Classes
Druid - Deep Dive
Overview
Druids are a well-rounded class that can provide healing, DPS, and support. They often feel okay in these roles, but never particularly great at any one of them. With the class update, we’re adding the concept of “Seasons” to Druids, allowing them to temporarily specialize in healing, damage, or a hybrid of both.
Overall, Druids have not shifted far from their current incarnation on the Beta server. They’re strong soloers, capable healers who can still deal damage, and have a broad set of utilities that make them both self-reliant and valuable to groups. We’ve added some depth and scaling to some of their existing spell lines, but tried to refine rather than change the class.
Now, let’s dive into the new Druid feature we’ve added: Seasons.
Seasons
Seasons are a simple idea: the Druid gets a buff based on the season they're currently in. Summer is great for life and healing, Winter is for wrath and damage, and Spring and Autumn are a bit more well-rounded.
Summer - Lush and full of life, Summer is the season of growth and prosperity. While in Summer, the Druid gets a 20% bonus to healing and regeneration effectiveness. They also get access to a unique healing spell line, starting with Summer’s Warmth at level 8.
Autumn - Moving out of Summer, Autumn is the bountiful season of the harvest. While in Autumn, the Druid gets a 10% bonus to healing and regeneration effectiveness, as well as extra mana regeneration.
Winter - Cold and dark, Winter is the season of survival. While in Winter, the Druid gets a 20% bonus to damage spells and DoTs. They also get access to a unique damage spell line, starting with Winter’s Chill at level 8.
Spring - Hints of life come to the lands, but in Spring, the chill of winter still lingers. While in Spring, the Druid gets a 10% bonus to damage spells and DoTs, as well as extra mana regeneration.
All four seasons should be equally valuable depending on the situation or play style of the Druid. Summer and Winter are the specialist seasons, whereas Autumn and Spring are the balanced Druid's domain. Note that seasons are completely independent of the in-game calendar, and each Druid in a group can be in different seasons at the same time.
Seasonal Exclusive Spells
Summer and Winter have a unique, season-exclusive spell. If you’re the main healer for a group, you’ll want to spend most of your time in Summer. If you’re filling the role of a damage dealer, Winter is your best bet. Here’s what the seasonal spells do:
Summer’s Warmth
Bless your target with the warmth of summer, restoring Health.
Additionally, if the target is under the effect of any spell in the Touch line, this spell gains a healing bonus.
This is a mana-efficient, fast-casting heal. It typically heals for a smaller amount than something like Greater Heal, but when used alongside the Touch of Nature line, it gains a substantial boost.
Winter’s Chill
Freeze your target with winter's chill, dealing Cold Damage and decreasing their Movement Speed.
Additionally, if the target is under the effect of any spell in the Embers line, this spell gains a damage bonus.
This is a mana-efficient direct-damage spell that deals cold damage. When paired with the Embers DoT line, the damage is enhanced, making it a valuable tool in the offensive Druid’s arsenal.
Mantle of Summer and Mantle of Winter
These two new buffs are essential to the Season system. They allow the Druid to pick a starting season for their play session, or quickly jump to another season when needed. Mantles are on a shared 20 minute cooldown and last one hour.
Mantle of Summer
Wrap yourself in a mantle of summer, reducing the Mana cost of your Alteration spells, increasing your Armor Class, and granting you a Damage Shield that deals damage when hit.
Additionally, this spell sets your current season to Summer.
Mantle of Winter
Wrap yourself in a mantle of winter, reducing the Mana cost of your Evocation spells, increasing your Armor Class, and granting you a Damage Shield that deals damage when hit.
Additionally, this spell sets your current season to Winter.
How Seasons Change
The Druid's current season is driven entirely by what spells they cast. By casting spells associated with the current season (e.g. healing spells in Summer), they remain anchored there. If they cast spells of the opposite type, they’re pushed toward the next season.
Each season is represented by a buff, which can stack up to a maximum of 10 (having more stacks does not increase the intensity of the buff, however). As you cast spells associated with the current season, you add to these stacks. Casting spells of the opposite type removes these stacks. When the season’s buff counter hits zero, the season ends and you transition into the next one. You start each new season with six stacks of the seasonal buff.
A dedicated main healer can stay in Summer as long as they focus on healing, while a dedicated DPS can anchor in Winter the same way. A Druid who leans toward one role but wants to weave in some of the other should aim to anchor in Autumn or Spring. The system rewards short-term commitment to a role without locking anyone out of switching.
We’ve found it to be a pretty intuitive system once you play with it. Since the seasons shift based on what you’re casting, you tend to automatically gravitate toward a season that matches your current play style; and every 20 minutes, you can reset your Season by casting one of the Mantle spells.
Druid Spell Lines
Now that we’ve gone over seasons, let’s take a look at the updated spell lines for Druids.
Damage
Druids aren't typically a dedicated DPS class, but that doesn’t mean they don’t have the tools to be one. They have access to powerful direct damage spells, multiple DoT lines of varying elements, and an AoE option for outdoor encounters.
Ray of Sun
Expose your target to a ray of sun, dealing Fire Damage.
