​D2R - The Trielement Summon Support Combat Support Druid

There has been a variety of different setups for the majority of the classes of this game following that 2.4 patches. Since the first season of ladders is here, we've seen numerous experiments with some of them being more successful than others. I've played four character on this ladder and have gotten each one to level 88 , and have been playing with some of the newer gear in the process of coming up with unique ideas for the meta. I thought that with things happening as they are, I'd like to share an additional setup that I have found extremely efficient as a druid. It could also give a second hybrid option to the class.


The reason why the druid doesn't be used is the limitations of his class structure. It requires between 40 and sixty hard-skill points in order to allow the druid to be acceptable for any of the major elements. They include cold and fire, that require multiple synergies to bring the damage of the main ability to a level that is acceptable which is extremely difficult. Also, any physical construct that needs shapeshifting severely limits the capabilities are at your disposal. This can result in two types of damage, and the discovery of a dual-immune monster can mean you're in a position to be harmed by it. Also, the summon tree, while extremely powerful when it is set up in a concentrated manner but is only effective if you're willing to invest the most points. The druid can be capable of moving through a myriad of configuration directions, however without an investment of a significant amount typically, he has issues that are hard to overcome.


This build is attempting to alter it by using certain of the latest capabilities and equipment choices. This build is a transformative hybrid summoning. It gives the druid the ability to use a melee weapon for himself, a powerful summoning tool for his party and three elements to strike with , in the form of fire, physical and Ice. It's a versatile set of gear with moderate prices and also provides a wide variety of support for teams. Let's have a look.


Cost 1 Vex Rune 4 to 6 is gear worth of runes based on what you can find


Stats:

They include any boosts you receive from your vehicle

Strength: 219

Dex enough for your weapon

Vitality All else

Energy: 0


Skills:

Change in Shape:

Werewolf: 1

Lycanthropy: 1

Rabies: 1

Feral Rage 1.

Fury: 20


Summoning:

Raven: 1

Spirt Wolves 20

Oak Sage: 20

Dire Wolves: Points even if everything else is at its maximum

Bear: 20


Elemental Then: None

Gear:

Helmet Jahal's Principal

Armor: Naj Light Plate

Gloves for Hands: Laying Hands

Belt: Trangs Wrap

Boots: Immortal Kings Pillar

Rings: It's up to you

Amulet: +2 druid skills

Armor: Ethereal Oath Cryptic Sword Berserker Axe and Scourge

Sheild Medusa's Gaze

Swap: Spirt Sword, Spirit Shield monarch


Mercenary: Act 3 Fire

A weapon Hex fire Shamshir

Wearing Armor: The Robe of Oramus (+3 Enchant) Socketed Perfect Amethyst

Shield Etheral Spirit Monarch

Hat: Flickering Flame Hat, any size.


Charms: Anyalis, Druid Hellfire torch

If you're looking at the information here, you'll need an elongated rune for the hat of the Mercenary. Additionally, finding an Ethereal basis for the Oath weapon, and an Ethereal 4 socketed monarch to use with your mercenary as well as his armor aren't cheap. Beyond that, and perhaps Trang's belt, there's nothing you can't buy in a lem rune traderie at the moment. While it's not an all-inclusive budget set-up however, it's an extremely affordable one that functions very well with each other. In the same way your annyalis and torch aren't for free however, they're at the lower end of the range for both. For my build of this kit, I'm using a 10/12 torch as well as an 11/15 stats/resist on mine and it's fine. I have an empty cube as well as 20 slots left within my primary inventory. There's plenty of room to increase your needs with charms based on what you're looking to accomplish. Let's take a look at the combat loop later.


For our personal use we have a basic 20-point fury that we can transform into and one into all the requirements for transforming. When you take your summons, you'll need to transform into a shapeshifter and engage in melee battle. Begin by charging three levels of Feral Rage, then switch to Fury. My vow is an ethereal and obscure sword base. My damage range is between 500 and 4500. That's a lot given that this is a summoning-based design at the heart of. However, it allows you to take a more active strategy, allowing you take on damage alongside your monsters, enjoy an enormous health pool to stay alive, and have good overall mobility. Feral rage coupled with your +skills can give you 38% speed of movement as well as 55% life lost per attack. If you are able to draw life from your body, it should keep you fit and in motion.


We're using Oath since it gives us a an increase of 50% in attack speed, which is paired by the 63% that we receive from the werewolf and 20 that your gloves provide. It's also impervious to damage, which allows players to use an ethereal base to deal more damage. Additionally, it offers the chance to cast a level 20 bone spirit upon striking and absorbing 452 magic damage that is helpful when fighting physical resistance. Two spirits that swap will provide us with +4 to our abilities and a quicker casting rate when summoned and transform. All damage we do is physical, excluding the 300 to 400 fire damage that we get from the merchant. This setup means that the spirit wolves do up to 750-650 cold damage and the bear deals small amount of physical damage, as well. The dire wolves fall between 500 and 700 range until they consume an animal and then deal twice physical damage.


