities for healing, buffing, and DPS. I kept the same animal buffs from the last version of Gatekeeper and tried to make the T5s appear attractive enough to pick up and not splash T5 from the other trees. Although, I'm sure for melees they may prefer Alpha Strike for an additional cleave over a damage boost or Wis to hit/damage.

Silverleafeon
10-04-2014, 05:20 AM
An excellent tree, well done, I really like itl

Posted to post 3 of this thread.

The more great ideas like the one you folks are posting, the better the Devs can pick and choose from.

WELL DONE!

edrein
10-04-2014, 05:29 AM
An excellent tree, well done, I really like itl

Posted to post 3 of this thread.

The more great ideas like the one you folks are posting, the better the Devs can pick and choose from.

WELL DONE!

I'll try to squeeze out Beast Lord/Animal Lord tomorrow. Glad I managed to provide another tree you liked, shall I go tinker with your other threads as well? Hehe. :P

Silverleafeon
10-04-2014, 08:47 AM
I'll try to squeeze out Beast Lord/Animal Lord tomorrow. Glad I managed to provide another tree you liked, shall I go tinker with your other threads as well? Hehe. :P

Would love that.
That Forestmaster is really good, thinking the Devs might pick it instead of gatekeeper.
Will have to promote it more.

mezzorco
10-04-2014, 09:44 AM
If I were capable of doing such a PrE tree like you are, I'd have done it like you did.

Really, really nice. Congratulations edrein!

burlicconi
10-04-2014, 05:54 PM
Core I:
Wood lore:
You gain +0.5 SP 0.5 HP and your hirelings, pets etc. (minions) gain 3 HP per point spend in this tree
You and your minions gain +1 insightful AC per core ability in this tree

Core II:
Wood friend:
SLA: Choose between Entangle(5sp, 6 sec cooldown) and Dominate Animal (10 sp, 6 sec cooldown)
You and your minions gain +3 PR and MR per core in this tree after this one

Core III:
Wood ally
SLA: Choose from Freedom of movement(12 sp) or Spiderskin(10 sp)
Every buff you cast on yourself now it's automatically cast on your minions(same for animal growth and so when cast in human form, not for healing spells)
+5 positive SP

Core IV:
Wood protege:
SLA: Vigor, Mass (12 SP)
You can summon one additional companion
10% fortification for you and your minions per core in this tree after this one
+10 positive SP

Core V:
Wood Child
SLA: Choose one from Fire Seeds(5sp( 3sp if set on the ground), 5s cooldown) or Animal Growth(15 sp, 15s cooldown)
Your summoned creatures counted as +3 CR
+2 diplomacy, concentration and haggle
+5 universal SP

Capstone:
Wood Prince
+2 WIS, +1 caster and max caster lvl for evocation and transmutation spells
+10 universal SP
+1% doublestrike and doubleshoot in animal form
+2% doublestrike and doubleshoot in elemental form
+1 to ability stats to all your minions
+ choose one from:

+1 DC for evocation and transmutation spells
feat shield mastery
feat improved shield mastery
feat Two Handed Fighting
feat Improved Two Handed Fighting
feat Greater Two Handed Fighting
feat Two Weapon Fighting
feat Improved Two Weapon Fighting
feat Greater Two Weapon Fighting
**************************************
tier 1:
Wolf's bond
choose:
you don't loose HP and SP when your pet dies (can't revive pet for 120s)
you gain 10% HP and 5% SP and 1% critical chance with spells, 1% doubleshoot and doublestrike as long as your pet is near you
2pt

Will of Oak:
+1/+2/+3 saves and +3/6/10 energy resistance for your pets
rank1: +1 to balance to You
rank 2: as long as your pet is near you, you gain +2 saves vs traps and energy resistance
rank 3: +1 saves to you
1pt per rank

Forest Branch in Spring:
+3/6/10 HP +10/20/35 SP
rank3: 5 universal SP
1 pt

Mistletoe elixir:
Clickie like action boost(5 per day):
choose one from:
you gain +20 to hide and move silently for 30 sec
you gain +20 to bluff for 30 sec
you gain +20 to swim for 30 sec
you gain +20 to search for 30 sec
you gain Trap finding feat for 30 sec (but can not disable trap)
you gain +2 STR and +2 CON for 30 sec
2 pt

Athlete of the Forest
Skill:
+1/2/3 jump, diplomacy, intimidate, bluff and haggle
rank 2 adds +1 to PR to you and your minions
rank 3 adds +1PR, 1% doublestrike and doubleshhot for you and your minions
1pt



**************************
tier2

Wolf's bond II
based on wolf's bond I:
revive your pet once more per rest /(to full health and removes 120s cooldown)
when your pet kills enemy there is 10%/20% chance that you'll get temporary SP,HP and universal spell power equal to level of your pet for 5s/10s
(doesn't stack, just extends duration)
2pt, preq: Wolf's bond I

Attack of oak:
choose:
SLA - splinterbolt (3SP cost, 4s cooldown)
your weapon gains 1d3 piercing damage
your minions gains d16 piercing
2pt
preq: Will of Oak

Forest band I
Your minions gains +3/6/9 AC and DR 2/4/6/
rank 2: you gain +3 AC
rank 3: you gain DR 5/
1 pt per rank

Ovate's knowledge:
You and you minions gain +3/6/9 healing amplification
rank 3: 5 universal SP and 1% doublestrike/doubleshoot
1pt

Forest Rejuvenating I
Empower Healing costs:
1/2/4 SP less
2p

**********************
tier 3

Defender of the Wood
Choose:
1 crit with spells/2% doublestrike in animal form/4% doublestrike/doubleshoot in elemental form
2pt

Heart of Oak I:
+1/+2 to ability scores to your minions
rank 1: +1 to balance to You
rank2: +10% fortification to your minions
1pt

Bardic call:
Mark enemy and he'll be immediately attacked with all your minions.
Bardic call inspires you and your minions, he'll get 10% more damage from melee/spells from you and your minions and you and your minnions get +10PR and +10MR for duration of
bardic call
duration 10 sec, cooldown 30 sec
preq: Ovate's knowledge
2pt

Forest Rejuvenating II:
your vigor and regenerate spells are cast at +2/+4/+6 caster and max caster level
+10/+20/+30 healing power
2 pt, preq Forest Rejuvenating I
rank 3: +1 crit chance with healing spells

Wood's knowledge
Choose
+1 WIS/STR/CON
2 pt

*********************
tier 4

Gatekeeper of the Wood
Choose:
1 crit with spells/3% doublestrike in animal form/6% doublestrike/doubleshoot in elemental form
+5 universal spell power
2pt, preq: Defender of the Wood

Heart of Oak II:
additional +1/+2/+3 to ability scores to your minions
rank 1: +1 to balance to You
rank2: +10% fortification to your minions
rank3: +5PR and +5MR to you and your minions
1pt preq: Heart of Oak I

Help from the Grove:
Call various birds, locust and reptiles to help you- AOE spell that blinds, slows and bleeds enemies (DC is 10+ Druid's level + CHA mod! not WIS)
reduces threat from caster to 0 and lasts for number of seconds equal to druid level + CHA mod.
Number of enemies that can be attacked is No_of_Cores_from_this_tree *2.
Blind and bleed effects can start every sec, slow is only at the first tick
Why CHA mode- druid CHA should be high in order to "call" help from skies and distant fields
uses wild empathy, cooldown 2 mins
+1 wild/improved empathy
2pt

Creeping Doom:
SLA: Creeping Doom (10sp, 10 sec cooldown)

Wood's knowledge
Choose
+1 WIS/STR/CON
2 pt

******************************
tier 5

Guardian of the Forest
+2 crit with all spells, +5 doublestrike in animal form/ +9 doublestrike in elemental form
+10 universal SP, +1[W] in animal form, +10 attack speed in elemental form
preq: Gatekeeper of the Wood

Protector of Nature
+2 ability stats, +2 attack, +2 damage, +2 dodge, +3 AC, +5PR, +5MR, +3 MP to all minions
summons like Fire Elemental uses 50% of your fire spell power and crit rate for their spells
when you or your minions kill enemy, healing burst with 1d2*druid level and sonic burst with 1d3*druid level will occur;
this bursts will use 50% of your spell power

Master of Forest Rejuvenating
your vigor and regenerate spells are cast at +2 caster and max caster level
+20 healing power
+10 healing amplification to you and your minions
+ 1% critical chance with healing spells
preq: Forest Rejuvenating II:

Elemental Mastery:
gains flame blade (cold version)- can use WIS mode to hit and damage
+2 damage with druidic weapon (same as in fighter enhancements tree) or in animal form, +4 damage with quoterstuff
+10 universal spellpower while wearing quoterstuff
when in elemental form:
+2 CON
+2 to confirm and damage critical
+2 to caster and max caster level for spells bonded to appropriate form (Body of the Sun, Freezing Spray, Ice Flowers, Elemental Toughness and Cold Shield, both versions)

Master of Nature's wardens
Summoning spells cast with no SP and 50% cooldown (5 mins instead of 10)
minions have +15% HP and +40% fortification
Summonig Master X:
new spell with some new nature beings- one caster, one buffer as dryad fighter
preq: Heart of Oak II


This is my contribution to 3rd druid tree. I tried to buff whole minions that druid summons, buff healing capacity of druid in order to keep minions alive. Also, currently elemental forms are not so powerful, so I tried to make some enhancement line for them- imagine that you prefer to be elemental with melee power- maybe two weapon fighter, so I added some buffs in that case. Also, i have option for all three cases- caster druid, druid shapeshifter and elemental druid. You now have ability to improve your melee power w/o go into shapeshifter form and you can increase healing power and amplification.

Also, as I said before, I'm not pleased to hear that death of your pet doesn't bother you, so I add tempting(at least, it should be tempting :)) option- presence of your pet should buff you with some decent buffs, so player now has a choice. I also would like to see some new features- like Help from the Grove, which is, basically, CC spell. Also, summon monster X should be available if you want to play summoning style- maybe something as Elder Dryad from Primal Avatar destiny, but with "fighter pair', so player can choose...

So, 3rd tree should be capable of summon friends, keep them alive and have some CC. Offensive casting potential depends of user choice, but it's lesser than pure caster build, of course...

One interesting build that catch my mind is if you want to be TW elemental- that's why I added feat option to pick at core- to buff your melee options primary...

Silverleafeon
10-04-2014, 06:12 PM
This is my contribution to 3rd druid tree. I tried to buff whole minions that druid summons, buff healing capacity of druid in order to keep minions alive. Also, currently elemental forms are not so powerful, so I tried to make some enhancement line for them- imagine that you prefer to be elemental with melee power- maybe two weapon fighter, so I added some buffs in that case. Also, i have option for all three cases- caster druid, druid shapeshifter and elemental druid. You now have ability to improve your melee power w/o go into shapeshifter form and you can increase healing power and amplification.

Also, as I said before, I'm not pleased to hear that death of your pet doesn't bother you, so I add tempting(at least, it should be tempting :)) option- presence of your pet should buff you with some decent buffs, so player now has a choice. I also would like to see some new features- like Help from the Grove, which is, basically, CC spell. Also, summon monster X should be available if you want to play summoning style- maybe something as Elder Dryad from Primal Avatar destiny, but with "fighter pair', so player can choose...

So, 3rd tree should be capable of summon friends, keep them alive and have some CC. Offensive casting potential depends of user choice, but it's lesser than pure caster build, of course...

One interesting build that catch my mind is if you want to be TW elemental- that's why I added feat option to pick at core- to buff your melee options primary...

