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    Community Member Grailhawk's Avatar
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    Oct 2009
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    Default Primal Avatar Ideas

    Primal Avatar need a full rework its not good and even with the up coming changes it won't be competitive for Druids Casters or Wolfs, Rangers or any one else. The tree should work to improve Druid spell casters and Melee Two-Weapon Fighters this was it original goal the following are ideas that might make that true.

    CORE
    • Strength of Spirit: +20 Universal Spell Power. Per core of Primal Avatar gain +10 Melee Power and +4 Ranged Power.

    • Magic of Nature: +50 SP per level of Primal Avatar You gain caster levels equal to your Primal Avatar level for Druid and Ranger spells, if you have any levels in those classes. +1 Evocation, Transmutation, and Conjuration DC

    • Primal Travel: Active (90 sec cooldown) You quickly jump backwards several times. For the next 12 seconds you gain +10 primal bonus to tumble and 50% primal bonus to dodge (ignoring your maximum dodge).

    • Mighty Among Spirits: Passive Bonus: +20 HP and +15 MRR, +1 Evocation, Transmutation, and Conjuration DC

    • Eternal Return: While below 50% health, you gain 12 health and lose 4 SP every two seconds.

    • Walk with the Spirits: You become Invisible and 100% incorporeal for 30 Seconds, (240 seconds cooldown) Passive: +1 Evocation, Transmutation, and Conjuration DC, and +15 Hide and Move Silently

    Tier 1
    • Favored Enemy: No Change other then location

    • Ephemeral Evolution: No Change other then location

    • Rejuvenation Cocoon: No Change other then Location

    • Friend of Nature: Choose One:
      • Adversary: Your summoned and charmed pets, hirelings, and monsters gain 10/20/30 Damage, Melee and Ranged Power, 20/40/60 Universal Spell Power.
      • Protector: Your summoned and charmed pets, hirelings, and monsters gain 10/20/30% HP, 10/20/30 AC, Reflex, PRR and MRR.
      (Rank 3, Cost 1)

    • Strength, Wisdom, or Dexterity

    Tier 2:
    • Seeking Balance: +1/2/3 Reflex, +2/4/6 Tumble, Balance, Hide, Move Silently (Rank 3, Cost 1)

    • Supple as Spring: Passive Nearby allies gain 3% Primal Bonus to Dodge. (Rank 1, Cost 2)

    • Insidious Spores: Active (30 SP activation) (12 sec cooldown) (Empower, Maximize, Quicken, Enlarge) (SR: no) Target enemy becomes contaminated with spores for 18 seconds. Every 2 seconds the target takes [6d6] Acid and Rust damage. Stacks up to [2/3/4] times. Enemies damaged by Insidious Spores become Contagious for five minutes after, spreading Insidious Spores to some nearby enemies when they die. (Rank 3, Cost 1)

    • Natural: Choose One:
      • Attacking: Your summoned and charmed pets, hirelings, and monsters gain 10/20/30% Doublestrike, Dobuleshot, Alacrity, Armor-Piercing, and Damage to Helpless targets
      • Shielding: Your summoned and charmed pets, hirelings, and monsters gain 10/20/30% AC, Concealment, and Energy Absorption
      (Rank 3, Cost 1)

    • Strength, Wisdom, or Dexterity

    Tier 3:
    • Balanced Attacks: No Change

    • Paired Parry: Gain +5% AC. While Two-Weapon Fighting +10 PRR/MRR (Rank 1, Cost 2)

    • Tsunami: Sends forth a wave of water, knocking enemies down and dealing 30 cold damage plus 1d10 per character level and 30 bludgeoning damage plus 1d10 per character level. A successful Fortitude save vs 20 + Wisdom Mod + Evocation Bonuses negates the knockdown. (Rank 1, Cost 2) Note: should not blow away AOE spells like Ice Storm or Earthquake, should function a lot like Burst of Glacial Wrath bit more damage but not helpless state

    • The Oncoming Storm: Your summoned and charmed pets, hirelings, and monsters 5/10/15% Dodge, and Incorporeal. 0/0/5% Chance on being attacked to knockdown enemies for 2 seconds making them helpless. 0/0/5% Chance on hit knockdown enemies for 2 seconds making them helpless(Rank 3, Cost 1)

    • Strength, Wisdom, or Dexterity

    Tier 4
    • Season: Choose One
      • Summer Smoke: On Critical hit do [5/10/15]d20 fire damage
      • Chill of Winter: No Change


    • Autumn Harvest: You and nearby allies are healed 20 HP when a nearby enemies dies. Not affected by spell power. (Rank 1, Cost 2)

    • Stormrage: Toggle lower your SP by 25%. While Active enemies damaged by your attacks or spells are also struck by lightning, dealing 24d6 electric damage. Lightning strikes up to one enemy each second. You also gain featherfall and Deflect Arrows. (Rank 1, Cost 2)

    • Heroic Pets: Your summoned and charmed pets, hirelings, and monsters gain +1 Crit Multiplier, +200 Universal Spell Power, and Evasion. (Rank 1, Cost 2 AP)

      Strength, Wisdom, or Dexterity

    Tier 5
    • Symetric Strikes: +10% Doublestrike. While Two-Weapon Fighting +1[W] and +5% Offhand Doublestrike. (Rank 1, Cost 2)

    • Seasons Shield: Choose One
      • Summers Shield: Nearby allies gain 10% Primal Bonus to Fire, Sonic, Force, and Light Damage Absorption.
      • Winters Shield: Nearby allies gain 10% Primal Bonus to Cold, Acid, Electric, and Poison Damage Absorption

      (Rank 1, Cost 2)

    • Mass Cocoon: Active (35 SP activation) (12 sec cooldown) Protect allies with a shield of 675 temporary HP for 12 Seconds. Heals 5d6 HP every 2 seconds while the shield persists (Rank 1, Cost 2)

    • Epic Pets: You and Your summoned and charmed pets, hirelings, and monsters permanently gain the effect of Displacement. (Rank 1, Cost 2)

    • Strength, Wisdom, or Dexterity

    Tier 6
    • Nature's Fury: Gain +1 Critical Multiplier on a roll of 19-20. While Two-Weapon Fighting +1[W] and +5% Offhand Doublestrike. (Rank 1, Cost 2)

    • Natural Evasion: Gain Evasion, +6 Reflex and you can not fail a Reflex save on a roll of 1. (Rank 1, Cost 2)

    • Spirit Boon: Toggle lower your SP by 25% Choose One:
      • Physical: +2 Primal Bonus to STR, CON, DEX, +3 Hit and Damage, +15% Primal Bonus to HP
      • Spiritual: +2 Primal Bonus to INT, WIS, CHA, +3 DC, +15% Primal Bonus to Spell Critical Damage
      (Rank 1, Cost 2)

    • Summon: Choose One
      • Dryad Elder
      • Wyvern
      (Rank 1, Cost 2)

    • Strength, Wisdom, or Dexterity


    Tree Form would become a new Druid Form that can be taken with a Feat. Not 100% sure on how it would work compared to other forms but would treat it as a hybrid animal caster form with only 1.5 spell cooldown increase and attack rate like a TWF. something like that.

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