druid caster .
Đây là build druid chuyên xài phép

"rất imba theo cảm nhận của bản thân"
Starting: STR 8, DEX 8, CON 18, INT 10, WIS 18, CHA 10. + wisdom mỗi khi lên lvl
For a 32pt build: str 8, dex 8, con 18, int 8, wis 18,cha 8
For a 28pt build: str 8, dex 8,con 16,int 10,wis 18, cha 8
Feats
1st: Augment summoning ( lên lvl 14 sẽ đổi feats này sang Heavy Armor Proficiency)
Human bonus feat: Maximize " HBF chỉ có chi chơi rarce Human"
2nd (druid): Wild Shape: Wolf
3rd: Extend Spell (Tất nhiên khi kick hoạt khả năng này buf sẽ được gấp đôi thời gian . Quan trọng cho skill Body of the Sun, lên lvl 20 đổi sang SF: Evocation)
5th (druid): Wild Shape: Bear
6th: Empower Spell
8th (druid): Wild Shape: Winter Wolf
9th: Quicken Spell
11th (druid): Wild Shape: Dire Bear
12th: Shield Mastery
13th (druid): Wild Shape: Fire Elemental
14th: Feat swap Augment Summoning for Heavy Armor Proficiency (use Blue Dragon Plate)
15th: Improved Shield Mastery
17th (druid): Wild Shape: Water Elemental
18th: Completionist (or Heighten Spell)
20th: Feat Swap Extend for Spell Focus: Evocation any time between L18-20
21st: Toughness
24th: Epic Toughness
26th: (Epic Destiny Feat): cold spell power
27th: Empower Healing
28th: (Epic Destiny Feat): Elusive Target
Skill
Max Spellcraft, Intimidate, Concentration, Balance. UMD "+ thêm 1 vài điểm cho UMD đủ đề xài 1 vài cuộn phép thuật mà không bị xịt . Raise Dead and Resurrection scrolls, Teleport and Greater Teleport Scrolls and wands of Protection from Evil, Shield, Knock, etc. "
ENHANCEMENTS
EPIC DESTINY
WOLF ENHANCEMENTS
SPELLS
An overview of some druid spells: "cái này mình copy nguyên văn thôi không dịch được vì dịch sợ sai
"
Druids get 6 offensive spells as spell-like abilities, which is a major sp saver. They have a SLA for each element (fire, cold, electric and acid) as well as a SLA that does light damage and another that does damage based on alignment (Word of Balance). In addition, this build uses Rejuvenation Cocoon and Renewal, which saves even more sp on healing, and Consecration and Energy Burst are inexpensive AOE dps.
Produce Flame slow to reach its target and not efficient to maximize and empower, but for 6 sp, an unmaximized, unempowered Produce Flame does decent damage when you want to spam a ranged attack. Produce Flame is also an SLA so max and empower the SLA version for free! Regular spell has cooldown time of 1 second so blast away! Not good to use on mobile targets, but good for stationary and slower mobs and great to include the SLA as part of your regular attack pattern. Also great for charging up Empyrean Magic. There is no save against Produce Flame.
Creeping Cold and Greater Creeping Cold are the best damage-over-time spells in the game, imo, because they are a lot faster than arcane and divine DOTS. With only a 3 second cool down time you can rapid fire them on multiple mobs. While leveling, keep your cold spell power maxed and cast on a mob then keep moving, knowing it will be dead in about 8 seconds. Druid DOTS don’t triple stack as traditional DDO DOTS, but both Creeping Cold and GCC stack with each other. Sadly they do not stack with other druid DOTS (don’t know if this is working as intended). Use water elemental form (take at L17), with Mantle of the Icy Soul (a 9th level buff that slows and debuffs mobs that are hit by your cold spells). There is no save against Creeping Cold and Greater Creeping Cold. BUG: Creeping Cold and Greater Creeping cold overwrite other casters' Niac's Biting Cold.
