PvP Hybrid Rabies/FC Druid Author: Kazama Fury |
Version: 1.10 Page 1 |
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I. Introduction
Hello, you guys might know me as Kazama Fury,
others as Kaz. 1.10 has been a completely new world for all of us. I've spent
more than 2 months PvMing and MFing but killing the same monsters over and over
isn’t what I call fun. What I love about d2 is the PvP aspect. PvP was a gift
and a curse to me. A curse because a year ago, I made pretty much every single PvM
build possible and eventually I saw nothing left to do anymore. I was about
to quit, until one day I stumbled upon the druid forums; everyone seemed real
nice and talked about PvP. I believe it’s the first time I became interested
in PvP, and also in druids. My very first realm char was a werewolf and after he
failed miserably I told myself I would never make one ever again. I certainly
ate those words because here I am introducing you my PvP build, which I call
Flaming Rabies. Crappy name? I am open to suggestions. As you may notice,
Flaming for Fire Claw and Rabies for… Rabies. This druid is by far the most
fun build I’ve made so far. I also would like to thank Victus Metuo for giving
me the idea. I was skeptical at first, but when we saw the results after endless
hours of testing and dueling, I was quite satisfied.
II. Why this build and not another?
Why would this build be appealing to you? Well, did you ever question
which route to go? Werewolf or Werebear? Or wanted to make a Rabies druid, but wanted to go with the popular crowd that makes FC bears
instead? Don’t wanna spend an arm and a leg for fine scs of vitas?
Well I am here to tell you, this build can do all that, a 4x hybrid
which will cost you a lot less than those physical damage druids and still
be as good! Victus and I joked about it but the build itself is no joke.
Being in wolf form, you can potentially have an arsenal of a 4fpa 33k
Rabies Attack and a 5fpa 9k Fire Claw Attack. In werebear form, the same
damage on the Fire Claws but at a 4fpa rate! I hope by now I’ve caught
you attention. How is this possible? Please, read on. I will show you
the numerical results and the gear I used.
III. The perfect Flaming Rabies Druid (for Clan Honor)
To be exact, here are the exact stats on the druid I made off SP. This
druid is at level 85, has a level 10 oak aura on him, 50% Damage Reduce
and a 43% chance of open wounds).
Werewolf Form (4986 Life, 2077 def)
8312 - 9170 Fire Claw Damage w/ 19675 Attack Rating
32k-33k Rabies over 19.2 Seconds w/ 14980 Attack Rating
Werebear Form (5323 life, 5400 def)
8386 - 9263 Fire Claw Damage w/ 13211 Attack Rating
428-664 Armageddon Fire Damage (50 seconds)
Gear (perfect items):
Cerebus’s Bite (unique blood spirit helm ladder only) socketed w/
Fire Facet
6 Shael Phase Blade, 6 Shael Giant Thresher on Switch
Stormshield socketed w/ Shael
Enigma Breast Plate
Mara’s Kaleidoscope
Verdungo’s Hearty Cord
Raven Frost
Carrion Wind
Trangs Gloves
Gore Riders
Charms (perfect stats):
10 Shapeshift Charm of Vita
9 Steel Small Charm of Vita
1 Annihilus
Brebuff gear:
2 SoJs
Fleshrender
Lidless Wall
IV. Stat Points Allocation
Str: Enough to equip all your gear (remember to have enough strength to
equip your weapon on switch too)
Dex: Enough for 75% Block
Vit: Rest of the points in here
Energy: Ignore all of the above, all in here… seriously… NO
POINTS IN HERE.
FAQ:
Q1: Why not max strength like in those 1.09 builds?
A1: Well because strength increase physical damage, which clearly
this build
relies on elemental. Also, those builds were on the concept of more strength->more damage->more leech. Unfortunately leech in
PvP is
too poor to even be considered. 1.09 is now a thing of the past.
Q2: Why max block?
A2: Having max block, 75% will save you from ¾ of all of the
physical hits you are being taken (assuming you're not on run mode,
which would reduce your block by a 1/3). And because you can’t
leech anyways, its nice to have every source of protection possible.
V. Skill Points Allocation and Discussion
Basis of Flaming Rabies Druid Build (All
builds should have this for their basis) Note: Do not put any
points in a Vine or else this build goes bye bye!
Max Rabies
Max Fireclaw
1 Oak
1 Raven *
1 Spirit Wolves *
1 Werewolf
1 Werebear
1 Lycanthropy
1 Firestorm
1 Maul
1 Feral Rage
This is where all the choices come in, this really depends on
your preference and your area of dueling. Add these extra skills
after adding those in the basis.
*This is also another preference, but for PvP, its always nice to
have at least 1 pt in these. Or enough to have 5 ravens and 5 wolves
out after the +skills on your gear. My recommended Flaming Rabies Druid Build (This is an all rounder
build)
1 Moulten Boulder
Max Fissure
Max Volcano
1 Armageddon
1 in prerequisite
This should all add up to 96 Pts which at level 85 is the earliest
you can have. This is also an ideal build for clan honor because of
the level cap of 85.
More life Flaming Rabies Druid Build
1 Moulten Boulder
Max Fissure
Max Volcano
Rest in Lycanthropy
This build sacrifices Armageddon and a small elemental reduction damage
from cyclone armor.
Team Flaming Rabies Druid Build
1 Moulten Boulder
Max Fissure
Max Volcano
Rest in Oak
This build is just like the one above except the rest the points
are spent in a spirit to aid his/her team mates.
Even more life but less Damage Oriented Flaming Rabies Druid
Build
Equip Stone for its level 16 Synergy Boost. But whatever you do,
don’t put any PTS in Molten Boulder or this won’t work!
Max Firestorm
Rest In Lycanthropy and/or Oak
Alternatives
This build can be quite varied, instead of maxing 2 synergies for
Fire Claw, you may decide you want more life, therefore, max just
one synergy (I recommend Volcano) and put rest in Lycanthropy and/or
oak also depending on your preference and your area of dueling.
If you are capped like my builds to level 85, you may want to move
one point somewhere, it’s your choice, I suggest from fissure and
put one put in Shockwave. I will explain why later on. If you are
not limited, feel free to put 1 pt in Shockwave and put the rest in
another synergy for FC. Another choice would be putting some in
Armageddon, it should increase by 90 fire damage for each point. PvP-wise, I suggest rest in a synergy of
Fireclaw would be more
ideal.
You may also have one point in Grizzly and play around with the
rest of your skills. Or even put more pts in Grizzly.
Shapeshifting Skills
Werewolf:
1 pt in this will enable you to turn into a werewolf! It also
increases attack speed, attack rating and stamina. Lycanthropy
boosts the werewolf form by giving it more life and enables the
druid to stay in that form for a longer period of time. Why not max
werewolf? Well a short answer would be, you won’t have enough
points to do so. This is a hybrid druid anyways and werewolf will be
boosted by the shape shift charms anyways, which is enough for this
build. Recommend: 1 pt. (with +skills, I have +335%ar, +68% attack
speed)
Q1: Would max and base werewolf have a difference of the attack
speed when dueling?
A1: This build relies on shape shift charms and a phase blade for a
weapon. Using TheDragoon’s calculator, I see, there is no
difference, at both levels, you still require 110ias to achieve maximum attack speed.
Werebear:
1 pt in this will enable you to turn into a big bad ass werebear!
Look at those abs! O_O. Numerically, in werebear form, it gives an
additional 50% life, more defense and more physical damage! Just
like werewolf, to increase its life, you must have a higher
lycanthropy. Why not max werebear? Same answer as above. Recommend:
1 pt. (with +skills, I have +183%dmg, +120%def).
