This thread is for discussion of the Druid in Diablo II. [/hr] Patch 1.13 gave some modest class skill changes here and there, but hypothetically I believed that the Druid Werebear build received the best changes, at least to make the build more viable. It is my belief that any good Werebear is first a tank and then whatever else you will it to be. Following that thought, the increased benefits to the transformation, including substantial upgrades to health and a marginal one to defense, as well as a decent revamp of damage, are all good news.
Official Blizzard Quote:
Druid
-Werebear - Damage bonus increased by 15% across all ranks.
-Werebear - Increased health by 25% and armor by 1% per point.
-Shockwave - Synergy from Maul adds 5% damage per point.
On the PTR I used gear with attributes that added to my bear's already enormous health benefits, like +VIT modifiers, as well as gear to supplement poor attack speed ( Shael runes are wonderful in that regard- get a majorly socketed maul and cram it with Shaels). Cranking up things like resistances and defense only added to the effect, and before I knew it, I was simply wading through mobs throwing negligible damage at me.
Of course, potions did almost nothing to combat that, so gear with Life Steal modifiers was necessary ( String of Ears Demonhide Sash, which also has a nice Damage Reduction modifier, and a pair of Dracul's Grasp Vampirebone Gloves). At lower levels I also used varies grades of Skulls in my weapons to leach back health (and some mana for my skills).
I used my Grizzly, fully leveled, as a secondary tank to sit there by my side. Add in a defensive Act II mercenary and between the three of us we were something akin to a trinity of Stonewall Jackon's. Shockwave, while my initial prejudice against the skill compelled me not to waste anything in it, turned out to be pretty useful in circumstances to blow off enemies for a bit while I took care of others. I mostly used Maul, however, for its build-up for damage and attack rating.
i was sure that only one damage reduciton item worked and didnt stack in any way with the others. Otherwise people would be striving for 100%. or does it stack and lose % with each starting from the highest % in one item. (simalar to the armour system in wc3)
Granted having OS pegged at 20 helps your life, but with the added 25% you get from Werebear form is it worth it? Since the Bearsummon gets bonuses from Dire wouldn't it help that summon to put a few more points into Dire for said bonuses? Just a thought.
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i was sure that only one damage reduciton item worked and didnt stack in any way with the others. Otherwise people would be striving for 100%. or does it stack and lose % with each starting from the highest % in one item. (simalar to the armour system in wc3)
DR stacks to 50% then it stops.
Granted having OS pegged at 20 helps your life, but with the added 25% you get from Werebear form is it worth it? Since the Bearsummon gets bonuses from Dire wouldn't it help that summon to put a few more points into Dire for said bonuses? Just a thought.
Probably, but I was just concerned with having as much life as possible.
I usually compensate the add life with charms. But that is just me. I usually go with a A II defensive merc as well, except with a melee char. For some reason I'll use a combat one.
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Yeah, I think I've pretty much always gone with AII defensive. It's usually the best choice since your merc isn't typically there for his damage (usually for a distraction or his aura(s)). I did use combat when I was running through Normal A2, though. Just because it was norm and I could get away with it (trying something different than usual :P).
I usually compensate the add life with charms.
That would have admittedly been the better choice except I had none (well, I had some... like +11's lol). Not exactly rich on the PTR yet.
One thing I did notice about the PTR is the lack of charm drop rate. I never really saw many of them fall, and when they did they were garbage. Didn't even see the so called higher drop rate on runes either.
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Seth, I was trying out the Werebear in the beta today, and noticed that the maul, IMO, is a worthless, slow skill. Granted, you need at least a point in it to get shockwave, and it can do some damage, but still slow. And why put a point in fire claws if you don't put any points into it's synergies?
I only ask because I'm not a real big Werebear fan and maybe with the new patch I might try one out.
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[/hr]
Patch 1.13 gave some modest class skill changes here and there, but hypothetically I believed that the Druid Werebear build received the best changes, at least to make the build more viable. It is my belief that any good Werebear is first a tank and then whatever else you will it to be. Following that thought, the increased benefits to the transformation, including substantial upgrades to health and a marginal one to defense, as well as a decent revamp of damage, are all good news.
Official Blizzard Quote:
Druid
-Werebear - Damage bonus increased by 15% across all ranks.
-Werebear - Increased health by 25% and armor by 1% per point.
-Shockwave - Synergy from Maul adds 5% damage per point.
Of course, potions did almost nothing to combat that, so gear with Life Steal modifiers was necessary ( String of Ears Demonhide Sash, which also has a nice Damage Reduction modifier, and a pair of Dracul's Grasp Vampirebone Gloves). At lower levels I also used varies grades of Skulls in my weapons to leach back health (and some mana for my skills).
I used my Grizzly, fully leveled, as a secondary tank to sit there by my side. Add in a defensive Act II mercenary and between the three of us we were something akin to a trinity of Stonewall Jackon's. Shockwave, while my initial prejudice against the skill compelled me not to waste anything in it, turned out to be pretty useful in circumstances to blow off enemies for a bit while I took care of others. I mostly used Maul, however, for its build-up for damage and attack rating.
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DR stacks to 50% then it stops.
Probably, but I was just concerned with having as much life as possible.
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That would have admittedly been the better choice except I had none (well, I had some... like +11's lol). Not exactly rich on the PTR yet.
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I only ask because I'm not a real big Werebear fan and maybe with the new patch I might try one out.
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(We also may or may not have been required by C***e to write all of these ;)) /top-secret and not for discussion
It's really not anywhere near that bad once you have a Maul (very fast attack speed for Druids) and you Shael it up, though.
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