Introduction - Please READ ME:
► Show Spoiler
This is a caster druid guide. For those of you who played median a few years back, it is a better version of what used to be diseased cattle sorc. This character is intended to be a farmer that is perhaps one of the best builds at the start of a season or as a first character for those of you who are new to the game. This build is extremely cheap and effective which makes it even better for SP. In addition, Magic find is generally a trade-off between kill speed and drop quality. Due to this build's godlike damage, we can afford to run a 200-350 MF all the time without having to compromise our kill speed one bit!
When it comes to gaming in general, I subscribe to the church of "They Can't Kill You If They Are Dead" (or TCKYITAD for short). For that reason, we will be aiming for extremely high damage, the ability to sweep uber-levels and get our basic charms rather quickly. This build also excels in small areas or corridors which makes late game farming UL and TA a breeze.
When it comes to gaming in general, I subscribe to the church of "They Can't Kill You If They Are Dead" (or TCKYITAD for short). For that reason, we will be aiming for extremely high damage, the ability to sweep uber-levels and get our basic charms rather quickly. This build also excels in small areas or corridors which makes late game farming UL and TA a breeze.
#1 Skills & Stats:
► Show Spoiler
This build relies on very few skills. The skill and stat build is the same across all phases. Our main damage skills are Plague Avatar, Rain of Fire and Mythal. Our suitability sources are Goodberry, Lifeshield, Acid Fiends and most importantly Pagan Rites.
Here is how the skill-tree should look like:
Smax: Plague Avatar (main dmg source)
Smax: rain of fire (secondary dmg source)
Smax: Acid Fiends (our main tanks + insane buffing aura)
Smax: Goodberry
Smax: Lifeshield
1 point: everything else including Freezing Gale (will help in T Fautz when you are doing the Black Road Challenge)
1 point: Force of Nature (Uber skill)
Remaining points: Poison Flash (gives Acid Fiends extra HP)
Note: Mythal is probably the most broken spell in the game imo. 1 point is enough but make sure to learn how to utilize it properly. I will include some tips below.
Stats:
Enough Strength to use your gear and the rest into Energy.
Here is how the skill-tree should look like:
Smax: Plague Avatar (main dmg source)
Smax: rain of fire (secondary dmg source)
Smax: Acid Fiends (our main tanks + insane buffing aura)
Smax: Goodberry
Smax: Lifeshield
1 point: everything else including Freezing Gale (will help in T Fautz when you are doing the Black Road Challenge)
1 point: Force of Nature (Uber skill)
Remaining points: Poison Flash (gives Acid Fiends extra HP)
Note: Mythal is probably the most broken spell in the game imo. 1 point is enough but make sure to learn how to utilize it properly. I will include some tips below.
Stats:
Enough Strength to use your gear and the rest into Energy.
#2 Play Style:
► Show Spoiler
The play style for this build is simple: Buff yourself with mark of the wild, summon Acid Fiends (and later on Edyrem once you do Judgement Day) in front of you as you walk, once enemies attack your summons, use your Plague Avatar spell on top of them and move on. By the time you walk up they will most likely be dead. If they are Psn immune, you could either use Mythal to pierce their immunity or Rain of fire to kill them. Generally speaking, rain of fire is bad against certain mobs with high mobility because it requires the target to be still as the spell is cast. It is however incredibly strong against ubers, act bosses and areas where psn immunity cannot be pierced. Don't forget to eat that delicious berry!
In order to maximize your efficiency, during a fight you should be either summoning or casting spells. Never stand still. Keep an eye on your minions count and try to always keep it maxed. Once a few of your minions die, back off summon and keep pushing. I can't stress this enough. Keep an eye on the count of your minions and don't let it slip down to 3 or 4 as they will be swarmed and you will be next in line for death.
In order to maximize your efficiency, during a fight you should be either summoning or casting spells. Never stand still. Keep an eye on your minions count and try to always keep it maxed. Once a few of your minions die, back off summon and keep pushing. I can't stress this enough. Keep an eye on the count of your minions and don't let it slip down to 3 or 4 as they will be swarmed and you will be next in line for death.
#3 Phase 1:
► Show Spoiler
You just started in A1, get to Tristram and start farming a few Gift boxes. I ran through all of hatred with TU1 staff from Gift Box and some random armor. If you however want to blast though hatred and can afford to get your hands on some decent gear (via gift box or Arcane Crystals), I would recommend the following setup (TU1 or 2 ofc):
Armor:
Wap:
Belt:
Helm:
Boots:
Rings and Amu: anything with +sk and psn dmg or -enemy psn/fire res
using this gear @ TU1-3 you can make it all the way to mid-end of terror.
In this phase we have LC1:
Unfortunately, LC-1 is the hardest area (by far) for this build. TA is one of the few areas this build struggles with until we reach Phase #3. Regardless of difficulty, our low armor is of no help in TA. My advise is be extremely careful. Progress slowly and avoid large open spaces. Summon Fiends in front of you and drop Plague avatars on top of them. In order to succeed I had to keep the amazons almost at the edge of my screen. Use Pagan Rites when you are low as there will always be corpses dropping around you constantly.
Tip: If you are having problems dying to Phalanx from the Priestesses, try approaching them from the north. Phalanx always aims south so you can basically back off when you see it and wait for it to expire.
Armor:
Robe of Leaves
- Insanely good item!Robe of Leaves
Scale Mail (4)
Defense: (127 - 147) to (254 - 293)
Required Level: 4
Required Strength: 27 to 28
Item Level: 10
+5% Bonus Elemental Damage to Mark of the Wild
-(2 to 3)% to Enemy Fire Resistance
-(2 to 3)% to Enemy Cold Resistance
-(2 to 3)% to Enemy Poison Resistance
+(24 to 43)% Enhanced Defense
+10 Life Regenerated per Second
Maximum Life +(2 to 3)%
Poison Resist +(21 to 25)%
Requirements -(3 to 5)%
Socketed (2)
Defense: (452 - 505) to (816 - 911)
Required Level: 21
Required Strength: 52 to 54
Item Level: 31
+10% Bonus Elemental Damage to Mark of the Wild
-(5 to 8)% to Enemy Fire Resistance
-(5 to 8)% to Enemy Cold Resistance
-(5 to 8)% to Enemy Poison Resistance
+(64 to 83)% Enhanced Defense
+20 Life Regenerated per Second
Maximum Life +(3 to 4)%
Poison Resist +(31 to 35)%
Requirements -(6 to 10)%
Socketed (4)
Defense: (1166 - 1275) to (2031 - 2221)
Required Level: 39
Required Strength: 171 to 179
Item Level: 51
+15% Bonus Elemental Damage to Mark of the Wild
-(10 to 13)% to Enemy Fire Resistance
-(10 to 13)% to Enemy Cold Resistance
-(10 to 13)% to Enemy Poison Resistance
+(104 to 123)% Enhanced Defense
+35 Life Regenerated per Second
Maximum Life +(4 to 5)%
Poison Resist +(41 to 45)%
Requirements -(11 to 15)%
Socketed (5)
Defense: (1738 - 1885) to (3030 - 3287)
Required Level: 47
Required Strength: 322 to 338
Item Level: 77
+20% Bonus Elemental Damage to Mark of the Wild
