Matriarch/Patriarch/Guardian Archive Thread

Originally posted by sirpoopsalot on Jul 27, 2008:

Patriarch Henry - Summon/Hunter Druid

... maybe that should read max-summons-damage / Hunter. Henry's another pat/mat using the Faith bow, probably my fifth or so since I made it. I have at least one more build idea in mind, then I'll probably start soliciting other ideas for what to build around it. Anyways...


Level82
Str: 136
Dex: 144
Vit: 256
Ene: 40

Life: 1033
Mana: 262
Resists: 75f / 31c / 77l / 31p

AR: 9437
Damage: 895 - 4017


Skills (with Equipment):
Dire Wolf: 25
Grizzly: 25 (only a synergy, 'twas never actually used)
HoW: 25
Carrion Vine: 6
Cyclone Armor: 25
Twister: 12+


Equipment:
Faith Crusader Bow
Fortitude Archon Plate
Jalal's Mane (IAS)
Highlord's Wrath
Laying of Hands
Nos' Coil
GoreRiders
Ravenfrost
BKWB
charms: Sharp/Shimmering/Fine of Life/Balance/<damage>

Switch: Naj's Puzzler (telebomb, ftw!)

Might Merc, Durga, level82
Reaper's Toll (Shael)
Guillaume's Face (fire res/IAS)
Duress


Notable Finds:
Pul/Lem Hellforge
Jalal's Mane (199%, and probably the first time I actually got a very good class specific for the class I was actually playing)
Dwarf Star
Crescent Moon (the ammy)
Chance Guards (39%)
Skullder's Ire (popped from the sparkly chest in Underground Passage2)
eth Goblin Toes
Shadow Killer (Hell Baal actually dropped something!)
Greyform
Gull dagger (dropped in Act5 Hell)
Ruby SC of Balance (10/5)
Serpents GC of Sustenance (44/25)
Aureolic Jewel of Fervor (+3 = perfect)
7% MF small charm

<--- pretty decent haul, really


Notes/Review:
1. I guess he wasn't quite a max-summon-damage character. Since I wanted Henry to be able to kill things too, I didn't load up on +summons skill equipment like I could have. I could've used Enchant charges too. :p Still, with Fanaticism and Might auras, the merc's Decrep going off regularly, and a high level HoW, the wolves packed a pretty good punch.

2. That said, this character is better suited to someone with a different playstyle. I'm a lead-from-the-front kindof player, and have never really enjoyed babysitting summons. In fact, this is my first summons-based character that I didn't give up on out of boredom (not that I didn't want to at times with this one, but I decided to stick it out). The wolves were valuable, and sped things up a lot, but still it felt like they held me back unless I went full-bore with telebombing.

3. Speaking of telebombing, it's simply awesome with strong minions. Hell Baal took about 10 seconds to kill. Single monsters were never any problem, it was swarms that would break up my pack that were troublesome. Enigma would make this build a lot more tolerable, as switching weapons to teleport, then switching back to reactivate the Fanat. aura is a little tedious... I like my weapon switches to be for prebuffing, and that's it. And 69 charges of teleport on Naj's really isn't enough to maintain this strategy - you have to go to town too often for my taste.

4. Cyclone Armor came last, and for the most part, it wasn't quite strong enough. But it did help a lot near the end, especially in the WSK.

5. Physical Immunes weren't really a huge problem - the merc's Reaper's Toll plus his good Crushing Blow and a swarm of Dire Wolves took care of those pretty easily. And we had enough combined hitpoints to wear down any unbreakables with relative ease. Act2 got a little tedious by the end though - enough to make me actually look forward to reaching Act3 :shocked:.

6. WSK was simply brutal:
- WSK2 was Horadrim Ancients + Burning Souls, and they kept spawning in huge double/triple boss packs. Everytime a Soul would get killed by my wolves, it seemed like the HA's would resurrect it before my Carrion Vine got to it. Durga couldn't stay alive for long here, so I progressed without him for much of this level.
- WSK3 wasn't much better with Hell Temptresses (the Physical Immune ones) spawning left, right, and center, and my merc always seemed to be the one targeted. There were a lot of town trips for resurrections on this level.
- The Throne was a revisit of WSK2, but with OK's thrown on top of the mix. However, the passages are a little more narrow, so I was able to hide behind pillars and walls a little better to just focus on keeping my summons up and dealing damage. Again, Durga got a little break before being resurrected.
- The minion waves were actually a nice, easy change after that, and I didn't have any problems with them.

7. Probably ~8 deaths all through, most of them from Souls in WSK2. But there were a couple before that where I simply got too far ahead of my minions and got stuck in hit recovery. If I'd teleported more, or simply been a little more cautious, it's quite a safe build. But it's not quite so safe when I'm carelessly running (shieldless) around a corner into a bosspack and my minions are lagging a ~screen behind.

8. Overall, I didn't enjoy him as much as I'd hoped. This build is simply the wrong playstyle for me, so Henry's going straight to the retirement bin. With telebombing he's a real steamroller, but it's just too tedious/costly to keep telebombing continuously with Naj's Puzzler. At least I can finally say I finished a summoner (3rd try) without giving up.
 
Originally posted by Solar Ice on Jul 1, 2009:

Patriach Lycander - Hunter Druid

Hi all,

This weekend I've Patted a Bow using Summoner Druid (aka Hunter). I've not made a Druid focusing entirely on the Summoning tree before, so after considering several builds I decided that going with a Bow would be the most ideal. I did not want to play a passive build where the only thing for me to do was recast the minions and twiddle my thumbs. First things first, the gear:

Code:
Guillaume's Face
Winged Helm
Defense: 217
Durability: 40 of 40
Required Strength: 115
Required Level: 58
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x9b9073f9
+15 to Strength
+19 to Life
+120% Enhanced Defense
+37% Enhanced Damage
30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike
Socketed (1: 1 used)

Highlord's Wrath
Amulet
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xd43a4b88
Lightning Resist +35%
Adds 1-30 lightning damage
20% Increased Attack Speed
+1 to All Skill Levels
Attacker Takes Lightning Damage of 15
29% Deadly Strike (Based on Character Level)

Windforce
Hydra Bow
Two-Hand Damage: 37 to 511
Required Dexterity: 167
Required Strength: 134
Required Level: 73
Bow Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x2f27f235
+10 to Strength
+5 to Dexterity
+279% Enhanced Damage
+8 to Maximum Damage
Heal Stamina Plus 30%
Adds 22-38 fire damage
7% Mana stolen per hit
Knockback
20% Increased Attack Speed
43% Damage to Undead
+34 to Attack Rating against Undead
+246 to Maximum Damage (Based on Character Level)
Socketed (1: 1 used)

Fortitude
Archon Plate
'ElSolDolLo'
Defense: 1587
Durability: 60 of 60
Required Strength: 103
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x68b31a63
+200% Enhanced Defense
+300% Enhanced Damage
+15 Defense
Damage Reduced by 7
Fire Resist +26%
Lightning Resist +26%
+5% to Maximum Lightning Resist
Cold Resist +26%
Poison Resist +26%
Replenish Life +7
+1 to Light Radius
25% Faster Cast Rate
12% Damage Taken Goes to Mana
20% Chance to cast Level 15 Chilling Armor when struck
+** to Life (Based on Character Level)
Socketed (4: 4 used)

Ghoul Touch
Sharkskin Gloves
Defense: 38
Durability: 14 of 14
Required Strength: 20
Required Level: 35
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xf1466bea
Lightning Resist +27%
Poison Resist +21%
Replenish Life +4
20% Increased Attack Speed
Repairs 1 durability in 33 seconds

Razortail
Sharkskin Belt
Defense: 100
Durability: 13 of 14
Required Strength: 20
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xd73744bb
+15 to Dexterity
+131% Enhanced Defense
+10 to Maximum Damage
+15 Defense
Piercing Attack [33]
Attacker Takes Damage of 79 (Based on Character Level)

Gore Rider
War Boots
Defense: 146
Durability: 34 of 34
Required Strength: 94
Required Level: 47
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xc8a092ba
+20 to Maximum Stamina
+172% Enhanced Defense
+10 Maximum Durability
Requirements -25%
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike

Raven Frost
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 82
Fingerprint: 0xb38ae8c4
+20 to Dexterity
+40 to Mana
+248 to Attack Rating
Adds 15-45 cold damage over 4 seconds
20% Cold Absorb
Cannot Be Frozen

Viper Band
Ring
Required Level: 48
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0xd26854d
+15 to Energy
+67 to Attack Rating
All Resistances +10
5% Life stolen per hit
5% Mana stolen per hit

Switch:

Call to Arms
Caduceus
'AmnRalMalIstOhm'
One-Hand Damage: 138 to 161
Durability: 70 of 70
Required Dexterity: 70
Required Strength: 97
Required Level: 66
Mace Class - Fastest Attack Speed
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xdee1ee5d
+275% Enhanced Damage
Adds 5-30 fire damage
7% Life stolen per hit
Replenish Life +12
30% Better Chance of Getting Magic Items
40% Increased Attack Speed
+6 to Battle Orders
+1 to Battle Cry
+6 to Battle Command
+1 to Holy Shock (Paladin Only)
+1 to Meditation (Paladin Only)
Prevent Monster Heal
150% Damage to Undead
+1 to All Skill Levels
Socketed (5: 5 used)

Lidless Wall
Grim Shield
Defense: 333
Chance to Block:  40%
Durability: 70 of 70
Required Strength: 58
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0x2bf60e75
+10 to Energy
+121% Enhanced Defense
Increase Maximum Mana 10%
+1 to Light Radius
20% Faster Cast Rate
+1 to All Skill Levels
+3 to Mana After Each Kill

Charms:

Code:
Sharp Grand Charm of Maiming
Keep in Inventory to Gain Bonus
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xbc167902
+71 to Attack Rating
+14 to Maximum Damage

Sharp Grand Charm of Maiming
Keep in Inventory to Gain Bonus
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x2c6aa6fc
+54 to Attack Rating
+12 to Maximum Damage

Sharp Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x80eac8ea
+40 to Life
+59 to Attack Rating
+9 to Maximum Damage

Sharp Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 53
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xe6db390c
+33 to Life
+67 to Attack Rating
+9 to Maximum Damage

Sharp Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x16185b39
+74 to Attack Rating
+10 to Maximum Damage

Sharp Grand Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x9510e2ed
+6 to Dexterity
+66 to Attack Rating
+10 to Maximum Damage

Sharp Grand Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x6e0cb198
+6 to Dexterity
+76 to Attack Rating
+10 to Maximum Damage

Sharp Grand Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xadd6c075
+5 to Strength
+68 to Attack Rating
+10 to Maximum Damage

Fine Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xcef8ffb9
+20 to Life
+20 to Attack Rating
+3 to Maximum Damage

Fine Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x2de3ddc1
+18 to Life
+19 to Attack Rating
+3 to Maximum Damage

Fine Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x8d72632f
+18 to Life
+20 to Attack Rating
+2 to Maximum Damage

Fine Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0xeff7605b
+20 to Life
+16 to Attack Rating
+2 to Maximum Damage

Fine Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x4dac9ab8
+7 to Life
+16 to Attack Rating
+2 to Maximum Damage

Fine Small Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x57157dc5
+14 to Attack Rating
+3 to Maximum Damage
3% Faster Run/Walk

Fine Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x999e3a9
+2 to Dexterity
+17 to Attack Rating
+3 to Maximum Damage

Fine Small Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xfd748391
+2 to Dexterity
+17 to Attack Rating
+3 to Maximum Damage

Fiona, the Act 1 Cold Arrow Merc:

Code:
Faith
Superior Crusader Bow
'OhmJahLemEld'
Two-Hand Damage: 66 to 280
Required Dexterity: 121
Required Strength: 97
Required Level: 65
Bow Class - Slow Attack Speed
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xde2c6c1
+280% Enhanced Damage
+65% Enhanced Damage
All Resistances +15
+120 fire damage
75% Extra Gold from Monsters
Ignore Target Defense
300% Bonus to Attack Rating
75% Damage to Undead
+50 to Attack Rating against Undead
+2 to All Skill Levels
Level 14 Fanaticism Aura When Equipped
10% Reanimate As: Returned
Socketed (4: 4 used)

Chains of Honor
Archon Plate
'DolUmBerIst'
Defense: 890
Durability: 60 of 60
Required Strength: 103
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x9206e392
+20 to Strength
+70% Enhanced Defense
Damage Reduced by 8%
All Resistances +65
8% Life stolen per hit
Replenish Life +7
25% Better Chance of Getting Magic Items
200% Damage to Demons
100% Damage to Undead
+2 to All Skill Levels
Socketed (4: 4 used)

Delirium
Tiara
'LemIstIo'
Defense: 308
Durability: 24 of 25
Required Level: 52
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0xa0cfe631
+10 to Vitality
+261 Defense
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items
+2 to All Skill Levels
11% Chance to cast Level 18 Confuse on striking
6% Chance to cast Level 14 Mind Blast when struck
14% Chance to cast Level 13 Terror when struck
1% Chance to cast Level 50 Magic Shrine when struck
Level 17 Attract (60/60 Charges)
Socketed (3: 3 used)

-----------------------------------------------
LCS : http ://img170.imageshack.us/img170/6530/lycander.jpg
-----------------------------------------------


Skills:

Dire Wolf - Max
Grizzly - Max
Heart of Wolverine - Max
Poison Creeper - Max
Spirit Wolf - 8

Dire Wolf: This was my main Summon. Their purpose was to hold off enemies while Fiona and I pepper them with arrows. It was used for most situations and did their job pretty well. As far as killing goes they do a poor job but can take a few hits, which is the most important thing. Another reason I used the Wolves over the Bear is that I wanted the build to feel like a summoner. As one can summon either 3 of them or one Bear, it was the only choice.

Grizzly. A really good tank. I wish that you could summon an army of these but unfortunately that is not an option. I used him in specific situations that required a bit more staying power, mostly against Act Bosses, Frenzytaurs and bosspacks that spawned with dangerous mods (eg. Fanaticism + Extra Strong). Synergises my Dire wolves as well.

HoW: Damage + AR? Yes, please!

Poson Creeper: I'm not sure why I picked it. I knew from previous experience that vines are pretty much useless but then again I had loads of spare skill points. So it was an extra summon that provided a distraction from my other minions. It kept dying and had to be recast often in Hell.

Spirit Wolf: Dumped 5 points into it when I got it and the other 3 went here (for passive bonuses) as soon as PC was maxed. In Normal they are decent but I used DW soon after I got them.

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

I based my Hunter build on a Faith Merc and the gear versatility (read: IAS relief) that it provided. The rogue has a better AI than the the aptly named Act 2 Moron and likes to stay away from battle. If she does get caught up in it she could even take some hits. Due to the summons, I did not miss the Act 2 merc at all. Decent Fanaticism range meant that I benefited from it the majority of the time. When she trailed behind I usually didn't have to wait long for her to catch up (or I took a TP if needed). Her Delirium also greatly helped crowd control and lenghtning the lifespan of my minions. It is a very underrated runeword, and I have been of that opinion for years. Anyone who hasn't made one yet, I recommend you do so. It's well worth the Ist.

Originally, the end-game weapon that I planned to use was Widowmaker to spam Guided Arrows while my Wolves kept the baddies at bay. However, when I finally reached the required level, I was disappointed with GA as a main attack. It is great in certain situations but as a main attack it hardly ever hits what you want it to. I ended up switching to good ol' Windforce and got a nice damage boost to boot. AR was one of the areas that I was concerned about when planning the build but it was taken care of nicely by equipment. I mostly neglected resists as they are not very important to this type of build.

Early game progression was sort of how one would expect. I meleed through most of normal with the usual Khalim's Will progressing to Gemmed 5x 15 max jewel flail. Used Spirit wolves until Dires were available. Skystrike bow came on followed by Harmony (a very solid bow) which got replaced in NM when I hit the required level for Widowmaker/Faith on merc. Played through Hell on /players1 because this is not a fast paced build and strategic DW casts (and spirit/vine recasts) are often necessary. The ability of the Druid to summon minions out of thin air is the major advantage the Druid has over his Overlord Necromancer counterpart (at least those Necros without Enigma). The Bear was great in Hell when the situations arose. There was on instance where I encountered a bosspack of Moon Lords and the Bear was able to tank the entire pack allowing Fiona and I to kill 4 of them before it went down. Then it only took a second to recast him again :). You might be wondering how I handled PIs. Well, the Mercs Cold Arrow was quite effective. If there was a PI that needed killing, I'd just dispose of its minions and keep it occupied with wolves recasts while my trusty Merc did her thing.

