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====---\\\  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