-(15 to 18)% to Enemy Fire Resistance
-(15 to 18)% to Enemy Cold Resistance
-(15 to 18)% to Enemy Poison Resistance
+(124 to 143)% Enhanced Defense
+50 Life Regenerated per Second
Maximum Life +(5 to 6)%
Poison Resist +(46 to 50)%
Requirements -(16 to 20)%
Socketed (6)
Scale Mail (4)
Defense: (127 - 147) to (254 - 293)
Required Level: 4
Required Strength: 27 to 28
Item Level: 10
+5% Bonus Elemental Damage to Mark of the Wild
-(2 to 3)% to Enemy Fire Resistance
-(2 to 3)% to Enemy Cold Resistance
-(2 to 3)% to Enemy Poison Resistance
+(24 to 43)% Enhanced Defense
+10 Life Regenerated per Second
Maximum Life +(2 to 3)%
Poison Resist +(21 to 25)%
Requirements -(3 to 5)%
Socketed (2)
Defense: (452 - 505) to (816 - 911)
Required Level: 21
Required Strength: 52 to 54
Item Level: 31
+10% Bonus Elemental Damage to Mark of the Wild
-(5 to 8)% to Enemy Fire Resistance
-(5 to 8)% to Enemy Cold Resistance
-(5 to 8)% to Enemy Poison Resistance
+(64 to 83)% Enhanced Defense
+20 Life Regenerated per Second
Maximum Life +(3 to 4)%
Poison Resist +(31 to 35)%
Requirements -(6 to 10)%
Socketed (4)
Defense: (1166 - 1275) to (2031 - 2221)
Required Level: 39
Required Strength: 171 to 179
Item Level: 51
+15% Bonus Elemental Damage to Mark of the Wild
-(10 to 13)% to Enemy Fire Resistance
-(10 to 13)% to Enemy Cold Resistance
-(10 to 13)% to Enemy Poison Resistance
+(104 to 123)% Enhanced Defense
+35 Life Regenerated per Second
Maximum Life +(4 to 5)%
Poison Resist +(41 to 45)%
Requirements -(11 to 15)%
Socketed (5)
Defense: (1738 - 1885) to (3030 - 3287)
Required Level: 47
Required Strength: 322 to 338
Item Level: 77
+20% Bonus Elemental Damage to Mark of the Wild
-(15 to 18)% to Enemy Fire Resistance
-(15 to 18)% to Enemy Cold Resistance
-(15 to 18)% to Enemy Poison Resistance
+(124 to 143)% Enhanced Defense
+50 Life Regenerated per Second
Maximum Life +(5 to 6)%
Poison Resist +(46 to 50)%
Requirements -(16 to 20)%
Socketed (6)
Wap:
Naiad King
or Naiad King
Flamen Staff (4)
Two-Hand Damage: 6 to 7
(Druid Only)
Required Level: 4
Required Strength: 18
Item Level: 1
Strength Damage Bonus: (0.06 per Strength)%
+1 to Druid Skill Levels
+6% Bonus Elemental Damage to Mark of the Wild
(21 to 30)% Duration Bonus to Mark of the Wild
+60 Spell Focus
+50% Damage to Undead
-(6 to 8)% to Enemy Fire Resistance
-(6 to 8)% to Enemy Cold Resistance
Fire Resist +(11 to 20)%
Lightning Resist +(11 to 20)%
Poison Resist +(11 to 20)%
Socketed (2)
Two-Hand Damage: 13 to 16
(Druid Only)
Required Level: 25
Required Strength: 32
Item Level: 31
Strength Damage Bonus: (0.06 per Strength)%
+2 to Druid Skill Levels
+9% Bonus Elemental Damage to Mark of the Wild
(41 to 50)% Duration Bonus to Mark of the Wild
+90 Spell Focus
+50% Damage to Undead
-(11 to 13)% to Enemy Fire Resistance
-(11 to 13)% to Enemy Cold Resistance
Fire Resist +(31 to 40)%
Lightning Resist +(31 to 40)%
Poison Resist +(31 to 40)%
Socketed (3)
Two-Hand Damage: 22 to 27
(Druid Only)
Required Level: 46
Required Strength: 69
Item Level: 51
Strength Damage Bonus: (0.06 per Strength)%
+4 to Druid Skill Levels
+12% Bonus Elemental Damage to Mark of the Wild
(61 to 70)% Duration Bonus to Mark of the Wild
+120 Spell Focus
+50% Damage to Undead
-(16 to 18)% to Enemy Fire Resistance
-(16 to 18)% to Enemy Cold Resistance
Fire Resist +(51 to 60)%
Lightning Resist +(51 to 60)%
Poison Resist +(51 to 60)%
Socketed (4)
Two-Hand Damage: 27 to 33
(Druid Only)
Required Level: 55
Required Strength: 138
Item Level: 77
Strength Damage Bonus: (0.06 per Strength)%
+6 to Druid Skill Levels
+15% Bonus Elemental Damage to Mark of the Wild
(71 to 80)% Duration Bonus to Mark of the Wild
+150 Spell Focus
+50% Damage to Undead
-(18 to 20)% to Enemy Fire Resistance
-(18 to 20)% to Enemy Cold Resistance
Fire Resist +(61 to 70)%
Lightning Resist +(61 to 70)%
Poison Resist +(61 to 70)%
Socketed (4)
Flamen Staff (4)
Two-Hand Damage: 6 to 7
(Druid Only)
Required Level: 4
Required Strength: 18
Item Level: 1
Strength Damage Bonus: (0.06 per Strength)%
+1 to Druid Skill Levels
+6% Bonus Elemental Damage to Mark of the Wild
(21 to 30)% Duration Bonus to Mark of the Wild
+60 Spell Focus
+50% Damage to Undead
-(6 to 8)% to Enemy Fire Resistance
-(6 to 8)% to Enemy Cold Resistance
Fire Resist +(11 to 20)%
Lightning Resist +(11 to 20)%
Poison Resist +(11 to 20)%
Socketed (2)
Two-Hand Damage: 13 to 16
(Druid Only)
Required Level: 25
Required Strength: 32
Item Level: 31
Strength Damage Bonus: (0.06 per Strength)%
+2 to Druid Skill Levels
+9% Bonus Elemental Damage to Mark of the Wild
(41 to 50)% Duration Bonus to Mark of the Wild
+90 Spell Focus
+50% Damage to Undead
-(11 to 13)% to Enemy Fire Resistance
-(11 to 13)% to Enemy Cold Resistance
Fire Resist +(31 to 40)%
Lightning Resist +(31 to 40)%
Poison Resist +(31 to 40)%
Socketed (3)
Two-Hand Damage: 22 to 27
(Druid Only)
Required Level: 46
Required Strength: 69
Item Level: 51
Strength Damage Bonus: (0.06 per Strength)%
+4 to Druid Skill Levels
+12% Bonus Elemental Damage to Mark of the Wild
(61 to 70)% Duration Bonus to Mark of the Wild
+120 Spell Focus
+50% Damage to Undead
-(16 to 18)% to Enemy Fire Resistance
-(16 to 18)% to Enemy Cold Resistance
Fire Resist +(51 to 60)%
Lightning Resist +(51 to 60)%
Poison Resist +(51 to 60)%
Socketed (4)
Two-Hand Damage: 27 to 33
(Druid Only)
Required Level: 55
Required Strength: 138
Item Level: 77
Strength Damage Bonus: (0.06 per Strength)%
+6 to Druid Skill Levels
+15% Bonus Elemental Damage to Mark of the Wild
(71 to 80)% Duration Bonus to Mark of the Wild
+150 Spell Focus
+50% Damage to Undead
-(18 to 20)% to Enemy Fire Resistance
-(18 to 20)% to Enemy Cold Resistance
Fire Resist +(61 to 70)%
Lightning Resist +(61 to 70)%
Poison Resist +(61 to 70)%
Socketed (4)
Dubhdroiacht
Belt:
Aerin Orbiter
Aerin Orbiter
Belt (4)
Defense: (88 - 96) to (121 - 132)
Required Level: 5
Required Strength: 28
Item Level: 10
5% Cast Speed
+(4 to 5)% to Fire Spell Damage
+(4 to 5)% to Lightning Spell Damage
+(4 to 5)% to Cold Spell Damage
+(18 to 29)% Enhanced Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Elemental/Magic Damage Reduced by (3 to 5)
Socketed (1)
Defense: (310 - 334) to (389 - 419)
Required Level: 22
Required Strength: 56
Item Level: 31
15% Cast Speed
+(8 to 9)% to Fire Spell Damage
+(8 to 9)% to Lightning Spell Damage
+(8 to 9)% to Cold Spell Damage
+(41 to 52)% Enhanced Defense
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Elemental/Magic Damage Reduced by (9 to 11)
Socketed (2)
Defense: (754 - 805) to (938 - 1001)
Required Level: 40
Required Strength: 201
Item Level: 51
25% Cast Speed
+(12 to 13)% to Fire Spell Damage
+(12 to 13)% to Lightning Spell Damage
+(12 to 13)% to Cold Spell Damage
+(64 to 75)% Enhanced Defense
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Elemental/Magic Damage Reduced by (15 to 17)
Socketed (2)
Defense: (1104 - 1173) to (1358 - 1443)
Required Level: 48
Required Strength: 402
Item Level: 77
30% Cast Speed
+(14 to 15)% to Fire Spell Damage
+(14 to 15)% to Lightning Spell Damage
+(14 to 15)% to Cold Spell Damage
+(75 to 86)% Enhanced Defense
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Elemental/Magic Damage Reduced by (18 to 20)
Socketed (2)
Belt (4)
Defense: (88 - 96) to (121 - 132)
Required Level: 5
Required Strength: 28
Item Level: 10
5% Cast Speed
+(4 to 5)% to Fire Spell Damage
+(4 to 5)% to Lightning Spell Damage
