I've been character hopping constantly during my Diablo 2 experience (11 years) until I adapted this version of the Shock Summoner (originally developed by Jary), which is my favorite class thus far; the purpose of this guide is to: review the progress of my build, hear suggestions, display current gear and answer any questions.
***Skills, Attributes and Gear are all changed and kept up to date in this section; progress/statistics/research/tweaks in relation to the character's development can be read in the pages following this. I will do my best to add as much information as I can to this portion, and if that can't answer your question please ask me and I'll explain the answer to the best of my knowledge.
v1.13 PvP Fire Claws/Shock Summoner/Shaman Hybrid
Table of Contents
I. Basic Description
III. Base Attributes
V. Damage/Other Stats
VI. Stat Modifiers
VII. Max Damage Modifiers from Small Charms
VIII. Battle Analysis
***Emboldened Sections have updated material
***Cmd+f is your friend.
This druid hybrid has three primary damage sources; Summon Grizzly, Fire Claws, and Fissure. The key to playing this character type correctly is remaining unpredictable and resourceful, so being able to cycle through damage outputs or use all three at once is crucial to overcoming opponents on an underdog build.
***You do not have to use the 99/163 FCR Breakpoints at all times and dropping below the 99 FCR Breakpoint to make room for defensive equipment makes melee PvP substantially more viable.3/19/12 Character Build Revamp:
20 Summon Grizzly
20 Fire Claws
1 Oak Sage
1 Molten Boulder
1 Arctic Blast
1 Cyclone Armor
1 Fire Storm
1 Summon Spirit Wolf
1 Summon Dire Wolf
1 Feral Rage
0 Shockwave (+1 from Pelt)
0 Heart of Wolverine (+2 from Pelt)
Character Level: 96
***Dropped Armageddon for the same cooldown issue as before and decided to boost Fissure as my primary elemental spell; Fissure has a 2-3 second hold on Were Bear shifting instead of Armageddon's 6 second inability to shape shift after casting, so my mobility has increased, my Shaman spells are more reliable, and after boosting those my Fire Claws' damage has also been greatly affected.
Fire Claws now hits between 10,000-12,000 with my Superior Robo-Phase Blade on, with a maximum of 12,000-15,000 when using Beast; by redirecting my Shaman talents I've made almost all of this Hybrid build's synergies correlate with one another.
Fissure does about 2,700-2950 damage at the moment, but I am seriously considering pushing the character to 99; Firestorm will be maxed, giving Fissure its highest potential damage with my equipment and proving the build to be finished at that level.
III.Base Attributes and Statistics:
Strength: 15 (no additional points added)
Energy: 20 (no additional points added)
***Health and dexterity are displayed at their base stats, without any equipment.
Life after Battle Orders (Human): 3148
Life after Battle Order (Human + Oak Sage): 5440
Life after Battle Orders (Werebear): 6504
Life after Battle Orders (Werebear + Oak Sage): 8796
Defense (Spirit): 4751
Defense (Stormshield): 6574
-110% I.A.S. Superior Phase Blade - 13% enhanced damage, 6 sockets; (4x) Shael Rune, (2x) +15 All Resist/15% Increased Attack Speed
- Perfect 285% Enhanced Damage Beast (Superior Berserker Axe)
- Perfect Ethereal Breath of the Dying (Berserker Axe); 415% Enhanced Damage
- Perfect Grief (Berserker Axe); 40% Increased Attack Speed/400 Damage
- Perfect Doom (Berserker Axe); 385% Enhanced Damage/-60 Cold Resistance (for BM)
- Perfect Suicide Branch (for 163% FCR Breakpoint)
- Perfect Call to Arms (Phase Blade)
-Perfect 15/15 Spirit (Monarch)
-Perfect B.O. Spirit (Monarch)
-Perfect Stormshield; Shael Rune for increased Faster Block Rate
-Perfect Superior Enigma Dusk Shroud - 775/15
Octogenarian's Storm Mask
2 to Druid Skills
24% Faster Hit Recovery
+3 to Summon Grizzly
+1 to Shockwave
+2 to Heart of Wolverine
183% Enhanced Defense
+20 Resist All
-Perfect 2x Upgraded Magefist (Crusader Gauntl
-Perfect Arachnid Mesh (Spiderweb Sash)
-Perfect Waterwalk (Sharkskin Boots)
-Perfect Aldur's Advance (Battle Boots)
