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Thread: [4e] Druid at-wills
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2009-07-08, 12:40 AM (ISO 8601)
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[4e] Druid at-wills
The predator druid in my current campaign has Grasping Claws as one of his at-wills.
I’ve come to the conclusion that it is a very odd power. A slow effect on a melee power is a good fit for a defender, or maybe even a leader, but it doesn’t make much sense to me on a controller like the druid. At best, all it does is make the monster sit there and attack the druid. Unfortunately, druids (especially predator druids) aren’t really built to take that punishment.
I’m generally loathe to optimise other people’s characters (at least more so now than when we started the campaign) but I’m considering suggesting that the druid's player swap it for Pounce or Savage Rend. Both strike me as better powers for a predator druid.
Does anyone have any insight or advice?
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2009-07-08, 12:45 AM (ISO 8601)
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Re: [4e] Druid at-wills
Wizard's can do this also, I don't see what the big deal about it is. Also think of it like the rattlesnake, it strikes and then just kind of follows its prey till it finally dies.
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2009-07-08, 12:50 AM (ISO 8601)
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Re: [4e] Druid at-wills
That's true, but Wizards can do it from 10 squares away. This means that the target is stuck next to somebody else (like the defender).
I don't have the book in front of me, but if the Druid can't take the punishment that he's bring upon himself, I would recommend changing powers.
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2009-07-08, 12:53 AM (ISO 8601)
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Re: [4e] Druid at-wills
Perhaps I wasn't clear enough.
Grasping Claws is a melee attack that slows the target. Controllers get it.
Ray of Frost is a ranged attack that slows the target. Controllers get it.
If ray of frost were a melee range spell, would you still recommend it for wizards? Probably not, because a wizard generally wants the enemies to get away from him, not be stuck next to him.
Hence my question: am I missing something about Grasping Claws or predator druids, or should I recommend that my co-player retrains it?
Edit: Sneaky ninjas!Last edited by Colmarr; 2009-07-08 at 12:55 AM.
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2009-07-08, 12:58 AM (ISO 8601)
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Re: [4e] Druid at-wills
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2009-07-08, 12:58 AM (ISO 8601)
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Re: [4e] Druid at-wills
Works for Guardian Druids. Since they get their AC from Con, it'll be pretty high, giving them a bit more durability than the average Controller (who usually makes Con their dump stat)
I don't have the book on me, but I know that Barbarians gain extra Hp than the average striker, and Wardens more than the average Defender. Do druids get more Hp than other Controllers?Of War, an 11th level 4e campaign scheduled to start soon.
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2009-07-08, 01:11 AM (ISO 8601)
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Re: [4e] Druid at-wills
They get 12 + Con mod at first level and 5 per level. That's better than Wizards and Invokers, but it's otherwise standard for non-defenders. So yes, they get better HP than other controllers (presumably since they need to be in melee at times), but they still don't get a lot.
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2009-07-08, 01:27 AM (ISO 8601)
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Re: [4e] Druid at-wills
I could see maybe hitting an opponent with grasping claws at the beginning of your turn after they've moved up to you, and then wild-shaping back into normal form as a minor action to shift 1 square away, and then moving your speed away as a move action, forcing them to move against someone else. But, I mean, that's a pretty specific and not-always-tactically-valid use of a turn.
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2009-07-08, 01:39 AM (ISO 8601)
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Re: [4e] Druid at-wills
It depends on where you stand as your pseudo-defending. Personally, I've used grasping claws to keep things from trying to escape from the actual defenders or just to stop people who are trying to walk past me to get at the [slightly] squishier strikers.
On the other hand, savage rend works in nearly all those situations as well, and if you're 7th level or higher, you can pick up rushing cleats to double its slide, which is fun for literal tossing of enemies where you want them, particularly since you can do it on an OA.
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2009-07-08, 02:23 AM (ISO 8601)
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2009-07-08, 05:26 AM (ISO 8601)
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2009-07-08, 06:55 AM (ISO 8601)
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Re: [4e] Druid at-wills
Wait... Hold on. Why is Constitution a dump stat? Is there some other way to get HP and healing surges? Is Strength suddenly useful for a controller? What did I miss out on?
I don't think any class, anytime, anywhere, could/should/would make Con a dump stat. Dump stat implies that you not only have a flat 10, but that you might have an 8. Who in their right mind would give themselves that few HPs and healing surges? Maybe if you have three or four Leaders in the party, with an Artificer... But, really?Check out a bunch of stuff I wrote for my campaign world of Oz.
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2009-07-08, 08:37 AM (ISO 8601)
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Re: [4e] Druid at-wills
Not many wizards put Con above 12 though. Unless you use a Staff Wizard of Tome Wizard, most pile everything into Int and Wis (or Dex for Wand Wizards). Besides, after your 18/14 split of you point buy, you have, what, 1 point left? 11 grants 1 extra HP an no surges, so it looks lke a dump to me.
Again, apart from Tome Wizards, name me a feat hat helps Wizards increase area size, range, accuracy or damage? (Honestly there might be one, but i'm not sure).
I know HP and surges are important, bhy put points into Con when you can simply hide behind the Paladins/Fighters/Swordmages/Wardens, and just hang 20 squares away from battle? I can think of plenty but it hasn't stopped people from actually following that advice...Last edited by Arcane Copycat; 2009-07-08 at 08:38 AM.