The hardest fight was Hell Baal, for a change. Unlike the Ancients, who went down with a whimper, he managed to kill me 4 times. He spawned a Vile Effigy almost immediately (which just refused to go away even after several trips to town) and they started to pummel me with Hoarfrost and their Firebolts. I managed to separate them for the most part and focus on the real Baal, always keeping a TP open. Eventually he died (Crushing Blow ftw) but the fight was one of those rare instances that I wished for better resists. Don't remember what the NM Forge dropped but Hell Forge was Lem.

Overall I liked the build. It not fast paced and "cookie-cutter" compared to other builds but it was fun and provided a different playing experience.
 
Last edited:
Originally posted by buraz on Mar 15, 2009:

Patriarch Artemis, Fire/Hunter druid

Stats:

Character Level 88
Strength: 117/ 153
Dexterity: 112/ 172
Vitality: 265/ 296
Energy: 20/ 48

Life: 837/ 1645 (with oaky)
Mana: 301

Resistances: F/C/L/P = 53/57/75/75

Skills:
Firestorm: 20/ 30----1664-1857 avarage fire damage
Fissure: 20/ 30 ----- 2442-2551 fire damage
Volcano: 20/ 30 ---- 176-179 damage/ 571/592 fire damage
Molten boulder: 1/ 11

Summon Dire Wolf: 20/ 21
Oak sage: 14/ 15
Raven: 1/ 9
Summon Spirit wolf: 1/ 2
Summon grizly: 1/ 2
Posion creeper: 1/ 2 (don`t ask me about that :crazyeyes: )

Equipment:
Rich (BB code):
The Rising Sun
Amulet
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0x2174dc26
Adds 24-48 fire damage
Replenish Life +10
+4 to Light Radius
+2 to Fire Skills
2% Chance to cast Level 16 Meteor when struck
+66 to Fire Absorb (Based on Character Level)

Aldur's Deception
Shadow Plate
Defense: 792
Durability: 70 of 70
Required Strength: 115
Required Level: 76
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x2f6490fe
+20 to Strength
+15 to Dexterity
+300 Defense
Lightning Resist +49%
Requirements -50%
+1 to Shape-Shifting Skills (Druid Only)
+1 to Elemental Skills (Druid Only)

***Partial Set Item Bonuses***
+15 to Vitality
+15 to Vitality
+15 to Vitality
***Partial Set Item Bonuses***


Carrion Wind
Ring
Required Level: 60
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x40d66bb0
+119 Defense vs. Missile
Poison Resist +55%
7% Life stolen per hit
10% Damage Taken Goes to Mana
8% Chance to cast Level 13 Twister on striking
10% Chance to cast Level 10 Poison Nova when struck
Level 21 Poison Creeper (15/15 Charges)

Raven Frost
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x97a9d214
+19 to Dexterity
+40 to Mana
+224 to Attack Rating
Adds 15-45 cold damage over 4 seconds
20% Cold Absorb
Cannot Be Frozen

Arachnid Mesh
Spiderweb Sash
Defense: 132
Durability: 12 of 12
Required Strength: 50
Required Level: 80
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x7534d013
+110% Enhanced Defense
Increase Maximum Mana 5%
20% Faster Cast Rate
+1 to All Skill Levels
Slows Target by 10%
Level 3 Venom (11/11 Charges)

Aldur's Advance
Battle Boots
Defense: 44
Required Strength: 95
Required Level: 45
Indestructible
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x28a5eca2
+50 to Life
+180 to Maximum Stamina
Heal Stamina Plus 32%
Fire Resist +48%
40% Faster Run/Walk
10% Damage Taken Goes to Mana
Indestructible

***Partial Set Item Bonuses***
+15 to Dexterity
+15 to Dexterity
+15 to Dexterity
***Partial Set Item Bonuses***


Magefist
Light Gauntlets
Defense: 25
Durability: 18 of 18
Required Strength: 45
Required Level: 23
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0x2f541466
+27% Enhanced Defense
Regenerate Mana 25%
+10 Defense
Adds 1-6 fire damage
20% Faster Cast Rate
+1 to Fire Skills

Ravenlore
Sky Spirit
Defense: 372
Durability: 20 of 20
(Druid Only)
Required Strength: 113
Required Level: 74
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x450453dd
+28 to Energy
+139% Enhanced Defense
All Resistances +21
Adds 17-45 fire damage
+7 to Raven (Druid Only)
+3 to Elemental Skills (Druid Only)
100% Chance to cast Level 29 Blaze When You Level Up
+5% to Fire Skill Damage
-25% to Enemy Fire Resistance
Socketed (1: 1 used)

Rainbow Facet
Jewel
Required Level: 49
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x83897114
Adds 17-45 fire damage
100% Chance to cast Level 29 Blaze When You Level Up
+5% to Fire Skill Damage
-5% to Enemy Fire Resistance

Atil's Windforce
Hydra Bow
'Shael'
Two-Hand Damage: 35 to 513
Required Dexterity: 167
Required Strength: 134
Required Level: 73
Bow Class - Very Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xc89bb1e4
+10 to Strength
+5 to Dexterity
+250% Enhanced Damage
Heal Stamina Plus 30%
6% Mana stolen per hit
Knockback
40% Increased Attack Speed
+275 to Maximum Damage (Based on Character Level)
Socketed (1: 1 used)

Shael Rune
Inserted into a Hydra Bow

20% Increased Attack Speed

Required Level: 29
Item Version: 1.10+ Expansion


Naj's Puzzler
Elder Staff
Two-Hand Damage: 200 to 232
Durability: 35 of 35
Required Dexterity: 37
Required Strength: 44
Required Level: 78
Staff Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xd5887800
+35 to Energy
+70 to Mana
+150% Enhanced Damage
Adds 6-45 lightning damage
30% Faster Cast Rate
150% Damage to Undead
+1 to All Skill Levels
Level 11 Teleport (69/69 Charges)

Merc: Act2 Blessed Aim
Rich (BB code):
 Duriel's Shell
Cuirass
Defense: 684
Durability: 25 of 150
Required Strength: 65
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x5a14e755
+15 to Strength
+183% Enhanced Defense
Fire Resist +20%
Lightning Resist +20%
Cold Resist +50%
Poison Resist +20%
+100 Maximum Durability
Cannot Be Frozen
+110 to Defense (Based on Character Level)
+88 to Life (Based on Character Level)

Andariel's Visage
Demonhead
Defense: 337
Durability: 20 of 20
Required Strength: 102
Required Level: 83
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0x6e8ecc6a
+25 to Strength
+118% Enhanced Defense
Fire Resist +0%
Poison Resist +70%
+10% to Maximum Poison Resist
Adds 7-18 fire damage
10% Life stolen per hit
20% Increased Attack Speed
+2 to All Skill Levels
15% Chance to cast Level 15 Poison Nova when struck
Level 3 Venom (20/20 Charges)
Socketed (1: 1 used)

Ruby Jewel of Fire
Required Level: 28
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0xce655bb8
Fire Resist +30%
Adds 7-18 fire damage

The Reaper's Toll
Thresher
Two-Hand Damage: 39 to 468
Durability: 44 of 65
Required Dexterity: 89
Required Strength: 114
Required Level: 75
Polearm Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xb693c2ca
+232% Enhanced Damage
Adds 4-44 cold damage over 2 seconds
15% Life stolen per hit
Requirements -25%
Ignore Target Defense
33% Deadly Strike
33% Chance to cast Level 1 Decrepify on striking

charms, in case someone is interested:
Code:
Forked Large Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 44
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0xfbb525ca
+2 to Maximum Damage
8% Faster Hit Recovery

Amber Grand Charm of Shock
Keep in Inventory to Gain Bonus
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0xc94f5759
Lightning Resist +30%
Adds 1-2 lightning damage

Emerald Grand Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 65
Fingerprint: 0x710f8747
Poison Resist +30%
12% Faster Hit Recovery

Natural Grand Charm of Quality
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x6df9b54b
+2 to Maximum Damage
+1 to Elemental Skills (Druid Only)

Sapphire Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x6885c33c
Cold Resist +11%

Natural Grand Charm of Maiming
Keep in Inventory to Gain Bonus
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xbfe0d85d
+3 to Maximum Damage
+1 to Elemental Skills (Druid Only)

Amber Grand Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 57
Fingerprint: 0xe519c300
+6 to Strength
Lightning Resist +30%

Sapphire Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x767f2717
Cold Resist +10%

Sapphire Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x7018d6e0
Cold Resist +10%

Shimmering Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xfe94a564
All Resistances +13

Sapphire Grand Charm
Keep in Inventory to Gain Bonus
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 84
Fingerprint: 0xb3d7dd3e
Cold Resist +30%

Sapphire Small Charm of Storms
Keep in Inventory to Gain Bonus
Required Level: 37
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x26e919fd
Cold Resist +10%
Adds 1-23 lightning damage

Amber Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xbf946246
Lightning Resist +11%

Ruby Grand Charm of Dexterity
Keep in Inventory to Gain Bonus
Required Level: 22
Item Version: 1.10+ Expansion
Item Level: 58
Fingerprint: 0x3f628c78
+6 to Dexterity
Fire Resist +30%

Emerald Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0xc695b640
Poison Resist +10%

Ruby Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 58
Fingerprint: 0xbccbdb2e
Fire Resist +11%

Emerald Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xe15e37c2
Poison Resist +10%

Emerald Small Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 60
Fingerprint: 0x15ed0b1c
Poison Resist +10%
3% Faster Run/Walk

Sapphire Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x242ef338
Cold Resist +11%

Sapphire Small Charm
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 83
Fingerprint: 0xb939993b
Cold Resist +11%

First of all I would like to thank bassano for borrowing that awsome Ravenlore in which I put perfect fire facet to make it even more awsome :yes: . Also, thank to Antonio for donating Carrion wind, and scottee for Windforce. Without you guys, I don`t think I would enjoj playing so much 👍.
I started this druid few months ago, and managed to finish him few days back. Normal and nightmare were played in MP games, but I don`t quite remember with who. I think they went without problems.
I played hell solo on P5, full clears, without many trouble (up until act 5). Firstly I didn`t have Windforce , so I used this Harmony:
Code:
Harmony
Gorgon Crossbow
'TirIthSolKo'
Two-Hand Damage: 100 to 326
Required Dexterity: 105
Required Strength: 117
Required Level: 50
Crossbow Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x577ee406
+10 to Dexterity
+265% Enhanced Damage
+9 to Minimum Damage
+9 to Maximum Damage
Regenerate Mana 20%
Adds 55-160 fire damage
Adds 55-160 lightning damage
Adds 55-160 cold damage over 3 seconds
+2 to Light Radius
+6 to Valkyrie
+2 to Mana After Each Kill
Level 10 Vigor Aura When Equipped
Level 20 Revive (25/25 Charges)
Socketed (4: 4 used)
Maybe I shouldn`t made it in a Gorgon crossbow, cause it was a bit slow, but I get used to that. Also, am not sure at what point I started using Windforce, but I think it was around act 2 hell.
Dire wolves managed to tank very well, and to kill FI`s a bit slow, but I helped them with bow.. I specially liked CtC twister from carrion wind + knocback from windforce to keep enemies stunned/knocked back. I tried to cast carion wind`s posion creeper few times, but it tend to die much to fast, so gave up on that.
Grizzly also tanked bosses pretty good, with just one point in a skill.
When I got to act V, on exit of harrogath, a bosspack of quill rats managed to almost kill me, and made me retreat to town, blocking my way further. At that point I stopped playing, and manage to finish game few months later in a MP game with Antonio`s lightning/FO sorc. That went swiftly, but the amount of FI`s we encountered, I`m not sure how well could I lived solo.

I cannot remember his HF drops, guess they were not so good then.I screenshoted this finds: Gul rune, Pul rune and Natalya`s Suvayah

At the end I must say it was very fun to play this char, before him I only finished few sorcs, so this was a fun change. I`ll probably retire him for now, since I decided to gave away that windforce.
Since I got this Ravenlore, I would like try to build pure fire druid, or an earth sifter one... will see what future will bring.

Thanx for reading
:)
 
Last edited:
Originally posted by Doctor Clock on Jun 21, 2010:

The bear who's always there, Patriarch Hugs

“B is for Basil assaulted by bears,” Edward Gorey.

Patriarch Hugs. Mauler/Summoner, Level 86 Druid

Stats


Strength: 212
Dexterity: 51
Vitality: 320
Energy: 45

Maul damage: 2406-12k

Life: 2859

Resistances: 75/66/80/75

Skills

Shapeshifting


Werewolf: 1 (7)
Lycanthropy: 12 (18)
Werebear: 6 (12)
Maul: 20 (26)
Shockwave: 1 (7)

Summoning

Raven: 1 (16)
Poison Creeper: 1 (16)
Oak Sage: 1 (16)
Heart of the Wolverine: 20 (35)
Spirit Wolf: 1 (16)
Dire Wolf: 13 (28)
Summon Grizzly 20 (35)

Items

Head: Jalal’s Mane (Ort)
Neck: Mara’s Kaleidoscope
Weapon: Oath Feral Axe
Switch: Heart of the Oak//Spirit
Chest: Fortitude Wire Fleece
Gloves: Laying of Hands
Ring 1: Raven Frost
Belt: Hsarus’ Iron Stay
Ring 2: Carrion Wind
Boots: Hsarus’ Iron Heel

Backpack: 6 Trainer’s Grand Charms, Gheed’s Fortune, and resistance/life/FHR charms.

Mercenary

Waheed Act 2 Offensive

Head: Guillaume’s Face
Weapon: Reaper’s Toll (Shael)
Chest: Treachery Archon Plate

Nonsense

This character really embodies my general feeling about life. If you have a problem, throw a big bear at it. Two if possible. If that doesn’t fix things, I don’t know what will.

Very safe character. Shockwave + Grizzly = non-dead Druid. Non-dead mercenary, too, which makes me happy because my mercs always die. I’m stingy with rejuvies. Only drank about 5 purples. I keep track.

Grizzly (I call him Bruce) does 3k damage when summoned and 6k with HoW and Might according to the Druid summoning calculator. Pretty good for a tank. I used him to scout ahead and hold off enemies at choke points. Tactical bear placement. A skill I am very proud to have. Took years of practice.

I tried using Ribcracker for a bit. It might have killed faster, but it swings too slow for me. I don’t like slow bears. Only fast bears*.

Hugs was pretty much unstoppable. Except for skeleton dolls that go boom. Those scare me. They did not get hugged. Bruce killed them for me. Everyone else got hugged to death.

Wouldn’t change anything about this character. Just wish I could have more bears. At least a dozen bears. A baker’s dozen. Droves of bears.

Happy moments

Waheed dies and Hugs puts his head inside a wall
Bruce doesn’t afraid of anything
A very zealous Poison Creeper
Bruce hides
Sharing is caring

Thank you for reading.

*I also like Care Bears and Gummi Bears
 
Last edited:
Originally posted by Doctor Clock on Jul 31, 2010:

Just say no to Patriarch Drugs

"Long live the plague." Garbriel Garcia Marquez, The Autumn of the Patriarch.

Patriarch Drugs

Level 85 Rabid Windy Druid

Stats:

Strength: 165
Dexterity: 57
Vitality: 396
Energy: 46

Life: 1613 Human with Oak Sage//2657 Wolf with Oak Sage

Rabies damage: 24570-25227
Tornado damage: 2357-2490

Resistances: 75/60/75/29 Rabies side. 75/75/75/75 Windy side.

Shapeshifting Skills

1 (15) Werewolf
1 (15) Lycanthropy
1 (15) Feral Rage
20 (34) Rabies

Elemental Skills

1 (16) Arctic Blast
20 (35) Cyclone Armor
1 (16) Twister
20 (35) Tornado
8 (23) Hurricane

Summoning Skills

1 (9) Raven
20 (28) Poison Creeper
1 (9) Oak Sage
1 (9) Carriorn Vine

Items:

Helmet: Jalal's Mane (Ort)
Neck: Mara's Kaleidoscope
Weapon 1: Death's Web (-5/+4 Facet)
Shield 1: Gemmed Monarch (-16/+14 Poison Skill damage)
Weapon 2: Heart of the Oak
Shield 2: Spirit
Armor: Skin of the Vipermagi (Perfect Topaz)
Gloves: Trang Oul's Claw
Ring 1: The Stone of Jordan
Belt: Verdungo's Hearty Cord
Ring 2: Ravenfrost
Boots: Dread Spur (20% FRW/30FR/36LR/22MF)

Backpack: 4 Shapeshifting skillers, 4 Elemental skillers, and assorted resist small charms.

Things:

A bit of a quirky character, but fun. Rabies isn't the fastest killer, but very efficient. Can kill a whole screen with just one bite. It was like watching some movie about a disease outbreak, and there's a map of some country, and red dots start popping up all over the place, and then the whole continent is covered in slow death. Very satisfying.

