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Repost - My Full Wind Druid Guide

Discussion in 'Druid' started by Æ’enris, Feb 8, 2004.

  1. Æ’enris

    Æ’enris Banned

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    Repost - My Full Wind Druid Guide

    Introduction
    Anyone who has taken up arms against other players has surely felt the newfound power of many different warriors.
    You chase vainly after the fleeing paladins as he rains down the wrath of god from the heavens onto your weakened form, the mighty sorceress hurls balls of incredibly powerful scorching flame, or calls down an unnatural blizzard that destroys the defenses of even the hardiest warriors.
    The assassin, if you see her, pummels you with mechanical bolts of lightning, the lithe amazons hurl condensed bolts of charged energy at you and their javelins pierce with the force of a thunderstorm. All this is unnatural and goes against our very concept of nature.
    Even our Brothers rain down vengeance from the sky and open volcanoes under our feet to incinerate us. Our cause seems hopeless.
    And yet, as we stare out onto the battlefield from under our pelts, our giant Grizzlies, rabid wolves, mighty spirits of nature and intelligent vines come to our call. Summoning storm winds to fortify you, and running to sure death, you approach these enemies, you flinch as their attacks streak towards you, expecting death to approach at any moment, you steel yourself for the inevitable...but you feel nothing.
    Confidence fills you, nature has come to your aid and given you a mighty shield, and even the hulking warriors wielding ghostly swords seem like ants compared to your power. How could you have ever doubted Gaia?

    The Basics
    Wind druids are probably the druid build most suited for pvp, of course this is arguable, and a lot rides on the player in control, but it is in my opinion at least.
    Against a good opponent you will not kill as fast as a templar or hammerdin, you won't be able to tank all the hits a barb can, your spells will not do damage in the tens of thousands or lower opponent's resistances, or even do irresistible damage. But the one thing you have is versatility, which many other classes lack; there is no class that can consistently beat a wind druid.
    Once you get the hang of things, the only class that will really give you trouble is a good trapsin that uses mind blast often.
    Statistics
    Regardless of your future build, your druid will start with these stats.
    Strength: 15
    Dexterity: 20
    Vitality: 25
    Energy: 20
    Hit Points: 55
    Stamina: 84
    Mana: 20

    When distributing stat points you will get these results.
    1 Vitality point gives 2 Life
    1 Vitality point gives 1 Stamina
    1 Energy point gives 2 Mana

    You also gain a small boost to your stats every time you level.
    Life +1.5
    Stamina +1
    Mana +2

    The faster hit recovery frames for a druid in human form are as follows.
    13 frame = 0%
    12 frame = 5%
    11 frame = 10%
    10 frame = 16%
    9 frame = 26%
    8 frame = 39%
    7 frame = 56%
    6 frame = 86%
    5 frame = 152%
    4 frame = 377%

    Your block rates are.
    11 frame = 0%
    10 frame = 6%
    9 frame = 13%
    8 frame = 20%
    7 frame = 32%
    6 frame = 52%
    5 frame = 86%
    4 frame = 174%
    3 frame = 600%

    I highly recommend maxing block, the formula for blocking is.
    Total Blocking = (Blocking * (Dexterity - 15)) / (Character Level * 2)

    As a character who focuses on spells, faster cast rate is very important.
    18 frames = base
    17 frames = 4%
    16 frames = 10%
    15 frames = 19%
    14 frames = 30%
    13 frames = 46%
    12 frames = 68%
    11 frames = 99%
    10 frames = 163%
    (note: With this build you will achieve 80%, if you feel the need to get an 11 frame cast rate then you need 19 more, but I don't recommend it, this can be achieved through a 19 faster cast rate crafted amulet, two 10% faster cast rings, a ring and a 10% amulet, or a helm with 20%+ fcr)

    You receive 110 skill points to distribute if you reach level 99 and do all the quests.
    This build requires 105, so you should be done at level 94, from there I recommend points in Summon Grizzly.
    Your main skill, Tornado, will do 5792-6086 unblockable physical damage at level 44 if you follow this build exactly, at a cost of 10 mana per cast.
    Your secondary skill, Hurricane, will do 2603-2718 cold damage in a 6-yard area following your movement, and last for fifty seconds at 30 mana per cast. And our Cyclone Armor will absorb 2891 elemental damage at 48 mana to cast.