An excellent piece of work, THANK YOU!
I will move this to a spot of honor shortly.
Lol, now the gatekeeper tree really looks like the long shot, woot.
Great stuff this will help make the possible third tree really nice in the end.

That is a great thought, buffing player while your wolf is near you.
I love it.

Yes, probably a wolf death should hurt, but until we can consistently keep wolves alive in Epics, I hesitate on that direction.

edrein
10-05-2014, 12:46 AM
Core abilities

The Animal Lord I: Choose an totem animal to focus your abilities on, gaining a abilities based upon that animal. In addition, each enhancement point spent in the Animal Lord tree grants +1 Universal Spell Power to all spells and +1 to your Maximum Hitpoints.

Snakelord I: You gain 15hp. Additionally for each core of Snakelord you and your companions gain +1 reflex save.

Wolflord I: You gain 2% doublestrike for each core you posses. Your wolf companion additionally gains +1 sneak damage die per core.

Bearlord I: You gain martial weapons profiency,10 PPR and MRR. Each additional core provides stacking 4/- DR.

Catlord I: Invisibility: Spell Like Ability: Invisibility (Activation Cost: 1 SP. Cooldown: 6 seconds.)

Dryadlord: Small Dryad Sap: Spell Like Ability: Lesser Vigor (Activation Cost: 3 SP. Cooldown: 4 seconds.)

AP Cost: 1 Ranks: 1 Progression: 0 Requires: Druid Level 1



The Animal Lord II: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

Snakelord II: Like a viper fiend your melee attacks drip of your venom: Your MELEE attacks now deal 1d6 Magical Poison. (This damage increases by 1 die at each core until capped at 5d6. This damage is also increased by Melee Power.)

Wolflord II: Animal Growth: Spell Like Ability: Animal Growth (Activation Cost: 7 SP. Cooldown: 20 seconds.)

Bearlord II: You gain a new bear companion, this companion has a high threat generation and deals AoE damage. You can only have one companion active at once, this companion will replace the druid's wolf companion if the wolf is already summoned.

Catlord II: You gain the feat Fury of Blows, allowing you to fight unarmed like a monk. Your base unarmed damage increases to 1d6, at level 12 this becomes 2d6 and at 3d6 at level 20. (This does not stack with a Monk's Fury of Blows feat.)

Dryadlord II: Salt Ray : Spell Like Ability: Heightened Salt Ray (Activation Cost: 5 SP. Cooldown: 6 seconds.)

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Requires: The Animal Lord I, Druid Level 3



The Animal Lord III: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

Snakelord III: Venomous Discharge : Spell Like Ability: Poison (Activation Cost: 3 SP. Cooldown: 2 seconds)

Wolflord III: You gain an additional wolf companion, allowing you to summon a small pack of two wolves. The second wolf mirrors the gear and stats on your main wolf.

Bearlord III: Wrath of Nature: Toggle: +2 profane bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and 10% melee attack speed. (Activation Cost: 15 SP.)

Catlord III: You gain feat Wildshape Lion:

While in this form, you gain +2 Dexterity and primal +4 to Trip DCs.
Your base attack speed is 10% faster, you gain a +3 bonus to attack while flanking, +1d6 sneak attack damage, and a +10% enhancement bonus to movement speed.
Your natural attacks do 1d6 damage, do both piercing and slashing damage, and critically hit for double damage on a roll of 19-20.
On Vorpal Melee Hit: You enter a free movement sneak stance for 10 seconds, allowing you to perform a sneak attack with +3d6 damage on top of any sneak attack die you may already posses.
Form specific spells: Takedown and Baiting Bite.

Dryadlord III: Thornbush: Spell Like Ability: Spike Growth. (Activation Cost: 8 SP. Cooldown: 6 seconds.)

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Requires: The Animal Lord II, Druid Level 6



The Animal Lord IV: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

Snakelord IV: Tail Swipe: You swing your leg outward in an attempt to damage and trip enemies in a small radius. You 'cleave' for +3W and perform a trip effect with a reflex DC of (insert reasonable number). (Activation Cost: 15 SP. Cooldown: 12 seconds.)

Wolflord IV: Feast on the Kill: Toggle: While in Wolf form you are healed for 3d10 + Positive Spell Power HP whenever an enemy is killed within 20ft of you, your wolf companions gain this benefit regardless of your current form.

Bearlord IV: You gain the ability to summon an additional bear companion and have a chance to heal yourself for 4d10 + positive energy spellpower HP when being hit.

Catlord IV: You gain a lioness companion, this companion deals sneak attack damage and possesses a chance to outright kill enemies on vorpal hits. You can only have one companion active at once, this companion will replace the druid's wolf companion if the wolf is already summoned.

Dryadlord IV: Greater Dryad Sap : Spell Like Ability: Regenerate (Activation Cost: 15 SP. Cooldown: 7 seconds)

AP Cost: 1 Ranks: 1 Progression: 20 Requires: Requires: The Animal Lord III, Druid Level 12



The Animal Lord V: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

Snakelord V: Venomous Gale : Spell Like Ability: Creeping Doom (Activation Cost: 15 SP. Cooldown: 6 seconds)

Wolflord V: You gain an additional wolf companion for a total of three. Your pack gains a +4 bonuses to flanking, +1 sneak die, and +20% melee threat reduction.

Bearlord V: Nature's Guardian: Toggle: You gain full BAB, +2 con, 10% HP bonus and provide an aura to your bear companion that increases its HP and AC by 20%. (Activation Cost: 100 SP. Cooldown: 30 seconds.)

Catlord V: You gain feat Wildshape Panther:

While in this form, you gain +2 Dexterity, Manslayer, and primal +4 to Trip DCs.
You attack 15% faster, you gain a +5 bonus to attack while flanking, +2d6 sneak attack damage, and a 15% enhancement bonus to movement speed.
Your natural attacks do 1d10 damage, do both piercing and slashing damage, and critically hit for triple damage on a roll of 19 or 20.
On Critical Melee Hit: You enter a free movement sneak stance for 10 seconds, allowing you to perform a sneak attack with +3d6 damage on top of any sneak attack die you may already posses.
Form specific spells: Takedown and Baiting Bite.

Dryadlord V: You gain feat Wildshape Dryad:

While in this form, you gain +4 Wisdom and +4 primal natural armor.
Your plant-based spells are cast at your Character Level + Epic Level while in this form.
On Melee Critcal or Spell Critical: A splinterbolt is cast freely, maximized and empowered.
You have immunity to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. As well as +150% critical hit resistance but suffer 1.5 times the normal damage from fire attacks and spells.
You are considered plant/elemental rather than your original type for the purpose of most effects.

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Requires: The Animal Lord IV, Druid Level 18




Master of Beasts: Through extensive training and hours of bonding with your totem animal, you have finally become a lord of beasts. You gain +2 Wisdom, and +2 Constitution. As well as having a summoning cap of three non-companion creatures and additionally you gain benefits based on your Totem Animal or can choose a new totem to learn the basics in;

Snakelord: You gain +2 to dexterity and Evasion as a feat.

Wolflord: Your pack has grown once more, giving you four wolves in total. Your pack gains a +4 primal bonus to sneak attack die and a primal +2 to dexterity.

Bearlord: You gain +2 con and a 5% chance to perform a free great cleave when damaged in combat, this applies to your bear companion as well.

Catlord: You gain +10 doublestrike and +15 offhand doublestrike, this benefit applies to your lion companion as well.

Dryadlord: You gain feat Dryad's Tree: Instead of dying you are turned into a tree, this tree is considered helpless but your transformation drops any aggro you had, after 10 seconds of being a tree you are reborn without having truly died. You can only use this ability once every seven minutes.

Secondary Totem Mastery: You gain cores I through III for an additional totem animal.

AP Cost: 1 Ranks: 1 Progression: 40 Requires: The Animal Lord V, Druid Level 20




Tier One

Patience of the Lord: Diplomacy, Concentration, and Heal skill +1/+2/+3.

AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None


Natural Armor I: Your skin hardens like the bark of a tree. You gain +1/2/4 insightful natural armor.

AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None


Beast Training I: Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None


Fury of the World's Guardians I: You gain a stacking 2 melee power per Forest Master core you possess.

AP Cost: 1 Ranks: 1 Progression: 5 Requirements: None


Beastmaster I: You gain two Wild Empathy uses.

AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None



Tier Two

Packmaster's Might: Spell Like Ability: Ram's Might (When cast the buff also applies to all summoned pets, companions, and creatures). (Activation Cost: 3 SP. Cooldown: 4 seconds.)

AP Cost: 2 Ranks 1 Progression: 5 Requirements: None


Natural Armor II: You gain +10 PPR and +10 MMR.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Natural Armor I


Beast Training II: Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Beast Training I


Fury of the World's Guardians II: Toggle: You and nearby allies gain +2/4 to hit and damage and 1/3% doublestrike.

AP Cost: 1 Ranks: 2 Progression: 5 Requirements: Fury of the World's Guardians I


Beastmaster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Forest Dominion I



Tier Three

Packmaster: Spell Like Ability: Harrowing Pack (This ability does not require Wolf form). (Activation Cost: 8 SP. Cooldown: 6 seconds.)

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None


Natural Armor III: Toggle: You and nearby allies gain +2/4/6 energy resistance.

AP Cost: 1 Ranks: 3 Progression: 10 Requirements: Natural Armor II


Beast Training III: Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beast Training II


Beastmaster III: You expend one Wild Empathy to heal your animal companions for 10d15 HP, all negative levels, and all ability score damage. (Cooldown: 30 seconds.)

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: Beastmaster II


Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None



Tier Four

Beast Training IV: No more SP and HP penalty when your companion dies, however if you possess Wolflord IV you take 50% the normal penalties. You also gain the ability to summon two non-companion creatures at once.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beast Training III


Fury of the World's Guardians III: You and nearby allies gain and additional +1/2% to hit and damage and 1/3% doublestrike.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Fury of the World's Guardians II


Beastmaster IV: Beastmaster's Call: Spell Like Ability: Howl of Terror (This ability does not require Wolf Form). (Activation Cost: 6 SP. Cooldown: 6 seconds.)

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beastmaster III

Wise Blows: You can now use your wisdom score for both to hit and damage rolls.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None

Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None



Tier Five

Symbiotic Nature: Toggle Stance: You and your summons gain an Insight bonus to Damage, Doublestrike, and Attack Speed equal to your 1/2 Wisdom modifier. (Activation Cost: Wild Empathy uses reduced by 3 while active.)

AP Cost: 1 Ranks: 3 Progression: 30 Requirements: None

Master Trainer: Your summoned creatures, charmed minions, and hirelings all use your character level and epic levels for their level and AP should this be applicable.

AP Cost: 2 Ranks: 1 Progression: 30 Requirements: None

Beast Training V: Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.

AP Cost: 2 Ranks: 3 Progression: 30 Requirements: Beast Training IV


Dryad's Favor: You gain a passive HP regeneration effect of +1d4/2d4/3d4 per 30 seconds. (This regeneration effect scales with positive energy spellpower.) Along with a summon-able Dryad companion. (Only one companion may be summoned at a time. This companion will replace the Druid's wolf if the wolf is already summoned, and also counts as one companion slot for any additional slots unlocked in this tree.)

AP Cost: 1 Ranks: 3 Progression: 30 Requirement: None

burlicconi
10-05-2014, 02:38 PM
Edrein, I liked a lot of your enhancement options, the very creative and adds a lot of new options.

I just want to add some new thoughts for druid enhancement- we all (OK, most of us) agreed that 3rd tree should buff whole druid's party. So, some enhancements are no brainer. I feel we lack options for druid in elemental form and druid wielding quoterstuff. Druid in elemental form should have enhancement line, among others... Healing options should make his way into this tree... As we said, summoning and keeping that part alive. I also think that add at least one more summon (or even new pet) should be possible.