Survivability:

The oak sage in your possession this spell grants you every summoned item including your merc, your own merc and anyone else within three screens of you with 200 percent more life. When combined with the benefits we receive from lycanthropy, it's 320% more of the base level of life. This is the reason I am using the trang's belt Najs armor and the immortal King boots. All of them provide a health boost to life that can be multiplied by 4. At level 88, my Druid has 4,300 health. This is enough to help you stay alive particularly when you are battling the leach of wild anger or simply drinking an entire rejuv drink every now and then. The hat gives 30 to all resists. it also has 25. Add 27, the one from the annaylis, and torch, and throw a perfect diamond in the medusa's eyes. The 101 for all resists and then add in the medusa's gaze as well as the heat from hand-laying. In essence, you'll need around 40 poison and light resistance by using charms, jewelry, or throwing your Ort or Tal rune inside your helmet or armor when necessary.


Since trang's belt already offers the ability to freeze, you are not. There's a variety of options to your jewelry. A +2 to the druid skill amulet can be used. You'll get around 6percent mana leach out of your jewelry since we're not running an analysis for mana regen. But, beyond the stopping point to summon beyond stopping to summon, you need only 3 or four mana to unleash an attack melee. In addition I would concentrate on getting your attack rating +life, any necessary resistance, extra leach or whatever else you wish to put in your jewelry. Remember that every +life is multiplied by four.


Your Mercenary:

In our personal experience, we do quite well with our physical attacks with the bar as well as some additional damage from the direwolves. The spirit wolves do good cold damage and are the best method to be the physical enemies that are immune. With just a bit of mana leach and Naj 45 percent of the damage will be converted into mana. You'll have to worry about mana for a long time. Since taking two hits from an enemy with manaburn typically gives you enough mana for attacking. The final component in your build will be the Mercenary. By using the equipment above,, he can gain +7 to attacks, along with the -10 to 15% of enemy fire resistance as well as +10- 15% damage from fire, based on the roll, and you have access to his flickering flame as well as Oramus's costume. It will cause about 2500 damage, with fireball at the upper side this isn't a lot. It's nice to encounter physical resistance.


Another benefit that the flickering flame gives is the level 4-8 resistance to fire aura. This can increase the fire resistance of his character to 90% using the shamshir of hexfire. It also makes all summons you make immune to fire damage, making the most difficult of occasions. The main reason to have a fire merc is that on level 88 . He has an enchant level 43. This adds three hundred and fifty five fire-related damage per attack. However, it is included in your bear attack, 3 terrible wolves and five spirit wolves. With all the mouths gnashing and the rage you're displaying the odds do make a difference and give you an additional element to fight physical defenses. The bonus also adds 410 percent to everyone's attack score, which means you won't be missing a lot. This is in addition to the bonuses from werewolf and the 500%+ from Fury. This will solve your accuracy issue pretty quickly.


Medusa's gaze:

It's one of the most unusual things in the kit. It requires 219 strength , and it slows the speed of your movements. But, as an melee wolf with a moderate defense, you're going be hit frequently. This will trigger the lower resist level 7 curse continuously.


The current -51% resistance from enemies isn't enough to eliminate immunities in any significant way. If something isn't invincible to cold or fire the damage will reduce the resistance. That means they'll suffer the full cold damage of the spirit wolves, and all fire damage that the mecs's enchants with each hit. Medusa's gaze adds extra life steals in addition to the feral anger and reduces the damage you do by 20 percent. This means that you and your wolves will be able to strike more often, while your adversaries are less likely to strike too.


Other Alternatives:

This is an extremely synergized set that is pretty good when you have everything in place. It's true that some people will think. Why don't you use an "blank" item of top-of-the-line equipment instead. I wanted to demonstrate that this technique is highly effective even using equipment with a moderate price. For instance, someone could suggest a grief phase blade over an Oath. If you already have one blade, it will work well. However, you don't require an Lo rune to create an oath weapon. It is almost as good at a fraction of the cost. Similar to the Enigma, an Enigma is not a good choice because it isn't able to teleport once being transformed into an animal. However, there are definitely other, more costly options for gear with plenty of space for extra accessories to modify the design to suit your needs.


Your role in groups:

The build's kill speed will not be as fast as the speed of a moving Hammerdin. If you don't like instant lethality you compensate with endurance and adaptability. You can do some good physical damage, and you have nearly three times the health of other builds. In addition, you've got 9 melee units, all of which have measurable damage. They also create fire, attracting the attention of enemies and also attack. In addition, any physical person within your group has just gained 300 fire damage as well as 410% increase in their attack rate. Contrary to the mercenary in Act 2 that must be said in their presence. When they are enthralled, those boosts last about 20 minutes, even if your mercenary takes a nap. Also, anyone who wishes to remain near you gets their fire resist immediately maxed out and increases their life by three. Your lower resist curse will tends to occur frequently and increase the damage from any other player in your group. Therefore, this build gives lots of benefits in terms of support. It is unlikely that you will to be the top DPS player in the group. But, you're certainly a safe and mobile space for your group to be able to rely on if there is a problem.


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