Showing posts with label [:]. Show all posts
Showing posts with label [:]. Show all posts

Saturday, April 14, 2012

Definitive Wind Druid Guide (by Fenris)

[:1]Introduction





Anyone who has taken up arms against other players has surely felt the newfound power of many different warriors. You chase vainly after the fleeing paladins as he rains down the wrath of god from the heavens onto your weakened form, the mighty sorceress hurls balls of incredibly powerful scorching flame, or calls down an unnatural blizzard that destroys the defenses of even the hardiest warriors. The assassin, if you see her, pummels you with mechanical bolts of lightning, the lithe amazons hurl condensed bolts of charged energy at you and their javelins pierce with the force of a thunderstorm while you stare at their large bouncing�um, ponytail. All this is unnatural and goes against our very concept of nature. Even our Brothers rain down vengeance from the sky and open volcanoes under our feet to incinerate us. Our cause seems hopeless. And yet, as we stare out onto the battlefield from under our pelts, our giant Grizzlies, rabid wolves, mighty spirits of nature and intelligent vines come to our call. Summoning storm winds to fortify you, and running to sure death, you approach these enemies, you flinch as their attacks streak towards you, expecting death to approach at any moment, you steel yourself for the inevitable...but you feel nothing. Confidence fills you, nature has come to your aid and given you a mighty shield, and even the hulking warriors wielding ghostly swords seem like ants compared to your power. How could you have ever doubted Gaia?









The Basics









Wind druids are probably the druid build most suited for PvP, of course this is arguable, and a lot rides on the player in control, but it is in my opinion at least. Against a good opponent you will not kill as fast as a Templar or Hammerdin, you won't be able to tank all the hits a barbarian can, your spells will not do damage in the tens of thousands or lower opponent's resistances, or even do irresistible damage. But the one thing you have is versatility, which many other classes lack; there is no class that can consistently beat a wind druid. Once you get the hang of things, the only class that will really give you trouble is a good Trapsin that uses Mind Blast often, a fast necromancer, or a good Hammerdin.









Statistics







Regardless of your future build, your druid will start with these stats.



Strength: 15



Dexterity: 20



Vitality: 25



Energy: 20



Hit Points: 55



Stamina: 84



Mana: 20









When distributing stat points you will get these results



1 Vitality point gives 2 Life



1 Vitality point gives 1 Stamina



1 Energy point gives 2 Mana









You also gain a small boost to your stats every time you level.



Life +1.5



Stamina +1



Mana +2









The faster hit recovery frames for a druid in human form are as follows, your frames will be different depending on the type of weapon you hold.









When Wielding Swinging Weapons (Flails or hammers like HoTO, Earthshaker, axes like Islestrike)



14 frame = 0%



13 frame = 3%



12 frame = 7%



11 frame = 13%



10 frame = 19%



9 frame = 29%



8 frame = 42%



7 frame = 63%



6 frame = 99%



5 frame = 174%



4 frame = 456%









When Wielding Stabbing Weapons (Daggers such as Wizardspike, spears, pikes)



13 frame = 0%



12 frame = 5%



11 frame = 10%



10 frame = 16%



9 frame = 26%



8 frame = 39%



7 frame = 56%



6 frame = 86%



5 frame = 152%



4 frame = 377%









Your block rates are.



11 frame = 0%



10 frame = 6%



9 frame = 13%



8 frame = 20%



7 frame = 32%



6 frame = 52%



5 frame = 86%



4 frame = 174%



3 frame = 600%









I highly recommend maxing block, the formula for blocking is.



Total Blocking = (Blocking * (Dexterity - 15)) / (Character Level * 2)



As a character who focuses on spells, faster cast rate is very important.



18 frames = base



17 frames = 4%



16 frames = 10%



15 frames = 19%



14 frames = 30%



13 frames = 46%



12 frames = 68%



11 frames = 99%



10 frames = 163%



(note: With this build you will achieve 100%, if you feel the need to get an 10 frame cast rate then you need 63 more, but I don't recommend it.)









You receive 110 skill points to distribute if you reach level 99 and do all the quests. This build requires 105, so you should be done at level 94, from there I recommend points in Summon Grizzly. Your main skill, Tornado, will do 5792-6086 unblockable physical damage at level 44 if you follow this build exactly, at a cost of 10 mana per cast. Your secondary skill, Hurricane, will do 2603-2718 cold damage in a 6-yard area following your movement, and last for fifty seconds at 30 mana per cast. And our Cyclone Armor will absorb 2891 elemental damage at 48 mana to cast.|||The Items









Weapon



Heart of the Oak rune word Flail*. Ko+Vex+Pul+Thul



+3 To All Skills



+40% Faster Cast Rate



+75% Damage To Demons



+100 To Attack Rating Against Demons



Adds 3-14 Cold Damage, 3 sec. Duration (Normal)



7% Mana Stolen Per Hit



+10 To Dexterity



Replenish Life +20



Increase Maximum Mana 15%



All Resistances +30-40 (varies)



Level 4 Oak Sage (25 Charges)



Level 14 Raven (60 Charges)



+50% Damage To Undead



*Flail-type weapons are the only one handed ones this rune word will work with, and flail is the lowest requirement, since this is for a caster there is no point in making it in a knout or scourge, or even a superior flail. (if you can't afford this weapon, Wizardspike Bone Knife is your best alternative, and before that Suicide Branch Burnt Wand, and The Spectral Shard Blade)









Shield



Stormshield Monarch, socketed with a -15% requirements, 15 resist all jewel.



Chance to block on Druid - 67%



+ (3.75 Per Character Level) 3-371 Defense (Based On Character Level)



+25% Increased Chance Of Blocking



35% Faster Block Rate



Damage Reduced By 35%



Cold Resist +60%



Lightning Resist +25%



+30 To Strength



Attacker Takes Lightning Damage of 10



Indestructible



At level 94, when this build is done, you will need 225 dexterity for max blocking with Stormshield, I know this seems like a lot, but it means 3/4 of melee attacks miss you. I recommend Stormshield because of the good resist, high defense, good blocking, and awesome 35% damage reduced, the strength bonus is good but not as important since it is the most strength intensive item in your gear.



(Alternative shields include 'Rhyme' Grim Shield Shael+Eth, Moser's Blessed Circle Round Shield, socketed with two perfect Diamonds or 'Um' runes, or Whitstan's Guard Round Shield from the Orphan's Call set, for very high and fast blocking)









Armor



'Enigma' rune word in a Light armor, with low Strength Requirements. Jah+Ith+Ber.



+2 To All Skills



+45% Faster Run/Walk



+1 To Teleport



+750-775 Defense (varies)



+ (0.75 Per Character Level) +0-74 To Strength (Based On Character Level)



Increase Maximum Life 5%



Damage Reduced By 8%



+14 Life After Each Kill



15% Damage Taken Goes To Mana



+ (1 Per Character Level) +1-99% Better Chance of Getting Magic Items (Based On Character Level)



We use Enigma for the Teleport skill it grants, +2 skills, damage reduce, life increase, and other nice mods. Your dueling league or group may not allow teleport from Enigma, so just don't teleport; it's a great armor even without the teleport.



If you can't afford a three socket elite, then use Breast Plate or Light Plate. I recommend Mage Plate, you start at 15 base strength, and Mage Plate has a requirement of 55. That means you need Forty strength from somewhere (Annihilus, Mara�s, and Shako is a possible 27 Strength, the rest can be points you distribute or charms/rings), and the rest can all go to blocking or life, as opposed to strength which only benefits you with higher defense from a heavier armor. In short, vitality is better than defense for a caster with no skills directly modifying your defense like Holy Shield or Shout, or even Shiver Armor.



Good Armors would be: Mage Plate, Light Plate, Breast Plate, Archon Plate, Wire Fleece, Dusk Shroud, Scarab Husk, or any other low strength light type.



(Alternate armors include, from best to worst, Skin of The Vipermagi, Que-Hegan's Wisdom, and 'Stealth' (Tal+Eth) rune word light armor)









Helm



Harlequin Crest Shako, socketed with an 'Um' rune, or a rare jewel with resistance and faster hit recovery, damage to mana, or other mods you need.



+2 To All Skills



+ (1.5 Per Character Level) 1-148 To Life (Based On Character Level)



+ (1.5 Per Character Level) 1-148 To Mana (Based On Character Level)



Damage Reduced By 10%



50% Better Chance of Getting Magic Items



+2 To All Attributes



In mine and many people's opinions this is the hands down best helm for casters and some melee, commonly referred to as Shako, this is your best bet for a wind druid. Again, many people prefer Jalal's Mane Totemic Mask, for the resistance and faster hit recovery mainly, but Shako provides much more life and mana, and even more if you use Call to Arms (discussed later) since it's +2 effects battle orders, and Jalal's +2 druid doesn't.



(Alternate helms include, Jalal's Mane, Peasant Crown, or Ravenlore, a rare druid pelt with +2 druid or +3 elemental and decent second mods is acceptable)









Belt



Arachnid Mesh Spiderweb Sash (16 slots)



+90-120% Enhanced Defense (varies)



Slows Target By 10%



+1 To All Skills



+20% Faster Cast Rate



Increases Maximum Mana 5%



Level 3 Venom (11 Charges)



As of 1.10 this is the belt of choice for most casters, there is really nothing to discuss, just look at the stats on it.



