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DRUID specializations/branches ideas

Level 23
Joined
Apr 8, 2017
Messages
1,605
1000239662.jpg

Druids branches usually r related with Healing, Forest, Spirits, Primal
- Map style: MMORPG

Everytime you chance your branch your spells are changed, you can change your branch at your base.

I need 3 branches but i still can develope them well.

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1) Could i mix the Forest with Healing???? What name this branch could have????
Function: Support, healing, sprout trees thats has regeneration aura, entangle roots that works same as landmines but entangling units, cast entangle, summon thorns

2) Spiritist? Function??

3) Primal? Shapeshifter?, i already have a Shapeshifter class :-/

4) Geomancer? Uses rock-spells againts Units with high magic defense, (rock spells damage type is physical so Magic defense is useless againts Geomancers)

---

Thanks in advance
 

Remixer

Map Reviewer
Level 33
Joined
Feb 19, 2011
Messages
2,112
1. Caretaker / Spiritist
Specializes in healing and restoring powers of the nature and its spirits. This class of druids typically also exceed in herbal knowledge, able to conjure concoctions useful in battle.
Spell Examples: Heal, Shield, Potions

2. Brutemancer / Brutetamer

Brutemancers specialize in the brutal and wild aspect of nature - they control and command animals of the wild, utilizing the raw strength of the wolf, the bear and others. Brutemancers, when powerful enough may blur the lines between their own physical body and that of the wild.
Spell Examples: Summon Beast, Claw Strike, Control Animal, Transform

3. Geomancer / Elementalist
Elementalists mix the physical world and the spiritual powers of the nature. Able to control the elements around them, elementalists are powerful casters in battle, but always dependant on the surrounding environment and elements.
Spell Examples: Entangling Roots, Vinelash, Hurl Boulder, Whirlwind Bolt
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Earthcaller:

Cast Earth (Active, Spellbook, ignores spell immunity): Throws sand (low damage, wide AoE, short-lasting Curse debuff) / mud (AoE, Slow debuff, no damage) / rock (Hurl Boulder/Storm Bolt) at the target.

Mineral Indifference (Active, AoE): Mass Anti-Magic Shell with a much shorter duration and different SFX.

Stonewall (Active): Creates a line of temporary rocks belonging to the caster between the caster and the target point (using the terrain-appropriate rock chunks doodad) with Fortified armor and renamed Spiked Barricades.

Quicksand (Passive): Slows movespeed of enemy land units (that don't use Hover movement) and damages buildings in a short radius around the caster.

Telluric Champion (Channeling): Gradually turns an area of terrain into rock in three stages (e.g. 3/5/9 tile radius every 5 seconds). If the channeling is uninterrupted, the area spawns a Granite Golem and turns the terrain to dirt. If the channeling is interrupted, spawns a Mud Golem / Rock Golem instead and turns the terrain to dirt.

Finger of the Mountain (Transformation): Turns into a Mountain Giant form with Spell Immunity, extra armor and Warclub. Increases radius of Quicksand, reduces manacost of other abilities while in this form.
 
Last edited:
Level 23
Joined
Apr 8, 2017
Messages
1,605
Weather for an all-rounder: Rain for healing, wind for crowd control (knockback/walls) / anti-air / support (speed aura), lightning for damage, snow and cold for anti-building/stun.
This fits more for a shaman imo, great suggestion bro, u always do it well 😘

1. Caretaker / Spiritist
Specializes in healing and restoring powers of the nature and its spirits. This class of druids typically also exceed in herbal knowledge, able to conjure concoctions useful in battle.
Spell Examples: Heal, Shield, Potions

2. Brutemancer / Brutetamer
Brutemancers specialize in the brutal and wild aspect of nature - they control and command animals of the wild, utilizing the raw strength of the wolf, the bear and others. Brutemancers, when powerful enough may blur the lines between their own physical body and that of the wild.
Spell Examples: Summon Beast, Claw Strike, Control Animal, Transform