This replaces the Moonfire spell line.
Swarm of Gnats
Engulf your target in a swarm of gnats, dealing Poison Damage every few seconds.
Burning Embers
Ignite your target with burning embers, dealing Fire Damage every few seconds and decreasing their Armor Class.
This spell requires a Fire Beetle Eye.
This spell line no longer stacks up to three times, but it does provide extra damage when used with the Winter’s Chill line. We’ve also tweaked the damage values a bit.
Gust of Wind
Buffet your target with a gust of wind, dealing Magic Damage and interrupting their casting.
Gust of Wind doubles as an interrupt, which gives it value beyond raw damage in fights.
Lightning Strike
Strike your target and those around it with lightning, dealing Electric Damage.
This spell can only be used outdoors.
While this is the only AoE in the Druid's kit, it’s a strong one at the higher ranks.
Heals
Druids are a healing class first. They have a strong range of spells for keeping their party alive, covering everything from fast spot heals to long-duration regeneration.
Heal
Heal your target, restoring Health.
This is your standard heal. Nothing fancy, but it's reliable and available in all seasons.
Touch of Nature
Bestow the touch of nature upon your target, restoring Health and additional Health every few seconds.
The Touch line’s healing is split between an initial burst and a short heal-over-time. It’s good for targets who need help now, but aren't in any immediate risk of dying.
Regeneration
Regenerate your target, increasing their Health Regeneration.
This is a long-duration regen that keeps ticking between pulls and during fights.
Retained Spell Lines
Many of the Druid’s buff and utility spells were retained through the update, and their general functionality remains unchanged. That said, you may see some changes to their values and their lines expanded with additional tiers.
Here’s a (not so) short list of them:
Utility
Soulbind
Enduring Breath
Camouflage line
See Invisibility
Sense Magic
Speed of the Wild
Pack Speed
Wolf & Jackal Form
Speed of the Predator
Polar Alignment: North
Buffs
Woodskin line
Brambly Barrier line
Cold Protection & Resistance
Fire Protection & Resistance
Poison Protection & Resistance
Debuffs
Element Break line
Cures and Dispels
Dispel & Abolish Magic
Cure & Cleanse Disease
Cure & Cleanse Poison
Snares and Roots
Snare & Ensnare
Snaring & Ensnaring Vines
Twisting & Encircling Roots
Grip of Nature
Escapes and Teleports
Gate (Self)
Ring of Evershade Weald & Sungreet Strand (Self)
Circle of Evershade Weald & Sungreet Strand (Group)
Exodus & Sanctuary (Self)
Sanctuary: Evershade Weald & Sungreet Strand (Group)
Beast Spells
Lull Beasts (This has been expanded into a line of spells)
Nature's Calm line (This replaces Unity and has been expanded into a line of spells)
Charm Beasts line
Fear Beasts
Invisibility versus Beasts
Preservation (Revive a target beast corpse, returning it to life)
Removed Spell Lines
Druids had a lot going on. While working on this update, we wanted to focus on keeping them strong and familiar, but thin down some areas that felt unnecessary. Here are the main things that were removed with the update:
Whispers of Eth-es - We’ve added mana cost reductions to the new Mantle spells and faster mana regeneration with two of the seasons. We’ve also tuned spell costs for sustained play. With these changes, we felt that Whispers of Eth-es wasn’t really needed anymore.
Nature’s Respite - As an instant heal on a five-minute cooldown, this spell felt out of character for the Druid—like a leafy Lay on Hands. With the addition of the Summer’s Warmth line and the seasonal buffs, Druids will be more than effective healers without this in their toolbox.
AoE Lull, Irresistible Lull - We talked about this in a recent update, but generally speaking, lulls have been overly-powerful and diminish the danger we’d like to see in the game. Druids still keep a strong outdoor lull and a beast-specific lull, though.
Tree Form - We’ll be adding this back in the future as a quested spell. It’s a cool and thematic ability for Druids, but we’d like to do more with it than just sell it on a vendor.
Bear Pet - Somewhere along the way, we ended up with more pets than we ever intended. Ultimately, this didn’t feel like a key part of the Druid class, but we may still revisit it in the future as we know players love pets.
Animal Resurrection, Beast Speech, Strength Buff, Summon Cureberries/Food/Drink, turning other players into animals - These didn’t make the cut as Druids already had a broad spell selection.
Brambly Tunic - This line of self-only damage shield buffs was merged into the Mantles, so the separate versions were removed.
Cure Blindness - We’ll be removing this from other classes as well. Blind spells are often short in duration and don’t pose a great threat. We’ll reconsider this in the future if we decide to add a dungeon full of blinding creatures. Say, that’s an interesting idea…
Thanks for taking the time to look this over, and for your participation in our ongoing Beta. We look forward to getting the Druid update launched very soon for you to try out!
Archer - Bard - Beastmaster - Cleric - Druid - Elementalist - Enchanter - Fighter - Inquisitor - Monk - Necromancer - Paladin - Ranger - Rogue - Shadow Knight - Shaman - Spellblade - Wizard