Diablo II: Lord of Destruction/Elemental

Druid Builds
If you are playing as a druid for the first time, you should find that progressing through the first few acts of the game is easy enough that you should not have to spend all of your skill points as soon as you get them. Your advanced skills are worth saving points for! A good rule of thumb is this: Do not put more than one point into a skill until you feel that it needs to be upgraded for you to succeed. In other words, if you find yourself struggling to complete an act or a quest because your opponents are suddenly tougher than you can handle, you should start to spend the skill points you have stored up.

Saving up skill points not only lets you put more emphasis on the more powerful skills, but also gives you a chance to acclimate to the kind of fighter a druid is. When you get familiar with the skills you like using most, you can pump up those skills with assurance that you will get your money's worth.

Below are several distributions of skill points for a variety of druid characters, each of which has specialized in a different type of play and has completed the game. We assume that such a character is at level 35 and therefore has 39 spell points (one per level and four from quests) available. Note that some items increase skill levels, but such items are not assumed.

Remember that these examples are just that--examples! These are certainly not the only way you could choose to apply skill points, and they aren't necessarily the best way. Apply skill points to cater to your particular style of play. Use these examples as guidelines for specializing your character class in a particular skill.

Elemental Master
Here is an example of how a druid skillful at Fire elemental spells may have spent his skill points:

Elemental Arts

Fire Storm -- 1 skill point Molten Boulder -- 20 skill point Fissure -- 20 skill point Volcano -- 20 skill points Armageddon -- 20 skill points Arctic Blast -- 1 skill points Cyclone Armor -- 20 skill points

Shape-Shifting

None

Summoning Skills

Raven -- 1 skill point Spirit Wolf -- 1 skill point Dire Wolf -- 1 skill points Grizzly -- 1 skill points Poison Creeper -- 1 skill point Carrion Vine -- 1 skill point Solar Creeper -- 1 skill point Oak Sage -- 1 skill points

To accomplish this distribution, you must have at times saved skill points to spend on higher-level skills. Because skills cannot be upgraded multiple times until you have gained new levels, this particular distribution leaves you with no remaining skill points.

This druid relies on his summoned creatures to engage the enemy, while he casts area attacks to devastate the crowded foes (Fissure and Armageddon). In the beginning of the game, the druid should have little problem beating back foes with his summoned creatures and personal attacks. In midgame, the druid will rely more heavily on Fissure and Armagedddon.

During the end game, the high-level Cyclone Armor will keep the Druid alive while the Summons are used as destraction while Fissure and Armageddon pound the enemy to pieces.

Shape-Shifting Master
Here is an example of how a druid who has mastered Wearwolf shape-shifting may have elected to distribute skill points:

Elemental Arts None

Shape-Shifting

Werewolf -- 20 skill point Lycanthropy -- 20 skill point Feral Rage -- 2 skill point<BR> Rabies -- 2 skill point<BR> Fury -- 20 skill point<BR>

Summoning Skills

Oak Sage -- 20 skill points<BR> Raven -- 1 skill point Spirit Wolf -- 1 skill point Dire Wolf -- 1 skill points Grizzly -- 20 skill points Poison Creeper -- 1 skill point Carrion Vine -- 1 skill point

This shape-shifter has emphasized on werewolf form. A werewolf is very quick and has a easy time running down a group of fast ranged enemies. This is a recommended build for beginners and uses all 110 skill points you can possibly get form leveling and the skill quests

The high-level oak sage will give the werewolf a great amount of life. This druid will attack with Fury after charging up Feral Rage. The accompanying vines will also serve to replenish the druid's vital juices while he fights.