My favorite part about him, though, was Hurricane. It is very soothing to listen to. Sometimes I would just stop fighting and listen to it for a while. Reminded me of the waiting room in the doctor's office I used to go to when I was little. There was a dragon painted on the wall and lots of toys.

Keeping Hurricane running while in Wolf form was my primary goal with the character. It was a challenge at times, but worth it in my opinion. It helped me get into a nice zone while playing him. Drowned out everything else.

Aside from that, he was fairly simple. Bite, run around, loot. Sometimes he got stuck. Spam Tornado if poison immune. Made for a great crowd killer, but tedious against single targets. Thankfully I had Gulzar to take care of those.

I think my only disappointment was that I didn't get to use Medusa's Gaze. For some reason, I thought Act 5 mercs could wear shields, but never bothered to test this theory. Reached Hell, bought myself a level 76 barb, and he refused to equip it. What kind of moron doesn't know how to carry a shield? Perhaps I'll be able to use it on some other build.

Thanks for reading.
 
Originally posted by dryzalizer on May 28, 2008:

Patriarch Wolfredd, Earth Shifter Druid

This build follows quite closely the amazing guide by Liquid Evil :cool:here.

Many thanks to Atil for giving me the unique thunder maul Earth Shifter, without which this build is impossible. :jig:

Code:
Earth Shifter
Thunder Maul
'Shael'
Two-Hand Damage: 119 to 649
Durability: 60 of 60
Required Strength: 253
Required Level: 69
Mace Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0x996a49f2
+261% Enhanced Damage
30% Increased Attack Speed
10% Faster Cast Rate
150% Damage to Undead
33% Chance of Crushing Blow
+7 to Elemental Skills (Druid Only)
25% Chance to cast Level 14 Fissure on striking
Level 14 Volcano (30/30 Charges)
Socketed (1: 1 used)

PvM, I finished at lvl 85
/players 8 through the end of act 1 Hell, /players 3 the rest of the way. Full clears, a few deaths, more nde's than I can remember individually (I'm not that careful, and this build is fun but not the safest).

Stats
Str: 176 (253)
Dex: 20 (47)
Vit: 310 (335, 2290 after WW shift)
Nrg: 20 (45, 278)
Res: 75/75/85/75
Def: 1586, w/no blocking
AR: 10843 w/enchant and HoW, ~90% for most monsters at the end of hell

Skills
Firestorm: 20(35) - 'geddon synergy
Molten B: 4(19) - additional levels here for more 'geddon synergy
Fissure: 1(16), w/Earth Shifter proc ~800 fire dmg/sec
Volcano: 20(35) - synergy
Armageddon: 20(35), 6477-7322 fire dmg
Fury: 20(34), 1708-9068 dmg w/HoW and might aura
1pt each in WW(15), Lyc(15), Rabies(15), Oak(9), HoW(9), and elemental prereqs(16) for 'geddon

Equipment
Jalal's - Socketed w/+8min+8max jewel (yes, 40%ED would have given slightly higher avg dmg)
CoH Archon Plate (could have gone w/higher defense armor, but Ber's don't grow on trees!) - great resists and +2 skills
Drac's - LL and LT, for safety
TGod's - I could have gone w/arachs, but had enough skillers and I like the light resist/absorb
Gore Rider - best for CB boost and other melee goodies
Mara's, I like resists and skills
Raven Frost - CBF, AR
BKWB - More skills, LL
5x Spiritual skillers, the rest steel of vita/sus and a couple res. all sc
Switch: Demon Limb (enchant) and Spirit (+2 skills)

Merc
Might Aura, Reaper's Toll, Eth Duriel's, Vamp Gaze

Drops
Hell HF: Ist
Headstriker, Crescent Moon, Hellslayer, rare dual leech ring, Tal's Amulet from big D, another Ist in Ancient's Way. Not bad for only 25% MF.

So you start out playing like a typical fury druid, although with minimal investment in WW and Lyc. It isn't a problem, you can be a caster at the beginning but I was able to melee successfully w/1 pt in Feral Rage. When you get Fury, its smooth sailing. You also start casting armageddon around the same time, so you get lots of practice keeping the fire falling from the sky as you and your merc fight. You'll be doing this for the rest of the game. And once you can equip ribcracker, your only concern will be OK's/IM. Unfortunately:wink:, I upped and shaeled the ribby and it made the Earth Shifter 7 fpa seem slow. However, with the fissures opening the grates of hell on enemies from below and fire raining down from above, he looks like a DOOMSDAY DRUID! You pretty much dive into packs of monsters thoughout the whole game, and your LL+LifeTap+MercDecrep keep you alive even without a shield. Your HoW or Oak (I preferred the former because it dies less and helps w/dmg and AR at the end of the game) will dive in with you and die often, I usually wait until I have finished off the moster pack to recast it though. Cursed uniques in hell are what to watch out for as w/most melee characters, esp. ranged ones w/your zero blocking. Things can get scary real quick if your Life Tap takes a while to go off. One tactic is to cast 'geddon and run around them or get them to chase you. Armageddon hits randomly, but rains down over your path of retreat with pretty good coverage. This also works really well against physical immunes like ghosts and even the exploding dolls. Of course, your merc has Reaper's to break PIs so you can take them down alongside him. I did full clears, no PIs were unbreakable for him.

Random notes:
-Got IM'd a couple times, and when my life dropped to near nothing, the game auto-shifted me back to human form so I couldn't continue to Fury and damage myself. Built-in safety from IM deaths!?
-Armageddon just gets more and more powerful throughout the game, all the way to the end (unlike your fury attack, pretty much max when you equip Earth Shifter). I'm pretty sure 'geddon nailed Izual a bunch of times, he went down in record time.
-Typical prebuff: Cast cyclone armor w/Earth Shifter, switch to Spirit and Demon Limb for HoW and Enchant, shift to WW and switch back to ES. Enchant lasts for almost two WW shifts, so you can rebuff between battles once you get used to the timing.
-I used Oak Sage in Normal and Nightmare since I had no AR problems and had to pump strength a lot early. It dies too fast in hell though, and then your 3K or more life drops drastically.
-WSK lvl 3 was full of OKs, but I think my merc only died once and I survived throughout.
-Full rejuvs in first 3 rows of belt, super manas in last row for mana burners.
-CtA on switch is out because you can't cast BO while in werewolf form. BO duration is so much shorter than WW that this would be horribly inconvenient to recast. Plus it is dangerous like Oak Sage when it runs out in the middle of battle and your big life cushion disappears.

I'm sure there is more, but this is my first Pat writeup and I'm tired - please forgive my lack of eloquence:tongue:
 
Last edited:
Originally posted by Grape on Sep 19, 2015:

Patriarch Vanya - Fury/Armageddon Druid with 'Doom'

Introduction

This character was inspired partly by the Earth Shifter Armageddon/Fury Druids and by this awesome pat: bcoe's Fury Druid with Doom and Phoenix. I wanted to ditch the shield and go with a big two-hander instead. Shortly after that decision I noticed how I could make an e-bug 'Doom' polearm by using the 'Eternity'. And it looked that I had a suitable 1.07 base for it also. For quite a long time that Eternity was sitting in my stashes, until recently-ish Cham drop made me do the move and go for it.

Actually, after Mitya and Alyosha, I was still thinking to go with Earth Shifter. One lucky(?) Cham changed this character's path. It's maybe almost exaggeration to include the Armageddon in the title because it's not fully synergised and all, but I used it all the time, so maybe it has a place there. Was tempting to christen the build "Doomsday" Druid or something along the lines, but it's not that original that I dared to give it my own name ;)


Build

Gear:
Code:
Jalal's 'Str/LR jool'
Highlord's
E-bug 1.07 Doom Tresher
Fortitude
1.07 LoH
Raven Frost
Rare min dmg/AR/LL/@ ring
Verdungo's
Gore Rider

Inventory:
7X Natural GC's
1 X Life/@ GC
10 X Fine/Steel SCs of Vita/Sustenance

Merc, A2/NM Offensive:
Eth Reaper's Toll 'Shael'
E-bug Fortitude
1.07 Vampire Gaze

Skills:
Code:
20 Lycantrophy
20 Fury
20 Armageddon
20 Fissure
8 Molten Boulder
1 in pre-requisites

used 1 point wonders:
1 Werewolf
1 Feral Rage

I maxed Fissure (+2 seconds to 'geddon/lvl) first because I thought I wanted to have a longer Armageddon instead of more damage to it. After a while casting Armageddon became a natural habit and I would've gone for the full Molten Boulder instead. I was too lazy to re-spec, but it worked fine just like this. Doom's ctc Volcano was synergized either way as much as to my level was possible. The build would be finished at lvl 99 (as far as the Volcano synergies go..)

It's a Fury Druid with crazy weapon after all, so this worked really well. Plenty of fireworks to watch all the time, certainly an amusing build, as well as great killer.

GoMule dump for those who want to check more closely:
Code:
Name:       Vanya
Class:      Druid
Experience: 1253923500
Level:      87

            Naked/Gear
Strength:   105/146
Dexterity:  61/85
Vitality:   339/379
Energy:     20/40
HP:         872/1239
Mana:       192/232
Stamina:    484/624
Defense:    15/2412
AR:         275/19404

Fire:       110/70/10
Cold:       110/70/10
Lightning:  173/133/73
Poison:     135/95/35

MF:         0       Block:      8
GF:         0
FR/W:       30
FHR:        40
IAS:        85
FCR:        25

Raven: 0/0
Poison Creeper: 0/0
Oak Sage: 0/0
Summon Spirit Wolf: 0/0
Carrion Vine: 0/0
Heart of Wolverine: 0/0
Summon Dire Wolf: 0/0
Solar Creeper: 0/0
Spirit of Barbs: 0/0
Summon Grizzly: 0/0

Werewolf: 1/14
Lycanthropy: 20/33
Werebear: 0/0
Feral Rage: 1/14
Maul: 0/0
Rabies: 1/14
Fire Claws: 0/0
Hunger: 0/0
Shock Wave: 0/0
Fury: 20/33

Firestorm: 1/7
Molten Boulder: 8/14
Arctic Blast: 1/7
Fissure: 20/26
Cyclone Armor: 1/7
Twister: 1/7
Volcano: 1/7
Tornado: 1/7
Armageddon: 20/26
Hurricane: 1/7

Shimmering Grand Charm of Sustenance
Grand Charm
Required Level: 37
Fingerprint: 0xd5f1fdb0
Item Level: 85
Version: Expansion 1.10+
+30 to Life
All Resistances +14

Spiritual Grand Charm of Strength
Grand Charm
Required Level: 42
Fingerprint: 0xdc112538
Item Level: 85
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+4 to Strength

Spiritual Grand Charm of Dexterity
Grand Charm
Required Level: 42
Fingerprint: 0x8571cd2b
Item Level: 85
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+4 to Dexterity

Spiritual Grand Charm of Strength
Grand Charm
Required Level: 42
Fingerprint: 0xa4c93e0f
Item Level: 86
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+4 to Strength

Spiritual Grand Charm of Craftmanship
Grand Charm
Required Level: 42
Fingerprint: 0x18619431
Item Level: 85
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+1 to Maximum Damage

Natural Grand Charm of Venom
Grand Charm
Required Level: 42
Fingerprint: 0x23cdb438
Item Level: 88
Version: Expansion 1.10+
+1 to Elemental Skills (Druid Only)
Adds 15 Poison Damage Over 4 Secs (100 Frames)

Spiritual Grand Charm of Strength
Grand Charm
Required Level: 42
Fingerprint: 0x84d37adb
Item Level: 81
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+6 to Strength

Fine Small Charm of Life
Small Charm
Required Level: 21
Fingerprint: 0x209b0835
Item Level: 85
Version: Expansion 1.10+
+3 to Maximum Damage
+17 to Attack Rating
+10 to Life

Fine Small Charm of Sustenance
Small Charm
Required Level: 21
Fingerprint: 0x2068d89e
Item Level: 80
Version: Expansion 1.10+
+3 to Maximum Damage
+12 to Attack Rating
+12 to Life

Fine Small Charm of Sustenance
Small Charm
Required Level: 21
Fingerprint: 0x110b7199
Item Level: 80
Version: Expansion 1.10+
+3 to Maximum Damage
+14 to Attack Rating
+13 to Life

Fine Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xd3d9701f
Item Level: 80
Version: Expansion 1.10+
+3 to Maximum Damage
+13 to Attack Rating
+19 to Life

Fine Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xae23e68c
Item Level: 85
Version: Expansion 1.10+
+3 to Maximum Damage
+19 to Attack Rating
+20 to Life

Fine Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0xa8e1cb65
Item Level: 80
Version: Expansion 1.10+
+3 to Maximum Damage
+20 to Attack Rating
+16 to Life

Fine Small Charm of Vita
Small Charm
Required Level: 39
Fingerprint: 0x1ccc8e66
Item Level: 85
Version: Expansion 1.10+
+3 to Maximum Damage
+11 to Attack Rating
+20 to Life

Fine Small Charm of Sustenance
Small Charm
Required Level: 21
Fingerprint: 0x82168ced
Item Level: 80
Version: Expansion 1.10+
+3 to Maximum Damage
+18 to Attack Rating
+15 to Life

Spiritual Grand Charm of Life
Grand Charm
Required Level: 42
Fingerprint: 0x494df303
Item Level: 85
Version: Expansion 1.10+
+1 to Shape-Shifting Skills (Druid Only)
+17 to Life

Steel Small Charm of Vita
Small Charm
Required Level: 49
Fingerprint: 0x6a9fc965
Item Level: 85
Version: Expansion 1.10+
+35 to Attack Rating
+18 to Life

Jalal's Mane
Totemic Mask
Defense: 293
Durability: 9 of 20
Required Level: 42
Required Strength: 65
Fingerprint: 0x9a59a1f9
Item Level: 87
Version: Expansion 1.10+
+2 to Shape-Shifting Skills (Druid Only)
+2 to Druid Skill Levels
+30% Faster Hit Recovery
20% Bonus to Attack Rating
+196% Enhanced Defense
+27 to Strength
+20 to Energy
All Resistances +30
Lightning Resist +28%
+5 to Mana after each Kill
1 Sockets (1 used)
Socketed: Ambergris Jewel of Virility

Ambergris Jewel of Virility
Jewel
Required Level: 42
Fingerprint: 0xc3d444b2
Item Level: 85
Version: Expansion 1.10+
+7 to Strength
Lightning Resist +28%

Highlord's Wrath
Amulet
Required Level: 65
Fingerprint: 0x80dadb09
Item Level: 85
Version: Expansion 1.10+
+1 to All Skills
+20% Increased Attack Speed
Adds 1 - 30 Lightning Damage
32% Deadly Strike (Based on Character Level)
Lightning Resist +35%
Attacker Takes Lightning Damage of 15

Fortitude
Dusk Shroud
ElSolDolLo
Defense: 1413
Durability: 12 of 20
Required Level: 59
Required Strength: 77
Fingerprint: 0xa6995277
Item Level: 85
Version: Expansion 1.10+
20% Chance to cast level 15 Chilling Armor when struck
+25% Faster Cast Rate
300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+119 to Life (Based on Character Level)
Replenish Life +7
+5% to Maximum Lightning Resist
All Resistances +25
Damage Reduced by 7
12% Damage Taken Goes To Mana
+1 to Light Radius
4 Sockets (4 used)
Socketed: El Rune
Socketed: Sol Rune
Socketed: Dol Rune
Socketed: Lo Rune

Raven Frost
Ring
Required Level: 45
Fingerprint: 0xbb9186a8
Item Level: 88
Version: Expansion 1.10+
+231 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+20 to Dexterity
+40 to Mana
Cold Absorb 20%
Cannot Be Frozen

Doom Touch
Ring
Required Level: 60
Fingerprint: 0xc95e4a2d
Item Level: 85
Version: Expansion 1.10+
+8 to Minimum Damage
+113 to Attack Rating
5% Life stolen per hit
+38 to Life
All Resistances +11
Poison Resist +25%

Verdungo's Hearty Cord
Mithril Coil
Defense: 133
Durability: 13 of 16
Required Level: 63
Required Strength: 106
Fingerprint: 0xe582a7e
Item Level: 88
Version: Expansion 1.10+
+10% Faster Hit Recovery
+103% Enhanced Defense
+40 to Vitality
Replenish Life +12
+120 Maximum Stamina
Damage Reduced by 14%

Gore Rider
War Boots
Defense: 160
Durability: 29 of 34
Required Level: 47
Required Strength: 94
Fingerprint: 0xb9f8179c
Item Level: 88
Version: Expansion 1.10+
+30% Faster Run/Walk
15% Chance of Crushing Blow
15% Deadly Strike
10% Chance of Open Wounds
+197% Enhanced Defense
+20 Maximum Stamina
Requirements -25%
+10 Maximum Durability

