Caster Druid

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Bardamu
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INTRODUCTION
Hello everyone. This guide is a 4 hands work between Mortimer_85 and me. We are avid Caster Druid players and so it was natural at one point to join forces and start to work on a guide about what we believe is a really fun and a perfect starter character to play, who can do most ubers and can face up to endgame with different specs, all using different main skills. Also, one of the things that unifies the different specs is an all around accessibility and easiness in terms of playstyle, that's really well suited for new players or for anyone who doesn't like skill switching a lot, since most of the times you'll be simply spamming your main skill after one or two little self buffs. The fact that there wasn't already a Caster Druid guide updated to Sigma made us also realize that we really wanted to fill this void, expecially after the Seer tree buffs in 1.2, the sweet gifts to the char given by 1.3 patch and the poison avatar damage buff in latest 1.4.



PROS AND CONS

Pros:
  • Easy to play, newbie friendly
  • Little to none skill switching
  • Doesn't require expensive gear to farm
  • Easy life farming places until level 120 even in T4 gear
  • Good boss killer

Cons:
  • Pretty squishy early game. Can be easily solved by practicing playstyle
  • Can have some mana problems early
  • Boring playstyle if you don't like spamming the same skill over and over



BUILD AND GENERAL PLAYSTYLE
Caster Druid is a newbie friendly build that requires no skill switching, has pretty intuitive stats placement, demands no expensive gear to clear most farming areas, and has an easy farming life expecially in usually annoying places like Teganze and Toraja. It is also a pretty safe build, since in the end game you will benefit from a nice amount of defense for a caster, some cheeky meat shields in acid fiends, a good amount of life from Lifeshield, outstanding life after kill courtesy of Feed The Pack/Circle of Life, and some nice life regen and avoid thanks to Symbiosis skill synergies and Faerie Fire uberskill. Also, the recent Sigma change on monsters immunities made one-element builds possible, so now you can effectively specialize in one type of element without spending much more skill points in a secondary one, since with enough elemental pierce and damage output you can just annihilate everything on screen.




SKILL POINTS

Depending on progression, spec and preferred play style, the distribution of skill points can differ. However, since all builds are Caster specs, only the Seer and the Corruption Tree will be of use for us, with the exception of the devotion passive from Bear or Wolf tree.

► SKILL UTILIZATION




BREAKPOINTS

FCR:
24/46/86/174 (6 fpa) - Stave
11/24/78/142 (7 fpa) - 1 Hand Swing (Swords, Daggers, Sceptres,...)
FHR:
24/40/70/133/360 (4 fpa) - Stave
39/56/86/152/377 (4 fpa) - 1 Hand Swing (Swords, Daggers, Sceptres,...)
FBR:
32/42/52/68/86/120/174/280/600 (7 fpa)

Source: Speed Calculator v. 1.2 by Terryys.




Pierce
► Pierce Stats




Stave vs 1 Hand + Shield

We are aware of the fact that a 1 Hand + Shield setup can have it's uses for a caster Druid:
  • more available sockets
  • easier access to PR% with Crafted Shields
  • easier access to max res due to items like
    Dreamflange
    Dreamflange
    Mace (Sacred)

    One-Hand Damage: 44 to 50
    Required Level: 100
    Required Strength: 442
    Item Level: 105
    Strength Damage Bonus: (0.11 per Strength)%
    +(3 to 4) to All Skills
    +(51 to 75) Spell Focus
    50% Cast Speed
    +50% Damage to Undead
    +(16 to 20)% to Spell Damage
    +(51 to 100) to Energy
    Maximum Elemental Resists +2%
    +2 to Light Radius
    Socketed (3)
    or
    Wheel of Fortune
    Wheel of Fortune
    Large Shield (4)