3. Geomancer / Elementalist
Elementalists mix the physical world and the spiritual powers of the nature. Able to control the elements around them, elementalists are powerful casters in battle, but always dependant on the surrounding environment and elements.
Spell Examples: Entangling Roots, Vinelash, Hurl Boulder, Whirlwind Bolt
I like the Spiritist

Brutemance is a good one too, i took these ideas for a Beastmaster class already xd

Geomancer confirmed 😘

Earthcaller:

Cast Earth (Active, Spellbook, ignores spell immunity): Throws sand (low damage, wide AoE, short-lasting Curse debuff) / mud (AoE, Slow debuff, no damage) / rock (Hurl Boulder/Storm Bolt) at the target.

Mineral Indifference (Active, AoE): Mass Anti-Magic Shell with a much shorter duration and different SFX.

Stonewall (Active): Creates a line of temporary rocks belonging to the caster between the caster and the target point (using the terrain-appropriate rock chunks doodad) with Fortified armor and renamed Spiked Barricades.

Quicksand (Passive): Slows movespeed of enemy land units (that don't use Hover movement) and damages buildings in a short radius around the caster.

Telluric Champion (Channeling): Gradually turns an area of terrain into rock in three stages (e.g. 3/5/9 tile radius every 5 seconds). If the channeling is uninterrupted, the area spawns a Granite Golem and turns the terrain to dirt. If the channeling is interrupted, spawns a Mud Golem / Rock Golem instead and turns the terrain to dirt.

Finger of the Mountain (Transformation): Turns into a Mountain Giant form with Spell Immunity, extra armor and Warclub. Increases radius of Quicksand, reduces manacost of other abilities while in this form.
Bro that Cast earth spells is awesome lol

This one looks more for a Desert mage, true geomancer

-‐-

Thanks for the ideas guys
 
Level 30
Joined
Apr 6, 2010
Messages
3,219
Elementalist: Can align to different elements to switch out abilities. Equivalent spells share cooldowns.

Alignment (Spellbook): Switches current elemental alignment. Gains a small passive bonus while aligned to an element:
  • Fire: Attack speed
  • Wood: HP regen
  • Water: Mana regen
  • Earth: Armor
  • Wind: Move speed
  • Metal: Damage
  • Ether (unlocked with Quintessence): All of the above

Passive (non-hero ability):
  • Fire: Incinerate
  • Wood: Brambles (caster-only Thorns Aura / no-armor-bonus Spiked Carapace)
  • Water: Feedback
  • Earth: Bash
  • Wind: Orb of Lightning Purge
  • Metal: Orb of Corruption armor reduction
  • Ether (unlocked with Quintessence): Critical Strike

AoE Spell:
  • Fire: Flame Strike
  • Wood: Force of Nature
  • Water: Blizzard
  • Earth: Shockwave
  • Wind: Forked Lightning
  • Metal: Howl of Terror
  • Ether (unlocked with Quintessence): Death and Decay

Targeted Spell:
  • Fire: Firebolt
  • Wood: Entangle
  • Water: Frost Bolt
  • Earth: Hurl Boulder
  • Wind: Chain Lightning
  • Metal: Cripple
  • Ether (unlocked with Quintessence): Doom, summons nothing

Aura: Reduces enemy stat:
  • Fire: Attack speed
  • Wood: HP regen
  • Water: Mana regen
  • Earth: Armor
  • Wind: Move speed
  • Metal: Damage
  • Ether (unlocked with Quintessence): All of the above

Support Spell:
  • Fire: Rune of Dispel Magic
  • Wood: Scroll of Healing
  • Water: Scroll of Mana
  • Earth: Scroll of Protection
  • Wind: Scroll of Speed
  • Metal: Scroll of the Beast
  • Ether (unlocked with Quintessence): All of the above

Ultimate: Quintessence
Avatar, replaces elemental alignment with Ether (gains all passive elemental bonuses simultaneously) until the spell ends, attacks have a 50% chance to inflict Banish.

(yes I know the name doesn't make sense)
 
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