Laying of Hands
Bramble Mitts
Defense: 80
Durability: 6 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0x5e9fa261
Item Level: 87
Version: Expansion
10% Chance to cast level 3 Holy Bolt on striking
+20% Increased Attack Speed
+350% Damage to Demons
+25 Defense
Fire Absorb 50%

Steel Small Charm of Vita
Small Charm
Required Level: 49
Fingerprint: 0x5af31d94
Item Level: 80
Version: Expansion 1.10+
+26 to Attack Rating
+20 to Life

Tome of Town Portal
Fingerprint: 0x266d996b
Item Level: 91
Version: Expansion 1.10+

Horadric Cube
Fingerprint: 0x7f67b2bd
Item Level: 13
Version: Expansion 1.10+

Call to Arms
Superior Crystal Sword
AmnRalMalIstOhm
One Hand Damage: 19 - 57
Durability: 22 of 22
Required Level: 57
Required Strength: 43
Fingerprint: 0x5367fe4c
Item Level: 85
Version: Expansion 1.10+
+1 to All Skills
+40% Increased Attack Speed
285% Enhanced Damage
Adds 5 - 30 Fire Damage
7% Life stolen per hit
Prevent Monster Heal
+5 to Battle Command
+6 to Battle Orders
+3 to Battle Cry
Replenish Life +12
30% Better Chance of Getting Magic Items
Increase Maximum Durability 14%
5 Sockets (5 used)
Socketed: Amn Rune
Socketed: Ral Rune
Socketed: Mal Rune
Socketed: Ist Rune
Socketed: Ohm Rune

Spirit
Monarch
TalThulOrtAmn
Defense: 312
Chance to Block: 0
Durability: 42 of 44
Required Level: 54
Required Strength: 146
Fingerprint: 0x2bcb6145
Item Level: 81
Version: Expansion 1.10+
+2 to All Skills
+35% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missile
+22 to Vitality
+90 to Mana
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+7 Magic Absorb
Attacker Takes Damage of 14
Ethereal
4 Sockets (4 used)
Socketed: Tal Rune
Socketed: Thul Rune
Socketed: Ort Rune
Socketed: Amn Rune

Doom
Thresher
HelOhmUmLoCham
Two Hand Damage: 87 - 1021
Indestructible
Required Level: 67
Required Strength: 114
Required Dexterity: 87
Fingerprint: 0x52cb75da
Item Level: 87
Version: Expansion
5% Chance to cast level 18 Volcano on striking
Level 12 Holy Freeze Aura When Equipped
+2 to All Skills
+45% Increased Attack Speed
384% Enhanced Damage
-46% to Enemy Cold Resistance
20% Deadly Strike
25% Chance of Open Wounds
Prevent Monster Heal
Freezes target +3
Requirements -20%
Ethereal
5 Sockets (5 used)
Socketed: Hel Rune
Socketed: Ohm Rune
Socketed: Um Rune
Socketed: Lo Rune
Socketed: Cham Rune

Mercenary:

Name:       Razan
Race:       Desert Mercenary
Type:       Off-Nightmare
Experience: 78886290
Level:      86
Dead?:      false

            Naked/Gear
Strength:   188/188
Dexterity:  151/151
HP:         1807/1904
Defense:    1330/4759
AR:         1922/1922

Fire:       176/136/76
Cold:       176/136/76
Lightning:  176/136/76
Poison:    176/136/76

Vampire Gaze
Grim Helm
Defense: 252
Durability: 35 of 40
Required Level: 41
Required Strength: 58
Fingerprint: 0x18f7f1ea
Item Level: 54
Version: Expansion
8% Mana stolen per hit
8% Life stolen per hit
+100% Enhanced Defense
15% Slower Stamina Drain
Damage Reduced by 25%
Magic Damage Reduced by 15


Fortitude
Scarab Husk
ElSolDolLo
Defense: 3177
Durability: 15 of 15
Required Level: 59
Required Strength: 85
Fingerprint: 0xbd9cf828
Item Level: 81
Version: Expansion 1.10+
20% Chance to cast level 15 Chilling Armor when struck
+25% Faster Cast Rate
300% Enhanced Damage
+200% Enhanced Defense
+15 Defense
+97 to Life (Based on Character Level)
Replenish Life +7
+5% to Maximum Lightning Resist
All Resistances +26
Damage Reduced by 7
12% Damage Taken Goes To Mana
+1 to Light Radius
Ethereal
4 Sockets (4 used)
Socketed: El Rune
Socketed: Sol Rune
Socketed: Dol Rune
Socketed: Lo Rune

The Reaper's Toll
Thresher
Two Hand Damage: 59 - 698
Durability: 33 of 33
Required Level: 75
Required Strength: 107
Required Dexterity: 81
Fingerprint: 0xec2db13a
Item Level: 88
Version: Expansion 1.10+
33% Chance to cast level 1 Decrepify on striking
+20% Increased Attack Speed
231% Enhanced Damage
Ignore Target's Defense
Adds 4 - 44 Cold Damage Over 1 Secs (22 Frames)
11% Life stolen per hit
33% Deadly Strike
Requirements -25%
Ethereal
1 Sockets (1 used)
Socketed: Shael Rune

So I went with melee charms instead of life/res or frw/res this time. Instead I took only care of the two most important resistances: fire and lightning. Fire was taken care with 1.07 LoH, and LR brought to high enough lvl with the help of that jewel in Jalal's, I also had two charms to swap and a Wisp in stash but those were not necessary at any point. FRW was plenty with keeping Feral Rage up all the time when possible. I also had Demon Limb in stash, but didn't feel the need for ench and that little AR boost.

LCS:
1586050320959.png

Armageddon LCS damage was 1690-1975. No idea about Volcano, never go to calculate it.


Journey

No big innovations for twink; it was the usual Raven Claw etc. for the normal. NM was food, first for non upgraded Ribcracker and then for the upgraded Ribcracker. This time I rushed even more than with Mitya and Alyosha. NM was /P1 until the Act 5. I ran Eldritch until lvl 56 and upgraded Ribcracker, that was huge improvement to the character over all. From that moment it was players 8 until the end of Hell. I ran NM Baal few times, so that mercenary was able to wear his final equipment.

Hell was mostly pleasure and easy going. All the fireworks around me had me amused from the start till the end :p Minor annoyances were PI ghosts that suck your mana all the time. It was not until Act 5 and Crystal Passage and then WSK lvl 2 that I ran past those. When in Act 2 I still had the patience to fight those, and well, one kinda have to do that to cope with Arcane Sanctuary.

One death during the Hell game play: Ancients. I stubbornly took them all at once, even though there was one with Fanaticism and one with Holy Freeze. If I had stocked some Full rejuvs to the ground it would have been doable. I kinda let them kill me after I realized I won't have enough potions. Second round I didn't have to use a single potion. It's so much about the roll with those dudes... WSK and waves were easy. Wave 5 was ridiculed with my Holy Freeze from Doom and Decrepify from Reaper's. Baal took a while, Ribcracker would've shone there.


Screenshots & Video

Recorded video also this time. Now it's from when I did Travi for quest. Really tame as you can see. Would've been faster without mana burn, meh.


Then some screenshots:
1586050283522.png
Andariel enjoying the fire damage. She was a quick one.

1586050271979.png
It was a relief to get there. Quite a few PIs had to be dealt with during the levels. No major problems though.

1586050260858.png
I took a big bunch of pictures in Hell. Most of the time I was trying to catch the best firework moments. Big FI targets were good for that purpose.

1586050247722.png
Arcane Sanctuary: 4th way. Quite a few ghosts on the way. Killed all of them.

1586050233838.png
Mana Burn + Fana. Yikes. Feral Rage was important part of my build. That one point was well spent.

1586050217705.png
D-day down in the Durance. Operation complete.

1586050205487.png
Deja vu with the Stone Skin Infector. This time I had means to break it without shopping for Amp weapon.

1586050196737.png
Tresh Socket. Volcano's fireballs melting nicely on the snowy ground. When I went down that whole I ran past some nasty looking might + fana double pack of ghosts. No thanks, had enough of them already.

1586050185501.png
Minions of Destruction were slowed to a crawl with the combination of Holy Freeze + Decrepify. Great way of crowd control.


Last words

This is my third shape shifter Patriarch in a row. "Brothers Karamazov" is now complete. All of them were different enough to make this really funny. I especially enjoyed these builds in Hell, when the builds were more complete. Can't say a favorite out of the trio. I can recommend each of them for a very nice PvM experience. Mitya rocks with his great stunning capabilities and nice combination of phys/fire dmg, Alyosha with a crazy speed and a unique Shining Bear outlook, Vanya with an amusing chance to cast effect and great damage dealt by the Fury.

I have many more builds on paper. Not going to jump right into the next one. I don't want to burn-out before trying out as many builds as possible. Meanwhile I'll hit LK and/or Travi now and then in hopes of finishing my runeword grail. Maybe finish one build I've had in Hell A2 for a long time waiting for me to take it till the end.

Thanks for reading! Writing/playing these is quite fun, I hope that few of you enjoy to read these as well. Questions and comments are really welcome!
 
Last edited:
Originally posted by HolyPade on Aug 3, 2005:

Introducing Patriarch BearPaw (1.10)

BearPaw is my 4th Pat (all in 1.10) and very much the easiest so far (after the upped Ribcracker). In the early phases I MP'd quite much with him and some of you might remember him from there, at that time using upped Steeldriver.
Grizzly was a very handy portalble tank. Easy enough to click in to the midst of ranged attackers or a boss pack to keep the druid and merc from being swarmed.

Without further blabbering, meet BearPaw Fury/Summoner Druid

Character name: BearPaw
Character type: Druid
Character level: 83
Character exp: 911760304

Strength: 220 (176)
Energy: 55 (25)
Dexterity: 117 (84)
Vitality: 240 (220)

Life: 1751
Mana: 343

Damage: 3277-5076 (2823-4378 without HoW)
Defense: 7167 (3258 without Defiance)
Resistances: 80, 57, 85, 55


Skills with gear:
HoW 19
Grizzly 16 (Bear...)
WereWolf 22 (...Paw)
Lycanthropy 23
Fury 27
Spirit Wolf 8
Dire Wolf 6
Carrion Wine 4 (handy for corpse disposal)
4 in all Prereqs


Items:
Jalal's Mane (+183% ED)
Raven Frost (+15 Dex, +206 AR)
Thundergod's Vigor (+170% ED)
Infernostride (+135% ED)
Venom Grip (+144% ED)
Baranar's Star (Switch for PI's)
Ancients' Pledge (Switch for sudden need of high resistances ;))

Communal Amulet of Teleportation (thanks to nepeta for this one :D)
Required Level: 48
Item Version: 1.10 Expansion
Item Level: 73
Fingerprint: 0xe3a6bf6e
+3 to Shape-Shifting Skills (Druid Only)
Level 2 Teleport (25/25 Charges)
Trainer's Grand Charm + loads of resistance charms

Smoke
Hellforge Plate
'NefLum'
Defense: 869
Durability: 56 of 60
Required Strength: 196
Required Level: 59
Item Version: 1.10 Expansion
Item Level: 84
Fingerprint: 0x35e842a5
+10 to Energy
+75% Enhanced Defense
+280 Defense vs. Missile
All Resistances +50
-1 to Light Radius
20% Faster Hit Recovery
Level 6 Weaken (18/18 Charges)
Socketed (2: 2 used)

Rune Finger
Ring
Required Level: 13
Item Version: 1.10 Expansion
Item Level: 69
Fingerprint: 0x990d26cd
+1 to Strength
+6 to Life
+6 to Mana
+99 to Attack Rating
Lightning Resist +30%
Poison Length Reduced by 25%

Ribcracker
Stalagmite
Two-Hand Damage: 311 to 466
Durability: 88 of 130
Required Dexterity: 35
Required Strength: 63
Required Level: 56
Staff Class - Very Fast Attack Speed
Item Version: 1.10 Expansion
Item Level: 62
Fingerprint: 0x6022420c
+15 to Dexterity
+100% Enhanced Defense
+275% Enhanced Damage
+30 to Minimum Damage
+65 to Maximum Damage
+100 Defense
+100 Maximum Durability
Required Level +7
50% Increased Attack Speed
50% Faster Hit Recovery
150% Damage to Undead
50% Chance of Crushing Blow
Socketed (1: 0 used)


Alhizeer (Lvl 83, A2 Defiance Merc):

Life: 1750
Damage: 441-2352 (with HoW)
Defense: 10591

Gear:
Leviathan (1626 Def, PDR 24%)
M'avina's True Sight
The Reaper's Toll (15% LL)
 
Originally posted by HolyPade on Jan 4, 2006:

Patriarch Druidus

Meet Mr. Druidus, a "Rainbow" Druid, my 6th Pat (no Mats) in 1.10 and 2nd druid. It was the first druid that I ever started way before my SPF times and I had to try everything; wait until you see the skill placement... :D

Surprisingly easy to Pat though, with upped Ribby (+275%) and a big Grizzly everything except the physical immunes weren't too much of a problem. Even Hell ancients fell with 2 re-rolls and one big purple potion. This only goes to show that you really don't have to have a perfect build to finish the game.
Best find would be a Pul from one of the icy caverns in A5 Hell. Can't remember what HF gave, this character has been sitting and waiting for retirement for a looooong time.

Ok, here goes (laugh or cry at will):

Game version: LoD 1.10 vanilla
Character name: Druidus
Character type: Druid
Character level: 82
Character exp: 831166118

Strength: 110/133
Dexterity: 103/133
Vitality: 220/220
Energy: 67/97 (!!)

Life: 1558
Mana: 478

Fury Damage: 3585-5244
Fury AR: 7075
Defense: 2818

Resistances: 85,56,75,80

Skill are shown with hard points/+skills (or prebuf) for the skills that I really used, otherwise only hard points are shown.

Elemental:
Firestorm 2
Molten Boulder 5
Fissure, Arctic Blast, Cyclone Armor, Twister, Tornado, Hurricane 1
Volcano 2
Armageddon 3

Shape Shifting:
WW 8/15
Lyca 3/10
Fury 19/24
Fire Claws 2
Fera Rage, Rabies, Werebear, Maul 1

Summoning:
Raven, Oak, Poison Creeper, Carrion Vine, Solar Creeper, Spirit of Barbs 1
Spirit Wolf 2
Dire Wolf 3
Grizzly 20/27
HoW 8/15

Gear:
Jalal's Mane (Jeweled +30 %ED, -15% Req)
Raven Frost
String of Ears (108 Def, PDR 10%, 8% LL)
Infernostride
Venom Grip
Ribcracker (Upped, empty socket)
Switch: Dark Clan Crusher (for prebuffing of summons & WW)

Rune Torc
Amulet
Required Level: 30
Item Version: 1.10 Expansion
Item Level: 40
Fingerprint: 0xcd11d823
+3 to Mana
+2 to Minimum Damage
Poison Resist +13%
Poison Length Reduced by 50%
+2 to Summoning Skills (Druid Only)

Smoke
Dusk Shroud
'NefLum'
Defense: 680
Durability: 20 of 20
Required Strength: 77
Required Level: 49
Item Version: 1.10 Expansion
Item Level: 69
Fingerprint: 0xf0920da5
+10 to Energy
+75% Enhanced Defense
+280 Defense vs. Missile
All Resistances +50
-1 to Light Radius
20% Faster Hit Recovery
Level 6 Weaken (18/18 Charges)
Socketed (2: 2 used)

Stone Finger
Ring
Required Level: 48
Item Version: 1.10 Expansion
Item Level: 75
Fingerprint: 0x1cba44e8
+3 to Mana
+94 to Attack Rating
+2 to Minimum Damage
All Resistances +11

Lot's of +res and +life charms, two skillers.

Mercenary: Leharas, lvl 82, A2 Might
Life: 1647
Damage: 293(IIRC)-3003
Def: 3032
Res: 75,75,66,46

Mercenary Items :
Rockstopper
Leviathan (1626 Def, empty socket)
The Reaper's Toll (196% ED, empty socket)

I seem to have a lot of empty sockets waiting for something worthwhile. Next one to Pat will probably be my FrostZealot called FrozenSolid, he's mid-A1 in Hell. Did I forget something?
 
Originally posted by Liquid_Evil on Feb 20, 2009:

Patriarch Ghost-Factory

Patriarch Ghost-Factory

Unnecessary and Melodramatic Introduction

Ghost stood at the ready, scanning the area. His expert hands worked their way over his equipment, fastening and tightening his garb in a manner that had long been routine. Assured that everything was in order, he let them fall to his sides with shield and flail at the ready.