Lycanthropy:
1 pt in this increases your life and the duration in shift form.
Usually maxing this would be a must, unfortunately in this build,
you won't have this luxury. In later stages, putting rest in this
would have its advantages as mentioned above. Recommend: 1 pt, later
stages, rest in here if you want. (with +skills, I have +115%life,
420 seconds duration). Maul:
This skill has no use because this build relies on elemental damage.
1 pt in here is enough and should never have more inserted in. It
just serves as a prerequisite to Fire Claws. Feral Rage:
This skill is useful in some cases. 1 pt in this should be enough as
it serves also for a prerequisite to Rabies and Fire Claws. Why would
this be useful? Well as you can see, feral rage increases your run
speed and leech as it charges up. The run speed proves quite useful
and it isn’t too hard to charge up just a few times because nearly
every opponent has a minion. If they don’t have one, no problem,
as I said, feral is useful, but you don’t need to rely on this
that much. Uses I see in 1.10 is mainly to chase opponents on the
move. Recommend: 1 pt (with +skills, I have +19-56% frw)
Rabies:
Ah your initial main attack skill. This build is called flaming
RABIES. So obviously you will be maxing this first. Rabies is a very
interesting skill: It bites and thus infecting the opponent. You
will see a sort of cloud of disease around the infected. Others who
are hostile to you who get close to that cloud of disease will be
infected to in exchange. As the skill level goes up, more poison
damage is inflicted by over a longer period of time. The attack
rating also gets boosted for every extra skill point. Rabies also
receives synergy bonus from Poison Creeper, 18% poison boost per
skill pt inserted. This is a hybrid druid and because its nearly
impossible to go both skills without sacrificing a lot, this build
also revolves around the unique ring: Carrion Wind. Carrion Wind
gives a level 21 synergy to Rabies which is quite nice due to the
charges on it.
With my tester wolf, I was able to achieve 33k max poison damage
over 19.2 seconds. It’s a lot! Even in PvP wise! The fact that Rabies
can hit 4fpa (frame per attack) is worth mentioning. This
makes Rabies one of the fastest attacks in d2! With a lot of tests
with Victus, we’ve also discovered very interesting things and
wrote down the results.
With Victus having max poison resists (75% pr), he took ~2k life
after the whole infection duration. This could be calculated like
this, 33000 (Rabies damage) x 0.75 (PvP elemental damage penalty) x 0.75
(75% pr) = 2062.5 poison damage over 19.2 seconds. This translates to
107.42 poison damage per second! Many tests were done and pretty much
the same results kept appearing. We have also proved the fact that
not all PvP sources reduces to 17%. In reality, elemental damage is
reduced to ~25%.
When I got Victus to stack on poison, 90% pr and 75% Poison
length reduce. We came to these conclusions, Victus was taking an
average of 500 damage across the period! We were puzzled because
that amount seems too high. We then concluded perhaps the poison
length reduction has a PvP penalty just like slow (which is now 50%
effective) or like the eth rune (which is ¼ effective). After some
calculations, we decided to assume poison length reduction is only
¼ effective in PvP. Therefore, 75% (reduce length of poison) / 4 =
18.75%. Now lets calculate the net damage: 33000 x 0.1 (90%pr) x
1.875 = 440 net poison damage. There's still 60 damage missing
somewhere which we still don’t know why. Maybe our assumption is
all wrong too. What we did notice though, with his stacked poison
resists, when Victus was infected, it seems to re-infect him when the
Rabies duration is over. It keeps re-infecting by in shorter and
shorter intervals every time until it can not infect anymore. We are
quite curious, and unfortunately we don’t have an answer yet to
this phenomenon.
Recommend: Max! (with +skills, I have, 32083-32799 poison damage
over
19.2 seconds and +316% Attack Rating)
Q1: Does each bite resets the infected opponent?
A1: “Each bite resets the infection/Poison timer for any given
monster, Stacking would be too overpowered since Rabies can reach
+30K poison damage,” quoted by TheUnchosen. He did say monster,
but I think it is safe to assume this works in PvP also.
Q2: Do infections stack or re-infect?
A2: “Infections don't stack or re-infect. Infection spreads to
Poison Damage and it carries the remaining poison damage of an already
infected/poisoned monster and transforms it to new monster. If a
monster is already INFECTED then the disease (infection aura) will
ignore that monster,” quoted by TheUnchosen. It is still useful to
infect example the spirit of an enemy druid because they usually go
back in contact with that spirit and infects themselves. Why do
this? Well because it’s not that easy to actually hit an opponent,
but a spirit or minion, a lot easier.
Q3: Is Rabies ITD?
A3: “ITD is another interesting thing. Is Rabies ITD? I don't
think so now since there is an AR bonus so AR is a major concern. I
always thought a Vit/block Druid might be the key so you've struck a
good point bloog. Also the Dex added for Block will provide the much
needed AR as well!,”, quoted by TheUnchosen.
Fire Claws:
This will be your main attack skill throughout the whole duel,
preferably after your opponent has been infected by Rabies. Fire
claws was used to be a secondary attack skill in 1.09 after maul was
charged, but 1.10, Fire Claws is in the spot light. Having 4
synergies, 22% fire damage boost for every pt inserted makes this skill
quite viable on its own. On werewolf form, the max speed you can
reach is 5fpa, on the other hand, in werebear form, you may reach
the fast attack speed of 4fpa! Fire claws also have a very nice Attack Rating
boost for every pt in it which is quite useful. I have 2 strategies
with this build.
1) Infect the opponent with Rabies and then, when the time is
right, shift to a werebear and start attacking with Fire Claws.
Advantages: You will be attacking a lot faster, have more life and
more defense. This would be very useful in a melee duel mainly.
Disadvantages: You need to re-shift, the opponent might be sneaky and
punish you badly if you failed to shift into a werebear in time. You
will have lower Attack Rating. You probably won’t have a chance to
re-infect your opponent with Rabies anymore.
2) Infect the opponent with Rabies and then start attacking with
Fire Claws while you remain in werewolf mode.
Advantages: You will have more Attack Rating and you will not need to shift
back and forth. You will also have the chance to re-infect your
opponent a lot easier.
Disadvantages: You won’t be attacking with Fire Claws as fast as in
werebear form, you will lack the defense and Attack Rating which a werebear
would have.
These 2 strategies also depends on your dueling style and
situation.
Recommend: Max! (with +skills, I have, 8182-8967 fire damage
and
+620% Attack Rating)
Now lets calculate the damages you can inflict per Fire Claw.
Lets say you do 9k FC and your opponent has 75% Fire Resists.
9000 x 0.25 (fire resists) x 0.25 (PvP penalty) = 562.5 net fire damage.
That’s a decent amount if you keep in mind this a hybrid build.
Q1: Why would I build this if I could make a full FC bear?
A1: Well, you may, but the advantages of having a hybrid is to be
more versatile. Someone may have stacked fire resists and absorb,
what are you going to do then? You would wish you had another source
of damage, well this build is the answer… Rabies! Versatility is
key.
Q2: Would I be able to join palapk, druidpk or whatever to have
melee duels, i.e.: toe to toe with this build?
A2: Yes you may, just prebuff and switch to a werebear and just use
Fire Claws. A well built full FC werebear should be doing 13k, while
you would be doing 9k which isn’t too bad. Or simply, you can also
try to prebuff as a werewolf and connect Rabies in there and start
FC’ing away. Glhf!
