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Thorns

Testers
  • Posts

    30
  • Joined

Profile Information

  • Language
    English
  • Interests
    Thorns n Roses
  • Guild
    UxA (Undead Legion)
  • Gender
    Male

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Thorns's Achievements

  1. Blight allows you to blows bombs to a maximum of 15 orbs, nature's force blows up the orbs by stepping on them but they are reduced by 25% damage compared to blight my orbs do around 500 plus crits which hit around 700, however i usually put in 5 extra bombs in there with the help of gaeas growth and then step on them to add to the 15 collectively they do a combined total of 10k or so
  2. Yeah, weapons dont give you trays, you have to get "Life Tray Unlocked" whne you choose the promotion The whole point of stormcallers is that they have rejected the life power of gaea since they fell in the rage of her death, they are blinded by vengeance and altought the weapons "Say" electric damage, look at your combat log as an archdruid and your basic bolt attack does nature damage with a stave and electric damage with a sickle
  3. Only problem with this would be that stormcallerw would get all of its abilities turned to Nature damage which would screw over all of their bonuses
  4. Ive never... really seen this as an inconvienence? I ever rarely have problems with the life and death tray as an archdruid and let me tell you right now, Archdruid is not a exclusively a bomb sepecialist bombs deal around 10k with full damage bonus to 40% and around 400 ap, if people even step on them to begin with, i find it much better to play storm domain and go with a corruption dot build since these dots can deal massive damage to multiple enemies Build: Half-Elf Archdruid of Storm • Crowcaine Build if you are very interested in playing a bomb druid than i will recommend you a dark domain stake build: Half-Elf Archdruid of Dark • Crowcaine Build
  5. Now this is a copy paste however... let me tell you it is not this way, Earthkeeper is meant to be played with groups of people, it is not a solo tune at all Idk about you but i've played druid since pre-alpha, Earthkeeper by far has the most healing output compared to other classes. ironwood body provides tankiness and if you go with Lord of the forest it can be an almost unstoppable force Teamates have to understand this game is not firehose healing like some tab targeting games, Orbs deal up to 1k healing on Coalece Nature and around 500 on Coalece life/forestry and you spread these out like butter, Essence scram does 1k healing per second in a 50 m area for 8 ticks while it burns out yours essence, this ult can be used every 45 seconds, healing rain and will o wisp do around 1.4k each and if you take nature's guardian you can get will o wisp which is a chain heal Earth Keepers are meant to be played in enclosed spaces or chokepoints, the reason why most players stray away from Earthkeeper is because in the early stage of the game we have open field battle as a driving force but once forts, small keeps, keeps and castles become relevant in dregs, earthkeeper will become much more important believe me it can take weeks to learn earthkeeper but once its mastered you will become better than crusaders, paladins and ice callers, Inquisitors still by far have the most healing output in burst however their healing is sparratic and have long cooldowns, not to mention it is easy to keep them out of a fight
  6. Idk about you but i've played druid since pre-alpha, Earthkeeper by far has the most healing output compared to other classes. ironwood body provides tankiness and if you go with Lord of the forest it can be an almost unstoppable force Teamates have to understand this game is not firehose healing like some tab targeting games, Orbs deal up to 1k healing on Coalece Nature and around 500 on Coalece life/forestry and you spread these out like butter, Essence scram does 1k healing per second in a 50 m area for 8 ticks while it burns out yours essence, this ult can be used every 45 seconds, healing rain and will o wisp do around 1.4k each and if you take nature's guardian you can get will o wisp which is a chain heal Earth Keepers are meant to be played in enclosed spaces or chokepoints, the reason why most players stray away from Earthkeeper is because in the early stage of the game we have open field battle as a driving force but once forts, small keeps, keeps and castles become relevant in dregs, earthkeeper will become much more important believe me it can take weeks to learn earthkeeper but once its mastered you will become better than crusaders, paladins and ice callers, Inquisitors still by far have the most healing output in burst however their healing is sparratic and have long cooldowns, not to mention it is easy to keep them out of a fight
  7. https://crowcaine.wiki/builds/@me/new?class=druid&race=half-elf&talents=a1-b1-b2-c1-c2-d3-e1-e2-f2-f3-h1-i2-j3-k2-l4&majors=kinetic-bloomer--lord-of-the-forest&minors=barbed-stake--fortified-stakes--pack-avatar&attributes=spi90-int50 I ran this for a long time, its very nice for big group fights or sieges, good territory control In general dark to me now seems subpar to storm but this build should hold up pretty well
  8. 1. Vessels are acquired trough players that are necromancers, once you reach level 30 you can buy a white vessel off the vendor in the underground starting area by the portals, you cant go from poor to legendary you have to get a white, then a green a blue and so on, you must reach the maximum level cap of these vessels to put on a new one, you dont have to start a character from scratch to put on a new vessel just as long as you have the level requirement 2. You are talking about a skill tree, they removed that a couple patches ago, they replaced that with disciplines, in order to get exploration discilpines you can go to the exploration discipline vendor at the bank area of the temple, these are only white (or common) so in order to upgrade you must gather 4+ rank nodes with an intermediate spirit tool (consult your nearest runecrafter since im not much experienced in gathering) and 3. In god's reach everyone is earth no matter what, In infected you are put into earth if you dont have a guild if you are in a guild it will simply put you in the corresponding faction you guild is in, if you wish to switch faction you can go to the tree of life in the temple located left next to the portals there will be three banners for each faction and you must wait 1 hour in temple before switching into another faction
