Part 1: At-Will Attacks

on 2010-07-16 07:05 pm (UTC)
Okay. Druids are tagged as Controllers, which means that you should think about how you can shape the battlefield to either keep enemies off of your weaker teammates or herd/corral them towards the frontline fighters, which can include you in your beast form.

Druids are kind of unique (and completely unique for Controllers) in that they move between ranged attacks and melee attacks. Being a Human Druid, you've got four at-will attacks to choose from, so you'll want to understand their different uses. Each one is better in different situations, so if you understand that a bit you'll have an easier time figuring out what to do each turn.

Your human form powers work at range:

Thorn Whip has good range and lets you pull the target slightly closer to you... it's a good move if somebody is flanking/ganging up on one of your allies across the battlefield. By pulling an enemy away from a teammate, you give them a chance to move away without provoking opportunity attacks. It would also obviously be good to use when there's a pit or fire or other dangerous terrain between you and the enemy.

Call of the Beast strongly encourages an enemy to attack the nearest target, so it would be a terrible choice in many of the situations where Thorn Whip would be good. On the other hand, if a Paladin or Fighter is having a hard time keeping a tough enemy's attention, this can be a good way to prod the monster towards them.

Your beast form powers are melee range. It's a minor action to change forms, so you can do that and attack in the same turn. There's little reason to choose your attack based on what form you're already in... look for the best opportunity to help an ally.

When you change from beast to human, you can shift one step for free, so if you need to withdraw you can shift from animal to human and step out of melee range at the same time, then spend a move action moving away, and then hit the target with a ranged power.

Either of your beast form powers can be combined with a charge, which gives you +1 to hit and lets you move your full speed as part of the attack. You can do this even after using a move action on the same turn. So even if you're far away from an enemy... just outside your range of thorn whip or call of the beast... you're actually still close enough to hit them in beast form. That's worth remembering.

Pounce makes the target give combat advantage for the next attack against it. Any ally fighting the same target will thank you for using Pounce, and if you're fighting an enemy alone it applies to your next attack. If you can't think of a reason you'd want to move the target around, use Pounce. The easier an enemy is to hit, the faster they'll go down, and the less danger they'll pose over the course of a fight, so repeatedly Pouncing a big brute is a good move.

Savage Rend lets you slide the target one square/step on a hit... you can use this to tear an opponent away from an ally, or move them into a position where you and an ally can flank them, or to knock them into something. It can be used as a melee basic attack, so if an enemy prompts an opportunity attack or a teammate is able to grant you a basic attack (and at least one of your allies can do this regularly), Savage Rend is what you'd use. Otherwise, it's best to use Pounce as your main melee attack.



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