(Alternatives include, Trang-Oul's Girth Troll Belt, Gloom's Trap Mesh Belt, or Nightsmoke Light Belt)









Gloves



Trang-Oul's Claws Heavy Bracers



+20% Faster Cast Rate



Cold Resist +30%



+30 Defense



+25% Poison Skill Damage



+2 To Curses (Necromancer Only)



I choose these gloves for the resistance and 20% faster cast rate, I use them instead of Magefist because cold resist never hurts against sorceresses.



(Alternatives include, Magefist Light Guantlets or Frostburn Guantlets)









Boots



Sandstorm Trek



Scarabshell Boots



Defense: 158-178 (varies)(Base Defense 56-65)



Required Level: 64



Required Strength: 91



Durability: 14



+140-170% Enhanced Defense (varies)



+20% Faster Hit Recovery



+20% Faster Run/Walk



+ (1 Per Character Level) +1-99 Maximum Stamina (Based On Character Level)



+10-15 To Strength (varies)



+10-15 To Vitality (varies)



50% Slower Stamina Drain



Poison Resist +40-70% (varies)



Repairs 1 Durability In 20 Seconds



Sandstorm Trek are my boots of choice, because of the faster hit recovery, high defense, bonuses to strength and vita, and poison resist. Get these Ethereal if possible.



Some of you may have noticed my change from Aldurs to these, its simply for hit recovery, and poison resist, I didn't need the extra fire resist, but I may need to stack a lot of poison against rabies druids or necromancers who use facets.



(Alternatives include, Waterwalk Sharkskin Boots, Silkweave Mesh Boots, Aldur's Advance, or Shadow Dancer Myrmidon Greaves)









Jewelry



Mara's Kaleidoscope, and two Rare rings with Faster Cast Rate



+2 To All Skill Levels



All Resistances +20-30 (varies)



+5 To All Attributes



&



10% Faster Cast Rate



The rest of the mods on the rings are optional. For example, I have a ring with 10fcr, +11 strength, + 80 mana, and +14 resist all. These are great and help you reach the 99% FCR breakpoint, which is important for catching those casters who tele faster.



I choose these for the big +skill, resistance, and big boost to your mana pool.



(Alternatives include, rare/crafted Amulet with +2 druid, faster cast, or resist, Bul-Katho's Wedding Bands, and Stones of Jordan)









Switch



'Call to Arms' in an elite 1 handed weapon (Amn+Ral+Mal+Ist+Ohm) and Lidless Wall Grim Shield



+1 To All Skills



+40% Increased Attack Speed



+250-290+% Enhanced Damage (varies)



Adds 5-30 Fire Damage



7% Life Stolen Per Hit



+2-6 To Battle Command (varies)*



+1-6 To Battle Orders (varies)*



+1-4 To Battle Cry (varies)*



Prevent Monster Heal



Replenish Life +12



30% Better Chance of Getting Magic Items



We use Call to Arms for the Battle Command and Battle Orders it provides, I recommend making it in an elite weapon like phase blade, berserker axe, ettin axe, or scourge. We already have the dexterity to use an elite, and our strength gets plenty high with Enigma and Stormshield. It's also good to use on Dclone, smack him with it for prevent monster heal. And believe it or not, but it's a cruel of quickness as well, so DON'T make it in a flail!









+80-130% Enhanced Defense (varies)



+1 To All Skills



Increase Maximum Mana 10%



20% Faster Cast Rate



+3-5 To Mana After Each Kill (varies)



+10 To Energy



+1 To Light Radius



We use Lidless Wall for the +1 to all skills, so our battle orders is stronger and lasts longer.









Charms



As many Natural Grand Charms as you can get, hopefully with second mods like +life, faster hit recovery, +strength or +dexterity. This will be a huge boost to our damage.



Annihilus Small Charm, with the best stats you can get.



Your leftover slots should be filled with small charms with modifiers like +life, faster run walk, faster hit recovery, +mana, and resistances.









Stats at level 94









Strength - 55* (Here can be different for everyone. You need simply to get enough strength to use your gear after +strength from items and charms are added. This is most likely your Stormshield, which is probably your heaviest item.



For this build, you can get 55 with +20, 5, 2, and whatever is on your FCR rings and Charms, to reach 55, which would allow you to equip your Mage Plate, which would allow you to equip Stormshield [counting your 10-15 Strength bonus from Sandstorm Trek], the amount of base strength you need can vary quite a bit though, depending on your Annihilus and Jewelry. Try to calculate EXACTLY how much you will need before distributing points into Strength. That little bit of life could make all the difference.)



Dexterity - 225 (For max blocking at level 94)



Vitality - Everything Else (life is important)



Energy - Base







Skill Points and Allocation



� 20 Tornado (Our main skill, it deals physical damage in a random path, which is determined by where you're standing, it can sometimes hit twice or more)



� 20 Hurricane (Our secondary attack skill, it doesn't always do huge damage but it can help, chill the opponent, and make them mistakenly put on cold resist/absorb)



� 20 Cyclone Armor (VERY important defensive skill, this has saved my butt so many times, you are basically shredded against the huge damage spells now without this, it adds damage to Tornado and very important duration to Hurricane, oh and did I mention cyclone armor has Zero resistance, good against cold sorceresses, and if you have negative resistance, but slightly saddening if you have positive or even maxed)



� 20 Twister (Synergy to all our wind spells)



� 20 Oak Sage (Our Spirit, huge life boost, Max this last)



� 1 Summon Grizzly (Great decoy and sometimes damage dealer)



� 1 Raven (prerequisite)



� 1 Dire Wolves (prereqrequsite)



� 1 Spirit Wolves (prerequisite) |||Leveling Guide



Here is a level by level guide through the early game, I recommend getting Sigon's Set, Bloodrise Morning Star, Nagel and Manald, and Eye of Etlich, then switch out to the gear I say, join a populated game, even if you are soloing, for faster exp, and a sorceress to enchant you is GREAT. Give your starting character 50k gold. IF YOU ARE GOING BASE OR LITTLE STRENGTH, PUT THE ADVISED POINTS INTO VITALITY INSTEAD.

1: Kill things in Blood Moor, 1 pt in Raven, 5 strength (pump to 65)

2: Kill more in Blood Moor, save pt, 5 strength

3: Do Den of Evil, save both points, 5 strength

4: Den of Evil finished, start on Cold Plains, save pt, 5 strength

5: Clear the Cold plains, save point, 5 strength

6: Do Blood Raven, kill in Crypt and Mausoleum, pt. in Oak, Spirit Wolves, Arctic Blast, 5 strength

7: Kill in Stony Field, kill Rakinishu, find Passage, save pt, 5 strength

8: Clear the Underground Passage, save pt, 5 strength

9: Clear the Dark Wood and Treehead Woodfist, be careful he's tough, make sure you get waypoint, then grab the Scroll of Inifuss and head to Stony Field, save point, 5 strength, equip Sigon�s gloves and then full set but shield

10: Clear Tristram, rescue Cain, save pt, 5 strength, Equip Sigon's shield to finish the set

11: Take waypoint back to Dark Wood and find Black Marsh, find the Forgotten Tower and kill as much as you can, save pt, 5 vita (pump for a while, you don't need dexterity in norm)

12: Clear The Forgotten Tower and Countess, kill in Black Marsh if you still need exp, one point in Cyclone Armor, 5 vita

13: Clear Tamoe Highland, and pit if you need more exp, 1 point in Cyclone, 5 vita (we are pumping cyclone until Tornado for damage and Hurricane duration, 12 second hurricane = spawn of Satan)

14: Fight your way to The Smith and lay the smack down, finish Malus 1 pt in Cyclone, 5 vita

15: Battle through the Jail to the Inner Cloister, 1 pt in cyclone, 5 vita, Equip Bloodrise Morning Star

16: Revel in the power of Bloodrise as you own Catacombs, prepare to fight Andy, 1 Cyclone, 5 vita

17: Do battle with the Maiden of Anguish, preferably with a party, 1 cyclone, 5 vita

18-20: Take the Caravan to the East and run the Sewers in populated games, you should be fine thanks to cyclone, +3 cyclone(1 from Radament Quest), +1 Dire Wolves, +15 vita, you can start adding dexterity now or continue with vitality

21-24: Quest with a party through act 2, or get a rush, then level in Canyon of the Magi, Travincal, of Diablo Runs, +3 cyclone +1 tornado, +dexterity or vita

24: Do Ancients, 1 pt in tornado and cyclone, vita or dexterity

25-55: Start Baal, watch your exp bar jump in huge amounts, finish cyclone at 26 and tornado at 44, get a point in grizzly and Hurricane, max Hurricane and start on twister

(I would switch out to the following gear here:

Spectral Shard, Vipermagi, Lidless, Peasant Crown, Nightsmoke, Magefist, Waterwalks)

55-75: Quest through Nightmare, get your strength up to , keep your blocking at 40% with lidless, the rest into vita, equip your dueling gear whenever you reach the required level, and Baal to 75

75+ Start hell, keep your block up at 75 now that you can wear Stormshield, and the rest into vita, you can start dueling as soon as you can use all your gear and max your wind synergies.