+2 to Druid Skills
20% Faster Cast Rate
+72 to Mana
7% to Mana Regeneration
+17 to All Resists
10% Faster Cast Rate
3% Life Leech
+24 to Strength
+12 to Dexterity
+18 to Life
30% Fire Resist
-Perfect Raven Frost - 250/20
-(5x) Druid Summon/40 Life Grand Charms
-(4x) Druid Shapeshifting/40-44 Life Grand Charms
-Perfect Druid Torch
-(3x) 19 Life/5 Resist All Small Charms
-(7x) 3 Max Damage/18-19 Attack Rating/18-19 Life
***Average PvP Damage is calculated by the following formula:
[(Average PvM Weapon Damage)/100]*17
***Average PvP Damage after 50% Damage Reduction (opponents' gear) is calculated by the following formula:
(Average PvP Damage)/2[/I][/B]
PvM Weapon Damage Range (Breath of the Dying): 1,449-4,422
Average PvM Weapon Damage (Breath of the Dying): 2,935
Average PvP Weapon Damage after 50% Damage Reduction Applied (Breath of the Dying): 249.48
PvM Weapon Damage Range (Griswold's Redemption): 989-1320
Average PvM Weapon Damage (Griswold's Redemption): 1154.5
Average PvP Weapon Damage after 50% Damage Reduction Applied (Griswold's Redemption): 98.13
PvM Weapon Damage Range (Beast): 667-2104
Average PvM Weapon Damage (Beast): 1385.5
Average PvP Weapon Damage after 50% Damage Reduction Applied (Beast): 235.54
Fire Claws Damage
PvM Fire Claws Damage Range: 6,788-7439
Average PvP Fire Claws Damage: 1209.30
Average PvP Fire Claws Damage (after normal--75--resists applied): 306
Total Average PvP Damage from Weapon Damage and Fire Claws after 50% Damage Reduction and (75) Normal Max Fire Resist
Breath of the Dying: 555.48
Griswold's Redemption: 404.13
***Depending on my opponent's Defense, Resistance, and XX% Bonus Damage Reduction the damage output will increase/decrease; all of the damage sums above are calculated at a forced minimum.
Range of Attack Rating on Fire Claws (no enchant) - 23,065 AR to 45,000 AR
Range of Increased Attack Speed (depends on weapon) - 60%-110%
F.H.R. (with Spirit) - 90% (4% Over-capped on break-point)
F.C.R. Range - 40%, 63%, 99%, 163%
Run/Walk Speed - 65%, 75%, 85%
VI.Stat Modifier Examples:
Heart of Wolverine (42)
Radius: 7.46 yards
Heart of Wolverine Damage Modifier: 3.07
Heart of Wolverine Attack Rating Modifier: 3.12
Oak Sage (21)
Radius: 46.6 yards
Oak Sage Life Multiplier: 1.30
Duration: 500 seconds
Werebear Life Modifier: 2.00
Werebear Damage Modifier: 2.23
Werebear Defense Modifier: 1.51
Radius: 12.6 yards
Party Damage +93%
Your Damage +186%
Attack Speed +29%
Fanaticism (Your) Damage Modifier: 1.86
Fanaticism Attack Speed Modifier: .29
Fanaticism Attack Rating Modifier: .8
***Stat Modifiers are important because the modifiers' similar archetypes add together and multiply against their specific offensive/defensive stat. When calculating your Stat Modifiers' effects (particularly damage in this example): after all of your attributes have effected your weapon's damage, you can also seperately calculate the benefits of multiplying your Total Damage Modifier with any Minimum or Maximum Damage increase on your gear. Being able to greatly increase all Damage types and Attack Rating is very important to this build; this explains why the 3/XX/XX is one of your best friends on this build:
VII.Max Damage Modifiers from Small Charms:
Max Damage is effectively useful on this type of bear because all damage modifiers that are skills affect your total weapon damage only after it has been calculated from your base attributes in addition to your gear's bonus attributes; Max Damage is useful to me because I have a high damage modifier: 690% damage with Fanaticism from Beast and at least 504% otherwise, which works out to:
[(Fanaticism 1.86 + Heart of Wolverine 3.07 + Werebear 2.23)*(Average, Additional Maximum or Minimum Damage from gear)]
For this example, our formula will be:
[(6.90)*(1.0 point of Additional Maximum Damage)]
[6.90(1.0)] = 6.90
1 extra point of Max Damage = 6.90 points of Max Damage after HoW/Bearform
So +3 Max Damage on my 3 Max Damage/XX Attack Rating/XX Life Small Charm actually ends up being 20.7 max damage, yielding a higher Overall Damage Average as well as extra Max Damage.
