====---\\\  Werebear Druid Guide v.1.1  ///---====

-- Sophie

 

Table of Contents:

 

1.      Introduction

2.      Version History

3.      Legal Information

4.      Starting the Druid

a.      Skills

b.      Attributes

5.      Equipment

6.      Mercenaries

7.      Links

8.      Credits

9.      Contact

 

 

 

1. Introduction (Hola, seňor.)

 

Hey.  This is my guide for building a Werebear Druid.  This build is incredibly fun to play, mainly because it’s almost impossible to somehow screw your character up.  You almost never die, and it’s a hell of a lot of fun bragging about how much damage you deal.

 

Another fun thing about this build is that it’s semi-balanced, getting you the most out of two trees.  While some hardcore players put points only in the Shapeshifting tree, this build branches out a bit more.  And don’t worry, you’re not missing much from the Elemental tree except cool effects.  While the skills look good on paper, in combat they’re a bit disappointing.

 

The Werebear Druid is very powerful in PvM (player versus monster), and this is what the guide will cover.  But that’s not to say that he can’t duel.  He’s a decent fighter when it comes to PvP (player versus player), but to be a master at it, he’ll need to be built a bit differently.

 

Here are some abbreviations you’ll see in this guide:

 

AR: Attack rating

Bnet: Battle.Net

Clvl#: Character level

DEX: Dexterity

FPA: Frames per attack

FRW: Faster run/walk

HP: Hit points

HoW: Heart of Wolverine

IAS: Increased attack speed

lvl: Level

Merc: Mercenary

PvM: Player versus monster

PvP: Player versus player

Slvl: Skill level

STR: Strength

VIT: Vitality

WB: Werebear

WW: Werewolf

 

 

 

2. Version history (Keeping track)

 

Werebear Druid Guide v.0.10  (July 27th, 2002)

·      Started guide

Werebear Druid Guide v.0.20 (July 30th, 2002)

·      Spell checked

·      Changed layout

·      Readability changed

·      Added Hunger facts

·      Added Carrion Vine info

·      Changed tables

·      Changed abbreviations

Werebear Druid Guide v.0.60 (August 7th, 2002)

·      Changed equipment

·      Fixed Cyclone Armor

Werebear Druid Guide v.0.70 (August 7th, 2002)

·        Removed Cyclone Armor

·        Added Act II Mercenary info

·        Noted Oak Sage bug

·        Added specific equipment

·        Noted 225 STR info

·        Proofread

Werebear Druid Guide v.0.80 (August 7th, 2002)

·        Added more equipment

·        Removed PvP section

·        Added Links section

·        Changed Shock Wave info

·        Removed misleading gloves IAS info

·        Added 20 Dire/1 Grizzly info

Werebear Druid Guide v.0.85 (August 7th, 2002)

·     Added Shock Wave bugging info

·     Deleted boots, gloves, and belt info.  Waiting for compiled list from friends.

Werebear Druid Guide v.0.90 (August 8th, 2002)

·        Completely changed equipment section

·        Added more to credits

·        Changed author, and changed my password so my brother won’t go on as me anymore.  =P

Werebear Druid Guide v.0.95 (August 8th, 2002)

·        Added two new low level weapons

·        Spell checked

·        Proofread

·        Added another thank you

Werebear Druid Guide v.1.0 (August 10th, 2002)

·        Proofread

·        Edited

·        Finished J Thank you all

Werebear Druid Guide v.1.10 (September 12th, 2002)

·        Added Book of Skills skill point

·        Added Spirit information

·        Guide put into the Strategy Compendium on www.diabloii.net

 

 

 

3. Legal information (Read number 3)

 

1.      You are in no way entitled to reproducing this or any part of this guide without proper consent of the author of this guide or any of his/her affiliates

2.      Disregard to the above rule shall result in legal restrictions, suing, and/or legal confinement

3.      And then I’ll kick your ass

 

 

 

4.  Starting the Druid (Before you begin playing)

 

When you start the Druid, make sure you give him a cool name.  I mean, come on, if you’re on BattleNet everyone’s gonna see it.  If you want to go mysterious or realistic, here are some suggestions:

 

TerraStriker

CallOfTheHunt

CulloftheWild

 

Something like those would be cool.  My guy’s name is Terra_Former, which I borrowed from a friend.  It means “Earth former”, which is really cool for a Druid because of that whole nature thing.  Of course, you could be an idiot and call him Whack_My_Weed or something.