Dueling



It�s my philosophy that you learn better from experience, but a lot of people have been asking for a dueling guide so here goes.

A few basics, Cyclone Armor takes damage before resists, good for facets and Cold Mastery, generally not so good elsewhere because your resistances are useless whenever cyclone is on.

When you teleport with a bear on top of you, melee opponents can�t click you, yes that�s right, your bear completely shields you after a teleport, this makes melee a fairly easy fight.



Amazons

There are a few builds that can give many players quite a lot of trouble, the most relevant to this build are Charged Strike and Guided Arrow/Multiple Shot.



Charged Strike: Basically amazons that jab you with their javelins and release a ton of charged bolts, which, when all hit you, can do a large, I mean large, amount of lightning damage. Think of it as a 09 Lightning Fury amazon but every bolt hitting you.



Your cyclone armor is a big help against these guys, and can take a few hits, but be careful not to let them hit you more then once without a recast.

Remember, they have to get into melee range to do damage, and this is where the wind druid shines, they will probably get dodge-locked from all the sources hitting them, so just finish them off with a few tornados as you hear their yips of death.



Guided Arrow: Generally these are fairly weak after the nerfing, but occasionally you will come across one with huge physical damage, open wounds, deadly strike, poison, the works. If you don�t have Enigma this can be a hard fight, because smart ones will play very defensively, and you will probably never get close enough to hit them as they chip your life away, load of on frw charms and hope you can chase them down, or simply teleport on top of them, but once you close the distance you should have an easy win due to dodge-lock, and you simply overpowering them.



Assassins

One of the �burrito� amazons of 1.10, trappers are an annoyance to pretty much everyone, and the widely proclaimed �caster killer�, the Whirlwind sins using Chaos rune word to do a cute little barb impression. I will say that they stand a better chance of beating you than many other classes, but once you learn to play against them it is a fairly even match, still, this is a fairly hard match-up for the wind druid.



Lightning Sentry/Mind Blast: The ones that use mind blast well are the only challenge, and your main problem here is getting caught in a crossfire where several traps are hitting you and the assassin can Mind Blast. Generally, when an assassin is Mind Blasting you, they aren�t laying traps. A few lightning sentries are nothing to worry about, because you can easily recast cyclone. The ones I have seen generally like to sit in or around their traps and run around, hoping you will die, not even needing to aim. If you can�t beat these simply practice more, the ones that are a problem very strategically place their traps, and then follow through with a mind blast, allowing several of their traps to hit you. The key is to stay outside of their little trapped area. Run circles around their area as the computer-aimed lightning sentries blast away behind you, this may coax them to spread their traps out, but when it�s not once concentrated blast of multiple traps it�s not really a problem to our cyclone. Then, run/tele in and attack as they start to recast traps, if you start getting hit too much, retreat, they usually die fairly quickly to a good Tornado or two, if you want, simply do occasional �drive-bys with Hurricane and slowly kill them, expect a lot of town-running in pubbies though. If this happens simply slap on the Tgods and Wisp Projectors and laugh, see, we can do it too.

Lightning Sentry does not stun nearly as well as Wake of Fire, and yet it�s damage is so much better, a WoF trapper will basically stun you and just keep you there until you slowly die, slap on a rising sun for them.



Whirlwind: Ah yes, slight physical damage, fast attacks, and large open wounds/poison.

The worst of these will perhaps Dragon flight you once, run away, and then whirlwind you when you�re at low life. There�s also the Weapon Block problem to consider when fighting dual-claw Whirlwinders, this is the only character that can block Tornado, and you may notice the duels taking a longer time, you really have little chance vs. the cheap ones, (cheaper perhaps) simply leave if you find you can�t beat them, my advice would be to run constantly and tornado around you so they may run through them. Don�t try to tank them for sure.

The ones who will simply act like a barb and whirlwind you are not quite as annoying, but still hard to defeat. Whenever you see them teleport to you, or whirlwind, run. Yes, it�s a bit cowardly, but probably the only way to win against a good one. Run just out of their low range and Tornado them, you should slowly chip them down, if you get hit, good luck, their open wounds and poison will make you easy pickings in a few seconds.

Hybrid: In my humble (go ahead, laugh) opinion, these are one of the best builds in 1.10, and also one of the hardest to make work. Some of you may have dueled (I use dueled hesitantly, more like allowed him to slaughter you) Doppler-Reborn. I used to beat his assassin consistently, but now that he�s got the build down, almost nothing can beat him.

Without turning this into a hybrid assassin guide, I�ll try to explain. They work on the same logic as a v/t, (Foh/Smite pally) use traps to kill most people, and if they switch on Thundergods, Wisp Projectors, Blackhorns or the like, Whirlwind them. You basically use a powerful but negatable attack like traps (or in a VT�s case, FoH) to make them put on gear with Absorb or stack, but not mods vital to beating a melee character like Whirlwind (Or smite). I can�t tell you how to beat these because it�s just a matter of skill. If you can do it, you won�t learn how by me telling you. Try not to tank their WWs if at all possible.



Necromancers

One build stands out as one of the most powerful in 1.10, the Bone necromancer. Large damage, unresistable, and fast moving/seeking/wide spread, not exactly an easy opponent, poison necromancers can also lower your life incredibly quickly, yuck.



Bone: The minion stacking bug definitely helps us here. When you have just teleported, and have minions directly on top of you, bone spirit won't hit, unless the necromancer has 125% fcr you should be able to catch him, and if you can, he's probably dead. If they just want to run the whole match and spam teeth, it's not worth it in my opinion. Recast minions whenever possible. A hard fight.



Poison: Pretty lame in my opinion. These guys can lower your life in just a couple of seconds. Good items to use include Death�s Set Gloves, Iratha�s Cuff set Amulet, and Tal runed Venom Ward. Stacked poison resist, +max poison resist, and poison length reduction are your friends. If they have Enigma, you may want to keep yours on for the teleport, if not, or if you run, use Tal Venom Ward, once you manage to lower their poison down to manageable levels you should use basic tactics for hunting down a paraplegic old man.



Barbarians

Stupid, smelly, annoying, loud, oh did I mention huge damage and life? These guys are one of the best suited to taking damage, which is what a wind druids opponent spends most of the duel doing, coincidentally.



Melee: The only real concern are the ones who teleport on top of you and whirlwind, 90% of them you will be able to tank fairly easily, while they sit on their big ethereal swords and cry. The remaining ten have huge life and max damage reduction, and can take quite a few hits to bring down. Basic dueling tactics, sidestep their whirlwind and spam Tornado around you while they dance through it, Toro!



Throwing: I recently let a thrower with ethereal Warshrikes chuck a few at me, and believe me I was surprised at how fast I died, of course, this shouldn�t be a problem, because you can dodge them and kill fairly quickly. Simply close the distance and kill them with Tornado.



Sorceress

Generally, these girls will be giggling their air-filled heads off as they townguard, I mean you can hear the fluff rattle inside. Their Energy Shield is actually our biggest friend here. Hurricane will decimate their mana, and they will sit helplessly because they can�t teleport away. Without Energy Shield their life is fairly low, and Hurricane can sometimes kill them. If you lose repeatedly to one of these maybe a wind druid isn�t for you, and if you�re running against their teleport I recommend stacking resist and absorb against them.



Orb: Not too great, a fairly easy rule to follow is if you see your bear die as you yourself get hit, it�s a good time to recast cyclone. If they cast considerably faster than you and just want to run, you just have to wait them out, if they use Energy Shield it�s an easy fight, but they should die in a few Hurricanes or Tornados. If they maxed out their damage with facets their resists and life are generally fairly low. Remember that our Cyclone ignores their cold mastery, so yours will be at 0 resistance to their cold, good because there is no need/purpose to stacking resists.



Blizzard: When you think about it, worse then a good fireball sorceress, because your resistances are at zero to both their attacks, so Blizzard loses it�s power, which comes from the �100 resist most of their opponents have. Your cyclone will probably only be able to take a single shard, and if you get hit again your dead, recast if you ever get hit, and chase them, they will probably resort to sitting in their own blizzard, so teleport in and kill them as fast as you can, otherwise their death facet blizzard may take you out, embarrassing. The key is their casting delay.



Fireball: Probably the hardest sorceress you can fight, the same damage as Blizzard, but a lot faster and a lot more. Hopefully they use Energy Shield so you can drain their mana, otherwise it�s basically a game of catch, they should die quickly as well though. Recast cyclone if you ever get hit. The key is that fireball is hard to aim.



Lightning: These get their own tab in my update, I realized the error in my ways after dueling a friend�s great Lightning sorc. They can potentially bust through cyclone AND kill you in one hit with a high damage lightning. Same strategy as a Fireball sorc, emphasis on recasting if you take a few hits from Thunderstorm. Also, using Hurricane to clip their Mana can be a viable tactic.



Druid

Here we go, our fellow druids, wind druids are obviously the best matched to take on another wind druid, but there are several other interesting builds that can provide competition.



Fury/Mauler: Don�t get close to them, run or teleport away and let them chase you, they can�t teleport in wereform, so let them run through Tornados to get to you. These guys can blocklock you if you aren�t careful.



Fireclaws: A lot like a fireball sorceress, treat them like a Mauler, except that you can absorb a lot of their damage, if they get you block-locked be careful.