He glanced over at his trusty companion, Trisomy. The ragged bear had stood at his side for what seemed like eons. His massive frame was scarred and he was no longer the beautiful cub he had once been. The sweetness of summer's breath had left him long ago, and now the scent of dried blood was all that lingered on his bulk. Globs of drool clung to the upturned corners of his lips in what looked like a reassuring smile. Ghost shot him a smile in return and stroked the matted fur beneath the bear's broad chin.

Suddenly the word "go" echoed multiple times throughout the Blood Moor. The duo's smiles vanished and the winds immediately transformed the clear blue skies to dark and foreboding. A mere three blinks and they were atop a surprised enemy. The attacks came swiftly and without mercy as the pair fought in unison. The twists of air that left Ghost's fingers cut and slashed at the dazed opponent while trusty Trisomy splintered bone between his jaws. As quick as the onslaught had begun, it was all over. The lifeless enemy had crumpled to the ground.

Ghost knelt to remove a tender piece of ear flesh from this latest mangled victim as Trisomy happily munched away. Satisfied with their kill, they shared yet another smile. And then they made out. (twist ending)

tl:dr Introduction
I pat'd a PvP elemental/summoning (wind/bear) druid.

Why'd you build this guy?
I like hybrids and I like trying to optimize characters in unique and somewhat novel ways. I also like style and flair; these days I don't even attempt a character that's lacking in that department.

Why is style so important?
I call it Liquid's Wager. (I could also make it relevant for you PvM guys with a few choice word changes)

What does Ghost-Factory use in the way of items?
Sexy pelt
Sexy amulet

"Enigma" mage
Stone of Jordan/10% FC ring w/ some resists
Sexy boots (A) or Sexy boots (B)
Arachnid
Stormshield s/Shael
"Heart of the Oak" flail (35 resist)
Trang's gloves (or Bloodfist, depending)
"Call to Arms" & "Spirit" switch
5 Natural skillers with life or FHR & 5 Trainer's skillers with life or FHR (a total of 166 life and 60% FHR on the skillers); the rest of the charms are resist vita smalls
(and then all sorts of stashed crap for countering the usual PvP shenanigans)

What are his skills?
Here's the LCS readout in normal gear.
Misc prereq's
1 in Oak
20 Grizzly
20 Cyclone Armor
20 Twister
20 Tornado
20 Hurricane

99% FCR, 11 frame
99% FHR, 6 frame (but can get the 174% FHR breakpoint w/ minimal gear changes while still retaining Stormshield)

Wait a second! Is this just a glorified Wind Druid?
Perhaps, but only in the same way that a hotdog is merely a glorified collection of processed animal waste.

Then what would you call it?
"Grizzly Bomber," maybe?

Ooooh, how about a "Shaggy Tornado Slinger"?
I like mine better.

Fair enough. What was the reasoning behind this project?
I'll walk you through it. The range and aiming abilities of tornados are very limited, and even the AoE of Hurricane requires a close proximity, so that makes the "telestomp" the most effective tactic in the Wind Druid's arsenal (imo). By teleporting atop the opponent and spamming tornados, you maximize your chances at netting a kill. Simple, no?

Now, because I'm already teleporting on my opponent, I thought it wise to incorporate a high level Grizzly into the mix. Instead of spirit wolves only there to absorb damage, I would be attacking with something that could actually deal damage and minor stun as well. Enter Trisomy.

His high life makes him pretty solid, definitely enough so that he can take some hits acting as a poor man's minion stack. Minion damage also used to be calculated as 50% in PvP back in 1.09, but I'm not completely certain this is the case nowadays (it looks closer to 33% of total damage in actual duels, but I couldn't find a source to verify; where's RTB?). The bear does look to hit pretty hard and carries his weight fairly well.

Think it will all work like you planned?
I think it will work fine, and he's already proven himself in a batch of duels. However, to get the high level grizzly, it cost me about ~1K Tornado damage and ~1K life in the grand scheme of things. Against certain characters (pure Wind Druids, melee guys w/ lots of leech), that will gimp the build. However, against other characters (casters and the like), it should be a great advantage. It might even help level the playing field against trappers, which are one of the Wind Druid's biggest challenges. I guess we'll see. Regardless of the official dueling record, I'm having fun with him, and therefore consider him a success. And isn't that really the point?

Did you find any swell items while leveling/questing?
Since I got him to 94, I had a lot of opportunities for Baal and Pindle. Counterintuitively, I didn't really end up with anything especially notable for my efforts. I was in games where other people got rich (saw a Jah rune, SoJ, Death Cleaver, Wisp Projector and the like all go to someone else). Among the mediocre crap I did end up with is the following:
Alma Negra, Andariel's Visage, Arachnid Mesh, Buriza, Eaglehorn, Eschunta's Temper, (2) Fleshrippers, Harlequin Crest, Leviathan, Rainbow Facet (4/4 poison), 299% Ribcracker, Rune Master, Sacaren's Chance, Stormspire, and Windhammer
Even the HF was pretty crap. I want to say it was a Lem rune, but can't remember anything much besides the disgust and disappointment.

Future plans for this guy?
Destroying opponents in the Moor and/or looking good in my attempts to do so.

What's next on your plate?
This guy took me about ~2.5 months to plan, level, and outfit, but I have a PvP project that I've been working on since 2006 (and most of it was saved from previous HD problems) that I might finally pull off the backburner and complete. Should be epic. Either that or a cool PvM Frenzy barb.

Random thoughts you'd like to leave us with?
No thoughts this time, but I would like to leave you with this wildly inappropriate image of Trisomy defecating on a mercenary corpse in town. He has no shame.

Simply marvelous. Anyone you'd like to thank?
Only if I must...
Ray Patean, for the FC amulet
RIP, for the eth treks
The MP crowd, for joining my Baal games and getting all the best drops
Trisomy, for being a sweet bear
Zarfen/nebux/strid/cloudy/plank, for the skillers
Fabian, for misc small charms
Azrael, for being the merc I always get to help me quest
My brother, for gaming with me almost the whole way through
Everyone that read this in its entirety (but no thanks go to those that have merely skimmed)

Questions, comments, sechs?
 
Last edited:
Originally posted by maliz on Sep 30, 2007:

An intro, a patriarch, and a question

Hi!

The name's maliz, I'm a 24 years old student history from the Netherlands, and I recently rediscovered Diablo 2. I used to play this game back when it first came out, before the expansion, before I had internet, back when you could finish the game around level 60 with a passive-only amazon regardless of your gear, when I had a lot of fun playing my static field sorceress or my convertadin, when druid and assassin didn't exist yet, before runes, before synergies, before charms, before decent mercs, before Baal.

So a few months back I got D2 and LoD. Wow, this game has changed! I quickly built some characters and started kicking Fallen when they weren't looking (and when they were). Single player, of course; the only way I knew, plus I like the feeling of this one character on an epic quest of his/her own, to defeat the prime evils. I figured I could use some more info on basically everything, so I starting looking on the internet, and found this forum. I learned about ATMA, the /players x command, the rrm/rwm mods, calculators, item indexes, all the helpful stuff that makes the game more fun. I especially liked to read the pat/mat/guardian threads, to see what character builds people used to finish the game.

Now I have a patriarch of my own, I figured it was time to stop lurking and start posting. The two characters I spent the most time playing are a druid and an assassin, as they were completely new to me, and the druid is the first to reach - and finish - hell. I wanted to make a fire/summon hybrid. A true hybrid, not a fire druid with a few wolves, but someone with his skill points divided pretty much evenly between summon and elemental skills. Here he is:


Zhuir_Zalal
Druid, lvl 82

STR: 80
DEX: 20
VIT: 370 (392)
NRG: 30 (40)

1137 life
417 mana

Resists: 75 / 34 / 75 / -2


Skills:

Raven 1 (9)
Poison Creeper 4 (12)
Oak Sage 1 (9)
Heart of the Wolverine 1 (11)
Spirit Wolf 1 (9)
Dire Wolf 20 (28)
Grizzly 20 (30)

Firestorm 1 (6)
Molten Boulder 2 (7)
Arctic Blast 1 (6)
Cyclone Armor 1 (6)
Fissure 20 (25)
Volcano 20 (27)


Items:

'Spirit' Sword
'Rhyme' Bone Shield
'Lore' Antlers, with +2 Grizzly, +2 Volcano, +2 Heart of the Wolverine
Skin of the Vipermagi, socketed with PTopaz
Chance Guards

Blood Slippers
Heavy Boots
+9 to Maximum Stamina
Fire Resist +22%
Lightning Resist +32%
44% Extra Gold from Monsters
15% Better Chance of Getting Magic Items
20% Faster Hit Recovery

Raven Buckle
Mesh Belt
+5 to Mana
+11% Enhanced Defense
Lightning Resist +28%
24% Faster Hit Recovery

Keeper's Amulet of Fortune
20% Better Chance of Getting Magic Items
+3 to Summoning Skills (Druid Only)

Bitter Turn
Ring
Fire Resist +20%
Lightning Resist +11%
Cold Resist +33%
Poison Resist +11%
4% Life stolen per hit
Half Freeze Duration

Raven Turn
Ring
+11 to Life
+35 to Mana
Magic Damage Reduced by 1
Fire Resist +23%
+1 to Mana After Each Kill

Charms:
+1 to Summoning Skills GC
+1 to Elemental Skills GC (lucky, I know. The only skillers I found/rolled so far are those two and 2 amazon passive & magic ones)
+36 to Life, Fire Resist +24% GC
+22 to Life, +40 to Mana GC
+25 to Life, Cold Resist +14% LC
+24 to Life, Lightning Resist +11% LC
+19 to Life, +13 to Mana SC
+18 to Life SC
+16 to Life, +34 to Attack Rating SC


Mercenary:
Blaise, lvl 82 cold rogue

Skystrike, socketed with Nef
'Treachery' Mage Plate
Blackhorn's Face


Fissure damage: 1066-1112 fire
Volcano damage: 161-163 physical + 442-448 fire (603-611 total)

and, according to a calculator, with Heart of the Wolverine:
Dire Wolf: 940 hp, 8256 AR, 651-707 damage (780-847 enraged)
Grizzly: 5362 hp, 8626 AR, 2807-2959 damage


Through normal, I played on players 8. I had a lot of fun with my ravens and poison creeper, which are not only much funnier summons than skeletons, or even wolves or a bear, but in normal they actually kill stuff. And then I got fissure. Most monsters didn't survive running over a poison creeper's mats + a fissure, so normal was pretty easy. I focused on fissure and a little on volcano; a few points in wolves and a point in oak sage were enough. I liked the rogue merc I got from the blood raven quest, so I decided to keep her instead of getting an act 2 merc.

Somewhere around level 40-45 I killed Baal and entered nightmare, also played on players 8. I had found or gambled a Dark Clan Crusher (with +2 to druid skills) but then I discovered runewords and figured that I might as well make a spirit sword (silly cheap, powerful runewords!). I also made rhyme in a shield. Fissure was still great, I maxed it first, but I used volcano more and more; it was very useful against the slower, tougher monsters in act 3 and 4. Hellforge gave me a Lem, which I used to make Treachery for my rogue merc.

In act 5 nightmare I maxed volcano and summon dire wolves, but I found myself using the Grizzly a lot. I also switched to Heart of the Wolverine, and suddenly that +2 Volcano, +2 Grizzly, +2 HotW antlers (that I had found while I was still using Fissure, Oak sage and Dire Wolves) looked really good, especially since it had two sockets: perfect for Lore. In the worldstone keep I was frequently swarmed, so I had Larzuk add a socket to my mercenary's Skystrike bow and put a Nef in there for the knockback. Not only did this keep Blaise and myself safe, but a new strategy was born: cast fissure in front of the monsters, and when they were almost past it, the bear, the rogue, and occasionally molten boulder would knock them back over the fissured area, and then they had to pass over it again, only to get knocked back again. Great!

At level 72 I entered hell. Ow. Definitely way harder than I expected, even at /p1. Suddenly I couldn't even kill fallen and other fire immunes. Plus, I didn't want to spend all my skill points synergizing volcano, so I had to rely on my summons to kill FIs. I decided to max Grizzly. With the knockback-over-fissure trick, the bear was useful even against physical immunes. My rogue merc did cold, lightning and poison damage, so FI/PIs could be dealth with, too. Still, act 2 was pretty hard, with some ugly moments in the palace cellar, canyon of the magi and Tal Rasha's tomb. Ravens and the poison creeper were incredibly helpful at distracting monsters. The ravens blinded the unravelers to stop them from raising the dozens of fire immune skeletons, and then they blinded the skeletons so I could get to the unravelers to volcano them to death. Meanwhile the creeper stopped them from regenerating, and was constantly being chased by vampire, ghost and blunderbore boss packs, leading them over my fissures and away from me.

Act 3 was again easy, although I died once in the Kurast temples. Act 4 was a lot harder, with hard to kill venom lords and oblivion knights. The hellforge gave me an Ist. Well-deserved, as Hephasto was physical and fire immune, so my rogue had to kill him as my grizzly pinned him against a wall. Diablo was easy. Actually, act bosses were never a problem for my druid. Grizzly is a great tank, and you can just keep summoning the poison creeper and the boss will hit it instead of your bear. In the mean time you just keep fissure or volcano under them, and they die without you having to drink more than maybe a mana potion.

Act 5 went pretty well. The frigid highlands were a pain, with a lot of fire immune ranged attackers, like slingers and imps. In normal and nightmare a single fissure would kill them before they could harm me, but now I had to use wolves and be very careful. But other than in the highlands I didn't have any problems. Killing in the underground levels was fast and fun. The ancients were ok; the first two went down quickly, but the whirlwinder had stone skin and teleport, and of course fire immunity. He killed the rogue, so he took some time to kill. A few difficult moments in the worldstone keep (gloams were not a problem. hell temptresses were) and then I was in the throne room. Although everything was fire immune in there (apart from the OK mages) with a now maxed Grizzly the monsters went down fast. Baal's waves were easy, apart from the minions of destruction (fire immune and stunning attack). I separated and killed the minions (well, the bear, rogue and creeper did) and then I went after Baal.

Killing Baal took a looooong time. I was never in danger, my mercenary survived the whole thing, but Baal made clones, my spirits died almost as quickly as I could summon them, and I couldn't really maneuver well because of the festering appendages and the cold wedge attacks of Baal and the clone. That made it hard to get my bear and merc to attack the real Baal instead of the clone or the appendages, and I was too busy dodging attacks and summoning to keep fissure or volcano under the constantly teleporting Baal. Still, his health bar went down slowly but steadily, and finally Baal was dead and I a patriarch. Yay!

I really enjoyed playing this druid. You're constantly busy, even with (or because of) the casting delay on your elemental spells. You have to make a lot of decisions: which attack to use, which summons and spirits, where you should summon your beasties, where you'll be safe yourself, &c. It's always 'cast fissure, run to the left, spam ravens, summon the creeper again, run to the right, cast volcano, creeper again, summon the bear in a better spot, summon the spirit away from the fight, fissure'. Great fun!


So what's next? The druid is probably not that great at magic finding, so I think I'll focus on my other characters now. The assassin should be the next to beat the game. I do have some questions on playing her. She is a Dragon Claw assassin, with Death Sentry for support. I have max Venom and almost maxed DC, but I'm not sure what to do next. What will be more helpful in hell, Claw Mastery, Shadow Master or Death Sentry? Also, is the AR bonus from Dragon Claw enough in hell? Should I use the highest damage claws with the fastest speed I can find, or will it be necessary to use claws with Ignore target's defense or fool's mods? Or do I need to find the great unique claws to stand any chance in hell? My other gear is pretty good; I have just made Lionheart and found Laying of Hands and Ravenfrost, and have a few Sharp and Fine charms.

Thanks for reading :)
 
Originally posted by NagisaFurukawa on Nov 21, 2008:

Patriarch Yuuno, Armageddon Mauler (Nanoha, 3/12)

Introduction

Introducing Patriarch Yuuno. Yuuno Scrya is a renowned archeologist and the head librarian of the Infinity Library. As with many of his kind, he is a capable shapeshifter (Werebear), and possesses extremely potent defensive and supportive shielding and binding magic. His primary colors [conveniently] are green (Maul) and white (Shock Wave). Due to his offensive deficiencies, Yuuno typically teams up with a powerhouse or three, creating openings for their attacks (Armageddon).

This is somewhat like a Flaming Mauler. It doesn't have the big physical damage, Fire Claws, or Hunger, but otherwise... they're the exact same thing. =). 95% of the skill points went into buffing up the fire, while the shapeshifting tree was given one point wonders.