+(4 to 5)% to Cold Spell Damage
+(18 to 29)% Enhanced Defense
+(11 to 15) to Energy
Elemental Resists +(3 to 5)%
Elemental/Magic Damage Reduced by (3 to 5)
Socketed (1)
Defense: (310 - 334) to (389 - 419)
Required Level: 22
Required Strength: 56
Item Level: 31
15% Cast Speed
+(8 to 9)% to Fire Spell Damage
+(8 to 9)% to Lightning Spell Damage
+(8 to 9)% to Cold Spell Damage
+(41 to 52)% Enhanced Defense
+(21 to 25) to Energy
Elemental Resists +(9 to 11)%
Elemental/Magic Damage Reduced by (9 to 11)
Socketed (2)
Defense: (754 - 805) to (938 - 1001)
Required Level: 40
Required Strength: 201
Item Level: 51
25% Cast Speed
+(12 to 13)% to Fire Spell Damage
+(12 to 13)% to Lightning Spell Damage
+(12 to 13)% to Cold Spell Damage
+(64 to 75)% Enhanced Defense
+(31 to 35) to Energy
Elemental Resists +(15 to 17)%
Elemental/Magic Damage Reduced by (15 to 17)
Socketed (2)
Defense: (1104 - 1173) to (1358 - 1443)
Required Level: 48
Required Strength: 402
Item Level: 77
30% Cast Speed
+(14 to 15)% to Fire Spell Damage
+(14 to 15)% to Lightning Spell Damage
+(14 to 15)% to Cold Spell Damage
+(75 to 86)% Enhanced Defense
+(36 to 40) to Energy
Elemental Resists +(18 to 20)%
Elemental/Magic Damage Reduced by (18 to 20)
Socketed (2)
Helm:
Earth Song
- Insanely good item!Earth Song
Hawk Helm (4)
Defense: (54 - 63) to (79 - 92)
(Druid Only)
Required Level: 4
Required Strength: 25
Item Level: 10
5% Cast Speed
+(11 to 15)% to Fire Spell Damage
+(11 to 15)% to Cold Spell Damage
+(11 to 15)% to Poison Spell Damage
+(21 to 40)% Enhanced Defense
Fire Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Poison Resist +(11 to 15)%
+(8 to 13) Mana after each Kill
Socketed (2)
Defense: (211 - 238) to (276 - 311)
(Druid Only)
Required Level: 22
Required Strength: 50
Item Level: 31
10% Cast Speed
+(16 to 20)% to Fire Spell Damage
+(16 to 20)% to Cold Spell Damage
+(16 to 20)% to Poison Spell Damage
+(51 to 70)% Enhanced Defense
Fire Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Poison Resist +(21 to 25)%
+(18 to 23) Mana after each Kill
Socketed (2)
Defense: (513 - 570) to (658 - 731)
(Druid Only)
Required Level: 39
Required Strength: 175
Item Level: 51
15% Cast Speed
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Cold Spell Damage
+(21 to 25)% to Poison Spell Damage
+(71 to 90)% Enhanced Defense
Fire Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Poison Resist +(31 to 35)%
+(28 to 33) Mana after each Kill
Socketed (3)
Defense: (788 - 908) to (1004 - 1157)
(Druid Only)
Required Level: 48
Required Strength: 350
Item Level: 77
20% Cast Speed
+(26 to 30)% to Fire Spell Damage
+(26 to 30)% to Cold Spell Damage
+(26 to 30)% to Poison Spell Damage
+(91 to 120)% Enhanced Defense
Fire Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Poison Resist +(36 to 40)%
+(33 to 38) Mana after each Kill
Socketed (4)
Hawk Helm (4)
Defense: (54 - 63) to (79 - 92)
(Druid Only)
Required Level: 4
Required Strength: 25
Item Level: 10
5% Cast Speed
+(11 to 15)% to Fire Spell Damage
+(11 to 15)% to Cold Spell Damage
+(11 to 15)% to Poison Spell Damage
+(21 to 40)% Enhanced Defense
Fire Resist +(11 to 15)%
Cold Resist +(11 to 15)%
Poison Resist +(11 to 15)%
+(8 to 13) Mana after each Kill
Socketed (2)
Defense: (211 - 238) to (276 - 311)
(Druid Only)
Required Level: 22
Required Strength: 50
Item Level: 31
10% Cast Speed
+(16 to 20)% to Fire Spell Damage
+(16 to 20)% to Cold Spell Damage
+(16 to 20)% to Poison Spell Damage
+(51 to 70)% Enhanced Defense
Fire Resist +(21 to 25)%
Cold Resist +(21 to 25)%
Poison Resist +(21 to 25)%
+(18 to 23) Mana after each Kill
Socketed (2)
Defense: (513 - 570) to (658 - 731)
(Druid Only)
Required Level: 39
Required Strength: 175
Item Level: 51
15% Cast Speed
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Cold Spell Damage
+(21 to 25)% to Poison Spell Damage
+(71 to 90)% Enhanced Defense
Fire Resist +(31 to 35)%
Cold Resist +(31 to 35)%
Poison Resist +(31 to 35)%
+(28 to 33) Mana after each Kill
Socketed (3)
Defense: (788 - 908) to (1004 - 1157)
(Druid Only)
Required Level: 48
Required Strength: 350
Item Level: 77
20% Cast Speed
+(26 to 30)% to Fire Spell Damage
+(26 to 30)% to Cold Spell Damage
+(26 to 30)% to Poison Spell Damage
+(91 to 120)% Enhanced Defense
Fire Resist +(36 to 40)%
Cold Resist +(36 to 40)%
Poison Resist +(36 to 40)%
+(33 to 38) Mana after each Kill
Socketed (4)
Boots:
Wake of Destruction
- sick early boots for this buildWake of Destruction
Greaves (4)
Defense: (90 - 102) to (135 - 152)
Required Level: 9
Required Strength: 17
Item Level: 19
+(4 to 6)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(11 to 13)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(6 to 8)% to Poison Spell Damage
+(24 to 40)% Enhanced Defense
+(21 to 25) to Energy
Requirements -20%
Socketed (1)
Defense: (333 - 369) to (462 - 512)
Required Level: 27
Required Strength: 33
Item Level: 36
+(7 to 9)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(15 to 17)% to Physical/Magic Spell Damage
+(10 to 12)% to Fire Spell Damage
+(10 to 12)% to Poison Spell Damage
+(58 to 75)% Enhanced Defense
+(26 to 30) to Energy
Requirements -25%
Socketed (2)
Defense: (854 - 930) to (1152 - 1254)
Required Level: 44
Required Strength: 158
Item Level: 59
+(10 to 12)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(19 to 21)% to Physical/Magic Spell Damage
+(14 to 16)% to Fire Spell Damage
+(14 to 16)% to Poison Spell Damage
+(92 to 109)% Enhanced Defense
+(31 to 35) to Energy
Requirements -30%
Socketed (3)
Defense: (1274 - 1378) to (1713 - 1853)
Required Level: 52
Required Strength: 272
Item Level: 85
+(13 to 15)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(23 to 25)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(18 to 20)% to Poison Spell Damage
+(109 to 126)% Enhanced Defense
+(36 to 40) to Energy
Requirements -40%
Socketed (4)
Greaves (4)
Defense: (90 - 102) to (135 - 152)
Required Level: 9
Required Strength: 17
Item Level: 19
+(4 to 6)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(11 to 13)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(6 to 8)% to Poison Spell Damage
+(24 to 40)% Enhanced Defense
+(21 to 25) to Energy
Requirements -20%
Socketed (1)
Defense: (333 - 369) to (462 - 512)
Required Level: 27
Required Strength: 33
Item Level: 36
+(7 to 9)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(15 to 17)% to Physical/Magic Spell Damage
+(10 to 12)% to Fire Spell Damage
+(10 to 12)% to Poison Spell Damage
+(58 to 75)% Enhanced Defense
+(26 to 30) to Energy
Requirements -25%
Socketed (2)
Defense: (854 - 930) to (1152 - 1254)
Required Level: 44
Required Strength: 158
Item Level: 59
+(10 to 12)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(19 to 21)% to Physical/Magic Spell Damage
+(14 to 16)% to Fire Spell Damage
+(14 to 16)% to Poison Spell Damage
+(92 to 109)% Enhanced Defense
+(31 to 35) to Energy
Requirements -30%
Socketed (3)
Defense: (1274 - 1378) to (1713 - 1853)
Required Level: 52
Required Strength: 272
Item Level: 85
+(13 to 15)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(23 to 25)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(18 to 20)% to Poison Spell Damage
+(109 to 126)% Enhanced Defense
+(36 to 40) to Energy
Requirements -40%
Socketed (4)
Rings and Amu: anything with +sk and psn dmg or -enemy psn/fire res
using this gear @ TU1-3 you can make it all the way to mid-end of terror.
