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  1. #1
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    Patriarch Vanin, the CommandoDruid ( fire/summons/melee )

    Vanin is my 8th patriarch ( 10th if I count respecs ), and my third druid. My original idea was from the commandomancer that I had made, as well as some fire druid guides. The main motivation was that fire skills are on a cooldown anyway, so why not attack stuff rather than do nothing, in addition it would help in taking out the fire immunes. Also, I really like the idea of being a battle commander, who fights along with his minions on the battlefield.

    It turned out not as effective as my meleemancer ( more about that later ). The CtC effects were more of a style thing than actually effective and I had a lot of trouble in many places. Still it was a blast playing this guy.

    Stats

    Character name : Vanin
    Character type : Druid
    Character level : 81
    Character exp : 804329015

    Strength : 127
    Energy : 20
    Dexterity : 157
    Vitality : 191

    Life : 912 / 567
    Mana : 421 / 180

    Resists: 66-56-75-43
    Defense: 1450
    Blocking: 75%
    Damage (with HoW and might ): 260-2350
    AR ( HoW and enchant ): 10700

    Skills
    20(24) Fissure
    20(24) Volcano
    8(12) Molten boulder
    20 Summon Dire Wolf
    20 Summon Grizzly
    1 in prereqs

    In normal I played entirely with firestorm and molten boulder and eventually got annoyed with them as they were not cutting it in Act 4, so respeced to fissure and Dire wolves. Can't remember much of nightmare, it was quite easy.

    In Hell, I was greeted immediately by fire immune fallen, but volcano and summons made short work of them. I didn't have my melee gear at that point and I remember being very annoyed standing around waiting for volcano to cool down. So I borrowed the Oath from my necro and it became my endgame weapon, I was planning to make Oath in a Berzerker axe but didn't manage to trade for the runes. I played most of Act 2 with bows that I was trying out ( Wildwitch string and Widowmaker ), but eventually gave it up, lack of blocking , low damage and need to micromanage made it inferior to melee attacking.

    Act 3 I roasted everything pretty much as most things here are lightning immune just like Act 1 is all fire immune. It was here that I really started practising fissure sniping, ie fissure, move away, fissure, move away, letting the monsters run over the vents and take fire damage. In Durance 3 I was greeted by- Conviction Breem! Yep, everything melted instantly so I had to fissure snipe him to death using bear as distraction.

    Act 4 I was stalled somewhat by a particularly nasty venom lord boss with FI/PI cursed extra strong and gloams firing from behind. I restarted and this time everything went fine and got Ko rune at hellforge ( Shael in nightmare ). Fire immunes in CS were a drag and the infector of souls spawned FI/PI plus extra strong. Typical.

    Act 5 was a real challenge for me, more than any of my characters. Right out of the bat I got fire immune archers and quill rats in the foothills. Restart.
    Frozen river was really tough and my merc died so often I eventually let him stay dead and didn't summon HoW either, beat it with just grizzly and fissure sniping. Slow missiles and ravens helped here.
    Halls of vaught spawned tomb vipers which melted my minions instantly so again it was bear and fissures. Nihil was in the last passage I searched, chock-full of PI succubi, tomb vipers and skeleton archers. Don't think I ever appreciated slow missiles till this. On top of that N spawned with FI. I lured out his minions and killed them but he constantly spawned more and there were more witches inside with him and it was a veritable deathtrap. I somehow wore him down with volcanoes dodging corpse explosions. Each CE brought me down to about 20 hp so it was like boom! full rejuv. Boom! full rejuv. I think poison creeper would have really helped me here.
    Frozen tundra. Archers and PI berserkers. More slow missiles, more fissure sniping, and I mostly ran through this level. Merc stayed dead.
    I wanted to do the ancients straight up, I really did. had everything prepared with HoW, grizzly, merc and even iron golem. Everything died instantly under writhing flames of amplify damage and it was back to fissure sniping. After 5 min the two non-FIs died and I used my bear and volcano to kill Talic.
    Gloams and frenzytaurs in the WSK. Good thing gloams move so much they get roasted by the fissures. Lister was surprisingly doable, but only because I lured them out two at a time. Finally killed Baal and attained my title!

    Gear used
    A lot of this was for the cool CtC effects even if they weren't very useful. Firestorms, twisters, and Bone spirit were somewhat effective though.