Rabies: Ahh, the anti-teleporter, and also the anti-minion. If your minions are infected, do not teleport, they will infect you as well. Basically rabies is poison that can be spread through contact, and can kill. Yes, it can kill you, not one life, death. Treat them like Fury druids, but with an emphasis on keeping them farther away. You may be able to get away with a quick teleport in and kill. If you are infected, charge, you probably don�t have a lot of time left, so you need to finish the duel.



Fire Elemental: They are basically other casters, volcano is the biggest problem here since it is there only source of non-elemental damage, don�t follow them around through an Armageddon, it can really mess you up. Your best option is to just tank, recast Cyclone periodically and kill them. If you are hoofing it, they have an advantage, because your only option is to run through their geddon, try and get in front of them and spam tornado, because running through meteors is not a nice place to be.



Wind Elemental: I have to admit, I�m terrible at this. I find it almost as boring as chasing a teleport/teeth necromancer. Trying to tank each other is random, it�s basically who has more life/damage, and who�s Tornado gets the right angle. Otherwise it�s just a game of teleport around each other and spam Tornado, hope one of you runs through a few. It�s mostly luck. Kudos if you�re good at it though.



Paladin

Another class that can be hard to beat. Fist of the Heavens is a joke, but Hammerdins, and godly Smiters or zealots can give you a run for your money, probably one of the hardest match-ups besides WW sins and bone necromancers.



Fist of the Heavens: Easiest duel you can get, simply recast Cyclone, remember Conviction has no affect on our armor, so it�s not a problem, just recast, I think your biggest problem here is running out of mana. Since they can�t damage you chase them down and kill them.



Smiter/Zealot: Treat these guys the same, be wary, a good one will have high life and DR, so you may have trouble bringing them down, your instinct may be to tank them, but that can be a mistake, Lacerator or Doom runeword Smiters, and BoTD zealots are not a class you can hope to tank once they get a hit in. Keep on-screen unless they start to charge, and just spam Tornados at them.



Charger: I recently had fun dueling a BoTD Thunder Maul Chargeadin, and let me tell you, 2500 life in one hit, with 50% DR is a LOT of damage. For them to get this damage though they will probably be very weak otherwise, and die from Hurricane possibly.

Use the terrain to your advantage, try not to let them have a straight path to you, and fire tornados (which go over the terrain, a nice advantage for us). This is just basic melee strategy, they may go after your spirits so be ready to recast, but this is good, if they are leeching excessively off your bear you may not want to recast.



Hammerdin: The only hard ones are the ones who charge around to desynch you and set up a hammer field. They probably won�t be able to 1 hit kill you unless your oak is dead. If they stay stationary and spam hammers, then teleport directly under them (do not teleport on them, their hammers will hit you every time, so don�t click their name) if they charge/tele around spamming hammers then you simply need instinct to know where hammer fields are, and tele in front of them before they get a chance to cast. The safest spot is directly under them.









Critical Updates:

I have completely redone the stat point allocation, using a light armor such as Mage Plate, my apologies go out to anyone who made a 103 str druid, and people who said a low strength armor should be better from the beginning. I�ve also fixed the optimal ring section, replacing Stones of Jordan with Faster Cast Rate rare rings, helping us reach the 99% Faster Cast breakpoint.

I fixed a few typos that were my fault, and a few errors that were Elly�s.

I updated the Dueling Section, with new information on Necromancers, Wind Druids, and adding a Lightning sorc section, as well as a larger section for Hybrid Whirlwind/Lightning Sentry assassins, pioneered by Dopp.

I added that Oak Sage should be maxed last, after your elemental spells.

I added this section and my Credits.

I added a bit on the Amazon in my intro. ^_^;;;



Credits:

I know I�m not the most agreeable person all the time, but I want to thank people who helped with my guide.

Mike, Neuroff, Mepersoner, Victus, Garbad, Asheron, Elly for posting my guide in the Strategy Compendium, Blood Baron (Aka Coldarmy 13), Rauth, for picking up the windy slack now that I�m no longer in the forums. It�s a hard job eh kid. Oh, and Bloembak for not banning me the several times I caused an uproar in the PvP forum.

The whole druid forum, thanks everybody. If I missed you, call me names about it. Also, anyone legitly playing the wind druid now and their innovations to the build.



In closing, any feedback is appreciated; post them in the Druid forums at diabloii.net, or e-mail/IM the_damned_druid@hotmail.com



-�enris|||Looks pretty good, IMO the armor and rings needed the update the most. Hopefully enough people puzzled out a base str build would be better.|||Psh. This is just a copy of my windy.



Great guide. Best I've read so far in terms of general writing and dueling advice. The lvling bit helps people out a lot I'm sure.

Only one thing bugged me. If I ever see a person with a 2 um'ed mosers I will yell at them and it will be Your fault.



Hope you have better luck on those hellforges than I do.

More lums plz you stupid forge.



Cya in the pubbys. :winner:|||Yeah..HF drops more UMs than LUMs for me.

BTW..if it is fenris guide, why does he not re-post it...where is he...did he quit playing or what? (sorry, I'm not a Druid forum regular).|||he was banned months ago|||Why is it all in bold?|||Quote:








Why is it all in bold?




A secret plot to make us all go blind from excessive bold white type.|||Easier to read, of course.

If I still played, I'd read it.

Hybrid Fire/physical bear advice

[:1]So ever since 1.13 when they boosted the damage on werebear I've been trying to work out a good werebear build that does both physical and fire damage.

Skill layout would be like so:

10 points in lycanthropy

20 points in werebear

20 points in fire claws

rest in fire claws synergies and prereqs also 1 point in oak sage

Gear was like this:

Grief pb

Jalals socketed with 15 ias jewel

Stormshield

Chains of Honor

Dungos

Angelic/raven

Aldurs or maybe IK boots

Bloodfists

CTA/spirit

Anni, torch, 9x shapeshifting grand charms

This gives me something in the neighborhood of 10k fireclaws and 5k physical, I think, but at only 7 frames. Is this too slow? My bearzon hits at 6 frames but she has all sorts of dodge awesomeness. Suggestions or advice would be appreciated.

Thanks.|||If you want a 5 frame but lower damage weapon try a griswold's caddy with 3x 40ed/15ias 1x Shael, and I'd definitely use fort and highlords to bump the physical damage.

Is this for pvp or pvm?|||This is for pvp, and I reconsidered and definitely agree with you about fort. Highlords I'm not such a fan of though because it compromises my attack rating. And that griz caddy is a bit out of my price range.

If my estimations are right (and I'm not sure they are because my usual damage calculator I use is down) I should be doing about 9k physical and 8k fire damage, which is a good deal more than I could ever do with just fire or physical alone.|||7 Frames is pushing the boundary on being too slow. You'll have to test and see if you like it at that speed.

I'd keep angelic in stash and use Ravenx2 Highlord base jewelry set. Would also consider Gores for DS silliness.

Personally, I'd Ber the SS (if you're worried about the DR) and drop Dungo for Arach.|||I'm not terribly worried about DR. What good would arach do me, other than +1 skills? I'm not casting anything. At all. I use a bearzon who attacks at 7 frames and does pretty well, but she also has massive dodge as well as max block. I'll probably only end up doing about 4.5k physical and 9k fireclaws, which while significant, is not that much more than plain fireclaws which attacks so much faster. I might just forget this build entirely and stick with my fuzzy dodger who I love.|||Arach does several things:

Damage

AR

Defense

Life

Reset speed for Sage|||Quote:








Arach does several things:

Damage

AR

Defense

Life

Reset speed for Sage




And slows target venom charges aswell I think |||hey i was thinking about making this build, but i havent played in awhile, does non-weapon IAS work for druids now?|||For bears, I think it does. For wolves it didn't. Correct me if I'm wrong ^_^.|||Quote:








hey i was thinking about making this build, but i havent played in awhile, does non-weapon IAS work for druids now?




It does work partially, and for some weapons like a range 5 110ias Grim Scythe you actually need to have 10 off weapon ias to hit 4 fpa fireclaws/maul. Its weird, but the wereform calc is a huge help when trying to figure it all out.

Question about Fire Druids and Rainbow Facet Jewels

[:1]Hello All,

Just a quick question. Does anyone know if 'switching' works with fire druids. I played a rabies druid before and I know that it is helpful to have a switch that gives you +poison damage/ - poison resists. Is this the same for fire druids? If I cast fissure, or whatever, and then switch to a set up with +damage/-resists would it have the same effect as the rabies switch?

Thanks.|||I wish it did. But rabies is unique with that characteristic.|||Oh, that sucks! Thanks for the quick response Orion.

So, do fire druids use rainbow facets at all?|||For a pure fire druid use a 5 frame per second or 4 frame per second beatstick.

Put Infinity on Merc for -85% to monster resist.

Most folks use a 6 socket phase blade with 5 shael and one 15ias/15resist ect setup. Some use Griz Caucadeus( 4 socket) with 3 shael and one 40/15.

I made one and I used a BOTD Phase Blade for 5 frame attack with 15 oias. Kind of a different solution but I liked the mods on Botd and it used less dex(-20 req), 30 to all attributes, and life leech. I made that one some time ago. Liked it.

