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    1.11 Werewolf Druid Guide by Thief_Prince

    Version: 1.6 | Updated: 11/26/06 | Search Guide | Bookmark Guide

    -Diablo II: LoD Werewolf Guide (v1.11)
    -By Thief_Prince
    Legal information
    This document and all subsequent documents are property of Thief_Prince and
    cannot be reproduced in any way, save for private use.  It is
    not to be reproduced on any other website without written permission.
    Reproduction of this guide on another website is prohibited and is a violation
    of copyright.  In English- don’t put my guide onto another website without
    asking me first.  Printing it out is fine, but don’t assume I’ll give
    Table of Contents
    I.	Version History
    II.	Introduction
    III.	Why a Werewolf Druid?
    IV.	General overview of the Druid
    a. Elemental Skills
    b. Shape shifting Skills
    c. Summoning Skills
    V.	Skill Distribution (per level)
    VI.	Stat Placement
    VII.	Equipment
    VIII.	Mercenary
    IX.	Contact me
    X.	Credits
    I.	Version History
    		V1.0- First edition
    		V1.1- Dropped Chaos Tristram, Leveling tips, and MF strategies
    		V1.2- Edited Mercenary selection and dropped PvM strategies
    		V1.3- Combined “Which Merc to use” with “Merc gear”
    		V1.4- Complete revamp on gear, no more mid-end stuff, only 1337 gear.
    		V1.5- Minor text edits.
    		V1.6- Minor text edits.
    II. 	Introduction
    Just to start off, I’d like to say that this is my first attempt at a guide.  I
    thought I’d make a Werewolf Druid because in many of the games I play in; it is
    uncommon to see a Werewolf Druid, or at least to see an effective one.  One of
    my friends had one, and, though he stopped playing and his account got deleted,
    his Druid was quite capable of soloing hell, though it was slow going.  Oh
    yeah, I thought I’d make one because I’m bored of hammering everything to
    death, and I have some extra gear lying around.
    III.	Why a Werewolf Druid?
    In the Diablo II: LoD expansion, two new characters were introduced, the Druid,
    and the Assassin.  The Assassin is commonly played, as is one type of the
    Druid, the Windy Druid.  Windy Druids make use of the Elemental skill tree,
    primarily the Tornado/Hurricane abilities, but neglect all others.  The
    Werewolf Druid is often overlooked because many people prefer caster types
    (Sorceress, Hammerdin) to melee characters.  The Werewolf Druid is a melee
    character that rivals the Zealot (Paladin).  Zeal is a skill that is exclusive
    to the Paladin (excluding the Passion runeword), but the Druid has his own
    version of Zeal…Fury.  Fury acts in the same was as Zeal, increasing damage and
    attack speeds to unheard of proportions.  While Zeal has Sacrifice as a
    synergy, its max damage without synergies is only 96% increased damage while
    Fury gains an incredible 423% increased damage.
    Druids have three skill trees that combine a little Barbarian with a little
    Necromancer, and just a touch of Sorceress.  They have Shapeshifting skills
    that are most like Barbarian combat skills, though they have synergies; they
    can summon minions much like a Necromancer; and they can use elemental attacks
    similar to the Sorceress.
    Werewolf Druids focus primarily on the Shapeshifting skill tree, with a touch
    of Summoning, and little (if any) points into the Elemental tree.  Using Fury
    almost exclusively, the Werewolf Druid can provide an excellent tank, even in
    the later areas of Hell.
    IV.	In-depth look at the Druid
    A. Elemental Skills
    The Werewolf Druid uses minimal points in the Elemental skill tree.  These
    skills are used in builds such as the Windy Druid or the Flaming Druid.
    Because you’re using Fury, you don’t need to worry about any points in this
    tree, though you can put one point into Arctic Blast as a prerequisite for
    Cyclone Armor
    Consensus: 0 points
    	       2 points, one point in Arctic Blast, one point in Cyclone Armor
    B. Shapeshifting Skills
    The piece de resistance for the Werewolf Druid, the Shapeshifting tree is
    where you’ll be spending nearly all your points.  Looking at the tree, there
    are two potential paths to take, the Werewolf or the Werebear.  Both types have
    their advantages, Werebears being slower, but bulkier and dealing potentially
    heavier damage; and the Werewolf, the faster, more accurate version of the
    Werebear capable of tanking entire hordes of enemies with ease.
