Im thinking about making a new pvp character on non-ladder west. Ive been thinking about a druid (not wind) since i have a lot of druid gcs lying around. Any ideas on a druid or any non-cookie cutter pvp builds? By the way im not limited in items so any build is acceptable. :D
Im thinking about making a new pvp character on non-ladder west. Ive been thinking about a druid (not wind) since i have a lot of druid gcs lying around. Any ideas on a druid or any non-cookie cutter pvp builds? By the way im not limited in items so any build is acceptable. :D
I don't know, maybe make a range 5 fury druid with Knock back, because as soon as ladder resets you will see a swarm of V/T's with their griefs wielded high, and you will be prepared to destroy them...
try fire druid. i don't have much to give you, i tried it twice and had hella fun. look into it, deary
Can you point me to any fire druid builds?
Can you point me to any fire druid builds?
from my personal experience, building around fissure is very effective pvm, owns 50% pvp (low res players) and gets brutally pwnt by the other 50%(high res players). it's basically like a fire blizz without the support of cold mastery. but, here is a breif sum from the lurker lounge:
Fire Skills
Sure, the Druid's Fire branch of his Elemental tree doesn't have the power of the Sorc's Meteor or Firewall, but it does contain the highest damage-per-hit skills that he has at his disposal.
Firestorm is analogous to a level 1 Charged Bolt in that it fires 3 projectiles, which wind about in the general direction of your casting. In this case, they leave a trail of fire behind them. The damage listed is “per second”, but don’t let that fool you. The fire projectiles have extremely short trails behind them, meaning you will almost never get a full second of flame on a single enemy. Unfortunately, this skill does not even seem viable for variants. The low damage is a concern, but the presence of a timer is crucial in the breaking of this skill. Its best use would have been while the timer of another skill is running, but we'll get to that later.
Molten Boulder is a step up, and makes a wonderful left-click skill on an Elemental Druid. Why is that? Its knockback is a lifesaver when you're mobbed. This skill has the ability to drive an enemy back for yards (although it will explode on impact with more powerful enemies) and has a general knockback in a radius upon its explosion. Unfortunately it too suffers from low damage, and the trail of fire does not lengthen with additional points. I would suggest one point into this skill, both for the knockback usage and as a prereq for Armageddon. Even in Act 5 Hell, that quality alone makes this skill shine. Additionally, it can work as an indicator of the progress of spell timers, as we’ll discuss later.
Fissure has potential to be useful, but needs many castings. Its duration is the same at all levels: 3.2 seconds. Gladly, its mana cost does not go up with additional levels, and remains at 15 per casting. The radius of the Area of Effect is not listed, but I'd approximate it at 4.5 yards. The virtue of this skill is that it is one of the few long-range attacks that will be a guaranteed hit. It can be cast anywhere on the screen, striking all enemies within the Area of Effect for the full duration of the skill. The drawback is, once again, low damage.
Additionally, it’s the only fire attack in the game that will not spark Lightning Enchanted Bosses. Fissure has its place in the early game.
Volcano is fun, and used properly can serve as a valuable addition to your arsenal. The skill itself is perhaps the most reliable of the Fire skills, as far as its ability to hit stationary enemies. The Volcano erupts, spewing chunks of molten lava all over (I'd estimate the radius to be 7 yards), doing 155-160 damage at level 20. The damage is spread over a wide area, however whatever enemy is standing on the Volcano itself gets damaged more often. Most of the projectiles that the eruption spews forth will hit any enemy standing on the Volcano on the way up. They still retain their ability to damage again upon hitting the ground. Again, this can be cast anywhere onscreen, so it makes for a good attack vs. enemies that are across rivers, etc. It's also useful in multiplayer when your melee allies are mobbing a boss. Its duration is just slightly over its casting delay; so don't think of having more than one on the screen at once. A Mercenary or melee player holding a boss against a wall makes for an excellent opportunity to cast Volcano.
In terms of overall damage to a single (stationary) enemy, Volcano clearly has the edge over Armageddon. The drawback to specializing in this skill is that most enemies will not stand still for you and enjoy the nice hot lava bath you’re giving them.
Armageddon is obviously the most powerful Fire skill the Druid has (and with a name like that, it had better be). The casting cost for this skill does not go up with additional skill points, and is capped at 35 mana per casting. Its duration is 10 seconds, during which it calls down fireballs from the sky, striking seemingly at random in a 5.3 yard radius around the Druid. Its damage is high: 390-440 per hit at level 20. In the late game, its damage is phenomenal. At level 36 it does 790-840 damage per hit.
The drawback is that it's somewhat unreliable. It's hard to get the hang for where the spell actually hits enemies, due to its random nature. It CAN hit enemies more than once, but don't expect more than four or five hits against a single enemy, tops, in one casting. Also, it calls down hits from the sky at your current position, but there's a delay in their impact, meaning it functions as a modified Blaze while running, leaving a trail of destruction BEHIND you rather than in front of you.
It also requires you to be at certain proximity in order to hit your enemies, meaning you are going to be venturing forth into the fray. This is not a bad aspect, since such a move is integral to the Elemental Druid play style. For raw firepower, this is the best skill an Elemental Druid has at his disposal, spreading the destruction against a crowd of enemies as he wades through their bodies.
With any Area of Effect skill, it helps to gather enemies in a group to hit as many as possible with a single casting. This is where a Tank, in the form of a summoned minion, Mercenary, or allied player come in handy. With Armageddon, this is not as much of a concern. They'll already be gathering around in hopes of attacking your character, meaning they'll run in with reckless abandon as fire rains down on their heads. In effect, with this skill as well as Hurricane, you are your own tank in many situations. This is not to say that a minion or allied player are not a boon to the strategy, however. The choice between going toe-to-toe with enemies or taking one step back out of their reach while another does so for you should be an obvious choice.
and here are a couple links:
http://www.lurkerlounge.com/cgi-bin/forum/forum.cgi?az=read_count&om=3423&forum=Armory&viewmode=threaded
http://strategy.diabloii.net/news.php?id=541
Well i got the charms set up for a nice fire druid, anyone have suggestions on gear? Also should i get as many fire facets as possible?
Well i got the charms set up for a nice fire druid, anyone have suggestions on gear? Also should i get as many fire facets as possible?
ya, get a lot of factes and +skill gear...alot
Omikron8
07-03-2005, 02:32
Keep in mind that any competent hell dueler that faces you will have 75 or more max res for all 4 types (fire, cold, light, poison). At 75 res your elemental damage against them will at most (not counting possible absorb) be 0.25 x 0.166 (or 1/6) = 0.0415 or 4.15% of it's listed damage. Therefore stacking + skills and facets is crucial for any elemental pvp build.
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