Putting a 5/5 fire facet or 2 helps in Jalal/ Shield. But it's better to use infinity for a fire only druid. Making sure you have some CB- crushing blow if fireclaw only.

There is a good build example in the stickies. I mostly went by that. Take a look. Superjayson's example is good - see if you have any of the same equipment you can use. Read it and give it a shot. The HC Fire druid example is good too. Try to come close.|||Quote:








For a pure fire druid use a 5 frame per second or 4 frame per second beatstick.




He isn't talking about Fire Claws.


Quote:




If I cast fissure, or whatever, and then switch to a set up with +damage/-resists would it have the same effect as the rabies switch?




The -resist would work yes.|||As I understand - Only rabies does that enduring effect. I don't think that it works with the elemental damage.

Fury/Rabies druid is the only char I ever used the -resist Wep/Shield switch with. But let me know if it works with others.|||It doesn't. Rabies is the exception due to how it calculates it's damage.|||Quote:








It doesn't. Rabies is the exception due to how it calculates it's damage.




?

Switching to -res gear works with any spell that doesn't apply its damage instantly at the moment of casting.|||Really? I know switch trick doesn't work for the likes of Poison Jav unless you switch before the javelin hits. Which spells can you pull a switch trick with?|||Quote:








Really? I know switch trick doesn't work for the likes of Poison Jav unless you switch before the javelin hits.




Yea sure you have to switch before damage is applied.


Quote:




Which spells can you pull a switch trick with?




Anything that gives you enough time between casting and damage application. Of course it's not very practical for non-timered spells. For something like a Fire Druid though it could help some what.

Dream helm vs Windy wolves

[:1]Does anyone know if the pulse from a dream helm's aura is capable of dispatching the summoned spirit wolves that most wind druids use within a reasonable amount of time? I was thinking I could throw one on my melee character and run around for a second to kill them all off, making targeting the windy a much easier task. Would this work?|||On a reasonably geared druid; one point spirit and dire wolf along with a maxed oak out but without BO, the spirit wolves(5x max kind) have nearly 500hp and 70resist-all. Your shock aura at level 15 does 1-100 or so damage per pulse. Summons have no penalty to resist in hell so that 1-100 becomes 1-30 per pulse. I think you get the idea.|||I hear you, really annoying those zookeepers.

Here's a sorc with (i guess) dual dreams and light mastery

after 2:30



so 1 dream not efficient enough.|||I use a aura sorc to mf and lvl in full games and you can still bug the aura , I can't watch the video but if wolves die qiuck that might be the reason also|||The wolves die normally, it takes almost 20 seconds so no bugs. other than stacked HS which I don't call bug. bugging happens with help of merc?|||Damn, that's a real shame. I was just thinking of throwing a dream helm on my fuzzy dodger, which would have no synergies or stack or anything like that. Guess I'll just have to work on picking the druid out of the crowd.|||Quote:








The wolves die normally, it takes almost 20 seconds so no bugs. other than stacked HS which I don't call bug. bugging happens with help of merc?




Yes with help from merc|||Well either a dual dream enchantess sorc that distributes points into light mastery or a dual dream conviction pally that works on holy shock syngeries are the most powerful holy shock damage. But depends the pally would be best to get rid of wolves because of the conviction aura.

bearzon help

[:1]Hello, quick question about shifting a char into bear form via beast r/w. Currently playing a bearzon. Maybe I've set my goals much to high (beating zealots). Shouldn't I treat my zon as a bear since I'm shiftng to bearform ? I.e. fhr,fbr are bear bps. Ias is ONLY from weapon...this is how I remember it being 2 yrs ago...am I misinformed ? Also this is correct for all classes shifting with beast or barbs with wolfhowl ? Thanks|||I can't help on the PvP side, but it is true for all classes that the fhr/fbr are the same and only (mostly) on-weapon IAS counts when they're shifted. Their IAS breakpoints differ though.|||Well atleast I'm building correctly, I just started to second guess myself bc its been so long|||Gear

Guillames / 2zon 23str vis 30frw

Fort ap

Dungos belt

2x angelics 2x ravens

Angelics ammy / hilords

Shael ss

Gores / goblintoes

Bfist

Gris caddy / grief pb

Torch

Anni

9x 10max/ar/life

10x assorted crap smalls max dmg, fhr etc|||my pvp bearzon with some mediocre stuff...

http://img203.imageshack.us/img203/4...enshot162o.jpg

Question about Hunger

[:1]I know that hunger cuts damage by -75%, but is that off the top or total? Like, the necromancer's weaken skill cuts damage by 33% but that's after enhanced damage, making it next to useless. If hunger cuts damage the same way it'd be easily overcome with a little extra %ed.|||Using it as a primary attack would be silly in either case

Unfortunately:


Quote:








Damage penalty only applies to final physical attack damage, so it cannot be countered by +% Damage: with 100 physical weapon damage and +400% Damage, 125 physical attack damage is applied.|||Man does that ever suck. I was thinking about using it as a priimary attack because it's faster than any other werebear attack, but if that's true then nevermind.|||Actually you can still use hunger as you main skill. I believe there is a guide on this forum, called Kodiak Bear or something. It doesn't affect magic and elemental damage, so you could try get that kind of damage instead, although you still have to deal enough physical damage to leech.|||Oh, I was thinking for pvp. I suppose if I could stack enough elemental damage though...|||Ehm, okay. Hunger is not a PvP skill. If you want a fast attack, use Fire Claw.|||Fire claw is actually slower than hunger. It's just not weapon-dependant in its damage, so people use 6 shael phase blades to hit a fast attack speed.|||What about a hunger bear stacking elemental damage and 100% open wounds, maybe some poison charms for good measure? If I use a shael'd azurewrath, duress, cerebus, gores, and dracs I can get a 5 frame attack speed, 100% open wounds and over 1,000 magic/cold damage.|||Quote:








Fire claw is actually slower than hunger. It's just not weapon-dependant in its damage, so people use 6 shael phase blades to hit a fast attack speed.




I know it's slower, but what I meant was exactly what you said.|||Maybe if you get an eth tomby or ebotdgp hunger will be more effective alone with ctc amp from atmas ammy.

First "Proper" Wind Druid

[:1]I have this beaming admiration to Wind Druids. They seem so fun and classy and they are a nice break from Hammerdins!

I read both guides on the Wind Druid setup and am tangled between contrasting views.

Firstly, This will be for 40% PvM and 60% PvP.

I understand the skill allocation (for the most part*), but equipment and stat allocation is what troubles me.

Now, assuming I'm not super rich to afford an awesome Druid Pelt/FCR Amulet/etc... What would be the best gear setup? I was thinking something along these lines:

Helm: Shako**

Amulet: Mara's

Armor: Enigma

Weapon: Heart of the Oak

Shield: Spirit***

Belt: Arachnid's Mesh

Gloves: Magefist/Trang's

Boots: Treks/War Travs

Rings: 2 x SoJ/Nagel's for MFing

*After maxing the main winds skills, should I bother investing in summoning a bear? or should it be all for Oak Sage?

**Shako is universally nice, but what about Jalal's? It has nice res, skills, and STR along with FHR.

***Spirit Seems really nice for any caster, however how effective is Stormshield? And with Stormshield, is it worth investing in max block? The guide points out to 225 Pts (lvl94)!

Thanks for your input

PS: What do people look for in Druid Pelts? Also, are Cold Facets of any use?|||That's fine for mf but you'll want to change some mf items for fhr items to pvp. For max block you'll need 20fcr combined from rings or amulet and replace spirit with ss; Shako with Jalal's, and travs with treks/rares. Then for fhr you could shael Jalal's and use charms to reach 99fhr or whatever works for you. If you want 163fcr assuming 2/18+fcr ammy unobtainable hoto/enigma/spirit mon/2/20fcr circlet/magefist/arach/20fhr boots/10fcr on both ring and amulet.


Quote:




PS: What do people look for in Druid Pelts? Also, are Cold Facets of any use?




2druid or 2elemental(3elemental for magical) and +3tornado are the standard for it to be worth something. Life/fhr/sockets are bonus. Non-chicken type helms are also a bonus to value.

No cold facets are terrible, your main attack is tornado.




Quote:




*After maxing the main winds skills, should I bother investing in summoning a bear? or should it be all for Oak Sage?




Max oak after skills in ele tree. You'll be using wolves or bear to tank hits so life from Oak is better.

Jalal's is better than shako and stormshield is great along with max block.|||Thanks for the help! I'm gonna try a more PvM oriented build first, and then restat him for PvP when I get the hang of him. Regardless, hebseems likens very cool build!|||im running my first windy now and i think the bear works wonders PvM well worth a point.

with a missclick 2 hard points in direwolf it has quite a bit tankability|||Well if you want to pvp at all you will need those expensive rare pelt, fcr ammy, etc. If you want to make it pvp here would be the build:

rare pelt 2 druid/3 tornado/+life/2os/etc. x2 rare fhr jewels with good mods

suicide brance 15 all resist/20 life jewel

enigma ds or wyrmhide

spirit monarch 35 fcr

crafted fcr ammy 2 druid/18+ fcr/+life/etc.

treks 15 vita/70 poison resist (eth treks if you can but must have 15/70)

x2 fcr rings +life/+str/etc.

arach

trang gloves

highest dtorch and anni you can get

x9 ele 45 lifer gcs (lower lifers work too)

x10 20 life/5 all resist scs (can have lower life but 5 all resist is important)

I can also write a pvm windy if you want me to. Yes this setup I just said is very expensive but that is the way to go with pvp windy.|||Quote:








rare pelt 2 druid/3 tornado/+life/2os/etc. x2 rare fhr jewels with good mods




I think the top windies generally try to use shaels or prubies in their pelts if I'm not mistaken?|||Your good where your at with Dire/Griz.