    The Items
    Weapon: 'Heart of the Oak' rune word Flail. Ko+Vex+Pul+Thul
    +3 To All Skills
    +40% Faster Cast Rate
    +75% Damage To Demons
    +100 To Attack Rating Against Demons
    Adds 3-14 Cold Damage, 3 sec. Duration (Normal)
    7% Mana Stolen Per Hit
    +10 To Dexterity
    Replenish Life +20
    Increase Maximum Mana 15%
    All Resistances +30-40 (varies)
    Level 4 Oak Sage (25 Charges)
    Level 14 Raven (60 Charges)
    +50% Damage To Undead
    Flail-type weapons are the only one handed ones this rune word will work with, and flail is the lowest requirement, since this is for a caster there is no point in making it in a knout or scourge, or even a superior flail.
    (if you can't afford this weapon, Wizardspike Bone Knife is your best alternative, and before that Suicide Branch Burnt Wand, and The Spectral Shard Blade)

    Shield: Stormshield Monarch, socketed with a -15% requirements, 15 resist all jewel.
    Chance to block on Druid - 67%
    + (3.75 Per Character Level) 3-371 Defense (Based On Character Level)
    +25% Increased Chance Of Blocking
    35% Faster Block Rate
    Damage Reduced By 35%
    Cold Resist +60%
    Lightning Resist +25%
    +30 To Strength
    Attacker Takes Lightning Damage of 10
    Indestructible
    At level 94, when this build is done, you will need 225 dexterity for max blocking with Stormshield, I know this seems like a lot, but it means 3/4 of melee attacks miss you. I recommend Stormshield because of the good resist, high defense, good blocking, and awesome 35% damage reduced, the strength bonus is good but not as important since it is the most strength intensive item in your gear.
    (Alternative shields include 'Rhyme' Grim Shield Shael+Eth, Moser's Blessed Circle Round Shield, socketed with two perfect Diamonds or 'Um' runes, or Whitstan's Guard Round Shield from the Orphan's Call set, for very high and fast blocking)

    Armor: 'Enigma' rune word Archon Plate. Jah+Ith+Ber.
    +2 To All Skills
    +45% Faster Run/Walk
    +1 To Teleport
    +750-775 Defense (varies)
    + (0.75 Per Character Level) +0-74 To Strength (Based On Character Level)
    Increase Maximum Life 5%
    Damage Reduced By 8%
    +14 Life After Each Kill
    15% Damage Taken Goes To Mana
    + (1 Per Character Level) +1-99% Better Chance of Getting Magic Items (Based On Character Level)
    We use Enigma for the Teleport skill it grants, +2 skills, damage reduce, life increase, and other nice mods. Your dueling league or group may not allow teleport from Enigma, so just don't teleport; it's a great armor even without the teleport.
    A lot of people prefer the simple Breast Plate to an Archon, because it's cheaper and requires less strength, they then use the +to strength bonus to equip there other gear and spare themselves a few points.
    If you can't afford a three socket Archon Plate, then use Breast Plate or Light Plate, but this guide uses Archon as it's armor and the stat allocation reflects that.
    (Alternate armors include, from best to worst, Skin of The Vipermagi, Que-Hegan's Wisdom, and 'Stealth' (Tal+Eth) rune word light armor)

    Helm: Harlequin Crest Shako, socketed with an 'Um' rune, or a rare jewel with resistance and faster, damage to mana, or other mods you need.
    +2 To All Skills
    + (1.5 Per Character Level) 1-148 To Life (Based On Character Level)
    + (1.5 Per Character Level) 1-148 To Mana (Based On Character Level)
    Damage Reduced By 10%
    50% Better Chance of Getting Magic Items
    +2 To All Attributes
    In mine and many people's opinions this is the hands down best helm for casters and some melee, commonly referred to as Shako, this is your best bet for a wind druid. Again, many people prefer Jalal's Mane Totemic Mask, for the resistance and faster hit recovery mainly, but Shako provides much more life and mana, and even more if you use Call to Arms (discussed later) since it's +2 effects battle orders, and Jalal's +2 druid doesn't.
    (Alternate helms include, Jalal's Mane, Peasant Crown, or Ravenlore, a rare druid pelt with +2 druid or +3 elemental and decent second mods is acceptable)

    Belt: Arachnid Mesh Spiderweb Sash (16 slots)
    +90-120% Enhanced Defense (varies)
    Slows Target By 10%
    +1 To All Skills
    +20% Faster Cast Rate
    Increases Maximum Mana 5%
    Level 3 Venom (11 Charges)
    As of 1.10 this is the belt of choice for most casters, there is really nothing to discuss, just look at the stats on it.
    (Alternatives include, Trang-Oul's Girth Troll Belt, Gloom's Trap Mesh Belt, or Nightsmoke Light Belt)

