16/09/19 - 18:42 PM

Author Topic: Guild Health and Druid Count  (Read 198 times)


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Guild Health and Druid Count
« on: July 30, 2019, 10:05:27 PM »
Reposting here as this is probably more appropriate:

Hey folks,

What is the current health of this guild? On a related note, why are there only 3 druids in the guild?




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Re: Guild Health and Druid Count
« Reply #1 on: July 30, 2019, 10:12:50 PM »
Guild health is pretty great.

As far as Druid count? Well, we've never really HAD a lot of druids. As with any class, they've faced a lot of attrition and we just can't seem to find many people actually playing them to keep around.


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Re: Guild Health and Druid Count
« Reply #2 on: August 05, 2019, 08:58:58 PM »
I can’t speak for everyone, but I have a druid box I play frequently. I love having a druid, but it’s not my first choice as a main. I believe there are a number of others in the same boat.


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Re: Guild Health and Druid Count
« Reply #3 on: August 27, 2019, 11:13:24 AM »
I mained a druid from Kunark through Seeds of Destruction on Phinny.

The type of player that wants to play a druid is one who can heal and cure when needed, but prefers to play in more of a utility / dps role.
Guilds never have enough clerics so they want the druids to act like mini-clerics. This is in direct conflict with the type of player who wants to play them, so they burn out or become dissatisfied with the class and leave or main change.

Rangers aren't really too fun to play right now because we aren't in content yet where SOE had clearly decided roles/functions of classes so they are just mini druids who can dual wield. Velious is the first time we get a spell that comes anywhere close to being class-defining.

As content opens up, Druids begin to have their debuff lines flushed out. At some point, you'll be level 80 and still be casting a level 47 debuff until SOE pulls their head out of their asses somewhere around Underfoot and has some of the debuff lines consolidated. But other functions are added to the class, including group heals that are very nice, as long as you have a group who is standing/performing where they are supposed to during raid content. You will have the occasional bucket-head who stands behind the mob during AE's when they've been instructed not to stand behind the mob during AE's and either is "too good" for Gina or doesn't pay attention.

In a nutshell, it's one of those classes you just have to stick with because you know what's coming and ports are always snazzy. And Reptile is AMAZING when it's added. You'll see half the server rushing to a level a druid when Reptile becomes available.