Caster Druid

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Nucleus42
Dark Huntress
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Bardamu wrote:
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.


Yeah the fire setup dropped off a cliff around dunc. It breezed through everything until then using: TU flamen staff, TU bone helm, TU ancient armor, TU belt, TU greaves and Kali gloves.
elemental is very good for clearing mobs especially in torojan jungles where the density is high etc and ROF destroyed stationary targets such as the K3k totems but now I've gone cold spec to speed up clearing to find gear for end game.
Gutted fire doesn't work as well for end game but I'm gunna test as much as I can to find something that stands a chance.
OrphineM
Gravedigger
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Nucleus42 wrote:
Bardamu wrote:
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.


Yeah the fire setup dropped off a cliff around dunc. It breezed through everything until then using: TU flamen staff, TU bone helm, TU ancient armor, TU belt, TU greaves and Kali gloves.
elemental is very good for clearing mobs especially in torojan jungles where the density is high etc and ROF destroyed stationary targets such as the K3k totems but now I've gone cold spec to speed up clearing to find gear for end game.
Gutted fire doesn't work as well for end game but I'm gunna test as much as I can to find something that stands a chance.


I think the fire skills need some rework. For what it's worth I like the elementals but they could just use a little more oomph I think to compete with ice.

Rain of Fire is awful though, and needs a rework. Fire as a spec really can't do the 120 uberbosses (outside of dunc/teganze/triune) upwards due to the nature of the damage (a bunch of smaller hits for a bunch of damage) without better gear compared to the ice spec unfortunately. Too many bosses at 120 upward just teleport if you try to use RoF or even elementals.
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tbone503
Edyrem
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Awesome guide. Can't wait to try this out and follow along here with people's discoveries.

Thanks!
Chronos69
Prowler
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What's the reason of not wearing the complete Lone Wolf set? What's the reason of ignore the +6 skills and -30% cold reduction and +400HP of the complete set?
So... Why is better the Coldhunger helm than the whole set bonus? I don't get it. Is just because of the STR requeriment?
mortimer_85
Djinn
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Chronos69 wrote:What's the reason of not wearing the complete Lone Wolf set? What's the reason of ignore the +6 skills and -30% cold reduction and +400HP of the complete set?
So... Why is better the Coldhunger helm than the whole set bonus? I don't get it. Is just because of the STR requeriment?


We suggesting using the full set.
Lone Wolf's Path
Lone Wolf's Path
(Druid Seer Set)

Lone Wolf's Claws
Lone Wolf's Fur
Lone Wolf's Maul
Lone Wolf's Track

Set Bonus with 2 or more set items:
+150 Spell Focus
+14 to Firedance

Set Bonus with 3 or more set items:
+50% to Poison Spell Damage
Poison Resist +50%

Set Bonus with complete set:
+1 Hunting Banshee/Ember Spirit Projectile
+6 to Druid Skill Levels
-30% to Enemy Fire Resistance
-30% to Enemy Cold Resistance
+19 to Nova Charge
+400 to Life

only consists of 4 pieces, as almost all other sets after rework too.
Helm was a good removal because crafted ones can be way better then the Set helm was.
Chronos69
Prowler
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mortimer_85 wrote:
Chronos69 wrote:What's the reason of not wearing the complete Lone Wolf set? What's the reason of ignore the +6 skills and -30% cold reduction and +400HP of the complete set?
So... Why is better the Coldhunger helm than the whole set bonus? I don't get it. Is just because of the STR requeriment?


We suggesting using the full set.
Lone Wolf's Path
Lone Wolf's Path
(Druid Seer Set)

Lone Wolf's Claws
Lone Wolf's Fur
Lone Wolf's Maul
Lone Wolf's Track

Set Bonus with 2 or more set items:
+150 Spell Focus
+14 to Firedance

Set Bonus with 3 or more set items:
+50% to Poison Spell Damage
Poison Resist +50%

Set Bonus with complete set:
+1 Hunting Banshee/Ember Spirit Projectile
+6 to Druid Skill Levels
-30% to Enemy Fire Resistance
-30% to Enemy Cold Resistance
+19 to Nova Charge
+400 to Life

only consists of 4 pieces, as almost all other sets after rework too.
Helm was a good removal because crafted ones can be way better then the Set helm was.


Oh, lol! I was looking it at the wiki and I saw 5 parts.

Good to know!
OrphineM
Gravedigger
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Chronos69 wrote:
mortimer_85 wrote:
Chronos69 wrote:What's the reason of not wearing the complete Lone Wolf set? What's the reason of ignore the +6 skills and -30% cold reduction and +400HP of the complete set?
So... Why is better the Coldhunger helm than the whole set bonus? I don't get it. Is just because of the STR requeriment?


We suggesting using the full set.
Lone Wolf's Path
Lone Wolf's Path
(Druid Seer Set)

Lone Wolf's Claws
Lone Wolf's Fur
Lone Wolf's Maul
Lone Wolf's Track

Set Bonus with 2 or more set items:
+150 Spell Focus
+14 to Firedance

Set Bonus with 3 or more set items:
+50% to Poison Spell Damage
Poison Resist +50%

Set Bonus with complete set:
+1 Hunting Banshee/Ember Spirit Projectile
+6 to Druid Skill Levels
-30% to Enemy Fire Resistance
-30% to Enemy Cold Resistance
+19 to Nova Charge
+400 to Life

only consists of 4 pieces, as almost all other sets after rework too.
Helm was a good removal because crafted ones can be way better then the Set helm was.


Oh, lol! I was looking it at the wiki and I saw 5 parts.

Good to know!


The wikia is notoriously out of date. https://docs.median-xl.com/doc/items/sets
Joe90NZ
Cultist
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Thanks to the OP and helpers, nice guide easy to read / follow, gear looks cheap for the most part !
Is my first druid build, pleased with leveling progress so far.
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Bardamu
Gravedigger
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Thanks everyone for the positive feedback, we hope you're enjoying the build.

Meanwhile, added a second, more budget gear for mid game Ice spec by Morty.
Diaco
Void Archon
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Kinda unrelated I guess, but this might be a good place to ask. Would a fire/poison bear caster build work using
Elder Law
Elder Law
Great Axe (Sacred)

Two-Hand Damage: 82 to 91
Required Level: 100
Required Strength: 600
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
Adds 750 Fire Damage to Idol of Scosglen
This Fire Damage is Increased by 15% per Wildfire Base Level
60% Attack Speed
+(30 to 60)% to Fire Spell Damage
-(20 to 40)% to Enemy Fire Resistance
+(30 to 60)% to Poison Spell Damage
-(20 to 40)% to Enemy Poison Resistance
+(5 to 10) to Harvest (Druid Only)
+(5 to 10) to Wildfire (Druid Only)
+1000 Defense
+150 Life Regenerated per Second
Socketed (6)
Elder Law
Elder Law
Great Axe (Sacred)

Two-Hand Damage: 82 to 91
Required Level: 100
Required Strength: 600
Item Level: 105
Strength Damage Bonus: (0.16 per Strength)%
Adds 750 Fire Damage to Idol of Scosglen
This Fire Damage is Increased by 15% per Wildfire Base Level
60% Attack Speed
+(30 to 60)% to Fire Spell Damage
-(20 to 40)% to Enemy Fire Resistance
+(30 to 60)% to Poison Spell Damage
-(20 to 40)% to Enemy Poison Resistance
+(5 to 10) to Harvest (Druid Only)
+(5 to 10) to Wildfire (Druid Only)
+1000 Defense
+150 Life Regenerated per Second
Socketed (6)
?