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| The Druid is returning to Diablo IV but was first introduced in the Diablo 2 Lord of Destruction expansion back in June 2001.
| | == Druid Fundamentals == |
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| The Druids inhabit the northern forests of [[Scosglen]] and developed their magic independently from the eastern 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.
| | * Resource: [[Spirit]] - Refills with basic skill use |
| | * Weapon Slots: - 1 x 1 handed weapons / 1 x Totem. 1 x 2-handed weapon. |
| | * Dismount Skill: [[Pummel]] |
| | * [[Druid Skill Tree|Druid Skill Trees]]: |
| | ** [[Druid Skill Tree#Basic|Basic]] - Physical damage Earth and Storm damage skills that generate spirit. No Cooldowns. |
| | ** [[Druid Skill Tree#Core|Core]] - Storm, Earth, Bear, and Wolf skill damage at the cost of spirit. No Cooldowns. |
| | ** [[Druid Skill Tree#Defensive|Defensive]] - These mitigate damage received, deal physical damage, and increase survivability. They don't cost spirit but do have Cooldowns. |
| | ** [[Druid Skill Tree#Companion|Companion]] - Summon creatures to fight alongside you dealing physical and poison damage. They don't cost spirit. |
| | ** [[Druid Skill Tree#Wrath|Wrath]] - Heavy-duty physical damage. Does not cost spirit but do have Cooldowns. |
| | ** [[Druid Skill Tree#Ultimate|Ultimate]] - High damage offensive skills They don't cost spirit but have long Cooldowns. |
| | ** [[Druid Skill Tree#Key Passives|Key Passives]] - Can have a point in only one of these. |
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| While we only know basic information about the Diablo IV version of the Druid, it’s expected the class will stay close to the Diablo 2 Druid. The Diablo 2 Druid controlled both Elemental and Prime magic giving the class control over fire, earth, and wind. This attachment to nature allowed the class to summon [[ravens]], [[wolves]], vines, and natural spirits. Shapeshifting and elemental attacks are expected to play a big role in the class when it arrived in Diablo IV.
| | Each skill falls into one of four categories: |
| | * Shapeshifting |
| | * Storm Magic |
| | * Earth Magic |
| | * Companion |
| | Shifting between Werebear, Werewolf, and human form is automatic depending on which skills the Druid is using, it is instant and seamless. |
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| | The Druid can also direct the Companions to inflict on a specific target or area. The Druid’s companions are translucent to other players so as not to clutter the screen when playing in groups. |
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| | Companions receive 100% of the player’s attributes. |
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| Diablo IV is a work in progress and whilst the classes so far revealed will appear in the game the specific’s of theirs [[skills]] and indeed which skills they have can all change before release.
| | === Starting and Levelling Up=== |
| | {| class="skillfeatures" style="width:100%;" |
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| | ! !!Strength!! Intelligence!!Dexterity!! Willpower |
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| | |Start With ||9||18||9|| 12 |
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| | |1 Point in adds || 1 strength = 1 Armor |
| | | + 0.1%Skill Damage |
| | + 0.05% All Resistances |
| | |x 0.02% [[Critical Strike]] Chance |
| | + 0.025% Dodge Chance |
| | | + 0.1% Resource generation |
| | + 0.25% [[Overpower]] damage |
| | |} |
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| {{Template:Druid Class}}
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| == Druid Skills == | | == Strengths and Weaknesses == |
| The Druid has access to six groups of skills and in general they serve the following purposes:
| | {| class="skillfeatures" style="width:100%;" |
| | |+ |
| | ! style="width:50%; text-align:center;" |<span class="poison">Strengths</span> |
| | ! style="width:50%; text-align:center;" |<span class="fire">Weaknesses</span> |
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| | |<span class="poison">*</span> Ability to shapeshift between Bear and Wolf |
| | |<span class="fire">*</span> Not as mobile as some classes with fewer escape options |
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| | |<span class="poison">*</span> Can be both ranged and Melee depending on skill choices |
| | |<span class="fire">*</span> Skills can drain spirit fast in the early game. |
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| | |<span class="poison">*</span> Has some solid AOE skills which can work well alongside single-target skills |
| | |<span class="fire">*</span> Tougher to play in the early game. |
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| | |<span class="poison">*</span> Pets work as a great distraction allowing the Druid to focus on a specific target. |