    Consensus: 62-80 points, 20 into Werewolf + 20 into Fury + 2* (Feral Rage,
    Rabies) + 20 into Lycanthropy.
    Required level: one
    Prerequisites: none
    Description: Increases stamina, but more importantly it increases your attack
    speed, attack rating and life percentages.  At level 20, stamina, attack
    rating, attack speed, and life percentages respectively are 25%, 335%, 68%,
    25%.  It is important to note that life and stamina percentages are constant,
    but a 25% boost isn’t anything to complain about.
    *Decision*: Max it (20 points)
    Required level: one
    Prerequisites: Werewolf
    Description: Increases your time allotment in your alternate (wolf) form.  It
    also increases your life percentage at an increasing rate.  At level 20, life
    percentage is 115%, and time allotment at level 20 is 420 seconds (seven
    *Decision*: Max it (20 points)
    Required level: six
    Prerequisites: none
    Description: Increases damage, defense and life percentage by reasonable rates,
    but it turns you into a bear.  How can you be a wolf if you’re a bear?
    *Decision*: 0 points
    Required level: twelve
    Prerequisites: Werebear
    Description: Acts similar to the charge up skills of the Assassin; it increases
    damage and attack percentages and has stun.  Only useable in Werebear form.
    *Decision*: 0 points.
    ~Feral Rage~
    Required level: twelve
    Prerequisites: Werewolf
    Description:  Acts similar to the charge up skills of the Assassin; it
    increases damage, attack, life steal, walk/run speed percentages.  At level 20
    the damage, attack, life steal and walk/run speed percentages respectively are
    145%, 210%, 4-88%, 19-55%.  Only useable in Werewolf form.
    *Decision*: 1 point as a prerequisite.
    ~Fire Claws~
    Required level: 18
    Prerequisites: Werewolf, Werebear, Feral Rage, Maul
    Description: Adds fire damage to your attack.  Though it has excellent
    synergies, it requires too much branching for the build, and it’s not the
    typical path for the Werewolf anyways.
    *Decision*: 0 points
    Required level: 18
    Prerequisites: Werewolf, Feral Rage
    Description:  Adds poison damage to your attack.  It displays an aura that look
    similar to Fanaticism, and it also increases your attack percentage.  Unlike
    most poison damage, this poison will kill enemies.  At level 20 poison
    damage/second and attack percentages respectively are 924-996 damage/11.6
    seconds (79.6-85.8 damage/second) and 183%.  Only useable in Werewolf form; a
    reasonable choice if you have points to spare in both Rabies and Poison Creeper.
    *Decision*: 1x Only one point if used as a prerequisite, any extra points can
    go here if so desired.
    Required level: 24
    Prerequisites: Werebear, Maul
    Description:  Stuns and damages enemies.  Useable only in Werebear form.
    *Decision*: 0 points
    Required level: 24
    Prerequisites: Werewolf, Werebear, Feral Rage, Maul, Fire Claws
    Description:  Dramatically decreases damage percentage, but gives increased
    attack percentage and both life and mana steal.  Useable in both Werewolf and
    Werebear form.
    *Decision*: 0 points
    Required level: 30
    Prerequisites: Werewolf, Feral Rage, Rabies
    Description:  The pride and joy of the Werewolf Druid.  This skill acts similar
    to Zeal, granting increased attack percentage, damage, and can hit five
    consecutive targets.  Though it doesn’t have synergies, it is powerful enough
    to take out most enemies.  At level 20, attack percentage, and damage
    percentage respectively are 183% and 423%.  Useable only in Werewolf form.
    *Decision*: Max it (20 points)
    C. Summoning Skills
    The Druid is characterized by his relationship with nature.  Thus, it is
    understandable that he would be able to summon nature’s creatures to do his
    bidding.  Ranging from party-aiding spirits, to ravens, to the fearsome grizzly
    bear, the summoning tree isn’t as powerful as the Necromancer’s but it still
    serves its purpose.
