The Druid Summoner Guide Author: Lothric |
Version: 1.10 Page 1 |
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I. Introduction
This guide is not of the typical cookie-cutter variety. I will not hold your
hand and tell you exactly how many points to place in skills, where to level and
what gear to wear at each stage of your progress. I am a big believer in
tailoring a build to suit your particular tastes and play style. Playing someone
else’s build can be enjoyable, but playing your own creation is infinitely
more rewarding.
What follows then is a discussion of druid summoners in general with a lot of
hard numbers and formulae as well as advice on skills, playing tactics and so
on. The goal is to provide you with enough information to be able to put
together your own build that will not only be viable, but also be fun and
perhaps even slightly different from the norm.
II. What Defines
a Summoner?
A summoner is any druid build that focuses largely or exclusively on the
summon skill tree. For the purposes of this guide then I will assume that all
variations within this build focus on summoning with a smaller investment in one
or two other trees as needed. As with all generic builds, a number of
established variations exist:
Thee Pure Summoner
The Pure Summoner focuses all skill points in the summon tree and relies
solely on his summons to vanquish his foes. The largest problem such a druid
faces is the presence of Physical Immune (PI) monsters in the later difficulty
levels of the game. As a result, there has been considerable debate on whether
such a build is in fact viable in 1.10.
The Hunter
Popularised by FenrisWulf’s
1.09 guide, the Hunter is a Summoner who employs a bow or other ranged weapon in
order to assist his minions. Not only does this provide an additional damage
source but it also provides an opportunity to work around the PI problem. Most
hunters tend to use bows with magic/elemental damage specifically for this
reason – Kuko Shakaku (Pierce and Explosive Arrows for elemental splash
damage) and Witchwild String (Magic Damage, Deadly Strike and a chance to cast
Amplify Damage) are both popular choices.
The Elemental Summoner
The Elemental Summoner places excess skill points into the Elemental tree for
additional damage and/or crowd control options. With the advent of synergies in
1.10, such a build will typically be forced to invest heavily in one or two
skills at best so as to ensure that the maximum benefit is achieved, as excess
points will be at a premium once you have completed your investment in the
summoning tree.
The Huntermentalist
A hybrid build, the huntermentalist tries to capitalise on the strengths of
both the Hunter and Elementalist. Given the option of a bow/ranged weapon as an
additional damage source for PI’s, the Huntermentalist is usually capable of
getting away with a smaller investment in the Elemental tree. Huntermentalists
therefore tend to invest almost exclusively in crowd control options from the
Elemental Tree, e.g. Molten Boulder for the knockback effect or Twister for
stun, or a defensive enhancement in Cyclone Armour as an alternative way of
dealing with elemental damage if they are struggling for resistances.
The Were-Summoner
Most Were-Druid builds tend to focus around the character as the primary
source of damage output, with some then adding a few summons to act as meat
shields. The Were-Summoner, on the other hand, focuses to a larger extent on his
summons for damage with a few points in shape shifting skills providing a
healthy boost in life as well as access to either Rabies or Fury in the Werewolf
branch of the tree or Shockwave in the Werebear branch.
+skill items will typically be sufficient to boost the relevant Shape
shifting skills to reasonable levels.
III. Are
Druid summons limited in any way?
Yes. At any given time you can have the following available:
i. 0-5 Ravens
ii. 0-5 Spirit Wolves or 0-3 Dire Wolves or 0-1 Grizzly
iii. 0-1 Vine
iv. 0-1 Spirit
It is therefore essential that you decide from the outset where your focus
will lie so that you maximise those skills you will be utilizing most often.
Synergies within this particular tree are limited apart from the passive bonuses
between the wolves and grizzly.
It is also important to realise that while your quantity is more restricted
than that available to necromancers, druids do not require any source other than
magic to cast their summons. This gives you much more flexibility in your
ability to reposition your minions as required in the middle of combat.
IV. The Summoning Tree
Raven
Ravens still bear much of the stigma they developed in 1.09 and as a result
are underestimated by a lot of players. The skill allows you to summon up to 5
ravens which will peck away at a target until such time as they have completed
their allocated number of attacks (based on the level of the skill) after which
time they will vanish.
Changes since 1.09:
The damage ravens deal remains insignificant after the change-over to 1.10
but ravens serve two functions essential to any summon build: Firstly, they
cannot be damaged by monsters meaning that they can be an effective way to tie
up small groups. Secondly, and most importantly, in 1.10 ravens have a chance to
cast blind on enemies. Blinded enemies will stand inactive and only respond if
engaged in melee combat or if they are in close proximity to a target. It is
therefore useful to summon Ravens near ranged attackers to tie them up while
your other minions engage their melee opponents first.
I should, however, warn you that the AI for Raven is quite poor and you will
often find them continuing to attack a target even after it has been blinded. It
is therefore always useful to monitor their activity and recast them on a new
target once one has been blinded.
A raven’s level is determined as follow:
Mlvl = Caster Level + Skill Level – 2
The Chance to Blind is determined by:
CTB = 50 + (Mlvl – 4 – Target Level) * 5
For example: You are a level 42 druid with 10 points in Raven. If your
ravens were to engage a monster in an area with a level of 41, the chance to
blind would be:
Rlvl = 42 + 10 -2 = 50
CTB = 50 + (50 – 4 – 41) * 5
= 75%
It is important to note from the above that at a skill level of 16, ravens
have a 100% chance to blind targets of equal or lower level to you.
Summon Spirit Wolf, Summon Dire Wolf and Grizzly
Each of these summons provides a passive bonus not only to itself but also to
the other two. Spirit Wolves provide a passive bonus to attack rating and
defence, Dire Wolves provide a passive +% life bonus and Grizzly provides a
passive +% damage bonus. Points in one of these skills is therefore almost never
wasted as they will benefit the other two summons as well.
In addition to the above, Spirit Wolves have teleport. While all minions will
reappear next to your character should he move sufficiently far away from them,
Spirit Wolves will actually use their ability offensively, for example to attack
a pack of monsters on the other side of a river. Dire Wolves eat the corpses of
the fallen which enrages them and allows them to deal double damage for the
duration of the rage. The added damage is calculated on their base amount,
however, and is therefore less significant than might be expected. The Grizzly
has knockback as part of its swipe attack and is also able to stun targets.
Changes since 1.09:
The passive synergies of each of the summons has been improved to some
extent:
| Slvl
20 |
1.09
|
1.10
|
| Dire Wolf Life Bonus |
240% |
525% |
| Grizzly Damage Bonus |
120% |
215% |
| Spirit Wolf Attack Rating Bonus |
240% |
525% |
| Spirit Wolf Defence Rating Bonus |
240% |
240% |
The improvement in the passive life bonus provided by the Dire Wolves is of
special interest in 1.10. Whereas before you would almost be forced to invest
heavily in Oak Sage to ensure that your summons would be effective tanks in Hell
difficulty, 1.10 druid summons have received a healthy life boost which in my
opinion outstrips the increased difficulty that the new patch brought.
There has been considerable confusion about Ravens and summon resists because
of the poor phrasing on the Arreat Summit. Ravens do not grant a resist all
bonus to any of the other summons.
All three summons gain 5% resist all each for each skill point in their
particular summoning skill after the first one, with a cap of 85%. For
example a level 11 Grizzly would have (11-1)*5 = 50% resist all which would not
be affected by the number of points you had in Summon Spirit Wolf or Summon Dire
Wolf.
Basic Summons Data:
The following table as well as the analysis of auras that follows was
provided by Kirsty from the Druid Forum.
Grizzly Spirit Wolves Dire Wolves
life 650 71 114
Grizzly Dire Wolf
lvl base damage %damage shown damage base damage %def %ar base damage %life shown life
min max passive min max min max passive min max passive min max
1 30 60 25 37 75 2 6 50 50 7 12 50 147 195
2 40 70 35 54 94 3 7 60 75 9 14 75 171 227
3 50 80 45 72 116 4 8 70 100 11 16 100 196 260
4 60 90 55 93 139 5 9 80 125 13 18 125 220 292
5 70 100 65 115 165 6 10 90 150 15 20 150 245 325
6 80 110 75 140 192 7 11 100 175 17 22 175 269 357
7 90 120 85 166 222 8 12 110 200 19 24 200 294 390
8 100 130 95 195 253 9 13 120 225 21 26 225 318 422
9 115 145 105 235 297 11 15 130 250 24 29 250 343 455
10 130 160 115 279 344 13 17 140 275 27 32 275 367 487
11 145 175 125 326 393 15 19 150 300 30 35 300 392 520
12 160 198 135 376 466 17 21 160 325 33 38 325 416 552
13 175 205 145 428 502 19 23 170 350 36 41 350 441 585
14 190 220 155 484 561 21 25 180 375 39 44 375 465 617
15 205 235 165 543 622 23 27 190 400 42 47 400 490 650
16 220 250 175 605 687 25 29 200 425 45 50 425 514 682
17 240 270 185 684 769 29 33 210 450 51 56 450 539 715
18 260 290 195 767 855 33 37 220 475 57 62 475 563 747
19 280 310 205 854 945 37 41 230 500 63 68 500 588 780
20 300 330 215 945 1039 41 45 240 525 69 74 525 612 812
21 320 350 225 1040 1137 45 49 250 550 75 80 550 637 845
22 340 370 235 1139 1239 49 53 260 575 81 86 575 661 877
23 366 396 245 1262 1366 54 58 270 600 89 95 600 686 910
24 392 422 255 1391 1498 59 63 280 625 97 104 625 710 942
25 418 448 265 1525 1635 64 68 290 650 105 113 650 735 975
26 444 474 275 1665 1777 69 73 300 675 113 122 675 759 1007
27 470 500 285 1809 1925 74 78 310 700 121 131 700 784 1040
28 496 526 295 1959 2077 79 83 320 725 129 140 725 808 1072
29 526 556 305 2130 2251 87 91 330 750 140 153 750 883 1105
30 556 586 315 2307 2431 95 99 340 775 151 166 775 857 1137
31 586 616 325 2490 2618 103 107 350 800 162 179 800 882 1170
32 616 646 335 2679 2810 111 115 360 825 173 192 825 906 1202
33 646 676 345 2874 3008 119 123 370 850 184 205 850 931 1235
34 676 706 355 3075 3212 127 131 380 875 195 218 875 955 1267
35 706 736 365 3282 3422 135 139 390 900 206 231 900 980 1300
36 736 766 375 3496 3638 143 147 400 925 217 244 925 1004 1332
37 766 796 385 3715 3860 151 155 410 950 228 257 950 1029 1365
38 796 826 395 3940 4088 159 163 420 975 239 270 975 1053 1397
39 826 856 405 4171 4322 167 171 430 1000 250 283 1000 1078 1430
40 856 886 415 4408 4562 175 179 440 1025 261 296 1025 1102 1462
41 886 916 425 4651 4809 183 187 450 1050 272 309 1050 1127 1495
42 916 946 435 4900 5061 191 195 460 1075 283 322 1075 1151 1527
43 946 976 445 5155 5319 199 203 470 1100 294 335 1100 1176 1560
44 976 1006 455 5416 5583 207 211 480 1125 305 348 1125 1200 1592
45 1006 1036 465 5683 5853 215 219 490 1150 316 361 1150 1225 1625
46 1036 1066 475 5957 6129 223 227 500 1175 327 374 1175 1249 1657
47 1066 1096 485 6236 6411 231 235 510 1200 338 387 1200 1274 1690
48 1096 1126 495 6521 6699 239 243 520 1225 349 400 1225 1298 1722
49 1126 1156 505 6812 6993 247 251 530 1250 360 413 1250 1323 1755
50 1156 1186 515 7109 7293 255 259 540 1275 371 426 1275 1347 1787
Auras
The three summons are affected by party auras as follows. Base
values relate to the values quoted in the table above.
Spirit Wolf damage = Spirit Wolf Base * (100 + %passive +
%HoW + %might + %concentration + %fanaticism)/100
Dire Wolf damage = Dire Wolf Base * (100 + %passive + %HoW
+ %might + %concentration + %fanaticism)/100
Grizzly damage = Grizzly Base * (100 + %passive + %grizzly
maul/bite/swipe + %HoW + %might + %concentration + %fanaticism)/100
Note: Fanaticism only gives half the stated bonus to party
members. Minions count as party members for purposes of such
calculations.
Playing Observations
Of the three summons the Spirit Wolf is the least useful. Minion
defence is less important to the druid than it is for necromancers
as druid minions can be re-summoned immediately after they’ve been
killed. Additionally, at least in my experience, Dire Wolves and the
Grizzly seem to have little difficulty hitting throughout Hell even
though the Grizzly no longer has ITD in 1.10. 5 points in the skill
is therefore useful to gain access to the full number of Wolves, at
least initially, for your journey through Normal but I would advise
holding off on pushing the skill any further unless your minions
seem to be struggling.
Dire Wolves are both hardier and deal more damage than Spirit
Wolves and tend to fare a lot better as a result once you reach
Nightmare. Dire Wolves will be your primary summon throughout
Nightmare with Grizzly making an appearance for end of Act bosses as
needed. In Hell, I tend to favour the Grizzly as primary summon and
fall back on Dire Wolves only when in a particularly crowded area
where a bigger presence is needed to distract the increased monster
numbers. Both Dire Wolves and Grizzly provided significant bonuses
which are essential to the basic summon build and as such I would
recommend maxing them both, especially considering the improvements
they have been given in 1.10.
Oak Sage, Heart of Wolverine and Spirit
of Barbs
The three druid spirits function in much the same way as paladin
auras in that they grant a passive bonus to the caster and any
minions/characters in his party. The primary difference between
spirits and auras, however, is that spirits are minions and as such
have life and can be killed. All three spirits are Immune to
Physical and Poison in Nightmare but only Immune to Poison in Hell.
Of the three spirits Oak Sage and Heart of Wolverine (HoW)
provide the most immediate benefit to your minions: Oak Sage grants
a passive life bonus while Heart of Wolverine grants bonuses to AR
and damage. Both bonuses are additive, not multiplicative.
For example: If you had a slvl 1 Grizzly (650 life) with
20 points in Dire Wolves (525% bonus) and an slvl 20 Oak Sage (125%
bonus) your Grizzly’s life would be:
Grizzly Life = 650 x (100 + 525 + 125)/100 = 4875 life
The Oak Sage bonus is therefore effectively applied to the base
life of the summon, not the life that has been adjusted for other
bonuses.
Similarly, the HoW bonus is calculated on the base damage of the
summon, as illustrated in the summon damage formulae earlier.
Spirit of Barbs is similar in effect to the Necromancer’s Iron
Maiden and the Paladin’s Thorns skills in that it returns a
percentage of the damage inflicted on you or your minions to the
attacker. The Spirit of Barbs effect is much diminished, however,
with the result that the skill is far less appealing. The comparison
is illustrated below:
| |
Iron
Maiden |
Thorns
|
Spirit of Barbs
|
| % dam returned (Slvl1) |
200% |
250% |
50% |
| % dam returned (Slvl20) |
675% |
1010% |
430% |
Changes since 1.09:
There was a bug in 1.09 which rendered additional points in
Spirits beyond 20 useless. This has since been fixed, however. Also,
“aura stacking” as it was known is no longer possible in 1.10.
There is therefore no longer any benefit to be gained from having
substantial investments in two or more spirits as only one of the
effects can ever be active at any time.
The spirit effects have remained largely unchanged although there
have been some minor adjustments to spirit life and effect radii.
Spirit of Barbs has, however, had its % damage returned improved
from 240% to 430% at slvl 20 as mentioned earlier.
Playing Observations
The choice of Spirit is a touchy one for many druid players. In
the past, Oak Sage was favoured because summons were a lot more
fragile in 1.09, especially when entering Hell. With the improvement
to Summon Dire Wolf’s passive bonus, however, summons have twice
the life they had in the old patch making them even more effective
as tanks. Remember, the life difference between a fully synergised
Grizzly with and without Oak Sage is:
With Oak Sage = 650 x (100 + 525 + 125)/100 = 4875 life
Without Oak Sage = 650 x (100 + 525)/100 = 4063 life
The difference is only 812 so the life gain achieved with Oak
Sage is therefore only equal to 20% even though the listed bonus is
125%. At the same time, Oak Sage suffers from the same argument as
Spirit Wolves in that your minions can be re-summoned as required so
a high summon mortality rate isn’t actually a big problem for the
druid summoner.
The only possible problem in this regard is a pack of monsters
able to decimate your summons as quickly as you can summon them –
after all, if your minions don’t live more than a few seconds they
can’t really deal any damage. In my experience, however, even
Frenzytaurs in Hell are unable to kill a synergised Grizzly before
he is able to get at least a few swipes in so that would seem to be
less of a concern.
I tend to favour Heart of Wolverine for the added damage and AR
in 1.10 (“Damage is King” for summoners of every description,
after all). Remember that monsters have been buffed up across the
board in Hell, especially in Act 5. HoW is especially useful when
you plan to be active alongside your minions. A frequent problem
encountered by most hunters is their lack of AR and HoW goes a long
way towards correcting that.
The question of Oak or Wolverine is also dependent to some extent
on your choice of mercenary selection. Should you decide to go with
a mercenary other than a Might mercenary, (you shouldn’t, but
I’ll be discussing that in greater detail in the Mercenaries
section) How becomes essential to ensuring your minions deal enough
damage in Hell.
Having said that, I can definitely see an argument for Oak Sage
in HC where survival is more important than speed.
One final point on the debate: Spirits die quickly in Hell. No
matter where you cast them they will wander right back into
the middle of combat, roll over and die. When you’re in the middle
of combat and this happens to your Oak Sage the sudden loss of life
can be fatal to both you and your minions. On the other hand, having
your HoW killed in Hell is less serious as you and your minions are
only losing out on a few seconds of additional damage.
As mentioned above, Spirit of Barbs is far less appealing than
its fellow % damage returned skills. One point may be useful for
dealing with particularly tough packs/uniques that are carving a
swathe through your minions, especially since the increased minion
life in 1.10 means more damage will tend to be reflected back than
before. I have yet to find a situation where I have wished for or
needed a point in the skill, however.
Vines
The three vines travel underground, surfacing occasionally to
carry out whatever function they were summoned to perform. They are
invulnerable while underground but can be killed while surfaced.
Poison creeper is the only vine which provides an added source of
damage to the summoner. While the displayed damage is fairly low
(84-86 over 4 seconds) the vine’s usefulness rests not on the
damage it does (although it does make a significant contribution
throughout Normal) so much as the fact that it restricts monster
healing.
The vine spends most of its time below ground, surfacing only to
attack monsters by laying poison mats across the ground. The size of
these mats seems to be fixed although their duration increases
according to the skill level. Rough estimates which I observed
during play seem to indicate that the initial duration at level 1 is
5 seconds with an additional 1.25 seconds each level after this. For
example at level 5 the duration would be (5 seconds + 4 x 1.25) = 10
seconds.
The mat remains behind until its duration has been completed,
irrespective of whether the creeper itself has died or not.
Any monsters walking over or standing on the mat at the time it
is created will be poisoned. Of note is the fact that the creeper
does not remain in combat with a monster once the mat has been
created – instead, it immediately moves away to a new target. The
creeper will therefore continue to lay new mats as long as there is
a target on the screen.
Both Carrion Vine and Solar Creeper are utility minions rather
than damage sources. Each of them eats corpses in order to provide
the summoner with a particular benefit: either life leached in the
case of the Carrion Vine or mana leached in the case of the Solar
Creeper. Importantly, the percentage quoted as stolen by these
skills represents a percentage of the druid’s total, not of that
of the corpse. i.e. if you have a level 20 Carrion Vine and it eats
a corpse it will return 10% of your life total to you, not 10% of
what the corpse’s maximum life was.
Changes since 1.09
The vines have suffered somewhat with the introduction of 1.10
having gained nothing in the way of synergies with one another,
although Poison Creeper does provide a synergy bonus to Rabies in
the Shapeshifting tree. There has also been an increase in life for
all vines in 1.10.
Playing Observations
Poison creeper proves useful throughout the game although its
focus shifts from providing additional damage in Normal to
distracting monsters and preventing monster heal in Hell. Remember
that Poison Creeper’s damage is entirely poison-based with no
physical component so it gains no benefit from HoW. On the other
hand, its damage is so effective in Normal that there are numerous
builds which are able to work through most of Normal with Poison
Creeper as their primary damage source.
There are typically two ways to maximise the benefits of poison
creeper. Since the poison creeper lays a mat as soon as it damages a
monster and then moves away to seek another, you can spam creepers
on a particular monster in order to fill a particular area with
mats. This is especially effective in doorways. Also, the fact that
mats have a duration means that you can frequently lead monsters
over them in order to poison them even if they weren’t in the area
when the mat was created.
The primary use for carrion vine and solar creeper would seem to
lie in their corpse-removal abilities, which at first glance seem to
be perfect for packs of monsters with shamans or similar
resurrectors. I have found, however, that the rate at which the
vines dispose of corpses is not generally sufficient to keep up with
the rate at which your minions are killing monsters. For every
corpse eaten one or two others will be resurrected again so even
though, in the long run, the vine will eventually eat all the
corpses it is something of long process.
I have usually found it more productive to simply summon my
minions next to the shamans and have them killed first before I
focus on the lesser monsters. That having been said though, the life
leech properties of the Carrion Vine are always useful for a
summoner who is active in combat. On the other hand I have found
little use as a summoner for the mana leach of the Solar Creeper
although it would be useful for an elemental-based build.
One more concern you should be aware of is the fact that even
though the Carrion Vine and Solar Creeper have more life than Poison
Creeper, they tend to die quicker in Hell due to the fact that they
spend more time above ground than the Poison Creeper does. Vines in
general have a short life expectancy in Hell though so expect to
have to recast all of them fairly regularly.
Given the above I would recommend at least one point in Poison
Creeper and Carrion Vine and none in Solar Creeper unless you plan
on investing in the Elemental tree (see below). The one point in
Poison Creeper is usually sufficient for most of Normal when used in
conjunction with other minions and +skill items will typically push
both of them to reasonable levels in terms of life by the time you
hit Hell.
V. Elemental
Support Skills
The typical summoner build will have invested roughly 66 points
on summons as a foundation (1 Raven, 5 Summon Spirit Wolf, 20 Dire
Wolf, 20 Grizzly, 20 Spirit, 0-2 in Vines).
Assuming you plan to play all the way through Hell you could
reasonably expect to finish around level 80-85 which is a total of
92-97 points. That leaves you another 26 – 31 points to invest
elsewhere. You could of course go with fewer points in the summons
tree but the more you do the less of a summons with support build
it becomes and the more of a build with summons support it
becomes.
For a summoner the Elemental Tree is most useful as an additional
source of damage against PI’s. I have seen hunters with a few
extra points to spend recommend an investment in utility spells:
something like Molten Boulder (knockback), Twister (Stun) or Cyclone
Armour (Elemental Soak).
I personally don’t think this route is optimal. Molten
Boulder’s knockback is useful but of limited benefit to your
minions, especially with the new 2 second casting timer delay.
Twister’s stun length is negligible and inferior to Shockwave’s
and Cyclone Armour now requires synergies in order to absorb a
reasonable amount of damage because of the general increase in
monster damage in Hell. A point in Werewolf and Lycanthropy will net
you a much bigger increase in life than the damage soak two points
in Cyclone Armour would provide.
While Arctic Blast was recommended in 1.09 it now suffers from
the same damage bug as Inferno and Wake of Inferno so has no
practical use in 1.10.
In terms of optimal damage options, your best bet is probably a
combination of two synergistic skills given the number of free
points you’ll have. Remember that if you’re going to be going
with Elemental spells you will probably favour +skills gear so your
final elemental skill points total will probably be higher than the
26-31 points listed above. From the fire branch of the tree Volcano
and Fissure are probably your best choice. Fissure, with its area of
effect, is widely considered to be the best elemental skill against
packs of enemies while Volcano provides an excellent means of
killing single stationery targets such as bosses who can be kept in
one place by your minions. These two synergistic spells therefore
provide options for all eventualities. I would recommend Garbad’s
discussion of druid fire skills and AlterEgo’s
Fire Summoner guide if you decide to go this route and want to
read up a little bit more on tactics for their use.
Point distribution between the two will depend largely on which
area of combat you seem to be most lacking in and how many points
you have free after your investment in summons.
The wind tree is largely ignored by Elementalists but it is also
viable to a much lesser degree through a synergised Hurricane
(although the Hurricane does only a portion of cold damage and the
rest is physical). The elemental damage quotient therefore isn’t
as high as for the fire skills. If your only reason for delving into
the elemental tree is for added damage though and you’d like a
change from the normal, I’d recommend a combination of Tornado and
Hurricane, with the focus being in Tornado (the primary damage
source for a wind druid). Be warned, however, that controlling
Tornado takes a while to master. Twister and Hurricane is also an
option, if damage is less important, as the combination provides
stun from Twister (which can be spammed in order to affect whole
packs) and Hurricane for an added elemental damage source.
VI. Shapeshifting
Support Skills
Before I begin this discussion I need to stress that I am
covering Shapeshifting as a support tree only. Were-Druids with
summons are a completely different breed who typically spend most of
their points in the shapeshifting tree and then add a few points to
the summon tree for access to meat shields. This guide covers the
reverse.
Shapeshifting offers the summoner two very important additions to
his arsenal – firstly, via Lycanthropy a summoner in were-form
typically experiences a substantial increase in life. The second
benefit is a measure of crowd control depending on the route chosen.
he Werewolf tree offers rabies as a means of shutting down
monster regeneration and can be an effective damage source if
synergised well. If you’re going the rabies route, I’d advise a
high dex/blocking build or Oak Sage since you’ll find yourself
needing to step into the fray in order to spark off the initial
poison spread. In areas where monsters are widely dispersed the
poison will also not spread very well meaning you’ll have to run
around biting multiple targets and in such situations max block is
very useful.
I’m not a big fan of rabies as it requires a maximum investment
in both rabies and poison creeper in order to show significant
damage. Given that you only typically have 26 – 31 points as a
full summoner the only way you can achieve this is by either
skimping in the summoning tree or resorting to the Carrion Wind bug
in order to save points in Poison Creeper. I won’t discuss the bug
in greater detail since I personally find it cheesy but if that’s
your sort of thing, feel free.
There is one final argument against rabies: the skill loses
effectiveness as the number of players in the game increases. With a
fully-synergised rabies, you will see a noticeable drop in monster
health in a one-player game. In an 8-player game though, you’ll
find it removing slivers of monster life. In all honesty, if
stopping monster healing is all you need invest a point in Poison
Creeper and recast it a couple of times in combat.
Fury is also a possibility from this tree although you will never
be as effective in melee as a true werewolf build. Such a build will
leave you with tough decisions to make between melee gear for your
benefit and +skills gear for your minions. If you want to play a
werewolf play one and add a few summons as meat shields. The build
is far less effective in reverse.
Should you be interested in the challenge of playing a summoner
with a few points invested in the werewolf combat skills, however, I
would advise you to invest heavily in Oak Sage as opposed to Heart
of Wolverine. Werewolves tend to be low on life as it is, especially
since you won’t have very many spare points to channel into
Lycanthropy. The distribution between Shapeshifting skills is
somewhat difficult. Werewolf provides a decent increase in attack
speed and attack rating while Fury provides both an attack and
damage bonus. I would advise pushing Fury ahead of Werewolf,
however, as the difference in AR and attack speed can be compensated
for with gear while Fury’s damage bonus is far harder to make up
for. Whatever you decide on I would recommend at least 4 points in
Fury after gear so that you reach the 5 swings per attack mark. Rely
heavily on items that provide Crushing Blow to compensate for your
lack of points in the traditional werewolf combat skills.
The Werebear tree is far more interesting with its offer of
Shockwave. Shockwave is the ultimate crowd control skill, stunning
all normal monsters in its area of effect thereby enabling your
minions to finish them off without resistance. For such a build you
will want one point in Werewolf in order to get to Lycanthropy. Slvl
1 Lycanthropy only provides a 20% bonus in life but your primary
reason for taking it is the increased duration of your were-form. 1
point in each of Werebear and Maul is also a given and then I would
recommend at least 10 points in Shockwave.
Such a build is best played as a caster with as much +skills and
faster cast rate gear as you can find.
Additional points may be placed in Lycanthropy if available for
the added life and longer were-form duration but I would advise
against placing more points in Werebear. The increased damage and
defence from Werebear are largely wasted as your melee capabilities
will be virtually zero because of your slow attack speed and lack of
AR.
Similarly, points above 10 in Shockwave for increased stun
duration are never wasted.
VII. Stat
Allocation
Strength: Strength is important only for meeting gear
requirements, regardless of the summoner variation you play.
Dexterity: Dexterity is important if you plan on playing a
Hunter or if you plan on playing a build with max block. If you’re
playing a Hunter you can typically get away with fewer points in
Vitality since you’ll be focusing mainly on ranged combat. In such
a situation I have found an even split between dex and vit or a 3/2
dex:vitality ratio to be reasonable. Otherwise simply strive to have
enough for your final blocking or gear requirements.
Vitality: All excess points not spent elsewhere.
Energy: Base. Even if you decide on support skills from the
elemental tree, a combination of +mana gear and a Solar Creeper will
be enough to meet your mana requirements.
VIII. Dealing
with Attack Rating problems
This problem is experienced mainly by Hunter variations. In 1.09
you could rely on bows with magic damage as those did not require AR
to hit. Under 1.10, however, that’s no longer the case so your
options are somewhat more restricted.
Dexterity
Any Hunter should have a substantial investment in dexterity as
not only does this provide a healthy increase in AR, it also
directly impacts on the amount of damage he does. This proves less
useful for melee-based builds, however, unless they’re planning on
taking the one-handed weapon/shield approach where the increased dex
will benefit their blocking percentage.
Heart of Wolverine
Heart of Wolverine provides a healthy 158% bonus to AR on top of
the 153% damage bonus it grants.
Weapons
While magic damage no longer guarantees your chance to hit,
“Ignores Target Defence” is still useful in this regard. ITD
reduces the chance to hit equation to a function of your level and
that of your target so AR is essentially eliminated. Please note
that ITD does not work against bosses, uniques and champions,
however, so it is something of a piecemeal solution.
Possible ranged sources of ITD include: Widowmaker (Elite Ward
Bow, Ladder Only), Eaglehorn (Crusader Bow). In addition to its ITD
property, Widowmaker also grants the Guided Arrow skill which
ensures you will always hit your mark.
Most bows and crossbows also provide a bonus to AR of some kind.
Those which provide a % boost are typically more useful than those
which provide a simple numerical addition. Arctic Horn is good at
lower levels with its 20% AR bonus, especially when used in
conjunction with the rest of the set. Other useful options in this
regard include Raven Claw (50% AR bonus), Skystrike (30% AR bonus),
Goldstrike Arch (100%-150% AR bonus), Demon Machine (+632 to Attack
Rating) and Hellrack (100%-150% AR bonus).
The third option is equipment that provides the Enchant spell as
this too provides an AR bonus while active. Lava Gouts offer a 2%
chance to cast Enchant on striking as well as a 20% IAS bonus which
is useful and compensates slightly for the low chance to cast.
Alternatively you might try using a weapon on the switch:
Todesfaelle Flamme (Level 10 Enchant) or Demon Limb (Lvl 23
Enchant).
AR Charms
Most people don’t realise how useful it is to fill your
inventory with a couple of AR small charms. The small bonuses they
provide are typically magnified quite rapidly when other AR bonuses
are applied. E.g. HoW
IX. Dealing
with Physical Immune monsters
The bane of summoners, physical immunes provide an insurmountable
obstacle to the druid’s minions. These creatures can be dealt with
in one of two ways: either you can attempt to strip away their
immunity with decrepify or amplify damage or you can rely on
elemental/poison damage while your minions distract the target.
Given the choice you should always strive for Amplify Damage as
opposed to Decrepify as the former lowers monster physical
resistances by 100% as opposed to the 50% on Decrepify thereby
making it easier to remove immunities. This is especially important
in Hell where Decrepify is sometimes not able to remove monster
immunities. Also, remember that curses don’t stack and if a new
curse is landed it will replace any old curse currently in effect.
Thus it makes little sense to have a combination of Amplify Damage
and Decrepify on yourself and your mercenary as one will constantly
override the other.
Elemental Skills: As discussed in section V, the Summoner
can fall back on the Elemental tree in order to gain access to a
non-physical source of damage.
Equipment: 1.10 has enabled one to strip the immunities
from monsters using curses. Unlike the necromancer, the druid does
not have easy access to decrepify and amplify damage but can gain
the above skills from gear. Equipment that grants elemental damage
is likewise useful.
Possible decrepify options include: Spellsteel (30 Decrepify
Charges, good on weapon switch as it also provides teleport charges)
or The Reaper’s Toll (33% chance to cast decrepify on striking –
excellent for a mercenary).
Possible amplify damage options: Witchwild String (2% change to
cast amplify damage on striking – quite effective when wearing a
razor tail to enable pierce), Lascerator (33% chance to cast amplify
damage on striking – a good option for those Hunters who want
something other than a bow/x-bow), Atma’s Scarab (5% chance to
cast amplify damage on striking).
Possible elemental damage options: Hellrack, Gimmershed and
Timat’s Rebuke, all of which add fire, cold and lightning damage.
Bows that fire magic arrows: Wizendraw, Witherstring, Witchwild
String, Widowmaker.
X. Equipment
Many people don’t have access to high-end gear so equipment
choice is frequently decided by what’s available. I will,
therefore, attempt to provide a general idea of what to look for in
terms of equipment based on your build as well as mentioning a few
of the more individual items which might prove useful.
All of the builds will want to take into account the
considerations raised above with regard to Physical Immunes and
Hunters will also want to consider the problem of AR. Those are the
two primary problems with summon builds so be sure you take at least
some measures to compensate for them.
Hunter
If you’re playing a Hunter you will focus on providing a decent
amount of firepower to support your minions. Increased Attack Speed
assists in upping your damage tempo and is especially useful in
cutting down the time it takes to deal with a physical immune target
on your own. Knockback ensures that you can remain far from the
action and can also be used in various creative ways, for example to
clear a doorway or push monsters back onto poison mats left by your
creepers. Pierce is useful for increasing the number of targets hit
and is also of great benefit to increasing the chance of amplify
damage landing on Witchwild String. +skills will of course benefit
your minion’s damage and life. Lastly, resists are less important
given your distance from the action but are always advised,
especially for bosses like Diablo and Baal who use area of effect
elemental damage.
Elemental/Were-Summoner
If you’ve chosen the elemental/shapesfhiting support option
you’ll be focusing primarily on +skills in order to improve the
effectiveness of both your summons and your support skills. FCR is
useful especially for the elemental skills but also ups the tempo of
Shockwave. Beyond that look for gear that provides life, stat
increases and resists.
Specific Equipment
The list below details all the best available options within each
of the categories listed above. I will not make any recommendations.
Instead, I would advise you to find the specific combination that
suits your particular build and playing style. Find your minions
dying a little too quickly in Hell? Try upping your +skills gear to
improve the Dire Wolf passive life bonus. Struggling to hit with
your Hunter? Increase your AR gear and so on.
Helms
The most important attribute for any summoner remains +skills
which improves the effectiveness of his minions across the board. I
would therefore advise that you always favour +skills helms over any
other, regardless of your build. Gambled rares tend to be good for
this, as are socketed druid pelts which can have their basic skills
bonuses augmented with the Lore runeword. Leech, resists and so on
can be made up for in other slots which cannot spawn skill bonuses.
Low-end:
Tarnhelm (+1 skills, +25-50% MF, +75% Gold)
Lore Runeword Helm (+1 skills, +10 Energy, +30% Lightning Res)
Mid-game:
Peasant Crown (+1 skills, 15% Faster R/W, +20 Energy/Vit, Replenish
Life)
End-game:
Jalal’s Mane (+2 druid skills, +2 shapeshifting, +20 Str/Energy,
+20% AR, Resists)
Harlequin Crest (+2 skills, +1.5 life per level, +1.5 mana per
level, 10% PDR, +2 stats)
Armour
There are a number of armour pieces that provide a skill bonus in
addition to providing resists/faster cast rate. Remember that FHR
and PDR is less important for you given the fact that you’ll tend
to stay away from combat unless you’re a melee build. If that’s
the case, however, PDR, FHR and resists are probably best obtained
in this equipment slot at the cost of +1 skills. Cannot Be Frozen is
also a possibility here if you cannot manage that elsewhere.
Low-end:
Silks of the Victor (+1 skills, 5% ML)
Twitchthroe (25% Increased Block, 20% FHR, 20% IAS, +10 Dex, +10
Str)
Hawkmail (Cannot be Frozen, 10% FRW, 15% Max Cold Res., +15% Cold
Res.)
Mid-game:
Spirit Shroud (+1 Skills, Cannot Be Frozen, Replenish Life)
Skin of the Vipermagi (+1 Skills, 30% FCR, +20-35% Resistances)
Skulder’s Ire (+1 Skills, 1.25% MF per level)
Que-Hegan’s Wisdom (+1 Skills, 20% FCR, 20% FHR, +15 Energy)
Shaftstop (30% PDR, +60 Life)
Duriel’s Shell (Cannot Be Frozen, + Resistances, +1 life per
level, +15 Str)
End-game:
Arkaine’s Valor (+1-2 Skills, 30% FHR, +0.5 Vitality per level)
Chains of Honor Runeword (+2 skills, +20 Str, Replenish Life, +65%
Resist all)
Enigma Runeword (+2 skills, 45% FRW, Teleport, +0.75 Str per level,
+5% Max Life)
Belts
Unfortunately, Arachnid Mesh is the only belt with +skills. Other
good attributes to look for in this slot include leech if you’re a
hunter or melee build, +life/mana/vitality and Cannot Be Frozen and
PDR for melee builds. Razortail is also popular for the Pierce it
offers Hunters, especially when used in conjunction with Witchwild
String.
Low-end:
Death’s Guard (Cannot Be Frozen)
Mid-game:
String of Ears (6-8% LL, 10-15% PDR)
Razortail (Piercing Attack [33], +15 Dex, +10 Max Dam)
End-game:
Arachnid Mesh (+1 Skills, 20% FCR, Slows Target 10%, +5% Max Mana)
Verdungo’s Hearty Cord (10% FHR, 10-15% PDR, +30-40 Vitality,
Replenish Life)
Trang-Oul’s Girth (Cannot Be Frozen, +25-50 Mana, +66 Life,
Replenish Life)
Gloves
Gloves should offer Knockback for Hunters, Faster Cast Rate and
Increased Mana to Elemental Summoners/Huntermentalists and leech/IAS
for melee builds.
Low-end:
Cleglaw’s Pincers (Knockback, Slows Target 25%)
Magefist (+1 Fire Skills, 20% FCR, Regenerate Mana 25%)
Frostburn (Maximum Mana 40%, Adds 1-6 Cold Damage)
Sander’s Taboo (20% IAS, +40 Life)
Mid-game:
Lava Gout (20% IAS, 2% Chance to cast Enchant, +24% Fire Resist)
Magnus’ Skin (20% IAS, +100 AR, +15% Fire Resistance)
End-game:
Laying of Hands (20% IAS, +350% Damage to Demons)
Boots
Boots tend to be somewhat less exciting than the other gear
choices. The primary mods to search for here include FRW, +life/mana
and + attributes. Gore Riders are also a good option for melee
builds.
Mid-game:
Silkweave (Increase Max Mana 10%, 30% FRW)
Gore Rider (15% Deadly Strike, 15% Crushing Blow, 10% Open Wounds,
30%FRW)
Waterwalk (20% FRW, +15 Dex, +45-65 Life)
End-game:
Sandstorm Trek (20% FHR, 20% FRW, +10-15 Str/Vit, +40-70% Poison
Resist)
Marrowalk (20% FRW, +10-20 Str, +17 Dex, Regenerate Mana 10%)
Amulets
Again, +skills are key. If you’re playing a pure Summoner or
Hunter I’d recommend a rare/magic amulet with +3 to Summoning
Skills. If you’re playing a Huntermentalist or Elemental Summoner
I’d recommend a +2 skills rare/magic amulet because of your
dual-tree investment. Other good attributes to look out for are
+resists, FCR and leech if a melee build. The crafting recipes are a
good place to hunt for these.
Low-end:
Eye of Etlich (+1 skills, 3-7% LL)
End-game:
Highlord’s Wrath (+1 skills, 20% IAS, 0.375% Deadly Strike per
level)
Atma’s Scarab (+20% AR Bonus, 5% Chance to Cast Amplify Damage on
Striking)
Mara’s Kaleidoscope (+2 skills, +5 all stats, +20-30% Resistances)
Rings
If you can get your hands on them, SoJ’s are good for
Huntermentalists and Elemental Summoners while Bul Katho’s Wedding
Bands are ideal for Hunters and melee builds. Since these are
typically out of reach, however, I’d recommend a good pair of
rare, magic or crafted rings with resists, leech, AR or FCR
depending on what areas of your character need bolstering.
Mid-game:
Ravenfrost (Cannot Be Frozen, +150-250 AR, +15-20 Dex, +40 Mana)
End-game:
Bul-Katho’s Wedding Band (+1 skills, +0.5 life per level, 3-5% LL)
Stone of Jordan (+1 skills, Increase Max Mana 25%, +20 Mana)
Shields
Shields provide an interesting option to Summoner builds who
eschew the use of bows. Tiamat’s Rebuke provides added elemental
damage for dealing with PI’s, Stormshield remains the best choice
for any melee build and Lidless Wall and Sigon’s Gage provide a
skills bonus. As a Hunter, you might wish to consider the less
traditional route of using a thrown weapon like a Lascerator or
Gimmershed to allow you the use of one of the above depending on
your requirements.
Low-end:
Sigon’s Guard (+1 skills)
The Ward (+30-50 Resistances, +10 Str)
Mid-game:
Lidless Wall (+1 skills, Increase Max Mana 10%, 20% FCR, +10 Energy)
Tiamat’s Rebuke (Adds 27-53 Cold Dam, Adds 35-95 Fire Dam, Adds
1-120 Lightning Dam, +25-35% Resistances )
End-game:
Stormshield (35% PDR, +60% Cold Resist, +25% Lightning Resist, +30
Str)
Weapons
I will cover weapons slightly differently than the other
sections. Each particular Summoner variant will require something
different from its weapon. Pure and Elemental Summoners will tend to
favour weapons with +skills and party auras over anything else, with
the Elemental Summoners also appreciating a bonus to FCR. Hunters
will favour bows or thrown weapons, preferably with elemental damage
or the Amplify Damage/Decrepify curses. Witchwild String tends to be
the favourite here because of its wide range of mods all of which
are useful as well as the fact that it’s relatively easy to
acquire. Melee builds will require something with a good attack
frame rate as well as a reasonable amount of elemental/poison damage
and mods such as CB, PMH, DS, etc.
Pure Summoners/Elemental Summoners (+Skills):
Athena’s Wrath (+1-3 Druid Skills, +1 life per level, +15 Dex)
Dark Clan Crusher (+2 Druid Skills, +20-25% AR)
Fleshrender (+1 Druid Skills, +2 Shapeshifting Skills, +20% DS,
+20%CB, +25% OW, PMH)
Islestrike (+2 Druid Skills, +1 Fury, +1 Maul, +25% CB, +10 stats)
Ondal’s Wisdom (+2-4 Skills, 45% FCR, +40-50 Energy, +5% Exp)
Hunters/Huntermentalists
Kuko Shakaku (Fires Explosive Arrows [7], Piercing Attack [50],
Adds 40-180 Fire Damage)
Witchwild String (Fires Magic Arrows [20], 2% Chance to cast Amplify
Damage on Striking, +1% DS per level, +40% Resistances, 2 Sockets)
Widowmaker (ITD, +3-5 Guided Arrow, Fires Magic Arrows [11], +33%
DS)
Hellrack (+100-150% AR, Adds 63-324 Cold, Fire and Lightning Dam,
Level 18 Immolation Arrow, 2 Sockets)
Gimmershred (Adds 218-483 Fire Dam, Adds 29-501 Lightning Dam, Adds
176-397 Cold Dam)
Lascerator (33% to cast Amplify Damage on striking, 33% OW, PMH)
Melee Summoners
Baranar’s Star (Adds 1-200 Cold, Fire and Lightning Dam, 50%
IAS, 200% AR bonus, +15 Dex/Str)
Gimmershred (Adds 218-483 Fire Dam, Adds 29-501 Lightning Dam, Adds
176-397 Cold Dam)
Lascerator (33% to cast Amplify Damage on striking, 33% OW, PMH)
Ribcracker (50% CB, 50% IAS, 50% FHR, 100% ED, +15 Dex)
Buriza-Do Kyanon (80% IAS, Freezes Target, +35 Dex, Adds 21-196 Cold
Dam)
Runewords
Heart of the Oak Runeword (+3 Skills, 40% FCR, 7% ML, +10 Dex,
Increase Max Mana 15%, +30-40% Resistances, Level 4 Oak Sage, Level
14 Raven)
Beast Runeword (Level 9 Fanaticism Aura, 40% IAS, 20%CB, 25% OW,
240-270% ED, +3 Werebear, +3 Lycanthropy, PMH, +25-40 Str, +10
Energy, Level 13 Summon Grizzly)
Call to Arms Runeword (+1 Skills, +40% IAS, +250-290%, 7% LL,
+2-6 Battle Command, +1-6 Battle Orders, +1-4 Battle Cry, PMH, 30%
MF)
Doom Runeword (+2 Skills, Level 12 Holy Freeze Aura, +45% IAS,
+330%-370% ED, -40%-60% Enemy Cold Resistance, 20% DS, 25% OW, PMH,
Freezes Target)
XI. Dealing
with Bosses
While Summoners don’t have the curses necromancers have at
their disposal to ease the difficulty on act bosses, in my
experience that is compensated for by being able to re-summon
minions quickly. So while necromancers will need to watch their
minion numbers and occasionally have to run off to raise more,
Summoners take a while longer to bring down their enemies but can
usually tough things out in one trip.
The first and most important thing to note is that you should
always use your bear as opposed to any of the other minions when
facing an end-of-act boss. The bear is both tougher and tends to
deal more damage to a single target than the other summons who are
more useful as a buffer in large crowds. Most combats of this nature
will simply entail casting/re-casting your bear as required to
distract the boss while you add whatever damage to the combat you
can in the form of a bow, elemental attacks and so on. Always
maintain the maximum amount of distance between yourself and any
boss as you can – this gives you the time to recast your bear as
required without giving the boss the chance at a few free swings at
you.
I played my last summoner with HoW as opposed to Oak Sage. While
the difference that made to minion damage against act bosses
wasn’t terribly significant, it did mean that I was able to make a
much bigger impact on the combat and could compensate a little for
their deficiencies. The other benefit I found in using HoW was that
when my mercenary died (especially to Diablo) I didn’t have to
keep spending money to revive him as the dip in damage output
wasn’t as great as it would have been had I been using Oak Sage
and suddenly found myself with no damage-increasing auras
whatsoever.
Lastly, I would advise crushing blow on both yourself (if playing
a hunter or melee variant) and your mercenary as it will speed
things up significantly.
Andariel is the easiest of
the five act bosses. Her primary poison attack is used only at close
range so unless you’re playing a melee summoner you should be well
out of range of it.
Duriel is annoying for one reason and one reason alone.
His knockback makes it difficult for your bear and mercenary to
remain in combat with him. While they're walking back into melee
range he typically hits them before they can start attacking again
because they're chilled by his aura. You therefore have a continuous
process of your minions trying to get back into combat with him
while he simply keeps knocking them out of range. Fortunately he
doesn't have any ranged attacks to add to your headaches so fill up
with mana potions and every time he knocks the bear out of range
immediately recast it right next to him. This ensures that the bear
gets in at least one swipe every time and it also keeps Duriel's
attention focused on the bear as opposed to your mercenary.
Like Andariel, Mephisto’s
poison and lightning attacks are focused at close range (making the
charged bolt easy enough to dodge around) and he doesn't use his
blizzard effect while engaged in melee.
The only boss that should offer the summoner any difficulty is Diablo,
because of the ring of fire he occasionally fires off. Your
mercenary will typically die often enough during the combat that it
is more efficient and cost effective to simply let him rest in peace
and focus instead on keeping Diablo distracted with your bear while
you either fire arrows at him or use elemental skills from the edge
of the screen. Maintaining that distance will keep you out of range
of his lightning attack and enable you to dodge the creeping fire he
also employs. It is, of course, possible to have your bear carry the
combat by himself although that approach does lengthen matters
somewhat.
Baal too is simple enough as
long as you keep your minions on one side of him and you yourself
attack from the other side. That ensures that he fires off his
Hoarfrost and other elemental attacks in the direction of your
minions while you plink away safely with your arrows. I usually run
around to the first pillar at his bridge and cast the bear right in
front of him. I'll then run behind him and start firing arrows. If
he teleports I repeat the procedure, always keeping behind him.
He'll typically remain focused on his melee opponents in front of
him and completely ignore you.
XII. Mercenary
Selection
The Might mercenary remains the most important mercenary for any
summoner as his aura provides the most direct benefit to your
minions of all the possible options at your disposal. As the
oft-used phrase goes, “Damage is king”.
The other Act 2 mercenaries may also be considered, although the
Holy Freeze mercenary is really the only remaining one of note. Holy
Freeze slows all your enemies making it easier for your minions to
go to work on them and also ensures that your minions are hit less
in combat saving you having to recast them constantly.
For those with significant rune wealth, a Doom runeword on a
Might merc can offer you the best of both worlds.
The prayer and defiance mercenaries suffer from the same problem
as Summon Spirit Wolf does: the increased healing/defence isn’t
really necessary specifically because you can simply recast your
minions when they die and the two auras add little direct benefit to
combat.
Another possible choice is to stick with your rogue mercenary all
the way through the game as this provides you with an additional way
to deal with PI’s. Personally, however, I have found that I prefer
my mercenary in the middle of combat, acting as another distraction
for the enemy. That then allows you the freedom to cast spells/plink
away with your bow without fear of reprisal. If you are having
difficulties with PI’s as the game progresses, however, and feel
that your minions can cope fine in melee without the presence of a
melee mercenary, feel free to re-hire a rogue mercenary and do a few
levelling runs to bring her up to scratch.
Much like your own gear selection, equipping your merc will
frequently come down to what’s available. You’ll want to invest
in a good amount of life leech to ensure that your mercenary can
keep his health at a respectable level while in combat. Additional
considerations are IAS and a weapon which provides Amplify Damage or
Decrepify (Reaper’s Toll is perfect for this role).
Early on, use whatever decent gear you have available as long as
they meet the basic criteria listed above. Good choices for
mid-endgame gear include:
Helm: Tal Rasha’s Horadric Crest, Crown of Thieves,
Vampire Gaze
Armor: Shafstop, Duriel’s Shell
Weapon: Honor runeword, Reaper’s Toll, Tombreaver
XIII. Pre-buffing
Summons
This is another difficult area in druid lore. The generic D2 view
on pre-buffing summons is that when you switch back to the lower
skill level you will lose any excess minions gained by increasing
the skill, but the minions which remain will retain the higher skill
level’s stats and bonuses.
Testing on the druid forums has seemed to indicate otherwise,
however. While it has been demonstrated that Spirits, Vines and
Ravens can be pre-buffed as normal, Wolves and the Grizzly don’t
seem to follow the usual pattern. Allow me to illustrate by quoting
Kirsty’s findings while testing Grizzly:
Originally Posted by Kristy
Example:
A) Level 5 grizzly has 70-100 base damage and a passive
bonus of 65%.
This means the grizzly damage will be: 70*1.65 to 100*1.65
Grizzly damage will be: 115 to 165
B) If you add +2 skills after he is summoned you seem to keep
the 65% passive damage bonus but the base damage will revert to that
of level 7, namely 90 to 120.
The final damage of your grizzly will revert to: 90*1.65 to 120*1.65
Grizzly real damage: 149 to 198
Grizzly indicated damage from the level 7 description: 166 to 222
Recasting the Grizzly at level 7 sets the damage to: 166 to 222
C) If you now remove the +2 skills to go back from level 7
to level 5 you seem to keep the 85% passive damage bonus but the
base damage reverts back to that of level 5, namely 70 to 100.
The final damage of your grizzly will revert to: 70*1.85 to 100*1.85
Grizzly real damage: 130 to 185
Grizzly indicated damage from the level 5 description: 115 to 165
Pre-buffing thus seems to help but only for the passive damage
increase, not for the base damage. Since only the passive damage
bonus will be pre-buffed, HoW, might, concentration, fanaticism
don't benefit from high level recasts and gear switches.
To summarise then, the three passive-bonus summons only seem to
retain their passive bonus at the pre-buffed level and not the
damage/life associated with the higher summon level.
XIV. Conclusion
This is the second draft of the guide. I continue to welcome
commentary and suggestions on improvements, corrections and so on.
Before I close, a special word of thanks to Kristy for the
constant flow of information she provides on the Druid forum and
FenrisWulf for his 1.09 Hunter Guide and continued encouragement.
Also thank you to AE, Beowulf, Bolinbrooke, CheekyJez, Dinnin,
Forcefeedback, Jaffa, Kremtock, Ricestoni, Sunbearie, ThaCheeze,
Vesve, Wildjinn and anyone I might have forgotten for their words of
encouragement, thoughts and advice.
Lothric
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