  9. Druid changes its model color when its switches tray, body goes full purple when in death tray, not to mention the aura of electricity surrounding it when in death tray and the neon green glowing particles when in life tray Its also noticable trough animation since their basic attacks go from spawning orbs to attacking you with electricity rays
  10. Now, i may not be known amongst the community cuz well... I dont post here often however let me point out three things Archdruid's Damage is subpar COMPARED to other classes, 250 (to 400 in crits) is what the basic attack damage is at, I have a Blue vessel archdruid and usually run 85 damage staves unless i get into serious PVP in that case i use 98's (due to the low durability of each weapon in general) Archdruid decimates nature and electricity armor due to blight usually leaving people at 5% armor or so, Corruption damage is where is at for archdruid it can go anywhere from 700 to 1400 damage every 4 secs passivley (you can take overgrowth from the druid tree for corruption or you can take gaea's wail from a discipline called "Spirit Speaker", Main damage cant be reliant on bombs anymore due to the fact that they nerfed blight damage, unless you are running in a group you arent going to get the max potential since your blight heals for 50% of your original coalece orb healing Archdruid is pretty freaking tough, not only cause of ironwood body, but it can throw out good heals for itself, leeching seed heals for the amount it does damage and if you take natures grace it will stack with itself plus on top of that you cant take electro genesis and create coalece forestries while getting the healing from everything else however for what it gains in sustain it lacks in mobility, archdruid is very very VERY slow, and only ever has dodge to move around but you can still take advantage of the fact that archdruid is a CC master, root, leeching seed, overgrowth, call storms, shroud of darkness, the pull from its ult, and you can add to that by going storm avatar and getting an aoe stun I will agree with most, if you dont understand how crowfall's mob system works, whenever someone is under leveled by a mob they will take around 7% more damage per level that they dont have so if a lvl 30 fought a level 35 regular mob the damage that they would take would be 35% less to the damage you deal, and it goes the other way around if you are 5 levels over then you will deal 35% more damage, again hypotetical i dont know the EXACT numbers im just giving out a estimate, so if you are level 30 and you hit a level 20 chief then you will do much more damage to the lvl 20, a lvl 30 archdruid (That is built well, i mean with a good build) can solo a lvl 30 chief, but not anything above a chief with all that said, Archdruid is played poorly and hated by most , mostly cause they dont know the tips, tricks or general way of playing it, its a high skill ceiling class unlike to popular belief its not just laying down orbs cause it doesnt work that way, if you only lay orbs you are wasting class potential Now your build is... meh it could be better, kinetic bloomer is not worth and you didnt take ironwood body which is a HUGE mistake to make on any archdruid build this is my build: https://crowcaine.wiki/builds/@me/new?class=druid&race=half-elf&talents=a1-b1-b2-c1-c2-d3-e1-e2-f1-f3-h1-i2-j3-k2-l5&attributes=spi117-int23&majors=avatar-of-storms--spirit-speaker&minors=first-wind--moon-elf-heritage--sun-elf-heritage Play it if you want to play it i would love to see more fellow archdruids in the battle field 😋
  11. Hey at least your first point was added XD Also... very good sugestions!
  12. https://animals.mom.com/wild-horse-live-pack-3990.html https://en.wikipedia.org/wiki/Horse_behavior#:~:text=Horses are highly social herd,to live in a group.&text=Horses are able to form,animals as well%2C including humans. As said in both of those links Horses run in herds, rather than packs and to quote from both "Horses are highly social herd animals that prefer to live in a group. ... Horses are able to form companionship attachments not only to their own species, but with other animals as well, including humans." "Horses Are Social Animals In the wild, horses stay within a group of other equines. A group of horses living, eating and traveling together is called a herd, rather than a pack"
  13. Just a personal opinion, Sacrificing XP for sieging seems like a weird mechanic, coming across XP is hard enough, dont include more grind that there needs to be it just makes the game less enjoyable specially when i need to grind for XP for PVP Crowfall will never be a game of small guilds and thats why alliances exists, i agree witht the cap on alliances to be removed cause the more guilds are in your alliance the more chance of getting betrayed grows, just dont cap anything on alliances its unnecesary I would like to see a mechanic for sentinels, to where you can over level your keep after level 10 and it will grant or reduce certain stat bonuses depending on which sentinel you have, ie: Gaea sentinel now only does 50% damage to allies on auroras, Zelena sentinel adds a healing explosion after death to allies only in set of a damage explosion Small things like that can add a huge advantage if you are a small guild or a small alliance since it makes it harder for other bigger guilds to attack Again... just my opinion
  14. Now that i look back... stay in the fight is a viable discipline so i agree on that orb bundles... for as fun as i think it would be to have an easy straight 5 orbs just land on the floor, it would make bombing "too easy" i still like the idea of "hard work pays off" as in: if i make a big bomb im actually going to have an impact in the fight, plus landing a 15 orb bomb shoudlnt take more than 20 to 30 seconds if you know your way around archdruid, its just a matter of practice, just like all the other classes 😉
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