Patriarch Patior, Titan Berserker Druid Introduction "A Berserker Druid?" I hear you ask. Of course. I've already made a Druidbarb, so it seems only fair to make a Barbdruid. The idea suddenly came to me when NagisaFurukawa hosted his recent giveaway, which included a Passion Thunder Maul. What could be more fitting for that weapon than to be put in the hands of a Druid so that he could get back in touch with his former clanmates? The plan was to try to approximate the Barb aspects the Wolfbarb brings to the wolf: namely the powerful passive and defensive skills of the Barbarian and reverse them, combining the powerful Druid defenses with Barbarian attack power. The Character Name: Patior Class: Druid Level: 81 Strength: 430/463 Dexterity: 20/57 Vitality: 25/65 Energy: 20/40 HP: 422/1219 Mana: 260/547 FR/W: 39 FHR: 90 (6 frames) IAS: 90 (12 frames) Fire: -40 Cold: -10 Lightning:-5 Poison: -21 Skills: 20: Hurricane, Tornado, Twister, Cyclone Armor (CA and 'Cane cast at lvl 28) 8: Carrion Vine (16) 2: Oak Sage (10) 1: Poison Creeper, Arctic Blast Don't really need that many in Carrion Vine, but it seemed as good a point dump as any. Additional points wouldn't save the Sage from what kills it, and it's instantly recast when it dies if it's important. Cyclone Armor absorbs 1892 damage, Hurricane does ~1500 damage, though the chilling is the real reason for its use. Gear: Code: Jalal's Mane Totemic Mask Defense: 252 Durability: 18 of 20 Required Level: 42 Required Strength: 65 Fingerprint: 0x2527da49 Item Level: 75 Version: Expansion 1.10+ +2 to Shape-Shifting Skills (Druid Only) +2 to Druid Skill Levels +50% Faster Hit Recovery 20% Bonus to Attack Rating +155% Enhanced Defense +20 to Strength +20 to Energy All Resistances +30 +5 to Mana after each Kill 1 Sockets (1 used) Socketed: Shael Rune Highlord's Wrath Amulet Required Level: 65 Fingerprint: 0x985e18e0 Item Level: 87 Version: Expansion 1.10+ +1 to All Skills +20% Increased Attack Speed Adds 1 - 30 Lightning Damage 30% Deadly Strike (Based on Character Level) Lightning Resist +35% Attacker Takes Lightning Damage of 15 Shion's Treachery Dusk Shroud ShaelThulLem Defense: 445 Durability: 20 of 20 Required Level: 49 Required Strength: 77 Fingerprint: 0xda1dc98e Item Level: 79 Version: Expansion 1.10+ 5% Chance to cast level 15 Fade when struck 25% Chance to cast level 15 Venom on striking +2 to Assassin Skill Levels +45% Increased Attack Speed +20% Faster Hit Recovery Cold Resist +30% 50% Extra Gold from Monsters 3 Sockets (3 used) Raven Frost Ring Required Level: 45 Fingerprint: 0x7672ccb4 Item Level: 60 Version: Expansion 1.10+ +249 to Attack Rating Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames) +20 to Dexterity +40 to Mana Cold Absorb 20% Cannot Be Frozen Raven Frost Ring Required Level: 45 Fingerprint: 0x488d627e Item Level: 99 Version: Expansion 1.10+ +228 to Attack Rating Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames) +17 to Dexterity +40 to Mana Cold Absorb 20% Cannot Be Frozen Verdungo's Hearty Cord Mithril Coil Defense: 127 Durability: 15 of 16 Required Level: 63 Required Strength: 106 Fingerprint: 0xc15ce5b5 Item Level: ** Version: Expansion 1.10+ +10% Faster Hit Recovery +93% Enhanced Defense +40 to Vitality Replenish Life +12 +116 Maximum Stamina Damage Reduced by 15% Gore Rider War Boots Defense: 153 Durability: 34 of 34 Required Level: 47 Required Strength: 94 Fingerprint: 0xf3d11272 Item Level: ** Version: Expansion 1.10+ +30% Faster Run/Walk 15% Chance of Crushing Blow 15% Deadly Strike 10% Chance of Open Wounds +185% Enhanced Defense +20 Maximum Stamina Requirements -25% +10 Maximum Durability Dracul's Grasp Vampirebone Gloves Defense: 132 Durability: 12 of 14 Required Level: 76 Required Strength: 50 Fingerprint: 0xc255a626 Item Level: ** Version: Expansion 1.10+ 5% Chance to cast level 10 Life Tap on striking 9% Life stolen per hit 25% Chance of Open Wounds +101% Enhanced Defense +13 to Strength +10 Life after each Kill Call to Arms (on switch) Superior Flail AmnRalMalIstOhm One Hand Damage: 3 - 85 Durability: 30 of 30 Required Level: 57 Required Strength: 41 Required Dexterity: 35 Fingerprint: 0x5a8e2440 GUID: 0xe9054427 0x98f19e0b 0x0 Item Level: 90 Version: Expansion +2 to All Skills +40% Increased Attack Speed 258% Enhanced Damage +1 to Attack Rating +150% Damage to Undead Adds 5 - 30 Fire Damage 7% Life stolen per hit Prevent Monster Heal +11 to Battle Cry +15 to Battle Orders +6 to Battle Command Replenish Life +12 30% Better Chance of Getting Magic Items 5 Sockets (5 used) Spirit (on switch) Monarch TalThulOrtAmn Defense: 147 Chance to Block: 0 Durability: 86 of 86 Required Level: 54 Required Strength: 156 Fingerprint: 0x9f0912fc Item Level: 86 Version: Expansion 1.10+ +2 to All Skills +30% Faster Cast Rate +55% Faster Hit Recovery +250 Defense vs. Missile +22 to Vitality +98 to Mana Cold Resist +35% Lightning Resist +35% Poison Resist +35% +5 Magic Absorb Attacker Takes Damage of 14 4 Sockets (4 used) Shion's Passion Thunder Maul DolOrtEldLem Two Hand Damage: 94 - 513 Durability: 49 of 60 Required Level: 65 Required Strength: 253 Fingerprint: 0x25124bad Item Level: 85 Version: Expansion 1.10+ +25% Increased Attack Speed 185% Enhanced Damage 74% Bonus to Attack Rating +225% Damage to Undead +50 to Attack Rating against Undead Adds 1 - 50 Lightning Damage +1 to Zeal +1 to Berserk Hit Blinds Target +10 Hit Causes Monster to Flee 25% 75% Extra Gold from Monsters Level 3 Heart of Wolverine (12/12 Charges) 4 Sockets (4 used) The plan had been to swap Highlord's for Metalgrid and Dracul's for 20 IAS gloves (maybe LoH) at 81, but he hit it at the Ancient's and I was already ready to finish up in that session so that was that. I'd miss the +LaeK, OW, extra skill point and DS, but the huge +AR would probably be worth it. Charms: Code: Fine Small Charm of Inertia Small Charm Required Level: 27 Fingerprint: 0x44cbb0a6 Item Level: 80 Version: Expansion 1.10+ +3% Faster Run/Walk +2 to Maximum Damage +19 to Attack Rating Emerald Small Charm of Vita Small Charm Required Level: 39 Fingerprint: 0x5dc2e8fc Item Level: 99 Version: Expansion +17 to Life Poison Resist +10% Steel Grand Charm of Vita Grand Charm Required Level: 69 Fingerprint: 0xd45354ef Item Level: 83 Version: Expansion 1.10+ +110 to Attack Rating +37 to Life Fine Small Charm of Inertia Small Charm Required Level: 27 Fingerprint: 0xce13a645 Item Level: 64 Version: Expansion 1.10+ +3% Faster Run/Walk +2 to Maximum Damage +18 to Attack Rating Sharp Grand Charm of the Icicle Grand Charm Required Level: 21 Fingerprint: 0x9429dac8 Item Level: 85 Version: Expansion 1.10+ +10 to Maximum Damage +74 to Attack Rating Adds 2 - 3 Cold Damage Over 1 Secs (25 Frames) Sharp Grand Charm of Sustenance Grand Charm Required Level: 23 Fingerprint: 0xe4b008f2 Item Level: 81 Version: Expansion 1.10+ +9 to Maximum Damage +72 to Attack Rating +24 to Life Sharp Grand Charm of Life Grand Charm Required Level: 21 Fingerprint: 0x17995e3d Item Level: ** Version: Expansion 1.10+ +9 to Maximum Damage +73 to Attack Rating +15 to Life Steel Grand Charm of Sustenance Grand Charm Required Level: 53 Fingerprint: 0xa1a1be8c Item Level: 86 Version: Expansion 1.10+ +124 to Attack Rating +34 to Life Steel Grand Charm of Vita Grand Charm Required Level: 69 Fingerprint: 0xd5854faa Item Level: 80 Version: Expansion 1.10+ +114 to Attack Rating +38 to Life Steel Small Charm of Vita Small Charm Required Level: 49 Fingerprint: 0x4b9eb3b9 Item Level: 80 Version: Expansion 1.10+ +32 to Attack Rating +17 to Life Jade Small Charm of Inertia Small Charm Required Level: 27 Fingerprint: 0xde7fe054 Item Level: ** Version: Expansion 1.10+ +3% Faster Run/Walk Poison Resist +9% Steel Small Charm of Life Small Charm Required Level: 49 Fingerprint: 0x41ecf12f Item Level: 80 Version: Expansion 1.10+ +36 to Attack Rating +5 to Life Steel Small Charm of Balance Small Charm