Summoning Master
Here is a sample distribution for a druid who has great skill in the summoning discipline:

Shape-Shifting skills

Wearbear -- 6 skill point<BR> Lycanthropy -- 6 skill points<BR> Maul -- 6 skill points<BR> Shockwave-- 6 skill points <BR> Elemental: None <BR> Summoning Skills <BR> Raven -- 1 skill point<BR> Spirit Wolf -- 20 skill point<BR> Dire Wolf -- 20 skill points<BR> Grizzly -- 20 skill points<BR> Oak Sage -- 20 skill points<BR> Heart of Wolverine -- 1 skill point<BR> Spirit of Barbs -- 1 skill point <BR> Poison Creeper-- 1 skill point<BR> Carrion VIne-- 1 skill point<BR><BR>

This build leaves you with only 1 skill point left so you will not be able to try out the elemental skills.

In situations where the enemy is pesky and quick, the druid would summon a trio of dire wolves to help him track down the opposition. In most situations, however, the druid would rely on his oak sage and grizzly to draw enemies together and then strike them with his fire spells to weaken and destroy them.

Skills
The druid's skills are grouped into elemental, shape-shifting, and summoning.

Elemental Arts
Mimicking his comrade the sorceress, a druid may cast two of the four major types of elemental damage--fire and ice--as well as spells that harness the power of wind. These skills do not require that a particular enemy monster be the intended target, and they all have the ability to do damage to multiple foes. As a result, a druid specializing in elemental arts will shine most brightly against crowds of enemies.

The most powerful elemental arts use quite a lot of mana; fortunately, among the summoning and shape-shifting disciplines are skills that allow the druid to recoup mana from enemy creatures, both alive and dead.

Firestorm
Description: Sends tendrils of flame along the ground, damaging any enemies it contacts Level prerequisite: 1 Skill prerequisite: None Mouse button: Left or right Thoughts: While this spell is ineffective against single opponents, especially at medium to long range, it is quite effective against crowds of enemies at close range. It needs no particular target and can be fired onto any visible piece of ground. Aim it behind oncoming groups of enemies, and the fire tendrils will snake through the group, causing damage to each creature they come in contact with.

Molten Boulder
Description: Rolls a burning globe of magma, causing knockback damage Level prerequisite: 6 Skill prerequisite: Firestorm Mouse button: Left or right Thoughts: The fiery boulder created by this spell rolls from the casting druid in the direction of the attack. A creature need not be targeted, so attacking a piece of ground beyond the intended target(s) is most efficient. A small delay between castings will prevent the druid from having more than two molten boulders in play at any one time.

Arctic Blast
Description: Emits a gout of frozen air at enemies in front of the character Level prerequisite: 6 Skill prerequisite: None Mouse button: Left or right Thoughts: This unusual spell lets the caster determine how long the spell will be cast; as long as mana holds out (and you hold down the casting button), arctic blast will hold forth. Better yet, the spell can be swept in any direction--just aim while it is activated to freeze enemies on all sides. This spell is best used when you're with a party or summoned creature that can administer damage while the enemy crowds are immobile.

Fissure
Description: An area attack that causes fire damage by cracking open the earth's crust beneath enemies Level prerequisite: 12 Skill prerequisite: Molten Boulder Mouse button: Right Thoughts: This spell can be directed at any piece of ground, preferably beneath the scampering feet of a crowd of enemies, who will all suffer fire damage in a region near the casting target.

Cyclone Armor
Description: A personal aura that protects against all elemental damages except poison Level prerequisite: 12 Skill prerequisite: Arctic Blast Mouse button: Right Thoughts: This spell acts like a disposable piece of armor, which absorbs fire, lightning, and cold attacks until it can no longer do so. Its longevity is roughly indicated by the number of swirling blobs of light surrounding the character--as the armor wears off, the number of blobs drops from three to zero.

Twister
Description: Sends a small group of whirlwinds on an erratic course from the druid to the target spot Level prerequisite: 18 Skill prerequisite: Cyclone Armor Mouse button: Left or right Thoughts: This spell can be targeted at the ground and will affect any enemy that it contacts along the way. Affected enemies are stunned for a duration based on the skill level. This spell can be activated with the left mouse button and requires relatively little mana, so it is suitable as a primary attack.

