Kefir-Tribe
Diabloii.Net Member
Guide - The Witchwild Werewolf (update)
I've made some changes and since it seems impossble to edit post right now (or am I blind?) I repost it.
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The Witchwild Werewolf v1.1
1. Introduction
I got the idea to this build when read this guide to a witchyzon. The guide itself is a little bit long and mathematical in my opinion, but the introduction was a great source on inspiration. I just had to test it with a shape-shifting druid. This is a guide to a dexbased druid and I know there are such already. But this guide is from a little bit different point of view.
If you’ve played this game for awhile (been there, done that. Been there again done it twice), you might not find anything new here. But if your one of those who usually plays characters like Hammerdin, Single elemental Sorceress or Charge Strike Amazon. If you’ve played a Fanatic Zealot with a BOTD eth Berserker Axe and still really haven’t figured out how that “n00bâ€, using Holy Freeze, could kill faster then you. If you’re one of those, then welcome to another world…
2. Stat Points
Strength: Put enough here so the druid is able to wear his equipment. Remember to make the best use of strength bonuses granted from items. Save as many points as you can here.
Energy: Put no points here. A small amount of manaleech (ML) is all this druid need to keep his mana up.
Vitality: Put no points here. Now, this is why this druid is a little bit on the wild side. Normally melee characters always invest large amounts into vitality. Don’t do that, I will explain this druid’s secret key for survival later.
Dexterity: Put every point left here. Why? Because this druid use a bow for weapon and therefore dexterity will rise his damage, as well as the usual Attack Rating (AR) and defense.
3. Skill Points
The Skill Point distribution for this build is very much like any werewolf. However, there are always choices of alignment, like secondary attack and Spirit. You’ll need 96 Skill Points to finish this build, which means it’s finished at level 85.
Shape Shifting tree
Werewolf: 15 pts
Lycantrophy: 20 pts
Feral Rage: 15 pts
Rabies: 1 pt (Prerequirement skill)
Fury: 20 pts
Werebear, Maul, Fire Claws, Shockwave, Hunger: 0 pts
Werewolf
This main skill allows the druid to transmute into a ferocious werewolf. In werewolf shape He’s allowed to use special attacks like Fury, while other skills like Volcano becomes impossible to use. This skill also grants the druid Increased Attack Speed (IAS) as well as a wonderful AR bonus and 25% more life. If you, against my recommendation, choose to put fewer points here, make sure to put at least 5. That’s because he needs that to reach 5 fpa (frames per attack) Attack Speed. Above those 5, points will only affect his AR. But AR is one of the keys to success with this build, so even max Werewolf if you get Skill Points left.
Lycantrophy
Just because you don’t going to invest any Stat Points in vitality, life isn’t necessarily a bad thing. This fantastic skill increases the druid’s life by 115% (!) (at skill level 20). It also allows him to stay in werewolf shape for a much longer time, which is very comfortable.
Feral Rage
This is a very important skill that grants the druid an insanely high amount of lifeleech (LL) (68% at skill level 15) and it makes him run/walk faster. The great thing with this skill is that he can charge it and then switch to an other skill (like Fury) and Feral Rage will still be active (unfortunately the damage and AR bonus doesn’t stay) for 20 seconds. One hit with Feral Rage resets that timer. When Feral Rage is active, a red ball will circle around him. And it shall always be circling there. It’s essential for survival.
Rabies
This is a good PvP skill but I think it’s worthless in PvM. The duration time is way to long. 1 point must be invested here because it’s a prerequirement skill.
Fury
This is the main attack and when the werewolf uses it, he first hit one hit with normal Attack Speed, followed by four more rapid hits. All five are heavily enchanted in matter of damage and AR.
Summoning tree
Raven: 1 pt (Prerequirement skill)
Oak Sage: 1 pt (Prerequirement skill)
Summon Spirit Wolf: 1 pt (Prerequirement skill)
Heart of Wolverine: 20 pts
Summon Dire Wolf: 1 pt (Prerequirement skill)
Summon Grizzly 1 pt
Spirit of Barbs, Poison Creeper, Carrion Vine, Solar Creeper: 0 pts
The choice of spirit
I’ve never liked Oak Sage (OS) much. Not because the life bonus granted from it is bad, it’s great, but because it dies to easily. In 1.10, I find it hard to keep it alive for more then a few seconds. And it’s hard to get any time over to kill monsters if you have to stand and respawn the stupid thing all the time. Therefore my spirit of choice is Heart of Wolverine (HoW), which not can take to much damage either but at least has close to twice as much life as OS. HoW gave my druid approximately 300 more max damage, which are 600 after Deadly Strike (DS). More of that is explained later. One good thing about both spirits is that they are immune to physical attacks. That’s very useful in certain situations, which I’ll explain in the strategy section.
Summon Spirit- and Dire Wolf
Though these two skills are only invested in because they’re prerequirement skills to Summon Grizzly, they’re very useful until the druid can summon Grizzly.
Summon Grizzly
This is a skill for all types of druids. I’ve only chosen to not invest in it once, which I regretted deeply. One point in it it’s all that’s needed to make an excellent tank.
Elemental tree
No points shall be invested in any skill here.
