druids
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Druids
I'd like to see 'Nature' worshiped somewhere (I'm a ranger), an altar in the forest perhaps, which is all elements in equal amounts.
With blessings available at [minimum cost for that blessing] X 2 - (1 for the element you are 'buying' it from and the other to placate the other 3 elements). I don't know enough about blessings know if there would be any problems with any of them.
With no 'major' altar maybe.
With blessings available at [minimum cost for that blessing] X 2 - (1 for the element you are 'buying' it from and the other to placate the other 3 elements). I don't know enough about blessings know if there would be any problems with any of them.
With no 'major' altar maybe.
- solar
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Druids
As I stated somewhere else, I have ideas that I consider worth
considering concerning the Druids. I will post some of them here
for your (in)convenience
1: Druids don't have to bee treehugging hippies, they could be darwinists that believe that natural selection prevails. According to their ideology, animals shouldn't live in peaceful harmony: Beasts of prey roam their sacred groves killing other animals for food. We can't ignore the concept of dark druids either (remember Neralath!).
2: They worship all the elements (as stated elsewhere) and gain spells from each one.
3: They have access to animal-skills and spells, like summoning insect swarms and calling a group of birds to attack their foes (like bladed wind?). Concept of animal companions shouldn't be ignored either.
4: Druids should be a 'jack of all trades guild', doing nicely in offence and spellcasting but rocking in neither.
5: Sadly, my idea of Druids is not complete - they are in overtune
Only way I can see that Druids will ever be implemented is that their total number of guild levels would be like 200 or such, making it hard to specialize in every element, which forces people to think carefully. Also druids might not see the daylight because there are guilds that specialize in a single element (elemental priests: air,earth,fire,water) unless these specialized priests would be upgraded a lot.
considering concerning the Druids. I will post some of them here
for your (in)convenience
1: Druids don't have to bee treehugging hippies, they could be darwinists that believe that natural selection prevails. According to their ideology, animals shouldn't live in peaceful harmony: Beasts of prey roam their sacred groves killing other animals for food. We can't ignore the concept of dark druids either (remember Neralath!).
2: They worship all the elements (as stated elsewhere) and gain spells from each one.
3: They have access to animal-skills and spells, like summoning insect swarms and calling a group of birds to attack their foes (like bladed wind?). Concept of animal companions shouldn't be ignored either.
4: Druids should be a 'jack of all trades guild', doing nicely in offence and spellcasting but rocking in neither.
5: Sadly, my idea of Druids is not complete - they are in overtune
Only way I can see that Druids will ever be implemented is that their total number of guild levels would be like 200 or such, making it hard to specialize in every element, which forces people to think carefully. Also druids might not see the daylight because there are guilds that specialize in a single element (elemental priests: air,earth,fire,water) unless these specialized priests would be upgraded a lot.
Internet tough guy
Icesus is not just my life - it's the lack of it.
Icesus is not just my life - it's the lack of it.
Druids
I think many guilds already cover the concept of a druids...and adding a main guild would be redundant. I mean, you have rangers and alchemists who already deal with herbs, then rangers and shapeshifters who deal with animal lore/combat in the wilderness...a whole plethora of caster/damage guilds, etc. Adding druids, which would most likely end up either as a nature/casting or nature/charmie guild wouldn't add much in terms of uniqueness, in my opinion.
The one thing I could see expanded on with druids is the concept of tending to groves....since no other class has an ability similar to it. Perhaps let it be a subguild that is only joinable after becoming a full member of survival/alchemists or something. Basically this set of abilities would let you choose a location in the outworld that will become your grove where you can plant/harvest herbs more readily, perhaps increase regen, and offer additional protection for you within a certain radius of the grove, etc. Roughly something like that anyway.
The one thing I could see expanded on with druids is the concept of tending to groves....since no other class has an ability similar to it. Perhaps let it be a subguild that is only joinable after becoming a full member of survival/alchemists or something. Basically this set of abilities would let you choose a location in the outworld that will become your grove where you can plant/harvest herbs more readily, perhaps increase regen, and offer additional protection for you within a certain radius of the grove, etc. Roughly something like that anyway.
i agree with Felgand... it should be a subguild imho... maybe part of the rangers subguilds ( open for others too ). I know rangers have one spells subguild, but i think rangers need some kind of upgrade ( or maybe some spells upgrade ) but that's a subject for another post... of course i could be wrong ( i consider myself as a newbie lol ) well see ya !!
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if one looks at info in Rangers's Lord guild he/she can read there the following - "The oldest and most grumpy rangers have formed two guilds for those yearning for more knowledge: the Druidic Rangers and the Protectors."
So, why not then just to implement what was, as i understand, planned at one stage... to make a subguild for rangers to specialise in magical aspects of nature and allow rangers to choose between druidic magic and protector's melee..
So, why not then just to implement what was, as i understand, planned at one stage... to make a subguild for rangers to specialise in magical aspects of nature and allow rangers to choose between druidic magic and protector's melee..
Re: Druids
Well playing as a Ranger is great, but it doesn't offer druidy type players much options for building a Druid type character from the Ranger main levels and subs.felgand wrote:I think many guilds already cover the concept of a druids...and adding a main guild would be redundant. I mean, you have rangers and alchemists who already deal with herbs, then rangers and shapeshifters who deal with animal lore/combat in the wilderness...a whole plethora of caster/damage guilds, etc. Adding druids, which would most likely end up either as a nature/casting or nature/charmie guild wouldn't add much in terms of uniqueness, in my opinion.
So for people who want more in the way of herbalism, spells and communing with nature (rather than killing and skinning it) that's what the Druid guild is for i guess. Also dont forget the pets they'll have.
For me there is a huge difference between a Druid and a Ranger, but from my perspective evil caster guilds such as Coven, Epriests and Sorcs all seem vaguely similiar so i see your perspective.
- artic
- Supporting Member 2005
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Id like to see druids as friends of nature. Instead of 'fiend of the living wild' that the rangers are now. Id like to see a class that is able to heal with moderate power, able to buff group members with nature spells. Able to do moderate damage with nature spells such as Insect swarm, binding roots and patch of thorny twines. In addition i think as a friend of nature a druid would be able to charm some animals depending on their skill/level/masteries instead of just killing and skinning anything they encounter in the wilds. Druids should fight against everything thats un-natural.
I think Iskey is one of the druid testers and has a title "Caretaker of Nature" so it looks like they are good druids But people like the idea of dark druids too so maybe there will be a place where the guild branches and you get to choose the dark sideartic wrote:Id like to see druids as friends of nature. Instead of 'fiend of the living wild' that the rangers are now.