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With all these vocation adjustments, what’s actually the best way for us Druids to keep our damage going up and stable in team hunts now?

Idk, but I feel like I could do something else rather than throwing runes everywhere lol.. thanks so much!

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Since the vocation adjustments, I don't think the best strategy is to keep throwing runes all the time.

For me, runes are more of a filler now, and I mainly use them whenever my elemental spells (ice and earth) aren't effective because the creatures are immune or highly resistant to those elements.

On the other hand, if I'm hunting in a spawn where creatures are weak (or at least not resistant) to my elements, then most of my damage comes from keeping my offensive spells on rotation and casting them as soon as they're off cooldown.

As an ED, this is what I personally prioritize:

1) I almost always use the forked spells (my team actually calls them "the druid's crazy chains" ) while we're approaching a box or moving from one box to another. Basically, whenever the pull is still being built or the box is already breaking apart and another wave isn't worth casting anymore. The chain has great range and is really good at hitting monsters that are still scattered around.
2) I use my waves whenever my positioning lets me hit most of the box. Personally, I use all of them: exevo ulus frigo/tera, exevo tera hur, and exevo gran frigo hur. Once I see that most creatures are already in red-black HP, I usually finish with exevo gran mas frigo/tera, since by then I can normally hit the whole box.
3) I use SD (Sudden Death Rune) if there's only one creature left while we're already moving to the next pull. That way I can keep contributing damage without slowing the team's experience down.

    In a team hunt, as the ED, my priority is still keeping everyone alive. I'll use Terra Walls or other field runes whenever they're needed to protect myself or the rest of the team.

    Because of that, I almost always use Shared Conservation whenever we're hunting a new spawn, if there's any risk, or if we aren't hunting with our usual four-player team.

    Once we're comfortable and confident in the spawn, Elemental Synthesis becomes my go-to stance. That extra 10% Magic Level makes a noticeable difference to the damage from all my elemental spells.

    This is simply what has worked for me. I usually hunt in a standard four-player team (EK, ED, MS and RP), and I'm currently level 787.

    Of course, there are many other ways to improve your overall damage. Charms, preys, equipment, magic level potions, etc... they might seem like small upgrades on their own, but together they make a noticeable difference over the course of a team hunt.
     

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    Best answer

    With the recent vocation adjustments, we definitely have a great new way to optimize our DPS thanks to the two new chain spells: Forked Glacier (Ice) and Forked Thorns (Earth).

    These spells are incredibly strong, especially in spawns where creatures are neutral to both elements. They provide a very "comfy" hunting style because you don’t need to manually aim them or target specific enemies; the damage automatically chains and jumps between monsters on its own. Furthermore, if you unlock the Forked Spells perk in the Wheel of Destiny, it increases the number of targets hit, which is a massive help. More targets hit means higher total DPS, resulting in faster respawn clears, better exp/h, and higher profit.

    However, while they are amazing for solo hunts, I found them significantly less effective in party hunts. Here is why:

    • Box Efficiency: They don't hit all 8 monsters in the Knight's box since they have a target cap.  

    • Aggro / Target Retakes: Because the chain bounces automatically, it doesn't always prioritize the monsters locked inside the EK's box. If a monster frequently switches targets (retargets), it might stop attacking the Knight and turn on you instead. This leads to a chaotic hunt, forces you to waste turns running or over-healing yourself, and ultimately reduces the EK's damage output—which means less exp and less profit for the team in the long run.

    Another solid approach is sticking to Area Runes. In hunting spots where ice and earth damage are weak, runes are still highly viable. This is especially true now that CipSoft buffed the Thunderstorm Rune (Energy), giving it the exact same base damage as Avalanche and Great Fireball.

    Ultimately, going for a hybrid approach (combining waves, forks, and runes depending on the situation) is definitely the best solution.

    Here is how you can effectively optimize your DPS in team hunts now:

    • Master your Spell Rotation: Runes should strictly be used as fillers to cover your cooldowns. Your main damage output must come from your high-cooldown burst spells (Ice Burst / exevo ulus frigo and Earth Burst / exevo ulus tera) combined with your main waves: Strong Ice Wave (exevo gran frigo hur) and Terra Wave (exevo tera hur) and when the box is dying down and there are fewer enemies left, that is the perfect time to switch to your fork spells to efficiently clean up the remaining targets. 

    • Improve Your Positioning: You cannot hit efficient waves if you stand too far back. You need to position yourself diagonally or straight in line with the Knight's box, depending on the shape of your wave. Standing closer allows you to catch the maximum number of creatures inside the box with your Terra Wave (which has a narrower, triangular area).

    • Coordinate with the Knight (EK): Let your EK know where you want to stand. If the EK positions the box correctly against a wall or in a choke point, it becomes much easier for you to safely step up, shoot a wave, and step back if necessary without taking full target retakes.

    • Never Miss an Auto-Attack (Wand/Rod): A lot of druids forget that their basic weapon attacks occur automatically every 2 seconds. Make sure your target lock is always active on one of the high-HP monsters in the box. Not only does this add extra continuous elemental damage throughout a 1-hour hunt, but it also gives you constant mana leech/recovery per hit, helping you sustain your expensive spell rotation and keep your mana filled for the Mana Buffer.

    • And lastly, but most importantly: Don't forget to heal your Knight! Otherwise, your main concern won't be maximizing your damage, but simply surviving, haha!

    by (1,181 points)
    Please review your use of AI on this answer, your response provided a wall of vague information about the change but did not really answer the question.
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