Diablo II: Lord of Destruction/Druid

Druid Strategies
"Commanding the forces of nature, he summons wild beasts and raging storms to his side."

A master of summoning, the druid can also cause massive spell damage and shape-shift into a powerful melee fighter. How massive and how powerful are questions left to each druid player, who must decide which of the druid's three skill disciplines to learn deeply. While at first somewhat daunting in their complexity, his skills, once mastered, make for an ideal single-player character.

Druid Initial Attributes
Strength: 15 Dexterity: 20 Vitality: 25 Energy: 20

Druid Attributes
The three disciplines that a druid can master each require a particular attribute distribution. If a druid player takes the elemental route, emphasizing spells that cause fire and ice damage, he will require a larger mana supply than one who focuses on shape-shifting or summoning. An elemental druid will need to sink more stat points into energy than one who uses summoned creatures, or a transformed body, to fight for him.

A shape-shifter will most often be found in were form, which, especially for werebear users, amplifies the druid's life supply. Still, shape-shifters will most often be found in melee combat, biting and clawing at enemies, and this takes its toll on vitality. A shape-shifter would be wise to put a stat point or two into vitality as often as he levels up. Melee fighters should also attend to their strength statistic as well.

Summoners create minions to do the dirty work for them and can either shape-shift to join in the fray or hang back and support the minions with elemental spells. Depending on a summoner's preferences, either energy or vitality should be augmented at each level, as described above.

Druid Initial Equipment

 * Weapon: Club
 * Armor: Buckler

Druid Builds
These are some of the most effective and most popular druid builds. Every build has a strength and a weakness.

Decide for yourself which one you want to be.

Shape Shifting Druids
There are two types of Shape Shifting Druids: Bear and Wolf. The Bear has more health, more defence, and has the

ability to stun its enemy, while the Wolf can attack much faster, is more accurate, and can do more damage.

Werewolf Druids
Werewovles Basically use this build: 20 Wearwolf 20 Lycanthropy 20 Fury 1-2 Feral Rage 1-2 Rabies 20 Oak Sage/ Heart of Wolverine The rest of the points go to summoning skills and if the Druid chooses to, cyclone armor. NO POINTS INTO ANY SHAPESHIFTING SKILLS OTHER THAN CYCLONE ARMOR This druidwill use feral rage three times first, so that he gets the life leech and speed bonuses, then attack

with Fury. After twenty seconds, Feral Rage will run out so he should use it again. The Grizzly will be a great

distraction to his enemies, and the Oak Sage can give him more life, or the Heart of Wolverine will make him more

accurate and let him do more damage.

Strategy: PVM: You can attack large groups of monsters since your fury can hit five things at the same time. However, you

must be mindful of your health since you don't have as much health as the Wearbear does. At one-on-one, if it is a

melee monster, then it is toast because your life leech from Feral Rage will make sure that you will have full

health the entire time. If it is ranged, you will have a harder time, but due to the fact the you get fast

run/walk from Feral Rage, you should be able to charge it and kill it. Against groups, you should let your Grizzly

charge it and then pick off the enemy. You can survive getting surrounded but you still have a good chance of

dieing. PVP: You should charge up to the enemy and hit them with Fury. They will not last long since Fury has INSANE

amounts of speed and damage. However, you will not last long against ranged attackers, especially if it is a

Necromance and he Iron Maidons you and traps you in a Bone Prison. Then, if you hit the Bone Prison, you will kill

yourself and if you don't hit it, the Necromancer would whoop your butt.

Werebear Druids
Werewovles Basically use this build: 20 Werebear 20 Lycanthropy 20 Maul 1-2 Shockwave 20 Oak Sage/ Heart of Wolverine The rest of the points go to summoning skills and if the Druid chooses to, cyclone armor. NO POINTS INTO ANY SHAPESHIFTING SKILLS OTHER THAN CYCLONE ARMOR

This druidwill use Maul to attack his enemies. If there are too many enemies, then he will use shockwave to stun

them and then use pick them off one by one. The Grizzly will be a great distraction to his enemies, and the Oak

Sage can give him more life, or the Heart of Wolverine will make him more accurate and let him do more damage. Strategy: PVM: In one-on-one against a melee atacker, you can just stun the monster and you will not even get hit. It cannot

get much easier. If it is ranged, go within range of your shockwave and stun it. Then it will not be able to

attack and once again, it is a piece of cake. Against large groups, you should shockwave them and then use your

grizzly as distraction. Then use Maul and pick them off one by one. PVP: You should charge up to the enemy and hit them with Shockwave. They will be perpetually stunned and you will

win. However, again if a Necromance gets you inside a Bone Prison and uses Iron Maidon, you are toast. This build

is better than the Wearwolf against most players since Wearbears can stun but Wearwolves still do more damage.