    Code:
    Jalal's Mane
    Totemic Mask
    Defense: 274
    Durability: 20 of 20
    (Druid Only)
    Required Strength: 65
    Required Level: 42
    Item Version: 1.10+ Expansion
    Item Level: 87
    Fingerprint: 0xff953a82
    +20 to Strength
    +20 to Energy
    +177% Enhanced Defense
    All Resistances +30
    +2 to Druid Skill Levels
    30% Faster Hit Recovery
    20% Bonus to Attack Rating
    +5 to Mana After Each Kill
    +2 to Shape-Shifting Skills (Druid Only)
    
    Rain
    Archon Plate
    'OrtMalIth'
    Defense: 462
    Durability: 60 of 60
    Required Strength: 103
    Required Level: 63
    Item Version: 1.10+ Expansion
    Item Level: 85
    Fingerprint: 0x4da54534
    +141 to Mana
    Magic Damage Reduced by 7
    Lightning Resist +30%
    +2 to Druid Skill Levels
    15% Damage Taken Goes to Mana
    5% Chance to cast Level 15 Twister on striking
    5% Chance to cast Level 15 Cyclone Armor when struck
    Socketed (3: 3 used)
    
    Hellmouth
    War Gauntlets
    Defense: 153
    Durability: 39 of 39
    Required Strength: 110
    Required Level: 47
    Item Version: 1.10+ Expansion
    Item Level: 75
    Fingerprint: 0x5feb7269
    +185% Enhanced Defense
    Adds 15-72 fire damage
    +15 Maximum Durability
    +15 Fire Absorb
    4% Chance to cast Level 12 Firestorm on striking
    2% Chance to cast Level 4 Meteor on striking
    
    Raven Frost
    Ring
    Required Level: 45
    Item Version: 1.10+ Expansion
    Item Level: 88
    Fingerprint: 0x827a4636
    +18 to Dexterity
    +40 to Mana
    +220 to Attack Rating
    Adds 15-45 cold damage over 4 seconds
    20% Cold Absorb
    Cannot Be Frozen
    
    Angelic Wings
    Amulet
    Required Level: 12
    Item Version: 1.10+ Expansion
    Item Level: 84
    Fingerprint: 0x25d97132
    +3 to Light Radius
    20% Damage Taken Goes to Mana
    
    ***Partial Set Item Bonuses***
    +75 to Life
    +1 to All Skill Levels
    ***Partial Set Item Bonuses***
    
    
    Angelic Halo
    Ring
    Required Level: 12
    Item Version: 1.10+ Expansion
    Item Level: 87
    Fingerprint: 0xf679badb
    +20 to Life
    Replenish Life +6
    
    ***Partial Set Item Bonuses***
    +972 to Attack Rating (Based on Character Level)
    50% Better Chance of Getting Magic Items
    ***Partial Set Item Bonuses***
    
    Sigon's Wrap
    Plated Belt
    Defense: 171
    Durability: 24 of 24
    Required Strength: 60
    Required Level: 6
    Item Version: 1.10+ Expansion
    Item Level: 43
    Fingerprint: 0x4cb45377
    +20 to Life
    Fire Resist +20%
    
    ***Partial Set Item Bonuses***
    +162 to Defense (Based on Character Level)
    ***Partial Set Item Bonuses***
    
    
    Sigon's Sabot
    Greaves
    Defense: 12
    Durability: 24 of 24
    Required Strength: 70
    Required Level: 6
    Item Version: 1.10+ Expansion
    Item Level: 62
    Fingerprint: 0xb36c6c60
    Cold Resist +40%
    20% Faster Run/Walk
    
    ***Partial Set Item Bonuses***
    +50 to Attack Rating
    50% Better Chance of Getting Magic Items
    ***Partial Set Item Bonuses***
    Weapons
    Code:
    Oath
    Scourge
    'ShaelPulMalLum'
    One-Hand Damage: 12 to 374
    Required Dexterity: 67
    Required Strength: 115
    Required Level: 57
    Mace Class - Fastest Attack Speed
    Indestructible
    Item Version: 1.10+ Expansion
    Item Level: 81
    Fingerprint: 0xffbebfc6
    +10 to Energy
    +212% Enhanced Damage
    50% Increased Attack Speed
    Prevent Monster Heal
    75% Damage to Demons
    150% Damage to Undead
    +100 to Attack Rating against Demons
    +14 Magic Absorb
    Indestructible
    30% Chance to cast Level 20 Bone Spirit on striking
    Level 17 Iron Golem (12/14 Charges)
    Level 16 Heart of Wolverine (9/20 Charges)
    Ethereal (Cannot be Repaired), Socketed (4: 4 used)
    
    Sanctuary
    Hyperion
    'KoKoMal'
    Defense: 320
    Chance to Block:  64%
    Durability: 82 of 82
    Required Strength: 127
    Required Level: 49
    Item Version: 1.10+ Expansion
    Item Level: 79
    Fingerprint: 0x4e99d132
    +20 to Dexterity
    +152% Enhanced Defense
    +20% Increased Chance of Blocking
    +250 Defense vs. Missile
    Magic Damage Reduced by 7
    All Resistances +57
    20% Faster Hit Recovery
    20% Faster Block Rate
    Level 12 Slow Missiles (60/60 Charges)
    Socketed (3: 3 used)
    Weapon switch: Demon limb for enchant.

    Merc: Act 2 nightmare offensive ( ie might )
    Code:
    1: Guillaume's Face
    Winged Helm
    Defense: 217
    Durability: 31 of 40
    Required Strength: 115
    Required Level: 34
    Item Version: 1.10+ Expansion
    Item Level: 75
    Fingerprint: 0xe3d95341
    +15 to Strength
    +120% Enhanced Defense
    30% Faster Hit Recovery
    35% Chance of Crushing Blow
    15% Deadly Strike
    
    2: Godly Balrog Skin of Razors
    Defense: 1408
    Durability: 22 of 30
    Required Strength: 165
    Required Level: 57
    Item Version: 1.10+ Expansion
    Item Level: 88
    Fingerprint: 0x99ff0698
    +172% Enhanced Defense
    Attacker Takes Damage of 9
    
    3: The Reaper's Toll
    Thresher
    Two-Hand Damage: 37 to 442
    Durability: 39 of 65
    Required Dexterity: 89
    Required Strength: 114
    Required Level: 75
    Polearm Class - Fast Attack Speed
    Item Version: 1.10+ Expansion
    Item Level: 99
    Fingerprint: 0xacbc4209
    +214% Enhanced Damage
    Adds 4-44 cold damage over 1 seconds
    11% Life stolen per hit
    Requirements -25%
    Ignore Target Defense
    33% Deadly Strike
    33% Chance to cast Level 1 Decrepify on striking
    Deaths: None in act 3,4,5 Hell. May have died before but I don't recall.

    Thoughts
    He isn't really bad, and in places with weak non FI non PI enemies ( eg flayer jungles ) he really owns. Wolves really rock with HoW and might and he does decent damage too. His own damage is very useful in killing stuff like Horadrim ancients which summons sometimes don't focus down and don't move much so fissure is ineffective against them.

    That said he is definitely not as good as the meleemancer. Fire druids just have it hard I guess. If I had gone for caster stuff I might have had +6 all skills more which could have helped, but it would be a lot more boring to stand around waiting for skill cooldowns and no fun ctc firestorms and meteors. Pure fire would have been even worse as volcano and boulder don't do enough physical damage.

    I will do a wind druid next!



  2. #2
    IncGamers Member Drystan's Avatar
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    Re: Patriarch Vanin, the CommandoDruid ( fire/summons/melee )

    Congrats on the Patriach, and best of luck with the Windy. They are quite a fun char.

    For me, when I get 'bad spawns' in the Bloody Foothills - things that aren't leachable and mass range attacks, who fire from everywhere - I don't restart. I just run straight through the area, only killing unique packs on the way.
    That Druid-class runeword armour really is weak. How did you find it, and did you mind spending the Mal on it?

    Was this twinked or untwinked? Much of the gear looks budget (Angellic/Sigon's combo, among others,) but the Reapers and the runes you used make it look more twinked.




  3. #3
    IncGamers Member
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    Re: Patriarch Vanin, the CommandoDruid ( fire/summons/melee )

    Yea, the druid runeword armor is very weak. I'd say its still better than the sorc and paladin ones though. +skills had to come from somewhere and the only other choice was Arkaine's Valor, which has high str req and would have cost almost the same to trade for.

    It is twinked of course. Angelics aren't really a budget thing they give huge AR boost. As for Sigon's, I simply could not find another combo giving 20 FR 40 CR , +life, +frw and 10% leech. I tried Credendum+Goblin toe for a while and it wasn't as good.



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