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Druid-like Build

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dragon wench
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Druid-like Build

Post by dragon wench »

Just curious, has anyone tried something like this?

I'm thinking I might give it a go at some point by selecting the Creation, Spirit, Shape Shifting and Healer trees.

I figure this would be a more balanced, role-playing character, as opposed to the annihilating power houses that mages tend to be in this game. :D

So.. don't tell me that shape-shifting "sucks".. I already know it's the weakest of the specialisations. ;)
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GoldDragon
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Post by GoldDragon »

Sounds pretty good, but I did it just fine with Creation, Entropic, Spirit Healer & Shapeshifter (also with a mod that actaully makes it worthwhile to be a shifter).

With few offensive spells (mostly hexes), it certainly was interesting.
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Scottg
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Post by Scottg »

dragon wench wrote:
So.. don't tell me that shape-shifting "sucks".. I already know it's the weakest of the specialisations. ;)

Shape-shifting *sucks*. :D ..but NOT because it's the "weakest" of the specializations.

I've tried it out, and you always use magic and rarely use shape-shift form, *except* when you run-out of lyrium, and that's only if you don't have the Blood Mage specialization and are purposely limiting your lyrium potions. The problem here is that you can't have your own sustained spells going while shape-shifted, and that pretty much leaves shape shifting as a last resort - and as a result the specialization is *rarely* used.


Actually I think the better Druid character is via the Rogue "Ranger" specialization, with the poison line for offensive "spell casting" and weapon damage enhancement. Invisibility via Stealth (..which mages don't have.)

The Ranger's summons are *always* useful, and even more so with Ranger Mastery.

Further, you can limit and at the same time "expand" your character's build by NOT creating a "back-stab" type character. :eek:

Consider a strength-based build with dual weapons. Longsword + Dagger. (Archery is also possible, but far less effective.)

The build progression becomes far more "relaxed" with such a build, and as a result is far more effective at early levels.

For skills it's Poison Making, Coercion, and Combat Training, and early-on with a fairly even distribution. All of the "bomb" recipes only require *2* skill ranks in Poison Making and do 80 damage to each in the area it effects assuming no damage type resistance to that element (..though its radius is considerably smaller than most spells).

For Talents it massively eases the build's progression. Dual-weapon Training, Dual-Weapon Finesse, Dual-Striking, and Stealth I. (..Dirty Fighting before entering the Fade.)

The highest attribute requirement there is Dexterity at 16 for Dual-Weapon Finesse at the start of the game.

Combat Stealth only needs 18 in Cunning.

Dual-Weapon Expert only needs 26 in Dexterity.

Those two Attribute scores are your limits, and neither the Stealth line nor the "Expert" or Momentum (line) are really necessary until you have your Mage-Tower Fade augmented attributes. (..so you'll probably be "saving-up" about 4 talents until you have the attributes to handle them.)

The Fade bonuses are:

Strength - 4
Dexterity - 4
Willpower - 4
Cunning - 5
Magic - 2
Constitution - 2

If you have a Human (classic std. Druid race) then you have +1 to Strength, Dexterity, and Cunning.

With a max Cunning requirement of 18, and + 6 with your racial and fade bonuses, that means you only need to spend 2 points in Cunning, and only one point early-on for getting your Coercion skill to level 2. (..as noted below, incorrect because of Rogue starting values.)

With a max Dexterity requirement of 26, and +5 with your racial and Fade bonuses, that leaves a Dexterity requirement of 11, and only 5 early-on. (..actually on *1* point early-on because of Rogue starting values.)

The rest you can apply to Strength. High attack numbers, high regular damage, and the ability to wear massive armor (..though of course keeping it to non-metallic armor, or *mostly* non-metallic :p ).

The Ranger talents you can start into immediately at level 7. Dualist at level 14 to increase you attack numbers to penetrate weakness and *almost* never miss.

Upper level talents would include the Dualist line, Below the Belt, and Deadly Strike.

And remember: it's not a lock-picking trap-setting/disabling rogue.. it's a Druid!