Summoning Skills
Oak Sage:
This spirit grants you and your allies a bonus life! Even at base,
you can notice a nice increase of life. In 1.10, life increases is
based on your base life. So your goal is to have the most vitality
pts inserted as possible. At level 6, my oak gives my wolf an extra
500 life and an extra 650 for my bear. As you can see, it is a must
to have at least 1 or some pts in there. Recommend: 1 - ? (with
+skills, I have +55% life)
Q1: What about the other spirits?
A1: You may have another pt in Heart of the Wolverine if you like to
support your teammates or boost your Attack Rating. But personally, I would
stick with oak, Fire Claw and Rabies both have decent amounts of Attack Rating,
and they are quite fast too so I don’t see much problems. Your
attacks are elemental, HoW will not boost them.
Raven:
Ravens are indeed an interesting summon. It pecks the opponent and
cause them to go in a block. In my opinion, having at least level 5
with +skills is enough. They’re just there to annoy your opponent
by blinding the minions, do some little damage and maybe cause them
to blocklock. It is said that in 1.10, blocklock does no longer
exist, it seems to be true, but Victus and I still notice some type
of block which is why ravens are still to have. Dueling druids,
ravens may also cause them to de-shift and kill them! Don’t say
it’s not possible because it happened a couple of times!
Recommend: 1 pt or enough +skills to hit skill level 5.
Note: “Ravens are immune to all attacks except Sorceress Cold
Shields, Assassin Blade Shield, Paladin Thorns Aura, and a Druid
Spirit of Barbs,” quoted by Victus Metuo.
Spirit Wolves:
Same reasons as Raven and you should not put more than 1 pt in there
unless you don’t have skill level of 5 with your +skills. Spirit wolves
may be served as meat shields against FoHers for example. Its very
useful.
Recommend: 1 pt or enough +skills to hit skill level 5.
Elemental Skills
Cyclone Armor:
This spell has its uses, it will absorb an amount of elemental
damage dealt to you. It’s always nice to have nevertheless.
Usually you will cast it once in a duel, when you prebuff that is.
If you ever have another chance to recast it, go ahead. Cyclone
Armor also has synergies from Twister, Tornado and Hurricane. Those
3 skills you would be putting 1 pt to reach Armageddon anyway.
Recommend: 1 pt.
Armageddon:
Finally an elemental skill that you can cast in wereform! This will
not be your main damage source, but just some damage to deal to your
opponent while you are attacking with FC or Rabies. This skill may
also use to kill them off if needed. If you have maxed Fissure to
boost Fire claw’s damage, you have also increased Armageddon’s
duration. It’s always useful to have Armageddon last longer than
recasting it every 20 seconds. Remember, there is a timer for
Armageddon. This is the timer for shifting also. So if you cast
Armageddon and get de-shifted, you will be unable to re-shift for a
few seconds until the timer is over.
Recommend: 1 pt.
Q1: How effective is this?
A1: Say the opponent has 75% fire resists. My Armageddon damage is
664 max. Lets calculate this: 664 x 0.25 x 0.25 = 41.5 fire damage. I
find that nice, a spell that you only need to cast usually once that
does ~42 damage per hit.
VI. Item Discussion
Helms:
Cerebus’s Bite: THE ideal helm for this build. Huge Attack Rating
bonus
(120%ar is max) and it can potentially have +4 Shapeshift skills!
It’ll be a useful prebuff and on the field helm! Shapeshift means
higher level of Rabies and Fire Claws, therefore more damage too! Open
wounds (33%) is great and very useful in 1.10. Open wounds will be
discussed later on. Unfortunately this item is ladder only, and it
is quite difficult to find a near or perfect Cerebus. I only know
one person who has one and I don’t think he’ll be trading it to
me soon. Sigh. (5/5)
Jalas Mane: This helm has its benefits over Cerebus, this is the
ideal helm for those who can’t afford cerebus. Jalas is relatively
easy to obtain, I would say 20-25 pgems on USEast. Jalas is nice in
terms of skill bonus because of its +2 druid and +2 shape shift.
Therefore, also a +4 shape shift effective, thus boosting Fire Claws
and Rabies in the same amount as Cerebus. Jalas has also an Attack Rating
bonus, just not as much, 20%. Jalas can potentially be more useful
than cerebus depending on the duels, because this helm has 30%fhr,
30 resists, +20 strength and +20 energy. I would prefer Attack Rating
over those
stats because I usually duel on nm and I nearly have max resists and
I don’t find Fhr that useful if you’re attacking this fast.
That’s just my opinion though. (4/5)
Shako: This helm might be amazing on other chars, but on this
build, it is quite limited. With +2skills, huge life and mana bonus,
a few stats and 10% DR are nice, but not as nice as the benefits you
get from Jalas. And because the max DR is now 50% in 1.10, you can
find DR sources from other places. (3/5)
Tals helm: If you can’t afford Jalas, well you can use this for
now. But remember leech doesn’t work too well in PvP and also this
is an elemental base damage build, you wouldn’t be leeching much
anyways. The only reason why you would want this is for the life,
and resists bonus. This is I guess for those who can’t afford Jalas. They’ll hold onto this for now. (1/5)
Rare Druid helm or Circlet: Mods you should aim for, Attack Rating
bonus,
+skills, life, stats (strength and/or dexterity), resists. Some of these helms
can be real good, but most of the time, they’re not. (1-?/5)
Suggested socketing:
Fire facet: To boost Fire Claw and Armageddon damage. Since FC will
be your main continuous attack, I suggest this facet over the posion
one. (5/5)
Poison facet: To boost Rabies damage. If you cant afford a fire one,
this will do too. But you’ll only be using Rabies a few times
compared to FC. (4/5)
Prubby: If you can’t afford the facets, perfect ruby is definitely
the way to go, it would boost your life by around 70-90 life when
you shift. (3/5)
Um/Resist Jewel: If you really need the resists, I guess get a
resist jewel, preferably with second mods and socket it in the helm,
but I would prefer a prubby over it. (2/5)
Jah rune: I have no idea what they did, but after shifting, jah rune
gives lesser life than a prubby would. You definitely don’t wanna
waste such a valued rune for this especially if you can get a prubby
in a matter of minutes. (0/5)
Armor:
Jah Ith Ber-> Enigma (preferably a breast plate): This armor
is great! At level 85, you will +63 strength! That means it saved you 63
stats to put in vitality! This armor is a dueler’s dream armor.
+2skills, thus boosting your life, damage, attack rating etc. 45%
faster run walk, in all duels, having run is always useful. 45 can
be translated as 9 charms, 9 charms = 180 life saved! 8% DR from ber,
nice! Jah rune for even more life! Ith giving you mana if you get
damaged! Insane amount of defense! This armor is simply godly. Why
breast plate you say? It may look ugly on your druid but an enigma
breast plate is the only armor that may be equipped before you put
any stats in! With the help of Annihilus preferably. If you plan to
use an elite armor enigma, ask yourself this: Do I want more life or
more defense? If you choose defense, go ahead with the elite enigma.
(5+/5)
Dol Um Ber Ist -> Chains of Honor: This armor is also amazing!
+2skills just like enigma, the armor is anti-elemental because of
its huge 65% resists all bonus! This armor also had 8%DR which never
hurts. 20 strength bonus which means that goes for 20 pts in vitality! And a
little replenish life never hurts. This armor is definitely made for
kill casters! (5/5)
Ral Ohm Sur Eth -> Bramble: A very nice armor if you want to
concentrate more on Rabies. Bramble can give 50% more poison
damage!!! This armor also gives the wearer a nice high level thorns.