Vitals
LCS

Armageddon: 20 (24)

Werebear: 1 (6)
Lycanthropy: 1 (6)
Maul: 1 (6)
Shock Wave: 1 (6)

Firestorm: 20
Molten Boulder: 20
Volcano: 17
Prerequisites: 1

Equipment
Weapon: 'Shael' Yuuno's Ribcracker (Quarterstaff)
Helm: 'Ort' Jalal's Mane
Armor: Aldur's Deception
Gloves: Magefists
Belt: Trang-Oul's Girth
Boots: Aldur's Advance
Amulet: Angelic Wings
Ring: Angelic Halo
Ring: Entropy Hold

Mercenary
Class: Barbarian

Weapon: Bul-Kathos' Sacred Charge
Helm: Guillaume's Face
Armor: Skin of the Flayed One

Comments/Thoughts
1) Armageddon: Serviceable. It didn't provide Yuuno with the kind of raw power he expected out of an 80+ point investment, but it still got the job done. The twelve second duration wasn't *horrifyingly* low, though the huge cast delay occasionally got in the way of his shapeshifting. Pretty rocks from the sky doing decent damage? Good enough for me. Now if only you could cast Hurricane while shifted...

2) Maul/Shock Wave: Lovely. Running around in circles waiting for Armageddon to kill stuff? Fun, and surprisingly workable. Somewhat like Blaze. Despite this, Yuuno eventually decided to stick with Maul and Shock Wave. Maul provided some very nice color (not to mention some Attack Rating and damage), and combined nicely with Shock Wave to keep things in check. The one point investment in Shock Wave meant only a 4.6 second stun, but that's hardly a small amount. ;). Yuuno's mercenary, Ulric, also pitched in from time to time, utilizing his inherent Stun and item-given Knockback.

3) Crushing Blow: Godlike. A fat amount of Crushing Blow was instrumental. There's just too many things that you can't kill with Armageddon. Fire Immunes aside, there's always those bosses. Armageddon against Hell Ancients? Not liking those odds. Yuuno sported a cool 50%, while his mercenary packed a whopping 70%. Since most of Hell was played on /players 1, Armageddon and Crushing Blow combined for a passable killspeed. Usually.

4) NDES: Lots. If they can't be stunned, there's going to be trouble. That's pretty much how it went down in Hell. The stuns have relatively low range, meaning Gloams were still lethal. Some extra resistances would have helped, along with a slightly better weapon, Life Tap, etc., but you can't have it all, especially on a budget. =). Between the stuns and the reasonably large life pool, there was little room for dying.

5) Although Ribcracker and Jalal's Mane are both extremely awesome, partial Aldur's and Angelics would probably get Yuuno's vote for most valuable items. The four set pieces provided a huge boost to both base and % AR, while also contributing stats, skills, key resistances, and a healthy amount of Damage Taken Goes to Mana, life, stamina, and foot speed. Could he have asked for more? Yes, but don't ruin the moment. =).

The Future
1) Stuff like this is just asking to be parked. No good as a Baal runner, and no room for MF.

2) Cookie cutter next. Hooray!

Special Thanks
1) maareek for the Aldur's Deception and Trang-Oul's Girth.
2) LHTB for the Bul-Kathos' Sacred Charge.
3) JJ and SSoG for their interesting guides to Werebear variants.
4) The readers and SP(T)F.

Pretty short writeup, as I'm very tired.
 
Originally posted by Neksja on Dec 15, 2008:

Patriarch Swind, Fury/Tornado (#35, 4/7 Furysept)

Character name : Swind
Character type : Druid
Character level : 85

Strength : 124 (156)
Energy : 20 (40)
Dexterity : 57 (77)
Vitality : 314 (314)

Life : 2920
Mana : 306
Resists : 39/75/80/39

Fury Damage : 208 - 4900
Tornado Damage : 1491 - 1619

Skills:

20 (31) Fury
20 Hurricane
20 Twister
20 Cyclone Armor
11 (22) Lycanthropy
1 in prereqs

Gear:

Jalal's (15 all res)
Stormlash (Shael)
Forti AP
Stormshield (Pdia)
Dracul's
String of Ears (8/15)
rare ring with ML/res
Raven Frost
Gores

Switch: Fleshrender/Lidless

Readouts:
Code:
Jalal's Mane
Totemic Mask
Defense: 290
Durability: 20 of 20
(Druid Only)
Required Strength: 65
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x6b4b4e9f
+20 to Strength
+20 to Energy
+193% Enhanced Defense
All Resistances +45
+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)
Socketed (1: 1 used)

Highlord's Wrath
Amulet
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xcfee533a
Lightning Resist +35%
Adds 1-30 lightning damage
20% Increased Attack Speed
+1 to All Skill Levels
Attacker Takes Lightning Damage of 15
31% Deadly Strike (Based on Character Level)

Stormlash
Scourge
'Shael'
One-Hand Damage: 10 to 282
Durability: 44 of 65
Required Dexterity: 77
Required Strength: 125
Required Level: 82
Mace Class - Fastest Attack Speed
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x2c620905
+253% Enhanced Damage
Adds 1-473 lightning damage
50% Increased Attack Speed
150% Damage to Undead
Attacker Takes Lightning Damage of 30
33% Chance of Crushing Blow
+8 Lightning Absorb
20% Chance to cast Level 18 Tornado on striking
15% Chance to cast Level 10 Static Field on striking
Socketed (1: 1 used)

Fortitude
Archon Plate
'ElSolDolLo'
Defense: 1587
Durability: 54 of 60
Required Strength: 103
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x3bebbbe2
+200% Enhanced Defense
+300% Enhanced Damage
+15 Defense
Damage Reduced by 7
Fire Resist +28%
Lightning Resist +28%
+5% to Maximum Lightning Resist
Cold Resist +28%
Poison Resist +28%
Replenish Life +7
+1 to Light Radius
25% Faster Cast Rate
12% Damage Taken Goes to Mana
20% Chance to cast Level 15 Chilling Armor when struck
+85 to Life (Based on Character Level)
Socketed (4: 4 used)

Stormshield
Monarch
Defense: 463
Chance to Block:  67%
Required Strength: 156
Required Level: 73
Indestructible
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x911de141
+30 to Strength
+25% Increased Chance of Blocking
Damage Reduced by 35%
Fire Resist +19%
Lightning Resist +44%
Cold Resist +79%
Poison Resist +19%
35% Faster Block Rate
Attacker Takes Lightning Damage of 10
Indestructible
+318 to Defense (Based on Character Level)
Socketed (1: 1 used)

Dracul's Grasp
Vampirebone Gloves
Defense: 130
Durability: 13 of 14
Required Strength: 50
Required Level: 76
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xc11cf2f8
+12 to Strength
+98% Enhanced Defense
10% Life stolen per hit
+9 Life after each Kill
25% Chance of Open Wounds
5% Chance to cast Level 10 Life Tap on striking

String of Ears
Demonhide Sash
Defense: 107
Durability: 21 of 22
Required Strength: 20
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 62
Fingerprint: 0xe20f5a63
+164% Enhanced Defense
+15 Defense
Magic Damage Reduced by 13
Damage Reduced by 15%
8% Life stolen per hit
+10 Maximum Durability

Corruption Whorl
Ring
Required Level: 74
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x64329330
+15 to Life
+38 to Mana
+18 to Attack Rating
All Resistances +7
6% Mana stolen per hit
15% Better Chance of Getting Magic Items

Raven Frost
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xcaa28ad3
+20 to Dexterity
+40 to Mana
+234 to Attack Rating
Adds 15-45 cold damage over 4 seconds
20% Cold Absorb
Cannot Be Frozen

Gore Rider
War Boots
Defense: 156
Durability: 34 of 34
Required Strength: 94
Required Level: 47
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x1488783e
+20 to Maximum Stamina
+189% Enhanced Defense
+10 Maximum Durability
Requirements -25%
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike


SWITCH:

Fleshrender
Barbed Club
One-Hand Damage: 66 to 110
Durability: 56 of 56
Required Strength: 30
Required Level: 38
Mace Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x62b6d7b9
+140% Enhanced Damage
+35 to Minimum Damage
+50 to Maximum Damage
+20 Maximum Durability
+1 to Druid Skill Levels
Prevent Monster Heal
150% Damage to Undead
25% Chance of Open Wounds
20% Chance of Crushing Blow
20% Deadly Strike
+2 to Shape-Shifting Skills (Druid Only)

Lidless Wall
Grim Shield
Defense: 292
Chance to Block:  40%
Durability: 70 of 70
Required Strength: 58
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 51
Fingerprint: 0xbd4c562
+10 to Energy
+94% Enhanced Defense
Increase Maximum Mana 10%
+1 to Light Radius
20% Faster Cast Rate
+1 to All Skill Levels
+3 to Mana After Each Kill

Charms:
Code:
Fine Small Charm of Anthrax
Keep in Inventory to Gain Bonus
Required Level: 36
Item Version: 1.10+ Expansion
Item Level: 79
Fingerprint: 0x30508bce
+16 to Attack Rating
+3 to Maximum Damage
+50 poison damage over 6 seconds

Fine Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x30ef9342
+15 to Attack Rating
+3 to Maximum Damage
5% Faster Hit Recovery

Fine Small Charm of Fire
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xcd7720ab
+17 to Attack Rating
+3 to Maximum Damage
Adds 2-3 fire damage

Fine Small Charm of Inertia
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x3ca5865b
+20 to Attack Rating
+3 to Maximum Damage
3% Faster Run/Walk

Fine Small Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 21
Item Version: 1.10+ Expansion
Item Level: 49
Fingerprint: 0xe80db633
+10 to Life
+10 to Attack Rating
+3 to Maximum Damage

Spiritual Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 64
Fingerprint: 0x74a822d0
+21 to Life
+1 to Shape-Shifting Skills (Druid Only)

Spiritual Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 53
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x5d0ec9fe
+31 to Life
+1 to Shape-Shifting Skills (Druid Only)

Shimmering Small Charm
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0xdf1bdeab
All Resistances +5

Shimmering Small Charm
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 50
Fingerprint: 0xd05b9909
All Resistances +5

Spiritual Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xebac602e
+37 to Life
+1 to Shape-Shifting Skills (Druid Only)

Spiritual Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x36f47772
+36 to Life
+1 to Shape-Shifting Skills (Druid Only)

Spiritual Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 83
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xa1b715ec
+45 to Life
+1 to Shape-Shifting Skills (Druid Only)

Spiritual Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xd1a25006
+36 to Life
+1 to Shape-Shifting Skills (Druid Only)

Sharp Grand Charm of Quality
Keep in Inventory to Gain Bonus
Required Level: 33
Item Version: 1.10+ Expansion
Item Level: 81
Fingerprint: 0x370d8dc6
+67 to Attack Rating
+11 to Maximum Damage

Mercenary Items, A2 Might:
Code:
Vampire Gaze
Grim Helm
Defense: 378
Durability: 21 of 21
Required Strength: 48
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x8f63da3d
+100% Enhanced Defense
+1 to Minimum Damage
Magic Damage Reduced by 14
Damage Reduced by 20%
Adds 6-22 cold damage over 4 seconds
8% Life stolen per hit
8% Mana stolen per hit
15% Increased Attack Speed
15% Slower Stamina Drain
Ethereal (Cannot be Repaired), Socketed (1: 1 used)

Duriel's Shell
Cuirass
Defense: 972
Durability: 126 of 126
Required Strength: 55
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x643b1775
+23 to Strength
+185% Enhanced Defense
+29% Enhanced Damage
Fire Resist +20%
Lightning Resist +20%
Cold Resist +50%
Poison Resist +20%
+100 Maximum Durability
Cannot Be Frozen
+106 to Defense (Based on Character Level)
+85 to Life (Based on Character Level)
Ethereal (Cannot be Repaired), Socketed (1: 1 used)

The Reaper's Toll
Thresher
'Amn'
Two-Hand Damage: 35 to 418
Durability: 65 of 65
Required Dexterity: 89
Required Strength: 114
Required Level: 75
Polearm Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x8a924b42
+197% Enhanced Damage
Adds 4-44 cold damage over 0 seconds
20% Life stolen per hit
Requirements -25%
Ignore Target Defense
33% Deadly Strike
33% Chance to cast Level 1 Decrepify on striking
Socketed (1: 1 used)


Gameplay

Well, he's basically a normal Furydruid with funky spinners spawning from his paws. That 20% ctc Tornado was enough, they were everywhere, when I started furying. Of course, Static Field! I really didn't notice it against group of 3-5 monsters, but when there were more of them, SF made it's job very well. It was nice to attack the last 5 monsters, when you could kill them all with one Fury roll :)

Basic twinking, from the very first level all the way to Stormlash. At first, I thought I'd use my uber ribby until I get to lvl82, but I decided that I'll use Horizon's, because it also has ctc Tornado. Okay, lvl15 was a little weaker, but Horizon's is frame faster and has a nice 20% Slow. Very nice weapon before the 'Lash, but I think you could easily beat the game with just Horizon's.

I didn't notice much improve to my damage, when Tornados were flying, few times it was noticeable, when monsters were Decrepified. So, this build was a little disappointment for me, but I know why.

Did you see the AR number? Yup, a little below 5K, so I was missing hits a lot. I know I could improve it in many ways, but I decided I'll manage with it. Because? Sometimes I'm annoyed when people are worrying about their AR :crazyeyes: With that amount, I was hitting in act5 Hell something like 75%-78% and I never got troubles. Ok, missing quite often, but every hit raised my life bulb full. But if you like having higher AR and CtH, then maybe use some Steel/vita charms.


Furysept

So, he was 4th from the Sept, I finished. Once again, I've done nothing to get that MLD Druid pass Hell act4 😁 Maybe soon, maybe, because I already started Fury/Summon, so next one to finish is propably him.

Bored? You could think so, but no I'm not. Maybe it's just the love for Werewolf and especially Fury. And, I'm so looking forward to play that Fury/Rabies hybrid, but I need to figure out his weapon first. I'm not happy with my decision yet :)


Anything else?

Well, I have a Singer in Act1 Hell, lvl79, but he won't get to Baal quite yet. I need a spare Vex to waste it to 2nd Hoto. Also, I'm trying a Martial Artist, but his progress has been very slow. Also, I might try building a FoH'er...

Also, my 10k GriffyPindy project might take some time off from new characters too. And LK, sometimes I notice that I've run 2 hours there and I intented to run 5-10 runs.


Thanks

Low Key, for trading the Stormlash.
SPF
 
Originally posted by Neksja on Oct 24, 2008:

Patriarch Alcohol, 600 Strength Titan Earthshifter

Meet Patriarch Alcohol, my Earthshifter druid. The name is a tribute to Liquid_Evil (not sure about you, but for me it's alcohol) and I saw in his guide, that he has been considering a titan build. Well, my fresh Enigma gives quite nice boost to +strength and +skills, so what the heck. Introducing, Titan Earthshifter!

