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But the Druid will remind me of my old EQ1 main.
Keep in mind the EQ2 Druids are not like the EQ1 Druids. I played one in EQ1 and have a Warden in EQ2.
EQ1 was root, DoT, kite, repeat.
Now, once you enter combat, your movement speed is reduced severly, allowing critters to keep up with you. That kills chances of quad-kiting.
You will have DoT's, but not as many as before. You will get a root which still functions well, and you can keep 1, MAYBE 2 creatures at bay while dealing DoT's and mini-nukes. Taking 2 mobs will run you out of mana quickly and you'll find them upon you when the root expires.
Another twist, mobs in EQ2 are not social, so no "Train to Zone!" What you have are single mobs and group (or linked) mobs. Group mobs can be anywhere from 2-6+.
You can pull a solo mob from a group of other solo mobs with ease. However, when you pull one in a linked group, they all come running to you. This presents a problem waiting for your root timer to refresh so you can use it again. You will find them all upon you, hitting, and interuppting.
Your heals are Heal Over Time (HoT), and you will be able to stack many of them. I have 2 group HoT's and 2 single HoT's that I spam during particularly vicious fights.
More than once I've seen the tank die, only to be brought back to life on the next tick. :)