In this phase we have LC1:
Unfortunately, LC-1 is the hardest area (by far) for this build. TA is one of the few areas this build struggles with until we reach Phase #3. Regardless of difficulty, our low armor is of no help in TA. My advise is be extremely careful. Progress slowly and avoid large open spaces. Summon Fiends in front of you and drop Plague avatars on top of them. In order to succeed I had to keep the amazons almost at the edge of my screen. Use Pagan Rites when you are low as there will always be corpses dropping around you constantly.
Tip: If you are having problems dying to Phalanx from the Priestesses, try approaching them from the north. Phalanx always aims south so you can basically back off when you see it and wait for it to expire.
#4 Phase 2:
► Show Spoiler
In this phase, we are roughly around lvl 80-90 and it is time for CC and LC-2. We are using the same gear as mentioned above only upgraded using Arcane Crystals to higher Tiers (Make sure to prioritize armor and helm upgrades).
The Ennead challenge from K3K is relatively easy to get. Bait the skeletons closer and use Plague Avatar & Mytal. Once they are lower in density head to the totems and use rain of fire a few times until they drop. Proceed all the way until the area is cleared.
When it comes to LC-2, bait all the Mechanics away leaving only one or two next to the projector. From there run around in circles using Mythal and Rain of Fire to kill the Death Projector. Remember, the beam that 1-shots starts at 3 O'clock and moves clockwise. Position yourself north of the projector and run around it in a clockwise direction while dropping spells. Do not use summons here!
By the end of this phase, our main challenges are done, we are in Destruction and we have at least a few higher tier uniques that we are using. Which should get us by.
The Ennead challenge from K3K is relatively easy to get. Bait the skeletons closer and use Plague Avatar & Mytal. Once they are lower in density head to the totems and use rain of fire a few times until they drop. Proceed all the way until the area is cleared.
When it comes to LC-2, bait all the Mechanics away leaving only one or two next to the projector. From there run around in circles using Mythal and Rain of Fire to kill the Death Projector. Remember, the beam that 1-shots starts at 3 O'clock and moves clockwise. Position yourself north of the projector and run around it in a clockwise direction while dropping spells. Do not use summons here!
By the end of this phase, our main challenges are done, we are in Destruction and we have at least a few higher tier uniques that we are using. Which should get us by.
#5 Phase 3:
► Show Spoiler
Now you are in destruction. You might find it extremely hard to progress fast. Your kill speed isn't high enough with the TUs and even though your resistances are decent (thanks to the charms you will farm in this stage) it feels as if you are just not strong enough. Once you enter this territory, it is time to change a few things with your gear.
Wap:
Armor and Helm: TU6 of the same as Phase #2
Rings:
Belt: Fascinating Craft with FHR, psn/fire dmg and enemy res.
Gloves: Fascinating Craft with same modifiers as belt
You should also consider using Hidden shrines to bless your crafts in order to get some reanimate. That extra flesh will help you when you are doing things like tcows or dcows @ 8p. However, If you've progressed well and feel that the game is too easy, you should consider doing some MF crafting. Use spiritual shrines on belt and gloves until you get good MF + spell dmg rolls. Add MO with % MF and reanimate as skeletons.
At this point, It is now time start doing some ubers to get some basic charms which will help you out.
Death Projector - Easy: Same as LC-2. It will most likely be easier this time as your damage have increased.
Creature of Flame - Easy: Drop a few Plague Avatars on the monster in there and use rain of fire to finish the creature. Done!
Infernal Machine - Easy: There will be a huge number of summons but don't let that scare you. Keep your summons up and throw Avatars and Mythal in between your summoning. That should generally do the trick. Cast Rain of Fire on Infernal Machine and GG.
Butcher - Easy: Keep 1 acid fiend alive and kite him to the pentagram. Cast a few Rain of Fire, take the charm and go have a beer
Binding of Baal - Easy: Summon Tal Rasha in a corner, run back, kite and kill each of the followers using rain of fire.
King Koth - Easy: If you have made it all the way to A5, then do the same thing with King Koth as you did with Tal Rasha. Summon him in a corner and cast spells.
Judgement Day - Easy: Clear out the cloister before you summon. Summon in a corner next to wp and back slowly while summoning until one of the bosses appear. Use your spells to kill him, grab the charm and get out. The upgrade works the same way but it is a bit trickier to do without Phase #4 gear. But still doable.
Akarat - easy: Akarat is easy once you know how to abuse the map. I cracked this by basically stand facing her minions diagonally with the river between me and where I summoned. If you do that, the hammers wont reach you yet your spells will be castable using SHIFT + TARGET. See this for positioning: https://i.imgur.com/yHqpS6b.png
Legacy of Blood - Easy/Medium: You should do Judgement day before this one. Summon everything, walk in and drop Mythal + lots of plague avatars. Summon in a corner and keep spamming spells from the corner across. You should have 25 minions at this stage so this should be quick.
Jitan - Easy: Summon him inside the corridor after dropping Mythal but use Rain of Fire this time instead of Plague Avatars as he is psn immune. Once you see your minion count dropping down fast. Run back quickly, regroup and re-summon and push back in. Kill them one at a time. Jitan can't survive your Rain of Fire burst even with his insane Regen.
K3K - Easy: Same as CC quest
Island of The Sunless Sea - Easy: Spam Plague Avatars and Fiends constantly. Fill a 180 degree circle around you with avatars so that any invisible monsters die as soon as they enter your "safe zone".
Khalimgrad - Easy: Same as always.
Azmodan - Easy: Get your Jitan first and blink on top of him with your 25 summons. Drop Rain of Fire and Plague avatar -> GG.
Rathma - Easy: Take the right corridor, kill everything there, summon and use Jitan blink on top of him. kill and get the charm.
Cathedral of Vanity - Easy: Bait the minions closer using acid fiends, use Jitan to position yourself behind them until you can see the crystal ball. Drop Mythal and Rain of fire. Once the Crystal is dead clean up and get the charm. Don't forget the summoning quest you can do here. It's pretty easy as well.
