Following the series about how i would rework the ranger class today i'd like to talk about Druid. Druid is in a weird spot, it goes from almost mandatory in raids and fractals to not wanted in other content like WvW group combat.
I think this is how the spec end up, because although the core idea ( a healing concept in a game were no trinity was needed ) it didn't go all the way thru leaving a bland hybrid which is supposed to be all for healing spec but not really .
So this changes would need some rework of how the druid is designed but in the end i think it could benefit the class in all gamemodes.
Druid is a healing/support class based in the universal equilibrium, as such can use celestial (as astronomy) aspects of the universe to bring balance to the world around them. Mechanically it would differentiate from other healing classes as Druid would keep using the main design from the ranger:
Using smart positioning the druids will be able to support their allies with healing and regeneration.
This would make the Druid to play different from other healing classes as the elementalist uses PbAoEs to heal and the revenant uses the tablet mechanic.
The Druid only builds Astral force when healing directly allies. It does not build when the Druid heals himself or by boons. Only direct healing from skills can build up Astral force.
It builds 1% por heal pulse, independently of the amount and independently if the target is fully healed ( explained below )
The staff change how the targeting system works for the druid. Instead targeting enemies, when the druid equip the staff automatically the targets are swapped to allies. That's it, the staff targets are the allies, being other players, NPCs or the Druid's pet. When the druid is using and staff the objective should be healing allies and at the same time damage enemies caught on the way. This means while the druid is using an Staff to select an enemy will need to actively click on it as tab would select the next ally. As to hit enemies with the staff is more difficult the damage is increased. The druid will need to use allies or the pet to get the enemy in the cross fire.
The original Glyph design forced the Druid to get into melee combat while the staff and use of the pet put them into the backline. This affects indirectly the uses of the Glyphs making them practically be less impactful as it would require the Druid to move excessively not being able to get advantage from good positioning. From now on to facilitate the job of a Druid as supportive spec now those effects can be placed around Druid or around the Pet as the glyph while active works as an switch.
This is to provide more usability to the Avatar state glyphs as being gated behind avatar state make the use of them counter intuitive and a pain to use.
All conditions cleansed are instead converted : Damaging conditions are converted to regeneration (3secs) while Control conditions are converted to Protection(1sec). All ghyps have 5 targets (allies or foes)
To change the glyph to pet target the skill should be hold. All glyphs have a 1/2 sec cast on self but 1 second cast time on pet.
The original effect go against a healing spec, as it is focused in DPS while the spec have little use of that stats and should be focus in heal and conditions (Seraph set).
Celestial Being Astral Force is gained at 1% by direct outgoing heal applied by the druid. Regeneration is not included in this calculation. No Astral force regeneration by damaging enemies. While in celestial avatar form, your healing of others is significantly increased. Increased Outgoing Healing: 50%. The druid has still the Astral Force penalisation for leaving early the avatar state but now it does not need to fill up the bar to be able to enter into Celestial Avatar. The CD in Celestial Avatar is increased to 15 seconds in all game modes.
This traits are the ones in the most need of a change. Some actual traits make the Druid a must have (might from grace of the land) removing other classes from PVE, meanwhile other traits are completely unfun to play against
Grace of the Land: Improve the effect of some boons in nearby allies. Interval 9 seconds.
Might : +10 power and condition damage by stack
Fury: +100 ferocity
Protection: Reduce condition damage by 20%
Regeneration : Reduce condition duration by 20%
Lingering Light: Every time an ally has a condition converted by the druid the ally is additionally healed.
All ranged skills are changed to PbAoE to keep the coherence of use. Ranged skills get increased effects to compensate.
Cosmic Ray: The skill is changed to an small pbAoE. Radius 240. This skill also convert one condition of affected allies.
Seed of Life : The skill convert 2 conditions. Once at the beginning of the cast, the other at the end.
Lunar Impact: The skill is changed to a PbAoE which knockdown for 1 second. Radius 360.
Natural Convergence: To keep the purity of purpose the Power damage is changed to condition damage. Each Pulse additionally applies burning. At the end of the channel additional bleeding and knockdown (2 secs) is applied to foes.
So those are the changes. The objective is to make a positional healer, with access to burst and constant healing so it can compete with other healers in the gamemodes where is not welcomed at the moment. Key traits and skills are changed so while still providing unique utility to the group don't overlap with roles in the group.
There is no difference there, to build the Astral Force consistently The Druid will still need the Staff, But now the staff is rewarding with significant effects although also more difficult to use.
However as the requirement to fill the bar is removed, the Druid does not need to camp staff. the Druid still will be using the staff when the situation requires it or to fill the bar nothing is happening, warming his pet with his kind solar beams.
But if required is more free to use other weapons as does not need to camp the staff to access reliably to the Celestial Avatar if the Druid understands and manage the Astral Force intelligently
Finally the Druid get the ability to cast the old Celestial glyphs where the pet is located instead using the confusing in and out of avatar states, And this change should provide the missing synergy between the druid and the pet. As the pet becomes an extension of the Druid Abilities allowing the druid to keep the distance while being able to cast the powerful effects from those skills and fill the Astral Force by the way.
So, what do you think? I mean it is just how i would try to approach the Druid design so it keeps always an unique role without overlapping or destroying other roles in place.