 

Oh, know your skills.  They’re not gonna be explained in here, I’ll tell you that much…

 

The benefits of a Werebear Druid are the massive bonuses HP, defense, and damage.  My level 23 has 205% increased damage, and has around 500 life, without Oak Sage.  They are tanks, able to withstand lots of damage and remain in the fray.  Also, they don’t require much mana.

 

Unfortunately, the single con of a Werebear Druid is a very devastating one.  He’s incredibly slow.  From his actions to his running speed, he’s very sluggish.  Even with the fastest running speed and IAS, his speed doesn’t compare to that of a Werewolf Druid.  Some people say this isn’t such a bad thing, but if you’re a serious player, you know it’ll hurt you bad.  If you just play for fun, then enjoy.  J

 

 

 

4.      a.) Skills (The best and worst)

 

A WB Druid doesn’t need many skills.  A WB Druid that specializes in the Elemental tree is like a man asking Jennifer Lopez on a date: slapped, smacked, and dead.  Completely ignore the Elemental skill tree because it’s a waste of your precious skill points.  You can’t use those spells while shapeshifted.  Many people choose to ignore the Summoning tree also, but I beg to differ.  With slow attack speed, getting rid of little imps like Fallens and Flayers can be a pain in the ass.  Like the pain of a million bee stings on an open wound.

 

But whether or not you’re going to use summons, it’s highly recommended to use a Spirit: Oak Sage, or HoW.  Spirit of Barbs is useless.  Don’t even bother.  A level 20 Spirit of Barbs will return as much damage as a level 2 Thorns (which you could easily get from an Act II merc).  In addition to such that, due to your high defense, you won’t be getting hurt enough to return any damage worth returning.

 

There are very few people who say it’s best not to waste skill points on a Spirit, and in some ways it’s better to use them to max Fire Claws or Shock Wave (or even Cyclone Armor).  The Solo Werebear is an example of this.  Points go strictly into the Shapeshifting Tree, no Summons of any kind and no Elemental spells.  I disagree with this, because a level 20 Fire Claws or Shock Wave will not give you the benefits that a level 20 Oak Sage or Heart of Wolverine would.  It’s up to you to decide what type of Werebear you want to be though.

 

If you choose Oak Sage, then pump up your strength by a lot.  If you’re gonna use HoW, then pump up more vitality.  In the end, I choose HoW for the extra AR.  And obviously, being able to dish out more damage is more important than having 10K life.  I like to go for the quick kill strategy.  Either way, remember that you’ll already have more life and damage than normal, with or without spirits.

 

Lycanthropy and Werebear are obviously your main skills.  In the long run you want to max these out, naturally.  With any extra bonuses, you’ll have them at slvl24 or 26.  Your main attack will either be Maul or Fire Claws.  Fire Claws isn’t exactly a top-notch skill, in my opinion.  But at high levels, it can dish out more damage than you can imagine.  I’ve heard of people who max out this skill and do just fine in the game.  The only downside is that it’s worthless against Fire Immune monsters.  Maul is usually the preferred skill, though, universally.

 

Hunger will, at one point in the game, be your right mouse button attack (Maul will be your main attack).  To me, Hunger is my favorite skill.  It’s been a lifesaver and a time saver.  If I’m powerful enough I sometimes clear a whole level with one-hit-kill Hunger attacks.  It’s almost impossible to die.  Here’s an example:

 

At slvl1, Hunger leeches 72% life and mana, while adding a 50% bonus to AR.  These numbers increase dramatically.  At slvl20 you leech 176% life and mana, and get an AR bonus of 240%.  No matter what level you have it at, though, it will always deal 25% of your normal damage (-75% damage).

So let’s say you deal 180-240 damage, in WB form and with HoW active.  Using Hunger, you’ll then deal 45-60 damage.  With 72% double leech, every hit that connects will land you 32-43 life.  At lower levels that doesn’t seem like much, but let’s say you’re in Act V, dealing around 600-800 damage.  You’ll be leeching 108-144 life, which can be crucial to saving yourself from the Barbarian Ancients (possibly the hardest battle you’ll face in the game).  Also, Hunger attacks faster than Maul, so you’ll be landing many more hits.