    Gloves: Trang-Oul's Claws Heavy Bracers
    +20% Faster Cast Rate
    Cold Resist +30%
    +30 Defense
    +25% Poison Skill Damage
    +2 To Curses (Necromancer Only)
    I choose these gloves for the resistance and 20% faster cast rate, I use them instead of Magefist because cold resist never hurts against sorceresses.
    (Alternatives include, Magefist Light Guantlets or Frostburn Guantlets)

    Boots: Aldur's Advance Battle Boots
    Indestructible
    40% Faster Run/Walk
    +180 Maximum Stamina
    10% Damage Taken Goes To Mana
    Heal Stamina Plus +32%
    +50 To Life
    Fire Resist +40-50%
    Aldur's Advance are my boots of choice because of the big faster run/walk, huge fire resist, 10% damage to mana, oh and these are the solutions to all your stamina problems.
    (Alternatives include, Waterwalk Sharkskin Boots, Silkweave Mesh Boots, Sandstorm Trek Scarabshell Boots, or Shadow Dancer Myrmidon Greaves)

    Jewelry: Mara's Kaleidoscope, and two Stones of Jordan
    +2 To All Skill Levels
    All Resistances +20-30 (varies)
    +5 To All Attributes
    &
    +1 To All Skill Levels
    Increase Maximum Mana 25%
    Adds 1-12 Lightning Damage
    +20 To Mana
    I choose these for the big +skill, resistance, and big boost to your mana pool.
    (Alternatives include, rare/crafted Amulet with +2 druid, faster cast, or resist, Bul-Katho's Wedding Bands, and rare faster cast rings with resistance and life/mana)

    Switch: 'Call to Arms' in an elite 1 handed weapon (Amn+Ral+Mal+Ist+Ohm) and Lidless Wall Grim Shield
    +1 To All Skills
    +40% Increased Attack Speed
    +250-290+% Enhanced Damage (varies)
    Adds 5-30 Fire Damage
    7% Life Stolen Per Hit
    +2-6 To Battle Command (varies)*
    +1-6 To Battle Orders (varies)*
    +1-4 To Battle Cry (varies)*
    Prevent Monster Heal
    Replenish Life +12
    30% Better Chance of Getting Magic Items
    We use Call to Arms for the Battle Command and Battle Orders it provides, I recommend making it in an elite weapon like phase blade, berserker axe, ettin axe, or scourge. We already have the dexterity to use an elite, and our strength gets plenty high with Enigma and Stormshield. It's also good to use on Dclone, smack him with it for prevent monster heal. And believe it or not, but it's a cruel of quickness as well, so DON'T make it in a flail!

    +80-130% Enhanced Defense (varies)
    +1 To All Skills
    Increase Maximum Mana 10%
    20% Faster Cast Rate
    +3-5 To Mana After Each Kill (varies)
    +10 To Energy
    +1 To Light Radius
    We use Lidless Wall for the +1 to all skills, so our battle orders is stronger and lasts longer.

    Charms: Ten Natural Grand Charms, with second mods like +life, faster hit recovery, +strength or +dexterity. This will be a huge boost to our damage.
    Annihilus Small Charm, with the best stats you can get.
    Your leftover nine slots should be filled with small charms with modifiers like +life, faster run walk, faster hit recovery, +mana, and resistances.
    Stats at level 94
    Strength - 103 (I like people to see my Archon, and this is safest, also, make sure you have +30 strength in charms so everyone can see your sexy Stormshield, if you don't care about looks (for shame!) then simply get enough strength to use your gear after +strength from items and charms are added, but this can lead to sticky situations if you ever want to replace items, but need them to use your gear)
    Dexterity - 225 (For max blocking at level 94)
    Vitality - Everything Else (life is important)
    Energy - Base

    Skill Points and Allocation
    20 Tornado (Our main skill, it deals physical damage in a random path, which is determined by where you're standing, it can sometimes hit twice or more)
    20 Hurricane (Our secondary attack skill, it doesn't always do huge damage but it can help, chill the opponent, and make them mistakenly put on cold resist/absorb)
    20 Cyclone Armor(VERY important defensive skill, this has saved my butt so many times, you are basically shredded against the huge damage spells now without this, it adds damage to Tornado and very important duration to Hurricane, oh and did I mention cyclone armor has Zero resistance, good against cold sorceresses, and if you have negative resistance, but slightly saddening if you have positive or even maxed)
    20 Twister (Synergy to all our wind spells)
    20 Oak Sage (Our Spirit, huge life boost)
    1 Summon Grizzly (Great decoy and sometimes damage dealer)
    1 Raven (prereq)
    1 Dire Wolves (prereq)
    1 Spirit Wolves (prereq)