    Defense: 85 to 162
    Chance to Block: Class%
    Required Level: 4
    Required Strength: 27
    Required Dexterity: 45
    Item Level: 10
    +(21 to 30) to Vitality
    Maximum Elemental Resists +1%
    Elemental Resists +(6 to 10)%
    Fire Absorb 1%
    Lightning Absorb 1%
    Cold Absorb 1%
    (4 to 7)% Gold Find
    (5 to 10)% Magic Find
    Socketed (1)
    Defense: 240 to 405
    Chance to Block: Class%
    Required Level: 21
    Required Strength: 53
    Required Dexterity: 67
    Item Level: 31
    +(31 to 40) to Vitality
    Maximum Elemental Resists +1%
    Elemental Resists +(11 to 20)%
    Fire Absorb 2%
    Lightning Absorb 2%
    Cold Absorb 2%
    (9 to 12)% Gold Find
    (11 to 20)% Magic Find
    Socketed (3)
    Defense: 501 to 817
    Chance to Block: Class%
    Required Level: 39
    Required Strength: 184
    Required Dexterity: 139
    Item Level: 51
    +(41 to 50) to Vitality
    Maximum Elemental Resists +2%
    Elemental Resists +(21 to 30)%
    Fire Absorb 2%
    Lightning Absorb 2%
    Cold Absorb 2%
    (14 to 17)% Gold Find
    (21 to 30)% Magic Find
    Socketed (4)
    Defense: 684 to 1113
    Chance to Block: Class%
    Required Level: 48
    Required Strength: 368
    Required Dexterity: 288
    Item Level: 77
    +(51 to 60) to Vitality
    Maximum Elemental Resists +2%
    Elemental Resists +(31 to 40)%
    Fire Absorb 3%
    Lightning Absorb 3%
    Cold Absorb 3%
    (17 to 19)% Gold Find
    (31 to 40)% Magic Find
    Socketed (4)
  • presence of actual good ele caster Endgame Shields like
    Celestial Barrier
    Celestial Barrier
    Spiked Shield (Sacred)

    Defense: (2525 - 2828) to (3012 - 3374)
    Chance to Block: 1% + Class%
    Required Level: 100
    Required Dexterity: 550
    Item Level: 120
    +(4 to 5) to All Skills
    1% Base Block Chance
    -50% Attack Speed
    30% Cast Speed
    -(20 to 25)% to Enemy Elemental Resistances
    +(150 to 180)% Enhanced Defense
    50% Bonus to Defense
    1% Reanimate as: Random Monster
    Socketed (6)
But the downsides of worse hit recovery frames and 7 fpa maximum cast speed are enough for us to only cover Stave setups in this guide.
However we encourage you to experiment and come up with nice setups, especially in encounters were max res and phys res is very important.



MERCENARY Taken from: Melee Sorceress Guide by Solfege.

Personally both of us prefer playing without a merc, however a good support Merc can be helpful in many situations.
If you are going to use a merc we suggest an A2 Fighter Mage. He is tanky, has good crowd control skills. On a second choice, a Shapeshifter is also tanky and can buff us and our Acid fiends with Bloodlust.
Note:
Mercs have an innate +100% Elemental res. They still suffer from the res penalties in later difficulties.
Tip:
Mercs inherit both your GF and MF, on top of any they get from gear, as long as they get the kill. They also benefit from the + all skills modifier. Mercs cannot use oskills.



SUMMONS Taken from: Melee Sorceress Guide by Solfege.

Summons gain 15% Elemental resistances per Skill Point up to a maximum of 75%. They can gain more res with the Summoned Minion Resistances mod from gear/skills/Charms, but they cannot utilize more than +75% from these sources. They suffer the same res penalties you do in later difficulties.

Summoned Minion Resistance Penalties per Difficulty (assuming at least 5 Skill Points in a summon skill):

Normal (+/-0% Res Penalty)
75% innate resistances. An additional +25% Minion Res will make them immune.
Nightmare (-50% Res Penalty)
25% innate resistances. An additional +75% Minion Res will make them immune.
Hell (-100% Res Penalty)
-25% innate resistances. An additional +75% Minion Res will give them 50% resistances.

Tip:
Summoned Minions (and Reanimates) inherit your MF, as long as they get the kill.



EARLY GAME
Our playstyle in early game is really simple: we will use Plague Avatar as our main damage dealer skill, while using Rain of Fire for dealing with bosses, "immunes", and in general for immobile non-resistant monsters. Prebuff with Mark of The Wild, summon your Acid Fiends and kill every monster in sight with your Poison Avatar when they approach your summons. In early game, we will be really squishy, so try to play safe behind your minions and to not rush or overxtend, healing yourself with Pagan Rites when needed. Your fiends are pretty tanky early game, but try to always keep an eye on their number so you can avoid to get suddenly swarmed. Also, try to not spam constantly your Poison Avatar, since its high mana cost will empty your mana pool really fast.