Dires 4 PVP

Griz 4 PVM

Your points in summons are good where they are at - perfect in fact.

Wolves take more hits from casters/zons and griz will stick around for bosses

But some folks will take out summons before they attack so they attack when your recasting them. That's when you use Griz in PVP. Try and summon it right on top of them and go after them then. Works.

4 FPA CB Werewolf Setups

[:1]So after reading Bjam's Ribby guide, and several other similar ones (Hungry Kodiak ftw!), I'm now in the process of putting a gear setup together for a CB wolf. Only at 4 fpa...which basically narrows it down to all of like 4 weapons that are worth a darn. Now, the obvious shoe-in, for equally obvious reasons, is Tomb Reaver, for it's resists and raw damage, even Non-Eth, with an honorable mention going to CGToQ and CFAoQ, both of which are dependant upon getting two holes punched in them by Larzuk. Now, going off the assumption of Non-Eth Tomb Reaver with 3 sockets, we're looking at between 30 and 50 resist all (we'll assume an average roll of 40 for now), 30% IAS on the weapon socketed, and a free socket, just on the weapon. Even with an average roll, we're looking at 70% resist all, 20% CB (Ber in the third hole), nice damage at 4 fpa from the stick alone (2x 15/15 socketed). IIRC the worst case scenario for resists is ubers, which hits at -125% res all, so between that, and the hell penalty, we'll need at or just shy of +300 resist all. That's almost a third of it

The other slots I had in mind are Guillame's (resists here socketed), Gores, CoH, Bloodfists (Drac's for Ubers), String of Ears (maybe a 24% FHR Blood Belt for Ubers, if it's needed to hit 86%), Ravenfrost, Highlord's (Metalgrid for Ubers), and a rare with ML/Life/Res. Am I missing anything? While a bit more expensive than Bjam's ribby build, with a Torch and Anni, and a few resist charms, I would think this beast could run just about anything while hitting 4 fpa at range 4, with more general PvM resists.

Has anyone else tried to get the same CB performance as a Ribby out of a 4 framer?|||CGToQ and CFAoQ? Never found these - Great Thresher of Quickness? and the other?

* With the mods - Up'd Ribby or even better Tomb Reaver are hard to beat even if another weapon was as fast. The mods on both Ribby and Tomb make them hard to beat.

Tomb Reaver Cryptic Axe

Two-Hand Damage: (99-125) To (450-570) (274.5-347.5 Avg)

Required Level: 84

Required Strength: 165

Required Dexterity: 103

Durability: 65

Base Weapon Speed: [10]

+200-280% Enhanced Damage (varies)

+150-230% Damage To Undead (varies)

+60% Increased Attack Speed

+250-350 To Attack Rating Against Undead (varies)

All Resistances +30-50 (varies)

10% Reanimate As: Returned*

+10-14 Life After Each Kill (varies)

+50-80% Better Chance of Getting Magic Items (varies)

+4 To Light Radius

Socketed (1-3) (varies)

(Ladder Only)

(Only Spawns In Patch 1.10 or later)

Ribcracker QuarterStaff - *Needs to be UP'd

Two-Hand Damage: (54-62) To (143-169) (98.5-115.5 Avg)

Required Level: 31

Required Strength: 25

Durability: 130

Base Weapon Speed: [0]

+200-300% Enhanced Damage (varies)

Adds 30-65 Damage

+50% Damage To Undead

50% Chance Of Crushing Blow

50% Increased Attack Speed

50% Faster Hit Recovery

+100% Enhanced Defense

+100 Defense

+15 To Dexterity

(Only Spawns In Patch 1.09 or later)

I have an up'd shael'd Ribby 193% and I haven't been able to find something with the mods that make this wep rock! - no 4 frame wep is worth putting this back in my stash. Even if the wep had 20 CB.

So I'd say Tomby > Ribby > just a fast (4 frame) wep IMHO.|||Ribby isn't a Gothic Staff...?|||Quarterstaff - thx|||CFAoQ = Cruel Feral Axe of Quickie|||What I want to know is why bother comparing the four weapons, and deciding which gear setups to match it with, when you are talking about some damn rare and hard to find items like almost perfect Cruels of Quickness?

Without even getting into the debate on whether you could make up for the loss of stats when comparing those 2 weapons vs a Unique, wouldn't you wait to find one of them first before even thinking about the question? I know I've never seen either one of those you listed, so they can't exactly be easy to find.



Also don't forget that high end damage might be important for pvp, but in pvm especially against Bosses, your Crushing Blow is doing the majority of the work... so trying for 4 fpa and maybe slightly higher dmg only speeds up the last little bit of a Boss fight after CB is down to just taking off slivers. It might make the kills a couple seconds quicker, but compared to how easy it is to obtain a Ribcracker I don't see much reason to consider how well a CGToQ would do, unless I owned it already.



Now... if you already own both those Cruels, or are just theorycrafting for boredom's sake, then feel free to continue ;-)|||did you mean something like this?

http://img708.imageshack.us/i/ecfaoq.jpg/|||Summer: I hate you :P

Kell: If you have the Reaver lying around you can make a build similar to Ribby in CB. You'll be overall faster but you'll have to wear the fug helm >.>.|||Yeah stick with non eth tomby shael shael ber. If you want more cb then go with coh instead of fort so you can use guillis face for more cb.|||The only issue I can think of is that you end up repairing Reaver every five minutes.

Druid FCR action frames. Good info for PvP elementalists

[:1]I recently made a post in statistics requesting info about melee action frames, but I have not heard back from anyone yet. However, in the meantime, I feel it would be useful for everyone here to know about the known casting action frames, what they are and how they work.

During an attack, there is an "action frame" where the attack is actually done - for example, well all know that at 194% fcr, a lighting sorc is at 11fpa. However, the Action Frame where the actual spell is cast is at the 5th frame, with the remaining 6 frames being the "backward" motion of the cast. Interestingly, at 200% fcr, the total animation is still 11 frames, but the action frame occurs at the 4th frame. So, if two lighting sorcs stood facing each other and each cast at the same time, the one at 200% fcr would hit first because of the faster action frame, even though both are at the 11 frame fcr breakpoint.

For human-form druids, the 11 frame fcr breakpoint is at 99 fcr. The action frame occurs at the 7th frame, with the remaining 4 frames being the backward motion of the cast. We all know the next fcr breakpoint is at 163 fcr, which is a 10 frame cast. The action frame for 163 fcr comes at the 6th frame. But there is an action frame "breakpoint" in-between 99 and 163 fcr. At 142 fcr, the druid is still at 11 frames of total cast animation, but the action frame comes at the 6th frame, which is the same frame as 163 fcr.

What does this mean in game?

If you use 142 fcr, your attack will "come out" of your druid at the same time as a druid with 163 fcr. So, if you are dueling someone with 99 fcr, you can potentially hit first. Also, since you have dropped 21% fcr, you should be able to use a stormshield and have max dr while having an attack on the same action frame as a 163 fcr druid. Also, for teleporting, you will be able to escape 1 frame more quickly, although once you "land" in the spot you have teleported to, you will have to wait an extra frame (relatively speaking) before teleporting again.

Here's the chart showing all casting action frames for all classes:

http://i.imgur.com/Qy0Qb.png|||If you want to link to this just do so. |||Quote:








If you want to link to this just do so.




Ah yes I had forgotten where that was. It also contains none of the melee information I am hoping to find one day

However, I do hope that people will appreciate this info and take a fresh approach to guides and builds.|||Explains a problem I had with a max block windy possibly ^^

Phase blade question for FC Werebear

[:1]ive created a FC Werebear and i was reading that a Phase blade 6 os socketed with 6 shael or even 4 shael and 2 ias jewels is the bomb. so i found myself one. but now the question is. before i socket it. can i imbue it and still socket it via larzuk reward and still get 6 sockets?

Further more i have a Unique weapon that called the Horizons Tornado

Horizon's Tornado

Scourge

One-Hand Damage: (9-11) To (264-304)

Required Level: 64

Required Strength: 100

Required Dexterity: 62

Durability: 65

Mace Class - Fast Attack Speed

+230-280% Enhanced Damage

+50% Damage to Undead

+50% Increased Attack Speed <---------------------------------------�

Slows Target By 20%

20% Chance To Cast Level 15 Tornado On Striking

Requirements -20%

would i be able to 6 socket this also? and shael it up? and if so would i still reach 4 FPS?

muchly appreciated!|||Both the imbue and Horizon's will only get one socket from Larzuk.|||ahh ok, i had a feeling there was a reason why things like that were not mentioned. thanks for clearing it up |||Using 6os pb is the way to go for maxing out ias with FC on you bear druid. However I heard that 2h weaps are nice vs casters for rangeadder.