    Leveling Guide
    Here is a level by level guide through the early game, I recommend getting Sigon's Set, Bloodrise Morning Star, Nagel and Manald, and Eye of Etlich, then switch out to the gear I say, join a populated game, even if you are soloing, for faster exp, and a sorceress to enchant you is GREAT. Give your starting character 50k gold.
    1: Kill things in Blood Moor, 1 pt in Raven, 5 strength (pump to 65)
    2: Kill more in Blood Moor, save pt, 5 strength
    3: Do Den of Evil, save both points, 5 strength
    4: Den of Evil finished, start on Cold Plains, save pt, 5 strength
    5: Clear the Cold plains, save point, 5 strength
    6: Do Blood Raven, kill in Crypt and Mausoleum, pt. in Oak, Spirit Wolves, Arctic Blast, 5 strength
    7: Kill in Stony Field, kill Rakinishu, find Passage, save pt, 5 str
    8: Clear the Underground Passage, save pt, 5 strength
    9: Clear the Dark Wood and Treehead Woodfist, be careful he's tough, make sure you get waypoint, then grab the Scroll of Inifuss and head to Stony Field, save point, 5 str, equip Sigon’s gloves and then full set but shield
    10: Clear Tristram, rescue Cain, save pt, 5 str, Equip Sigon's shield to finish the set
    11: Take waypoint back to Dark Wood and find Black Marsh, find the Forgotten Tower and kill as much as you can, save pt, 5 vita (pump for a while, you don't need dexterity in norm)
    12: Clear The Forgotten Tower and Countess, kill in Black Marsh if you still need exp, one point in Dire Wolves and Cyclone Armor, 5 vita
    13: Clear Tamoe Highland, and pit if you need more exp, 1 point in Cyclone, 5 vita (we are pumping cyclone until Tornado for damage and Hurricane duration, 12 second hurricane = spawn of Satan)
    14: Fight your way to The Smith and lay the smack down, finish Malus 1 pt in Cyclone, 5 vita
    15: Battle through the Jail to the Inner Cloister, 1 pt in cyclone, 5 vita, Equip Bloodrise Morning Star
    16: Revel in the power of Bloodrise as you own Catacombs, prepare to fight Andy, 1 Cyclone, 5 vita
    17: Do battle with the Maiden of Anguish, preferably with a party, 1 cyclone, 5 vita
    18-20: Take the Caravan to the East and run the Sewers in populated games, you should be fine thanks to cyclone, +4 cyclone(1 from Radament Quest), +15 vita, you can start adding dexterity now or continue with vitality
    21-24: Quest with a party through act 2, or get a rush, then level in Canyon of the Magi, Travincal, of Diablo Runs, +3 cyclone +1 tornado, +dexterity or vita
    24: Do Ancients, 1 pt in tornado and cyclone, vita or dexterity
    25-55: Start Baal, watch your exp bar jump in huge amounts, finish cyclone at 26 and tornado at 44, get a point in grizzly and Hurricane, max Hurricane and start on twister
    (I would switch out to the following gear here:
    Spectral Shard, Vipermagi, Lidless, Peasant Crown, Gloom's Trap, Magefist, Waterwalks)
    55-75: Quest through Nightmare, get your strength up to 103, keep your blocking at 40% with lidless, the rest into vita, equip your dueling gear whenever you reach the required level, and Baal to 75
    75+ Start hell, keep your block up at 75 now that you can wear Stormshield, and the rest into vita, you can start dueling as soon as you can use all your gear and max your wind synergies.

    Dueling

    It’s my philosophy that you learn better from experience, but a lot of people have been asking for a dueling guide so here goes.
    A few basics, Cyclone Armor takes damage before resists, good for facets and Cold Mastery, generally not so good elsewhere because your resistances are useless whenever cyclone is on.
    When you teleport with a bear on top of you, melee opponents can’t click you, yes that’s right, your bear completely shields you after a teleport, this makes melee a fairly easy fight.

    Amazons
    There are a few builds that can give many players quite a lot of trouble, the most relevant to this build are Charged Strike and Guided Arrow/Multiple Shot.

    Charged Strike: Basically zons that jab you with their javelins and release a ton of charged bolts, which, when all hit you, can do a large, I mean large, amount of lightning damage. Think of it as an 09 lightfury zon but every bolt hitting you.
    Your cyclone armor is a big help against these guys, and can take a few hits, but be careful not to let them hit you more then once without a recast.
    Remember, they have to get into melee range to do damage, and this is where the wind druid shines, they will probably get dodge-locked from all the sources hitting them, so just finish them off with a few tornados as you hear their yips of death.