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| | |} |
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| * Basic – Generate [[Spirit]] and deal Physical and Lightning Damage
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| * Spirit – Deal Physical Damage at a cost to Spirit
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| * Defensive – Deal Physical Damage with Cooldowns
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| * Wrath – Deal Physical Damage with Cooldowns
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| * Companion – Companions deal Physical and Poison Damage with Cooldowns
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| * Ultimate – Deal Physical and Lightning Damage with Cooldowns
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| Each skill falls into one of four categories:
| | ==Druid Skills== |
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| | The {{PAGENAME}} has access to multiple trees of active and passive skills and full details of those can be found on the [[{{PAGENAME}} Skill Tree]] page. |
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| | == Druid Specialization - Spirit Boons - Class Mechanic == |
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| | {{:Druid Specialization}} |
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| * Shapeshifting
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| * Storm Magic
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| * Earth Magic
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| * Companion
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| Shifting between Werebear, Werewolf and human form is automatic depending on which skills the Druid is using, it is instant and seamless.
| | ==Items and Weapons== |
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| Spirit doesn’t drain when not in use, it only drains when the Druid uses skills that use it.
| | The Druid can equip the following weapons: |
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| The Druid does not need to summon Companions as they are passively generated and will attack the Druid’s enemy automatically. However, each Companion comes with an Active Skill that the Druid can direct the Companion to inflict on a specific target or area.
| | * One-Handed Axe |
| | * One-Handed Mace |
| | * One-Handed Sword |
| | * Daggers |
| | * Totem |
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| The Druid’s companions are translucent to other players.
| | * Two-Handed Axe |
| | * Two-Handed Mace |
| | * Two-Handed Sword |
| | * Two-Handed Polearms |
| | * Staff |
| | * Polearms |
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| Certain skill tree passives can affect an entire category of skills, for example points in the Natural [[Resonance]] talent increases the damage of all Earth and Storm skills.
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| As with all classes, players can choose one mastery from the choices available at level 33.
| | ===Item Affixes=== |
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| == Druid Skills and Talents ==
| | Each item type can come with certain item affixes. These are all detailed below including [[affixes]] that improve the Druid's skills and appear on weapons that he is able to use. |
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| * [[Druid Skill Tree|View the full Druid Skill Tree]]
| | Click the column headings to sort by item type. Refresh the page to reset. |
| * [[Druid Skills|Skills Only]]
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| * [[Druid Talents|Passives Only]]
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| == Druid Class Mechanic == | | {| class="tableexpand mw-collapsible mw-collapsed" style="width: 100%;" |
| The Druid will be able to interact with Spirit animals and the spirits will accept boons acquired from enemies. You interact with these spirits and the boons will unlock additional bonuses for the player.
| | !Expand drop-down for all <nowiki>Druid Item Affixes by Slot</nowiki>. |
| | ! |
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| | | colspan="2" |{{:Template:Druid_Items}} |
| | |} |
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| The spirit animals include Snake, Hawk, Deer, and Wolf. | | === Druid Legendary Aspects === |
| | The Druid has many [[Legendary Aspects]] that are tailored to his/her unique skills. The class can also make use of the more general Legendary Aspects useful to [[All Classes Aspects|all classes]]. Use the drop-down below to see the full details of the Druid Aspects. |
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| You can only choose one spirit to be aligned with at a time but you can switch them back and forth. You can unlock all the boons for all the spirits eventually. You will be able to choose depending on whatever kind of gameplay you are doing at that moment and choose which spirit you want to be aligned with.