Unfortunately this armor can not be used in clan honor so I nearly
forgot to mention this. Anyways in pubs or any other league, this
armor would be quite neat if you are willing to sacrifice some life
and Fire Claw damage. Huge poison resists, increases cold resists
max and 50%fhr! Nice! (5/5)
Shael Um Pul Lum->Stone: This armor is used for its high
defense, fhr and resists, but mainly its level 16 molten boulder
charges which gives free synergy to Fire Claws. But this armor might
seem to be helping your Fire Claws, it’s not. It is debatable, but
I find using enigma or chains would give you the chance to have a
higher level of Fire claws. This armor would only give you the
chance to opt for more life. (3/5)
Hel Lum Fal -> Lionhart: This armor is made for those who
wants more life and/or already have max DR. Huge amount of stats,
life and moderate resists makes this armor the poor man’s choice.
Unfortunately, it lacks +skills which would reduce your damage by a
lot. (2.5/5)
Shaftstop: This armor back in the old days used to be worth lots.
Now this armor is quite easy to get and the mods on it are quite
useful. 30% DR, 60 life bonus, nice defense. Another man’s choice
of armor. This armor could prove more useful than Lionhart assuming
you can’t afford a stormshield. (3/5)
Glads Bane: I love this armor, I don't know why, maybe because
wire fleece looks awesome on a druid. Anyways, this armor has
physical damage reduce and magical too. Cannot be frozen mod which
is a big plus if you don't wanna equip raven. 50% Poison length
reduce may also save you a duel. High defense and not too hard to
trade for. (3/5)
Arkaines Valor: I never liked this armor much, the vitality is a
neat bonus, but it isn’t so grand, the only reason why you would
want this armor is for the +2skills. 30%fhr is always nice to have
too. But what really turns me down is the extreme high strength requirements, 185… WOW! Stormshield would help a bit but I mean,
if you can afford a stormshield, you’re half way to an enigma.
(2.5/5)
Guardian Angel: If you have a lot of stacked resists, this armor
is nice to have. Also if ever you want more chance to block and
block rate. This is the armor for you. (2/5)
Duriel Shell: Need resists? Don’t have cannot be frozen mod
somewhere? Which is very crucial in PvP. Well this cheap armor will
help a lot! Str and life bonus too. If you have max DR, this armor
is nice to have. But then again, you can use Lionhart. (2.5/5)
Suggested socketing:
Prubby
Um Resist Jewel
If you can afford a facet or ber, I think it would be best to simply
get that enigma or chains of honor.
Shields:
Stormshield: The king of all dueling shields! 60% cold resists,
20% light resists, 35 strength, 35%DR, more block rate, more chance to
block and a huge defense bonus. This shield is a must! (5+/5) Shael
in this would be my choice but I am not 100% because of they say
about 1.10 changing how block frames work.
Mosers: Nice resists, extra block rate, extra chance to block, 2
open sockets, not too expensive. Its not a stormshield, but it’s
still pretty neat. If you’re on ladder, upgrade this since a luna
version of this will give even more chance to block and more
defense. Pdiamonds or Um runes are the usually way to go. (3/5)
Whitstan’s Guard: Cheap shield, has very high block rate and
chance to block, this will probably opt you for more life, but you
would be lacking resists and dr maybe. (2/5)
Ko Ko Mal-> Sanctuary: More block rate, chance to block,
faster hit recovery, lots of resists and 20 dexterity. It’s a neat
runeword shield. I would recommend runewording a dragon shield
because of its low strength requirements and it has nice base block rates
already. (3/5)
Shael Eth-> Rhyme: Use this if you need the cannot be frozen
mod. But I rather use any raven instead of limiting myself on this
shield. (1/5)
Gerke’s Sanctuary: Resists, replenish, more chance to block and
block rate and magic damage reduce. Its an ok shield, but this
shield has a speed penalty because it’s a heavy shield. Str requirement
is
133, seems rather high to me for an exceptional item. (1/5)
Suggested socketing:
Um Resist Jewel
If you can afford a facet or ber, I think it would be best to simply
get that enigma or chains of honor.
Belts:
Verdungo’s Hearty Cord: The ideal belt for this build! This
belt has fhr, huge vitality bonus, DR and a lot of replenish life! This
belt is great! A must have for this build. (5/5)
String of Ears: If you can’t get a verdungos, then get this
belt if you are need that extra DR bonus. This also has magic damage
reduce. (4/5)
Any other crafted/set/rare belt: If it has some or all these mods,
fhr strength life open wounds, these belts will do. An ideal one would be
a blood belt, 24fhr, high strength, high life, 10% open wounds. But then
you will have to decide if to or not find another source of DR.
(2-4/5)
Thundergods: Anti-lightning belt, has some stats in there too.
Limited to its use. But nice to have around vs. those trappers. (2/5)
Gloves:
1.10 Trangs Gloves: They’re cheap, and they’re godly for this
build! No other gloves may replace this! 25% more poison damage!!
WOW! Extra cast rate and more cold resists to stack vs. those cold sorceress
or wind druids! 20% faster cast rate also boosts your
druid’s cast rate by 2 frames! Which means you will be casting and
re-shifting a lot faster! (5+/5) A must. Trangs gloves boosts my Rabies
by 7k!!!
Bloodfists: They’re cheap too, fhr, life, nice to have… But
um… trust me… trangs gloves. (1/5)
Boots:
Gore Riders: Mainly for Open wounds and it has a nice amount of
faster run walk too. Open wounds I find quite essential for PvP.
Open wounds will be your other source of damage that will drain your
opponent slowly, but yet killing him surely. (5/5)
1.10 Aldurs Boots: Lots of run, life and fire resists! If you
don’t care for open wounds, use these. (4/5)
Waterwalks: More run, life and dexterity. Not bad at all, if you
don’t care for open wounds. Go for this… if you can’t afford
1.10 aldurs boots. (3/5)
Wartravelers: You’re not dealing physical damage which defeats
the purpose of using these boots. Nt. (0/5)
Rings:
Carrion Wind: This ring is a must to make this build possible. It
gives the druid a free level 21 poison creeper synergy to Rabies. If
you don’t have such a ring. You must acquire it before continue
your quest in completing this build. Remember to NOT put any points
in poison creeper to make Rabies use the ring’s synergies. Huge
poison resists and damage goes to mana. (5+/5)
Q1: Would equipping 2 Carrion Winds be boosting Rabies by giving
it a level 42 synergy?
A1: Nope, it would give 2 separate charges of
poison creeper. And they don’t stack.
Raven Frost: This should be the other ring you use. It has huge
attack rating bonus, dexterity and cannot be frozen mod. The higher the
stats, the better. This is ideal! And also a MUST! (5/5)
Dwarf Star: If where you duel is legal to use fire absorb, then
use this if you duel any fire elemental opponents, replace that with
raven. (2/5)
Rare rings: With Attack Rating, cast, stats, life, resists, they’re ok.