Wap:
Lojban
Armor and Helm: TU6 of the same as Phase #2
Rings:
Sigil of Tur Dulra
+2 sk and a rare +1sk with some psn dmg + mo.Sigil of Tur Dulra
Ring
Required Level: 100
Item Level: 105
+(1 to 2) to Druid Skill Levels
+(15 to 20)% Bonus to Poison Skill Duration
20% Cast Speed
-(1 to 10)% to Enemy Poison Resistance
Elemental Resists +(20 to 25)%
Ring
Required Level: 100
Item Level: 105
+(1 to 2) to Druid Skill Levels
+(15 to 20)% Bonus to Poison Skill Duration
20% Cast Speed
-(1 to 10)% to Enemy Poison Resistance
Elemental Resists +(20 to 25)%
Belt: Fascinating Craft with FHR, psn/fire dmg and enemy res.
Gloves: Fascinating Craft with same modifiers as belt
You should also consider using Hidden shrines to bless your crafts in order to get some reanimate. That extra flesh will help you when you are doing things like tcows or dcows @ 8p. However, If you've progressed well and feel that the game is too easy, you should consider doing some MF crafting. Use spiritual shrines on belt and gloves until you get good MF + spell dmg rolls. Add MO with % MF and reanimate as skeletons.
At this point, It is now time start doing some ubers to get some basic charms which will help you out.
Death Projector - Easy: Same as LC-2. It will most likely be easier this time as your damage have increased.
Creature of Flame - Easy: Drop a few Plague Avatars on the monster in there and use rain of fire to finish the creature. Done!
Infernal Machine - Easy: There will be a huge number of summons but don't let that scare you. Keep your summons up and throw Avatars and Mythal in between your summoning. That should generally do the trick. Cast Rain of Fire on Infernal Machine and GG.
Butcher - Easy: Keep 1 acid fiend alive and kite him to the pentagram. Cast a few Rain of Fire, take the charm and go have a beer
Binding of Baal - Easy: Summon Tal Rasha in a corner, run back, kite and kill each of the followers using rain of fire.
King Koth - Easy: If you have made it all the way to A5, then do the same thing with King Koth as you did with Tal Rasha. Summon him in a corner and cast spells.
Judgement Day - Easy: Clear out the cloister before you summon. Summon in a corner next to wp and back slowly while summoning until one of the bosses appear. Use your spells to kill him, grab the charm and get out. The upgrade works the same way but it is a bit trickier to do without Phase #4 gear. But still doable.
Akarat - easy: Akarat is easy once you know how to abuse the map. I cracked this by basically stand facing her minions diagonally with the river between me and where I summoned. If you do that, the hammers wont reach you yet your spells will be castable using SHIFT + TARGET. See this for positioning: https://i.imgur.com/yHqpS6b.png
Legacy of Blood - Easy/Medium: You should do Judgement day before this one. Summon everything, walk in and drop Mythal + lots of plague avatars. Summon in a corner and keep spamming spells from the corner across. You should have 25 minions at this stage so this should be quick.
Jitan - Easy: Summon him inside the corridor after dropping Mythal but use Rain of Fire this time instead of Plague Avatars as he is psn immune. Once you see your minion count dropping down fast. Run back quickly, regroup and re-summon and push back in. Kill them one at a time. Jitan can't survive your Rain of Fire burst even with his insane Regen.
K3K - Easy: Same as CC quest
Island of The Sunless Sea - Easy: Spam Plague Avatars and Fiends constantly. Fill a 180 degree circle around you with avatars so that any invisible monsters die as soon as they enter your "safe zone".
Khalimgrad - Easy: Same as always.
Azmodan - Easy: Get your Jitan first and blink on top of him with your 25 summons. Drop Rain of Fire and Plague avatar -> GG.
Rathma - Easy: Take the right corridor, kill everything there, summon and use Jitan blink on top of him. kill and get the charm.
Cathedral of Vanity - Easy: Bait the minions closer using acid fiends, use Jitan to position yourself behind them until you can see the crystal ball. Drop Mythal and Rain of fire. Once the Crystal is dead clean up and get the charm. Don't forget the summoning quest you can do here. It's pretty easy as well.
#6 Phase 4:
► Show Spoiler
At this stage, you pretty much have most of the basic charms and decent gear. You can solo baal with all your summons as his shards dont stand a chance against your dmg. He can spawn 200 of them and it wouldn't matter. In addition, you can upgrade your gear and attempt the remaining ubers. However, before you do that, you have to finish your Black Road Challenge. At this point, you have no DR, low def and very little survivability. Finishing your BRC will grant you a good amounts of defense and with crafted gears, you can reach ~120k def while maintaining 300+ MF and enough dmg to basically kill most ubers as well as farming areas.
Gear Upgrades:
Wap: Fascinating crafted druid staff with 10+ druid skills + 50%+ psn dmg + 30%+ fire dmg + fcr
Wap2 (alternative):
Armor:
Armor (alternative): Fascinating crafted 2sk + ED + ele dmg + other good modifiers
Boots: Hibagon RW (Qor rune)
Boots (alternative): Fascinating craft like always
Boots (alternative): Megalith for 5% DR & +1 all skills
Belt:
Belt (alternative): Fascinating craft with 35%+ fhr + % fire dmg + mf + other good mods
Gloves:
Gloves (alternative): Fascinating crafted gloves same as above.
Helm: Fascinating crafted Druid Helm with +5 druid skills + spell dmg + fcr or other good modifiers.
Helm (alternative):
Amu:
Amu (alternative):
Amu (alternative): Rare 3+sk, -enemy res and +psn/fire dmg, fcr, or other good modifiers
Rings:
Buffs:
Use a high level Bloodlust
Jewels crafting:
Using Zod rune crafted jewels and MOs, we should be able to hit our FHR/FCR breakpoints with ease. Keep rolling until you get jewels with 10-15% FCR / 15% FHR with 2%+ psn and fire dmg. Any other modifiers are also good to have.
FHR breakpoint: 133
FCR breakpoint: 152
You can also run an entirely craft based gear setup. I will include my own as an example. Everything here is based on Spiritual Shrine Crafting except for the staff and armor which are fascinating based. Screenshots:
Gloves: https://i.imgur.com/QSG6O9A.png
Belt: https://i.imgur.com/nSIiwAr.png
Helm: https://i.imgur.com/8czIIVS.png
Armor: https://i.imgur.com/xVNn3hg.png
Staff: https://i.imgur.com/MT4dBOk.png
I could get some of the SUs mentioned above but I would then have to sacrifice some MF for that. This setup suits me perfectly as I am greedier than most players.
