Druid, Class idea.

While I know this is not the most ideal area to post idea’s there is currently no general forum for the everquest next area, so I though this would be the best area to post it, hope you enjoy it! :)

Druid
Note: Damage figures taken at 60 Offense for balance purpose when finding the average dps.
When entering an Aspect your weapon combat skills will be replaced with the 3 aspect skills, and you must use a combination of 3 of these skills to leave that aspect, or once 9 seconds has passed.

Lore for Aspects, the Druid cannot maintain the aspects for a long period or they will be taken over by the creatures primal aspect so the druid has to carefully balance the aspects of each creature only staying in that aspect for a short amount of time or risk being consumed by natures fury.

Two-handed Maul:
1) Aspect of the Boar
9 second cool down.
180 Energy cost.
While Aspect of the Boar is active you may use any 3 combination of skills before losing the aspect, while Aspect of the Boar is active gain 9% increased Offense.

Boars Charge – Charge the target dealing (0.4*Offense)+60 physical damage and interrupting any casts.
Razor Tusk – Deal (0.4*Offense)+60 physical damage and then (1*Offense)+45 Physical damage over 3 second. Bleed stacks up to 3 times.
Gore – Deal (1*Offense)+45 Physical damage over 3 seconds and snares the target by 60% for 3seconds. Bleed stacks up to 3 times, snare duration is refreshed.

2) Aspect of the Bear
9 second cool down.
180 Energy cost.
While Aspect of the Bear is active you may use any 3 combination of skills before losing the aspect, while Aspect of the Bear is active regenerate 1% of your maximum armour per second.

Slam – Deals (0.3*Offense)+65 Physical damage if the target has armour left slam deals 25% more damage.
Claw swipe – Deals (0.3*Offense)+65 Physical damage to all enemies in a cone stunning for 0.5 seconds.
Savage bite – Deals (0.3*Offense)+75 Physical damage and restores 10% maximum health over 10 seconds. Health regeneration does not stack, but will reset the duration.

3) Aspect of the Wolf
9 second cool down.
180 Energy cost.
While Aspect of the Wolf is active you may use any 3 combination of skills before losing the aspect, while Aspect of the Wolf is active you and nearby party members regenerate 1% of your maximum mana per second.

Sense vulnerability – Deal (0.6*Offense)+15 Physical damage and cause the target to take 5% more damage for 10 seconds. This can stack up to 3 times.
Fang and Claw – Deal (0.6*Offense)+15 Physical damage if the target is vulnerable you gain 20% movement speed for 3 seconds.
Howl – You and nearby allies gain 10% armour over 10 seconds. This cannot stack using it again will refresh the duration.

4) Aspect of the Stag
30 second cool down.
180 Energy cost.
Aspect of the Stag cannot be activated in combat.
Lasts until cancelled.
If you receive 15% of your maximum health in damage you will lose Aspect of the Stag
While Aspect of the Stag is active your movement speed is increased by X% (your highest mount speed). A single friendly player can request to mount you and allow you to take them around on your back.

Wooden Staff:
1) Natures Wrath
Range
1 second cast time.
Deal (0.4*Offense)+40 nature damage to the target and reduces their damage by 10% for 3 seconds. Also heals all nearby allies for (0.2*Offense)+10 over 3 seconds, this effect stacks up to 3 times.

2) Tangle Root
Range
8 seconds cool down.
1.5 second cast time.
60 Energy cost. Deal (0.6*Offense)+80 nature damage to the target and root it for 1 second, after the root expires the target is snared by 60% for 3 seconds.

3) Sylvan Touch
Range
6 second cool down.
Instant cast.
Heals a nearby friendly player for (3*Offense)+120 health over 8 seconds, this skill costs no mana. But does not stack on the same target, casting it twice on the same player will refresh the duration.

4) Healing Grove
Range
30 second cool down.
Instant cast.
240 Energy cost. Places a Healing grove that cannot move or be attacked. It heals all nearby allies for (0.2*Offense)+10 health every second and lasts 30 seconds.

Shared Skills:
5) Natures Ward (Utility)
60 second cool down.
Instant cast.
Lasts 30 minutes.
Coat yourself and nearby allies in thorns, dealing (0.1*Offense)+10 physical damage to all attackers. Additionally when attacked spores have a 30% chance to burst regenerating (0.3*Offense)+10 health over 3 seconds.

6) Tranquillity (Utility)
60 second cool down.
2 second cast.
Regenerate 20% of your maximum power over 5 seconds, if you are full on power any remaining regeneration will be passed over to a nearby friendly player until the amount of power generated has been fully used.

7) Willow Wisp (Defensive)
60 second cool down.
Instant cast.
Lasts 30 minutes.
Summon a Willow Wisp to your side, it will follow you around and heal nearby friendly targets for (0.3*Offense)+10 health every 4 seconds. If your health drops below 10% maximum health it will sacrifice itself and heal you for (2*Offense)+200 health. This cannot happen more often than once every 240 seconds.

8) Spirit of the Wolf (Movement)
30 second cool down.
Instant cast.
Increase the movement speed of yourself and all nearby allies by 20% for 10 seconds, this bonus movement speed is only in effect out of combat.
EverQuest Next

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