Required Level: 49 Fingerprint: 0xac5a1299 Item Level: 85 Version: Expansion 1.10+ +5% Faster Hit Recovery +35 to Attack Rating Steel Small Charm of Balance Small Charm Required Level: 49 Fingerprint: 0x8bc6ba92 Item Level: 86 Version: Expansion 1.10+ +5% Faster Hit Recovery +33 to Attack Rating Gulzar, Holy Freeze Merc: Code: Vampire Gaze Grim Helm Defense: 378 Durability: 21 of 21 Required Level: 41 Required Strength: 48 Fingerprint: 0x9f678bf5 Item Level: 59 Version: Expansion 1.10+ +15% Increased Attack Speed Adds 6 - 22 Cold Damage Over 4 Secs (100 Frames) 8% Mana stolen per hit 6% Life stolen per hit +100% Enhanced Defense 15% Slower Stamina Drain Damage Reduced by 17% Magic Damage Reduced by 12 Ethereal 1 Sockets (1 used) Socketed: Jewel of Fervor Jewel of Fervor Jewel Required Level: 31 Fingerprint: 0x5161ff71 Item Level: ** Version: Expansion 1.10+ +15% Increased Attack Speed Duriel's Shell Cuirass Defense: 705 Durability: 150 of 150 Required Level: 41 Required Strength: 65 Fingerprint: 0x80c2b5dd Item Level: 75 Version: Expansion 1.10+ +15% Increased Attack Speed +198% Enhanced Defense +101 Defense (Based on Character Level) +15 to Strength +81 to Life (Based on Character Level) Cold Resist +30% All Resistances +20 Cannot Be Frozen +100 Maximum Durability 1 Sockets (1 used) Socketed: Jewel of Fervor Jewel of Fervor Jewel Required Level: 31 Fingerprint: 0xdeb1dcaf Item Level: 58 Version: Expansion 1.10+ +15% Increased Attack Speed The Reaper's Toll Thresher Two Hand Damage: 38 - 449 Durability: 65 of 65 Required Level: 75 Required Strength: 114 Required Dexterity: 89 Fingerprint: 0x8b36d443 Item Level: 86 Version: Expansion 1.10+ 33% Chance to cast level 1 Decrepify on striking +20% Increased Attack Speed 219% Enhanced Damage Ignore Target's Defense Adds 4 - 44 Cold Damage Over 1 Secs (22 Frames) 12% Life stolen per hit 33% Deadly Strike Requirements -25% 1 Sockets (1 used) Socketed: Shael Rune The Journey Normal Envy setup -> 1.09 Ravenclaw, Iratha's, Twitchthroe, Treads -> Peasant Crown, Steeldriver, Mahim-Oak, Bloodfist, String of Ears, 2 rare life leech rings, Natalya's boots. Added in 4x Jewel of Fervored gothic plate at level 31 and upped Shaeled Steeldriver at level 34. Swapped in Jalal's at level 43. Level 49 ushered in Treachery, along with IK boots, gloves and belt, Ravenfrost and a new rare LL ring, then upped Shaeled Ribcracker at 56 and the beta CtA and Spirit at 57. Yes, I ran Normal Baal until level 57. The choice came down to waiting until midway through NM to use Ribby and CtA or start NM using it, which seemed like an easy choice. Nightmare: Mostly done at p1. Ran p8 Pindle until I could equip the Passion, then p5 Baal runs until the merc hit 75. Swapped in Gore Riders, Verdungo's, Highlord's, Venom Grip and a second Raven Frost in at 69. Hell: Act 1 at p3, rest at p1. Changed gloves over to Dracul's at 76. No real problems in Act 1. Act 2 proved no worries until the Arcane Sanctuary. Ghosts are ridiculously bothersome for this guy, and they covered the AS like locusts. Likewise the Tomb was filled to the brim with the buggers, combined with Magic Immune Guardians and the other typical fodder, all inside those narrow hallways. So I did what any brave warrior would do, I ran like a gazelle. The Staff room was empty, cue relieved sigh. Duriel dropped quietly. Act 3 was a little tedious, especially around dolls. Had gloams in the Great Marsh, but with Cyclone Armor active they don't even make a scratch. Actually, the same is true if the Armor drops; they just leave charred remains. Ended up doing everything past LK at p3 (forgot to drop afterwards - I need Los!) but handled it with little trouble. More gloams in the Plains of Despair, but the situation was the same as before. Pul at the Hellforge was less than I hoped, but still nice. Infector of Soul's pack surrounded me and broke through the Cyclone Armor. Managed to lead them out and have the merc pick them