====---\\\ 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 |
|||
Strength |
1 |
Dexterity |
2 |
Defense |
6.5 |
All Resistances |
2 |
Act II: Desert Warriors |
|||
Strength |
1.5 |
Dexterity |
1.5 |
Defense |
9.5 |
All Resistances |
2 |
Act III: Iron Wolves (Magi) |
|||
Strength |
1.5 |
Dexterity |
1.5 |
Defense |
4.5 |
All Resistances |
2 |
Act V: Barbarians |
|||
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 |
|
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 |
|
Equipment |
Spears, Lances, Polearms |
Skills |
All use Jab as their attack, coupled with these fixed
auras: Normal and
Hell Difficulties:
Nightmare Difficulty:
|
Notes |
Auras from this mercenary affect all party members |
Act III: Iron Wolves
(Magi) |
|
Equipment |
Swords (with shields) |
Skills |
Charged Bolt and Lightning; |
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 |
|
Equipment |
Swords for Melee Fighting |
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.