    Consensus: 21* points, 1-20 into Oak Sage +1-20 into Heart of the Wolverine + X
    into Poison Creeper.
    Required level: one
    Prerequisites: none
    Description:  Summons a raven, or a flock of ravens to deal damage to your
    enemies.  The damage is low, and though they have the ability of Inner Sight,
    it’s not worth while.
    *Decision*: 0 points
    ~Poison Creeper~
    Required level: one
    Prerequisites: none
    Description:  Summons a vine that poisons enemies.  Weak damage, only use is as
    a synergy for Rabies.
    *Decision*: 0-X points, 0 if you’re not planning on using Rabies, X points if
    you have extra.
    ~Oak Sage~
    Required level: six
    Prerequisites: none
    Description: Summons a spirit that increases the life of the Druid and all the
    Druid’s companions.  At level 20 the percentage of life and the radius of the
    Sage’s aura respectively are 125% and 45.3 yards.
    *Decision*: 20 points.  Heart of the Wolverine does give a damage boost, but
    the returns seem to be diminishing, and it simply isn’t worth it when you can
    make everyone in the party happy with huge life boosts.
    ~Spirit Wolf~
    Required level: six
    Prerequisites: Raven
    Description:  Summons a wolf, or a pack of wolves (depending on level) to aid
    the Druid.  They have a passive attack rating and defense bonus.  Spirit wolves
    don’t deal enough damage to make them worthwhile.
    *Decision*: 0-1 points, 0 if you’re not planning on using a Grizzly, 1 if you
    want Grizzly and need a prerequisite.
    ~Carrion Vine~
    Required level: 12
    Prerequisites: Poison Creeper
    Description:  Summons a vine that destroys corpses to give the Druid life.
    Diminishing returns at higher levels, definitely not worth it.
    *Decision: 0 points.
    ~Heart of Wolverine~
    Required level: 18
    Prerequisites: Oak Sage
    Description: a must have for Werewolf Druids when not using Oak Sage to boost
    life.  Like Oak Sage, it aids the entire party, not just the Druid himself.  It
    grants increased damage and attack rating.  At level 20 the percentages of
    damage and attack rating, along with radius, respectively are 153%, 158%, 45.3
    *Decision*: 0 Not as worth it as it seems.  The increase in damage isn’t as
    effective as it should be for the investment of skill points, stick with Oak
    ~Dire Wolf~
    Required level: 18
    Prerequisites: Raven, Oak Sage, Spirit Wolf
    Description: Summons a wolf, or a pack of wolves (depending on level) to aid
    the Druid.  They have a passive life bonus to bears and other wolves.
    Unfortunately the damage is weak, and their health is poor.
    *Decision*: 0-1, 0 points if you’re not planning on using Grizzly, one point if
    you want to use Grizzly and need a prerequisite.
    ~Solar Creeper ~
    Required level: 24
    Prerequisites: Poison Creeper, Carrion Vine
    Description: Summons a vine that boosts the mana recovery rate of the Druid and
    your party.
    *Decision*: 0 points
    ~Spirit of Barbs~
    Required level: 30
    Prerequisites: Oak Sage, Heart of Wolverine
    Description:  Summons a vine that reflects damage back at enemies when they
    attack the Druid or his companions.  Behaves similar to Thorns and Iron Maiden.
    *Decision*: 0 points.
    Required level: 30
    Prerequisites: Raven, Oak Sage, Spirit Wolf, Dire Wolf
    Description:  Summons a massive grizzly bear to fight along side you.  It makes
    a decent tank which can help the Druid and deals better damage than the
    Necromancer’s golems.
    *Decision*: 0-X points.  0 points if you don’t want a Grizzly, X points if you
    used points in prerequisites and want something sturdier than wolves.
    V. Skill placement
    Now that you’ve seen a detailed list of the skills and choices available, it’s
    time to see where your skills should go.
    Levels 1-12:  Place your first couple points into Werewolf and Lycanthropy,
    dropping one into Raven if you want a grizzly later.  At level six, put one
    point into Oak Sage and Spirit Wolf (if you want a grizzly) and continue to
    pump Lycanthropy, Werewolf, and Oak Sage (if you’re using Oak Sage).  At level
    twelve put one point into Feral Rage.