off; then Diablo was easy. The outside areas of Act 5 were full of ranged attackers. This guy sucks against melee ranged attackers. Ran through for the most part, carefully splitting up and picking off as necessary. Frozen River had witches, caster skeletons and drifters. Died twice to a bosspack of caster skellies backed up by three groups of witches. No issues the rest of the way, though Baal took a while to decide to die. Deaths: Five or six (I remember five, but I feel like I'm forgetting one), all easily avoided with a little more patience and care. First to Normal Meph, he killed off the rest of the party but I had him down to 1/16 or so life and thought I could plink away at him with the RC, he coldballed me and it either overpowered the CA, or it was already down. Second while doing leveling runs vs NM Shenk, surrounded by Fana/ES wasps while cursed. Third to Hell Infector of Souls pack. Fourth and fifth to bosspack of caster skeletons backed up by triple normal groups of witches in Hell Frozen River. Used Tornado and Twister to clear out enough room to rescue the corpse and pound my way through. Only used those two skills to recover corpses twice (that time and the Shenk time), never outside of that. Finds: -Hellforge: Ral/Pul/Pul -plain Lightning skiller from NM Summoner -ethereal Spire of Honor from NM Meph -Champion pack of Wasp Nests -Key of Hate -5 socket Rune Master in Lower Kurast -A new item? -plain Thunder Maul while clearing the Throne (just seemed fitting) Thoughts Very enjoyable, though much more fragile than what I'm used to. Insane amount of crowd control and defensive ability thanks to all the slow and the protection from elemental damage. He routinely stood right in the grill of monsters and charged into gloams with no fear whatsoever, despite having no points in vitality. Only truly dangerous monsters were ones that stunned (urdar, drifters, vipers etc.), ones with manaburn and ones with Holy Freeze/Decrepify - swinging slower is very, very bad for this guy. With those my plan was to let the merc close in then come in either right beside him or on the side of the pack. Typically, though, I charged in alone and let the merc trail in unless the mob was especially dangerous. If others wanted to try this, I would definitely suggest going with the titan and a huge weapon - otherwise the damage just won't be enough and you'll be taking forever to kill things, and they'll be escaping and healing thanks to the CtC Terror; it'd just be ugly. However, going without the berserk and just going with a normal attack would work, as well, even with a small investment in strength. I'd suggest upped Ribcracker for the high speed, FHR and CB for that. Can't go wrong with bigger, more hurty weapons if you've got 'em, of course. I'd never made a Druid before, so this was a real learning experience for me. Cyclone Armor and Hurricane are awesome skills. Incredibly helpful and, honestly, probably what made this build not only possible, but highly effective (OK, the beta CtA didn't hurt...). The plan for this worked out better than I imagined, except for the damage and AR, which weren't that big of a deal. Thankee -NagisaFurukawa, for gifting the Passion and Treachery, and for his Titan Berserkeress with those two items that served as inspiration. -winmar and, now, NacRuno, for the Mat/Pat/Guardian thread, which proved invaluable in trying to get ideas for this build. -Fabian, for giving the Emerald SC of Vita. -silospen, for GoMule. Just downloaded it the other day and I'm already finding it helpful, most notably in compiling this pat thread. -Liquid_Evil, his Druid prowess and flair served as inspiration to try to make the char worthy of his approval. Hope I succeeded. Also his usage of Carrion Vine in one of his pat threads made me decide to use it here; much to my pleasure. And, as always, to you, the reader. Remember to make a Druid, my friend, or you will awrooooooo it.