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[GUIDE] Diablo II Characters: Druid

Discussion in 'General Discussions' started by StoneCold, Nov 19, 2009.

  1. StoneCold

    StoneCold Member

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    The Druid




    [​IMG]



    The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.


    Starting Attributes
    Strength: 15
    Dexterity: 20
    Vitality: 25
    Energy: 20

    Hit Points: 55
    Stamina: 84
    Mana: 20

    Each Character Level
    Life +1.5
    Stamina +1
    Mana +2

    Attribute Point Effect
    1 Vitality point gives 2 Life
    1 Vitality point gives 1 Stamina
    1 Energy point gives 2 Mana




    Skills:


    Elemental Skills


    [​IMG] Firestorm
    Casting Delay: 0.6 Seconds
    Required Level: 1
    Prerequisites: None

    Effect: Wielding this ability, the Druid projects waves of molten earth that spread outward and burn a wide swath of destruction through his foes.
    Firestorm Receives Bonuses From
    Molten Boulder: +23% Fire Damage Per Level
    Fissure: +23% Fire Damage Per Level



    [​IMG] Molten Boulder
    Casting Delay: 2 Seconds
    Required Level: 6
    Prerequisites: Firestorm [1]

    Effect: By virtue of this talent, a Druid can summon forth a huge, rolling mass of magma, bowling over smaller enemies in its path before bursting into fiery shards.
    Molten Boulder Receives Bonuses From
    Volcano: +10% Damage Per Level
    Firestorm: +8% Fire Damage Per Level



    [​IMG] Arctic Blast
    Required Level: 6
    Prerequisites: None

    Effect: Aided by the will of the North Winds, the Druid conjures up a chilling torrent of frost that incapacitates all caught within the frozen blast.

    Arctic Blast Receives Bonuses From:
    Hurricane: +15% Cold Damage Per Level
    Cyclone Armor: +15% Cold Damage Per Level



    [​IMG] Fissure
    Casting Delay: 2 Seconds
    Required Level: 12
    Prerequisites: Firestorm [1], Molten Boulder [6]

    Effect: Sending his plea to the very core of the earth, the Druid rends the earth's very crust, tearing open volcanic vents beneath the feet of his adversaries, charring them to the bone.

    Fissure Receives Bonuses From:
    Firestorm: +12% Fire Damage Per Level
    Volcano: +12% Fire Damage Per Level



    [​IMG] Cyclone Armor
    Required Level: 12
    Prerequisites: Arctic Blast [6]

    Effect: This skill allows the Druid to sheath himself in a swirling mass of charged particles that absorbs damage from fire-, cold-, and lightning-based attacks.

    Cyclone Receives Bonuses From
    Twister: +7% Damage Per Level
    Tornado: +7% Damage Per Level
    Hurricane: +7% Damage Per Level



    [​IMG] Twister
    Damage Type: Physical
    Required Level: 18
    Prerequisites: Arctic Blast [6], Cyclone Armor [12]

    Effect: Calling to the winds, the Druid sends small whirlwinds advancing into the midst of his enemies, buffeting and stunning them as they go.
    The way to use Twister is to lay down a lot of them. It's best to aim past a monster sort of like Barbarian Whirlwind rather than click on a monster and cast. Once you have experience with Twister you can use it more effectively.

    Twister Receives Bonuses From:
    Tornado: +10% Damage Per Level
    Hurricane: +10% Damage Per Level


    [​IMG] Volcano
    Casting Delay: 4 Seconds
    Required Level: 24
    Prerequisites: Firestorm [1], Molten Boulder [6], Fissure [12]

    Effect: A Druid trained in this ability possesses the power to summon from the bowels of the earth a violent eruption, raining molten rock down upon all nearby foes.

    Volcano Receives Bonuses From:
    Molten Boulder: +12% Damage Per Level
    Fissure: +12% Fire Damage Per Level
    Armageddon: +12% Fire Damage Per Level


    [​IMG] Tornado
    Damage Type: Physical
    Required Level: 24
    Prerequisites: Arctic Blast [6], Cyclone Armor [12], Twister [18]

    Effect: Manipulating the great winds into a fearsome cyclone, the Druid sends this force of destruction into a throng of opponents, crushing into them and leaving devastation in its wake.
    The way to use Tornado is to lay down a lot of them. It's best to aim past a monster sort of like Barbarian Whirlwind rather than click on a monster and cast. Once you have experience with Tornado you can use it more effectively.

