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Druid Bio:
Starting Attributes:
Strength: 10
Dexterity: 25
Vitality: 10
Energy: 35
Hit Points: 40
Stamina: 74
Mana: 35
Each Character Level:
Life +1
Stamina +1
Mana +2
Attribute Point Effect:
1 Vitality point = 2 Life
1 Vitality point = 1 Stamina
1 Energy point = 2 Mana
Preferred Mercenary:
Act 2 (Nightmare) Might Aura Mercenary
Mercenary Tips:
Might will significantly increase you and your merc's weapon damage, helping you cut though monsters rapidly. As with all melee mercs, damage reduction and life leech are the primary concern.
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The druid is an interesting cross between caster and melee. With three pathes of specilization open, a druid can become a master of elements, destorying enemies with the forced of earth, air, and fire, a raging were-wolf fast attacking and hard hitting, or the ultimate pure tank - the were-bear, who's ability to take damage borders on absurd. The druid's thrid skill line involves summoning sprirts, plants, and animals to enhance his combat prowess, weaken hsi enemies, and to a larger extent, controll crowds. The summoing skill tree is not a good stand alone skill, but more of a support for the other to trees.
The elementalist druid relies on medium ranged melee skills, pet crowd control, and stackign area effet spells to kill monsters. While powerful in normal and nightmare mode, hell difficulty finds most of the elemental spells severely wanting in damage. 1.10 promises to address this however, by intorducing "synigeries" to the elemental spell line, which should make it a very potent choice, when combined with a good melee weapon and properly controlled minions. An elementalist druid will want to aquire 8 of the best +1 to elemental skills grand charms they can get their hands on. A hard hitting melee weapon - 1 handed - such as a barinar's star or lightsaber is also quite indespensible. The uniquie shield Timat's rebuke can also be counted upon to help your melee damage as well.
The were-forms of the druid allow him to transform into a formidable front line melee unit. The were-wolf is a fast moving damage machine. Every aspect of the class is geared towards doing alot of damage, and doing it quickly. This form is especially potent when coupled with a hard hitting 2 hander, (such as the cranium basher, messcherschmidt's reaver, or hellslayer), a might merc, and the summonable spirit of the wolverine. You will want to place a high empnasis on faster hit recovery gear, life leech, and physical resists. The were-wolf form will grant you alot of bonus hit points, however, you can still be killed by very large or very hard hitting packs of monsters, so it will be imporntant to make effective use of your minions for crowd control. A well equipped werewolf is capable of matching the damage output of classes such as the amazon and barbarian.
The were-bear is a pure tank. It's role is not so much a damage dealer but a damage MAGNET - you heard me, the were-bear's job is to GET hit. With more hp, vitality and out right tanatude than any class int he game, combined with the area effect stunning ability of "shockwave" a were-bear can singly handedly control literally the entire cow level at once. dispatchign them, however, is another matetr entirely. The phenominal gains a werebears gains in defense and vitality, it gives up in terms of offense. While all but invulnerable to non fanatic monster assaults, the slow swings and single target attacks of the werebear caue this form to have a difficult time dispatching mobs.
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