 

Shock wave is an attack that stuns the enemies and does minimal damage.  It may sound bad, but it’s your only crowd control skill.  It’s particularly useful against small creatures and more or less Cows.  I personally don’t enjoy this skill, but in the end, it comes down to that when you’re stunning enemies for five seconds, you won’t be dying any time soon.  Shock Wave is also effective in PvP dueling, against those damn Sorceress’ and Amazons (not to say that you’ll win those battles, because those two builds are not even fun, they’re just unfair).  Anyway, I could rant forever about how much I hate spamming the screen with Guided Arrows and Hydras, but I’d rather not.  Also remember that Shock Wave has a bug at slvl20 where the attack doesn’t stun the enemies for as long as it says it does.  Should be fixed in v.1.10.  Here’s a table with the recommended skill levels of all your spells.  You may count in your + to skills items if you want, but remember that Werebear and Lycanthropy are best maxed out naturally.  Just think of how much damage a slvl 26 WB would do.  Also keep in mind that these are your long-term goals.  Don’t go maxing out Lycanthropy or WB too early.

 

A pet is always useful and pretty helpful along the way.  Grizzly Bear should be left at around at slvl1, 5 at most.  The pet you do want to consider maxing or close to maxing is Dire Wolf.  This gives all other wolves and bears +% to life, which is great news for your grizzly, because frankly, it dies quite often.  With a lot of life and decent damage, it will be as great as a tank as you are (or close).  Spirit Wolf isn’t worth putting points into, because the bear doesn’t need much +% to defense or AR.  Level 1 is enough (which gives +50% to defense and AR).

 

Here’s a table of skills and their recommended skill level.  The first number is the level it should be at around clvl 30, the second is by clvl 60, and the third is your final goal for it. 

 

 

 

Skill

Recommended SLvl

Comments

Werewolf

1

Prequisite

Werebear

7/13/20

Max out naturally

Lycanthropy

7-8/15/20

Try to get it to high levels early on.  Max it out naturally

Feral Rage

1

Prequisite

Maul

4-5/10/20

Eventually maxed, but some people like it at slvl 10

Fire Claws

1

Prequisite

Hunger

1

Useful in certain situations

Shock Wave

1-2/2-4/4-5

Crowd control.  Early in the game 1-3 is enough.

Raven

1

Prequisite.  More if you’re a PvP WB

Poison Creeper

0-1

Prequisite.  You may want to completely ignore this branch of the tree

Summon Spirit Wolf

1

Prequisite.  Passive bonus to wolves and bears

Oak Sage

5/15/20

If your main spirit is HoW, 1 point.

Carrion Vine

0-1

Useful as a constant pet.  A maxed Carrion Vine can get you 400 life per corpse

Heart of Wolverine

5/15/20

If your main spirit is Oak Sage, 0 points.

Summon Dire Wolf

1-2/4-10/11-20

Good pets and good passive bonus to wolves and bears.  Don’t put too many in here if you’re concentrating on vines

Summon Grizzly

1/1-3/3-5

Your best pet.  Can tank quite well at slvl 20

 

 

 

 

That setup should give you enough flexibility without needing to reach level 99 to max every skill.  Grizzly Bear doesn’t need to be at too high of levels, and shouldn’t really reach more than 10 naturally.  Usually an item will give you + to all skills or Summoning skills, and that should make your Grizzly much better (remember, all bears and wolves get passive bonuses from the others).

 

Currently, I’m really not a big fan of vines.  They slow down your game if you don’t have a fast computer and they die rather easily unless you invest a lot of points in them.  I suggest completely ignoring vines, unless you really want some life leech.  Either way, don’t put more than one point into Poison Creeper and put none in Solar Creeper.  There are a few people partial to the Carrion Vine, because at high levels it can return as much as 400 life on average.  I still don’t think it’s worth the investment though.

 

Oh, and one more thing before we go on.  Currently, neither Oak Sage or HoW give extra bonuses past level 20.  This is a bug that will hopefully be fixed in v.1.10.

 

Up to level 30 there’s a certain way you should put your skills to get the best out of everything.  Here’s what I recommend.