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| Once they have all been unlocked you get the additional ability to have a bond with one extra spirit so you will have access to five boons instead of four.
| | {| class="tableexpand mw-collapsible mw-collapsed" style="width: 100%;" |
| | !Expand drop-down for all <nowiki>Druid Legendary Aspect</nowiki> Statistics. |
| | ! |
| | |- |
| | | colspan="2" |{{Template:Druid Aspects}} |
| | |} |
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| When you have all the spirits unlocked, you will be able to choose one boon from each spirit and two boons from one of them for a total of five.
| | === Druid Unique Items === |
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| The Druid class mechanic will not be in the Diablo 4 beta because it's in Scosglen and the beta takes place in the Fractured Peaks.
| | There are also Unique items that are specifically tailored to the Druid. |
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| == Druid Skill-driven Deaths == | | {| class="tableexpand mw-collapsible mw-collapsed" style="width: 100%;" |
| This system allows you to decapitate, bisect, freeze, [[shatter]], eviscerate, and burn your enemies depending on skills used. The Druids's are as follows:
| | !Expand drop-down for all <nowiki>Druid Uniques</nowiki> Statistics. |
| | ! |
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| | | colspan="2" |{{Template:Druid Uniques}} |
| | |} |
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| * Roadkill – The monster is crushed by a moving object, leaving a smear of blood on the ground
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| * Devoured– The monster's flesh is eaten away by a swarm of ferocious bites
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| * Lightning Gib – Lightning causes the monster’s body to pop, exploding into pieces
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| * [[Maul]] – The monster’s skin is completely mangled, covering them in blood
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| == Druid History == | | == Druid History == |
| 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. | | The Druid returned to Diablo IV but was first introduced in the Diablo 2 Lord of Destruction expansion back in June 2001. |
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| | 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. |
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| In the ancient tome of the Druids, the Scéal Fada (“Long Story”), it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar (“Sharp-Tooth”). This man is sometimes described as Bul-Kathos’s close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that [[charge]]. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come. | | In the ancient tome of the Druids, the Scéal Fada (“Long Story”), it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar (“Sharp-Tooth”). This man is sometimes described as Bul-Kathos’s close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that [[charge]]. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come. |
| [[File:Druid-Legendaries-350x197.jpg|alt=Druid Legendaries|thumb|Druid Legendaries]] | | [[File:Druid-Legendaries-350x197.jpg|alt=Druid Legendaries|thumb|Druid Legendaries]] |
| Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other’s philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes’ greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen (new zone coming to Diablo IV). There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, (“Great Holocaust”) between the men of the world and the demons of the Burning Hells. | | Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other’s philosophy had merit and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes’ greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen (new zone coming to Diablo IV). There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, (“Great Holocaust”) between the men of the world and the demons of the Burning Hells. |
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| Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra (“Way of Nature”), a harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of [[Sanctuary]]. This bonding was so absolute that eventually, they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather. | | Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra (“Way of Nature”), a harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of [[Sanctuary]]. This bonding was so absolute that eventually, they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather. |
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| At the Túr Dúlra (“Tower of Nature”), the greatest of the Druid Colleges, stands a great tree Glór-an-Fháidha (“Glory of the Oak”). This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world’s last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in [[fury]] at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala (“Half-Demons”), demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos. – ''Compiled by Flux'' | | At the Túr Dúlra (“Tower of Nature”), the greatest of the Druid Colleges, stands a great tree Glór-an-Fháidha (“Glory of the Oak”). This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world’s last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in [[fury]] at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala (“Half-Demons”), demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos. – ''Compiled by Flux'' |