Character name : Alcohol
Character type : Druid
Character level : 89

Strength : 470 (600)
Energy : 20
Dexterity : 20
Vitality : 25

Life : 1503
Mana : 297
Stamina : 245

Resists: 68/66/75/67

Skills:

20 Fury
10 Lycanthropy
20 Armageddon
20 Volcano
20 Firestorm
1 in prereqs

Damage:

Fury: 2202 - 12k
Armageddon: 6015 - 6841

Gear:

Jalal's Mane (socked 15all res)
Mara's 29all res
Earth Shifter (295ed, socked with Shael)
Enigma LP
Dracul's
Arach's
Ravenfrost/Rare stat ring
Gore Riders

Gear readouts:
Code:
Jalal's Mane
Totemic Mask
Defense: 290
Durability: 19 of 20
(Druid Only)
Required Strength: 65
Required Level: 42
Item Version: 1.10+ Expansion
Item Level: 75
Fingerprint: 0x6b4b4e9f
+20 to Strength
+20 to Energy
+193% Enhanced Defense
All Resistances +45
+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)
Socketed (1: 1 used)

Mara's Kaleidoscope
Amulet
Required Level: 67
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x85cb48d
+5 to Strength
+5 to Energy
+5 to Dexterity
+5 to Vitality
All Resistances +29
+2 to All Skill Levels

Enigma
Light Plate
'JahIthBer'
Defense: 859
Durability: 60 of 60
Required Strength: 41
Required Level: 65
Item Version: 1.10+ Expansion
Item Level: 64
Fingerprint: 0x443f906
+755 Defense
Damage Reduced by 8%
Increase Maximum Life 5%
+14 Life after each Kill
45% Faster Run/Walk
+1 to Teleport
15% Damage Taken Goes to Mana
+2 to All Skill Levels
+66 to Strength (Based on Character Level)
89% Better Chance of Getting Magic Items (Based on Character Level)
Socketed (3: 3 used)

Raven Frost
Ring
Required Level: 45
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xcaa28ad3
+20 to Dexterity
+40 to Mana
+234 to Attack Rating
Adds 15-45 cold damage over 4 seconds
20% Cold Absorb
Cannot Be Frozen

Ghoul Knot
Ring
Required Level: 66
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x2d9dc6ce
+20 to Strength
+15 to Dexterity
+78 to Attack Rating
Fire Resist +10%
Lightning Resist +10%
Cold Resist +10%
Poison Resist +20%
Replenish Life +7

Arachnid Mesh
Spiderweb Sash
Defense: 126
Durability: 8 of 12
Required Strength: 50
Required Level: 80
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x912c7f7f
+100% Enhanced Defense
Increase Maximum Mana 5%
20% Faster Cast Rate
+1 to All Skill Levels
Slows Target by 10%
Level 3 Venom (11/11 Charges)

Gore Rider
War Boots
Defense: 150
Durability: 34 of 34
Required Strength: 94
Required Level: 47
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x99acbb64
+20 to Maximum Stamina
+179% Enhanced Defense
+10 Maximum Durability
Requirements -25%
30% Faster Run/Walk
10% Chance of Open Wounds
15% Chance of Crushing Blow
15% Deadly Strike

Dracul's Grasp
Vampirebone Gloves
Defense: 143
Durability: 10 of 14
Required Strength: 50
Required Level: 76
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0xfbb611a6
+15 to Strength
+117% Enhanced Defense
8% Life stolen per hit
+7 Life after each Kill
25% Chance of Open Wounds
5% Chance to cast Level 10 Life Tap on striking

Demon Limb
Tyrant Club
One-Hand Damage: 104 to 190
Durability: 65 of 65
Required Strength: 133
Required Level: 63
Mace Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x9c7e4572
+228% Enhanced Damage
Fire Resist +18%
Adds 222-333 fire damage
8% Life stolen per hit
123% Damage to Demons
150% Damage to Undead
Level 23 Enchant (11/20 Charges)
Repairs 1 durability in 20 seconds

Fleshrender
Barbed Club
One-Hand Damage: 66 to 110
Durability: 56 of 56
Required Strength: 30
Required Level: 38
Mace Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 87
Fingerprint: 0x62b6d7b9
+140% Enhanced Damage
+35 to Minimum Damage
+50 to Maximum Damage
+20 Maximum Durability
+1 to Druid Skill Levels
Prevent Monster Heal
150% Damage to Undead
25% Chance of Open Wounds
20% Chance of Crushing Blow
20% Deadly Strike
+2 to Shape-Shifting Skills (Druid Only)

Spirit
Monarch
'TalThulOrtAmn'
Defense: 137
Chance to Block:  42%
Durability: 86 of 86
Required Strength: 156
Required Level: 54
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xe9cbb372
+22 to Vitality
+107 to Mana
+250 Defense vs. Missile
Lightning Resist +35%
Cold Resist +35%
Poison Resist +35%
Attacker Takes Damage of 14
55% Faster Hit Recovery
28% Faster Cast Rate
+2 to All Skill Levels
+8 Magic Absorb
Socketed (4: 4 used)

Earth Shifter
Thunder Maul
'Shael'
Two-Hand Damage: 130 to 711
Durability: 52 of 60
Required Strength: 253
Required Level: 69
Mace Class - Fast Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x9cb8ffda
+295% Enhanced Damage
30% Increased Attack Speed
10% Faster Cast Rate
150% Damage to Undead
33% Chance of Crushing Blow
+7 to Elemental Skills (Druid Only)
25% Chance to cast Level 14 Fissure on striking
Level 14 Volcano (30/30 Charges)
Socketed (1: 1 used)

Charms:
Code:
Shimmering Small Charm of Thunder
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 50
Fingerprint: 0x5fc7f763
All Resistances +4
Adds 1-17 lightning damage

Shimmering Grand Charm of Life
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x746bdb69
+18 to Life
All Resistances +14

Amber Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xfdcfa7c1
+20 to Life
Lightning Resist +11%

Spiritual Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xebac602e
+37 to Life
+1 to Shape-Shifting Skills (Druid Only)

Spiritual Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x36f47772
+36 to Life
+1 to Shape-Shifting Skills (Druid Only)

Spiritual Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0xd1a25006
+36 to Life
+1 to Shape-Shifting Skills (Druid Only)

Spiritual Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 83
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xa1b715ec
+45 to Life
+1 to Shape-Shifting Skills (Druid Only)

Steel Grand Charm of Sustenance
Keep in Inventory to Gain Bonus
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 77
Fingerprint: 0xe9518a8b
+26 to Life
+128 to Attack Rating

Steel Grand Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 69
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0xb537d017
+39 to Life
+130 to Attack Rating

Ruby Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 32
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x2aa2f6a7
+2 to Strength
Fire Resist +11%

Ocher Small Charm of Balance
Keep in Inventory to Gain Bonus
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 88
Fingerprint: 0xf069349c
Lightning Resist +7%
5% Faster Hit Recovery

Cobalt Small Charm of Vita
Keep in Inventory to Gain Bonus
Required Level: 39
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x204cb036
+20 to Life
Cold Resist +9%

Shimmering Small Charm
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 50
Fingerprint: 0xd05b9909
All Resistances +5

Shimmering Small Charm
Keep in Inventory to Gain Bonus
Required Level: 25
Item Version: 1.10+ Expansion
Item Level: 66
Fingerprint: 0xdf1bdeab
All Resistances +5

Shimmering Grand Charm of Shock
Keep in Inventory to Gain Bonus
Required Level: 27
Item Version: 1.10+ Expansion
Item Level: 80
Fingerprint: 0x83771893
All Resistances +15
Adds 1-3 lightning damage

Small Charm of Strength
Keep in Inventory to Gain Bonus
Required Level: 16
Item Version: 1.10+ Expansion
Item Level: 61
Fingerprint: 0x37eb46eb
+2 to Strength

Mercenary Items :
Code:
Vampire Gaze
Grim Helm
Defense: 378
Durability: 21 of 21
Required Strength: 48
Required Level: 41
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x8f63da3d
+100% Enhanced Defense
+1 to Minimum Damage
Magic Damage Reduced by 14
Damage Reduced by 20%
Adds 6-22 cold damage over 4 seconds
8% Life stolen per hit
8% Mana stolen per hit
15% Increased Attack Speed
15% Slower Stamina Drain
Ethereal (Cannot be Repaired), Socketed (1: 1 used)

Fortitude
Archon Plate
'ElSolDolLo'
Defense: 1587
Durability: 60 of 60
Required Strength: 103
Required Level: 63
Item Version: 1.10+ Expansion
Item Level: 85
Fingerprint: 0x3bebbbe2
+200% Enhanced Defense
+300% Enhanced Damage
+15 Defense
Damage Reduced by 7
Fire Resist +28%
Lightning Resist +28%
+5% to Maximum Lightning Resist
Cold Resist +28%
Poison Resist +28%
Replenish Life +7
+1 to Light Radius
25% Faster Cast Rate
12% Damage Taken Goes to Mana
20% Chance to cast Level 15 Chilling Armor when struck
+89 to Life (Based on Character Level)
Socketed (4: 4 used)

The Reaper's Toll
Thresher
Two-Hand Damage: 37 to 442
Durability: 62 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: 0x4789f514
+214% Enhanced Damage
Adds 4-44 cold damage over 1 seconds
15% Life stolen per hit
Requirements -25%
Ignore Target Defense
33% Deadly Strike
33% Chance to cast Level 1 Decrepify on striking


Gameplay:

Well, it was a little hard to play with a melee char that only has 1.5k life. But I learned to live with it, so it's not bad at all. Only time you'll notice that you have low life, is when you're Amped, struck by several Gloams or nasty bosses. All the other time, 1.5K life is plenty enought for PvM.

Right click on Feral Rage (for life leech and frw) and Armageddon. As Liquid_Evil's guide says, casting Armageddon really becames a habit. I noticed that, I figured out pretty quickly what monster are FI and what are worth to cast A'geddon.

Armageddon and Fissure. Some people says that A'geddon won't hit anything. That bs, it'll hit a lot of monsters, but I wouldn't rely on it against single monsters. Well, it hits quite good, when you find the famous sweet spot (about southeast from monster). I've seen it killed many monsters, even complete boss packs! Ok, how about ctc Fissure? Well, you have synergized Fissure, that'll make about 500-600 damage. Ok, it's nothing super awesome, but very handful against PI's.

How did I deal with PI's? Merc had Reaper's (Decrepify removes PI) and A'geddon/Fissure. Didn't need to park one single monster. All was killable, just some was slower. How about PI/Fi's? Don't really know, they just died. Maybe my physical damage was enough after PI was broken?

Mana problems? Yup, I had no leech. My own decision, didn't feel like needing it. Of course, Manaburners gave me a pain, but still I managed to get through them with normal attack, Titan build with Earthshifter has quite nice normal attack damage.

lvl89?! Yeah, I wanted to get max Firestorm before finishing. Also, I wanted to get 600 strength. I *COULD* get higher, but I'd need a rare amulet, Andy's (with Pamy) and other charms, but this was the best combination of survivability, strength and killing speed.

Finds
Hel from Hell HF (meh..) but I found 3os Headhunter's Glory from AT, while leveling him. Also, I shopped a Perfect Artisan's (3os) Tower Shield of Deflection from Charsi, but that's basically everything. 3 Skiller, One pc (plain), one WC (7frw) and one pala def aura. Nothing superb, but decent.

Other Info

Alcohol, he's my 3rd char from my Fury Sept and 2nd that's completed (Pure Fury done, lvl49 Fury is in act4 Hell waiting for last questing session)
Alcohol, he was started drunk and finished drunk.
Alcohol, will be retired right now.

Special Thanks:

Liquid_Evil, for the guide. It's awesome, I'll throw a link to this thread there, for people to see titan Earthshifter
SPF Community, you're great. You just keep me playing.

Questions?

Ask! Please, I'd love to see more melee Druids in SPF!

Cheers!
Alcohol's last stats
 
Last edited:
Originally posted by RobbyD on Nov 20, 2009:

Patriarch JebediahYoder, a 1.09 Mauling Shockbear with Pets (my 3rd Pat)

Hello all. I would like to introduce Patriarch JebediahYoder, a Mauling Shockbear with Pets (Wolves or a Grizzly, depending on the situation) and runs with a +3 skills Lightning Hose / Fire Arrow Rogue Scout Merc (the original Blood Raven reward Merc).

Jebediah originated from my loss of a ColdCrow "running for the Gull" competition with my friend PwndN00b - who has yet to get a character into Hell Act 2. He got to pick the class and name my next character, and I had to get that character to Slayer.

Jebediah, very much unlike my first character, was twinked to the gills and heavily researched (including exploiting the most famous 1.09 bug). I had the full Angelic set, the General's Ta Di La, Ribcracker, Buriza, and Athena's Wrath (+3 skills) all lined up for his level progression, and didn't even create the character until Hell Meph dropped a Jalal's Mane for my Meph running Barb (as a matter of fact I now have 2 - one 199% and one 200% - I was meant to build a Druid).

Jebediah ran all of Normal and Nightmare P8, and the majority of Hell as well (Andy, Lil D and Meph on P3, Big D, Baal and Ancients on P1)

He's not an honorary Guardian, as he died once against Hell Thresh Socket (who had Fana and also a nasty unique Demon Trickster riding his back, and was on P8). However, dreaded foes like the Hell Ancients turned out to be Eazy Peazy.

Jebediah's end-game gear was as follows:

Helm: Jalal's Mane (since level 42)
Ammy: Rare with +2 Shapeshifting, fat FR and PR, +13 Dex, and 8% mana leech
Armor: "Smoke" Wire Fleece (worn for Hell - Duriel's Shell was used through Nightmare)
Ring1: Ravenfrost (though looking back I should have put a Dwarfstar for Hell Big D - he was tough)
Ring2: Rare with fat LR and 6% life leech
Belt: String of Ears (only recently replaced Credendum since the Hell Anya reward) Wilhelm's Pride was used in NM
Gloves: Laying of Hands (Magnus' Skin used until lvl 63)
Boots: Infernostrides (worn since level 29, Hotspurs before that)

Weapon: Buriza (Shael) - Used for all NM and Hell - Ribcracker used until Jeb could use the Buriza
W2: +3 Skills Athena's Wrath (for casting)

Merc: Fire Arrow Rouge Scout with +3 Skills (Magewrath + Sazabi's Mental Sheath + Eth Skin of Vipermagi) as a PI solution

Skills (with skillers):
Shapeshifting
Lyc: 20 (26)
WB: 20 (26)
Maul: 15 (21)
Shockwave: 12 (18)
Hunger: 1 (7)

Summoning
HoW: 14 (20 with casting weapon switch)
Dire Wolves: 3 (9 with casting weapon switch)
Raven, Spirit Wolve, Grizzly: 1

Thoughts:
I backed into investing a point into hunger because this was my first Druid and I wanted to test the Wolf and Bear to decide which one to go with. As it turns out, Hunger is a lifesaver - your one-stop IM and MSLE solution - only PIs still pose a problem (thus a lightning hose/fire arrow Act 1 Merc).

I often think Blizzard refers to what it once called a "fix" and a "bug" when public opinion turns (reference the GA+Pierce "fix"), but the +3 skills Merc is obviously a bug - no accompanying noise, and she seems oblivious to its short range and often stands to far away. Fun to exploit though - it devastates when it does make contact, and she mowed through the Hell Act 5 PI dudes just fine. Ghosts especially went down QUICK.

Using the Buriza as a main weapon has an advantage I did not see emphasized in the builds - you pump damage and attack rating with the same stat - dexterity, and the required strength for a Buriza is high enough for end-game armor without having to pump it. This allowed all of NM and the majority of Hell to be done on P8. Once I lowered the player setting to P3, he MOWED through Hell Act V, so I found the Buriza PLENTY powerful.

I REALLY liked the Ribcracker when he used it, though, and I think I'm going to make a 1.12 Bear for that once I find one with a high enough roll to merit a Pul and Lum for an upgrade (plus both my Lums are in the two Smoke armors I made, so I need to run Hell Countess for another Lum).

According to ATMA, the 1.09 Hell Countess has a MUCH better chance to drop Gul or Vex than 1.10+, and my Druid's map has a Wire Fleece armor rack on level 2, so I plan to run the Countess for Lum (hoping for Gul or Vex) and checking for socketed Wire Fleeces (I did get a Superior 3-socket Wire Fleece, which I plan to make Lionheart in) and run Hell Meph and Baal with my Barb (for a high-roll Ribcracker) for a while before taking the plunge to 1.12.
 
Last edited:
Originally posted by SunsetVista on Feb 5, 2013:

Patriarch Garruk, 1.13 FAM

Garruk is named after the green planeswalker in M:tG, Garruk, Primal Hunter. Since the aim of the tourney was to hunt all the super uniques, I thought the name fit.