EDIT: I'd forgotten that you get Dirty Fighting for free and that Cunning is set at 15 for Rogues to start. That makes some of the attribute points wasted.. (at least until latter *if* you seek Stealth Mastery).


I could also see a potential Shape Shifter *with* Wynn buffing your shifted form to a considerable degree: Heroic Offense for the attack bonus and Haste. Another problem here is still damage, with no significant way to increase it UNLESS you want to spend attribute points on Strength instead of Magic, AND expect the total to be higher than the form's base.
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dragon wench
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Post by dragon wench »

Wow.. thanks for such a detailed reply :D

I think your post actually speaks to the significant similarities between D&D rangers and druids.
The "rogue" build you suggest comes quite close to a ranger (with, of course the very handy addition of the poison and bomb options :D )

I an going to try that approach at some point, because it sounds like fun and I'm a sucker for trying out different builds. In any game I've played I've always suffered from chronic multiple character creation. :rolleyes:

I have decided to try the mage route for now, and it's fascinating just how differently this character plays compared to my pure primal mage.

So far my "druid" has:
spell wisp
rock armour
death syphon
spell bloom (the only really useless spell in this list, IMO)
group heal (not sure whether to first go with spirit healer or shape shifter)
stone fist
walking bomb (poison attacks seem to make the most sense for this type of character)
virulent walking bomb
grease
stinging swarm

I am seriously beginning to wonder if it's even possible to make a weak mage in this game.... I've discovered that Grease combined with Stinging Swarm and the Bomb spells wreak complete havoc on enemies... :speech:
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Scottg
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Post by Scottg »

dragon wench wrote:Wow.. thanks for such a detailed reply :D

I think your post actually speaks to the significant similarities between D&D rangers and druids.
The "rogue" build you suggest comes quite close to a ranger (with, of course the very handy addition of the poison and bomb options :D )


I am seriously beginning to wonder if it's even possible to make a weak mage in this game.... I've discovered that Grease combined with Stinging Swarm and the Bomb spells wreak complete havoc on enemies... :speech:
Your welcome!

Remove the "bombs" and yup, it would be a Ranger (..though actually a Ranger is a "Warrior" offensivly speaking, but generally lacks better armor - this is in contrast to the character I described which isn't as good as a warrior but can wear better armor). BTW, Herbalism should also be included for Resistances - i.e. Druids are good at providing resistances.

It's possible to create a weak mage.. but it's always going to be a mage, not a druid. The spells/diversity just doesn't work out, and there are no real summons to augment (..except necromancy which is about as anti-druid as you can get).

Druids are neutral.
Druids summon and augment summons.
Druids shape-shift for melee ability and for various defensive capability.
Druids are healers, but never defy life/death.
Druids deal with nature, and particularly from consistent sources: earth, air, and water. (Seasonal changes are not consistent, so water as it relates to ice doesn't qualify.)

Of course over time Druids have been radically expanded in D&D - and have spells that I would personally consider taboo for the class, particularly any spell that is necromantic in nature (..like Harm).


As I look over the spells in Dragon Age a few lines seem appropriate, and others seem inappropriate.

The "Summoning" line is the most appropriate, but unfortunately one of the 4 spells is a waste ("wisp").

The "Healing" line seems secondary, but conversely the Spirit Healer specialization line does not (..it's a Cleric line of spells). (..though personally I'd select just "Heal" and leave the rest.)

The primal "Earth" line seems like the next most appropriate grouping, followed by the "Electrical" line. (..most of the fire and ice spells in D&D for Druids are more recent additions.)

The Enhancement line would be OK, except that you can't enhance your own "summon" (..Stinging Swarm in this case).

Considering that you can wear armor and cast spells as a Druid, at least the Arcane Warrior specialization seems like a "no-brainer" to me.

The rest of it seems more like Arcane (or to a much lesser extent -Clerical) spells to me.

ANYTHING that does spirit damage is a "no-no" IMO, and this includes the "Bombs".
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