I've made some changes and since it seems impossble to edit post right now (or am I blind?) I repost it.
- - - - - - - - - - - - - - - - - - - - - - - - -
The Witchwild Werewolf v1.1
1. Introduction
I got the idea to this build when read this guide to a witchyzon. The guide itself is a little bit long and mathematical in my opinion, but the introduction was a great source on inspiration. I just had to test it with a shape-shifting druid. This is a guide to a dexbased druid and I know there are such already. But this guide is from a little bit different point of view.
If you’ve played this game for awhile (been there, done that. Been there again done it twice), you might not find anything new here. But if your one of those who usually plays characters like Hammerdin, Single elemental Sorceress or Charge Strike Amazon. If you’ve played a Fanatic Zealot with a BOTD eth Berserker Axe and still really haven’t figured out how that “n00bâ€, using Holy Freeze, could kill faster then you. If you’re one of those, then welcome to another world…
2. Stat Points
Strength: Put enough here so the druid is able to wear his equipment. Remember to make the best use of strength bonuses granted from items. Save as many points as you can here.
Energy: Put no points here. A small amount of manaleech (ML) is all this druid need to keep his mana up.
Vitality: Put no points here. Now, this is why this druid is a little bit on the wild side. Normally melee characters always invest large amounts into vitality. Don’t do that, I will explain this druid’s secret key for survival later.
Dexterity: Put every point left here. Why? Because this druid use a bow for weapon and therefore dexterity will rise his damage, as well as the usual Attack Rating (AR) and defense.
3. Skill Points
The Skill Point distribution for this build is very much like any werewolf. However, there are always choices of alignment, like secondary attack and Spirit. You’ll need 96 Skill Points to finish this build, which means it’s finished at level 85.
Shape Shifting tree
Werewolf: 15 pts
Lycantrophy: 20 pts
Feral Rage: 15 pts
Rabies: 1 pt (Prerequirement skill)
Fury: 20 pts
Werebear, Maul, Fire Claws, Shockwave, Hunger: 0 pts
Werewolf
This main skill allows the druid to transmute into a ferocious werewolf. In werewolf shape He’s allowed to use special attacks like Fury, while other skills like Volcano becomes impossible to use. This skill also grants the druid Increased Attack Speed (IAS) as well as a wonderful AR bonus and 25% more life. If you, against my recommendation, choose to put fewer points here, make sure to put at least 5. That’s because he needs that to reach 5 fpa (frames per attack) Attack Speed. Above those 5, points will only affect his AR. But AR is one of the keys to success with this build, so even max Werewolf if you get Skill Points left.
Lycantrophy
Just because you don’t going to invest any Stat Points in vitality, life isn’t necessarily a bad thing. This fantastic skill increases the druid’s life by 115% (!) (at skill level 20). It also allows him to stay in werewolf shape for a much longer time, which is very comfortable.
Feral Rage
This is a very important skill that grants the druid an insanely high amount of lifeleech (LL) (68% at skill level 15) and it makes him run/walk faster. The great thing with this skill is that he can charge it and then switch to an other skill (like Fury) and Feral Rage will still be active (unfortunately the damage and AR bonus doesn’t stay) for 20 seconds. One hit with Feral Rage resets that timer. When Feral Rage is active, a red ball will circle around him. And it shall always be circling there. It’s essential for survival.
Rabies
This is a good PvP skill but I think it’s worthless in PvM. The duration time is way to long. 1 point must be invested here because it’s a prerequirement skill.
Fury
This is the main attack and when the werewolf uses it, he first hit one hit with normal Attack Speed, followed by four more rapid hits. All five are heavily enchanted in matter of damage and AR.
Summoning tree
Raven: 1 pt (Prerequirement skill)
Oak Sage: 1 pt (Prerequirement skill)
Summon Spirit Wolf: 1 pt (Prerequirement skill)
Heart of Wolverine: 20 pts
Summon Dire Wolf: 1 pt (Prerequirement skill)
Summon Grizzly 1 pt
Spirit of Barbs, Poison Creeper, Carrion Vine, Solar Creeper: 0 pts
The choice of spirit
I’ve never liked Oak Sage (OS) much. Not because the life bonus granted from it is bad, it’s great, but because it dies to easily. In 1.10, I find it hard to keep it alive for more then a few seconds. And it’s hard to get any time over to kill monsters if you have to stand and respawn the stupid thing all the time. Therefore my spirit of choice is Heart of Wolverine (HoW), which not can take to much damage either but at least has close to twice as much life as OS. HoW gave my druid approximately 300 more max damage, which are 600 after Deadly Strike (DS). More of that is explained later. One good thing about both spirits is that they are immune to physical attacks. That’s very useful in certain situations, which I’ll explain in the strategy section.
Summon Spirit- and Dire Wolf
Though these two skills are only invested in because they’re prerequirement skills to Summon Grizzly, they’re very useful until the druid can summon Grizzly.
Summon Grizzly
This is a skill for all types of druids. I’ve only chosen to not invest in it once, which I regretted deeply. One point in it it’s all that’s needed to make an excellent tank.
Elemental tree
No points shall be invested in any skill here.