What I also believe is that nature warrior tree should be slightly improved, possible with 5th option in 4th and 5th tier.

We have enhancements for shapeshifter and caster, and nothing for druid who is not afraid to enter melee fight in natural(or elemental) form (even two weapon fighter) and also be able to cast some decent spells. I think some enhancement line must be added for this...

LordTigerDawn
10-05-2014, 03:32 PM
I would play a Druid if there was a tree that allowed me to be in perma-groot form.

Primal avatar lasts maybe 10 secs, and the capstone of that one should be redone anyways.

Failedlegend
10-05-2014, 03:52 PM
In general I'd like to see the "summoner" archetype better represented so I'm very much in favor of a tree like this (I'd like to see something similar for the arty dog...prob not hirelings or summoned minions though...that's druids thing) I do have a few suggestions/questions though




Bearlord I: You gain martial weapons proficiency,10 PPR and MRR. Each additional core provides stacking 2/adamantine DR.


Why /adamantine? I'd say just /- also this needs to scale somehow, DR 10/- is nice at level 10ish but is practically nothing beyond that...maybe based on Wisdom or Con score?





Bearlord II: You gain a new bear companion, this companion has a high threat generation and deals AoE damage. You can only have one companion active at once, this companion will replace the druid's wolf companion if the wolf is already summoned.


I love this and basically any option that gives some visual variety to your wildshape or companion especially since my guess is this tree will make my friends want to play druids (and me as well) if this were to make it to lama/live





Catlord II: You gain the feat Fury of Blows, allowing you to fight unarmed like a monk. Your base unarmed damage increases to 1d6, at level 12 this becomes 2d6 and at 3d6 at level 20.


How would this interact with having Monk levels?





Bearlord III: Wrath of Nature: +4 profane bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and 10% melee attack speed for 30 seconds. (Activation Cost: 15 SP. Cooldown: 45 seconds.)


I really don't want to see a short term clicky in a core, this should either be a passive effect or be a toggle that later is buffed by Natures guardian (since it's also a toggle) I'd be fine with it requiring you to be in bear from to compensate.





Wolflord IV: Feast on the Kill: Toggle: While in Wolf form you are healed for 3d10 + Positive Spell Power HP whenever you kill an enemy, your wolf companions gain this benefit regardless of your current form.

Anything that requires "when you kill" has to proven to be very anti-group I'd say make it when something within 10ft of you dies it procs or have it be like a 20% chance when anyone (including you) within 120ft kills something





The Animal Lord V: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.


Can you mix and match these abilities or do you just gain w/e you choose during Core 1 (I'd be fine with either I'm just curious, I presume it's the latter)





Bearlord V: Nature's Guardian: Toggle: You gain full BAB, +2 con, and provide an aura to your bear companion that increases its HP and AC by 20%. (Activation Cost: 100 SP. Cooldown: 30 seconds.)

I love this but maybe have it include a +10% HP for the character whilst in bear form as well.





Dryadlord V: You gain feat Wildshape Dryad:

While in this form, you gain +4 Wisdom and +4 primal natural armor.
On Melee Critcal or Spell Critical: A splinterbolt is cast freely, maximized and empowered.
You have immunity to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. As well as +150% critical hit resistance but suffer 1.5 times the normal damage from fire attacks and spells.
You are considered plant/elemental rather than your original type for the purpose of most effects.

I'd like to see a increased MCL & CL to plant based spells here :)





Master of Beasts: As well as having a summoning cap of three creatures and additionally you gain benefits based on your Totem Animal; Wolflord: Your pack has grown once more, giving you four wolves in total.


So to clarify Wolflords gets 4 Wolves everyone else gets 3 of w/e companion they happen to have, right?





Dryadlord: You gain feat Dryad's Tree: Instead of dying you are turned into a tree, this tree is considered helpless but your transformation drops any aggro you had, after 10 seconds of being a tree you are reborn without having truly died. You can only use this ability once every seven minutes.


I'd say add a healing Aura whilst in the Tree form so your not completely useless (and I presume healing yourself up from 1hp)...also I like the fact that this isn't reviving you but saving you from being killed. Also depsite being helpless you should have massive unbreakable DR (like 100,000/-) so you don't just immediately die after this procs





Beastmaster III: You expend one Wild Empathy to heal your animal companions for 10d15 HP, all negative levels, and all ability score damage.


I'd say this needs a longish cooldown..maybe a minute or two?




Beast Training IV: No more SP and HP penalty when your companion dies, however if you possess Wolflord IV you take 50% the normal penalties. You also gain the ability to summon two creatures at once.


How does this interact with the cores/capstone that already grants extra companions...I presume it just adds +1





Fury of the World's Guardians III: You and nearby allies gain and additional +2/4 to hit and damage and 1/3% doublestrike.


The Hit/damage should be percentage based imo (he says about almost EVERY hit/dmg boost ever)






Wise Blows: You can now use your wisdom score for both to hit and damage rolls.


I'd like to see this be special in that it does not require 12 character levels despite being tier 5 otherwise it comes too late imo.






Symbiotic Nature: You and your summons gain an Insight bonus to Damage, Doublestrike, and Attack Speed equal to your 1/2 Wisdom modifier for 45/90/180 seconds


Honestly I don't get why these "Divine Might" type abilities need durations...people seem to use them constantly anyways...I'd rather see it reduce you total wild empathy uses by X (half?) and be a passive effect.





Dryad's Favor: You gain a passive HP regeneration effect of +1d4/2d4/3d4 per 30 seconds. (This regeneration effect scales with positive energy spellpower.) Along with a summon-able Dryad companion. (Only one companion may be summoned at a time. This companion will replace the Druid's wolf if the wolf is already summoned, and also counts as one companion slot for any additional slots unlocked in this tree.)

Shouldn't this be an effect in Dryad lord?

I'd much rather see something like one or both of the following


Master Summoner - Animal Lord Tier 5

Your summons and companions now use your character level instead of your Druid level (including epic levels) to determine their level and available AP



Master of Forms (two versions as the first one might be OP/hard to code, could also be a multi-selector)

1. You can now meld two of your forms gaining lesser version of the benefits of your second from (but only the visual look of the "main one) whilst in any wild shape (ie. choosing Bear would grant +2 Con, +5% AC and your attacks would bypass slashing and bludgeoning DR if they don't already do so)

It would be a multi-selector obviously with each one called Aspect of X (ie. Aspect of the Bear) or something. (easily editable with any new forms added)

Coding wise it would just add the effects of the "aspect" whilst in any wild shape except the chosen "aspect" the rest is just flavour text.


2. You can now use bear and wolf form abilities (maul, shred,etc.) in any animal or plant based wild shape.

edrein
10-05-2014, 04:21 PM
Edrein, I liked a lot of your enhancement options, the very creative and adds a lot of new options.

I just want to add some new thoughts for druid enhancement- we all (OK, most of us) agreed that 3rd tree should buff whole druid's party. So, some enhancements are no brainer. I feel we lack options for druid in elemental form and druid wielding quoterstuff. Druid in elemental form should have enhancement line, among others... Healing options should make his way into this tree... As we said, summoning and keeping that part alive. I also think that add at least one more summon (or even new pet) should be possible.

What I also believe is that nature warrior tree should be slightly improved, possible with 5th option in 4th and 5th tier.

We have enhancements for shapeshifter and caster, and nothing for druid who is not afraid to enter melee fight in natural(or elemental) form (even two weapon fighter) and also be able to cast some decent spells. I think some enhancement line must be added for this...

I believe my post on the Forest Master tree option hits all of your concerns more squarely, though it doesn't give the druid more companions only regular summons.

edrein
10-05-2014, 04:56 PM
In general I'd like to see the "summoner" archetype better represented so I'm very much in favor of a tree like this (I'd like to see something similar for the arty dog...prob not hirelings or summoned minions though...that's druids thing) I do have a few suggestions/questions though

1) Why /adamantine? I'd say just /- also this needs to scale somehow, DR 10/- is nice at level 1-5ish but is nothing beyond that...maybe based on Wisdom or Con mod?

2) How would this interact with having Monk levels?

3) I really don't want to see a short term clicky in a core, this should either be a passive effect or be a toggle that later is buffed by Natures guardian (since it's also a toggle) I'd be fine with it requiring you to be in bear from to compensate.

4) Anything that requires "when you kill" has to proven to be very anti-group I'd say make it when something within 10ft of you dies it procs or have it be like a 20% chance when anyone (including you) within 120ft kills something

5) Can you mix and match these abilities or do you just gain w/e you choose during Core 1 (I'd be fine with either I'm just curious, I presume it's the latter)

6) I love this but maybe have it include a +10% HP for the character whilst in bear form as well.

7) I'd like to see a increased MCL & CL to plant based spells here :)

8) So to clarify Wolflords gets 4 Wolves everyone else gets 3 of w/e companion they happen to have, right?

9) I'd say add a healing Aura whilst in the Tree form so your not completely useless (and I presume healing yourself up from 1hp)...also I like the fact that this isn't reviving you but saving you from being killed. Also depsite being helpless you should have massive unbreakable DR (like 100,000/-) so you don't just immediately die after this procs

10) I'd say this needs a longish cooldown..maybe a minute or two?

11) How does this interact with the cores/capstone that already grants extra companions...I presume it just adds +1

12) The Hit/damage should be percentage based imo (he says about almost EVERY hit/dmg boost ever)

13) I'd like to see this be special in that it does not require 12 character levels despite being tier 5 otherwise it comes too late imo.

14) Honestly I don't get why these "Divine Might" type abilities need durations...people seem to use them constantly anyways...I'd rather see it reduce you total wild empathy uses by X (half?) and be a passive effect.

15) Shouldn't this be an effect in Dryad lord?

I'd much rather see something like one or both of the following


Master Summoner - Animal Lord Tier 5

Your summons and companions now use your character level instead of you Druio d level (including epic levels) to determine their level and available AP



Master of Forms (two versions as the first one might be OP/hard to code, could also be a multi-selector)

1. You can now meld two of your forms gaining lesser version of the benefits of your second from (but only the visual look of the "main one) whilst in any wild shape (ie. choosing Bear would grant +2 Con, +5% AC and your attacks would bypass slashing and bludgeoning DR if they don't already do so)

It would be a multi-selector obviously with each one called Aspect of X (ie. Aspect of the Bear) or something. (easily editable with any new forms added)

Coding wise it would just add the effects of the "aspect" whilst in any wild shape except the chosen "aspect" the rest is just flavour text.


2. You can now use bear and wolf form abilities (maul, shred,etc.) in any animal or plant based wild shape.


1) Adamantine was picked specifically for interations with http://ddowiki.com/page/Dethek_Runestone, as we are to assume a bear druid is using shields to maximize their defensive potential. The base 15/adamantine plus the 12/adamantine you would get from this enhancement would be a step towards decent deflection in epic levels. I guess this could be increased a bit more when considering the bigger picture.

2) The idea for this core is to entirely replace monk splashing. If you haven't noticed my trees are made to support/promote pure classes. While you won't gain evasion from Animal Lord (unless I were to make it like Pen and Paper and enable you to gain a new totem animal at level 12) you will still be able to get fury of blows on any animal form build. Remember that Animal Lord is supposed to mostly be a support tree, with the cores presenting the bulk of the more common DPS choices.

3) Personally I don't like clickies either. But I've been having to include them to keep within Dev 'agreeable' terms. If I were to make clickies instead be toggles in the cores I've placed in my theory's for Acolyte of the Skin, Forest Master, or Animal Lord many people would cry foul. Especially the choice forumites who don't really play the game.