    Tornado Receives Bonuses From:
    Cyclone Armor: +9% Damage Per Level
    Twister: +9% Damage Per Level
    Hurricane: +9% Damage Per Level




    [​IMG] Hurricane
    Casting Delay: 6 Seconds
    Required Level: 30
    Prerequisites: Arctic Blast [6], Cyclone Armor [12], Twister [18], Tornado [24]

    Effect: Particularly talented Druids can summon this most potent gale of devastation. A fierce storm wreaks havoc around him, while the Druid stays cradled within the gentle calm of its eye.
    Hurricane surrounds your character. Move your character close to monsters, and run around them in order to hit them with the Hurricane.

    Hurricane Receives Bonuses From:
    Cyclone Armor: +2 Second Per Level
    Twister: +9% Damage Per Level
    Tornado: +9% Damage Per Level



    [​IMG] Armageddon
    Casting Delay: 6 Seconds
    Required Level: 30
    Prerequisites: Firestorm [1], Molten Boulder [6], Arctic Blast [6], Fissure [12], Cyclone Armor [12], Twister[18], Tornado [24], Volcano [24], Hurricane [30]

    Effect: This terrible force of nature's vengeance rains down flaming stones around the Druid who cast it, pummeling any opponents foolish enough to be caught in its fury.
    - Armageddon works a little differently than expected. Once cast it follows you around. To hit monsters, it's best to move in circles around the monsters until Armageddon hits them. As you get more experienced in using Armageddon, you will better judge how to position your character to get the best use from Armageddon.
    - Armageddon works pretty well with Tornado. You can cast a Tornado while you're waiting to cast another Armageddon.
    - You can cast Armageddon while in Werewolf or Werebear form

    Armageddon Receives Bonuses From:
    Fissure: +2 Second Per Level
    Firestorm: +14% Fire Damage Per Level
    Molten Boulder: +14% Fire Damage Per Level
    Volcano: +14% Fire Damage Per Level




    Shapeshifting Skills


    This is perhaps the most astonishing of all the talents granted to the Druids. Shape Shifting allows the Druids to manipulate their own flesh and form, taking on characteristics and capabilities of the beasts they have sworn to protect. Druidic warriors follow two paths: the path of the bear, and the path of the wolf. Some Shape-shifting skills are available only to a single animal form, while others are common to both wolf and bear forms. Note that while in animal form, Druids lose access to certain skills.
    Weapon Damage
    While in Werewolf or Werebear form you will still use the damage from weapons or ranged weapons. It's really just a graphical change. You will still be swinging your sword or shooting your bow but it will appear as if you're hitting them in Werewolf or Werebear form.
    You will not gain the benefit of attacking from distances when using ranged weapons in Werewolf or Werebear from. Ranged weapons will work but you'll have to move to melee range and use the ranged weapons like melee weapons.


    [​IMG] Werewolf
    Casting Delay: 1 Second
    Required Level: 1
    Prerequisites: None

    Effect: This ability allows an enlightened Druid to take on the form of a wolf, imparting to him quicker reflexes and heightened combat facilities.
    Although Werewolf gives an increase to Attack Speed, Werewolves and Werebears swing more slowly than the Druid in his natural form. This gives the impression that the Attack Speed increase is not working when in fact it does increase the Werewolf's Attack Speed.
    You can cast Armageddon while in Werewolf form.

    Werewolf Receives Bonuses From:
    Lycanthropy


    [​IMG] Lycanthropy
    Required Level: 1
    Prerequisites: Werewolf [1]

    Passive Effect: Changing shape is quite a taxing ordeal for a Druid, and he can only assume animal forms for a limited time. This skill enhances his constitution while in animal form, thereby increasing the amount of time he can remain transformed.




    [​IMG] Werebear
    Casting Delay: 1 Second
    Required Level: 6
    Prerequisites: None

    Effect: This skill empowers the Druid with the capacity to assume the form of a savage bear, granting him great strength and fortitude.
    You can cast Armageddon while in Werebear form.