But if I were you, I would get a raven frost instead, even a crappy
one would be more useful. Unless the stats are very high and you
cham’ed your shield or have cannot be frozen somewhere else. It is
highly debatable. (0-4/5)
Amulets:
Maras: This amulet is amazing for this build! Mostly because of
the +2skills and 20-30% resists! Not only it has that, you also get
5 in every stat! Very useful and I strongly suggest this amulet for
this build. (5/5)
Seraphs: This amulet is not bad because of its +2skills, other
than that, the other mods aren’t too great. If you can’t afford
a maras, its likely you will not be able to afford this item since
it’s ladder only. (3.5/5)
Highlords: This amulet is godly on a physical attacker, but since
this is an elemental one, this amulet is restricted to its uses. The
benefits you will get from this is the +1skills and the 35% light
resists. That’s about it. Or if you need the extra IAS, you’ll
get 20 from here. (2.5/5)
Metalgrid: Another ladder only item. Unfortunately the amulet
lacks
the +skills which this build really needs. But to compensate, you
have a very nice amount of Attack Rating and resists boost. If where you duel
allows charges, well you have iron maiden too which proves useful in
some cases. Downsides: ladder only, lacks +skills. (2/5)
Telling of Beads: A set amulet. This amulet is often underrated, but
I really this, its better than Highlords in my opinion for this
build, you will have a very nice amount of poison resists and cold
resists. Both resists which is needed to stack vs. cold sorceress and
poison necromancers. Also, you get +1skills! So, in contrast with telling of
beads, its pretty much the same amulet in away, except this one has
more versatility. If you duel a foher, then switch to Highlords.
(3/5)
Cats Eye: IAS, nice amount of run and lots of dexterity. Unfortunately,
lacking +skills and resists. This amulet should be used if you feel
like you need more run and can’t cover it with charms. This amulet
has its limited uses. But still may prove useful if you can’t
afford enigma which has a 45%frw boost. (3/5)
Saracen’s Chance: Stats, chance to cast iron maiden and
resists. I don’t see many use this amulet to duel and I don’t
suggest this amulet either, there’s a lot of other amulets that
can be a lot more useful than this. (2/5)
Rising Sun: Use this if only you need fire absorb. (1/5)
Atma’s Scarab: 20% more Attack Rating, lots of poison resists, chance to
cast amp, more poison damage. This amulet is not bad, but I
haven’t done enough testing to see if Rabies resets the Atma's posion
damage. Because this is how the damage works. You damage your
opponent with the bite (physical damage + outside posion damage) then the
Rabies damage gets factored in. I am not sure if Atma's posion gets
cancelled out. Nevertheless, people who use amp is looked down upon and
for this build, if you have or not, it doesn’t help you either.
(1/5)
Rare/Crafted Amulet: What you will be aiming for, +2druids,
stats, resists, life, poison length reduction and run. Unfortunately
+2 crafted amulets require you to be at level 89+, which clan honor
duelers will not have the luxury to have. But in a rare amulet, you
can get +2druids, stats, resists and life. Those amulets are quite
godly and can potentially be a lot better than even maras! Why
didn’t I use an amulet like this for my testing? Well it’s
because these amulets are nearly impossible to come by and would be
insanely expensive. I wanted to try to have at least the opportunity
to be “realistic” and maras isn’t too expensive compare to
those amulets. (2-5/5)
Weapons:
Before I start naming some weapons I would like you read this
passage copied and pasted from Victus Metuo’s guide on a maul PvP werebear. The main reason I put this up is because I want you to
understand why speed is very important and crucial to win. This also
would answer those people who would want to use Death’s Web for a
weapon.
“As a Werebear you will have two ideal speeds to be
attacking at, which are 4-Frames Per Attack and 5-Frames Per Attack
[FPA]. Here you are not left with so many choices with what weapons
you can use. But you may ask, what about loading up on IAS gear?
Well, much like a Whirlwind Barbarian, shifted Druids rely on
weapons to attack faster. However, this is only for the faster
weapons. With a slower weapon, IAS gear will actually help your
Werebear, but you will never reach the 4 or 5 FPA [other than 5 FPA
Two Handed which will be discussed below] that you will need. So
with your Werebear you will be relying on your weapon more for speed
and your skills more for Damage. As you may or may not know, Diablo
II: LOD runs at 25 Frames Per Second and as I have said we are
aiming for 4 or 5 FPA which will give you 5-6 Attacks Per Second. So
don’t frown too much on that 3,000 Damage you are aiming for
because that will give you 18,000 Damage Per Second before Damage
Penalties and including Critical or Deadly Strike. Now that
doesn’t sound so bad now does it?
Why else would we want to keep a 4-Frame attack? Well a 4-Frame
attack for a Werebear will be different than any other melee attack
that can reach such a frame rate. This is because all of the other
attacks that can achieve 4-Frames have some sort of break due to it
being a multi-hit skill. Your other melee skills that will reach
4-Frames come from Paladins, Amazons, and our brother Werewolves. A
Paladin can reach 4-Frame mark with the Zeal skill, which hits five
times. Here, there is a small pause between each Zeal attack because
the greatest a Paladin can achieve is a 8-Frame initial attack for
an 8/4/4/4/4 Zeal attack. An Amazon can reach the 4-Frame mark with
the Jab skill, which hits twice. Just as Zeal does, Jab has a pause
between each Jab attack [between the second attack on the jab and
the start of a new set], which also breaks the continual 4-Frame
attack. Our fellow Druids, the Werewolves, can achieve up to a
5/4/4/4/4-Frame Fury attack, but you are not likely to see a
Werewolf with an initial 5-Frame attack, but rather one with 6 or
7-Frame initial attack.
|
"The biggest key to a Werebear is taking
advantage of your Stunning capabilities and sending your opponent
into Block or Hit Recovery so that he or she cannot
move." |
So as you can already see they have the
disadvantage from the slower initial frame. Maul is a focused single
hit skill, so your 4-frame attack will be a continual 4-frames if
you do not go into Block or Hit Recovery. Also being a single hit
skill, you will never have to wait or stay in place to finish the
rest of your attack. The biggest key to a Werebear is taking
advantage of your Stunning capabilities and sending your opponent
into Block or Hit Recovery so that he or she cannot move. Keeping a
constant 4-Frame attack is the best way to achieve this, and the
decent Damage you can attain is really just a huge bonus for you.
Our skills and attack speed reduce the need for insane damage. So
now let’s take a look at those weapons you will be looking to get
your hands on,” ~ Victus Metuo.
Thanks buddy. If you are
interested in his guide, refer to the links below.
Before I start this, I will remind you again, physical damage is not
needed for this build! What you will look for in a weapon is mainly
speed, and if it allows, Attack Rating. So enhanced damage mods will be useless
to you.
1 Handed Weapons
At skill level 11 werewolf you will need 108ias on a phase blade
according to TheDragoon’s calculator for max attack speed for both
Fire Claw and Rabies in both forms, therefore, -138 WSM. How this is
calculated you ask? Take the negative number of the base attack
speed of a weapon then add the number of increased attack speed on
the weapon to get that mark. Example: A phase blade has -30 base
speed. Take the negative-> 30. 30 + 108 = 138. Therefore, this
weapon hits 4fpa Rabies and 5fpa Fire Claws on a werewolf and 4fpa Fire Claw
on a werebear. The fastest you can get. This is definitely
what you will aim for. Everything else will be at lower speeds
making you less effective, if you are curious with whatever weapon
you have in mind, I implore you to try TheDragoon’s calculator. 4 Shael + 2
Attack Rating or resists with 15 IAS jewels Phase Blade: This is
THE weapon for your build. I am kinda angry at myself because I
failed to look at this before and instead I used a plain 6 shael
phase blade -.-. Anyways this weapon is perfect, not only you hit
max fpas, you have a choice to have more Attack Rating and/or more resists.
Attack Rating/IAS
jewels are not too expensive, too bad in the other, 15resists/15ias
jewels are insanely expensive. Use this if you want perfection.
(5+/5) 6 Shael Phase Blade: If you can’t afford what was mentioned
above, this weapon will be nearly as effective and will potentially
cost you a lot less and still hit max fpa! (5/5)
Fool’s Phase Blade of Quickness Shael Shael Shael: This weapon
is insane, only spawns in 1.09 because of the sword chipped cube
recipe, which makes this weapon very very very very very rare.