    Levels 13-29:  Continue putting points into Werewolf, Lycanthropy, and Oak
    Sage.  At level 17 save your points ‘til 18.  At 18, get, Rabies, and Dire Wolf
    (if you want a grizzly).  If you don’t want a grizzly, keep working on Werewolf
    and Lycanthropy.  There’s nothing special to get at 24 so keep plowing through
    with your Werewolf/Lycanthropy combination.  At 29 save a point so that once
    you reach 30 you’ll be able to get Fury and a grizzly (if you want a tank).
    Levels 30+: Finish maxing Werewolf, but first pump a few points into Fury to
    get up to the maximum of five hits.  Fury doesn’t cost any more mana as you
    increase its skill so go right ahead and pump it up.  Once you’re done with
    Werewolf alternate points between Fury and Oak Sage, while occasionally putting
    a point into Lycanthropy.  You should be done maxing all your basic skills
    (Werewolf, Lycanthropy, Fury, Oak Sage) by the mid-70s, and from there you can
    play with the remaining points, putting points into Grizzly or Rabies.  I’d
    recommend putting those points to good use by putting them into Grizzly, and if
    you’re having trouble surviving try putting a point into Cyclone Armor.
    VI. Stat placement
    It is important to note that the Druid is a balanced character, and every time
    he levels, he gains 1.5 life and 2 mana.  This isn’t much, and it’s important
    to realize that while he’s balanced, he can’t hope to achieve the same physical
    prowess as the Barbarian.  One point into either Vitality or Energy will give
    two points into the respective stat.
    For the Werewolf Druid, strength is not a huge factor in deciding gear.  Though
    it does play a minor role, most of the required/recommended amounts are easy to
    reach.  When starting out, it is not important to worry too much about
    requirements so long as you don’t go over them.  Relax, but make sure you have
    the required amounts by the time you reach the levels you can use them.
    Strength:  Tank it!  Alternate between this and Vitality once you reach high
    levels.  More Strength means more damage.  I’d suggest that once you reach your
    Vitality quota of X life you pump Strength.  Oak Sage gives you a 100+% bonus
    to life and if you’re partied with a Barbarian, odds are he’ll use Battle
    Orders making you quite the tank.  Even without a Barbarian, grab a Call to
    Arms and you’re set.
    Dexterity: You’ll want max block, hands down, and if you’re using Stormshield
    you shouldn’t have to worry as much, but Phoenix could pose a couple problems
    in terms of reaching block.  If you’re struggling to hit monsters (which
    shouldn’t happen, but could) you can toss more points into Dexterity, although,
    you could always switch out a ring and Amulet for Angelics.
    Vitality: ~165, you won’t go wrong putting more points into it, but don’t put
    any less into it…you’ll regret it.  This should bring your life to around 450
    without gear, and you’ll have more with gear.
    Energy: Fury uses four mana.  Why would you need more energy when you’re
    already gaining mana per level?  Not to mention that there is an abundance of
    mana potions if you really need them.
    VII. Equipment
    Diablo II holds many goodies that remain to be found and used in different
    situations; so as a result, I’ll show the optimal choices for gear.  Some of it
    is rather expensive, but most of it isn’t too difficult to get one’s hands on.
    The best choice for a Werewolf Druid is Jalal’s Mane.  Though Harlequin Crest
    seems a likely choice, it should be seen that while the Crest has many good
    attributes, it lacks the + skills that make Jalal’s a much better choice.  You
    can also socket that bad boy with a 40/15 if you can get your hands on one.  Or
    if you want more AR you can socket a Cham in here, ditch Ravenfrost and
    Highlord’s and use the ever popular Angelic ring/amulet combination.
    <>Jalal’s Mane (Unique Totemic Mask)
    - Druid only
    * Defense: 247-297
    * Requires Strength: 65
    * 30% Faster Hit Recovery
    * 20% Bonus to Attack Rating
    * +2 to Druid skills
    *+30 All Resistances
    * +5 to mana after each kill
    * +20 to Strength
    * +20 to Energy
    * +2 to Shapeshifting skills
    Chains of Honor (Runeword) and Fortitude (also a runeword) are both excellent
    choices for a Werewolf Druid so I’ll include stats for both items.