Of War, an 11th level 4e campaign scheduled to start soon.
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A thousand thanks to Ahp77 for the Doppelganer Wizard avatar.
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2009-07-08, 09:13 AM (ISO 8601)
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Re: [4e] Druid at-wills
I'm just saying: Why is it called a dump stat when it is still useful? Why don't you say "Str is the dump stat"... cause it is.
I'll look into the feat selection a bit more when I get home, because I only have a few books available to me at work. Most feats that are useful to a wizard's specific powers are Int and Wis, but my guess is that there are more feats that'd help a wizard that require a 13 Con than there are feats that require anything more than a 2 Str. (Except maybe move actions...)Last edited by Burley; 2009-07-08 at 09:20 AM.
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2009-07-08, 10:27 AM (ISO 8601)
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Re: [4e] Druid at-wills
*checks the Druid*
Grasping Claws is a non-STR attack that targets REF and, most importantly, can be used as a melee basic attack. So the Druid can make his stats, gear, and feats as melee-averse as a Wizard and still MBA like a purebred melee class. It lets the Druid charge, OA, and be useful to a Warlord with the best of them.
Like Asbestos said though, if it isn't working for that character, then it isn't working for that character, so there's no harm in retraining it.SpoilerBossing Around Mad Cats for Fun and Profit: Let's Play MechCommander 2!
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2009-07-08, 11:36 AM (ISO 8601)
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Re: [4e] Druid at-wills
Well technically all of the beast-form at-wills are like that, it's just a matter of what special effects you want. Personally, I feel that the slowing is the best of the lot (grasping claws), followed closely by slide 1 (savage rend). Pounce is, imo, the weakest of the lot, and should only be picked up if you've got someone specifically geared to take advantage of it.
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2009-07-08, 11:39 AM (ISO 8601)
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Re: [4e] Druid at-wills
Huh, hadn't noticed that
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2009-07-08, 12:09 PM (ISO 8601)
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Re: [4e] Druid at-wills
Check out a bunch of stuff I wrote for my campaign world of Oz.
SpoilerI am the Burley, formerly known as Burley Warlock. I got my name changed. Please remember me...
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2009-07-08, 12:11 PM (ISO 8601)
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2009-07-08, 12:54 PM (ISO 8601)
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Re: [4e] Druid at-wills
shock notice: 4e power selection depends massively upon party composition.
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2009-07-08, 01:13 PM (ISO 8601)
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Re: [4e] Druid at-wills
Y'know what? So?
Check out a bunch of stuff I wrote for my campaign world of Oz.
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2009-07-08, 01:17 PM (ISO 8601)
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Re: [4e] Druid at-wills
The claws let you OA a fleeing opponent and slow them. This is quite good.
Or don't you have bad guys who, after their side looks like they are going to lose, break and run? (Often for reinforcements)
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2009-07-09, 06:34 AM (ISO 8601)
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Re: [4e] Druid at-wills
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2009-07-09, 09:11 AM (ISO 8601)
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Re: [4e] Druid at-wills
Last edited by Yakk; 2009-07-09 at 09:11 AM.
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2009-07-09, 09:46 AM (ISO 8601)
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Re: [4e] Druid at-wills
The odds of that set-up are... slim. Besides, if the DM is really having the retreating guy retreat, it'll get away. Most monsters are fight until you can't, cause you're dead. The others can go invisible.
Check out a bunch of stuff I wrote for my campaign world of Oz.
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2009-07-09, 09:53 AM (ISO 8601)
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Re: [4e] Druid at-wills
I'd argue with you on this. Having monsters flee is a primary tactic of mine as a DM, especially monsters that are most valuable when they've got backup (like artillery or controllers). They attack with the group, and if their own defenders or minions or whatever get flattened, they fall back to rally reinforcements or at least find a better position.A controller whose specialty is getting in the faces of monsters like that and preventing their flight would be super-annoying.
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2009-07-09, 02:01 PM (ISO 8601)
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Re: [4e] Druid at-wills
Or maybe your DM has monsters retreat when they think they are going to lose, and think they can get away.
You know, monsters with motivations who aren't fanatical about fighting. :)
I'll admit this differs -- some DMs make all monsters fight to the death, and has other monsters get away by fiat.
A druid could position themselves to cut off avenues of retreat for the monsters they expect their party to beat, in order to prevent the monsters from going to get reinforcements or warn their allies or just get away with the treasure.
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2009-07-09, 07:16 PM (ISO 8601)
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Re: [4e] Druid at-wills
I'd say a Warden can be at least as good for that purpose.
I think if you're going to have a Druid with only one Beast at-will, the best at the moment is Savage Rend - especially if you combine it with something like Boots of Adept Charging (AV). Putting an enemy right where you want them can be a priceless advantage. Being able to then move out of the way of that foe's easy retaliation (via the boots) is gravy. Grasping Claws would be my #2 pick for Beast powers.
Pounce has a nice effect, but that effect only triggers against the next attack, and you can't use Pounce as a Basic Melee Attack unless you're charging, which limits it's utility. Unless you have some very specific strategy in mind (which should probably be more than just providing CA for a Rogue, given how many other ways that Rogue can get CA now), I'd say a Druid should never take Pounce.