PlanetDiablo | Features | State of the Forums | Edition #15 - 01/29/02

State of the Forums


Moderator: Madanark

Time to Make a Druid

Here are three topics that have helped me decide what style of the Druid to make. Most people seem to be lycanthropic, mostly werewolves with some werebears. Fewer select the elemental path as it seems less viable in Hell difficulty.

Best summoning/Elemental Druid


Summary:
  • Use Volcano to deal with boss monsters.
  • He favors Dire over Spirit Wolves.
  • Maximize Oak Sage, Summon Grizzly, and Hurricane.
Support responses for:
  • Maximize Summon Grizzly, which deals magic damage (cannot be proven by me).
  • Tornado is poor.
  • Fissure is for crowd control and Volcano is for boss monsters.
 
Contradictory response for:
  • Hurricane gets you too close to bad guys and is too slow in hell; Tornado is favored.
  • Heart of Wolverine is favored over Oak Sage (OS).
  • Bug in Oak Sage so slvl 20 is the maximum (I cannot refute or confirm).
  • Armageddon is way better than Hurricane in Act 5 Hell, at skill level 30.
Additional data response:
  • You must have an Act 2 Nightmare offensive (?) mercenary (Might).
  • Carrion Vine is favored (life).
  • Use Cyclone Armor and recast to take elemental damage.

Did I mess up my Druid

Summary: Elemental/Summoning type Druid with 80 points in all character statistics, 5-6 skill points in Hurricane, and also 6 points in Dire Wolf and Armageddon at level 44, two points were wasted in Shape Shifting. A question is raised as to whether this is a wasted attempt at a druid build.

Support responses (yes, you messed up):

  • Never waste any in Shape Shifting tree if you want to be an elemental skill user (elementalist).
  • Should have maxed Summon Grizzly, Oak Sage, Hurricane, and Armageddon with some points in Dire Wolf for passive help with Grizzly.

Contradictory responses (No, you did not mess up): None.


Werewolf Druid

Summary: Max out Werewolf, Lycanthropy, Feral Rage, and Fury for the best Werewolf Druid.

Support responses:

  • Feral Rage at least slvl 10 is a must for Werewolf.
  • Maximize Werewolf, Fury, Lycanthropy, and Heart of Wolverine.

Contradictory responses: Max a Spirit, instead, or Feral Rage.

Additional data responses: Strength and Vitality are a must for a Werewolf build and Heart of Wolverine can "replace" Dexterity.


So far, I have found no theories that would support the tri-tree Druid. Is that build possible? If it were, the second topic would have different responses that prove he did not mess up.

I am going to risk that build on my first Druid, Nosferatuin. I will summon meat, attack as a Werewolf, and mix in some elemental attacks. Remember: Failure is one of the best ways to learn. I realize many here have suggested it should be one way or the other but want to "learn" that myself.

My take so far: Volcano seems ok in Normal difficulty, but is losing effectiveness in Nightmare. Hurricane is still effective, mostly for its chill effect in eight-player Bloody runs in Nightmare. Armageddon seems less effective, and both are at level 12. I have enjoyed the 3 Dires, slvl 10 so much I have not used the bear, but read that I will need him for magical attacks in Hell for immunes.

By the way, my mercenary is an Act 2 Nightmare hireling with Offensive: Thorns. Feral Rage and Fury are both effective, depending on your needs. Carrion Vine is beneficial, but you can't use enough Mana to justify Solar Creeper. Oak Sage and Heart of Wolverine are both at level 10 and used when in Werewolf form. I use Oak Sage to raise my Life and Heart of Wolverine for the attack bonus, in different cases.

Cyclone Armor is useful. You can recast Dires in Werewolf form, but you need a great weapon. Why should your weapon, which you do not use as a Werewolf, determine your damage as a Werewolf?

That's correct: A good sword = good Werewolf damage. Furthermore, a sword like Lightsabre does magic damage, and so do your claws. My Grizzly harmed not a single physical immune, so I cannot say that he does magic damage. Like Wraiths in the Arcane Sanctuary or Itchies in Act 3.

That's it so far. Anyway, I see the mix as viable only if leaning heavy toward shifter.

Embarrassingly, it took over two hours to kill Baal in a one-player, closed Battle.Net game. I was and still am (died some) level 63.


Statistics:

Life: 458
Mana: 275
Strength: 139
Dexterity: 148
Vitality: 71
Energy: 40
Unused: 40

Resistances:

Fire: 90
Cold: 34
Lightning: 84
Poison: 68
 

Equipment:

Jalal's Mane (Totemic Mask)
Chromatic Amulet of the Squid: +79 to Life, Resist All +22
Lightsabre (Phase Blade)
Guardian Angel (Templar Coat)
The Ward (Gothic Shield)
Bladebuckle Plated Belt
Frostburn Gauntlets
Tearhaunch Greaves

Miscellaneous*

Life Steal 6%
Mana +13
Fire Resistance 103%
Poison Resistance 86%
Damage Reduced by 2
Dexterity +2
Cold Resistance 45%
Lightning Resistance 95%
Summoning skills +1
Shape Shifting skills +1
Life +69
Poison Damage +119
Lightning Damage +1-4
 
* 15 charms and two rare rings.

My companion died several times, and once I was broke, I had to make interim runs for cash to raise him. I had lots of trouble once he died. My Grizzly is only level 6 and wolves are only level 4, with Oak Sage and Heart of Wolverine both at level six. I am hoping to get them to level 10, and as I discussed above, will use both. Carrion is level 4. Werewolf and Lycanthropy are 17 each, with Fury and Feral Rage at level 11. Past Act I, Hell difficulty, I haven't used Hurricane because it is ineffective at level 5. It was increased to 12 with other items (Sigon's, +2 druid axe, Stones of Jordan, etc). But, I couldn't afford the +skill items, as I died without improved armor and resistances.

Hopefully, this is of some use, but please read the forums if you want to know how to achieve what Nosferatuin did: That is how I got guidance. A mixed elemental user and shifter is viable in Hell difficulty only when leaning on his Werewolf tendencies. By the way, my attack base was 569 in normal form and 2,219 as a Werewolf, yet only 569 (yes, the same) as a Werebear; with Fury: 2,901 AR.





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