Fortunately you won’t be needing to look for this weapon because
it lacks 8ias on the weapon to hit the last speeds. Therefore, you
will be hitting 1 frame slower, but in the other hand, you will have
a very handsome Attack Rating bonus. The rarity outweighs the advantages. (3/5)
BotD Phase Blade: Nice stats, nice mods, too bad this weapon
doesn’t hit fast enough. (1/5)
Deaths Web: The disadvantages outweighs the benefits, speed >
damage. Read Victus’s passage if you don’t know why. Maximum speed
you can hit with this will be at 9fpa! It’s pretty slow for a Rabies
druid. Also, this is a hybrid druid, you will be shifting
into a werebear too even in mid-duel, a werebear with deaths web is
pathetic in terms of speed, trust me. (0/5)
2 Handed Weapons
Before I continue, I would like to put another
passage from Victus’s great guide, hopefully he doesn’t mind
again! ^^
“You may be asking, now why would I ever want to go Two-Handed
with my Werebear, because a Werebear without a shield = a dead
Werebear. Well in some cases that would be correct, but in other
cases he would be a better Werebear. So what would be the uses of
having a Two-Handed weapon? Well the obvious one would be that you
could achieve more Damage. You can also increase the range of your
attack to up to Range 5, which will help you greatly in certain
situations. So what are the times that you would want that huge
range?
Firstly, range will be a great asset when you are chasing an
opponent that generally will not stop moving at all, for example a
Sorceress or Necromancer. With the option of removing your Damage
Reduction gear and change to Resist gear against pure Elemental
Damage attackers, you will not need a shield anymore. The next
reason would to be to have such a weapon on your switch to use
against a running ranged character, like an Amazon. This setup also
has some benefits in melee combat. Equipping a greater ranged weapon
accompanied by Hit Power Gloves will keep your opponent out of
striking distance at least 60% of the time. Against a Werewolf Druid
who will be using Ravens, Spirit Wolves, and Poison Creeper, he will
have one less advantage; he will not be able to put you into Block
Lock with his Summons. The Summons will then do miniscule Damage to
you because that is not there focus. When you are facing a ranged
opponent that you will be chasing constantly, such as a Bowazon, you
will not want Knockback with a Two-Handed Weapon. The reason for
this is that when you get in close enough you want to benefit from
the ability to keep stunning constantly. You do not want to knock
them back and have to chase them down and take the chance that they
will get out of stun because you will lose the advantage you just
gained from the range. However, the character you will never want to
go 2-handed against is another Werebear because his Shockwave will
be always hitting you, very easily letting his Grizzly finish you
off. Beware though, any time your opponent does get inside of range,
you will need to retreat quickly as your previous thought will
become reality, a Werebear without a shield = a dead Werebear,” - Victus Metuo.
At skill level 11 werewolf, you will need -123 WSM for max speeds.
To sum: Why would 2 handed weapons be viable? Yes you lose the luxury
of
having a shield on, but you will have range 5 for a weapon! This
weapon will crush casters or whoever runs away from you. Range is
ideal to catch opponents or even help you get the first strike in
melee duels. In 1.10, Victus and I confirmed that blizzard has
indeed fixed the namelock bug where if you click on the opponent,
the char will approach and attack in range 1 and not take advantage
of its range 5. In our tests, we have discovered if you are in range
of attack and you click on the opponent, you will be standing and
attacking! Very nice improvement. I wanted the testing to go
further, so I told victus to start running away from me and I held
the namelock after him. When my werewolf got close enough in range
5, it would attack! Very nice! The need to shift attack will not be
as useful as before. Speaking of shift attacks, Rabies and Fire Claw
don’t seem to have that ability. But maybe that’s just me. Ok,
on the weapons!
6 Shael Giant Thresher: If you love speed, this is the weapon of
choice! All your attacks will be hitting the max speed possible! And
not too hard to find these days! (5/5) 3 Shael + 3 Attack Rating
or resists with 15 IAS jewels Giant Thresher: Now
this is a debate between this weapon vs. the 6 shael one. The
difference between to two is the attack speed of Fire Claws on a
werebear. This weapon will hit 5fpa Fire Claws instead of 4fpa. I
personally would prefer 4fpa, but this weapon has its uses, mainly vs.
melee chars. If you want the extra Attack Rating and resists, you may want
to try to use this. Although, as I stated above, resists/IAS jewels
are very hard to come by. (4.5/5)
6 Shael Great Poleaxe: Same issues as the one above, you will be
hitting one frame slower for Fire Claws in werebear form. If you
can’t afford a giant thresher, then use this. (4/5)
BotD Giant Thresher: Too slow… Read BOTD phase blade
observations. (0/5)
BotD Great Poleaxe: Too slow, read above. (0/5)
Charms:
Spiritual Grand Charm of Vita: This is what you're aiming for!
These charms boost your druid's life, increases your Attack Rating and damage
for both skills! 10 of these are a must! (5/5)
Steel Small Charm of Vita: These charms should be complementary
to
those shape shift charms above! Get 9 of these! It increases your Attack Rating
by a huge amount (+36ar is max on these) and also boosts your life!
(5/5)
Annihilus: This charm is godly! You got to kill Diablo clone to
get one of these. +1skill, 10-20 stats, 10-20 resists and 5-10%exp
boost. Having one of these gives a nice advantage to you in a duel.
(5/5)
Spiritual Grand Charm of Balance: Just like the spiritual
GC of
vita, but instead of gaining more life, you have a higher faster hit
recovery. I personally wouldn't suggest having much faster hit
recovery since you will be hitting so fast, but if you do, I would
aim for 42. (4/5)
Plain Spiritual Grand Charm: Just like the benefits of the
spiritual charms above except you wouldn't have that much of a life
boost nor some faster hit recovery. Never the less, these charms
aren't too hard to obtain and they still help greatly! If you can't
afford a second mod to these charms, definitely get 10 of these!
(4/5)
Fine scs of Vita: You're not doing physical damage, and these
charms are pretty expensive, definitely get steel charms of life mod
instead. (2/5)
Small Charm of Vita: If you feel like you don't have enough life
and are willing to sacrifice damage, then stack up on these. (2/5) Steel Small Charm:
These are the plain +Attack Rating charms. If you can't
afford those with life as a 2nd mod, get some of these, a mixture of
plain steel charms and vita charms could do. (2.5/5)
Elemental damage mod Small Charm: These charms are ok, but they
don't get boosted by Fire claws or Rabies. (2/5)
Resists Small Charm of Inertia/Vita: If you feel u need more
resists, get these charms. Obviously having a second mod of more run
or more life is very nice too. (3-4/5)
Prebuffing Items:
Here is a list of items that you may keep in your inventory to
equip on and then shift with. When you remove those items and wear
your actual gear, you still retain the bonuses from the +shape shift
skill you had before. This can prove very useful and give you an
extra edge. Thanks to Victus for letting me borrow this table, I've also updated it so it contains 1.10 items.