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| | == Changes to {{PAGENAME}} == |
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| | {{Patch Date Season 5}} |
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| | *Can now equip two-handed polearms and one-handed swords and daggers. |
| | *Now gain 25% more increased Skill Damage from their primary Core Stat. |
| | *Gain 1% increased Skill Damage for every 8 primary Core Stat, reduced from 10 primary Core Stat. |
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| | [[Patch 1-4-3|Patch 1.4.3]], June 17, 2024 |
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| | *Gift of the Stag - Maximum Spirit Increased from 20 to 40. |
| | *Prickleskin - Thorns amount increased by 100%. |
| | *Advantageous Beast |
| | **Previous – Reduce the duration of Control Impairing Effects by 15%. |
| | **Now – Gain 15%[+] Movement Speed and 15%[+] Impairment Reduction. |
| | *Scythe Talons - Critical Strike Chance increased from 5%[+] to 10%[+]. |
| | *Iron Feather - Maximum Life increased from 14%[x] to 20%[x]. |
| | *Swooping Attacks - Attack Speed increased from 10%[+] to 15%[+]. |
| | *Energize - Spirit restored increased from 20 to 30. |
| | *Bolster - Fortify amount increased from 15% to 25% of your Maximum Life. |
| | *Obsidian Slam - Kills required for guaranteed Overpower reduced from 20 to 10. |
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| | {{Patch Date Season 4}} |
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| | *Druid Companions now receive 100% of the player’s attributes. |
| | *Packleader - Cooldown reset chance increased from 20% to 25%. |
| | *Energize - Spirit restoration increased from 10 to 20. |
| | *Masochistic - Critical Strike Healing increased from 3% to 5%. |
| | *Wariness - Reduced damage from Elites increased from 10% to 15%. |
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| | [[Patch 1-3-0|Patch 1.3.0]], January 23, 2024 |
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| | *Prickleskin - Thorns increased from .15 to .6. (from 1,194 to 4776) |
| | *Gift of the Stag - Maximum Spirit increased from 10 to 20. |
| | *Avian Wrath - Critical Strike Damage bonus is now Multiplicative instead of Additive. |
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| | [[Patch 1-2-0|Patch 1.2.0]], October 17, 2023 |
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| | *Druid Companions are now much less likely to target invulnerable enemies. |
| | *+% Total Armor while in Werewolf form and +% Total Armor while in Werebear form have been increased by 130%. |
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| | [[Patch 1-1-1|Patch 1.1.1]], August 8, 2023 |
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| | *Overload - Lucky Hit Chance increased from 20% to 40%. |
| | *The following attacks now deal reduced damage to and Necromancer Minions: |
| | **Balrog - Fire Breath |
| | **Monster Affixes - Fire Enchanted, Electrified Obelisks and Shock Lance |
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| | [[Patch 1-0-2d|Patch 1.0.2d]], June 4, 2023 |
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| | *Druid Companions - Maximum damage over time taken per damage instance reduced from 2% to 1% of maximum Life. |
| | *Obsidian Slam - Kills required for bonus increased from 10 to 20. |
| | *Calm Before the Storm - Lucky Hit Chance reduced from 15% to 10%. |
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| == Archive Content from Earlier Reveals == | | == Archive Content from Earlier Reveals == |
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| | {| class="skillfeatures mw-collapsible mw-collapsed" style="width: 100%;" |
| | !<big>+</big> Expand to see the Archive of Druid. |
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| The talent tree below is an early version revealed by [[Blizzard]].[[File:Druid-talent-tree-350x455.jpg|alt=Druid Talent Tree|none|thumb|Druid Talent Tree]] | | The talent tree below is an early version revealed by [[Blizzard]].[[File:Druid-talent-tree-350x455.jpg|alt=Druid Talent Tree|none|thumb|Druid Talent Tree]] |
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| The bottom row of both Talent Trees has two talents which you will need to choose between. You will have one point for the bottom row of the Shapeshift Talent Tree and one point for the Nature Talent Tree. | | The bottom row of both Talent Trees has two talents which you will need to choose between. You will have one point for the bottom row of the Shapeshift Talent Tree and one point for the Nature Talent Tree. |
| | |} |
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| | ==Related Links== |
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| | {{:Template:Druid_Navigation}} |
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| [[Category:Classes]] [[Category:Druid]] | | [[Category:Classes]] [[Category:Druid]] |
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| | __NOEDITSECTION__ |