Volcano
Description: Pops a hole in the ground, through which globs of magma erupt and fall to the ground on all sides Level prerequisite: 24 Skill prerequisite: Fissure Mouse button: Right Thoughts: A druid can summon a volcano on any open piece of ground. Enemies near the crater receive instant damage, but enemies all around the site are affected by the magma that drops from the sky as well. Cast volcano in enemy groups, and put the target point on or near the toughest foes.

Tornado
Description: Creates a funnel cloud that moves generally in a straight line from the caster to the target point Level prerequisite: 24 Skill prerequisite: Twister Mouse button: Left or right Thoughts: While tornadoes do a respectable job of hitting their target, they do not always make contact, due to their erratic motion. It is possible to have multiple tornadoes in motion at one time. This spell can be activated with the left mouse button, and requires relatively little mana, so it is suitable as a primary attack, especially when combined with the solar creeper, which drains mana from corpses.

Armageddon
Description: Brings fire damage down from the skies around the casting druid Level prerequisite: 30 Skill prerequisite: Volcano, Hurricane Mouse button: Right Thoughts: A devastating area-effect spell, armageddon's rain of fire follows the druid as the druid moves, until its duration runs out. A short delay between castings prevents more than two of these spells to be active at once. Any creature or piece of ground may be targeted to activate the spell, but the fire damage will occur only in the vicinity of the druid.

Hurricane
Description: Envelops the druid in a swirling storm that damages all nearby monsters Level prerequisite: 30 Skill prerequisite: Tornado Mouse button: Right Thoughts: A hurricane may be cast at any target or piece of ground but will always activate itself around the druid himself. This spell will follow the druid as he moves, letting him sweep the spell's effects through large crowds as well as simply enjoy the effects of the spell on surrounding monsters while he fights hand to hand.

Shape-Shifting
Strictly a personal skill, shape-shifting lets a druid transform himself into a wolf or bear creature and then apply skills particularly suited to each of these types of beings.

Werewolf
Description: Transforms a druid into wolf form Level prerequisite: 1 Skill prerequisite: None Mouse button: Right Thoughts: As a werewolf, a druid's attack speed, attack rating, life supply, and stamina are all increased. When used in conjunction with lycanthropy, feral rage, and other skills, this skill enables the druid to transform into a fearsome melee fighter. To leave werewolf form, cast werewolf again--this returns you to human form. In were form, a druid cannot cast elemental skills.

Lycanthropy
Description: Bumps up the amount of time that a druid can stay in were form and augments the druid's life supply Level prerequisite: 1 Skill prerequisite: Werewolf Mouse button: Passive Thoughts: Players tired of re-shape-shifting will want to sink a few skill points into lycanthropy, as will hardcore players who focus on shape-shifting.

Werebear
Description: Transforms a druid into bear form Level prerequisite: 6 Skill prerequisite: None Mouse button: Right Thoughts: Much like werewolf, this spell changes the druid into another form that has increased life and defense and dishes out greater damage. Werebear is not as nimble as werewolf but is hardier. To leave werebear form, cast werebear again (or werewolf)--this returns you to human form. In were form, a druid cannot cast elemental skills.

Feral Rage
Description: An attack that becomes ever more powerful as the druid, in werewolf form, strikes enemies Level prerequisite: 12 Skill prerequisite: Werewolf Mouse button: Left or right Thoughts: The strength of feral rage is indicated by the blob of orange light that orbits the werewolf; the brighter the blob, the more powerful the effects of feral rage. After a short time without attacking enemies, feral rage will subside to nothing.

Maul
Description: An attack that becomes ever more powerful as the druid, in werebear form, slays enemies Level prerequisite: 12 Skill prerequisite: Werebear Mouse button: Left or right Thoughts: Much like feral rage for werewolf form, this skill's strength is displayed in the guise of an orbiting globe that brightens as the werebear defeats enemies. If no enemies are slain within a short time period, maul will fade away.

