Diablo II: Lord of Destruction/Druid: Difference between revisions

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{{Header Nav|game=Diablo II: Lord of Destruction}}
{{Header Nav|game=Diablo II: Lord of Destruction}}


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==Initial Equipment==
==Initial Equipment==
*Weapon: Club
* Weapon: Club
*Armor: Buckler
* Shield: Buckler


==Builds==
==Skills==
These are some of the most effective and most popular druid builds. Every build has a strength and a weakness.
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[[File:DIILoD Screenshot Elemental.png|frame|left|'''[[../Elemental/]]''']]
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[[File:DIILoD Screenshot Shape Shifting.png|frame|left|'''[[../Shape Shifting/]]''']]
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[[File:DIILoD Screenshot Summoning.png|frame|left|'''[[../Summoning/]]''']]
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{{col|3|begin}}
# {{DIILoD|Elemental|Firestorm}}
# {{DIILoD|Elemental|Molten Boulder}}
# {{DIILoD|Elemental|Arctic Blast}}
# {{DIILoD|Elemental|Fissure}}
# {{DIILoD|Elemental|Cyclone Armor}}
# {{DIILoD|Elemental|Twister}}
# {{DIILoD|Elemental|Volcano}}
# {{DIILoD|Elemental|Tornado}}
# {{DIILoD|Elemental|Armageddon}}
# {{DIILoD|Elemental|Hurricane}}
{{col|3}}
# {{DIILoD|Shape Shifting|Werewolf}}
# {{DIILoD|Shape Shifting|Lycanthropy}}
# {{DIILoD|Shape Shifting|Werebear}}
# {{DIILoD|Shape Shifting|Feral Rage}}
# {{DIILoD|Shape Shifting|Maul}}
# {{DIILoD|Shape Shifting|Rabies}}
# {{DIILoD|Shape Shifting|Fire Claws}}
# {{DIILoD|Shape Shifting|Hunger}}
# {{DIILoD|Shape Shifting|Shock Wave}}
# {{DIILoD|Shape Shifting|Fury}}
{{col|3}}
# {{DIILoD|Summoning|Raven}}
# {{DIILoD|Summoning|Poison Creeper}}
# {{DIILoD|Summoning|Oak Sage}}
# {{DIILoD|Summoning|Summon Spirit Wolf}}
# {{DIILoD|Summoning|Carrion Vine}}
# {{DIILoD|Summoning|Heart of Wolverine}}
# {{DIILoD|Summoning|Summon Dire Wolf}}
# {{DIILoD|Summoning|Solar Creeper}}
# {{DIILoD|Summoning|Spirit of Barbs}}
# {{DIILoD|Summoning|Summon Grizzly}}
{{col|3|end}}


Decide for yourself which one you want to be.
==Characters==
===Shape Shifting Druids===
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.
There are two types of Shape Shifting Druids: Bear and Wolf. The Bear has more health, more defense, 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====
===Shape Shifting===
There are two types of Shape Shifting Druids: Werewolf and Werebear. The bear has more health, more defense, and has the ability to stun its enemy, while the wolf can attack much faster, is more accurate, and can do more damage.
 
====Werewolf====
;Build:
;Build:
* 20 Werewolf
* 20 Werewolf
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The rest of the points go to summoning skills and if the Druid chooses to, cyclone armor. No points into any Elemental skills other than cyclone armor.
The rest of the points go to summoning skills and if the Druid chooses to, cyclone armor. No points into any Elemental skills other than cyclone armor.


This druid will 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.
A powerful weapon-damage over time should be your first priority before looking for defensive sources. This druid will 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:
;Strategy:
''PVM'': You can attack large groups of monsters since your fury can hit five targets 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 dying.
''PVM'': You can attack large groups of monsters since your fury can hit five targets 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 dying.


''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  Necromancer and he Iron Maidens 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.<br><br>
''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  Necromancer and he Iron Maidens 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.<br><br>


====Werebear Druids====
====Werebear====
;Build
;Build
* 20 Werebear
* 20 Werebear
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* 20 Oak Sage/ Heart of Wolverine
* 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 Elemental skills other than Cyclone Armor.
The rest of the points go to summoning skills and if the Druid chooses to, Cyclone Armor. No points into any Elemental skills other than Cyclone Armor.
An alternative to Maul and the higher use of points in Lycanthropy, Oaksage etc; would be to effectively distribute points between fire spells, aiding the use of fire claw, and passive upgrades in defensive abilities (such as Lycanthropy and Oaksage). Weapon damage is of little significance in this spec until late game content containing fire-immune monsters. Weapon speed should be your first priority (along with a source for renewable mana such as 1%-2% manasteal).