4) This could be agreeable. I somehow saw the wolf line being taken more by soloist players. As you will end up with a small army of four wolves, two summonable mobs, and the player.

5) As of right now no. If I were to change this, it would be at core 12. However, you would have to sacrifice gaining the benefits of your original tree past level 12. We cannot make it entirely like pen and paper where you could have multiple totem choices with one maxed and the others just slightly developed. Although I could perhaps make the capstone a multi-selector with the option to take cores 1-6 of another totem animal instead of the mastery boosts.

6) +10% would be nice, however you are already gaining +6 con at this point. Add in the clicky and you are at +10 con at this juncture.

7) If you look over my Forest Master enhancement tree you'll notice plant based spells are a bit slim and far off the top of my head there are only; Splinterbolt, Entangle, Snare, Spikegrowth, and fire seeds. Free damage wins out over enhancing the CLs to those few spells.

8) Wolf gets 4 companions (IE: Wolf pet), Bear gets two but with a unique summons, cat get one but a unique summons, and dryad and snake both get the normal one. (This is mostly due to there not being any actual snake models in DDO as well as dryad's innately have issues with their AI. Take the elder dryad summon into Epic Chronoscope and you'll see why. They also don't make sense as a lower level summonable pet due to their usual abilities.) So the total for each is 4, 2, 1. Wolves travel in a pack, thus they got the biggest group.

9) Giving you unbreakable DR defeats the purpose of being helpless. We can kill Dryad trees right now. The idea of the Dryad is that they are a support caster, the party should want to protect one if they are even forced into tree form. At max I'd agree to a small healing aura. But nothing to make the tree immortal.

10) 30 seconds is reasonable, given how the game moves along.

11) You've got me here, when I went back and added that I hadn't remembered that I gave bears the option of two summons. If you refer back to answer 8, you'll see a bit of the logic. At four companions which is double everyone else, the wolflord needed a balancing clause. They should take a penalty if a member of their pack is killed, otherwise they could just zerg through content crazily and not care if one of their four wolves died along the way.

12) If this was turned into percents, it'd mirror the elven racial cores and be 1/2% respectively.

13) Motion passed, this will be moved to T4.

14) Again refer to answer 3. As a T5 I personally believe this should be a toggle and would implore the devs to take that route. But if I don't provide a reasonable alternative in the original post, chances are they'd nerf the ability to all get out.

15) Your Master Summoner option was already taken care of in the enhancements via scaling. Granting them additional AP and 8-10 levels won't help much. Although I agree that this should be taken care on the whole druid spectrum, not just this tree. I like the idea of Master of Forms, but it better fits in Nature's Warrior than this tree.

Inoukchuk
10-05-2014, 05:43 PM
I'll try my hand, why not.

Note: this will reflect my opinion that pets currently suck... hard. With that in mind I don't want to clutter the game with hoards of NPC pickups, so I'd rather just make pets not suck, which requires a LOT (let me know if I've gone too far).

Beastmaster:
Core:
Beastmaster: All your pets gain 20% fortification for each core ability you possess. Gain 1 universal spell power per point in this tree.
Shelter: All your pets gain 10 PRR and MRR for each core ability you possess
Heart: All your pets gain 10 melee power for each core you possess
Lead: All your pets gain (choose 1) +10% or -10% threat for each core ability you posses
Beastmaster's Protection: All your pets gain DR 2- and elemental resist 10 per core ability you possess (does not stack with spell/ship buff)
Reign: gain +2 str, +2 wis, +2 con. Your companion's level is equal to your character level, other pets you control get +4 CR.

Tier 1:
Nature's Might (2ap, 3 tiers): gain +5/10/15 melee power
Nature's Fury (2ap, 3 tiers): gain +5/10/15 universal power
Alpha Presence (1AP, 3 tiers): your pets gain +1/2/3 D6 sneak damage
Bestial Nature (1ap, 2 tiers): In beast form gain +5/10 MRR and PRR
Predator's Instinct (1AP, 3 tiers): gain +1/2/3 reflex save

Tier 2:
One with Nature (1AP, 3 tiers): gain 3/6/10 inherent elemental resistance
Nature's Wrath (2ap, 3 tiers): Select: gain +2/4/6 universal spell crit chance
Warden (2ap, 3 tier): any time you heal yourself your pets heal for 10/20/30% of the amount you heal
Efficient Metamagic: (same as Season's Herald)
Safety in Numbers: Pet's under your control gain +2/4/6 to saving throws

Tier 3:
Str/Wis/Con (2ap): +1 stat
Harrass (1ap): Your pets gain: any successful sneak attack has a 5% chance to inflict the crippling effect
Animal Growth (1ap, 3 tiers): gain Animal Growth as an SLA for 12/8/4 SP and 6/4/2 sec cooldown
Pack Frenzy (1ap, 3 tiers): each time you or a pet under your control kills an enemy, each pet you control gains 3% double strike that stacks 1/3/5 times. Enemies your own level or higher have a 100% chance of activating this ability. For every level below you, the chances are reduced by 20%. A monster two levels below you only has a 60% chance of creating this effect.
Wary (1AP, 3 tiers): while in beast form gain +1/2/3% dodge

Tier 4:
Str/Wis/Con (2ap): +1 stat
Circling Pack (2ap): Pets under your control gain deception
Takedown (2ap): Your Pets gain: any successful sneak attack has a 5% chance to cause a trip effect (normal trip DC for the pet)
Careful Pack (1AP, 3 tiers): Pets under your control gain +5/10/20% dodge.

Tier 5:
Alpha Dominance (2ap): gain stacking DR 2- for each core ability you possess in this tree
Loyalty (2ap): Your companion will shield your life with his; if your pet is alive and an attack or effect would kill you the attack is negated, but your companion is killed.
Packmaster (2ap): your pets gain +2 to hit, +2 damage, and +1D6 sneak damage for each pet you control
Caretaker (2ap): all self only spells you cast now affect your pet also
Second Skin (2ap): you take no cooldown penalty for casting in animal form

Failedlegend
10-05-2014, 06:20 PM
1) Adamantine was picked specifically for interations with http://ddowiki.com/page/Dethek_Runestone, as we are to assume a bear druid is using shields to maximize their defensive potential. The base 15/adamantine plus the 12/adamantine you would get from this enhancement would be a step towards decent deflection in epic levels. I guess this could be increased a bit more when considering the bigger picture.

I hesistate to ever base anything on a single item...I'd rather see it not stack with other sources and be a large contribute itself (ie. based on Con or Wis Mod)



2) The idea for this core is to entirely replace monk splashing. If you haven't noticed my trees are made to support/promote pure classes.


Well I'll freely admit I'm Pro-multi but mainly because making builds is like half of the fun I have with DDO/PnP...frankly it's the only reason I stopped playing 2e/4e the kits and hybrids/paths weren't enough customiazation for me. It's why I can't stand most MMOs, and games like FF5 or FF10-2 based solely on it's battle/job system

That said I could be down with losing the "unarmed stacking" as long as the Wis to AC still works and I can generate Ki in form.



3) Personally I don't like clickies either. But I've been having to include them to keep within Dev 'agreeable' terms. If I were to make clickies instead be toggles in the cores I've placed in my theory's for Acolyte of the Skin, Forest Master, or Animal Lord many people would cry foul. Especially the choice forumites who don't really play the game.

14) Again refer to answer 3. As a T5 I personally believe this should be a toggle and would implore the devs to take that route. But if I don't provide a reasonable alternative in the original post, chances are they'd nerf the ability to all get out.

How about making it a multi-selector that offers the enhancement as is except passive or a more powerful version that us 20 second duration clickie with a 120/60/30 second cooldown



4) This could be agreeable. I somehow saw the wolf line being taken more by soloist players. As you will end up with a small army of four wolves, two summonable mobs, and the player.


True, but there's little reason NOT to make it party friendly



5) As of right now no. If I were to change this, it would be at core 12. However, you would have to sacrifice gaining the benefits of your original tree past level 12. We cannot make it entirely like pen and paper where you could have multiple totem choices with one maxed and the others just slightly developed. Although I could perhaps make the capstone a multi-selector with the option to take cores 1-6 of another totem animal instead of the mastery boosts.


As I said I'm fine with it as is, but I would definately be in favor the capstone being a choice Mastery of your chosen line OR cherry pick one of the other lines abilities (or maybe a whole second line minus the mastery)



6) +10% would be nice, however you are already gaining +6 con at this point. Add in the clicky and you are at +10 con at this juncture.


I'd be fine without it I just view Bearlord as the "tank" line so I figured a couple stalwart defender boosts would be apt



7) If you look over my Forest Master enhancement tree you'll notice plant based spells are a bit slim and far off the top of my head there are only; Splinterbolt, Entangle, Snare, Spikegrowth, and fire seeds. Free damage wins out over enhancing the CLs to those few spells.


I didn't mean to replace anything just as addition, it's a minor boost but very flavourful




8) Wolf gets 4 companions (IE: Wolf pet), Bear gets two but with a unique summons, cat get one but a unique summons, and dryad and snake both get the normal one. (This is mostly due to there not being any actual snake models in DDO as well as dryad's innately have issues with their AI. Take the elder dryad summon into Epic Chronoscope and you'll see why. They also don't make sense as a lower level summonable pet due to their usual abilities.) So the total for each is 4, 2, 1. Wolves travel in a pack, thus they got the biggest group.

11) You've got me here, when I went back and added that I hadn't remembered that I gave bears the option of two summons. If you refer back to answer 8, you'll see a bit of the logic. At four companions which is double everyone else, the wolflord needed a balancing clause. They should take a penalty if a member of their pack is killed, otherwise they could just zerg through content crazily and not care if one of their four wolves died along the way.


It might make Wolf the most powerful option by a bit too much...maybe make it 3,2,2 w/ Beast training 4 for Bear, Snake, Dryad?

As for the 4 wolf, I'd say being a wolf lord locks you out of Bear training 4 and 5...4 since that increases it by another 1 and 5 since that removes the penalty (that will allow you to remove that clause)

Either way the Master of Beasts capstone needs some clarification than

Master of Beasts:: Through extensive training and hours of bonding with your totem animal, you have finally become a lord of beasts. You gain +2 Wisdom, and +2 Constitution. As well as having a summoning cap of three creatures and additionally you gain benefits based on your Totem Animal;




9) Giving you unbreakable DR defeats the purpose of being helpless. We can kill Dryad trees right now. The idea of the Dryad is that they are a support caster, the party should want to protect one if they are even forced into tree form. At max I'd agree to a small healing aura. But nothing to make the tree immortal.


Can I get a bit more info on how the tree works than because assuming it just stops you from dying you'd be a 1hp, you'd die almost immediately after...does it start with a full heal...I thought the point of the "helpless" was just so you couldn't move during the "recovery" not so much to make you easy to kill.



10) 30 seconds is reasonable, given how the game moves along.

Works for me, mostly just so it couldn't be spammed



12) If this was turned into percents, it'd mirror the elven racial cores and be 1/2% respectively.


Works for me



13) Motion passed, this will be moved to T4.


Woot, too bad the devs aren't this easy to sway lol



15) Your Master Summoner option was already taken care of in the enhancements via scaling. Granting them additional AP and 8-10 levels won't help much. Although I agree that this should be taken care on the whole druid spectrum, not just this tree. I like the idea of Master of Forms, but it better fits in Nature's Warrior than this tree.
[/quote]

The master summoner tier 5 is mostly for druid multi-classes that still want an effective companion, the epic levels obviously being useful for any build.