| Item
Name |
Bonuses |
Item
Slot |
| Jalal's Mane |
+4 Shapeshift |
Helm |
| Cerebus's Bite |
+4 Shapeshift |
Helm |
| Shako |
+2 Shapeshift |
Helm |
| Magical Druid Helm |
+2-3 Shapeshift |
Helm |
| Enigma |
+2 Shapeshift |
Armor |
| Chains of Honor |
+2 Shapeshift |
Armor |
| Arkaine's Valor |
+2 Shapeshift |
Armor |
| The Spirit Shroud |
+1 Shapeshift |
Armor |
| Skin of the Vipermagi |
+1 Shapeshift |
Armor |
| Que-Hegan's Wisdom |
+1 Shapeshift |
Armor |
| Mara's Kaleidoscope |
+2 Shapeshift |
Amulet |
| Seraph's Hymn |
+2 Shapeshift |
Amulet |
| Highlord's Wrath |
+1 Shapeshift |
Amulet |
| Magical/Rare/Crafted Amulet |
+2 Shapeshift |
Amulet |
| Communal Amulet |
+3 Shapeshift |
Amulet |
| Stone of Jordan |
+1 Shapeshift |
Ring |
| Bul-Kathos Wedding Band |
+1 Shapeshift |
Ring |
| Islestrike |
+2 Shapeshift |
Weapon |
| Dark Clan Crusher |
+2 Shapeshift |
Weapon |
| Flesh Render |
+3 Shapeshift |
Weapon |
| Sigon's Guard |
+1 Shapeshift |
Shield |
| Lidless Wall |
+1 Shapeshift |
Shield |
| Spiritual Grand Charm |
+1 Shapeshift |
Grand Charm |
Recommended Gear Setup:
For the player who are quite rich, this would be an ideal
setup:
Helm: Cerebus's Bite (Fire Facet)
Armor: Enigma Breast Plate/Bramble/Chains of Honor
Weapon: Phase Blade (4 Shael + 2 IAS Jewels)
Shield: Stormshield (Shael)
Switch: Giant Thresher (6 Shael or 3 Shael + 3 IAS jewels)
Belt: Verdungos
Gloves: Trang Gloves
Boots: Gores or Aldurs Boots
Ring 1: Ravenfrost
Ring 2: Carrion Wind
Amulet: Maras
For the player with less funds, this would be a better
build:
Helm: Jalal’s Mane
Armor: Lionhart/Duriel Shell/Glads Bane
Weapon: Phase Blade (6 shael)
Shield: Stormshield (Shael) or Whitstans Guard/Mosers
Switch: Giant Thresher (6 shael) or Leave Prebuffing Equipment
Belt: String of Ears (Any DR%)
Gloves: Trangs Gloves
Boots: Gore Riders/Aldurs/Waterwalks
Ring 1: Ravenfrost
Ring 2: Carrion Wind
Amulet: Any that +skills/shape shift skill
VII. Dueling Strategy
This will be updated shortly, just give me some more time, I
already have some strategy posted throughout this whole
guide. I haven't had enough experience to start
posting. I will get into details soon, typical werewolf/werebear
strategies vs. certain type of builds. If you really need some
strategies right now, I refer you to Victus's PvP Werebear
guide and other guides that may have some.
VIII. Tables and Calculations
These tables are taken from Victus's guide yet again, also I
made a few tables of my own for werewolves, thanks to Clan Honor's
Website Page.
|
Maximum Blocking Rate Tables For The Unique Shield:
Stormshield
|
|
Level
|
76
|
77
|
78
|
79
|
80
|
81
|
82
|
83
|
84
|
85
|
86
|
87
|
88
|
89
|
90
|
91
|
92
|
93
|
94
|
95
|
96
|
97
|
98
|
99
|
|
Dex
|
186
|
188
|
190
|
192
|
195
|
197
|
199
|
201
|
204
|
206
|
208
|
210
|
213
|
215
|
217
|
219
|
221
|
224
|
226
|
228
|
230
|
233
|
235
|
237
|
|
Maximum Blocking Rate Tables For The Set Shield:
Whistan’s Guard
|
|
Level
|
76
|
77
|
78
|
79
|
80
|
81
|
82
|
83
|
84
|
85
|
86
|
87
|
88
|
89
|
90
|
91
|
92
|
93
|
94
|
95
|
96
|
97
|
98
|
99
|
|
Dex
|
158
|
160
|
162
|
164
|
166
|
167
|
169
|
171
|
172
|
175
|
177
|
179
|
181
|
182
|
184
|
186
|
188
|
190
|
192
|
194
|
196
|
197
|
199
|
201
|
|
Maximum Blocking Rate Tables For The Unique
Shield: Gerke’s Sanctuary
|
|
Level
|
76
|
77
|
78
|
79
|
80
|
81
|
82
|
83
|
84
|
85
|
86
|
87
|
88
|
89
|
90
|
91
|
92
|
93
|
94
|
95
|
96
|
97
|
98
|
99
|
|
Dex
|
170
|
172
|
174
|
176
|
178
|
180
|
182
|
185
|
186
|
188
|
190
|
192
|
194
|
196
|
198
|
200
|
202
|
204
|
206
|
208
|
210
|
212
|
214
|
216
|
Blocking Formula: [(Char Level * 150) / Shield%] +
15= Needed Dexterity
|
Faster Blocking Rate (Werewolf Form)
|
|
%FBR
|
00
|
07
|
15
|
27
|
48
|
86
|
200
|
|
Frames
|
9
|
8
|
7
|
6
|
5
|
4
|
3
|
|
Faster Hit Recovery (Werewolf
Form)
|
|
%FHR
|
00
|
09
|
20
|
42
|
86
|
280
|
|
Frames
|
7
|
6
|
5
|
4
|
3
|
2
|
|
Faster Blocking Rate (Werebear
Form)
|
|
%FBR
|
00
|
05
|
10
|
16
|
27
|
40
|
65
|
109
|
223
|
|
Frames
|
12
|
11
|
10
|
9
|
8
|
7
|
6
|
5
|
4
|
|
Faster Hit Recovery (Werebear
Form)
|
|
%FHR
|
00
|
05
|
10
|
16
|
24
|
37
|
54
|
86
|
152
|
360
|
|
Frames
|
13
|
12
|
11
|
10
|
9
|
8
|
7
|
6
|
5
|
4
|
Crushing Blow,
Open Wounds and Deadly Strike:
This information was taken from
experience, testing and from the
Arreat Summit Website.
Crushing Blow: This was very useful
in PvP in 1.09 because it would give
you a chance to take off 1/10th of
your opponent's life in additional to
the damage you were doing on them!
Unfortunately Crushing Blow has
suffered a major nerf in 1.10:
physical resistance is now factored
in. So potentially you will only
inflict a 1/20th on the opponent.
Which I find not too essential to
have.
Open Wounds: This has received a
huge boost in 1.10 which is awesome! I
always loved seeing my opponent's blood
spurt out while they run like a
chicken. Now they even take huge
amounts of damage! This is why I recommend using Cerebus's Bite and
Gore riders. Now you will have 3
sources of damage, poison, fire and
this! Can it be resisted? Nope! If
their blood start splurging out, there
it goes, lasting for 8 seconds (200
frames).
These calculations were taken
directly from Arreat Summit to show
the damage per frame is dealt. Clvl =
The attacker's level.
| Clvl=1-15: |
(9*Clvl+31)/256 |
|
Clvl=16-30: |
(18*Clvl-104)/256 |
|
Clvl=31-45: |
(27*Clvl-374)/256 |
|
Clvl=46-60: |
(36*Clvl-779)/256 |
|
Clvl=61-99: |
(45*Clvl-1319)/256 |
If you prefer per second, just
multiply by 25:
|
Clvl=1-15: |
25*(9*Clvl+31)/256 |
|
Clvl=16-30: |
25*(18*Clvl-104)/256 |
|
Clvl=31-45: |
25*(27*Clvl-374)/256 |
|
Clvl=46-60: |
25*(36*Clvl-779)/256 |
|
Clvl=61-99: |
25*(45*Clvl-1319)/256 |
In PvP, if it was a melee open
wounds attack, the total damage is
divided by 4. If it was from a missile
attack, it is divided by 8 instead. If
you are equipped a bow and attacking
in shift form, this still counts as a
melee open wounds attack.