First time SS wolf druid, question about Feral

[:1]I'm curious how the Feral Rage skill works. Does the lifesteal/dmg/AR boost only work for the Feral skill, or does Fury benefit from those increases as well? (Like the Barbarian's Frenzy speed increase gives berserk a speed boost).



Because if fury doesn't at least benefit from the lifesteal, it's a fairly useless skill (for my character that is).|||The ED/AR is specific to Feral Rage, but the lifesteal and FRW is active while using Fury if the orb is still spinning. Just hit with Feral every now-and-again to keep the ball up.|||Yes, it works similar to Frenzy. The life steal and increased move speed will be carried over to any attack you use, but not the increased damage and AR%.|||Lifesteal carrying over is a nice feat, making it a typical "1 point miracle" with some + skills in it. Shame the increased damage isnt carried over though, since feral or Fury are not exactly the "whoa" skills for dealing damage.|||Quote:




Shame the increased damage isnt carried over though, since feral or Fury are not exactly the "whoa" skills for dealing damage.




If you use HoW the %ED difference with for example a Fana Zealer is not that big with 20 points less spent.|||Yeah I like having 1 point feral for life steal and use fury for main killing. The leech life from feral helps your wolf leech well when lifetap does not kick in from dracs. That is the main reason why 1 point feral is useful in the first place. But fury is the main skill for a wolf imo.|||Quote:








Yeah I like having 1 point feral for life steal and use fury for main killing. The leech life from feral helps your wolf leech well when lifetap does not kick in from dracs. That is the main reason why 1 point feral is useful in the first place. But fury is the main skill for a wolf imo.




well if you use fury you have a single point in feral anyway .|||Quote:








Shame the increased damage isnt carried over though, since feral or Fury are not exactly the "whoa" skills for dealing damage.




WHAT?

http://img854.imageshack.us/img854/8...eenshot213.jpg



with 51 % deadly...|||I'm very curious to know what weapon you used to get that kind of damage. Even with a Eth BotD Berserker Axe (1h) I don't come close to that kind of damage, so I assume you're using a 2h eth BotD weapon.|||actually it is eth 3 sox tomb reaver with 2* 40 ed 15 ias jewels. it hits at 4 fpa fury

botd can give you higher damage but at slower speed. only worthy mentioning is botd in great poleaxe. other weapons are to slow or

Howabout Obedience of Fury Druid

[:1]I was reading a old topic over here and was thinking on making an Obedience Giant Thresher for my Fury Werewolf on new ladder as a alternative as it a Cheap Runeword. As Im not experienced at shifters...

But on that topic years ago ppl told that is stupid trying to wear merc polearms for Fury and that no WIAS on it so its a bad idea.

Again now I was wondering why ? why it is bad if is a -10 speed base weapon (Tested on Calculator if you have 11 Hardpoints on Werewolf you reach 7FPS Fury!!!

The weapon alone garants you enchant lvl 21 , 40% CB, 40% Fhr, 200-300 Defense bonus, 20-30Resists.|||Because 7 fpa Fury isn't particularly fast. An upped Ribcracker has the potential to do a lot more average damage, but at 5 fpa. An IK Maul is faster too, but lower damage so Obdience and IK maul end up doing around the same physical damage, but with the IK maul you can add a lot of elemental damage by using more IK set pieces.

All there is sort of different about it the 20-30 res, but res can always be covered with a few charms. It's not that it is really bad, but there are options that are just as cheap or even cheaper that are better.|||Thanks for reply, my bad somehow the calculator lies cause the max fpa its show on for fury is 7fpa and I didnt know you could get 5 anyway good tips I would try to get a Ik ou Ribby early on begging of new season.|||Quote:








Thanks for reply, my bad somehow the calculator lies cause the max fpa its show on for fury is 7fpa




It is not lying. If you use a Giant Tresher with no WIAS the max is indeed 7 fpa.|||Obedience has the speed problem, but if you want a very good undderrated weapon then check out reapers' toll. The second or third highest DPS affordable weapon i think(after oath and about same as ribcracker), when i tested them. And solves the survivability problem theat some low gear 2h wolves can have, as well as allowing more offensive gear in other slots

http://diablo.incgamers.com/forums/s...38&postcount=8

New Bearsin claw!

[:1]Screenshot003.jpg

Finaly its here! After years of searching|||Gratz can't see picture on phone plz say stats |||Quote:








Gratz can't see picture on phone plz say stats




Jewelers Greater Talon of Quickness +3light sentry +1wake of inferno +1shadow warrior|||Very nice man ;p|||nice. socket this with 3 shaels and you can hit 3 fpa. i got mine from gimmershred some time ago. its relatively rare item altough i saw at least two of them for trade lately|||Dossent Gimmershred play anymore? or just not bearsin?|||Quote:








Dossent Gimmershred play anymore? or just not bearsin?




really dont know if he plays non ladder or not...he gave away this claw to me since he dont use it anymore

btw did you tried 40 ias gt/runic fools 2*um? it is very nice weapon for bearsin (if you pvp)|||Quote:








really dont know if he plays non ladder or not...he gave away this claw to me since he dont use it anymore

btw did you tried 40 ias gt/runic fools 2*um? it is very nice weapon for bearsin (if you pvp)




We euro-oldtimers should stick together

I have a fury RT and a fools GToQ with 2*UM.

But my bearsin is just in the gathering items state right now.|||Super sweet claw!|||fury rt is one of my prefered weapons, altough fools bit this

my assa bear:

http://img203.imageshack.us/img203/8...enshot207y.jpg

Fire Claws vs Rabies? (with only 1 synergy)

[:1]All,

I've never played a Werewolf or Werebear before and so I was thinking of making one that was 20 in Lycanthropy, 20 in Fury, and 40 points in a synergized Fire Claws or Rabies. However, I'm poor and will be playing pretty-much untwinked.

So I'm wondering which is better? Fire Claws or Rabies, with only 1 synergy maxed, and with no more than about 2 or 3 to +skills max?

Also, which between Fire Claws and Rabies do you find more fun (with 1 synergy)?

I've read several of the relevant guides / patriarch builds, but I didnt see a discussion of a comparison of the skills compared when untwinked.

Thanks!|||Try fireclawer with 6shael PB.

Also, why NOT have all the Fire Claw synergies?|||First, I currently have no Shaels on any of my rune mules. I'm super poor, and I tend to use those.

Second, the reason I dont want all the fire claw synergies is just that I intend to max Lycanthropy and Fury. Since I rarely play past level 80 (single player only) I will only really have about 40 more points for my build. So its either 20 in Rabies and 20 in Poison Creeper for the synergy, or else its 20 in Fire Claws and 20 in one of its synergies.

So if 20 Rabies and 20 Poison Creeper is better than 20 Fire Claw and 20 of Firestorm, then that's the route I'll go.

Thanks!|||Fire Claws will probably be a more reliable back up. Rabies is fun, but unless you get a lot of +skills, it doesn't kill very well in PvM. Here's a skill calc you can use to check the numbers.|||Thanks. I guess I'll go for Fire Claws.|||So, I had an old level 70 druid hanging about who had just got his hell respec. This is in single player, so I can delete, copy, respec etc all I want, just to get a feel.

I have to say, I don't like the Werewolf. I dont like how it moves, fights, walks, etc. I also found I hate Fury. So ... meh. I did like Fire Claws though. So, I tried a Werebear. I like the way it looks, I liked the Shockwave a lot. So I'm gonna go peruse some Werebear guides.

But I'm wondering ... what is the main werebear physical attack? Maul? It seemed ... mediocre. But then again I was using whatever equipment I could gamble up in terms of weapons (since it was a caster druid I was respeccing).

Anyway, I'll go look at some Fire Claws werebears and see what builds I find. Thanks!|||Quote:








I have to say, I don't like the Werewolf. I dont like how it moves, fights, walks, etc. I also found I hate Fury.




blasphemy on druid forum...................



i guess you didnt played well geared wolf...|||Yeah, that's probably it, but looking at the guides, I'll never play a well-geared one. I have zero shaels, I have a Fal or two, that's about as rich as I am. I have a lot of stuff that Hell Meph can drop. I'm single player non-ladder. So I will always be doomed to be not much better than slightly above twinked.

That's probably why I prefer casters, they seem to survive better on no/little gear.

Anyway, I have a lot to mull over. Thanks. |||go hit some countess runs for runes. with little luck you can get runes for duress. btw did you updated to 1.13? its major thing in runes drop percentage. you can make stuff like durres, lionheart...

also there are some items like ik maul that often drop and are good for fury druid. dont make rabies in single cause you will have low dmg. go for pure fury. if you get lucky you can find ribcracker or stormlash, best pvm weapons.

also know that you can also use missile weapons (bows, crosbows) while shifted

you ca reset maps to mephisto/countes changing difficulties to get fastest map|||However, rabies gives PMH and it will spread to to other mobs...so while it does about 400 per second that is spread out over every mob in the area...as apposed to 1400 per hit... with no +skills...and if he is using another attack as his primary its easy to drop a rabies and go back to his primary until the poison drops off...or until it looks like it will, then refresh rabies. Not to mention there isn't too many poison immunes in the game, most of them fury will tear through in no time, and not often are they physical immune while there seem to be more fire and physical immune... So no really worries. But if you ask me while it may not be a real killer skill it will deal good dmg to alot of mobs and provides a easy way to keep up PMH...

my wind druid questions

[:1]i know the build and gear just a few questions that may sound very noobish but ive been away awhile so hear goes.