As for master of forms, I'd be fine with it in either tree but NW already has 4 Tier 5 abilities whereas minus wise blows (moved to tier 5) and Dryad summon being moved to the Dryad lord line you only have 2 so it needs at least 1 more if not 2 more abilities in tier 5

Note: Whilst there is no snake models and the dryad summons AI is a little weird the change to Dryad companions (as a Dryadlord) could just be a cosmetic difference except that it adds a healing ability to you former wolf...the snakes for now could be scaled down Salamanders or Yuan-ti with brighter ("happier") coloring.

edrein
10-05-2014, 06:55 PM
1) How about making it a multi-selector that offers the enhancement as is except passive or a more powerful version that us 20 second duration clickie with a 120/60/30 second cooldown

2) As I said I'm fine with it as is, but I would definately be in favor the capstone being a choice Mastery of your chosen line OR cherry pick one of the other lines abilities (or maybe a whole second line minus the mastery)

3) I'd be fine without it I just view Bearlord as the "tank" line so I figured a couple stalwart defender boosts would be apt

4) It might make Wolf the most powerful option by a bit too much...maybe make it 3,2,2 w/ Beast training 4 for Bear, Snake, Dryad?
As for the 4 wolf, I'd say being a wolf lord locks you out of Bear training 4 and 5...4 since that increases it by another 1 and 5 since that removes the penalty (that will allow you to remove that clause)

5) Either way the Master of Beasts capstone needs some clarification than
Master of Beasts:: Through extensive training and hours of bonding with your totem animal, you have finally become a lord of beasts. You gain +2 Wisdom, and +2 Constitution. As well as having a summoning cap of three creatures and additionally you gain benefits based on your Totem Animal;


6) Can I get a bit more info on how the tree works than because assuming it just stops you from dying you'd be a 1hp, you'd die almost immediately after...does it start with a full heal...I thought the point of the "helpless" was just so you couldn't move during the "recovery" not so much to make you easy to kill.


7) The master summoner tier 5 is mostly for druid multi-classes that still want an effective companion, the epic levels obviously being useful for any build.
As for master of forms, I'd be fine with it in either tree but NW already has 4 Tier 5 abilities whereas minus wise blows (moved to tier 5) and Dryad summon being moved to the Dryad lord line you only have 2 so it needs at least 1 more if not 2 more abilities in tier 5
Note: Whilst there is no snake models and the dryad summons AI is a little weird the change to Dryad companions (as a Dryadlord) could just be a cosmetic difference except that it adds a healing ability to you former wolf...the snakes for now could be scaled down Salamanders or Yuan-ti with brighter ("happier") coloring.


1) Acceptable.

2) Again limiting this at Core III or level 6 seems reasonable to me.

3) That is possible, I guess it would provide more buffs than the Nature's Warrior tree. However, you do have one to two additional bear tanks alongside you to help mitigate damage and aggro as well.

4) The idea for these limitations follow: The four wolves are all single target DPS, moderately squishy on their own, and deal a majority of their bonus damage while flanking/sneak attacking. The two bears are AoE damage and aggro tanks. The cat is essentially an improved wolf with a vorpal manslayer effect. The dryad summon from T5 is a healer support much like the Dryad Elder and can be used to replace any other pet. In that vein unless you are planning to murder a boss, the wolflord ideally would run with three wolves and a dryad. The bearlord depending on how they feel about healing will be a bear and dryad or two bears. Everyone else can then choose between DPS or utility. See answer 2 for how the wolflord will be stopped from gaining a way to bypass their pack penalty.

5) I thought I was very clear in the wording from the beginning. Companions are the wolf-pet styled things. Creatures are anything summoned via spells, items, etc.

6) When you are reduced beyond your unconcious HP amount, you are automatically healed to full health but unable to do anything for 10 seconds as you are stuck in the helpless tree form. At this point you should hope your group defends you.

7) The dryad companion will not be added directly to the dryad core. It will remain as T5 for the reasons in answer 4. Salamander's and Yuan-ti sadly cannot pass for a natural companion. The alternative to this would be revamping snakelord into a Dragon Disciple style line and instead giving them a small-small-small dragon wildshape. Most likely keeping with the flavor and making them a green dragon.

edrein
10-05-2014, 09:01 PM
I went back and changed the Animal Lord tree based on feedback I received, for those who have piped in and given me feedback thanks. It definitely helped as I wasn't as confident about Animal Lord compared to my Forest Master tree.

Failedlegend
10-05-2014, 09:22 PM
2) Again limiting this at Core III or level 6 seems reasonable to me.

So mastery or core 1/2/3 of another line? SOrry I'm clearly being a little slow today



3) That is possible, I guess it would provide more buffs than the Nature's Warrior tree. However, you do have one to two additional bear tanks alongside you to help mitigate damage and aggro as well.


I didn't think about the 2 bear tanks.



4) The idea for these limitations follow: The four wolves are all single target DPS, moderately squishy on their own, and deal a majority of their bonus damage while flanking/sneak attacking. The two bears are AoE damage and aggro tanks. The cat is essentially an improved wolf with a vorpal manslayer effect. The dryad summon from T5 is a healer support much like the Dryad Elder and can be used to replace any other pet. In that vein unless you are planning to murder a boss, the wolflord ideally would run with three wolves and a dryad. The bearlord depending on how they feel about healing will be a bear and dryad or two bears. Everyone else can then choose between DPS or utility. See answer 2 for how the wolflord will be stopped from gaining a way to bypass their pack penalty.

Sounds about right although I can hear the "grrr companions = lag" arguments now though lol



5) I thought I was very clear in the wording from the beginning. Companions are the wolf-pet styled things. Creatures are anything summoned via spells, items, etc.


OH!!!!! your suggesting multiple summon nature's allies...ok I get it now lol



6) When you are reduced beyond your unconcious HP amount, you are automatically healed to full health but unable to do anything for 10 seconds as you are stuck in the helpless tree form. At this point you should hope your group defends you.

AH ok I get it, I wasn't sure if there was a heal or not, that said I really do thin a decent healing ability and possible something else minor would at least encourage your allies to stand around you, that said I see this as relying too much on other people..I mean about 50% of pugs are awesome but 50% of pugs suck and especially if you end up wioth a bunch of zergers...well lets just say the tree stands alone.

I presume the heal keeps you from losing any buffs etc. eh.



7) The dryad companion will not be added directly to the dryad core. It will remain as T5 for the reasons in answer 4. Salamander's and Yuan-ti sadly cannot pass for a natural companion. The alternative to this would be revamping snakelord into a Dragon Disciple style line and instead giving them a small-small-small dragon wildshape. Most likely keeping with the flavor and making them a green dragon.

I'm fine with an alternative companion at Tier 5 but not if it is the same as one of the "X" Lords it very much makes it feel displaced...maybe go Legend of Zelda with this and make it a swarm of fairies :D That way Dryadlords can get their dryad companions.

As for viper lord being replaced with green (forest) dragons I think thats much more apt (and possible with existing models) also being called a Dragonlord is cool :D


I went back and changed the Animal Lord tree based on feedback I received, for those who have piped in and given me feedback thanks. It definitely helped as I wasn't as confident about Animal Lord compared to my Forest Master tree.

I actually like it WAY better :)

Silverleafeon
10-08-2014, 02:12 AM
I LOVE ALL THE EXTRA TREES AND THE FEEDBACK ON THEM.

I will organize soon, and move copies of all these new trees to the front page.

Probably from now on, I will quote older rounds and leave them inside the thread instead of saving them on the front page,
as I am having space problems.

Again, I want to thank people for posting all these grand trees, and I will comment on each one someday soon. The more ideas thrown around, the more wealth of information the Devs will have available to look at. Thanks.


These are independent projects, but I would not be bringing them to you, if I did not have confidence this information will be very useful in the future. No promises, but again thank you, these trees are really nice.

Tilomere
10-08-2014, 09:48 PM
I would love to see a second animal companion capstone. I would do a pure 20 druid for the fun in epics of having a zerg pack. A capstone that is not evasion that is of such uniqueness that it is something to be jealous of, even if it isn't that powerful.

Silverleafeon
10-18-2014, 05:17 AM
Since previous rounds take up a lot of extra room on page one, I am quoting them and placing them inside the body of the thread.
At the same time, I will attempt to upgrade gatekeeper, although, gatekeeper is no longer the best tree in this thread.

I strongly recommend that the Devs carefully examine the other trees offered by the player base, because Forest Master and others look extremely good from my point of view.


Gatekeeper Rerolled Round 4


Core One

Attuned to Nature:
+.75 Universal Spellpower per AP spent in this tree.


Core Three
Disrupt Undead:
Spell Like Ability: Disrupt Undead (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)


Core Six
Gatekeeper Loyalty
Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...


Core 12
Dismissal:
Spell Like Ability: Dismissal. (Activation Cost: 6 Spell Points. Cooldown: 10 seconds.)


Core 18
Banishment
Spell Like Ability: Dismissal. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)


Capstone

Drawing from Nature
You gain a 10% discount to the cost of casting spells and spell like abilities.

+2 Wisdom, +2 Strength



Tier One


Gatekeeper Summoning I Passive Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements


Gatekeeper Lore I: Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. You gain a bonus of +2 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements


Spawn Screen:
Spell Like Ability: Spawn Screen (Activation Cost: 4 Spell Points. Cooldown: 12 seconds.)
AP Cost: 1 Ranks: 1 Progression: 1 No requirements


Woodsman Caster I: +1/+2/+3 Spellcraft.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Hunter Afield I: +3/+6/+10% Threat Generation. Rank 3: +1 Saving throws while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two

Gatekeeper Summoning II Passive Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements Gatekeeper Summoning I


Gatekeeper Lore II: Your Gatekeeper lore bonus increases to a bonus of +4 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Gatekeeper Lore I


Magic Circle Against Evil
Spell Like Ability: Magic Circle Against Evil. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 1 Progression: 5 Requirements: Spawn Screen


Woodman Caster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement Woodsman Caster I


Hunter Afield II: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Double Strike while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 Requirements Hunter Afield I


Tier Three

Gatekeeper Summoning III
Passive Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Summoning II


Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +6 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Lore II


Greater Glyph of Warding
Spell Like Ability: Greater Glyph of Warding. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Magic Circle Against Evil


Woodsman Caster III: +2/+4/+7 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster II


Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements



Tier Four

Gatekeeper Summoning IV Passive No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Summoning III


Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +8 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Lore III


Draconic Lessons I: You are true student of Vvaraak: Whenever you are damaged by Acid, Cold, Electric or Fire you gain 50 temporary spell points that last for 24 seconds. This effect may trigger only once every 90 seconds.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements


Woodsman Caster IV: +1/+2/+3 Universal Spell Crit Chance when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster III


Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)



Tier Five

Gatekeeper Summoning V
Passive Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning IV


Gatekeeper Lore V: Your Gatekeeper lore bonus increases to a bonus of +10 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Gatekeeper Lore IV


Planar Seal You are immune to banishment and energy drain.
AP Cost: 2 Ranks: 1 Progression: 30 no requirements


Summon the Forest
You summon a swarm of Treants.
Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
Additional ranks reduces sp cost and cooldown.