Lets give an example. Lets say a level
85 Werewolf attack the opponent
and his blood starts gushing out. How
much damage is he taking in total
after the 8 seconds?
25*(45*85-1319)/256 x (8/4) = 489
Damage in the full cycle or 61dmg/sec.
Wow!
This is the reason why I recommend
having open wounds in PvP and even in
PvM if you can.
Deadly Strike: Deadly strike is the
chance of doing the double of your
total physical damage. In this build,
you won't be needing this at all
because it's 99% elemental damage you
will be inflicting on your opponent.
IX. Leveling
If you are like me, you will
hate leveling. This is after
all... a PvP char. Most PvP chars
are horrible against monsters
because of their high amount of
HP. If you want the 1.10 rush way,
which I owe credit to Zabo, you
may be able to hit 85 in 8 hours.
Yes, its a lot, but its better
than killing monsters over and
over. This is about leeching most
of the time. Your goal is to hit
24 through normal leveling, you
don't have a choice for this.
After that, it's all about
leeching.
PS: Don't PM me or post
messages that Blizzard will fix this
because I posted this! It's posted
everywhere! Everyone in realm
knows about it! Blizzard is not
ignorant nor should you be.
At level:
1-10: Start killing monsters in
Den. Its best to join a game where
there's 8 players and people actually
killing and not kids spamming
"RUSH RUSH RUSH PLS".
You will hit level 10 quite fast. If
its possible, you can even start
leeching in Catacombs with a
friend doing the killing. Gear:
Death's Gloves and Death's Sash. (cbf,
resists, IAS)
10-15: Sewer runs, trust me on
this. You get leveled very nicely.
Gear: Angel Amulet + 2 Angel Rings
(lots of Attack Rating, replenish life),
Hsarus Belt and Boots is nice too.
15-21: Arcane runs, by now you
may or may not be killing, feral
rage is pretty great, but maybe
mana will be annoying you. Just
use a normal attack. If you have a
lot of those large strength charms
(+5), you may be able to equip
Sigon Set without even putting any
stat points yet. I ask not to put
any stat points because some people
are never sure how much they need,
and perhaps accidentally put way
too much. This is also useful if
you are planning to use Annihilus and enigma breast plate combo. You
may dump your points in vitality
and some in dexterity if you really have
the urge to put stats.
21-24: Trav runs, kill or
leech, whatever. These runs go
quite fast, you got to stay with
them. Getting to 24 won't take too
long.
25-40: Now its time to do
ancients and get to level 25. With
ancients done, you may start
leeching in norm Baal runs!
Goodie! They go quite fast,
sometimes its because high levelers
are there trying to level their mercenary
or helping a friend. Hey, you
can always ask a friend to help
out too. (cough sim, cough). Make
sure you don't get the quest BEFORE
you hit 40.
40-60: Now you should be in
nightmare, get rushed and start
leeching in nm Baal runs, make
sure you don't get the quest BEFORE
you hit 60.
60-**: Now you should in hell, get
rushed and start leeching in hell Baal
runs until you hit 70. Now
you are able to use Annihilus (assuming you have one), this is
where Annihilus kicks in, with
that, you will be able to equip
the enigma breast plate,
everything else will fall into
place. You might need to put a few
pts to equip stormshield and some
more pts to equip the giant
thresher. But by level 70, you
should be able to equip
everything, even if you don't have
an enigma or Annihilus. Now you
can leech some more and hit
whatever level you want and start
dueling! HF!
Q1: What do you mean by
"get rushed"?
A1: Oops, I forgot to mention that
eh? This is thanks to Zabo.
Act1: Just like in 1.09, get
someone to kill Andariel for you.
Act2: Long way: Get a friend or
you get full staff, then kill the
summoner, then go get Duriel.
Short way: Join a game where
players are already working on the
Duriel quest. Just stay in the
game until they kill him. You will
automatically get quest too! Nice!
Act3: Get the council quest in
Travincal. Talk to Cain. Get
someone to make a teleport in Durance
level 2. You are now able to get in!
So just like in 1.09, get someone
to kill Mephisto, or join a game where
they are working on the Mephisto quest!
Act4: Just like in 1.09, get
someone, or join a game to kill
Diablo where quest needs to be
completed.
Act5: Get someone or join a
game where people are killing
ancients. Just remember you must
be level 20,40,60 respectively for
norm, nm and hell to get the
quest. For Baal, well... get
someone or join a game where
people are doing the Baal quest.
VOILA!
X. Links THE
Victus Metuo's Werebear Guide
- This is where I got my
information and his site
inspired me most! If you want
information on a werebear guide,
this is it! He will be updating
his guide for 1.10 real soon!
Tommi
Gustafsson's accurate FHR and
FBR tables - Your source for
faster hit recovery and block
rate information! This site
changed PvP forever because the
values we once thought were off!
Clan
Honor's Official Website -
Need to find a private dueling
league that tries to balance the
skills and make legit dueling
fun again? This is the place for
you! It has all the PvP
information you need too!
TheDragoon's
Werebear Guide - Great PvM
Werebear Guide Written by the
Druid Attack Speed King
Chippydip's
Skill Calculator - The one
and only source you need to plan
where you want to distribute
your skill points! His 1.10
version is even better than his
1.09!
TheDragoon's
Wereform Attack Speed Calculator
- The Source of all Attack Speed
Knowledge in a simple
calculator.
DiabloII.Net
- The leader in Diablo II help
and information
DiabloII.Net
Druid Forum - Your source
for druid guides, information
and spam! o_O
Arreat
Summit - This is where you
can information on items in the
game, conventions like Crushing
Blow, Deadly Strike and Open
wounds. How certain skill works.
Etc. Very nice site. XI.
Credits
My Girlfriend: You are the best!
You are always there for me, you
are the one who gives me
support, encourages me, believes
in me and most importantly makes
me happy. I hope I can return
the same favor because I think
of you always. I love you.
Victus Metuo: No matter what
you say, you’re still a legend
to me. I’ve had a lot of fun
testing out builds with you.
Thanks for hosting the games and
for the fun duels. Also I would
like to thank you for the
inspiration that I got from your
website and guide, and I hope
you don’t mind I used your nav
bar idea, so yes, the credit
goes to him for it! Most
important, thanks to Victus for
giving me the idea of a Rabies/Fire Claws druid. Ah
hell, this whole page is sorta
his! Don't bm pm me pls o_O
TheUnchosen: You made me
realize Rabies is PvP possible.
Pansy: Lending me that cruel
war pike so I can take screenies
for that pic I got up there.
TheDragoon: For his
calculator, it owns! It’s my
druid bible. Oh, for those who
are using the calculator,
remember to put the NEGATIVE
number of the base speed you see
on arreat summit!
Garbad_the_weak: Making a
legit dueling league possible,
if it wasn’t for you, I
wouldn’t have acquired so much
experience in dueling. Or
perhaps, I wouldn’t be hooked
on this game either. o_O
Proudfoot: Thanks for editing
this guide in advance, I am sure
it'll be hell!
Zharous: The clan honor
website always has the fhr and
block rate information that I
always need!
Zabo: You’re the first
person to have shown me how to
get rushed in 1.10. Thanks.
Chippydip: Your skill planner
owns, it saved me a couple of
hours of testing!
Everyone else that I probably
forgot to mention! Thanks!
Kazama Fury
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