Hammerdins: A relatively simple fight, stay Were Bear for the majority of it and teleport evasively when sync is attempted; kiting them on the ground is easiest with south/east/west walk if you change directions spontaneously. Keep a summon bear on top of or near your current and next location; this plays as defensive strategy in your opponents' mind, but is actually an offensive tactic by giving your bear the opportunity to strike them upon landing on you with the bear in range ready to smite.
Smiters: Always an interesting fight, stay Were Bear and find puddles or obstructions in the moor that allow you to keep your distance between your opponent while they are trying to close the gap to attack you; staying away from a Smiter is the key to winning against them because they hit with every swing, regardless of block. Cast bear between yourself and the Smiter at all times; when they use charge they will collide with it and buy you time to get away. Lure the opponent around your bear in a circular fashion (I use the puddles in the moor) so that your Summon Grizzly's Smite is in range to attack.
Fist of the Heavens Paladin: Re-shifting is the only game you need to play to win this battle; as long as you can sequentially re-cast Were Bear in opposing correlation with their attack you can stay alive for an abnormally long amount of time, allowing your Summon Grizzly to bring home a victory.
Whirlwind Barbarians: This is a very difficult fight at times, but always walk and avoid standing still. Try to line yourself up directly with their whirlwind so that you have the best chance of hitting them as they glitch by you; Grief works wonders with this fight.
Necromancers: One of my favorite fights, avoid approaching them in a straight line at all times; do not allow yourself to be caught between Spirits, and use corners and obstructions in the Blood Moor to drop unwanted Spirit trains. With a Superior Robo-Phase Blade it's possible to murder any Vitality Necromancer, but Max-Block characters will offer a longer and more intricate fight. Always avoid hitting their Clay Golem and avoid standing still.
-Wind Elemental: Radial avoidance around your opponent is key to avoiding high damage here; staying in Were Bear is a must for a killing blow, but you can switch out to teleport so that you can re-summon minions. Use Shock Wave when target is in range to hold him in place while you find his name plate, then use Maul to pre-buff Fire Claws with a stun on hit; now you have a 4 f.p.a. stun with 12,000 fire damage against an opponent who is normally not geared in max-block or high fire resistance.
[B]-Fire Elemental: Fight this opponent as a mirror build, but switch it up for the killing blow by tele-stomping him in Were Bear.
[B]-Rabies: Put on max-block, maximum damage reduction gear and a -30 enemy fire resistance/+30% fire damage 6 socket phase blade or crystal sword; use walk but teleport to avoid and recast summons if they come into contact with rabies before teleporting again, otherwise you will reset their location on top of your character and give yourself Rabies. Other than that, cast Fissure in front of your opponent and lure him into Fissure traps and it's ez-street.
-Fire Claws/Fury: Max-block and maximum damage reduction is a must for both, as some Fire Claws wolves will also use Fury to avoid their opponent's use of fire absorption; Use the -30/+30 sword mentioned earlier and treat it the same as a Rabies fight, or put on robo-phase blade and walk-fight your opponent.
-Trapping your opponent in Shockwave can be effective as well, just like the Necromancer fight; remember that when you run off of their screen and provoke chase that it is the perfect opportunity to lay down a Shockwave field in their direction (65% of the time they will land in it and be stunlocked).
***Also, after Shockwave, remember to time your movements from standing to running so that you leave your standing position immediately when they Teleport on top of you; this ensures that they won't hit you, and they'll probably get annoyed after awhile and ruin their own strategy by giving chase again (which allows for another attempt at a Shock Wave Trap).
*currently being edited, rest up soon*