    Guided Arrow: Generally these are fairly weak after the nerfing, but occasionally you will come across one with huge physical damage, open wounds, deadly strike, poison, the works. If you don’t have Enigma this can be a hard fight, because smart ones will play very defensively, and you will probably never get close enough to hit them as they chip your life away, load of on frw charms and hope you can chase them down, or simply teleport on top of them, but once you close the distance you should have an easy win due to dodge-lock, and you simply overpowering them.

    Assassins
    One of the ‘burrito’ zons of 1.10, trappers are an annoyance to pretty much everyone, and the widely proclaimed ‘caster killer’, the Whirlwind sins using Chaos rune word to do a cute little barb impression. I will say that they stand a better chance of beating you than many other classes, but once you learn to play against them it is a fairly even match, still, this is a fairly hard match-up for the wind druid.

    Lightning Sentry/Mind Blast: The ones that use mind blast well are the only challenge, and your main problem here is getting caught in a crossfire where several traps are hitting you and the assassin can Mind Blast.
    Generally, when an assassin is Mind Blasting you, they aren’t laying traps.
    A few lightning sentries are nothing to worry about, because you can easily recast cyclone. The ones I have seen generally like to sit in or around their traps and run around, hoping you will die, not even needing to aim. If you can’t beat these simply practice more, the ones that are a problem very strategically place their traps, and then follow through with a mind blast, allowing several of their traps to hit you.
    The key is to stay outside of their little trapped area. Run circles around their area as the ******** computer-aimed lightning sentries blast away behind you, this may coax them to spread their traps out, but when it’s not once concentrated blast of multiple traps it’s not really a problem to our cyclone. Then, run/tele in and attack as they start to recast traps, if you start getting hit too much, retreat, they usually die fairly quickly to a good Tornado or two, if you want, simply do occasional ‘drive-bys with Hurricane and slowly kill them, expect a lot of town-running in pubbies though. If this happens simply slap on the Tgods and Wisp Projectors and laugh, see, we can do it too.
    Lightning Sentry does not stun nearly as well as Wake of Fire, and yet it’s damage is so much better, a WoF trapper will basically stun you and just keep you there until you sloooooooowly die, slap on a rising sun for them.

    Whirlwind: Ah yes, slight physical damage, fast attacks, and large open wounds/poison.
    The worst of these will perhaps dragonflight you once, run away, and then whirlwind you when you’re at low life. There’s also the Weapon Block problem to consider when fighting dual-claw whirlwinders, this is the only character that can block Tornado, and you may notice the duels taking a longer time, you really have little chance vs. the cheap ones, (cheaper perhaps) simply leave if you find you can’t beat them, my advice would be to run constantly and tornado around you so they may run through them.
    Don’t try to tank them for sure.
    The ones who will simply act like a barb and whirlwind you are not quite as annoying, but still hard to defeat. Whenever you see them teleport to you, or whirlwind, run. Yes, it’s a bit cowardly, but probably the only way to win against a good one. Run just out of their low range and Tornado them, you should slowly chip them down, if you get hit, good luck, their open wounds and poison will make you easy pickings in a few seconds.

    Necromancers
    One build stands out as one of the most powerful in 1.10, the Bone necromancer.
    Large damage, unresistable, and fast moving/seeking/wide spread, not exactly an easy opponent, poison necromancers can also lower your life incredibly quickly, yuck.

    Bone: If you are running, good luck, Decrepify and Bonewall or Bone Prison will make your life quite hard, if not, just get as close as you can, you may notice your pets dying from a few hits (ack, bye 9k life bear) recast, they are your only shield, and oak sage provides your only real defense, more life. The easy ones will sit in their tissue-thin cocoon of confidence and spam bone spells at you. Teleport close, and kill them in a few Tornados. Sorry buddy J. The medium ones will run and cast, and keep on the move, slightly annoying, but not too difficult, chase them down and Tornado them. The hardest ones will teleport around and have a veritable flood of Bone Spirit chasing you, and you don’t really want to stop because you will be quite dead. Try and let your bear tank for you, and just hope you can catch them, they should fall quickly to tornado.

    Poison: Pretty lame in my opinion. These guys can lower your life in just a couple of seconds. Good items to use include Death’s Set Gloves, Iratha’s Cuff set Amulet, and Tal runed Venom Ward. Stacked poison resist, +max poison resist, and poison length reduction are your friends. If they have Enigma, you may want to keep yours on for the teleport, if not, or if you run, use Tal Venom Ward, once you manage to lower their poison down to manageable levels you should use basic tactics for hunting down a paraplegic old man.

    Barbarians
    Stupid, smelly, annoying, loud, oh did I mention huge damage and life?
    These guys are one of the best suited to taking damage, which is what a wind druids opponent spends most of the duel doing, coincidentally.

    Melee: The only real concern are the ones who teleport on top of you and whirlwind, 90% of them you will be able to tank fairly easily, while they sit on their big ethereal swords and cry. The remaining ten have huge life and max damage reduction, and can take quite a few hits to bring down. Basic dueling tactics, sidestep their whirlwind and spam Tornado around you while they dance through it, Toro!

    Throwing: I recently let a thrower with ethereal Warshrikes chuck a few at me, and believe me I was surprised at how fast I died, of course, this shouldn’t be a problem, because you can dodge them and kill fairly quickly. Simply close the distance and kill them with Tornado.

    Sorceress
    Generally, these girls will be giggling their air-filled heads off as they townguard, I mean you can hear the fluff rattle inside. Their Energy Shield is actually our biggest friend here. Hurricane will decimate their mana, and they will sit helplessly because they can’t teleport away. Without Energy Shield their life is fairly low, and Hurricane can sometimes kill them. If you lose repeatedly to one of these maybe a wind druid isn’t for you, and if you’re running against their teleport I recommend stacking resist and absorb against them.

    Orb: Not too great, a fairly easy rule to follow is if you see your bear die as you yourself get hit, it’s a good time to recast cyclone. If they cast considerably faster then you and just want to run, you just have to wait them out, if they use Energy Shield it’s an easy fight, but they should die in a few Hurricanes or Tornados. If they maxed out their damage with facets their resists and life are generally fairly low. Remember that our Cyclone ignores their cold mastery, so yours will be at 0 resistance to their cold, good because there is no need/purpose to stacking resists.

    Blizzard: When you think about it, worse then a good fireball sorceress, because your resistances are at zero to both their attacks, so Blizzard loses it’s power, which comes from the –100 resist most of their opponents have. Your cyclone will probably only be able to take a single shard, and if you get hit again your dead, recast if you ever get hit, and chase them, they will probably resort to sitting in their own blizzard, so teleport in and kill them as fast as you can, otherwise their death facet blizzard may take you out, embarrassing. The key is their casting delay.

    Fireball: Probably the hardest sorceress you can fight, the same damage as blizzard, but a lot faster and a lot more. Hopefully they use Energy Shield so you can drain their mana, otherwise it’s basically a game of catch, they should die quickly as well though. Recast cyclone if you ever get hit. The key is that fireball is hard to aim.

    Druid
    Here we go, our fellow druids, wind druids are obviously the best matched to take on another wind druid, but there are several other interesting builds that can provide competition.

    Fury/Mauler: Don’t get close to them, run or teleport away and let them chase you, they can’t teleport in wereform, so let them run through Tornados to get to you. These guys can blocklock you if you aren’t careful.

    Fireclaws: A lot like a fireball sorceress, treat them like a Mauler, except that you can absorb a lot of their damage, if they get you block-locked be careful.

    Rabies: Ahh, the anti-teleporter, and also the anti-minion. If your minions are infected, do not teleport, they will infect you as well. Basically rabies is poison that can be spread through contact, and can kill. Yes, it can kill you, not one life, death. Treat them like Fury druids, but with an emphasis on keeping them farther away. You may be able to get away with a quick teleport in and kill. If you are infected, charge, you probably don’t have a lot of time left, so you need to finish the duel.

    Fire Elemental: They are basically other casters, volcano is the biggest problem here since it is there only source of non-elemental damage, don’t follow them around through an Armageddon, it can really mess you up. Your best option is to just tank, recast Cyclone periodically and kill them. If you are hoofing it, they have an advantage, because your only option is to run through their geddon, try and get in front of them and spam tornado, because running through meteors is not a nice place to be.

    Wind Elemental: Ahh...fun match. Trying to tank each other is random, it’s basically who has more life/damage, and who’s Tornado gets the right angle. Otherwise it’s just a game of teleport around eachother and spam Tornado, hope one of you runs through a few. It’s a good test of skill generally.

    Paladin
    Another class that can be hard to beat. Fist of the Heavens is a joke, but Hammerdins, and godly smiters or zealots can give you a run for your money, probably one of the hardest match-ups besides WW sins and bone necs.

    Fist of the Heavens: Easiest duel you can get, simply recast Cyclone, remember Conviction has no affect on our armor, so it’s not a problem, just recast, I think your biggest problem here is running out of mana. Since they can’t damage you chase them down and kill them.

    Smiter/Zealot: Treat these guys the same, be wary, a good one will have high life and dr, so you may have trouble bringing them down, your instinct may be to tank them, but that can be a mistake, Lacerator or Doom runeword smiters, and BoTD zealots are not a class you can hope to tank once they get a hit in. Keep on-screen unless they start to charge, and just spam Tornados at them.

    Charger: I recently had fun dueling a Botd Thunder Maul chargeadin, and let me tell you, 2500 life in one hit, with 50% dr is a LOT of damage. For them to get this damage though they will probably be very weak otherwise, and die from Hurricane possibly.
    Use the terrain to your advantage, try not to let them have a straight path to you, and fire tornados (which go over the terrain, a nice advantage for us). This is just basic melee strategy, they may go after your spirits so be ready to recast, but this is good, if they are leeching excessively off your bear you may not want to recast.

    Hammerdin: The only hard ones are the ones who charge around to desynch you and set up a hammer field. They probably won’t be able to 1 hit kill you unless your oak is dead. If they stay stationary and spam hammers, then teleport directly under them (do not teleport on them, their hammers will hit you every time, so don’t click their name) if they charge/tele around spamming hammers then you simply need instinct to know where hammer fields are, and tele in front of them before they get a chance to cast. The safest spot is directly under them.



    Any feedback is appreciated, post them in the Druid forums, e-mail or IM [email protected], or whisper Blacktastic on West Ladder for a duel.

    Æ’enris
     
  2. VictusMetuo

    VictusMetuo IncGamers Member

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    Thanks for reposting Fenris, hopefully we can keep this thread a bit more tidy than the last. Your Strats look a lot better than the first version, but I have a feeling you will be asked for Non-TP tactics more, even though that's just including more running. So if you can't use TP, you'd obviously want to focus your build a lot more towards Faster Run/Walk sort of like an Amazon would do in order to outrun, turn and shoot. Overall I think your guide looks pretty solid. One thing I would make sure for when your guide gets published, is that you make the gear alternatives stand out somehow because I think people will sort of glance over it and not realize they are there. Also I don't know if I would call Resists exactly "useless" if you have Cyclone Armor. I'm just saying that because someone may take that as I don't really need to focus on Resists, and when their Cyclone Armor takes enough damage, if it's not recast or it doesn't absorb everything, it can really hurt them. It's just a minor wording thing though.

    That's pretty much all for now, and I will probably be coming back into this thread and if I think of more stuff, I will let you know.
     
  3. Ifrit18

    Ifrit18 Banned

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    Pallys are never a problem. Only WW asns and bone necros are a real threat.

    Usually smart teleporting and hurricane will slowly chip away a Necro's hp unless they loaded up with absorb/% max cold resist gear.

    WW asns are a pain. I don't think its even possible to win this duel without teleport. If the asn is literally on you, hurricane will chip away their hp a bit and it will take a lot of pratice and quick movement to win this duel.
     
  4. Æ’enris

    Æ’enris Banned

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    Not really. Charging smiter/zealot can beat you, you are lagging so the only way to hit them is to get into close melee, and they can stunlock you easy, smite also makes your max block useless, and ones with lacerator will really mess you up.
     
  5. Snarlin Stef

    Snarlin Stef IncGamers Member

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    slap a kokomal (sanctuary shield) on and necros and fire ball sorcs are a joke... thnx to Slow Missiles..

    you dont even need tele to beat them...

    necros are VERY easy to beat... slow missiles OWNS them so bad.. they never hit you. bone spirits move slow as is... then when you slow missile them those things move slower than drying paint. same with fire balls and bonespears etc....

    kokomal OWNS all ranged characters... its way overpowered
     
  6. Æ’enris

    Æ’enris Banned

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    As if cyclone wasn't enough for sorcs. Wind druids don't need slow missles.
     
  7. FattyMcGee

    FattyMcGee IncGamers Member

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    sry stef :-/ slow missles can be helpful, but smart necs can get around it easily. The smart necros use spear/teeth a lot of the time, and only use spirit to lay traps (look in soulless's guide for a more complete explanation). And even with slow missles, if the nec teleports right on you, those slowed missles don't have to travel very far ^.^

    --fatty
     
  8. Snarlin Stef

    Snarlin Stef IncGamers Member

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    oki wahtever... slow missiles works great on teeth and spears too...

    its ok that you disagree im not offended... but slow missiles owns necs regardless of waht you think .. even spears and teeth...

    dont knock it till you try it.... it simply owns them easily.
     
  9. Æ’enris

    Æ’enris Banned

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    Yes well, 10k poison, slow, and buriza owned in 09 too, dueling is not about 'owning'.
     
  10. Snarlin Stef

    Snarlin Stef IncGamers Member

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    "its not about owning"

    im sure lamer necro pvpers that exploit marrow walk and enigma were thinking when they made their chars right?

    or thats what FOH pala players were thinking? because that char is just so much fun and takes so much skill. (even though 4 ort armor = immune)

    and im sure thats what tele hammer palas think too right?

    and im sure thats what 12k blizz dmg sorcs think too right?

    nahhhh pvp cant be about owning now can it? ;)

    its ok... i laugh when people cry about necros and if i dont feel like beating them with my WW assasin then i just slap a kokomal on my barb and i can walk faster than bone spears... they cant touch me. and i own them and its damn fun to blow up their spot. its ok maybe i have a different mentality than you...

    fenris your guide is no joke.. its REALLY good.. i jsut think that you should have kokomal shield in your stash to handle those necro and orb and fire ball and archer chars... (IF YOU NEED TO... probably more so vs necros than others.. )

    also kokomal is REALLY important for those without teleport.... just keep one in the stash vs those necros. :D

    thats my advice...
    thnx
    stef
     
  11. Æ’enris

    Æ’enris Banned

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    Any wind druid who needs slow missles against a sorc, please forget you ever read my guide and go play pacman or something. Slow missles is just one of those things that seems lame to me, and no, you should be able to beat necs without slow missles on a wind druid.
     
  12. spyte

    spyte IncGamers Member

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    hm... do you guys believe that wind druids is the best way to go in the lines of an elemental druid?
     
  13. Æ’enris

    Æ’enris Banned

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    They are more effective then fire, yes.
     
  14. Royal_Paladin14

    Royal_Paladin14 Banned

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    nice and detailed guide. some fire sorcs can be really tough, i've dueled ones with ene shield that can tank like 10 tornados, if they have more fhr can probably tank you 3 fire balls and druid gets cooked. and my biggest problem are trappers. with not even maxed resists and no absorb and poor fhr chances of winning against a good one is slim to none unless they didn't have any traps around when u teleed on top.
     
  15. Ifrit18

    Ifrit18 Banned

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    Cyclone armor renders you protected against fire, cold, lightning attacks. Also you can spam tornados which can easily do 4k+ that can hit more than once.

    Tornados are physical damage. You can only have 50% physical dmg reduction MAX.

    That way you don't have to worry about peeps stacking resists and absorb.

    Its technically the strongest build compared to most PvP builds right now.

    Any chars that use heavy elemental dmg will not be able to damage you long as you keep recasting cyclone armor when needed.

    Your only threats are physical dmg and magical damage.
     
  16. Royal_Paladin14

    Royal_Paladin14 Banned

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    level 40 mb is really no joke even with with super high fhr. i don't think you'll be able to reacast it. my assasin with 5 fps fhr was stunned to death by mb and wof. my friend and i tested it a couple of times and more than half the time i had my life chipped away before i could run away or even lay a trap or mb. name lock and switching between mb and traps bascially spells death sentence for any druid who's not immune to traps. and dual claw sins can easily tank many tornados if they have enough dr.
     
  17. Æ’enris

    Æ’enris Banned

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    M hm, rising sun > wof, I think I mentioned that.
     
  18. Royal_Paladin14

    Royal_Paladin14 Banned

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    but if your immune to your opponents attack it's not dueling anymore and of course you not' lose to them. i was saying the chances of beating them without absorb are slim.
     
  19. Æ’enris

    Æ’enris Banned

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    Of course, some newb with wof and mind blast gets you stun-locked, you aren't getting out, that's not a duel to me, it's like not using dr against ith barbs or something.
     
  20. TheToad

    TheToad Banned

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    wind druids are totally engima dependant

    with only running, anyone with a ranged attack can pick and choose when adn where to attack u cause tornadoes are slow and hurricane is just a weak TS

    if they use enigma, then feel free to go BM, and use a stack of forty revives and PN, makes urself untargetable and damage immune. gg

    u wana use sanctuary shield then any number of pubbie tactics can be used AGAINST you also. same goes for enigma

    or, flamebellow invulnerabiltiy bug. or, IBS and teleport away constantly.

    or a barb using nothing but open wounds, forty 290s. and knockback.

    i mean dude, if u wana make a BM based guide, thats pretty pointless.
     

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