Rabies
Description: A werewolf attack that poisons not only the target but also any enemies who brush up against the target Level prerequisite: 18 Skill prerequisite: Feral Rage Mouse button: Left or right Thoughts: Spread a plague among the foes by attacking with rabies, which causes a chain-reaction poison attack to spread throughout the attackers. Any poisoned foe will transfer that poison to anyone it comes in contact with. Because poison takes time to have full effect, and because of this spell's unique plague-like characteristic, a werewolf with rabies should attack multiple targets in an enemy crowd, using his stamina and speed to dart around the edges of mobs.

Fire Claws
Description: A were attack that not only adds fire damage but also boots the attack rating of a changeling druid Level prerequisite: 18 Skill prerequisite: Maul Mouse button: Left or right Thoughts: This attack may be used with either form of were creature. It affects only the target creature, not those surrounding it.

Hunger
Description: A were attack that trades in damage benefits for life- and mana-leeching benefits Level prerequisite: 24 Skill prerequisite: Fire Claws Mouse button: Left or right Thoughts: At a tremendous cost to damage, this attack returns life and mana to the druid for each hit scored.

Shock Wave
Description: A wave that emits from a werebear, stunning all enemies in its path Level prerequisite: 24 Skill prerequisite: Maul Mouse button: Left or right Thoughts: Not to be used as a primary attack, shock wave temporarily stuns all opponents close to and in front of a werebear, letting it strike with impunity. Its high mana cost and low damage makes it a skill that should be used in conjunction with some other attack, like fire claws or maul. When assigned to the right mouse button, shock wave does not need a specific target; when assigned to the left mouse button, it does.

Fury
Description: Increases attack bonuses for a werewolf and automatically attacks multiple times Level prerequisite: 30 Skill prerequisite: Rabies Mouse button: Left or right Thoughts: Much like a paladin's zeal skill, fury lets a werewolf attack two or more targets with a single click. If only one target is available, all attacks will be unleashed on it alone.

Summoning Skills
Increasing the number of minions in your party can never hurt, and this branch of the druid's skill tree does that in spades. Some minions directly attack the enemy, while others augment the druid's already existing skills and life and mana supply. All minions (apart from the airborne raven) serve to distract enemies at no cost to the druid's personal health, making them very useful to players who dislike, or cannot afford, dying.

Certain summonings can cancel previous summonings; for example, a druid may have active only one type of vine (poison creeper, carrion vine, or solar creeper), one type of spirit (oak sage, heart of wolverine, or spirit of barbs), and one type of ground creature (spirit wolf, dire wolf, or grizzly). Ravens are not dispelled when wolves or bears are present.

Vines creep along behind their druid, performing their particular skills at their own discretion. Spirits tag along, casting their helpful auras on any party member near enough to be affected. Summoned creatures generally follow the druid but choose their own targets, and they will often attack without waiting for the druid himself to make contact.

Raven
Description: Summons a raven (or more than one, depending on skill level) that attacks a certain number of times before vanishing Level prerequisite: 1 Skill prerequisite: None Mouse button: Right Thoughts: Ravens cannot be damaged by enemies, thanks to their wings, guaranteeing that when you summon them, you will benefit from their attacks. A raven can also attack across gaps where wolves and grizzlies cannot roam.

Poison Creeper
Description: A vine that does poison damage to its own targets Level prerequisite: 1 Skill prerequisite: None Mouse button: Right Thoughts: This low-level vine is most useful in the early game and against enchanted monsters, since poison damage doesn't take full effect immediately. Most players replace the creeper with more powerful vines when they can do so.

Oak Sage
Description: A spirit that boosts the life level of the druid and all members of his party Level prerequisite: 6 Skill prerequisite: None Mouse button: Right Thoughts: A high-level oak sage is a tremendous boon to a party, especially a group of hardcore characters. An oak sage needs a moment before its life-giving benefit takes effect, but when it does, it automatically fills each party member's life globe as it increases the maximum life level. A powerful oak sage can make a high-level character extremely difficult to kill.