Gear Upgrades:
Wap: Fascinating crafted druid staff with 10+ druid skills + 50%+ psn dmg + 30%+ fire dmg + fcr
Wap2 (alternative):
The Scourge of Aranoch
- A crafted staff is a bit better imo. But if you are unlucky with your rolls try using this. Don't forget to respc and re-invest your stats into energy!Armor:
Scales of the Drake
- GG armor. It literally has everything you need on it.Scales of the Drake
Ring Mail (Sacred)
Defense: (5239 - 5921) to (5764 - 6514)
Required Level: 100
Required Strength: 550
Item Level: 120
+(1 to 2) to All Skills
30% Cast Speed
+(25 to 38)% to Poison Spell Damage
-35% to Enemy Poison Resistance
+(14 to 18) to Lorenado
+(115 to 143)% Enhanced Defense
+300 to Life
Maximum Poison Resist +5%
Physical Resist (5 to 10)%
Socketed (6)
Ring Mail (Sacred)
Defense: (5239 - 5921) to (5764 - 6514)
Required Level: 100
Required Strength: 550
Item Level: 120
+(1 to 2) to All Skills
30% Cast Speed
+(25 to 38)% to Poison Spell Damage
-35% to Enemy Poison Resistance
+(14 to 18) to Lorenado
+(115 to 143)% Enhanced Defense
+300 to Life
Maximum Poison Resist +5%
Physical Resist (5 to 10)%
Socketed (6)
Armor (alternative): Fascinating crafted 2sk + ED + ele dmg + other good modifiers
Boots: Hibagon RW (Qor rune)
Boots (alternative): Fascinating craft like always
Boots (alternative): Megalith for 5% DR & +1 all skills
Belt:
Ashaera's Armor
Ashaera's Armor
Belt (Sacred)
Defense: 1687 to 1760
Required Level: 100
Required Strength: 575
Item Level: 105
+(21 to 25) Spell Focus
+(11 to 15)% to Spell Damage
+500 Defense
(11 to 15)% to Energy
Elemental Resists +(10 to 15)%
Physical Resist 10%
Socketed (2)
Belt (Sacred)
Defense: 1687 to 1760
Required Level: 100
Required Strength: 575
Item Level: 105
+(21 to 25) Spell Focus
+(11 to 15)% to Spell Damage
+500 Defense
(11 to 15)% to Energy
Elemental Resists +(10 to 15)%
Physical Resist 10%
Socketed (2)
Belt (alternative): Fascinating craft with 35%+ fhr + % fire dmg + mf + other good mods
Gloves:
Lamha Na Draoithe
Lamha Na Draoithe
Gauntlets (Sacred)
Defense: (1339 - 1506) to (1567 - 1763)
Required Level: 100
Required Strength: 625
Item Level: 120
+2 to All Skills
+150 Spell Focus
30% Cast Speed
+(16 to 20)% to Spell Damage
+(140 to 170)% Enhanced Defense
+75 to Strength
-100 to Life
Elemental Resists +15%
Socketed (4)
Gauntlets (Sacred)
Defense: (1339 - 1506) to (1567 - 1763)
Required Level: 100
Required Strength: 625
Item Level: 120
+2 to All Skills
+150 Spell Focus
30% Cast Speed
+(16 to 20)% to Spell Damage
+(140 to 170)% Enhanced Defense
+75 to Strength
-100 to Life
Elemental Resists +15%
Socketed (4)
Gloves (alternative): Fascinating crafted gloves same as above.
Helm: Fascinating crafted Druid Helm with +5 druid skills + spell dmg + fcr or other good modifiers.
Helm (alternative):
Wisdom of Scosglen
Amu:
The Tesseract
The Tesseract
Amulet
Required Level: 100
Item Level: 105
+2 to All Skills
25% Cast Speed
+(1 to 30)% to Fire Spell Damage
-(1 to 20)% to Enemy Fire Resistance
+(1 to 30)% to Lightning Spell Damage
-(1 to 20)% to Enemy Lightning Resistance
+(1 to 30)% to Cold Spell Damage
-(1 to 20)% to Enemy Cold Resistance
+(1 to 30)% to Poison Spell Damage
-(1 to 20)% to Enemy Poison Resistance
Amulet
Required Level: 100
Item Level: 105
+2 to All Skills
25% Cast Speed
+(1 to 30)% to Fire Spell Damage
-(1 to 20)% to Enemy Fire Resistance
+(1 to 30)% to Lightning Spell Damage
-(1 to 20)% to Enemy Lightning Resistance
+(1 to 30)% to Cold Spell Damage
-(1 to 20)% to Enemy Cold Resistance
+(1 to 30)% to Poison Spell Damage
-(1 to 20)% to Enemy Poison Resistance
Amu (alternative):
Lamen of the Archbishop
Lamen of the Archbishop
Amulet
Required Level: 110
Item Level: 120
Orb Effects Applied to this Item are Doubled
+4 to All Skills
Amulet
Required Level: 110
Item Level: 120
Orb Effects Applied to this Item are Doubled
+4 to All Skills
Amu (alternative): Rare 3+sk, -enemy res and +psn/fire dmg, fcr, or other good modifiers
Rings:
Witchcraft
and Witchcraft
Ring
Required Level: 100
Item Level: 120
+2 to All Skills
20% Cast Speed
-5% to Enemy Elemental Resistances
Maximum Mana (-5 to 5)%
20% Bonus to Defense
Ring
Required Level: 100
Item Level: 120
+2 to All Skills
20% Cast Speed
-5% to Enemy Elemental Resistances
Maximum Mana (-5 to 5)%
20% Bonus to Defense
Sigil of Tur Dulra
(blessed gives +5% spell dmg)Sigil of Tur Dulra
Ring
Required Level: 100
Item Level: 105
+(1 to 2) to Druid Skill Levels
+(15 to 20)% Bonus to Poison Skill Duration
20% Cast Speed
-(1 to 10)% to Enemy Poison Resistance
Elemental Resists +(20 to 25)%
Ring
Required Level: 100
Item Level: 105
+(1 to 2) to Druid Skill Levels
+(15 to 20)% Bonus to Poison Skill Duration
20% Cast Speed
-(1 to 10)% to Enemy Poison Resistance
Elemental Resists +(20 to 25)%
Buffs:
Use a high level Bloodlust
Shamanka
for your casual farming and add Shamanka
Long Staff (Sacred)
Two-Hand Damage: 56 to 58
Required Level: 100
Required Dexterity: 203
Item Level: 105
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(3 to 6) to Sorceress Skill Levels
45% Cast Speed
45% Hit Recovery
+50% Damage to Undead
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Cold Spell Damage
+(21 to 25)% to Poison Spell Damage
+(6 to 16) to Bloodlust
Maximum Life +(10 to 13)%
Fire Resist +(50 to 70)%
Lightning Resist +(50 to 70)%
Socketed (4)
Long Staff (Sacred)
Two-Hand Damage: 56 to 58
Required Level: 100
Required Dexterity: 203
Item Level: 105
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(3 to 6) to Sorceress Skill Levels
45% Cast Speed
45% Hit Recovery
+50% Damage to Undead
+(21 to 25)% to Fire Spell Damage
+(21 to 25)% to Cold Spell Damage
+(21 to 25)% to Poison Spell Damage
+(6 to 16) to Bloodlust
Maximum Life +(10 to 13)%
Fire Resist +(50 to 70)%
Lightning Resist +(50 to 70)%
Socketed (4)
Clawfeet
+ Robe of Leaves
for extra Mark of the Wild buff before you go into ubers. MotW doesn't last long so the constant armor and boots switching is annoying. Only use that before you go into a fight with some boss.Robe of Leaves
Scale Mail (4)
Defense: (127 - 147) to (254 - 293)
Required Level: 4
Required Strength: 27 to 28
Item Level: 10
+5% Bonus Elemental Damage to Mark of the Wild
-(2 to 3)% to Enemy Fire Resistance
-(2 to 3)% to Enemy Cold Resistance
-(2 to 3)% to Enemy Poison Resistance
+(24 to 43)% Enhanced Defense
+10 Life Regenerated per Second
Maximum Life +(2 to 3)%
Poison Resist +(21 to 25)%
Requirements -(3 to 5)%
Socketed (2)
Defense: (452 - 505) to (816 - 911)
Required Level: 21
Required Strength: 52 to 54
Item Level: 31
+10% Bonus Elemental Damage to Mark of the Wild
-(5 to 8)% to Enemy Fire Resistance
-(5 to 8)% to Enemy Cold Resistance
-(5 to 8)% to Enemy Poison Resistance
+(64 to 83)% Enhanced Defense
+20 Life Regenerated per Second
Maximum Life +(3 to 4)%
Poison Resist +(31 to 35)%
Requirements -(6 to 10)%
Socketed (4)
Defense: (1166 - 1275) to (2031 - 2221)
Required Level: 39
Required Strength: 171 to 179
Item Level: 51
+15% Bonus Elemental Damage to Mark of the Wild
-(10 to 13)% to Enemy Fire Resistance
-(10 to 13)% to Enemy Cold Resistance
-(10 to 13)% to Enemy Poison Resistance
+(104 to 123)% Enhanced Defense
+35 Life Regenerated per Second
Maximum Life +(4 to 5)%
Poison Resist +(41 to 45)%
Requirements -(11 to 15)%
Socketed (5)
Defense: (1738 - 1885) to (3030 - 3287)
Required Level: 47
Required Strength: 322 to 338
Item Level: 77
+20% Bonus Elemental Damage to Mark of the Wild