Call Lightning (evocation) at low to upper teen levels you can one-shot mobs. You get Call Lightning as a 6sp spell-like ability (all SLAs Maximize and Empower for free). The regular spell has a 2 second cool down time so can rapid fire and can one-shot many heroic mobs faster than other casters can instakill them! Faster casting than wiz/sorc Lightning Bolt and strikes from the sky so never misses due to a mob moving out of the way. Keep your electric spell power maxed, easy with Bracers of Wind.
Body of the Sun (evocation) WOWOW! This spell is like a dream come true and at L13-19ish is fun and extremely powerful, as it basically turns you into a walking firewall! Doesn’t maximize or empower and does about as much dps as a firewall for less SP and moves with you. To add gravy on top of that, it’s a buff so can be extended! Make sure to take fire elemental form first at L13 and take water elemental at L17. As with firewall, BotS loses effectiveness at higher levels. For sick dps cast firewall and BotS!
Wall of Fire and Ice Storm (evocation) a druid can do nearly as much dps as a cold or fire sorc! In water elemental form, Ice Storm will have an added debuff and slowing effect on mobs when using Mantle of the Icy Soul buff. There is no save against Ice Storm.
Freezing Spray cast on mobs so they take 25% more damage from cold spells- great for named and raid bosses!
Sleet Storm not a uniquely druid spell but deserves a special mention. This is an excellent crowd control spell but is exceptionally annoying to your party if they don't have Freedom of Movement. Druids are the only class that has both Sleet Storm and FOM on their spell list so just give your party FOM and learn to love Sleet Storm! There is no save against Sleet Storm.
Finger of Death don’t do it, it’s a trap!! As casters we see FOD and go “OOOOH I NEEDS THAT!!” But on a druid it doesn’t make sense to spend resources to try to make FOD effective. Stick with Call Lightning at low to upper teen levels and Creeping Cold and GCC at higher levels. Don’t spend resources on necro or spell penetration on ANY druid build. Druids only have 2 spells with spell penetration checks: FOD and Word of Balance. Neither are important enough to invest in spell penetration.
Fires of Purity druids get a weapon buff! Great for party members if no arti is present. Don’t cast on yourself unless fighting mobs that are vulnerable to fire because it overrides Crown of Summer weapon buff (from enhancement line). Must be in fire ele form to cast, so cast on party first, then switch to water ele and buff self.
Mass Regenerate best mass healing spell in the game!! Use it and love it!! Heals stat damage and neg levels too! Endgame ticks for 400+ on a non-crit (on self with 90 healing amp). Fast casting so already ticks twice by the time a Mass Heal would finish casting. If your entire party needs a bigger burst than that, throw Mass Regenerate and Mass Greater Vigor back to back.
Snowslide sprint attack spell that freezes your enemies. Use in winter wolf form when you need to get somewhere fast! Does a burst of movement 2x as far as a favored soul’s wings plus 8 seconds of super fast movement. Great for leaping over long distances. Also lets you pass through mobs so great for getting out of crowds when trapped.
Storm of Vengeance (conjuration) 9th level AOE spell that does electric and acid damage. Long cooldown of 1 minute, but you get an SLA version too at L18 so helps to make cooldown less of an issue. Excellent to chew down large groups of mobs. There is no save against the acid damage, which is the primary damage of SoV.
Creeping Doom (conjuration) A very nice spell that I overlooked for a long time. Acts as an AOE DOT. Slow to reach its target but great for including in your close range large group AOE attack routine (Ice Storm, SOV, etc.) and will tick for 200ish poison damage every 2 seconds for 15 seconds.
Fire Trap (abjuration) and Fire Seeds Trap (conjuration) If you feel like you need extra bang beyond the regular AOE attack routine (Ice Storm, SOV, etc.) then these are nice to drop at your feet for added AOE dps when fighting large groups of mobs.