 

 

 

CLvl

Skill

1

Werewolf

2

Lycanthropy

3

Raven

Skill point from Den of Evil

Lycanthropy (or Poison Creeper)

4

Lycanthropy

5

Lycanthropy

6

Werebear

7

Oak Sage

8

Spirit Wolf

9

Werebear

10

Werebear

11

Werebear

12

Maul

13

Maul (or Carrion Vine)

14

Lycanthropy

15

Maul

16

Lycanthropy

17

Feral Rage

18

Fire Claws

19

Heart of Wolverine

20

Summon Dire Wolf

21

Heart of Wolverine

22

Heart of Wolverine

23

Werebear

24

Shock Wave

25

Heart of Wolverine

Two skill points that you get from beating Izual

Lycanthropy and Maul

26

Werebear

27

Maul

28

Lycanthropy

29

Heart of Wolverine

30

Summon Grizzly

Skill point from Book of Skills

Werebear

 

From here you’re on your own to start maxing out skills, starting with Lycanthropy and Werebear.  And then just put points wherever you wish, and wherever you need them most.  By now, if you have a great weapon, Maul and Werebear won’t be as useful as Lycanthropy or a good pet.  Also remember you may find + to skill levels, so distribute points carefully.  I currently have Jalal’s Mane (+2 to all Druid skills and +2 to all Shapeshifting skills) and an Amulet that has +3 to all Shapeshifting skills.  That’s a total of +7 to Shapeshifting and +2 to all Summoning, so I won’t be putting too much into the Shapeshifting tree until the rest catches up.

 

 

4.      b.) Attributes (How to distribute stat points)

 

The way you attribute your stat points is very important.  First and foremost don’t waste anything on Energy.  You will not need any.  Your base energy increases by 1.5 mana points every level up, which is enough, and if you’re really desperate, mana leech, % damage goes to mana or Hunger will help you out.

 

The most useful way of building your WB is to use a basic method of 5 to Strength, 5 to Vitality, and repeat up until you really need some Dexterity.  At about every ten levels until you reach level 30, you should put 5 to Dexterity.  At about level 30, you should start mixing it up, like 3 to Strength, 1 to Dexterity, 1 to Vitality, or 2STR, 2VIT, 1DEX, etc.  Strength shouldn’t reach more than 225, because by then the damage will increase by very small amounts, and that’s enough to satisfy any strength requirement, including the Immortal King’s Stone Crusher, which is one of the best WB weapons in the game.

 

You must also take in account any bonuses from any weapons, armor, or charms you may have.  Don’t let this offset you by much, because sooner or later you’ll find some better equipment and you’ll lose that bonus.  But this doesn’t mean that if you have +20 to strength that you should be pumping 5 into it every other level.  Ease down a little, because there is such a thing as too much power.

 

The same goes for vitality, but when it comes to dexterity, you always want your base AR to be high, not counting any bonuses.  The reason for this being that you’ll have very low attributes here, and it’s better to be safe than sorry, especially on such a shaky thing as a WBs AR.

Here you can’t really mess up much, but just remember to stay balanced between Strength and Vitality, and keep up Dexterity just enough so you don’t miss too much.

 

 

 

5. Equipment (What to look for in your equipment)

 

Equipment plays a huge role in a WBs survival.  You’ll want the most out of everything, and sadly, the Druid is pretty dependant on good items.   I’ve grouped each category into low lvl items, mid lvl items, and high lvl items, and I’ve also included what mods to look for if you can’t afford a unique or set item.  Also for you rich people, I’ve put the best item in the game for each category.

 

Weapon

As far as weapons go, you’re looking for the most damage.  Massive life leech isn’t as important as  a mod for a WB Druid, because 5% leech with 500 damage will leech enough, and you won’t be getting hurt as much as other characters.  That’s not to say you should neglect life leech, though, obviously, the more the better.  But don’t sacrifice more damage for it.  Pole-arms, axes, and maces are the most popular Druid items.  Mauls, Scythes, and Voulges are by far the best, because of their IAS on a Druid.

 

Low levels – There aren’t many lvl 10 weapons that are worth mentioning, but around lvl 30, look for Bonesnap, Ribcracker, Steeldriver, and Hwanin’s Justice.  The General’s Tan Do Li Ga is a very decent weapon until you can get one of the other better Mauls.  And up to level 20, the Khalim’s Will can be good, but really, you should be able to find something better by the time you finish Act III.

 

Mid levels – Bloodtree Stump, Hwanin’s Justice (yes, it’s quite good even at high levels), and  cruel weapons socketed with Shael runes are your best bet here.  There aren’t many other specifics.