ATTRIBUTE POINTS

► expand


GEAR

Various gear choices are possible early game. We selected different and best possibilities for each slot so you can then try them and personalize it yourself:

► expand


SKILLPLAN

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MID GAME
Starting from lvl 115 we can start farming with our current t4 gear Kurast 3000 KBA for sets/SUs, and consequentially work up to find some better pieces in order to boost our damage and increase our general killspeed. You can actually farm even 120 uberlevels like Duncraig and Teganze quite comfortably with t4 stuff. From now on, we'll list two different specs for skills and gears you can start working toward.

ATTRIBUTE POINTS

► expand



SPEC.1: ICE

For this particular spec we opt for easy to find gear and go with full Lone Wolf set coupled with some basic SUs, using Hunting Banshee as our main damage dealer skill. Full Lone Wolf bonus gives you a delicious +1 projectile to your Hunting Banshee skill and will be your transitioning gear before going for SSU Flamen Staff Biting Frost in endgame.


GEAR

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This other one is an alternate setup more suited for self found progression or at least less trading. We recommend doing Athulua Uber in Early Game setup because the additional + max slvl on the charm will let us hit the BP of baselevel 26 on Hunting Banshee. With the unlocking of the third projectile we increase our damage by 50%.


► expand



SKILLPLAN
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SPEC.2: STORM

If you feel more fancy, you can start building toward this powerful spec, based on the Stormclash oskill found on several SUs we will use as our core gear of choice. Rest of gear will be mostly craft to easily reach 135 light pierce and start melting everything. This build is pretty strong and will develop even stronger in endgame when we will get our hands on our Hide of The Basilisk SSU Chain Mail. Overall Storm>Ice, but the latter is easier and faster to assemble. If you can, try to max the Stormclash rolls up to 20 on every gear piece, so we can reach level 75 and get 4 bolts per cast.


GEAR
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SKILLPLAN
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MID GAME PLAYSTYLE

Honestly there is not much difference in playstyle between early and mid game, and it is still pretty basic and simple. You have overall more safety thanks to added defense from items, more life from Lifeshield, tons of life regeneration and 20%+ avoid thanks to Symbiosis and Elvensong. Of course enemies hit harder so try as always to not overextend and never go in melee with anything. Buff yourself with Mark of the Wild and Symbiosis, summon your Fiends and then spam Hunting Banshees to your enemies face. Lone Wolf set gives you also Firedance oskill, a small circle of fire that buffs your spell damage when you're inside it. Has a little cooldown, so if you want a little bit of damage added, alternate the use with your main damage skill. Heal with Pagan Rites when needed.
On Storm side, your main damage skill will be Stormclash. While Banshee has autoaim, Stormclash bolts need to explode on impact with target in order to do damage, so you actually have to aim. Mechanically it works sorta like Elemental: the more bolts you have, the easier it is to hit.




END GAME

Once you have done 120 ubers, have collected your 400 signets of learning and have farmed Duncraig/Teganze till level 125 you are ready to move through end game. In this section we'll list the natural evolution of our two mid game specs of choice in terms of gear. For skillplan and gameplay, nothing changes from the mid game lists above. Just for the smaxing skills, abuse all of +1 to maximum skill level you get from uber charms.

We think that Ice and expecially Storm spec are the most effective available at our disposal in terms of damage and efficiency, despite Fire and Poison getting a great damage buff in patch 1.3 thanks to Vine Companion uberskill. Moreover,
The Searing Heat
The Searing Heat
Flamen Staff (Sacred)

Two-Hand Damage: 48 to 51
(Druid Only)
Required Level: 100
Required Strength: 240
Item Level: 120
Strength Damage Bonus: (0.06 per Strength)%
Hunting Banshee Nullified
+3 Ember Spirit Projectiles
+(9 to 10) to Druid Skill Levels
+150 Spell Focus
25% Cast Speed
+50% Damage to Undead
+(25 to 40)% to Fire Spell Damage
-(20 to 30)% to Enemy Fire Resistance
15% to Energy
Physical Resist 5%
5% Reanimate as: Random Monster
Socketed (4)
now adds +3 (!) elementals, which can lead to a crazy total amount of them.
Also, you can check out the next Mortimer post in this same thread that covers some extremely interesting endgame builds based on oskills, including: 1) Mana Druid using Arcane Torrent on
Lincos (Xis)
.
2) Ice Druid using Glacial Nova, found on
Absolute Zero
Absolute Zero
Battle Staff (Sacred)

Two-Hand Damage: 61 to 66
Required Level: 100
Required Dexterity: 234
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
Glacial Nova: +150% Total Damage
Fire Spell Damage Reduces Cold Spell Damage
Fire Pierce Reduces Cold Pierce
Glacial Nova Cooldown Reduced by 4 seconds
+50% Damage to Undead
-40% to Enemy Cold Resistance
+(20 to 30) to Glacial Nova
Maximum Fire Resist -5%
Maximum Cold Resist +10%
(50 to 100)% Bonus to Defense
Cannot Be Frozen
Socketed (4)
, crafted Flamen Staves and crafted Druid Helms.


SPEC.1: ICE


GEAR

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SPEC.2: STORM


GEAR


► expand





We would like to thank:

Brother Laz, Marco and the awesome Sigma team for the never ending, amazing effort they all make in gifting us with tons of hours of pure fun.
Ben-, for his time, politeness, quality checks and quality gear suggestions.
Solfege for letting us use his amazing guide layout.
The Median XL discord friendly community for the quality memes.
Edited by Bardamu 4 years.
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Glamdring26
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Helzopro
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Great guide, nice formatting/layout and progression with detailed reasons for why to choose specific playstyles or gear selections :wink:
Nucleus42
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Thanks for this guide. I've always wondered about a caster dudu but never made one. I'm semi following this guide but building a fire caster and I have to say that the changes in 1.3 have made it work.
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Bardamu
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Nucleus42 wrote:Thanks for this guide. I've always wondered about a caster dudu but never made one. I'm semi following this guide but building a fire caster and I have to say that the changes in 1.3 have made it work.

Thanks mate. We are quite interested in development of fire among other specs for the end game. I tested it yesterday but sadly even with a buffed
The Searing Heat
The Searing Heat
Flamen Staff (Sacred)

Two-Hand Damage: 48 to 51
(Druid Only)
Required Level: 100
Required Strength: 240
Item Level: 120
Strength Damage Bonus: (0.06 per Strength)%
Hunting Banshee Nullified
+3 Ember Spirit Projectiles
+(9 to 10) to Druid Skill Levels
+150 Spell Focus
25% Cast Speed
+50% Damage to Undead
+(25 to 40)% to Fire Spell Damage
-(20 to 30)% to Enemy Fire Resistance
15% to Energy
Physical Resist 5%
5% Reanimate as: Random Monster
Socketed (4)
and the free %spell damage from Vine he just doesn't have the efficiency and clearspeed of light or even cold. Would love to hear what you using as setup tho.
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Crash
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well done
Bcalath
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Great guide to all you guys. I never really thought about going light dudu since I've always ran bow or wolf. But light looks good if I can farm up the gear.
mortimer_85
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OSKILL STUFF

Imo the Druid is a great oskill caster char for several reasons:
  • Access to Spell damage buffing skills. Since 1.3 for all elemental Spell Damages
  • Several options to dump skillpoints for either more survivability or more damage
  • Access to great buffing skills like Raven Heart, MotW (with % Bonus items) and Protector Spirits.
  • Great mana/ene scaling -> oom no longer a problem when using mana hungry oskills.
  • Access to some nice meme oskills you can try to have fun with (Arcane Torrent, Glacial Nova, ...)
This is why I want to introduce to you the OSO (oskill only) route of our guide. By OSO I mean that no direct damaging spells from the Druid itself will be used to kill mobs. This is more a challenge than an actual build early on, because you will suffer until you get
The Magister
The Magister
Long Staff (4)

Two-Hand Damage: 6 to 7
Required Level: 3
Required Dexterity: 8
Item Level: 1
Dexterity Damage Bonus: (0.15 per Dexterity)%
+1 to All Skills
+50% Damage to Undead
+(11 to 13)% to Fire Spell Damage
+(11 to 13)% to Lightning Spell Damage
+(3 to 5) to Flamefront
+(3 to 5) to Flash
Fire Resist +(16 to 25)%
Lightning Resist +(16 to 25)%
(11 to 15)% Bonus to Defense
Socketed (2)
Two-Hand Damage: 13 to 15
Required Level: 21
Required Dexterity: 19
Item Level: 31
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(2 to 3) to All Skills
+50% Damage to Undead
+(16 to 18)% to Fire Spell Damage
+(16 to 18)% to Lightning Spell Damage
+(7 to 10) to Flamefront
+(9 to 12) to Flash
Fire Resist +(36 to 45)%
Lightning Resist +(36 to 45)%
(21 to 25)% Bonus to Defense
Socketed (3)
Two-Hand Damage: 22 to 26
Required Level: 40
Required Dexterity: 43
Item Level: 51
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(3 to 4) to All Skills
+50% Damage to Undead
+(21 to 23)% to Fire Spell Damage
+(21 to 23)% to Lightning Spell Damage
+(13 to 16) to Flamefront
+(19 to 24) to Flash
Fire Resist +(56 to 65)%
Lightning Resist +(56 to 65)%
(31 to 35)% Bonus to Defense
Socketed (4)
Two-Hand Damage: 27 to 32
Required Level: 49
Required Dexterity: 88
Item Level: 77
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(5 to 6) to All Skills
+50% Damage to Undead
+(23 to 25)% to Fire Spell Damage
+(23 to 25)% to Lightning Spell Damage
+(19 to 24) to Flamefront
+(25 to 30) to Flash
Fire Resist +(66 to 75)%
Lightning Resist +(66 to 75)%
(36 to 40)% Bonus to Defense
Socketed (4)
. Feel free to go for the challenge or vary the build to be more effective early on (use of PF, Plagua Avatar and RoF).



EARLY GAME
Actually OSO playstyle early on means. Dodge a lot of stuff, go slow, lure enmies in already cleared places to finish them. Make use of ELvensong against more dangerous mobs. As soon as you get
The Magister
The Magister
Long Staff (4)

Two-Hand Damage: 6 to 7
Required Level: 3
Required Dexterity: 8
Item Level: 1
Dexterity Damage Bonus: (0.15 per Dexterity)%
+1 to All Skills
+50% Damage to Undead
+(11 to 13)% to Fire Spell Damage
+(11 to 13)% to Lightning Spell Damage
+(3 to 5) to Flamefront
+(3 to 5) to Flash
Fire Resist +(16 to 25)%
Lightning Resist +(16 to 25)%
(11 to 15)% Bonus to Defense
Socketed (2)
Two-Hand Damage: 13 to 15
Required Level: 21
Required Dexterity: 19
Item Level: 31
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(2 to 3) to All Skills
+50% Damage to Undead
+(16 to 18)% to Fire Spell Damage
+(16 to 18)% to Lightning Spell Damage
+(7 to 10) to Flamefront
+(9 to 12) to Flash
Fire Resist +(36 to 45)%
Lightning Resist +(36 to 45)%
(21 to 25)% Bonus to Defense
Socketed (3)
Two-Hand Damage: 22 to 26
Required Level: 40
Required Dexterity: 43
Item Level: 51
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(3 to 4) to All Skills
+50% Damage to Undead
+(21 to 23)% to Fire Spell Damage
+(21 to 23)% to Lightning Spell Damage
+(13 to 16) to Flamefront
+(19 to 24) to Flash
Fire Resist +(56 to 65)%
Lightning Resist +(56 to 65)%
(31 to 35)% Bonus to Defense
Socketed (4)
Two-Hand Damage: 27 to 32
Required Level: 49
Required Dexterity: 88
Item Level: 77
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(5 to 6) to All Skills
+50% Damage to Undead
+(23 to 25)% to Fire Spell Damage
+(23 to 25)% to Lightning Spell Damage
+(19 to 24) to Flamefront
+(25 to 30) to Flash
Fire Resist +(66 to 75)%
Lightning Resist +(66 to 75)%
(36 to 40)% Bonus to Defense
Socketed (4)
Apocalypse will melt all regular mobs and fire absorbs you can melee-cast with Flash. Single Target will a bit slow until you find your first Hailstorm Amulet but Elvensong plus PF from your Fiends wil do the job until then.

ATTRIBUTE POINTS

► expand


GEAR

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SKILLPLAN

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.
.
.



END GAME

As for now we introduce 3 different Endgame Oskill Specs. All of them are not Top Tier but maybe fun to try. This list will probably be expanded due to Poison/Fire Buff (Looking at RoL, Cataclysm, Emerald Prison and Devouring Cloud)

Glacial Nova Druid around
Absolute Zero
Absolute Zero
Battle Staff (Sacred)

Two-Hand Damage: 61 to 66
Required Level: 100
Required Dexterity: 234
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
Glacial Nova: +150% Total Damage
Fire Spell Damage Reduces Cold Spell Damage
Fire Pierce Reduces Cold Pierce
Glacial Nova Cooldown Reduced by 4 seconds
+50% Damage to Undead
-40% to Enemy Cold Resistance
+(20 to 30) to Glacial Nova
Maximum Fire Resist -5%
Maximum Cold Resist +10%
(50 to 100)% Bonus to Defense
Cannot Be Frozen
Socketed (4)


This spec is nothing to build fast and easy. While it has the greatest potential in terms of AoE, even in BIS gear it will only be a great P1 farmer (Labs not included)
NOTE: Although the orange text of the core item turns GN into a farming skill rather than a CC skill it still shares CD timers with them -> DO NEVER USE ELVENSONG with this build unless you want your GN to be blocked for 20 seconds.
Playstyle is simple: Buff with Symbiosis, Raven Heart (and maybe Faerie Fire), spam GN while moving/dodging and use Hailstorm on tougher mobs or leave them behind.

► SAMPLE CLIP


GEAR

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SKILLPLAN

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UBER CHOICE AND CRAFTING
► expand




Ice Druid around Avalanche + StF

Avalanche may be awkward to use and seems weak in terms of damage numbers on LCS, but it actually has a decent AoE, freezes enemies, pierces them and multihits. It is one of the few underrated o-skills at the moment.
Playstyle: Stay behind your fiends move a bit make a 180° - 360° while channeling Avalanche - use Shatter the Flesh on leftovers or leave them behind. Refresh MotW, Symbiosis (and Faerie Fire) when necessary.

GEAR

While a setup with crafted Stave with Avalanche oskill and other nice crafted parts can carry you through big parts of the midgame the skill really needs
Spire of Sarnakyle
Spire of Sarnakyle
Gnarled Staff (Sacred)

Two-Hand Damage: 59 to 62
Required Level: 100
Required Dexterity: 218
Item Level: 120
Dexterity Damage Bonus: (0.15 per Dexterity)%
+(9 to 10) to All Skills
+50% Damage to Undead
+(26 to 50)% to Cold Spell Damage
-(29 to 35)% to Enemy Cold Resistance
+(10 to 20) to Avalanche
Poison Length Reduced by 50%
+(201 to 250) Life after each Demon Kill
50% Bonus to Defense
Cannot Be Frozen
25% Gold Find
Socketed (4)
and
Eyes of Septumos
Eyes of Septumos
Circlet (Sacred)

Defense: 505 to 571
Required Level: 80
Required Dexterity: 262
Item Level: 105
1% Chance to cast level 10 Cold Fear on Death Blow
+(80 to 150) Spell Focus
-(15 to 20)% to Enemy Cold Resistance
+(14 to 22) to Avalanche
(10 to 20)% to Energy
Elemental Resists +(15 to 25)%
Socketed (4)
to shine in endgame farming areas.
► expand


SKILLPLAN

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UBER CHOICE AND CRAFTING
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The Mana Druid around
Lincos (Xis)


While this build started as a total meme project in season 21, it turned out to be quite a nice farming build with good AoE but a lack of support against phys res mobs. With New Uber skill Vine Companion you can now choose between phys res reduction(Vine) or Avoid (Faerie Fire). With a high budget and enough farming players that can provide the needed UMOs you can easily push that build to 80k Mana in end-end game.
Playstyle: Buff with Faerie Fire or summon your Vine Companion, buff with Symbiosis and simply spam Arcane Torrent. On phys res mobs you can use Bane to speed up.

► SAMPLE CLIP


GEAR

► expand


SKILLPLAN

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UBER CHOICE AND CRAFTING
► expand
Edited by mortimer_85 4 years.
ThurmanMurman
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good job man i want try this.
OrphineM
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Excellent guide, although I do have some perspective on the passive choice.

There is an argument for using the bear passive vs the wolf passive. Both give similar LAEK amounts, but bear passive trades the reanimates for FHR with hard points, 5% a pop. It's an option to consider, but the reanimates are probably better. Bear has treated me fine though.