-(15 to 18)% to Enemy Fire Resistance
-(15 to 18)% to Enemy Cold Resistance
-(15 to 18)% to Enemy Poison Resistance
+(124 to 143)% Enhanced Defense
+50 Life Regenerated per Second
Maximum Life +(5 to 6)%
Poison Resist +(46 to 50)%
Requirements -(16 to 20)%
Socketed (6)
Scale Mail (4)
Defense: (127 - 147) to (254 - 293)
Required Level: 4
Required Strength: 27 to 28
Item Level: 10
+5% Bonus Elemental Damage to Mark of the Wild
-(2 to 3)% to Enemy Fire Resistance
-(2 to 3)% to Enemy Cold Resistance
-(2 to 3)% to Enemy Poison Resistance
+(24 to 43)% Enhanced Defense
+10 Life Regenerated per Second
Maximum Life +(2 to 3)%
Poison Resist +(21 to 25)%
Requirements -(3 to 5)%
Socketed (2)
Defense: (452 - 505) to (816 - 911)
Required Level: 21
Required Strength: 52 to 54
Item Level: 31
+10% Bonus Elemental Damage to Mark of the Wild
-(5 to 8)% to Enemy Fire Resistance
-(5 to 8)% to Enemy Cold Resistance
-(5 to 8)% to Enemy Poison Resistance
+(64 to 83)% Enhanced Defense
+20 Life Regenerated per Second
Maximum Life +(3 to 4)%
Poison Resist +(31 to 35)%
Requirements -(6 to 10)%
Socketed (4)
Defense: (1166 - 1275) to (2031 - 2221)
Required Level: 39
Required Strength: 171 to 179
Item Level: 51
+15% Bonus Elemental Damage to Mark of the Wild
-(10 to 13)% to Enemy Fire Resistance
-(10 to 13)% to Enemy Cold Resistance
-(10 to 13)% to Enemy Poison Resistance
+(104 to 123)% Enhanced Defense
+35 Life Regenerated per Second
Maximum Life +(4 to 5)%
Poison Resist +(41 to 45)%
Requirements -(11 to 15)%
Socketed (5)
Defense: (1738 - 1885) to (3030 - 3287)
Required Level: 47
Required Strength: 322 to 338
Item Level: 77
+20% Bonus Elemental Damage to Mark of the Wild
-(15 to 18)% to Enemy Fire Resistance
-(15 to 18)% to Enemy Cold Resistance
-(15 to 18)% to Enemy Poison Resistance
+(124 to 143)% Enhanced Defense
+50 Life Regenerated per Second
Maximum Life +(5 to 6)%
Poison Resist +(46 to 50)%
Requirements -(16 to 20)%
Socketed (6)
Jewels crafting:
Using Zod rune crafted jewels and MOs, we should be able to hit our FHR/FCR breakpoints with ease. Keep rolling until you get jewels with 10-15% FCR / 15% FHR with 2%+ psn and fire dmg. Any other modifiers are also good to have.
FHR breakpoint: 133
FCR breakpoint: 152
You can also run an entirely craft based gear setup. I will include my own as an example. Everything here is based on Spiritual Shrine Crafting except for the staff and armor which are fascinating based. Screenshots:
Gloves: https://i.imgur.com/QSG6O9A.png
Belt: https://i.imgur.com/nSIiwAr.png
Helm: https://i.imgur.com/8czIIVS.png
Armor: https://i.imgur.com/xVNn3hg.png
Staff: https://i.imgur.com/MT4dBOk.png
I could get some of the SUs mentioned above but I would then have to sacrifice some MF for that. This setup suits me perfectly as I am greedier than most players.
#7 Farming Areas and Remaining Ubers:
► Show Spoiler
When you have your Phase 4 gear, you can farm lots of places. TA and UL is where I usually go. In fact, any place with a high monster density is great considering the % MF. Dcows @ 8p becomes a gold mine for sets and SU drops. I also keep all the elixers of greed + Perf Ruby that I find and drink those while killing large packs of monsters.
Tran Athu - Easy: Like I said earlier this is one of our main farming spots as the amazons drop dead instantly from poison. Pagan Rites is your salvation here when you are under pressure. Make sure to have 100k+ def, 10% DR and 9-10k+ hp with goodberries before you dive into this place.
Fautzville - Medium/Tricky: As of right now, due to low DR and armor, I have to progress extremely slowly. Having MF crafted gear here is a disadvantage. So if you want to farm this area make sure you use Lamha, Scales of the Drake and Ashaera's Armor. If you use those items instead, this place will most likely be a piece of cake for you.
Truine - Hard: You can kill the monsters with ease in here. However, the Temple Spires (totems) are immune to psn and fire that cant be pierced. So I keep getting 1 shotted there. Working on a solution. Will update this soon.
Unformed Land - Easy: This place is so easy that A1 caves pose a bigger threat. Imo monster density is too low here. Summoners have a huge advantage as the new A5 7-level tower makes their summons into an un-killable shield.
Bremmtown - Easy: Practice this once or twice before you aim for the 3min mark.
Duncraig - HARD: Unfortunately this place is a weakness for this build. Reason is that once you blink into the next area, you will be greeted with bombs hailing down from the skies. As a caster you want to maintain your distance but that won't happen. If you have any ideas, please let me know.
Toraja - Medium/Tricky: It took me a few tries to get this done because of how squishy Edyrem are. You have to bait here and be cautious. This char cannot farm this place, however we can kill Lilith and get the upgrade rather easily if we are patient and use summons properly.
Bull Prince - Easy: Easily doable with phase #4 gear. However, the knockback AOE spell is just annoying and can cause you big problems!
Belial - Easy: The problem with Belial is the same as Terul. Those damn rats will chew you to death instantly while your minions are fighting the boss. So What you need to do is first clear the level. Then drop Mythal in a corner, spam Plague Avatar and then summon Belial into the middle of the Psn cloud. Proceed by using rapid Rain of fire with maxed FCR. He should drop dead in a heartbeat. However, if you're standing too far away from him, rats will chase you down. Stand in medium range and don't be scared. Your summons will tank for you!
Quov - Hard: In order to beat Quov you need some serious %DR, flat DR and no summons. This character relies on his summons to tank for him which means that Quov is next to impossible to do unless you abuse the map. Even if you overflow your resistances by a lot and add a ton of DR, you will eventually get hit and die. I will try to craft some serious quov specific items and update this guide if I find some item combos!
Athula (heroic) - Easy/Medium: Keep.Your.Distance. As long as you stay away and spam spells with high enough %dr and -enemy res, you will be fine. It's actually really easy. Pagan Rites won't work as well as this is a 1v1 fight. Use health potions and run away while you regen. If you don't have super late game gear then you will most likely die a lot but that's fine. Main thing here is - enemy res so the
Terul (UL) - Medium: I am pretty sure this is easily doable but I haven't done it yet. The problem here is the sewer rats as they attack you while your summons are around Terul. I am working on this one atm and will update with a strategy.
Zorun Tzin: Haven't tried this yet.
Laz: Haven't tried this yet.
Kingdom of Shadow - Hard: Haven't tried this yet because I know it's not doable with the current setup that I have. I doubt this build can do this quest at all.
Yshari Sanctum: Haven't tried this yet.
Wretched Sands: This is actually really easy. You need to stack up some -fire res using stuff like
Vizjun - Easy/Tricky: Clearing the level is a piece of cake if you progress slowly. The problem is that our inability to do Duncraig means that we can't get the Purify spell needed to kill the boss. If you have the ring then it is a sweep. Otherwise, Wait until you are able to do Dunc and then proceed to try this.
Startled Witch: Haven't tried this yet.
Uldyssian: Haven't tried this yet.