 

High levels – By far the best weapon a Druid could ever get is a double-40/15 Jewel socketed Cruel Giant Thresher of Quickness.  Massive damage, and you’ll attack at five FPA.  Messerschmidt’s Reaver, Hellslayer, and IK’s Stone Crusher are also amazing weapons.

 

Armor

In armor you’re looking for the most defense possible, hopefully with some good resistances, but mainly you want huge defense.  There’s not much to say here, except that you could find something with FRW at low levels, like Hawkmail, and that would be nice.

 

Low levels – Hwanin’s Refuge, especially if paired with Hwanin’s Justice, is the best low level armor you could get next to Sigon’s.  Hawkmail is also nice for the cannot be frozen mod, Sparkling Chain Mail for the extra damage which is always great for a melee fighter, and Venom Ward for the poison resistances.  These are all relatively easy to find, and all have good defense and mods.

 

Mid levels – Duriel's Shell, Smoke Armor, Lionheart Armor, and Shaftstop are great mid level armor.  The Shaftstop is also incredibly powerful for PvP Druids.

 

High levels – I don’t think anything beats v.1.08 Arkaine’s Valor, but v.1.09 is nice also, as is the Gladiator's Bane.  But again, there is no armor in the game better than v.1.08 Valor.

 

Helm

Early on try to find a normal cap or helm with good defense.  Then when the time comes, find an Animal Pelt.  These are caps made specifically for the Druid, often with + to skills.  Obviously the best Druid cap is Jalal’s Main, with +2 to all skills and an extra +2 to all Shapeshifting skills.  It has many mods and good defense.  You won’t find this anytime soon, so focus on helms with life leech, good defense, and resistances.

 

Low levels – Really, there aren’t many helms worth noticing except Jalal’s Mane, which requires level 42.  Any other one is just fine.

 

Mid levels – Vampire Gaze is also really nice, but nothing beats Jalal’s Mane.

 

High levels – Once more, it isn’t better than Jalal’s, but the Harlequin Crest and Veil of Steel are great for the + to skills and resistances, respectively.

 

Gloves

Gloves aren’t too important, but you’re looking for that 30+ IAS, which you can easily get from wearing Death’s Hand and Death’s Guard, or Sigon’s Gage and Sigon’s Sabot.  These are also really good low-level items that almost anyone can get.

 

Low levels – As said above, Death’s Hand and Death’s Guard, or Sigon’s Gage and Sigon’s Sabot.  There are some other good gloves such as Bloodfist, but they don’t beat the extra bonuses from these two low level sets.

 

Mid levels – Sigon’s Gage and Sigon’s Sabot are decent here also, but there are better, such as Hellmouth, Laying of Hands, and Sander’s Taboo (though these are more for low levels).

 

High levels – Magnus’s Skin is nice, but probably the best gloves you’ll get are crafted ones.  Crafted gloves are made from a certain Rune, a Perfect gem, a certain type of Magic gloves, and any Jewel.  You want to try to craft as many Blood Gloves as possible, until you’ll get some with a lot of leech, IAS, and + to life.

 

Boots

FRW is a nice mod that can be found on many boots, and the best ones sport this.  As with armor, there aren’t really many specifics you can look for here.  The highest defense and most FRW.

 

Low levels – Sander’s Riprap with Sander’s Taboo is a very nice setup, as is Sigon’s Sabot with Sigon’s Gage, as both of these setups give IAS and FRW, and have moderate defense.

 

Mid levels – Immortal King’s Pillar are the best boots available for Druids for the AR and life bonuses, FRW, and defense.  Assuming you don’t have 20 SoJs to get a 40/15, Shaeled Messerschmidt’s Reaver, you’ll probably be using Immortal King’s Stone Crusher, which goes well with these boots.  War Traveler’s are also very nice, for the + to Strength and Vitality bonuses, huge defense and damage bonus.  That is, if you can find them.  The Traveler’s are incredibly rare.  Aldur’s Advance is only noted here because it’s a Druid set.  On their own, the boots aren’t too amazing, and are simply dwarfed by IK’s or War Traveler’s.

 

High levels – There aren’t many high level boots here, but assuming you want the IK’s Pillar, you’ll get better bonuses with IK’s Stone Crusher, and that weapon has very steep requirements.