Fuzy math ~ check please ~ {Conjuration SLA You conjure a group of Teants, which appears around you, then strikes foes with tremendous force. This area of effect spell does caster level points of bludgeon damage every 3 seconds. A successful Reflex save reduces the damage by half. The force of these blows can knock some creatures prone. Another successful Reflex save negates the knockdown portion. This lasts for 30 seconds. DC based on Wis. Spell level considered 6th, can be heightened, quickened maximized, empowered.}

SP costs 50/40/30 Cooldown 120/90/60 seconds
AP Cost: 2 Ranks: 3 Progression: 30 No requirements


Draconic Lessons II: You are true student of Vvaraak: Your offensive spells gain a 10% chance to trigger Vvaraak Supremacy.
Vvarrak Supremacy: +25% Spell Critical Chance, +50% Spell Critical Damage. 24 seconds duration. This effect may trigger only once every 90 seconds.

AP Cost: 2 Ranks: 1 Progression: 30 Requires: Draconic Lessons I






,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,




Gatekeeper Rerolled Round 3


Core One

Attuned to Nature:
+.75 Universal Spellpower per AP spent in this tree.


Core Three
Disrupt Undead:
Spell Like Ability: Disrupt Undead (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)


Core Six
Gatekeeper Loyalty
Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...


Core 12
Dismissal:
Spell Like Ability: Dismissal. (Activation Cost: 6 Spell Points. Cooldown: 10 seconds.)


Core 18
Banishment
Spell Like Ability: Dismissal. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)


Capstone

Drawing from Nature
You gain a 10% discount to the cost of casting spells and spell like abilities.

+2 Wisdom, +2 Strength



Tier One


Gatekeeper Summoning I Passive Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements


Gatekeeper Lore I: Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. You gain a bonus of +2 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements


Glyph of Warding
Spell Like Ability: Glyph of Warding (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Woodsman Caster I: +1/+2/+3 Spellcraft.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Hunter Afield I: +3/+6/+10% Threat Generation. Rank 3: +1 Saving throws while in animal form.

AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two

Gatekeeper Summoning II Passive Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements Gatekeeper Summoning I


Gatekeeper Lore II: Your Gatekeeper lore bonus increases to a bonus of +4 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Gatekeeper Lore I


Spawn Screen:
Spell Like Ability: Spawn Screen (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
AP Cost: 1 Ranks: 3 Progression: 5 Requirements: Glyph of Warding


Woodman Caster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement Woodsman Caster I


Hunter Afield II: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Double Strike while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 Requirements Hunter Afield I


Tier Three

Gatekeeper Summoning III
Passive Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Summoning II


Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +6 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Lore II


Magic Circle Against Evil
Spell Like Ability: Magic Circle Against Evil. (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Spawn Screen


Woodsman Caster III: +2/+4/+7 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster II


Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements



Tier Four

Gatekeeper Summoning IV Passive No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Summoning III


Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +8 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Lore III


Greater Glyph of Warding
Spell Like Ability: Greater Glyph of Warding. (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
AP Cost: 1 Ranks: 3 Progression: 20 Requirement: Magic Circle of Protection


Woodsman Caster IV: +1/+2/+3 Universal Spell Crit Chance when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster III


Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)



Tier Five

Gatekeeper Summoning V
Passive Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning IV


Gatekeeper Lore V: Your Gatekeeper lore bonus increases to a bonus of +10 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Gatekeeper Lore IV


Planar Seal You are immune to banishment and energy drain.
AP Cost: 2 Ranks: 1 Progression: 30 no requirements


Summon the Forest
You summon a swarm of Treants.
Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
Additional ranks reduces sp cost and cooldown.

Fuzy math ~ check please ~ {Conjuration SLA You conjure a group of Teants, which appears around you, then strikes foes with tremendous force. This area of effect spell does caster level points of bludgeon damage every 3 seconds. A successful Reflex save reduces the damage by half. The force of these blows can knock some creatures prone. Another successful Reflex save negates the knockdown portion. This lasts for 30 seconds. DC based on Wis. Spell level considered 6th, can be heightened, quickened maximized, empowered.}

SP costs 50/40/30 Cooldown 120/90/60 seconds
AP Cost: 2 Ranks: 3 Progression: 30 No requirements


Elemental Resources
Whenever you are damaged by Acid, Cold, Electric or Fire you gain 4/6/10 primal temporary spell points that last for 15 seconds. This can happen once every 5 seconds.
AP Cost: 1 Ranks: 3 Progression: 30 No requirements






.................................................. ............................




Beastmaster of the Woodlands Round 2


Core 1

Attuned to Nature: +.75 Universal Spellpower per AP spent in this tree.


Core 3

Beastmaster Training
You companion gains a bonus to tactical feats equal to your character level divided by five.


Core 6

Elemental Protection
Your summoned creatures, charmed minions, and hirelings have Acid, Cold, Electric, and Fire resistance equal to your character level.


Core 12
Beastmaster Loyalty
Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...


Core 18
Beastmaster Natural Fighting
Your companion improves its double strike chance by 6%.


Capstone

Drawing from Nature
You gain a 10% discount to the cost of casting spells and spell like abilities.

+2 Wisdom, +2 Strength



Tier One

Beastmaster Summoning I Passive Your summoned creatures, charmed minions, and hirelings have +25 maximum hp .
AP Cost: 2 Ranks: 1 Progression: 0 No requirements

Hunter Afield: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Fort save.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Woodsman Caster I: +3/+6/+10 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Woodman Lore I: placeholder
AP Cost: 1 Ranks: 3 Progression: 5 No requirements


Tier Two

Beastmaster Summoning II Passive Your summoned creatures, charmed minions, and hirelings have +15 to AC.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements Beastmaster Summoning I

Beastmaster Loyalty I Your companion gains +PPR and +MMR equal to your Character Level.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Woodman Lore II: placeholder
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Woodsman Lore I

Woodman Caster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement Woodsman Caster I



Tier Three

Beastmaster Summoning III
Passive Your summoned creatures, charmed minions, and hirelings have +15 to PPR and MMR.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Beastmaster Summoning I


Woodman Lore III: placeholder
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Lore II


Woodsman Caster III: +1/+2/+3 Universal Spell Crit Chance when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster II


Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements


Tier Four

Beastmaster Summoning IV Passive Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Beastmaster Summoning II

Beastmaster Loyalty II No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 no requirement

Beastmaster Presence You gain +5/10/15% threat generation.
AP Cost: 1 Ranks: 3 Progression: 20 no requirements

Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)


Tier Five

Beastmaster Summoning V
Passive Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning III


Beastmaster Loyalty III Your summoned creatures, charmed minions, and hirelings gain 25% absorption of Acid, Cold, Electric, and Fire.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement Beastmaster Loyalty II


Summon the Forest
You summon a swarm of Treants.
Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
Additional ranks reduces sp cost and cooldown.

AP Cost: 2 Ranks: 3 Progression: 30 No requirements


Elemental Resources
Whenever you are damaged by Acid, Cold, Electric or Fire you gain 4/6/10 primal temporary spell points that last for 15 seconds. This can happen once every 5 seconds.
AP Cost: 1 Ranks: 3 Progression: 30 No requirements





.................................................. ..................



Beastmaster of the Woodlands Round 1


Core 1

Attuned to Nature: +.75 Universal Spellpower per AP spent in this tree.


Core 3

Beastmaster Training

You companion gains a bonus to tactical feats equal to your character level divided by five.


Core 6

Elemental Protection

Your summoned creatures, charmed minions, and hirelings have Acid, Cold, Electric, and Fire resistance equal to your character level.


Core 12

Natural Fighting You gain Natural Fighting as a bonus feat.


Core 18

Natural Fighting You gain Natural Fighting as a bonus feat.


Capstone

Drawing from Nature You gain a 10% discount to the cost of casting spells and spell like abilities.

+2 Wisdom, +2 Strength



Tier One

Toughness: +5/+10/+15 maximum hp.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Woodsman: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Fort save.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Energy of the Woodman: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 2 Ranks: 3 Progression: 1 No requirements

Woodsman Caster: +3/+6/+10 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two

Beastmaster Summoning I Passive Your summoned creatures, charmed minions, and hirelings have +2 to all ability scores.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements

Woodman Lore I: +3/+6/+10 Physical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Woodman Lore II: +3/+6/+10 Magical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Woodsman Lore I

Woodman Lore III: +3/+6/+10 AC while holding a Staff
AP Cost: 1 Ranks: 3 Progression: 5 Requirement: Woodsman Lore II

Tier Three

Elemental Resources
Whenever you are damaged by Acid, Cold, Electric or Fire you gain 2/4/6 primal temporary spell points that last for 15 seconds. This can happen once every 5 seconds.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements

Beastmaster Summoning II
Passive Your summoned creatures, charmed minions, and hirelings have +3 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Beastmaster Summoning I

Beastmaster Natural Fighting I
Your companion improves its double strike chance by 6%.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements


Tier Four

Beastmaster Summoning III Passive Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Beastmaster Summoning II

Beastmaster Natural Fighting II
Your companion improves its double strike chance by 6%.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Beastmaster Natural Fighting I

Beastmaster Loyalty I No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 no requirement

Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)


Tier Five

Beastmaster Natural Fighting III
Your companion improves its double strike chance by 6%.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Natural Fighting II

Beastmaster Summoning IV
Passive Your summoned creatures, charmed minions, and hirelings have +4 to all ability scores, increased health, and increased fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning III

Beastmaster Loyalty II Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...
AP Cost: 2 Ranks: 1 Progression: 30 Requirement Beastmaster Devotion I

Beastmaster Loyalty III Your companion gains PPR and MMR equal to your Character Level.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement Beastmaster Devotion II

Beastmaster Withstand the elements Your summoned creatures, charmed minions, and hirelings gain 20% absorption of Acid, Cold, Electric, and Fire.
AP Cost: 2 Ranks: 1 Progression: 30 no requirement


Notice I am leaving an opening for a Artificier/Druid multiclass build here, by using the word companion instead of wolf, which should include the artificer iron defender type. {It is impossible to summon both an iron defender and a wolf at the same time ~ tested by me already.}

Silverleafeon
10-18-2014, 05:34 AM
Here is round 5, changes are shown in red here, but are normal color on page 1.
Essentially the weaker SLAs that were identified have been replaced with better.


Gatekeeper Rerolled Round 5


Core One

Attuned to Nature:
+.75 Universal Spellpower per AP spent in this tree.


Core Three
Disrupt Undead:
Spell Like Ability: Disrupt Undead (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)


Core Six
Gatekeeper Loyalty
Use your character level instead of your class level for the purpose of figuring your companion's stats, abilities, features, etc...


Core 12
Banishment
Spell Like Ability: Dismissal. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)


Core 18
Entangle
Spell Like Ability: Entangle. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)


Capstone

Salt Ray
Spell Like Ability: Salt Ray. (Activation Cost: 8 Spell Points. Cooldown: 12 seconds.)

Drawing from Nature
You gain a 10% discount to the cost of casting spells and spell like abilities.

+2 Wisdom, +2 Strength



Tier One


Gatekeeper Summoning I Passive Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements


Gatekeeper Lore I: Gatekeepers seek to defend nature against aberrations, outsiders, undead and other unnatural horrors. You gain a bonus of +2 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements


Greater Ram's Might:
Spell Like Ability: Greater Ram's Might (Activation Cost: 10 Spell Points. Cooldown: 2 seconds. Range: Personal Target: Self Duration: 1 minute per caster level)
Description: Your hands increase in size, granting a +3 size bonus to Strength and damage.

AP Cost: 1 Ranks: 1 Progression: 1 No requirements


Woodsman Caster I: +1/+2/+3 Spellcraft.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Hunter Afield I: +3/+6/+10% Threat Generation. Rank 3: +1 Saving throws while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements


Tier Two

Gatekeeper Summoning II Passive Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 5 Requirements Gatekeeper Summoning I


Gatekeeper Lore II: Your Gatekeeper lore bonus increases to a bonus of +4 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 5 Requirement: Gatekeeper Lore I


Splinterbolt
Spell Like Ability: Splinterbolt. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 1 Progression: 5 No Requirement


Woodman Caster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.
AP Cost: 1 Ranks: 3 Progression: 1 Requirement Woodsman Caster I


Hunter Afield II: +1/+2/+3 Listen, Spot, and Swim. Rank 3: +1 Double Strike while in animal form.
AP Cost: 1 Ranks: 3 Progression: 1 Requirements Hunter Afield I


Tier Three

Gatekeeper Summoning III
Passive Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Summoning II


Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +6 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 10 Requirement: Gatekeeper Lore II


Greater Glyph of Warding
Spell Like Ability: Greater Glyph of Warding. (Activation Cost: 8 Spell Points. Cooldown: 15 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Splinterbolt


Woodsman Caster III: +2/+4/+7 Universal Spell Power when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster II


Strength or Wisdom:
Choose one +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements



Tier Four

Gatekeeper Summoning IV Passive No more sp and hp penalty when your companion dies.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Summoning III


Gatekeeper Lore III: Your Gatekeeper lore bonus increases to a bonus of +8 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 20 Requirement: Gatekeeper Lore III


Draconic Lessons I: You are true student of Vvaraak: Whenever you are damaged by Acid, Cold, Electric or Fire you gain 50 temporary spell points that last for 24 seconds. This effect may trigger only once every 90 seconds.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements


Woodsman Caster IV: +1/+2/+3 Universal Spell Crit Chance when wielding a Staff.
AP Cost: 1 Ranks: 3 Progression: 10 Requirement: Woodsman Caster III


Strength or Wisdom:
Choose one: +1 Strength +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength or Wisdom (Tier 3)



Tier Five

Gatekeeper Summoning V
Passive Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Beastmaster Summoning IV


Gatekeeper Lore V: Your Gatekeeper lore bonus increases to a bonus of +10 to melee power, ranged power and universal spell power when fighting these foes.
AP Cost: 2 Ranks: 1 Progression: 30 Requirement: Gatekeeper Lore IV


Planar Seal You are immune to banishment and energy drain.
AP Cost: 2 Ranks: 1 Progression: 30 no requirements


Summon the Forest
You summon a swarm of Treants.
Wide AoE that does Xd6 damage every Y seconds for a duration of Z seconds.
Additional ranks reduces sp cost and cooldown.

Fuzy math ~ check please ~ {Conjuration SLA You conjure a group of Teants, which appears around you, then strikes foes with tremendous force. This area of effect spell does caster level points of bludgeon damage every 3 seconds. A successful Reflex save reduces the damage by half. The force of these blows can knock some creatures prone. Another successful Reflex save negates the knockdown portion. This lasts for 30 seconds. DC based on Wis. Spell level considered 6th, can be heightened, quickened maximized, empowered.}

SP costs 50/40/30 Cooldown 120/90/60 seconds
AP Cost: 2 Ranks: 3 Progression: 30 No requirements


Draconic Lessons II: You are true student of Vvaraak: Your offensive spells gain a 10% chance to trigger Vvaraak Supremacy.
Vvarrak Supremacy: +25% Spell Critical Chance, +50% Spell Critical Damage. 24 seconds duration. This effect may trigger only once every 90 seconds.

AP Cost: 2 Ranks: 1 Progression: 30 Requires: Draconic Lessons I

edrein
10-19-2014, 07:58 AM
Not to toot my own horn or anything but I'd definitely suggest a Dev to go over my Forest Master enhancement tree. It could be adjusted a bit further, but so far I think it would be the most balanced tree that would give any druid build what they need to survive and thrive in all content. (And by that I mean non-casters have a chance without splashing monk/fighter/etc.) As Silver pointed out there are several other good trees as well.

Failedlegend
10-19-2014, 08:06 AM
Not to toot my own horn or anything but I'd definitely suggest a Dev to go over my Forest Master enhancement tree. It could be adjusted a bit further, but so far I think it would be the most balanced tree that would give any druid build what they need to survive and thrive in all content. (And by that I mean non-casters have a chance without splashing monk/fighter/etc.) As Silver pointed out there are several other good trees as well.

I much prefer the Animal lord

edrein
10-19-2014, 08:36 AM
I much prefer the Animal lord

I don't feel as confident with my work on Animal Lord as I do about Forest Master.

mezzorco
10-19-2014, 09:53 AM
I really think Forest Master by edrein is the better thought tree in this thread, we should try to refine it to our best.

Just one thing:


Spruce Growth: You and your summons gain an Insight bonus to Damage, Doublestrike, and Attack Speed equal to your 1/2 Wisdom modifier for 45/90/180 seconds

AP Cost: 1 Ranks: 3 Progression: 30 Requirements: None

Does this mean that a 70 wis toon will have +15 damage, +15% doublestrike and +15% attack speed?

EDIT: did my homeworks, it's quite balanced indeed.



Anyway, I noticed that Forest Master tree is not linked in the first page of this thread.

edrein
10-19-2014, 12:00 PM
I really think Forest Master by edrein is the better thought tree in this thread, we should try to refine it to our best.

Just one thing:



Does this mean that a 70 wis toon will have +15 damage, +15% doublestrike and +15% attack speed?

EDIT: did my homeworks, it's quite balanced indeed.



Anyway, I noticed that Forest Master tree is not linked in the first page of this thread.

He didn't link it. Originally he copied and pasted it to one of the first page posts, although he left off the name and other information from my post. So it's completely unidentifiable unless you know what you're looking for, heh.

Silverleafeon
10-19-2014, 05:48 PM
He didn't link it. Originally he copied and pasted it to one of the first page posts, although he left off the name and other information from my post. So it's completely unidentifiable unless you know what you're looking for, heh.

Thanks, fixed hopefully, its front and center, first on the list with a linky.

Lol. I appreciate all the help from everyone and all the great trees, when/if the Devs work on Druid (which I will press for) there is a lot a great stuff here. I know Varg expressed public interest awhile back in finishing up the third trees.

edrein
10-20-2014, 03:42 AM
Thanks, fixed hopefully, its front and center, first on the list with a linky.

Lol. I appreciate all the help from everyone and all the great trees, when/if the Devs work on Druid (which I will press for) there is a lot a great stuff here. I know Varg expressed public interest awhile back in finishing up the third trees.

You still forgot to title the one on the front page where you copied and pasted it into the trees you pasted up front, hehe.

Mryal
10-20-2014, 01:12 PM
Animal Lord Tree

This, devs please make this.This is the best enhancement tree i've seen in a while.It has everything that fits with a druid theme, and the array of possibilities, wich is what a druid is all about, that it opens is just amazing.
Well done.

Failedlegend
10-20-2014, 01:31 PM
I don't feel as confident with my work on Animal Lord as I do about Forest Master.

I'm not the only one who loves it vvvv


This, devs please make this.This is the best enhancement tree i've seen in a while.It has everything that fits with a druid theme, and the array of possibilities, wich is what a druid is all about, that it opens is just amazing.
Well done.

Silverleafeon
10-21-2014, 03:31 PM
You still forgot to title the one on the front page where you copied and pasted it into the trees you pasted up front, hehe.

Nods, will put complete lookover of page 1 on my to do list.
Did a quick fix there.
Anything else?



On another grand note:

Quote Originally Posted by Failedlegend View Post

- Companion/Hireling Focused Epic destiny (Neutral Sphere?)


This is my quote of the week, sorry link is in the restricted section.

I think this is what pets lack the most.
Can you imagine playing epics without an epic destiny?
Why should your pet do so?

Failedlegend
10-21-2014, 06:47 PM
To clarify I meant that their should be a hireling/pet focused ED in general but the companions themselves getting their OWN Epic destiny just like they get their OWN enhancements...that's a MUCH better idea :D

A3oN95
11-23-2014, 06:16 AM
Unfortunately, I don't have the time to fully analyse each one of the suggested trees at the moment, but I find the general summoner/plant theme of the posted suggestions simply amazing! :)

I'd just want to reinforce something that's already been said before: since we're talking about druid here, a class with multiple play-styles, It would be beneficial for the tree to be based on multi-selection enhancements (something like cleric's DD), instead of being targeted at a single build type (wolf/caster/bear/etc). This way, we wouldn't have to pick "useless" enhancements (for our build) in order to qualify for others.

Overall, an awesome idea. Thanks for the thread, Silverleafeon :)

oraness
12-08-2014, 04:04 AM
Well, the way that i'm seeing this is that we have A) A Tankish/DPS melee tree, and B) A DPS/Support Caster tree. At this point i think the only two options would be either A: Beastmaster/ Animal lord, focusing on Improving the summon spells, the wolf, and causing spells that affect you to affect them as well. The only issue that comes up is that the AI is so janky at times, it's hard to constitute focusing an entire tree of enhancements around a system that is erratic at best. B: We could have a Plant based Healer. (not familiar with 3.5 PrEs that fit that) +Pos spellpower, Blankets of Vigor and the like, but at the same time you'd have, with the flavor of plants, an array of disables to use. Hell, T5 could have some sort of a dryad/treant shapeshift to allow for maximum treeness.

TL;DR, 2 paths, Summoner or Healer, are the two options that i see.

CPDK9
12-08-2014, 03:16 PM
I like the direction this proposed tree is heading. I see elements of KotC within the tree, which is a great combo. It would be nice to see some of the proposed pet boost made avaialble to all druid trees, especially nature's warrior.

Chimeran1
12-11-2014, 03:27 AM
Bearform needs love.
It is a redundant form.
Wolf blows it away in dps due to the bear forms terrible slow attacks and annimations.
Bearform is not viable except for favor due to other classes out doing it in every aspect.

I like the bearforms 1d12 but there is minimal ways to really push the DPS.
Monk levels could increase this but compared to Swashbuckler enhances or Paladin holy sword ext, the Bearform has been left lurking in the shadows.

My thoughts would be somehow upgrade the enchant claws spell or tweak the bear skill spells.
I have done my very best to make the form viable but without using current not WAI skills, I just don't believe Bearform is on an even platform, which is a shame because the Direbear skin is so nicely done and is a joy to use.

mezzorco
12-11-2014, 06:08 AM
Bearform needs love.

True.
I've an idea. Since wolf is outperforming bear dps-wise, I'd say leave winter wolf where it is, with its 19-20/x3, its attack speed bonus and its sneak attack bonus.

Then:
- raise dire bear critical profile to 20/x4
- make its attacks proc glancing blows
- grant THF while in bear and ITHF + GTHF while in dire bear form

This way you have a high damage, fast hitting, frequently critting single target form (wolf), while bear will become a tanky, aoe, aggro keeper form. No redundancy. :)

burlicconi
03-19-2015, 05:53 AM
Does anyone know how far this come, if even started?
I'm very interested in summoner tree, so my hopes is that eventually, 3rd druid tree will arrive :)

Rofaust
04-05-2015, 07:04 PM
Core abilities

The Animal Lord I: Choose an totem animal to focus your abilities on, gaining a abilities based upon that animal. In addition, each enhancement point spent in the Animal Lord tree grants +1 Universal Spell Power to all spells and +1 to your Maximum Hitpoints.

Snakelord I: You gain 15hp. Additionally for each core of Snakelord you and your companions gain +1 reflex save.

Wolflord I: You gain 2% doublestrike for each core you posses. Your wolf companion additionally gains +1 sneak damage die per core.

Bearlord I: You gain martial weapons profiency,10 PPR and MRR. Each additional core provides stacking 4/- DR.

Catlord I: Invisibility: Spell Like Ability: Invisibility (Activation Cost: 1 SP. Cooldown: 6 seconds.)

