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The Druids who inhabit the northern forests of {{iw|Scosglen Scosglen}} developed their {{iw|Magic magic}} independently from the eastern {{iw|mage_clan mage clans}}. They served as the warrior-kings of their tribes, usually living apart from their people in massive stone towers that were covered with vines and ivy. As masters of the natural world, they were able to control living creatures and the very forces of nature. | |||
==Skills and Abilities== | ==Skills and Abilities== | ||
{{Druid Skills}}Perhaps the most notable power of these Druids is their ability to change their form into that of an animal. Because of this ability, the tribes under their rule knew that they could be watched at any time. The sight of what was thought to be a common beast transforming into a vengeful Druid kept many a potential uprising in check. | {{Druid Skills}}Perhaps the most notable power of these Druids is their ability to change their form into that of an animal. Because of this ability, the tribes under their rule knew that they could be watched at any time. The sight of what was thought to be a common beast transforming into a vengeful Druid kept many a potential uprising in check. | ||
The Druid controls both Elemental and Prime magic. His Elemental powers give him control over fire, earth and the winds. His Primal bond with nature allows him to command many beasts and plants, summoning | The Druid controls both Elemental and Prime magic. His Elemental powers give him control over fire, earth and the winds. His Primal bond with nature allows him to command many beasts and plants, summoning ravens, wolves, vines, and even natural spirits to do his bidding. He can also change his own shape into creatures such as a huge cave bear, or a dire wolf, and then use these forms to call upon further powers. | ||
As with the [[Assassin]] we see [[Sorceress]] elements here with his Elemental attacks but also some [[Necromancer]]-like tendencies in his ability to raise and command pets. He also has more combat skills than either the Necromancer or Sorceress, with his various shape-shifting abilities, which allow him to become much more powerful in combat for the duration of the transformation. | As with the [[Assassin]] we see [[Sorceress]] elements here with his Elemental attacks but also some [[Necromancer]]-like tendencies in his ability to raise and command pets. He also has more combat skills than either the Necromancer or Sorceress, with his various shape-shifting abilities, which allow him to become much more powerful in combat for the duration of the transformation. | ||
The Druid is not as passive a "stand around" sort of character | The Druid is not as passive a "stand around" sort of character as the Necromancer. His minions aren't as powerful or numerous as the Necromancers', but he has a number of very powerful elemental attacks, better than the Necromancer's attack skills, and with the shape shifting he can get into the battle personally and do substantial damage. | ||
He differs from the Necromancer in that he doesn't need corpses to raise his summonables but they consume them and on a rather large scale in fact. [[Carrion Vine]] for example, which eats corpses to give life back to the Druid, can go through a field of dead and clear what's left. Fabulously handy for the Druid but if he's playing with a Necromancer he won't be none too happy and it'll be handbags at dawn. | He differs from the Necromancer in that he doesn't need corpses to raise his summonables but they consume them and on a rather large scale in fact. [[Carrion Vine]] for example, which eats corpses to give life back to the Druid, can go through a field of dead and clear what's left. Fabulously handy for the Druid but if he's playing with a Necromancer he won't be none too happy and it'll be handbags at dawn. | ||
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A Druid who used skills from all three trees would have problems doing them all well, needing points in all attributes to wear armour, do damage, hit successfully, and still have enough mana to use some Elemental skills and keep summoning creatures and transforming. He seems to have a lot of options in play style, but also seems that he would need to be handled well, to keep from being spread too thin. | A Druid who used skills from all three trees would have problems doing them all well, needing points in all attributes to wear armour, do damage, hit successfully, and still have enough mana to use some Elemental skills and keep summoning creatures and transforming. He seems to have a lot of options in play style, but also seems that he would need to be handled well, to keep from being spread too thin. | ||
==Elemental== | ==Elemental== | ||
The Druid's Elemental Skills are mostly spells, much like the Sorceress', in some cases. They are generally less powerful, and he has less mana {and has nothing like Warmth to get it back more quickly} so he has to be more sparring with his spell-casting, much like a Necromancer. There are two distinct types of elemental damage Fire on the left side and the newly introduced Wind on the right. Even though this tree is called 'Elemental' the wind skills actually inflict physical damage | The Druid's Elemental Skills are mostly spells, much like the Sorceress', in some cases. They are generally less powerful, and he has less mana {and has nothing like Warmth to get it back more quickly} so he has to be more sparring with his spell-casting, much like a [[Necromancer]]. There are two distinct types of [[elemental]] damage Fire on the left side and the newly introduced Wind on the right. Even though this tree is called '[[Elemental]]' the wind skills actually inflict physical damage. | ||
One of the two level 30 [[skills]] requires a point in every single skill on the tree, [[Armageddon]]. It is the only skill across all seven characters that has that requirement. | |||
He can not let rip with a rapid fire onslaught of elemental damage as there is a short delay between casting for some of them, where the skill button reddens and it is unusable. This is because some skills are so graphically elaborate that having multiple instances of them on the screen simultaneously can seriously slow the game down, so this delay was introduced for skills falling under that banner. To compensate for the slight delay {only a few seconds at most} their damage was increased so it balances out. | |||
==Shape Shifting== | ==Shape Shifting== | ||
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One important fact to note looking over the Druid's summoning skills is that only one of each type can be present at one time, one vine, one spirit and one summoned animal (except ravens, they can always been present regardless of what else the Druid has summoned). | One important fact to note looking over the Druid's summoning skills is that only one of each type can be present at one time, one vine, one spirit and one summoned animal (except ravens, they can always been present regardless of what else the Druid has summoned). | ||
And the biggest difference is that the Druid has massive attack skills, but also he can Shape Shift and join his pets in the fray if he wishes. He also has an Unsummon skill identical to the Necromancer's, with which he can dispel any of his pets instantly, if they are blocking his way or going where he doesn't want them to | And the biggest difference is that the Druid has massive attack skills, but also he can Shape Shift and join his pets in the fray if he wishes. He also has an Unsummon skill identical to the Necromancer's, with which he can dispel any of his pets instantly, if they are blocking his way or going where he doesn't want them to go. | ||
To encourage a Druid to not abandon the lower level summoning skills, passive bonuses are afforded with more points as well as the usual property increments. So for example having one point in Summon Dire Wolf will give a passive bonus to both summoned wolves and bears of +50% health. And a single point in Summon Grizzly will increase the damage dealt by both wolf and bear by 25%. | |||
==History== | |||
:''More background and lore is available in the main Diablo wiki article: '''{{iw|Druid Druid}}'''.'' | |||
The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.<br><br> | The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.<br><br> | ||
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==References== | ==References== | ||
* | * {{iw|Diablo_II:_Lord_of_Destruction_Manual Diablo II: Lord of Destruction Manual}} | ||
* [http://webspace.webring.com/people/aw/wet/druids.html "Dragonhelmuk's Druidic Lexicon"], page last edited: 31/12/08. | * [http://webspace.webring.com/people/aw/wet/druids.html "Dragonhelmuk's Druidic Lexicon"], page last edited: 31/12/08. | ||
{{Skill navbox D2|Druid}} | |||
[[Category:Druid]] | [[Category:Druid]] | ||
[[Category:Classes (Diablo II)]] | |||
[[Category:Classes]] |