Summon Spirit Wolf
Description: Calls forth a spirit wolf, who assists in a druid's attacks Level prerequisite: 6 Skill prerequisite: Raven Mouse button: Right Thoughts: A spirit wolf makes a good early-game minion, but more advanced creature-summoning skills will likely take its place once they are available.

Carrion Vine
Description: A vine that consumes fallen enemies and transfers the life to the casting druid Level prerequisite: 12 Skill prerequisite: Poison Creeper Mouse button: Right Thoughts: This vine sucks the last bit of life out of corpses and gives it to the druid. This ruins the corpses for necromancers (who can raise the dead as minions) and barbarians (who can search the dead for potions and items), and there is no way to directly unsummon a carrion vine. However, summoning a poison creeper will cause the carrion vine to disappear, and the creeper has no effect on corpses. A carrion vine requires an unshattered corpse in order to be effective, so bear this in mind when using such a vine while you attack with cold damage.

Heart of Wolverine
Description: A spirit that boosts the offensive skills of a druid and his party members Level prerequisite: 18 Skill prerequisite: Oak Sage Mouse button: Right Thoughts: This skill is primarily for offensively minded druids who wish to augment the attack rating and damage of all party members. Only one spirit may be present at a time, so summoning this spirit will cancel all others.

Summon Dire Wolf
Description: Calls forth a dire wolf, who assists in a druid's attacks Level prerequisite: 18 Skill prerequisite: Oak Sage, Summon Spirit Wolf Mouse button: Right Thoughts: The dire wolf is a tougher version of the spirit wolf and will assist the druid by attacking its own chosen targets. It's a good minion for the midgame, until the grizzly becomes available, and it may be a better choice if you prefer the multiple minions provided by playing more skill points into dire wolf.

Solar Creeper
Description: A vine that sucks the mana from corpses and adds it to the druid's supply Level prerequisite: 24 Skill prerequisite: Carrion Vine Mouse button: Right Thoughts: This vine is more sentient than the carrion vine, which feeds on corpses regardless of the druid's health. A solar creeper will wait to feast on fallen enemies until the druid requires mana. This vine is especially beneficial to druids who use mana-intensive spells like hurricane and armageddon. Switch to carrion vine when life, not mana, is in short supply.

Spirit of Barbs

Description: A spirit that reflects damage back at attacking enemies who score hits on party members Level prerequisite: 30 Skill prerequisite: Heart of Wolverine Mouse button: Right Thoughts: Much like a paladin's thorns skill, spirit of barbs harms any enemy that successfully causes damage to a party member.

Summon Grizzly
Description: Summons a grizzly bear, which assists in a druid's attacks Level prerequisite: 30 Skill prerequisite: Summon Dire Wolf Mouse button: Right Thoughts: Truly a ferocious comrade, the grizzly absorbs the toughest onslaughts while his druid summoner assists him with spellcasting. Grizzlies stay alive better than any other summoned creature. Alas, it's only one pal and it may not occupy an entire group of enemies like several dire wolves may. Purchase a hireling at camp to assist the powerful grizzly if you're attempting the game alone.

Summoning Skills

 * Raven
 * Poison Creeper
 * Oak Sage
 * Summon Spirit Wolf
 * Carrion Vine
 * Heart of Wolverine
 * Summon Dire Wolf
 * Solar Creeper
 * Spirit of Barbs
 * Summon Grizzly

Elemental Skills

 * Firestorm
 * Molten Boulder
 * Arctic Blast
 * Cyclone Armor
 * Fissure
 * Twister
 * Volcano
 * Tornado
 * Hurricane
 * Armageddon

Shapeshifting Skills

 * Werewolf
 * Lycanthropy
 * Werebear
 * Maul
 * Feral Rage
 * Fire Claws
 * Rabies
 * Shock Wave
 * Hunger
 * Fury