Dryadlord: Small Dryad Sap: Spell Like Ability: Lesser Vigor (Activation Cost: 3 SP. Cooldown: 4 seconds.)

AP Cost: 1 Ranks: 1 Progression: 0 Requires: Druid Level 1



The Animal Lord II: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

Snakelord II: Like a viper fiend your melee attacks drip of your venom: Your MELEE attacks now deal 1d6 Magical Poison. (This damage increases by 1 die at each core until capped at 5d6. This damage is also increased by Melee Power.)

Wolflord II: Animal Growth: Spell Like Ability: Animal Growth (Activation Cost: 7 SP. Cooldown: 20 seconds.)

Bearlord II: You gain a new bear companion, this companion has a high threat generation and deals AoE damage. You can only have one companion active at once, this companion will replace the druid's wolf companion if the wolf is already summoned.

Catlord II: You gain the feat Fury of Blows, allowing you to fight unarmed like a monk. Your base unarmed damage increases to 1d6, at level 12 this becomes 2d6 and at 3d6 at level 20. (This does not stack with a Monk's Fury of Blows feat.)

Dryadlord II: Salt Ray : Spell Like Ability: Heightened Salt Ray (Activation Cost: 5 SP. Cooldown: 6 seconds.)

AP Cost: 1 Ranks: 1 Progression: 5 Requires: Requires: The Animal Lord I, Druid Level 3



The Animal Lord III: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

Snakelord III: Venomous Discharge : Spell Like Ability: Poison (Activation Cost: 3 SP. Cooldown: 2 seconds)

Wolflord III: You gain an additional wolf companion, allowing you to summon a small pack of two wolves. The second wolf mirrors the gear and stats on your main wolf.

Bearlord III: Wrath of Nature: Toggle: +2 profane bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus to Fortitude saves, and 10% melee attack speed. (Activation Cost: 15 SP.)

Catlord III: You gain feat Wildshape Lion:

While in this form, you gain +2 Dexterity and primal +4 to Trip DCs.
Your base attack speed is 10% faster, you gain a +3 bonus to attack while flanking, +1d6 sneak attack damage, and a +10% enhancement bonus to movement speed.
Your natural attacks do 1d6 damage, do both piercing and slashing damage, and critically hit for double damage on a roll of 19-20.
On Vorpal Melee Hit: You enter a free movement sneak stance for 10 seconds, allowing you to perform a sneak attack with +3d6 damage on top of any sneak attack die you may already posses.
Form specific spells: Takedown and Baiting Bite.

Dryadlord III: Thornbush: Spell Like Ability: Spike Growth. (Activation Cost: 8 SP. Cooldown: 6 seconds.)

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Requires: The Animal Lord II, Druid Level 6



The Animal Lord IV: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

Snakelord IV: Tail Swipe: You swing your leg outward in an attempt to damage and trip enemies in a small radius. You 'cleave' for +3W and perform a trip effect with a reflex DC of (insert reasonable number). (Activation Cost: 15 SP. Cooldown: 12 seconds.)

Wolflord IV: Feast on the Kill: Toggle: While in Wolf form you are healed for 3d10 + Positive Spell Power HP whenever an enemy is killed within 20ft of you, your wolf companions gain this benefit regardless of your current form.

Bearlord IV: You gain the ability to summon an additional bear companion and have a chance to heal yourself for 4d10 + positive energy spellpower HP when being hit.

Catlord IV: You gain a lioness companion, this companion deals sneak attack damage and possesses a chance to outright kill enemies on vorpal hits. You can only have one companion active at once, this companion will replace the druid's wolf companion if the wolf is already summoned.

Dryadlord IV: Greater Dryad Sap : Spell Like Ability: Regenerate (Activation Cost: 15 SP. Cooldown: 7 seconds)

AP Cost: 1 Ranks: 1 Progression: 20 Requires: Requires: The Animal Lord III, Druid Level 12



The Animal Lord V: Through extensive training and hours of bonding with your totem animal, you gain additional abilities.

Snakelord V: Venomous Gale : Spell Like Ability: Creeping Doom (Activation Cost: 15 SP. Cooldown: 6 seconds)

Wolflord V: You gain an additional wolf companion for a total of three. Your pack gains a +4 bonuses to flanking, +1 sneak die, and +20% melee threat reduction.

Bearlord V: Nature's Guardian: Toggle: You gain full BAB, +2 con, 10% HP bonus and provide an aura to your bear companion that increases its HP and AC by 20%. (Activation Cost: 100 SP. Cooldown: 30 seconds.)

Catlord V: You gain feat Wildshape Panther:

While in this form, you gain +2 Dexterity, Manslayer, and primal +4 to Trip DCs.
You attack 15% faster, you gain a +5 bonus to attack while flanking, +2d6 sneak attack damage, and a 15% enhancement bonus to movement speed.
Your natural attacks do 1d10 damage, do both piercing and slashing damage, and critically hit for triple damage on a roll of 19 or 20.
On Critical Melee Hit: You enter a free movement sneak stance for 10 seconds, allowing you to perform a sneak attack with +3d6 damage on top of any sneak attack die you may already posses.
Form specific spells: Takedown and Baiting Bite.

Dryadlord V: You gain feat Wildshape Dryad:

While in this form, you gain +4 Wisdom and +4 primal natural armor.
Your plant-based spells are cast at your Character Level + Epic Level while in this form.
On Melee Critcal or Spell Critical: A splinterbolt is cast freely, maximized and empowered.
You have immunity to mind-affecting effects, poison, sleep, paralysis, stunning, and polymorphing. As well as +150% critical hit resistance but suffer 1.5 times the normal damage from fire attacks and spells.
You are considered plant/elemental rather than your original type for the purpose of most effects.

AP Cost: 1 Ranks: 1 Progression: 30 Requires: Requires: The Animal Lord IV, Druid Level 18




Master of Beasts: Through extensive training and hours of bonding with your totem animal, you have finally become a lord of beasts. You gain +2 Wisdom, and +2 Constitution. As well as having a summoning cap of three non-companion creatures and additionally you gain benefits based on your Totem Animal or can choose a new totem to learn the basics in;

Snakelord: You gain +2 to dexterity and Evasion as a feat.

Wolflord: Your pack has grown once more, giving you four wolves in total. Your pack gains a +4 primal bonus to sneak attack die and a primal +2 to dexterity.

Bearlord: You gain +2 con and a 5% chance to perform a free great cleave when damaged in combat, this applies to your bear companion as well.

Catlord: You gain +10 doublestrike and +15 offhand doublestrike, this benefit applies to your lion companion as well.

Dryadlord: You gain feat Dryad's Tree: Instead of dying you are turned into a tree, this tree is considered helpless but your transformation drops any aggro you had, after 10 seconds of being a tree you are reborn without having truly died. You can only use this ability once every seven minutes.

Secondary Totem Mastery: You gain cores I through III for an additional totem animal.

AP Cost: 1 Ranks: 1 Progression: 40 Requires: The Animal Lord V, Druid Level 20




Tier One

Patience of the Lord: Diplomacy, Concentration, and Heal skill +1/+2/+3.

AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None


Natural Armor I: Your skin hardens like the bark of a tree. You gain +1/2/4 insightful natural armor.

AP Cost: 1 Ranks: 3 Progression: 1 Requirements: None


Beast Training I: Your summoned creatures, charmed minions, and hirelings have a bonus to AC equal to your character level.
AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None


Fury of the World's Guardians I: You gain a stacking 2 melee power per Forest Master core you possess.

AP Cost: 1 Ranks: 1 Progression: 5 Requirements: None


Beastmaster I: You gain two Wild Empathy uses.

AP Cost: 2 Ranks: 1 Progression: 1 Requirements: None



Tier Two

Packmaster's Might: Spell Like Ability: Ram's Might (When cast the buff also applies to all summoned pets, companions, and creatures). (Activation Cost: 3 SP. Cooldown: 4 seconds.)

AP Cost: 2 Ranks 1 Progression: 5 Requirements: None


Natural Armor II: You gain +10 PPR and +10 MMR.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Natural Armor I


Beast Training II: Your summoned creatures, charmed minions, and hirelings have a bonus to PPR and MMR equal to your character level.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Beast Training I


Fury of the World's Guardians II: Toggle: You and nearby allies gain +2/4 to hit and damage and 1/3% doublestrike.

AP Cost: 1 Ranks: 2 Progression: 5 Requirements: Fury of the World's Guardians I


Beastmaster II: Your studies have increased your maximum Spell Points by an additional 30/60/90.

AP Cost: 2 Ranks: 1 Progression: 5 Requirements: Forest Dominion I



Tier Three

Packmaster: Spell Like Ability: Harrowing Pack (This ability does not require Wolf form). (Activation Cost: 8 SP. Cooldown: 6 seconds.)

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None


Natural Armor III: Toggle: You and nearby allies gain +2/4/6 energy resistance.

AP Cost: 1 Ranks: 3 Progression: 10 Requirements: Natural Armor II


Beast Training III: Your summoned creatures, charmed minions, and hirelings have a bonus to Fortification equal to fourth times your character level.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beast Training II


Beastmaster III: You expend one Wild Empathy to heal your animal companions for 10d15 HP, all negative levels, and all ability score damage. (Cooldown: 30 seconds.)

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: Beastmaster II


Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution

AP Cost: 2 Ranks: 1 Progression: 10 Requirements: None



Tier Four

Beast Training IV: No more SP and HP penalty when your companion dies, however if you possess Wolflord IV you take 50% the normal penalties. You also gain the ability to summon two non-companion creatures at once.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beast Training III


Fury of the World's Guardians III: You and nearby allies gain and additional +1/2% to hit and damage and 1/3% doublestrike.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Fury of the World's Guardians II


Beastmaster IV: Beastmaster's Call: Spell Like Ability: Howl of Terror (This ability does not require Wolf Form). (Activation Cost: 6 SP. Cooldown: 6 seconds.)

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: Beastmaster III

Wise Blows: You can now use your wisdom score for both to hit and damage rolls.

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None

Wisdom or Constitution: Choose one: +1 Wisdom or +1 Constitution

AP Cost: 2 Ranks: 1 Progression: 20 Requirements: None



Tier Five

Symbiotic Nature: Toggle Stance: You and your summons gain an Insight bonus to Damage, Doublestrike, and Attack Speed equal to your 1/2 Wisdom modifier. (Activation Cost: Wild Empathy uses reduced by 3 while active.)

AP Cost: 1 Ranks: 3 Progression: 30 Requirements: None

Master Trainer: Your summoned creatures, charmed minions, and hirelings all use your character level and epic levels for their level and AP should this be applicable.

AP Cost: 2 Ranks: 1 Progression: 30 Requirements: None

Beast Training V: Your summoned creatures, charmed minions, and hirelings have +5 to all ability scores, +10% increased health, and +50% fortification.

AP Cost: 2 Ranks: 3 Progression: 30 Requirements: Beast Training IV


Dryad's Favor: You gain a passive HP regeneration effect of +1d4/2d4/3d4 per 30 seconds. (This regeneration effect scales with positive energy spellpower.) Along with a summon-able Dryad companion. (Only one companion may be summoned at a time. This companion will replace the Druid's wolf if the wolf is already summoned, and also counts as one companion slot for any additional slots unlocked in this tree.)

AP Cost: 1 Ranks: 3 Progression: 30 Requirement: None

Although personally I'd like to see a healer tree for druid (and FvS for that matter) I really like the idea of more wildshape forms for druid. I had a couple of related ideas...

https://www.ddo.com/forums/showthread.php/456239-New-Druid-Wildshapes