1. hurricane cold or physical i cant remember

2. which merc

3. does infinity work on hurricane (if its cold damage)

4. do i need lots of skill charms or is none/a few good enough want room for items while MFing

will mainly use for MFing anything else u might be able to tell me that u found useful would be greatly appreciated.|||1. Check the skill description

2. Might Reapers/GFace/something depending on budget.

3. Conviction works yes.

4. No, not really.|||Quote:








i know the build and gear just a few questions that may sound very noobish but ive been away awhile so hear goes.

1. hurricane cold or physical i cant remember

2. which merc

3. does infinity work on hurricane (if its cold damage)

4. do i need lots of skill charms or is none/a few good enough want room for items while MFing

will mainly use for MFing anything else u might be able to tell me that u found useful would be greatly appreciated.




1. cold

2. a2 might with eth reapers

3. yes

4. I prefer x4 ele gcs so you can have 4x4 rows to grab items



Fixed and good luck with your windy.

Shapeshifting Help

[:1]So, I'm relatively new to Diablo 2, and right now I am playing a Werebear Druid.

The question I have that's really irritating me is with Fire Claws, it says that the requirement is level 18 only, But It will not allow me to put any points into it. I am level 19 now, with a level 4 Maul. Has anyone encountered this problem before?

TL;DR: Wont let me put points into fire claw with level 4 Maul at level 19.|||Have you made sure that you have put points into all of the prerequisite skills?

You'll need to have at least one point in each of Werewolf, Werebear, Feral Rage and Maul before you can put a point in Fire Claws, I believe.|||Quote:








Have you made sure that you have put points into all of the prerequisite skills?

You'll need one point in Werewolf, Werebear, Feral Rage, Maul before you can get Fire Claws, I believe.

If you have Maul, it'd likely be Feral Rage you're missing a point in.




You need a point in Feral rage also? I thought you'd only need Maul.

I'll put a point into Feral once I hit 20, and then try again at 21.

Thanks. (:|||No problem.

If you want to know what a skill's prerequisites are without looking it up, you can see by the arrows. If an arrow points from one skill to another skill, that means the first skill is required to have points in it before you can put points into the second skill.

An easy example of this is Lycanthropy, which, while being a level 1 skill, cannot be obtained until you have put a point in Werewolf. You'll see that Werewolf has an arrow pointing to Lycanthropy as well as Feral Rage, but has no arrow pointing to it. Thus, Werewolf has no prerequisite skills, and you'll see that Werebear is the same.

Am I waxing lyrical here? Sorry, heh.|||Quote:








No problem.

If you want to know what a skill's prerequisites are without looking it up, you can see by the arrows. If an arrow points from one skill to another skill, that means the first skill is required to have points in it before you can put points into the second skill.

An easy example of this is Lycanthropy, which, while being a level 1 skill, cannot be obtained until you have put a point in Werewolf. You'll see that Werewolf has an arrow pointing to Lycanthropy as well as Feral Rage, but has no arrow pointing to it. Thus, Werewolf has no prerequisite skills, and you'll see that Werebear is the same.

Am I waxing lyrical here? Sorry, heh.




No, I understand it all. Thanks for the help, even my friends who've been playing for a while where confused at first; I guess I didn't explain it well enough for them. I'm planning on being our little groups 'tank' because that is what I love doing.|||Cool. Have fun. Enjoy your gargantuan Life stat!

SC kodiak on ladder reset

[:1]So I have read everything I could find on setting up a hunger bear. The problem is that the info doesn't really go into great detail for leveling up from scratch. I havent played in years and decided to give it a go because they are leveling the playing field, and it will tide me over for d3 for a while. Will be playing with my gf(blizz sorc and complete noob) pretty much at all times.

I assume that hunger is viable to use assuming I have elemental damage, and plan on using it as my main attack once I get it. Or should I just stick with maul and normal attack until I get crushing blow and lots of elemental damage? I am pretty much going to be pure in the shifting tree with hunger, maul, and that aoe stun but stuck on whether or not to get a spirit with 1-2 points.

My current gear philosophy stands on getting as fast a weapon as possible that can deal somewhat acceptable physical damage preferably with sockets(but speed/breakpoints over anything else on remotely comparable gear).

For the rest of my gear my main concern seems like it will be adding CRUSHING BLOW, elemental damage, and ias if it will help me reach a breakpoint. Will be using the info from the kodiak sticky for determining how much IAS I will be needing on wep/gear.

Assuming everything thus far is accurate my questions are:

1. Should I just save any decent runes/gems, say shael/flawless and up to save for later gear like duress? and something like ort or whatever to just plop in a weapon? It seems like I will be swapping out weapons and gear left and right as I level up and would hate to stick a shael in something that won't even last 7 lvls.

2. Are mercs going to be hard to keep alive with no twink gear? assuming one of our mercs will have the defense aura, but we prob wont have much life leech.

3. similar to mercs, would a 1 point spirit be worth it at all? seems like he would have pretty low life and get wasted by ranged attacks or anything all the time.

4. What the heck do I pump as far as str and dex? Beggars cant be choosers, as I level up I can't just stick to a strict gear philosophy. A stupidly awesome sword might drop and I wouldn't want to be stuck with no dex. Respecs(so awesome they added) help out with long term considerations, but I don't have any general ideas of what to do.

5. Does always having a blizz sorc(atleast when we get to that lvl) running with me change the game in any major ways? example: you dont need much defensive stats cause everything will be chilled?

6. Can I possibly settle for a slower weapon if I can add a ton of elemental damage? say a maul with enough ias to reach the next breakpoint, vs something with 4 sockets that I can stick a bunch of gems in.

7. any other thoughts or corrections?

pretty excited to be playing d2 again, but have these questions rolling around in my head lol. Would really appreciate any help.|||1.) Yes. Low runes and perfect gems are good for crafting and trading.

2.) Somewhat, but manageable. I'm playing through untwinked with a friend of mine and our mercs only die to nasty boss packs. We have mediocre gear (Mine uses Kelpie/Treachery/Gemmed crownd [Ort/IAS jewel] and my friend uses Insight/Sigon's armor/Tal's Mask). Feed them potions and use Shockwave.

3.) Spirits tend to die often (Oak in particular), so it comes down to preference. 1pt in Oak Sage can't hurt though.

4.) Enough for gear.

5.) If the Blizz sorc is good and uses Glacial Spike often, it should help a lot. Although a Holy Freeze merc will achieve the same effect.

6.) Don't know

7.) The general consensus I have gathered from reading other people who have tried the Kodiak build is that SSoG overhyped its effectiveness. I played one as well and it isn't very impressive. It is a fun build, though.

If I were doing an untwinked Druid, I'd probably make a Fire Claw bear and run NM countess to gather up enough Shael runes for a 6socket Phase Blade. Since FC relies on skills, you can use most of your gear for defensive stats to survive and won't have to hope elemental damage weapons drop. Teaming up with a Blizz sorc as you mentioned will then give you a pretty well rounded team.|||Quote:








7.) The general consensus I have gathered from reading other people who have tried the Kodiak build is that SSoG overhyped its effectiveness. I played one as well and it isn't very impressive.




This is because a Werebear using Hunger is bugged so that every other attack, while displayed client-side, does not get executed server-side: the maximum 4 frame attack rate is effectively 8 frame maximum attack rate, because only every other attack is actually executed.

The same applies to Werewolves using Hunger at certain speeds: see ledrug's recent Hunger much? topic in the Amazon Basin's Druid Room for more details, including a download for a calculator which indicates these bugged speeds.|||Quote:








This is because a Werebear using Hunger is bugged so that every other attack, while displayed client-side, does not get executed server-side: the maximum 4 frame attack rate is effectively 8 frame maximum attack rate, because only every other attack is actually executed.




Thanks for the info. Pardon my ignorance, but when you say server-side/client-side, does that mean it only effects closed B.net play or is Hunger bugged on single player as well?|||SP also uses a client/server system. So ye :/|||so it sounds like something that really doesnt work very well. only half the attacks actually hitting sounds pretty weak.

a fire druid (pvp) question

[:1]i am curious to know what people prefer when dueling, fissure, or volcano?

i suppose i prefer both of them for different reasons, but i havent had enough experience to make my decision. i know they both synergize eachother, but theoretically for dueling purposes if you had one choice, what would it be?|||All depends on what char you prefer to duel against. Versus casters you'll probably be better off if you can target a volcano at their feet. Versus melee peeps you'd be better of laying fissures in their way I guess.|||Lorven is right.|||Forgot to vote. If I am to pick a favorite, I'd pick fissure since it is cooler (=more random)|||You need to combine both, but you'll use fissure more.|||No, having it here is how we come up with new players during interesting games.|||hahaha, which thread were you trying to post in this time?|||Wrong thread. I got redirected after voting in another poll.|||All I can say is Shamans are a tricky pvp character for a reason. Both fire and physical is what makes it hard for opponents to choose a good gear setup vs shaman. But I prefer using both volcano and fissure.