Elemental Druids
There are two types of Elemental Druids: Fire and Windy. Fire druids use Fissure, which makes random and very damaging holes into the ground around a place specified by

the caster. Armageddon will pound all the enemies surrounding him. Windy druids use hiighly damaging Tornados that

can penetrate and go in a strait line in front of the Druid. All monsters within range of the Hurricane will feel

its wrath.

Fire Druid
Fire druids basically has this build: 20 on Fissure 20 on Volcano 20 on Armageddon 20 on Molten boulder 1 on Firestorm Put all extra points onto cyclone armor or summoning skills NO POINTS INTO ANY SHAPESHIFTING SKILLS

These druids put Armageddon on and use fissure as their main attack. Cyclone armor will help them stay alive while

their summons will distract the enemy. Solor creeper or Carrion Vine is used depending on whether the player wants

a vine to suck mana or life. A Oak Sage is used for extra life and the grizzly will make a fine tank.

Strategy: PVM: When you get out of town, cast Armageddon. Recast it once it's gone. Since Fissure makes Armegeddon go for a

few minutes, this shouldn't happen too often. When you see some enemies, hit them with fissure. Against large

groups of clustered enemies you are king, but if they come from all side you will have to hope that your

armageddon hits them and burn them to crisp. PVP: You should get within range to cast armageddon and then when you can, Fissure on the enemy. After that just

keep on attacking and use your Cyclone Armor to absorb the attacks. If you're against a melee fighter, you should

be constantly running away and putting fissures in the path of your enemies. If the Melee person has Teleport,

then most of the time you are screwed.

Windy Druid
Windy druids basically has this build: 20 on Cyclone Armor 20 on Twister 20 on Tornado 20 on Hurricane 1 on Arctic Blast All extra points are on summoning skills NO POINTS INTO ANY SHAPESHIFTING SKILLS

These druids put Hurricane on and use tornado to attack the monsters not killed by Hurricane. Cyclone armor will

help the druid stay alive while at the same time it will synergize Hurricane. Their summons will also distract the

enemy. Solor creeper or Carrion Vine is used depending on whether the player wants a vine to suck mana or life. A

Oak Sage is used for extra life and the grizzly will make a fine tank.

Strategy: PVM: When you get out of town, cast Hurricane. Recast it once it's gone. Since Cyclone Armor makes Armegeddon go

for a few minutes, this shouldn't happen too often. When you see some enemies, charge them. Due to the fact that

tornados are VERY slow, you should only use it in close range. The hurricane will badly damage if not kill most of

the enemies, and tornado will finish them off. Use this startegy regardless of how many enemies you are facing and

how many ways they're coming from because you will have time to kill them all due to the fact the they will be

slowed down by your hurricane. PVP: Due to the fact that most Duelers have something so that they can't get frozen, your Hurricane will not be

slowing them down. You will have to make sure your Hurricane is within range to hit them because they can EASILY

dodge your slow tornados. However, due to the fact that you have maxed cyclone armor, you will be able to tank all

the people who are using elemental skills.

Summoning Druids
These Druids summon a Grizzly to do all the hard work of killing his enemies, while helping it out by stunning the

monsters using Shockwave and Maul. Windy druids basically has this build: 20 on Spirit Wolf 20 on Dire Wolf 20 on Grizzly 20 on Heart of Wolverine/ Oak Sage 1 on Carrion Vine 1 on Poison Creeper 1 on Raven 7 on Wearbear 7 on Lycanthropy 6 on Maul 6 on Shockwave All extra points are on summoning skills

Strategy: PVM:When you are in town, summon all the things you need to summon and transform. When you meet enemies in small

groups, stun them with maul and help your bear kill them all. When you face large groups, hit them with shockwave

instead and pick them off one by one and make sure that they stay stunned so you can kill them without getting

hit. PVP: You should not do PVP with this build.

Choosing Your Build
If you've always prefered to attack from afar, then you should become an elemental druid. If you want to be an

elemental druid and you wish to hit huge groups of enemies that are tightly compacted,you should be a fire druid.