    <>Chains of Honor (Dol+Um+Ber+Ist) *four socket body armor
    * +2 to all skills
    * +200% Damage to Demons
    * +100% Damage to Undead
    * 8% life stolen per hit
    * +70% Enhanced Defense
    * +20 to Strength
    * Replenish life +7
    * +65 All Resistances
    * Damage Reduced by 8%
    * 25% better chance of getting magic items
    <>Fortitude (El+Sol+Dol+Lo) *four socket body armor
    * 20% Chance to cast level 15 Chilling Armor when struck
    * +25% Faster cast rate
    * +300% Enhanced Damage
    * +200% Enhanced Defense
    * +15 Defense
    * +1-1.5 to life (per character level)
    * Replenish life +7
    * +5% to max lightning resist
    * +20-30 All resist
    * + Damage reduced by 7
    * +12% Damage taken goes to Mana
    * +1 to light radius
    No need to play around with mid-end gear, top notch is the only thing worth
    getting.  That said, there’s really only one armor worth working for, and
    that’s Ethereal Breath of the dying, or EBotD.
    <>Breath of the Dying (Vex+Hel+El+Eld+Zod+Eth) *ethereal Berserker axe
    *50% chance to cast level 20 Poison Nova when you kill an enemy
    * Indestructible
    * +60% Increased attack speed
    * +350-400% Enhances Damage
    * -25% Target defense
    * +50 to Attack rating
    * +50 to attack rating vs undead
    * 7% mana stolen per hit
    * 12-15% life stolen per hit
    * Prevent monster heal
    * +30 to all attributes
    *+1 to light radius
    *Requirements -20%
    There are a couple different choices for a Werewolf Druid as far as shields go,
    but for me, I say Phoenix and nothing else.  Stormshield is another good
    choice, so I’ll provide stats for both.  You can socket Stormshield with a
    40/15 for even more kill power, or toss an Um in if you’re lacking resists.
    <>Phoenix (Vex+Vex+Lo+Jah) *Monarch Shield
    *100% Chance to cast level 40 blaze when you level up
    *40% Chance to cast level 22 Firestorm on Striking
    *Level 10-15 Redemption aura when equipped (varies)
    *+350-400 Defense vs Missile (varies)
    *+350-400% Enhanced Damage (varies)
    *-28% to enemy fire resistance
    *+50 to life
    *+5% to max lightning resist
    *+10% to max fire resist
    *+15-21 fire absorb (varies)
    <>Stormshield (Unique Monarch Shield)
    Defense: (136-504)-(151-519)
    Required level: 73
    Required Strength: 156
    *+ (3.75 per level) 3-371 defense (based on character level)
    *+25% Increased chance of blocking
    *35% faster block rate
    *Damage reduced by 35%
    *+60% to cold resist
    *+25% to lightning resist
    *+30 to Strength
    *Attacker takes lightning damage of 10
    Too many choices!  There are far too many choices for the Werewolf Druid in
    terms of gloves.  Soul Drainer, Dracul’s Grasp, Venom Grip, or even some nice
    crafted Blood gloves would work.  You shouldn’t need too much life leech
    because you’ll likely already have enough so although any gloves would work,
    Soul Drainer’s would work quite nicely because of the – to enemy defense.
    <>Soul Drainer (Exceptional unique Vambraces)
    * Defense: 129-149
    * Required Strength: 106
    * +90-120% Enhanced Defense
    * 4-7% mana stolen per hit
    * 4-7% life stolen per hit
    * -50 to Monster defense per hit
    * 8% chance to cast level 3 Weaken on striking
    Choosing a belt is an easy choice.  Nosferatu’s coil vs. String of Ears…go with
    String of Ears, life leech and damage reduction, you can’t go wrong.
    <>String of Ears (Exceptional unique demonhide sash)
    * 150-180% Enhanced defense
    * +15 defense
    * 6-8% life stolen per hit
    * Damaged reduced by 10-15%
    * Magic damage reduced by 10-15
    Gore Riders are great choice for the Werewolf.  Deadly Strike, Crushing Blow,
    and Open Wounds.  The only substitute would be Sandstorm Treks, but Gore Riders
    are a much better choice.