    Werebear Receives Bonuses From
    Lycanthropy




    [​IMG] Maul
    Required Level: 12
    Prerequisites: Werebear [6]

    Werebear Only Effect: A Druid in Werebear form uses his mighty paws to rend brutal gashes in the flesh of his enemies. Using this ability, the fury of his assault increases with every opponent he kills.
    The more hits you get in, the higher the damage bonus will grow. For Skill Level 1, the first hit is +20%, but by three hits, it will now be +60%. The "green ball" will spin around your character indicating the power level of Maul. The bigger the ball, the more damage you'll be doing.
    +20% Damage Per Charge Level
    Attack Bonus: 3% Plus, 3% Per Level



    [​IMG] Feral Rage
    Required Level: 12
    Prerequisites: Werewolf [1]

    Werewolf Only Effect: When in wolf form, the Druid using this ability enters a frenzied rage, viciously tearing into foes and becoming heartier with each consecutive attack.
    The more hits you get in, the more life you will steal. For Skill Level 1, the first hit is 4%, but by three hits, it will now be +12%. The "red ball" will spin around your character indicating the power level of Feral Rage. The bigger the ball, the more Life you'll be stealing.




    [​IMG] Fire Claws
    Required Level: 18
    Prerequisites: Werewolf [1], Werebear [6], Feral Rage [12], Maul [12]

    Werewolf or Werebear Only Effect: While in his animal form, a Druid can use his affinity with the natural elements in order to supplement his attacks with a blazing assault.


    Fire Claws Receives Bonuses From
    Firestorm: +22% Fire Damage Per Level
    Molten Boulder: +22% Fire Damage Per Level
    Fissure: +22% Fire Damage Per Level
    Volcano: +22% Fire Damage Per Level



    [​IMG] Rabies
    Required Level: 18
    Prerequisites: Werewolf [1], Feral Rage [12]

    Werewolf Only Effect: When a Druid utilizes this ability, he toxifies his own saliva and attacks his enemies with a vicious bite, spreading a contagious disease that wracks the flesh of his infected opponents.
    Rabies is a very lethal attack. It constantly hits the afflicted player with poison damage about every second. Thus, once the target reaches 1 hp, Rabies' next cycle kills the player. The Rabies "aura" cannot be destroyed. Because the source of the poison is untouchable, all the antidotes in the game will not cure rabies directly.

    Rabies Receives Bonuses From
    Poison Creeper: +18% Poison Damage Per Level




    [​IMG] Shock Wave
    Required Level: 24
    Prerequisites: Werebear [6], Maul [12]

    Werebear Only Effect: With a tremendous roar, the Druid shakes the earth, stunning any enemies in the surrounding area with the resultant tremor.




    [​IMG] Hunger
    Required Level: 24
    Prerequisites: Werewolf [1], Werebear [6], Feral Rage [12], Maul [12], Fire Claws [18]

    Werewolf or Werebear Only Effect: Nature gives life, but it can also snatch it back. When a Druid using this ability bites an opponent, he drains some of his victim's vital essence, replenishing his own.



    [​IMG] Fury
    Required Level: 30
    Prerequisites: Werewolf [1], Feral Rage [12], Rabies [18]

    Werewolf Only Effect: The use of this skill drives the Druid into a bloodthirsty frenzy, attacking many foes with a raging fervor.




    Summoning Skills


    Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druids' call for help. Over the many years since then, the spirits have contributed in many ways to the Druids' cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature.

    Spirits
    You can only have one Spirit active at a time. If you summon another Spirit the previous Spirit will disappear. Spirits have hit points and can be destroyed. Spirits are similar to Paladin Auras. Multiple Spirit Auras can be active on party members at the same time. But multiple copies of the same Aura cannot "stack" by using the Spirits from different Druids in a Party. If two Druids in a Party both activate a Spirit, they will not receive any extra bonuses because multiple copies of the same Spirit Aura cannot be stacked. It's best for Druids in a group to communicate and decide who will use which Spirit Aura and which Spirits will be best for the group. If two Druids activate the same Spirit Aura both get cast periodically, whichever is cast last is in effect, they are not cumulative.
    Spirits are immune to Physical Damage and Poison on Nightmare. In Hell Difficulty, they're immune to Poison.

    Summoned Minions
    You can summon Spirit Wolves, Dire Wolves or a Grizzly. You cannot summon more than one at the same time. For example, if you summon a Spirit Wolf, your Dire Wolves or Grizzly will disappear. This means you will normally use Spirit Wolves until Dire Wolves are available, then switch to Dire Wolves. Once Grizzly is available you'll have to decide whether you wish to use a Grizzly or Dire Wolves. A Grizzly does more damage, but there can be only one. Dire Wolves do less damage but there can be up to three of them to attract monsters' attention.
    Summon Spirit Wolf adds attack and defense to Wolves, Dire Wolves and Grizzly pets.
    Summon Dire Wolf adds hitpoints to Wolves, Dire Wolves and Grizzly pets.
    Summon Grizzly adds damage to Wolves, Dire Wolves and Grizzly pets.