If you want to hit huge groups of enemies that are spread apart, then you should be a windy druid.

If you've always prefered to Hack and Slash, then you should be a Shapeshifting Druid. If you like hitting lots of

things very fast, very accuratly, and do a lot of damage, then you should be a Werewolf. If you prefer to make

yourself into a tank, then Choose the Wearbear.

If you've always wanted some servants to do all the work for you, then you should be a summoning druid.

Creating a Master Druid
Each of the druid's three skill disciplines tempts every player, yet to succeed in the higher skill levels (nightmare and hell), a druid must focus on one of the three, while using a second discipline to supplement his proficiency. Druids can be fashioned into characters that resemble quite a few of the other character classes--an elemental druid, for example, may elect to stand aside from large battles and cast devastating spells like a sorceress, while a shape-shifting druid will often be found ripping enemies apart like a barbarian.

Any combination of primary and secondary discipline from among the three choices--elemental, shape-shifting, and summoning--may be used successfully. You could play through the game nine times, just using the druid class, to try them all. A few moments of thought before applying skill points will lead you to the combination you are likely to prefer most.

A player who prefers to play a calmer sort of game, for example, can play a summoner who moonlights as an elemental spell caster. This player would create a wolf or grizzly, or would play with a group containing barbarians, paladins, or assassins, and would back the melee fighters up by releasing fire and ice spells onto the opponent. A version that uses Shapeshifting instead of Elemental skills will use the Wearbear and Shockwave to stun the monsters while his minions finish them off.

A player who prefers to hack and slash, on the other hand, can choose to become proficient at shape-shifting, transforming himself into a werewolf or werebear, and learning a few summoning skills to boost the party's attack rating, or suck mana and life out of the fresh corpses. Keep in mind that your equipped weapon stats are still in effect in both werewolf and werebear form. For example, a slow attack weapon reaps the rewards from the faster attack speed of the werewolf. If you want to do damage fast and hit more, then choose the Wearwolf and use Fury, and you will be able to hit five times and have a huge attack rating bonus. If you prefer to have more life and make each hit stun the monster, you should choose the Wearbear and use Maul and Shockwave. Most shape-shifters use summoning skills to help them out.

Elemental druids are not prefered, but they are more than competant. The two main types are Windy and Fire. Windy druids use Hurricane and Tornado to do damage fast while using cyclone armor to make sure they stay alive. Fire druids will use fissure to do mass damage and use cyclone armor to stay alive. ALl Elemental druids use some summoning aid.

Joining a regular group of other players will affect the druid's decisions, as a group without melee fighters will likely benefit most from a summoner or shape-shifter, while a group without spellcasting power will be grateful for the help of an elemental druid. A player who takes on Diablo alone is free to play with any style, as the druid is a well-balanced character for solo play.

Fighting Wisely
A druid, especially one who specializes in elemental spells, must be careful to manage his mana supply. Each elemental spell (to varying degrees) can affect numerous enemies with one casting. A volcano, for example, not only damages creatures at the point of eruption, but rains down fire damage on enemies in a wide radius around it. A molten boulder likewise attacks as many enemies as it encounters as it rolls away from the druid to its intended target point.

A summoned raven, wolf, or bear, on the other hand, never causes damage to more than one creature at a time. These creatures, while certainly a boon to a druid who needs to distract some enemies while he casts spells or assists in the attack, cannot quickly dispatch a group of tough monsters. A shape-shifted druid mow down batches of the game's most difficult foes if he has fast atack speed and is using fury.

However, as tempting as it is, it is NOT RECOMMENDED to invest in all three skill trees extensively. This is because your druid will not be able to focus on one point and he will be doing pathetic damage elementally, with his melee, and with his minions.

Spells like volcano and armageddon, for example, make for good initial attacks; a shape-shift or hurricane helps to mop up the sidekicks; and finally, a shape-shifted melee skill like feral rage, maul, or fury works well against the enchanted boss. Summoned minions will of course do their own things during these fights.

The important point to note is that area-effect spells should be saved for large groups, while single-opponent attacks ought to be used against small groups or single enemies. This is especially true for fights against the game's most mighty creatures, many of which are resistant to magic attacks, although their minions are often less so.

Shape-Shifters will want to attack the enemy when they are in small groups, unless the druid is facing very weak monsters.