This druid will 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.
This druid will 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.
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''PVM'': In one-on-one against a melee attacker, 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.
''PVM'': In one-on-one against a melee attacker, 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 Necromancer 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.
''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 Necromancer gets you inside a Bone Prison and uses Iron Maidon, you are toast. This build is better than the Werewolf against most players since Werebears can stun but Werewolves still do more damage. A better example (should you avoid this trick with a quick switch and teleport) would be to act defensively, *kiting the other player until a space of advantage can be taken and your sufficient run speed allows your to strike from the right angle (or circumstance) to avoid a counter.


===Elemental Druids===
===Elemental===
There are two types of Elemental Druids: Fire and Windy.
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.  
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 highly damaging Tornados that can penetrate and go in a straight line in front of the Druid. All monsters within range of the Hurricane will feel its wrath.
Windy druids use highly damaging Tornados that can penetrate and go in a straight line in front of the Druid. All monsters within range of the Hurricane will feel its wrath.


====Fire Druid====
====Fire====
;Build
;Build
* 20 on Fissure
* 20 in Fissure
* 20 on Volcano
* 20 in Volcano
* 20 on Armageddon
* 20 in Armageddon
* 20 on Molten boulder
* 1 or 20 in Molten boulder
* 1 on Firestorm
* 1 or 20 in Firestorm
Either way Molten Boulder give volcano bonus=Physical or Firestorm to buff Fissure up to 7.5k with complete gear.
Put all extra points onto cyclone armor or summoning skills. No points into any shapeshifting skills.
Put all extra points onto cyclone armor or summoning skills. No points into any shapeshifting skills.


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;Strategy:
;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.
''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 sides 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, no big deal. If u have a Storm Shield, use it. It will benefit you a lot if you go max block with eld in it. Just fissure beneath you or at them till they come towards you.
 
In addition to PVP


''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.
If they put absorb on you are mostly screwed unless u have some pretty nice -res gear and damage.
I suggest 30-30 faceted weapon, 20-20 armor /w life if possible, and 20-20 Shield.
I usually have no use for teleport unless your more of a balance type and want life from oak, bo, and summons.
I'm a master of w/s and evading better while running


====Windy Druid====
====Wind====
;Build
;Build
* 20 on Cyclone Armor
* 20 on Cyclone Armor
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''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.
''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===
===Summoning===
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.
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.
;Build
;Build
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;Strategy:
;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.
''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.
''PVP'': You should not do PVP with this build.


==Choosing Your Build==
==Choosing Your Build==
If you've always preferred 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 preferred 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 preferred 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 preferred to hack and slash, then you should be a Shapeshifting Druid. If you like hitting lots of things very fast, very accurately, 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.
If you've always wanted some servants to do all the work for you, then you should be a summoning druid.
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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.
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====
====Shape Shifting Master====
Here is an example of how a druid who has mastered Wearwolf shape-shifting may have elected to distribute skill points:
Here is an example of how a druid who has mastered Werewolf shape shifting may have elected to distribute skill points:


Elemental Arts None
Elemental Arts None
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Shape-Shifting
Shape-Shifting


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


Summoning Skills
Summoning Skills


Oak Sage -- 20 skill points<BR>
* Oak Sage -- 20 skill points
Raven -- 1 skill point
* Raven -- 1 skill point
Spirit Wolf -- 1 skill point
* Spirit Wolf -- 1 skill point
Dire Wolf -- 1 skill points
* Dire Wolf -- 1 skill points
Grizzly -- 20 skill points
* Grizzly -- 20 skill points
Poison Creeper -- 1 skill point
* Poison Creeper -- 1 skill point
Carrion Vine -- 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
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.
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.
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Here is a sample distribution for a druid who has great skill in the summoning discipline:
Here is a sample distribution for a druid who has great skill in the summoning discipline:


Shape-Shifting skills
;Shape Shifting
 
* Werewolf - 1 skill point
Wearbear -- 6 skill point<BR>
* Wearbear - 6 skill point
Lycanthropy -- 6 skill points<BR>
* Lycanthropy - 6 skill points
Maul -- 6 skill points<BR>
* Maul - 6 skill points
Shockwave-- 6 skill points
* Shockwave- 6 skill points
<BR>
 
Elemental: None
<BR>


Summoning Skills
;Summoning
<BR>
* Raven - 1 skill point
Raven -- 1 skill point<BR>
* Spirit Wolf - 20 skill point
Spirit Wolf -- 20 skill point<BR>
* Dire Wolf - 20 skill points
Dire Wolf -- 20 skill points<BR>
* Grizzly - 20 skill points
Grizzly -- 20 skill points<BR>
* Oak Sage - 20 skill points
Oak Sage -- 20 skill points<BR>
* Heart of Wolverine - 1 skill point
Heart of Wolverine -- 1 skill point<BR>
* Spirit of Barbs - 1 skill point
Spirit of Barbs -- 1 skill point <BR>
* Poison Creeper - 1 skill point
Poison Creeper-- 1 skill point<BR>
* Carrion Vine - 1 skill point
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.
This build leaves you with only one 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.
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.


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