 

Belt

In belts you’re looking for + to life, high defense, and if you can, thorns (attacker takes damage).

 

Low levels – The String of Ears has very low level requirements, and will be your best belt throughout the whole game.  Of course, this one is pretty rare to get, so you could improvise with Sigon’s Wrap if you have the gloves and boots also, and Death’s Guard with Death’s Hand.  Immortal King’s is also nice for the + to strength.

 

Mid levels – Thundergod’s Vigor is very nice for the many and godly bonuses.  Hwanin’s Blessing is only good if you also have Hwanin’s Justice and Refuge, for the huge defense bonuses.  Wilhelm’s Pride is nice if you have Magnus’s Skin.

 

High levels – Nosferatu’s Coil is your best bet if you don’t have the String of Ears.  Another good belt is Credendum, part of the Disciple set, especially if you have the Laying of Hands.

 

Jewelry

In Jewelry you want the usual resistances and lots of mods, life leech, and + to skills from your Amulets.  Highlord’s is the best for any PvP player, if you can find it, but in PvM go with Cat’s Eye.  The Manald Heal, while very useful otherwise, really isn’t that great for a Werebear, because Mana steal isn’t important, and replenish life is too ineffective with such high life.  Ravenfrost and good old-fashioned dual leech probably top the Rings list, though.  Unless, of course, you get your hands on Bul-Katho’s Wedding Band.

 

The Ideal Setup

Let’s forget money, requirements, and how insanely rare it is to get this assembly of items together, and look at how the ideal WB Druid would look like.

 

Weapon – Cruel Giant Thresher of Quickness with two 40/15 Jewels in it

Armor – v.1.08 Arkaine’s Valor socketed with Jah

Helm – Jalal’s Mane socketed with Ber

Gloves – Crafted blood gloves with 6% life leech, 10% chance of crushing blow, 20% IAS, +40 to life, highest resistances, and any other mods you may find

Belt – String of Ears

Boots – Immortal King’s Pillar

Ring #1 – Ravenfrost

Ring #2 – Bul-Kathos’s Wedding Band

Amulet – Cat’s Eye

 

This setup, again, is almost impossible to get.  Cruel Giant Threshers of Quickness are incredibly hard to find, most 40/15 Jewels are dupes and are arguably rarer than Zod runes, v.1.08 Arkaine’s Valors are treasured more than life, all the Jewelry is incredibly rare, and the gloves would require a lot of crafting, perfect Rubies, Runes, Jewels, money, and patience.  But if you have no life, go ahead and try to get this assembly together.  You’ll be pleasantly surprised to see that you could solo 8-player Hell Cows (assuming you allocated skill and stat points well, and know how to click a mouse).

 

6. Mercenaries (Which ones are the best)

 

Mercenaries, in my opinion, are very useful for a WB because of his slow attack speed.  Unless you’re very dexterous with your mouse, you’ll have some troubles clicking on certain enemies (I won’t even say how bad I am with this, especially on my slow computer.  It shows like, 1 frame per second on a 25 frames per second server  =P).  I don’t have much experience with mercenaries from other Acts, but I like the Rogues the most.  Since you’ll be up in the fray dealing with big enemies, your helper monkey will be shooting like crazy against the enemies.  It’s also not very hard to find them good bows, and if you’re lucky you’ll find socketed Battle Bows in Act II and give them Sapphires and Emeralds.

 

Another reason I like Act I mercenaries the most is because you’ll have them for the whole game.  In Act III she’s at level 20, higher than the Act III base mercenaries.  Some argue that the Iron Wolves are better because they deal more damage, but they do tend to die very quickly, and I hate constantly having to resurrect them.  The rogues also use Inner Sight, making all enemies weaker and illuminating them.  Damn straight.

From diabloii.net

 

Act I:  Rogue Scouts
Agent:  Kashya

Strength   

1

Dexterity

2

Defense

6.5

All Resistances 

2

Act II:  Desert Warriors
Agent:  Greiz

Strength

1.5

Dexterity

1.5

Defense

9.5

All Resistances

2

Act III:  Iron Wolves (Magi)
Agent:  Asheara

Strength

1.5

Dexterity

1.5

Defense

4.5

All Resistances

2

Act V:  Barbarians
Agent:  Qual-Kehk

Strength

2

Dexterity

1.5

Defense

7.5

All Resistances

2

 

As you can see, the Iron Wolves have the least defense.  Desert Warriors, until I get Barbarians, are really the best mercenaries available, but for a WB Druid it’s better to have someone in the back row, and if it’s a fight between Rogues and Iron Wolves, I’ve already picked a winner.