    <>Gore Riders (Exceptional unique War Boots)
    * +160-200% Enhanced defense
    * 30% Faster Run/Walk
    * 10% Chance of Open Wounds
    * 15% Chance of Crushing Blow
    * 15% Chance of Deadly Strike
    * Requirements -25%
    * +20 Maximum Stamina
    The best choice for a Werewolf is Highlord’s Wrath.  More Deadly Strike, added
    skills, and Increased Attack Speed, excellent!  Otherwise, go with the popular
    AR boosting combo of Angelic Halo and Angelic Wings.
    <>Highlord’s Wrath.
    * +1 to all skills
    * 20% Increased Attack Speed
    * + (0.375 per character level) 0-37% Chance of Deadly Strike (Based on
    character level)
    * Lightning Resistance +35%
    * Adds 1-30 Lightning damage
    * Attacker takes damage of 15
    Typical choices, Ravenfrost, Bul Kathos’ Wedding Band (BK), Stone of Jordan.
    Rare rings that have both mana and life leech are also good choices.
    VIII. Mercenary
    The obvious choice is the Act II Holy Freeze Mercenary.  Slap some good gear on
    him and he’ll be a great help.  Slowing monsters, and when he’s got the right
    equipment the additional auras are excellent.
    Andariel’s Visage is a good choice, mainly because it has life leech.
    <>Andariel’s Visage (Elite unique demonhead)
    * Defense: 310-387
    * +100-150% Enhanced defense
    * +2 to all skills
    * 20% Increased Attack Speed
    * 8-10% Life stolen per hit
    * +25-30 to strength
    * +10% to maximum poison resist
    * Fire resist -30%
    * Poison resist +70%
    * 15% chance to cast level 15 Poison Nova when struck
    * Level 3 venom (20 charges)
    Shaftstop works well, as does Guardian Angel, but the easiest way to ensure
    high defense is a Gladiator’s Bane.  Shaftstop is a good alternative if The
    Gladiator’s Bane (TGB) is too expensive, but the mods on TGB are better.
    <>The Gladiator’s Bane (Elite unique Wire Fleece)
    * Defense: 1255-1496
    * Required Strength: 111
    * +150-200% Enhanced Defense
    * +50 defense
    * Cannot be frozen
    * 30% Faster Hit Recovery
    * Poison length reduced by 50%
    * Attacker takes damage of 20
    * Damage reduced by 15-20
    * Magic damage reduced by 15-20
    Ah, the best part of the Mercenary, the weapon.  There is one choice and it’s a
    clear one…Pride!  This runeword grants Concentration which will further boost
    your damage by great amounts.  It’s only useable in a four socket polearm so be
    sure to choose one that your mercenary will be able to use, while still having
    excellent damage.  A Cryptic Axe is a good choice.
    <>Pride (Cham+Sur+Io+Lo) four socket polearms
    * 25% chance to cast level 17 Fire Wall when struck
    * Level 16-20 Concentration aura when equipped
    * 260-300% bonus to Attack Rating
    * +1-99% Damage to demons (based on character level)
    * Adds 50-280 lightning damage
    * 20% Deadly Strike
    * Hit blinds target
    * Freezes Target +3
    * +10 to Vitality
    * Replenish Life +8
    * 1.875-185.625% extra gold from monsters (based on character level)
    IX. Contact me
    I know that this guide is far from perfect, and that it likely has some flaws
    in it that are obvious to everyone but me.  Unfortunately, I can only do my
    best to catch these flaws.  If you have a suggestion, please feel free to email
    me at jtrof@hotmail.com.  If you do make a suggestion that I feel should be
    included, I will add it, and I will credit you.
    X Credits
    KIRBIX- for inadvertently motivating me to try to write a guide.
    Zack Sears- for bringing to my attention that most players don’t want to have
    to settle for mid-level gear and providing suggestions on the top end equipment
    for a Werewolf.
    Arreat Summit (http://www.battle.net/diablo2exp) – for providing all the
    information I needed, and for opening my eyes to the true helpfulness of the
    Horadric Cube.
    GameFaqs for providing a place to bounce my ideas off other players and for
    hosting what is, in my opinion, the most conclusive gaming site on the net.

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