    Vines
    Vines follow you around much like any other Minion. They can be attacked and can die. You can only have one Vine at a time. If you want your Vines to survive longer, spend more skill points to build up their maximum life.



    [​IMG] Raven
    Required Level: 1
    Prerequisites: None

    Effect: Summon Ravens to peck out the eyes of your enemies. Ravens will cast "blind" on enemies they attack.



    [​IMG] Poison Creeper
    Required Level: 1
    Prerequisites: None
    Effect: A more subtle ally, these intelligent vines travel through the ground and use their cruel thorns to poison any opponents they contact.



    [​IMG] Oak Sage
    Required Level: 6
    Prerequisites: None

    Effect: The Druid uses this ability to call upon a helpful spirit of Nature to enhance his well-being, as well as the health of his companions.



    [​IMG] Summon Spirit Wolf
    Required Level: 6
    Prerequisites: Raven [1]

    Effect: This gift of Nature allows the Druid to conjure forth one or more wolf allies who, with their mystical powers, provide the Druid a potent and ferocious colleague.
    Spirit Wolves are very helpful. It's best to place 5 points into this skill as quickly as possible to get 5 Spirit Wolves. The Spirit Wolves will attract the attention of Monsters keeping them away from you. You also don't have to worry about "wasting" points in Summon Spirit Wolf because their Passive Attack and Defense Bonuses will apply to your Dire Wolves and Grizzly Bear when you upgrade to those skills.

    Summon Spirit Wolf Receives Bonuses From
    Summon Dire Wolf
    Summon Grizzly


    [​IMG] Carrion Vine
    Required Level: 12
    Prerequisites: Poison Creeper [1]

    Effect: The sentient plant summoned by this skill draws the corpses of your enemies into the ground, where it rapidly decomposes them, giving their life energies to the Druid who summoned it.



    [​IMG] Heart of Wolverine
    Required Level: 18
    Prerequisites: Oak Sage [6]

    Effect: This ability grants the Druid the knowledge needed to summon into being a spirit that increases his skill in battle, as well as that of his party.



    [​IMG] Summon Dire Wolf
    Required Level: 18
    Prerequisites: Raven [1], Oak Sage [6], Summon Spirit Wolf [6]

    Effect: This blessing from Nature imparts to the Druid the ability to summon several great wolves. Though the wolf is already fierce in combat, its savagery becomes greatly inflamed as it consumes the corpses of fallen foes.
    3 Dire Wolves with max skill points are very powerful. They can become even more powerful by placing points in Summon Grizzly and Summon Spirit Wolves. Dire Wolves are a clear replacement for the Spirit Wolves. While you can only have 3 of them, as you get to later Acts and Difficulty Levels they will survive for much longer. Many players prefer 3 Dire Wolves to the Grizzly Bear but Grizzly Bears can be very powerful if you place max points in Grizzly Bear, and build up their Life by placing points in Dire Wolf.

    Summon Dire Wolf Receives Bonuses From:
    Summon Spirit Wolf
    Summon Grizzly



    [​IMG] Solar Creeper
    Required Level: 24
    Prerequisites: Poison Creeper [1], Carrion Vine [12]

    Effect: This skill conjures forth an intelligent plant that draws the enemy's dead deep into the earth, where it drains their spiritual essences and bestows them upon the Druid who summoned it.



    [​IMG] Spirit of Barbs
    Required Level: 30
    Prerequisites: Oak Sage [6], Heart of Wolverine [18]

    Effect: The spirit invoked by this skill bestows upon the Druid and his company the mystical ability to reflect damage back at any opponents who injure them.




    [​IMG] Summon Grizzly
    Casting Delay: 1 Second
    Required Level: 30
    Prerequisites: Raven [1], Oak Sage [6], Summon Spirit Wolf [6], Summon Dire Wolf [18]

    Effect: This boon grants the Druid the aid of a tremendous wild bear with huge claws and great fangs that fights ferociously alongside him with terrible strength and unmatched fury.
    Grizzly Bears are best used in parties. Since you can only have one Grizzly vs 3 Dire Wolves, monsters tend to target your character much more with one Grizzly Bear than with 3 Dire Wolves. Place points into Dire Wolf to build up the Grizzly Bear's Life through the passive bonus. It's best to also use a Hireling with your Grizzly Bear.

    Summon Grizzly Receives Bonuses From
    Summon Spirit Wolf
    Summon Dire Wolf
     
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