 

 

 

Act 1:  Rogue Scouts
Skill and Equipment List

Equipment   

Bows (not including crossbows)

Skills

Inner Sight coupled with either Fire or Ice Arrows

Notes

Amazon-only items may not be used by the Rogues

Act II: Desert Warriors
Skill and Equipment List

Equipment   

Spears, Lances, Polearms

Skills

All use Jab as their attack, coupled with these fixed  auras:

Normal and Hell Difficulties:

  • Combat - Prayer
  • Offensive - Blessed Aim
  • Defensive - Defiance

Nightmare Difficulty:

  • Combat - Thorns
  • Offensive - Might
  • Defense - Holy Freeze

Notes

Auras from this mercenary affect all party members

Act III: Iron Wolves (Magi)
Skill and Equipment List

Equipment   

Swords (with shields)

Skills

Charged Bolt and Lightning; 
Glacial Spike or Ice Blast with Frozen Armour
Inferno and Fireball.

Notes

The Iron Wolves don't seem to do melee fighting, so their sword should be magical; the AR is pretty much moot.

Act V:  Barbarians
Skill and Equipment List

Equipment   

Swords for Melee Fighting
May not dual-wield

Skills

Bash or Stun

Notes

These guys may use class-specific items, so load them up with Barbarian-only items.

 

From here you can also see that the Desert Warriors have Auras, which are great.  Of course, you could just team up with a Paladin and forget about them.

Finally, read http://www.diabloii.net/townsfolk/mercs4.shtml about the Act I Rogues.  Maybe this will show you just how useful one can be.

 

As a side note, many people like the Desert Warriors most, and in some cases I agree.  The Holy Freeze and Blessed Aim Auras are awesome for any Werebear.  I still like Rogues better, because they don’t die as easily, but really it’s up to you.  It seems many people also choose Might Mercs, increasing their damage dramatically.  Experiment with these.  It seems that they’re both equally useful.

 

 

 

7.      Links

 

If you want more on PvP Werebears, check out http://www.stanford.edu/~seanm514/pez_WB.htm  It is possibly the best PvP WB Druid guide on the net.

As far as IAS goes and an overall awesome WB Guide, check out TheDragoon’s at http://students.washington.edu/akrinke/werebear

 

 

 

 

8. Credits (To those who helped out)

 

·        A thank you goes out to everyone at RPGForums.net who helped out, especially TheDragoon and his guide, over which I based mine on

·        An extra thank you goes out to Greybeard, who constantly reminded me of what a great job I was doing in every one of his posts.  Lol.  Thanks!

·        Thanks to my brother and cousin for helping me out with tips on making this more readable and not boring (not that it ever was)

·        A boo goes out to Blizzard and all their affiliates, for fatiguing my fingers, ruining many a mouse, and crippling my social life beyond repair and/or belief.  Bravo.

·        Finally, this may sound weird, but thanks to MastaVic.  I don’t know you, I still don’t know what you did that made you so great, and I’ve never even talked to you, but somehow, knowing that such respect was possible in this community really gave me strength to complete a lot of this guide, and to put my heart and soul into it.  I guess it’s because I feel like if I try enough, I could also be part of the “wave of the future” or something, or maybe amount to your level one-day.  But either way, you somehow inspired me without even knowing each other.  So thanks.

 

 

 

 

9. Contact (How to get to me)

 

E-mail: danmaftei@yahoo.com

AIM: illbeleavinnow47, xXxUALpleasures

Battle.Net: Account name, DanMaftei, characters, Terra_Former (clvl 47 WB Druid), VanMaftei (clvl 11 Tri-Elementalist Sorceress), and Szeric (clvl 8 Zealer Paladin)

RPGForums.net: The Dawn of the Moon

MTGNews: illbeleavinnow

MiRC: danmaftei

 


If you have any questions, remember Rene and Georgette Magritte With Their Dog After the War.  That means pop Negotiations and Love Songs by Paul Simon in your boombox and blast number 14.


Peace.