Earthquake (evocation) provides some of the best EE crowd control in the game. It is a L8 spell, so you get at L15, just in time for Gianthold elites. Great for kiting or intimidating large groups into and coupling with Ice Storm. For very large or tough groups of mobs, throw Earthquake, Ice Storm and Sleet Storm (give your party FOM or they hate you) and watch your enemies trip, stumble, fall, or slow to a crawl (from Mantle and Beguile) as you and your party obliterate them. Throw Storm of Vengeance on top of that to provide more AOE dps. Use Sunburst SLA to blind them too! Sunburst is also evocation, so the blinding effect hits a lot on druids with good evocation DCs. Turn off Maximize and Empower for Earthquake. The extra damage isn’t worth the extra sp cost, it’s the knock down ability that you care about most. An Earthquake DC of 50+ at endgame is good enough to be effective. I run at 58 and can bring down most mobs almost no-fail except EE Shadar-kai Assassins, evasion archers and winter wolves.
HEALING
Traditional healers may find an awkward adjustment when healing on a druid. Other healers wait for the damage to occur and then heal their party. Druids are a little different with their heal-over-time spells (vigor and regeneration). In a sense, you are healing in front of the damage instead of after the damage. You don’t wait for your party to be half down like you might with Mass Heal. Instead, you wait for a smaller amount of damage, then throw Mass Regenerate, which will tick for 400+ on a non-crit with this build (on self with 90 healing amp). At first I was upset that druids didn’t get mass cure spells like cleric and favored soul (they have in pen and paper D&D), but I have come to love healing on a druid so much better than cleric or favored soul, as the HOT spells are amazing for filling in the gaps that are between a traditional healer’s spells. Druids do however get all the single target healing spells Cure Light Wounds through Heal, as well as all single and mass target HOT spells. Unmaximized and unempowered vigor can be very efficient low-cost healing during heroic levels, just have to be proactive and stay ahead of the damage. Use cure spells and Heal for bigger burst of healing as needed. Spring’s Resurgence is also huge at lower levels, as it gives an immediate burst of healing as soon as a player falls below 50% health. It’s cheap to cast and can be a lifesaver in traps or against hard hitting mobs. Get used to regularly casting this on yourself and party members. When tanking groups of mobs or torc’ing up you can effectively use Spring’s Resurgence to keep yourself healed. Useful in epic levels as well. With cocoon twisted in and Renewal from US destiny, you can do a lot of your healing with these SLA's and save most of your mana for offensive casting. Renewal ticks for 300+ on self on a non-crit (with 90 healing amp).
TANKING
This build provides good self-healing tanking ability. Use cold DOTS to generate hate. Use intimidate to pull back mobs and bosses if they are pulled away from you. I have used this build to successfully tank all bosses on EE, although I would not advise you tank high-end EE bosses with a first life version of the build. Can tank heroic elite at-level demon queen, Stormreaver, VOD and all TOD bosses.
Temple of the Deathwyrm: can tank dragon and kuldjarghs simultaneously on EE. Kuldjarghs will keep you torc'ed up enough to spam your spells on the dragon. Tank TOTD in fire ele form with Body of the Sun. If someone pulls the dragon too far away from you, quickly change to winter wolf form and use Snow Slide to burst through the kuldjarghs and chase the dragon down and pull back. To hold aggro, use Body of the Sun, Wall of Fire, Storm of Vengeance, Sunburst, Sunbeam, Word of Balance and Produce Flame. During final beatdown, stay in winter wolf form so that you can quickly move around with Snow Slide as needed to keep the dragon centered.
Have fun building your caster/healer druid, I hope you enjoy this build and feel free to send me a tell if you’re on Sarlona!
Demonstration of build solo EE Don't Drink the Water with narration
Link bài gốc https://www.ddo.com/forums/showthread.php/427398-Gingerspyce-s-caster-healer-quasi-tank-build
Link Các Q theo lvl cho Newber
http://ddowiki.com/page/Quests_by_level