Kabraxis - Medium/Hard: Kabraix needs some practice. Mainly because he will heal to full hp if he kills your summons. Hence you cant summon here. You will have to kite using high movement speed and Rain of Fire + Mythal. His poison immunity makes it really difficult unless you practice a lot and get a few direct hits in. As for the upgrade. Yea.. That one is extremely difficult since you need to have rainbow damage of all sorts and this char unfortunately has only 3 elements at most. The charm is relatively easy to get with some practice, the upgrade, not so much :/
Tran Athu - Easy: Like I said earlier this is one of our main farming spots as the amazons drop dead instantly from poison. Pagan Rites is your salvation here when you are under pressure. Make sure to have 100k+ def, 10% DR and 9-10k+ hp with goodberries before you dive into this place.
Fautzville - Medium/Tricky: As of right now, due to low DR and armor, I have to progress extremely slowly. Having MF crafted gear here is a disadvantage. So if you want to farm this area make sure you use Lamha, Scales of the Drake and Ashaera's Armor. If you use those items instead, this place will most likely be a piece of cake for you.
Truine - Hard: You can kill the monsters with ease in here. However, the Temple Spires (totems) are immune to psn and fire that cant be pierced. So I keep getting 1 shotted there. Working on a solution. Will update this soon.
Unformed Land - Easy: This place is so easy that A1 caves pose a bigger threat. Imo monster density is too low here. Summoners have a huge advantage as the new A5 7-level tower makes their summons into an un-killable shield.
Bremmtown - Easy: Practice this once or twice before you aim for the 3min mark.
Duncraig - HARD: Unfortunately this place is a weakness for this build. Reason is that once you blink into the next area, you will be greeted with bombs hailing down from the skies. As a caster you want to maintain your distance but that won't happen. If you have any ideas, please let me know.
Toraja - Medium/Tricky: It took me a few tries to get this done because of how squishy Edyrem are. You have to bait here and be cautious. This char cannot farm this place, however we can kill Lilith and get the upgrade rather easily if we are patient and use summons properly.
Bull Prince - Easy: Easily doable with phase #4 gear. However, the knockback AOE spell is just annoying and can cause you big problems!
Belial - Easy: The problem with Belial is the same as Terul. Those damn rats will chew you to death instantly while your minions are fighting the boss. So What you need to do is first clear the level. Then drop Mythal in a corner, spam Plague Avatar and then summon Belial into the middle of the Psn cloud. Proceed by using rapid Rain of fire with maxed FCR. He should drop dead in a heartbeat. However, if you're standing too far away from him, rats will chase you down. Stand in medium range and don't be scared. Your summons will tank for you!
Quov - Hard: In order to beat Quov you need some serious %DR, flat DR and no summons. This character relies on his summons to tank for him which means that Quov is next to impossible to do unless you abuse the map. Even if you overflow your resistances by a lot and add a ton of DR, you will eventually get hit and die. I will try to craft some serious quov specific items and update this guide if I find some item combos!
Athula (heroic) - Easy/Medium: Keep.Your.Distance. As long as you stay away and spam spells with high enough %dr and -enemy res, you will be fine. It's actually really easy. Pagan Rites won't work as well as this is a 1v1 fight. Use health potions and run away while you regen. If you don't have super late game gear then you will most likely die a lot but that's fine. Main thing here is - enemy res so the
The Tesseract
and The Tesseract
Amulet
Required Level: 100
Item Level: 105
+2 to All Skills
25% Cast Speed
+(1 to 30)% to Fire Spell Damage
-(1 to 20)% to Enemy Fire Resistance
+(1 to 30)% to Lightning Spell Damage
-(1 to 20)% to Enemy Lightning Resistance
+(1 to 30)% to Cold Spell Damage
-(1 to 20)% to Enemy Cold Resistance
+(1 to 30)% to Poison Spell Damage
-(1 to 20)% to Enemy Poison Resistance
Amulet
Required Level: 100
Item Level: 105
+2 to All Skills
25% Cast Speed
+(1 to 30)% to Fire Spell Damage
-(1 to 20)% to Enemy Fire Resistance
+(1 to 30)% to Lightning Spell Damage
-(1 to 20)% to Enemy Lightning Resistance
+(1 to 30)% to Cold Spell Damage
-(1 to 20)% to Enemy Cold Resistance
+(1 to 30)% to Poison Spell Damage
-(1 to 20)% to Enemy Poison Resistance
Scales of the Drake
are a must.Scales of the Drake
Ring Mail (Sacred)
Defense: (5239 - 5921) to (5764 - 6514)
Required Level: 100
Required Strength: 550
Item Level: 120
+(1 to 2) to All Skills
30% Cast Speed
+(25 to 38)% to Poison Spell Damage
-35% to Enemy Poison Resistance
+(14 to 18) to Lorenado
+(115 to 143)% Enhanced Defense
+300 to Life
Maximum Poison Resist +5%
Physical Resist (5 to 10)%
Socketed (6)
Ring Mail (Sacred)
Defense: (5239 - 5921) to (5764 - 6514)
Required Level: 100
Required Strength: 550
Item Level: 120
+(1 to 2) to All Skills
30% Cast Speed
+(25 to 38)% to Poison Spell Damage
-35% to Enemy Poison Resistance
+(14 to 18) to Lorenado
+(115 to 143)% Enhanced Defense
+300 to Life
Maximum Poison Resist +5%
Physical Resist (5 to 10)%
Socketed (6)
Terul (UL) - Medium: I am pretty sure this is easily doable but I haven't done it yet. The problem here is the sewer rats as they attack you while your summons are around Terul. I am working on this one atm and will update with a strategy.
Zorun Tzin: Haven't tried this yet.
Laz: Haven't tried this yet.
Kingdom of Shadow - Hard: Haven't tried this yet because I know it's not doable with the current setup that I have. I doubt this build can do this quest at all.
Yshari Sanctum: Haven't tried this yet.
Wretched Sands: This is actually really easy. You need to stack up some -fire res using stuff like
The Tesseract
and maybe some rare rings and perhaps even a well crafted armor. Just kite and use Mythal + RoF. The trick here is to burst him fast before he has the time to summon lots of minions that are unkillable. The Tesseract
Amulet
Required Level: 100
Item Level: 105
+2 to All Skills
25% Cast Speed
+(1 to 30)% to Fire Spell Damage
-(1 to 20)% to Enemy Fire Resistance
+(1 to 30)% to Lightning Spell Damage
-(1 to 20)% to Enemy Lightning Resistance
+(1 to 30)% to Cold Spell Damage
-(1 to 20)% to Enemy Cold Resistance
+(1 to 30)% to Poison Spell Damage
-(1 to 20)% to Enemy Poison Resistance
Amulet
Required Level: 100
Item Level: 105
+2 to All Skills
25% Cast Speed
+(1 to 30)% to Fire Spell Damage
-(1 to 20)% to Enemy Fire Resistance
+(1 to 30)% to Lightning Spell Damage
-(1 to 20)% to Enemy Lightning Resistance
+(1 to 30)% to Cold Spell Damage
-(1 to 20)% to Enemy Cold Resistance
+(1 to 30)% to Poison Spell Damage
-(1 to 20)% to Enemy Poison Resistance
Vizjun - Easy/Tricky: Clearing the level is a piece of cake if you progress slowly. The problem is that our inability to do Duncraig means that we can't get the Purify spell needed to kill the boss. If you have the ring then it is a sweep. Otherwise, Wait until you are able to do Dunc and then proceed to try this.
Startled Witch: Haven't tried this yet.
Uldyssian: Haven't tried this yet.
Kabraxis - Medium/Hard: Kabraix needs some practice. Mainly because he will heal to full hp if he kills your summons. Hence you cant summon here. You will have to kite using high movement speed and Rain of Fire + Mythal. His poison immunity makes it really difficult unless you practice a lot and get a few direct hits in. As for the upgrade. Yea.. That one is extremely difficult since you need to have rainbow damage of all sorts and this char unfortunately has only 3 elements at most. The charm is relatively easy to get with some practice, the upgrade, not so much :/
#8 Videos:
NOTE: Apologies for the low quality and lots of "umms". I sort of improvised the content while filming. The low quality is due to my current ISP's low upload speed which meant that high quality video would take all day to upload. I will try to upload better quality videos of all ubers later on.
Quick Guide:
Akarat & Rathma Example: