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Bassen's Wind-Druid guide for Single Player

Discussion in 'Druid' started by bassen, May 7, 2008. | Replies: 101 | Views: 109931

  1. bassen

    bassen IncGamers Member

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    Bassen's Wind-Druid guide for Single Player

    Bassen's Wind-Druid guide for Single Player


    So you wanna make a PVM Wind-Druid?...Of course you want, who wouldn't?
    Why choose a Wind-Druid?
    ¤ The Wind-Druid has the ability to deal both physical and cold damage using only 1 skill tree.
    ¤ The skills you use for dealing damage synergises each other. This let you place skill points into other places which improves your survival.
    ¤ You don't need übergear to make a strong one. Good since this is a SP-guide.
    ¤ It's a druid, ain't that enough?

    Sections:
    -----------------------------------------------------------------------
    I - Breakpoints
    II - Stats
    III - Skills
    IV - Skill placement:
    V - Equipment
    VI - Equipment summary table
    VII - FCR
    VIII - Mercenary
    IX - Strategy (early game)
    X - Patriarch Kelsharr the Wind-Druid [RWM/RRM SC 1.12a SP]
    -----------------------------------------------------------------------

    I - Breakpoints
    FCR - Frames
    By adding Faster Cast Rate to your druid you can reach some certain breakpoints. Those are listed above.

    0 - 18
    4 - 17
    10 - 16
    19 - 15
    30 - 14
    46 - 13
    68 - 12
    99 - 11 - I suggest you try to reach at least this breakpoint.
    163 - 10

    Since this build ain't meant melee I've skipped FHR and FBR.

    II - Stats:
    I suggest you put STR enough for gear, Dex for either max block or non-block and rest in VIT. No stats in ENE.
    STR: 136 (you get 20 from Jalals so you can wear Spirit-Monarch
    Dex: Either max block or non-block (max block can be good for PVP)
    VIT: Rest of all points
    ENE: No points here

    III - Skills:
    The Wind-Druid only uses 1 skill tree for damage. To improve his survival he also use the summon skill tree. This is how I suggest you should place your skills.

    Elemental Tree

    Artic Blast - 1 skill point
    - required for Cyclone Armor, Twister, Tornado and Hurricane. This skill is not a synergy to your main attack skills so 1 skill only here.

    Cyclone Armor - 20 points
    - Summon a surrounding shield which protects against elemental attacks (not poison). This is very useful in Hell against burning souls and gloams. This is a syngergy to your main attack skills. Max this.

    Twister - 20 skill points
    - pretty much useless in combat. Only useful in the cause of a syngergy of your main attack skills and therefore necessary. Max this.

    Tornado - 20 skill points
    - This is your primary attack. Tornado deals physical damage. Max this.

    Hurricane - 20 skill points
    - Surrounding yourself in hurricane which deals cold damage to enemies. This will be your passive attack. Try to have it active as often you can. It slows down melee enemies that attacking you. Max this.

    Summon Tree

    Raven - 1 skill point
    - required for Summon Spirit Wolf, Summon Dire Wolf and Summon Grizzly. 1 skill point only.

    Poison Creeper - 1 skill point
    - required for Carrion Vine, Solar Creeper

    Oak Sage - 1 skill point
    - Summons a spirit which have an aura. The aura raises you and your partys life, Grizzly Bear included.

    Summon Spirit Wolf - 1 skill point
    - required for Summon Dire Wolf and Summon Grizzly

    Carrion Vine - 1 skill point
    - required for Solar Creeper, restores life from corpses

    Summon Dire Wolf - 1 skill point
    - required for Summon Grizzly

    Solar Creeper - 1 skill point
    - restores mana from corpses

    Summon Grizzly - 1 skill point
    - Here's your meatwall. However putting skill points here won't raise his life so 1 skill point only.

    IV - Skill placement:
    Skill placement:

    (2) - Raven
    (3) - Poison Creeper
    (4-5) - none
    (6) - Artic Blast | Oak Sage | Spirit Wolf
    (7-11) - none
    (12-17) - Cyclone Armor | Carrion Vine
    (18) - Cyclone Armor | Twister | Dire Wolf
    (19-23) - Cyclone Armor
    (24) - Tornado | Cyclone Armor | Solar Creeper
    (25-26) - Tornado
    (27-29) - Tornado
    (30) Tornado | Summon Grizly | Hurricane
    Max Tornado
    Max Cyclone Armor
    Max Hurricane
    Max Twister


    By questing you'll also recieve:
    + 3 Skill points – Akara N/NM/H
    + 3 Skill points – Radament N/NM/H
    + 6 Skill points – Tyrael N/NM/H

    Use those to lower the level from were you are done with the base build. The table above has no calculation of the extra skill points earned from quests. By using them you lower your level down to character level 78 when done. The next 19 points I advice you to place in Oak Sage for improved survival.

    V - Equipment:
    Helm:
    As headgear you can choose from several helms. However the Jalal's Mane and the Ravenlore are the best in my opinion. Jalal's Mane has high resistances, +2 druid skills, 20 strenght but no FCR. Ravenlore has 3 to elemental skills and resistances but lacks in strenght. Another choice is to make the runeword Lore or Delirium in a helm with +3 to Tornado and/or Hurricane but this will lack in resists and you will have to use more point's into strenght to be able to use Spirit 35" monarch. Also the 40 life extra you gain from using Jalal's will be boosted with the Oak Sage which means you'll get 78 life by only having 1 point in Oak Sage. Socket the Jalal's Mane with a Um rune or a perfect Scintillating to get even higher resistances.
    Best choice - Jalal's Mane

    Armor:
    There are two better armors you could choose between here. Either a Fortitude which has very high defense, 25% FCR and resistances or Skin of the Vipermagi. The Skin of the Vipermagi has resistances, 30% FCR. 1 to all skills but lacks in defense. The Skin of the Vipermagi is much easier to find since Fortitude requires descent a high rune, Lo. Enigma is also an option but it lacks in resistances and FCR. Since this is a PVM guide Enigma is not that much important as in a PVP build. Enigma is also normally not used among Single Players since it requires very high runes, Ber and Jah. If you socket the Skin of the Vipermagi with a Um rune or a perfect Scintillating Jewel you can reach 50% to all resistances (requires a perfect roll on the Skin of the Vipermagi).
    Best choice - Skin of the Vipermagi

    Weapon:
    Here we want a weapon adding skills, resistances and FCR. There's a few alternatives here. You can go for either the Heart of the Oak (KoVexPulThul) which has 40% FCR, resistances, 3 to all skills or you can use a 35" Spirit Crystal Sword which has 2 to all skills, 35% FCR. Other options are Wizardspike with high resists and 50 FCR or Spectral Shard with low resist all and 50 FCR. Both these require DEX but the Suicide Branch which also has 50 FCR does only require STR.
    Best choice: Heart of the Oak

    Shield:
    As a shield we want skills and FCR. There are two shield I can think of. Lidless Wall or 35" Spirit Monarch. The Lidless Wall has 1 to all skills, 20% FCR and low strenght requirement. The 35" Spirit Monarch has 2 to all skills, 35% FCR, good resists and high strenght requirement.
    Best choice: 35" Spirit Monarch

    Boots:
    You can aim for several things here. Either FRW and/or resists. For both there's a dual resist boots with high resists, Natalyas Soul which has FRW and resists in Cold and Lightning. If you gave mana trouble silkweave is a good choice with increase maximum mana by 10% and FRW. You can also use a pair of rare boots with FRW, stats and resists. Since Cyclone Armor won't protect you against posion damage you'll probably need some poison resist here. Sandstorm Trek is a good choice with 40-70% poison resist, 10-15 strenght, 10-15 vitality and 20% FRW.
    Best choice: Sandstorm Trek

    Gloves:
    Here you want a pair of gloves with FCR and maybe resist. You can choose from either Trang-Oul's Claws or Magefist. Trang-Oul's Claws have 20% FCR and good cold resist. Magefist has 20% FCR and regenerate mana 25%.
    Best choice: Trang-Oul's Claws

    Belt:
    Still we want FCR as usual since we play a magician. An adding skill is also good. Arachnid Mesh is a belt which has 1 to all skills, 20% FCR. There's no other belt IMO.
    Best choice: Arachnids Mesh

    Ring1:
    Either a The Stone of Jordan (1 to all skills, 25% maximum mana) or a rare ring with 10% FRC and good resists - depends on how much FCR you have from other equipment. You can also use a Bul-Kathos' Wedding Band for the added life. The Oak Sage will do a geat work here. If you don't wanna be frozen or cold you can use a ravenfrost but remember that coldness does not slow down you FCR. Also playing 1.07 you can trying to get your hands on a 20+ Mana per kill ring with 10 FCR which can be very useful.
    Best choice: The Stone of Jordan

    Ring2:
    Either a The Stone of Jordan (1 to all skills, 25% maximum mana) or a rare ring with 10% FRC and good resists - depends on how much FCR you have from other equipment. You can also use a Bul-Kathos' Wedding Band for the added life. The Oak Sage will do a geat work here. If you don't wanna be frozen or cold you can use a ravenfrost but remember that coldness does not slow down you FCR. Also playing 1.07 you can trying to get your hands on a 20+ Mana per kill ring with 10 FCR which can be very useful.
    Best choice: The Stone of Jordan

    Amulet: Here we have a few choices. Either a Gaean Amulet or crafted amult with +2 to druid skills (or 2 to elemental skills), 20% FCR, high resists or Mara's Kaleidoscope.
    Best choice: Crafted amulet with +2 to druid skills, 20% FCR, high resists (these are tho very rare and very hard to get). Mara's Kaleidoscope and Gaean Amulet works just fine.

    8x Natural Grand Charms of (good 2nd mods or plain)


    VI - Equipment summary table
    This table below is calculated from worst rolls which means this is at least what you get by choosing all the best choices:
    Code:
    Equipment:			FCR	All/Druid skills	Elemental skills	Resistances	STR/DEX
    Jalal's Mane			0	2			0			30/30/30/30	20/0	
    Skin of the Vipermagi		30	1			0			25/25/25/25	0/0
    Heart of the Oak		40	3			0			30/30/30/30	0/10
    Spirit 35"			35	2			0			0/35/35/35	0/0
    Sandstorm Trek			0	0			0			0/0/0/40	10/0
    Trang-Oul's Claws		20	0			0			0/30/0/0	0/0
    Arachnid Mesh			20	1			0			0/0/0/0		0/0
    The Stone of Jordan		0	1			0			0/0/0/0		0/0
    The Stone of Jordan		0	1			0			0/0/0/0		0/0
    Rare Amulet			20	2			0			0/0/0/0		0/0
    8x Natural Grand Charm		0	0			8			0/0/0/0		0/0
    Total:				165	13			8			85/150/120/160	30/10
    
    This table below is calculated from perfect rolls and if you have socket Jalal's Mane and Skin of the Vipermagi.
    Code:
    Equipment:			FCR	All/Druid skills	Elemental skills	Resistances	STR/DEX
    Jalal's Mane			0	2			0			45/45/45/45	20/0	
    Skin of the Vipermagi		30	1			0			50/50/50/50	0/0
    Heart of the Oak		40	3			0			40/40/40/40	0/10
    Spirit 35"			35	2			0			0/35/35/35	0/0
    Sandstorm Trek			0	0			0			0/0/0/70	15/0
    Trang-Oul's Claws		20	0			0			0/30/0/0	0/0
    Arachnid Mesh			20	1			0			0/0/0/0		0/0
    The Stone of Jordan		0	1			0			0/0/0/0		0/0
    The Stone of Jordan		0	1			0			0/0/0/0		0/0
    Rare Amulet			20	2			0			0/0/0/0		0/0
    8x Natural Grand Charm		0	0			8			0/0/0/0		0/0
    Total:				165	13			8			135/200/170/240	35/10


    VII - FCR
    With my suggested equipment you'll reach the 163 FCR - 10 Frame breakpoint.

    Helm - NO FCR
    Armor - 30% FCR
    Weapon - 40% FCR
    Shield - 35% FCR
    Boots - NO FCR
    Gloves - 20% FCR
    Belt - 20% FCR
    Ring 1 - NO FCR
    Ring 2 NO FCR
    Amulet - 20 FCR

    You should at least aim for the 99 FCR - 11 Frame breakpoint. You can reach this by only use Heart of the Oak (40), 35" Spirit (35), Trang-Oul's Claws (20) and Arachnid Mesh (20). This way you can make this build more PVP viable. Note: This guide is still not a PVP guide.

    VIII - Mercenary:
    As weapon we have two choices. If you want a lot of mana and never be afraid of having no mana, go for a mec using Insight. If you follow the skill placement you shouldn't need Insight and you can use The Reapers Toll instead which makes your tornado deal a lot more. The Reapers Toll also allow you do do some damage to some PI's in hell when decrepeify kicks in.
    Best choice: The Reapers Toll

    As helm you can use a bunch of diffrent helms: Crown of Thieves, Stealskull, Vampires Gaze, Andariels Visage or Delirium.
    Best choice: Vampires Gaze

    As armor you can use either Shaftstop/Duress/Dureiels Shell/Treachery-elite armor/Fortitude/Chains of Honor.
    Best choice: Fortitude/Chains of Honor


    IX - Strategy (early game)
    I won't tell you so much more but these advices:
    ¤ Make sure you always have Cyclone Armor and Hurricane active.
    ¤ Spam Tornado as much as possible and combine this damage with Hurricane
    ¤ Make sure you have at least one meatwall.


    ---------------------------------------------------------------

    X - Patriarch Kelsharr the Wind-Druid [RWM/RRM SC 1.12a SP]

    So I have finally finnished my Wind-Druid using this guide. The playing time has been very easy. The few times I've actually died was because I did not pay attention to the game (like cube gems or talking on the cellphone while being in battle). Playing a Wind Druid has been very fun and the power he possess is great.

    Normal: Not so much to say here more than I ran Normal Baal until I was able to wear my Spirit 35" Monarch. Found a few good things but most rubbish.
    Nightmare: Ran through it pretty quickly. At A5 I ran NM Baal until I was level 76.
    Hell: Very simple, much easier than I expected it to be.

    Playing style: I have followed my guide pretty much so you who have read it it's nothing new when I mention that I have used Cyclone Armor and Hurricane 24/7 from when I was able to use them. However I have used Artic Blast against PI's when nothing else more than the PI's have been there.

    And another thing that I have added myself is the addition to Shapeshifting skills. If you wanna become a Wind Druid Bear it's a great health boost when running around as a bear using Shock Wave and having such much health is good when tankin PI's ghost.

    In Chaos Sanctuary - Summon Grizzly next to the OK's and then obliterate them.

    Stats:
    Name: Kelsharr
    Type1: Druid
    Type2: Wind
    Level: 82

    Stenght: 136 (186/156)
    Dexterity: 180 (193/193)
    Vitality: 164 (164/186)
    Energy: 20 (40/40) (base)
    Life with no Oak Sage: (514/558)
    Life with Oak Sage: (951/1047)

    Equipment:
    Jalal's Mane (Jewel of Fervor)
    Heart of the Oak
    Stormshield (Perfect Diamond) / "Spirit" Monarch
    Skin of the Vipermagi (Scintillating Jewel 14%)
    Arachnid Mesh
    The Stone of Jordan
    The Stone of Jordan
    Trang-Oul's Claws
    Natalyas Soul

    7x Natural Grand Charm of X or plain
    8x X or plain Small Charm of Inertia

    Elemental Tree (Stormshield/"Spirit" Monarch):
    1 Artic Blast
    20 (39/41) Cyclone Armor 2579 / 2704
    20 (39/41) Twister 1025-1092 / 1105-1177
    20 (39/41) Tornado 4896-5158 / 5254-5529
    20 (39/41) Hurricane 2235-2350 / 2382-2497

    Shapeshifting Tree:
    1 Werewolf
    1 Lycantrophy
    1 Werebear
    1 Maul
    1 Shock Wave

    Summoning Tree:
    1 Raven
    1 Summon Spirit Wolf
    1 Summon Dire Wolf
    1 (10/12) Summon GRizzly
    3 (12/14) Oak Sage

    Mercenary:
    Type: Desert Prayer Merc (A2)
    Weapon: Eth Thresher "17 Insight
    Helm: "Delirium" Tiara
    Armor: "Fortitude" Superior Archon Plate
    Damage: 799-4500
    Last edited: Mar 15, 2010
  2. crawlingdeadman

    crawlingdeadman IncGamers Site Pal

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    earthshaker is a terrible windy weapon. comparing it to spirit sword you get one more elemental skil...that's it. with spirit sword you get 2 skills to your summon tree, 55 fhr (this with spirit shield takes care of any fhr problems you may have), possibility of over 100 more mana, and more fcr so you can put on skill ring.
  3. DayDream

    DayDream IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    I can't tell if this guide is made for the poor or what..
    Has the use of 35fcr spirit and arach oO

    No enigma? >> not mf gear?

    There have been better guides that aren't in guide section =P You'll have to improve this thread by mentioning some bps, other items, its purpose. "Pvm" can be spread out into different kinds.
  4. crawlingdeadman

    crawlingdeadman IncGamers Site Pal

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    damn edit button thought of other things:

    what are the fcr break points one should try for? why do you need a 35% spirit shield? would shako be better than jalal since you dont really need fhr in pvm? what kinda switch should i use? are there some other armor options? what about boots, gloves, and belt, do i have to use those you recomend?

    overall your 'guide' leaves much to be desired.
  5. Verashiden

    Verashiden IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    Question, wouldn't maxing Oak Sage then dumping points into Dire Wolf be better overall? Oak adds life to both you and the Grizzly while being directly additive to the life bonus from Dire Wolf. It seems better overall to just max Oak from that point of view then since you'll be enhancing the life both you and the Grizz at the same time.
  6. saellison

    saellison IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    This guide seems like you were going for a nice low budget setup. If thats the case you will be trying to achieve are at least 99fcr/99fhr. A cheap and effective set-up for killing power could be something like this:
    Jalals Mane
    +3 Elemental Amulet
    Spirit sword
    Skin of the Vipermagi
    Spirit Shield
    Bloodfists
    String of Ears or any belt that gives you stats you lack
    For Boots: rares with some FHR/resists should be fine. If the boots have +stats/FRW then they are godly. Sandstorm treks woudl work wonderfully as well. Silkweaves if you really need mana.
    For Rings: Nice Rare rings with some resists/stats. If you need FCR from the rings to reach 99FCR get some 10FCR rare rings (this will be needed unless you roll 35FCR on both your spirits). A raven would probably be helpful since you will be running everywhere.

    This set-up gives 99FCR/174 FHR.

    Verashiden has a good point.
  7. BAMFSpecialOps

    BAMFSpecialOps IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    Doesn't really look like you payed any attention to anything I mentioned in your other topic. As others have mentioned this isn't a guide at all more like a gear set up that has worked for you.
  8. bassen

    bassen IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    actually I havent tested it yet...but I did mention the tips you gave or did i forgot them. This guide or whatever you cal lit is just a base of what you can do, seems like we have different opinions on a guide :p my seems to be wrong hehe. (i try to make something a player can change but I give a base on how they can do and manage the game without any bigger problems, i dont log for a uber build)

    this build occured to me in a dream tbh and when I woke i wrote it. this, as many others have their weakness. I choose jalals over harlequins crest for a few reasons, jalals provide mana, strenght and resist and skills, tho the mana is not as high as harle.

    I though through the spirit sword/earthshakerthing and 3+ ele skill is not worth fhr/fcr/mana/2 skills.

    I'm a bit tired now, but I hope I answered a few of the comments ^^
  9. superjayson

    superjayson IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    this guide needs alot of work bro.
  10. MedctnStn

    MedctnStn IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    IMO, i would work on maxing cyclone armor first and foremost, then tornado, hurricane, twister in that order
  11. Thyiad

    Thyiad D2 Assassin, Barbarian<br>& Single Player & SP Tra

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    bassen plays SP. So he's hardly tripping over Enigma's. :tongue:

    As a basis, it's a good start. I would suggest making a couple of gear options for the bnetters, average wealth and SP'ers. :smiley:
  12. bassen

    bassen IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    Instead of Spirit Sword maybe HotO is a better for the bnet-chars (great FCR and +3 skills

    Instead of Jalals maybe Nightwings Veil same amount of skills since we skip shapeshifter, and with a good roll nice extra cold skill damage. (both SP and bnet)

    Enigma as a armor - STR bonus and skills and the teleport FRW...(lts hope my next baal run drops Jah and Ber...in my dreams...SP ftw)

    my primary goal is noramlly to get through the game with as cheap gear as possible, the base gear I provided reached enough FCR Bp tho I did not mention it. I have no idea how diffrent bnet is to SP when it comes to runes and so on thats why all i wrote is more in a SP-way, as Thyiad mentioned


  13. sweetalmonds

    sweetalmonds IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    I like for single player
  14. bassen

    bassen IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    made a little (little?...major) update - had forgot I ever created this. Hopefully I succeeded to improve it at least a bit.

    Still I'm asingle player but I hope this can be used by realm people too.


    /Bassen
  15. nebux

    nebux IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    a cheap helm is Lore made in a +3 to tornado pelt. all available at lvl 27.
    tip the only resist worth maxing is poison rest are light, fire with cold the last one.
    for armor fortitude is crap for this. casters need + to skills. nothing will up their damage.
    another armor for those that lack insight on merc Que-Hegan's Wisdom 20FHR 20FCR +1 to skills and mana after each kill.
    the best act 2 merc weapon is Reaper. Decrep makes you do more damage
  16. Neuuubeh

    Neuuubeh IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    Good guide, interesting take on the build ;)

    The ultimate headgear (well, for me at least :p) are either +3 ele +3 tornado magic pelts with 2 sockets, for reaching the highest tornado damage, or +2 druid +3 tornado +fhr +life +2 sockets rare (rare alright.. extremely) pelts.

    The gear from the first post looks a bit too high on resistances to me - you neednt worry that much about them, cyclone armor does the job rather fine :p. Of course, it comes all down to playing style.

    As for rings, I prefer 2x Bul-kathos Wedding band for the nice +life.
  17. Antonio

    Antonio IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    Congratulations on the guide, it's a nice read for someone who wants a windy and doesn't want to read through all that bold text in fenris' guide :smug:

    I have some remarks however. You mention max block but don't mention any max block shields in the gear section. Stormshield comes to mind, as well as Whistans guard.

    You have no source of CBF in your equpment. I know that being frozen doesn't affect your casting abilities, but you still have to walk(run away from CE archer pack etc.). IMO, only teleporting characters can afford being frozen.

    Skill progression is a bit off. Why max Hurricane if it last only 10 seconds? Max tornado, cyclone armor and after that hurricane.

    Fort is wasted potential on a windy. Vipermagy is the best IMO if you don't have Enigma.

    As for headgear: Jalal is my favorite too, but rare druids pelts or rare circlets are worth mentioning. Nightwings is just not worth it IMO (you are better of with Jalal's).

    Anyway, good work
  18. bassen

    bassen IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    I've done some changes with skill placement (new added section) also deleted 20 Oak Sage from base build and added the 19 last points to "for free build" but I also put in an advice to use it. I'll look over some gear again soon.

    Maybe I add a 3os Plt with 3 to Hurricane and/or Tornado and then make a Delirium in it.

    Also added Natural GC's to equipment.
  19. nebux

    nebux IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    delirium is a no no. you'll get hit and if you change in doll form you're just dead or you need to stay a min to transform back.
    also your skill placement is totally wrong.
    main source of damage for a wind druid is tornado. this is the skill that you need to max asap rest in this order hurricane, cyclone armor and twister.
    at lvl 6 a point in oak sage is a good investment. a point in grizzly will get you a nice tank but is recommended at lvl 30.
    also it seems that your knowledge of druid is a little low maybe you just need to read
    fenris wind druid guide
    more SP patriach characters
    Windy
    Brenvol
    Shib - Fire/Wind hybrid druid

    and change leveling guide in a more eye friendly format. something like
    lvl 1-5 save points
    lvl 6 put 1 point in arctic 1 in oak
    etc etc

    what about leveling until 24. a wind druid main attack is available at that level and until then what do you do? mostly some gear tips even for single players
  20. bassen

    bassen IncGamers Member

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    Re: Complete Wind-Druid Guide - PVM 1.11b (repost with full info)

    remade skill placement table, will soon add weapons before main attack

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