Name: Garruk
Class: Druid
Experience: 991680144
Level: 84

Strength: 125/125
Dexterity: 130/140
Vitality: 235/235
Energy: 20/36
HP: 659/724 (actually ~1400 in wolf)
Mana: 186/198
Stamina: 377/387
Defense: 32/278
AR: 620/700

Fire: 156/116/56
Cold: 173/133/73
Lightning: 169/129/69
Poison: 157/117/57

Skills:
20 Poison Creeper
20 Rabies
20 Grizzly
18 Dire Wolves
4 Fury
5 Werewolf
3 Lycanthropy
1 Feral Rage
1 Raven
1 Spirit Wolves
1 Oak Sage
1 Heart of Wolverine

Gear:
Head: Raven Mask (Hell Imbue Reward)
Amulet: Eagle Mark (crafted from Hell Smith)
Body: 'Smoke' (base from Normal Smith)
Belt: Demon Cord (upgraded from belt from NM Shenk)
Ring 1: Viper Loop (Hell Ormus)
Ring 2: Garnet Ring (cubed from ring from Hell Endugu)
Gloves: Bitter Knuckle (crafted from Normal Beetleburst)
Boots: Cruel Brogues (crafted from wyrmhide boots from Hell Pindle)
Weapon: Dark Clan Crusher (from Hell Bane Ash)
Shield: Garruk's Rhyme (personalized Normal)
Switch: Gnarled Staff of Lower Resistance (Hell Icehawk Riftwing)
Also: Zakarum's Hand (from Normal Baal)

Charms:
Large Charm of Burning (5-8 fire damage) (from NM Sharptooth Slayer)
Shivering Large Charm of Greed (4-6 cold damage, 18%gf) (rerolled from NM Mephisto)
Crimson Small Charm of Greed (3 fire res, 5%gf) (rerolled from NM Bartuc)
Small Charm of Life (10 life) (rerolled from Normal Shenk)

Mizan, NM Might merc, lvl 84
Merc Gear:
Head: Guillaume's Face (socketed in NM)
Body: Rune Shell (crafted from NM Izual)
Weapon: Garruk's Grandmaster's War Pike of Swiftness (personalized NM)

Gear Readouts:
Code:
-----
Raven Mask
Alpha Helm
Defense: 83
Durability: 16 of 20
Required Level: 42
Required Strength: 44
Fingerprint: 0xd93daa90
Item Level: 80
Version: Expansion 1.10+
+2 to Druid Skill Levels
+30 to Attack Rating
+3 to Twister (Druid Only)
+1 to Solar Creeper (Druid Only)
+3 to Shock Wave (Druid Only)
+32% Enhanced Defense
+9 to Life
Poison Length Reduced by 25%
+3 to Light Radius
-----
Eagle Mark
Amulet
Required Level: 57
Fingerprint: 0xf479d6e9
Item Level: 74
Version: Expansion 1.10+
5% Chance to cast level 4 Frost Nova when struck
+2 to Offensive Aura Skills (Paladin Only)
Hit Causes Monster to Flee 7%
+10 to Dexterity
+1 to Energy
All Resistances +19
Attacker Takes Damage of 3
-----
Smoke
Hard Leather Armor
NefLum
Defense: 40
Durability: 24 of 28
Required Level: 37
Required Strength: 20
Fingerprint: 0xc91257a
Item Level: 13
Version: Expansion 1.10+
+20% Faster Hit Recovery
+75% Enhanced Defense
+280 Defense vs. Missile
+10 to Energy
All Resistances +50
-1 to Light Radius
Level 6 Weaken (18/18 Charges) 2 Sockets (2 used)
Socketed: Nef Rune
Socketed: Lum Rune
-----
Demon Cord
Mesh Belt
Defense: 41
Durability: 16 of 16
Required Level: 30
Required Strength: 58
Fingerprint: 0xf0771320
Item Level: 61
Version: Expansion 1.10+
+24% Faster Hit Recovery
+19% Enhanced Defense
+33 to Life
Replenish Life +3
Cold Resist +19%
Poison Resist +26%
Required Level +5
-----
Viper Loop
Ring
Required Level: 24
Fingerprint: 0x46fa96d9
Item Level: 75
Version: Expansion 1.10+
+5 to Energy
Cold Resist +30%
5% Better Chance of Getting Magic Items
Level 3 Telekinesis (27/27 Charges)
-----
Garnet Ring
Ring
Required Level: 13
Fingerprint: 0x7aab491c
Item Level: 30
Version: Expansion 1.10+
Fire Resist +29%
-----
Bitter Knuckle
Heavy Gloves
Defense: 5
Durability: 13 of 14
Required Level: 52
Fingerprint: 0x76c98197
Item Level: 46
Version: Expansion 1.10+
+2 to Martial Art Skills (Assassin Only)
Adds 1 - 4 Fire Damage
5% Life stolen per hit
8% Chance of Crushing Blow
+13 to Life
Lightning Resist +8%
-----
Cruel Brogues
Wyrmhide Boots
Defense: 59
Durability: 11 of 12
Required Level: 67
Required Strength: 50
Fingerprint: 0x890eda58
Item Level: 84
Version: Expansion 1.10+
+12 to Mana
Increase Maximum Mana 2%
Regenerate Mana 7%
+10 Maximum Stamina
Lightning Resist +37%
Poison Resist +7%
6% Better Chance of Getting Magic Items
-----
Dark Clan Crusher
Cudgel
One Hand Damage: 17 - 61
Durability: 22 of 24
Required Level: 34
Required Strength: 25
Fingerprint: 0xc75d686c
Item Level: 75
Version: Expansion 1.10+
+2 to Druid Skill Levels
195% Enhanced Damage
21% Bonus to Attack Rating
+200% Damage to Demons
+200 to Attack Rating against Demons
+150% Damage to Undead
+15 Life after each Demon Kill
-----
Garruk's Rhyme
Bone Shield
ShaelEth
Defense: 15
Chance to Block: 40
Durability: 37 of 40
Required Level: 29
Required Strength: 25
Fingerprint: 0x9df9e392
Item Level: 20
Version: Expansion 1.10+
+40% Faster Block Rate
20% Increased Chance of Blocking
Regenerate Mana 15%
All Resistances +25
Cannot Be Frozen
50% Extra Gold from Monsters
25% Better Chance of Getting Magic Items 2 Sockets (2 used)
Socketed: Shael Rune
Socketed: Eth Rune
-----
Gnarled Staff of Lower Resistance
Gnarled Staff
Two Hand Damage: 4 - 12
Durability: 35 of 35
Required Level: 72
Fingerprint: 0x982be9ea
Item Level: 87
Version: Expansion 1.10+
+1 to Glacial Spike (Sorceress Only)
Level 1 Lower Resist (16/22 Charges)
-----
Zakarum's Hand
Rune Scepter
One Hand Damage: 41 - 76
Durability: 34 of 50
Required Level: 37
Required Strength: 58
Fingerprint: 0xfe052fe3
Item Level: 60
Version: Expansion 1.10+
6% Chance to cast level 5 Blizzard on striking
+30% Increased Attack Speed
219% Enhanced Damage
Ignore Target's Defense
+150% Damage to Undead
8% Mana stolen per hit
+2 to Holy Freeze (Paladin Only)
+2 to Holy Shock (Paladin Only)
Regenerate Mana 10%
Heal Stamina Plus 15%
-----
Large Charm of Burning
Large Charm
Required Level: 18
Fingerprint: 0x22499299
Item Level: 62
Version: Expansion 1.10+
Adds 5 - 8 Fire Damage
-----
Shivering Large Charm of Greed
Large Charm
Required Level: 21
Fingerprint: 0x60f6c7e2
Item Level: 59
Version: Expansion 1.10+
Adds 4 - 6 Cold Damage Over 1 Secs (25 Frames)
18% Extra Gold from Monsters
-----
Crimson Small Charm of Greed
Small Charm
Required Level: 15
Fingerprint: 0x13c7e956
Item Level: 69
Version: Expansion 1.10+
Fire Resist +3%
5% Extra Gold from Monsters
-----
Small Charm of Life
Small Charm
Required Level: 14
Fingerprint: 0x16333dd8
Item Level: 36
Version: Expansion 1.10+
+10 to Life
-----
Guillaume's Face
Winged Helm
Defense: 217
Durability: 40 of 40
Required Level: 34
Required Strength: 115
Fingerprint: 0xa09e0337
Item Level: 60
Version: Expansion 1.10+
+30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike
+120% Enhanced Defense
+15 to Strength
Lightning Resist +30%
1 Sockets (1 used)
Socketed: Ort Rune
-----
Rune Shell
Plate Mail
Defense: 110
Durability: 50 of 60
Required Level: 31
Required Strength: 65
Fingerprint: 0x901e64fb
Item Level: 67
Version: Expansion 1.10+
3% Life stolen per hit
+10 to Life
Magic Damage Reduced by 1
Poison Length Reduced by 25%
+1 Life after each Demon Kill
Repairs 1 Durability in 20 Seconds
-----
Garruk's Grandmaster's War Pike of Swiftness
War Pike
Two Hand Damage: 103 - 560
Durability: 25 of 25
Required Level: 66
Required Strength: 165
Required Dexterity: 106
Fingerprint: 0x1d4447dd
Item Level: 25
Version: Expansion 1.10+
+30% Increased Attack Speed
215% Enhanced Damage
+251 to Attack Rating
Adds 1 - 13 Lightning Damage
7% Life stolen per hit
+18 Maximum Stamina
18% Extra Gold from Monsters
2 Sockets (2 used)
Socketed: Amn Rune
Socketed: Bitter Heart
 
Amn Rune
Required Level: 25
Version: Expansion 1.10+
Weapons: 7% Life stolen per hit
Armor: Attacker Takes Damage of 14
Shields: Attacker Takes Damage of 14 

Bitter Heart
Jewel
Required Level: 12
Fingerprint: 0x4c59d099
Item Level: 48
Version: Expansion 1.10+
19% Enhanced Damage
Adds 1 - 13 Lightning Damage
+18 Maximum Stamina
18% Extra Gold from Monsters
-----

Notes:
Where to begin? I took TONS of notes on this guy, since he was untwinked, single-pass for the Super Unique Tournament. I'm sure I'm forgetting something here. I'd never done Rabies before, so I wanted to try that. I also really wanted Dire Wolves to be a thing, and thought to pump their damage by boosting Grizzly. The wolves didn't really work, but that bear was one hell of a tank. Garruk's solution to almost every problem was to drop a bear on it while enemies slowly succumbed to his poison.

Timeline:
Code:
lvl 13, Stony Field
lvl 15, Black Marsh
lvl 19, Inner Cloister
lvl 20, Lut Gholein
lvl 23, Dry Hills, got cube
lvl 24, Lost City, still no boots
lvl 25, about to go in palace cellars
lvl 26, arcane sanctuary next
lvl 27, canyon of the magi and false tombs next (true tomb is circle)
lvl 28, Kurast Docks
lvl 29, spider forest
lvl 30, flayer jungle
lvl 30, kurast bazaar
lvl 31, Kurast Bazaar
lvl 31, Travincal
lvl 32, durance 2
lvl 32, pandemonium fortress
lvl 33, City of the Damned
lvl 34, River of Flame
lvl 35, Harrogath
lvl 38, Frigid Highlands
lvl 40, Crystalline Passage
lvl 43, Frozen Tundra
lvl 45, just killed Nihlathak
lvl 46, Ancient's Way
lvl 47, Slayer Garruk
lvl 48, NM Rogue Encampment
lvl 48, NM Cold Plains
lvl 48, killed NM blood raven, zakarum's hand is awesome!
lvl 49, Dark Woods
lvl 49, Black Marsh
lvl 50, countess dead
lvl 51, Jail 1, rabies and poison creeper both maxed
lvl 51, Inner Cloister
lvl 52, Lut Gholein, hired a might merc
lvl 53, radament is dead
lvl 54, dry hills, next points in grizzly
lvl 55, halls of the dead lvl 2
lvl 55, lost city
lvl 56, about to enter the palace
lvl 57, arcane sanctuary
lvl 58, canyon of the magi, used thawing potions for the Summoner
lvl 59, half of false tombs done
lvl 60, NM Kurast Docks
lvl 60, Great Marsh
lvl 61, Flayer Jungle
lvl 61, Lower Kurast
lvl 62, Upper Kurast
lvl 62, sewers done
lvl 64, Durance 2
lvl 64, Pandemonium Fortress
lvl 65, City of the Damned (due to poison immune venom lords, /p5 outer steppes, /p3 izual, /p5 rest of plains, /p5 city of the damned)
lvl 65, Harrogath (did river of flame on /p5, chaos sanctuary /p3, seal bosses and diablo /p1)
lvl 66, Frigid Highlands
lvl 68, Arreat Plateau
lvl 69, Glacial Trail
lvl 70, Glacial Trail (Anya Rescued)
lvl 71, Ancient's Way
lvl 72, Halls of Pain, Nihlathak dead
lvl 73, Baal down

After an embarrassing death at the hooves and bardiches of the cows, the story of bovine regicide drew to a close.

lvl 73, Cow King dead
---End of Nightmare---
###Begin Hell###
lvl 73, Cold Plains
lvl 74, blood raven dead, got stuck in a wall in mausoleum
lvl 75, dark Wood, Cain rescued
lvl 75, Outer Cloister (saving countess tower, crypt, pit for later)
lvl 76, Jail lvl 1, treasure hunt is over, not that I had tons of great stuff to put on
lvl 76, Inner Cloister
lvl 76, Cata 2
lvl 76, Lut Gholein
lvl 77, Lut Gholein, Radament dead
lvl 77, Dry Hills, did halls of the dead 1, but guardians + poison immune returned = no
lvl 78, Lost City, got the Viper Amulet, saving AT
lvl 78, Arcane Sanctuary
lvl 79, Canyon of the Magi
lvl 79, Kurast Docks
lvl 80, Flayer Jungle, full cleared Great Marsh with Gloams!
lvl 80, Lower Kurast
lvl 80, Travincal, ruined temples done but sewers still to do
lvl 80, Travincal, got the Heart
lvl 81, Pandemonium Fortress
lvl 81, City of the Damned (+1 S&E to avoid death)
lvl 81, River of Flame
lvl 81, Harrogath
lvl 81, frigid highlands
lvl 81, Arreat Plateau
lvl 82, Crystalline Passage, Anya has been rescued
lvl 82, decided to clear some earlier areas that I had saved in search of Ko
lvl 82, pits clear
lvl 82, killed bloodwitch
lvl 82, 5/6 false tombs done, Ancient Kaa dead
lvl 82, so close to 83, 6/6 false tombs clear, still no Ko
lvl 83, Ancient's Way.  It's a long way to the summit and to the cave from the waypoint.  Argh, there were ghosts in the cave...
lvl 83, snapchip shatter down.  Fought thru phys immune succubi and poison immune gloams
lvl 83, nihlathak dead, yay!
lvl 84, Patriarch Garruk

Normal - I put points into Poison Creeper. Its poison damage was quite strong in Normal, even on /players 8. Garruk assisted by attacking with a Rare club with Amplify Damage while wolves and merc shredded things. I cubed up to a perfect ruby as soon as possible to make some Blood Gloves for the crushing blow. With those and the 4 points in Fury, I had a multi-hitting attack that could kill bosses until Rabies got stronger and afterwards could theoretically help with poison immunes. I made sure not to put more points in Fury though, since I'd already done that and this was about Rabies. I spent a socket reward on a partizan to make Insight for my prayer merc, since it was taking most of my mana to shapeshift and resummon wolves. That was convenient, but the poison on Insight interfered with Rabies, so I was upset that I'd used the reward that way.

NM - Normal Baal dropped Zakarum's Hand. I wouldn't have chosen this as a druid weapon, but I really loved it here. ITD, IAS, the chance to cast blizzard giving me a bit of crowd control and another damage type.... I never found a better weapon than this, especially since I really needed the Cannot be Frozen from Rhyme. Poison Creeper and Rabies were both maxed, so I started working on a strong Grizzly. I mostly used Heart of Wolverine here for more damage. I thought a might merc would help my wolves, but they really weren't getting the job done. I often left the merc dead and just let the bear tank while I poisoned everything to death.

Hell - 'Smoke' gave me positive resists, and as long as I could resummon the bear I was pretty safe. I used Oak Sage for life for the bear and merc. The going was slow, though. Bane Ash dropped Dark Clan Crusher, and while I was initially very excited about the +skills, I needed the ITD on Zakarum's Hand more. I even tried a Blessed Aim merc, but he was useless. In Act 3 I was finally so disgusted with the poison from Insight messing with my Rabies that I hired a Fire Iron Wolf. That was a whole lot of fun. The flayer jungle was really intense with a fragile minion to look out for. The Iron Wolf would shoot at Gloams from off screen, and we full-cleared the Great Marsh! Durance had dolls, and that was different too since I am so used to just having my Act 2 merc deal with them. But finally I needed more damage against poison immunes, so I hired a might merc again and shopped (and then rerolled with chippies) a nice war pike from Fara.

I spent most of Hell looking for a Ko rune, or runes to cube up to Ko. I wanted Lawbringer really bad. I never found the Ko, not even anything between Ko and 2 more Dols which would have allowed me to cube up to it. Icehawk Riftwing dropped a staff with Lower Resist on it though, so I didn't need to spend a socket/personalize reward on a shopped wand. That staff was incredibly awesome. I'd never used Lower Resist on switch before, so it took some getting used to, but I saved so much time against bosses with that.

I wanted to be able to use crushing blow against bosses, but my AR was not high enough. Fights instead always turned into hit and run + Rabies. This was not a fast character at all.

I had no solution to Ghosts that were both physical+poison immune. I would S&E and reclear sparingly if I could not run from the ghosts or park them. If I built an untwinked Rabies wolf again, I'd go with Fire Claws as a backup against ghosts, rather than the ridiculously strong bear.

I ran out of potions against the Ancients, even though I'd packed my inventory full of them. My mercenary died fairly early in the fight, so it was just me and the bear and Rabies. I had trouble separating the Ancients, so the bear tanked all of them at once. The leaper went down first, then the mana-burning thrower. That left the stone skin, lightning enchanted whirler with about half health. I switched to Heart of Wolverine so that I could apply Rabies more easily. But when I went in to attack, the whirler took me down to ~160hp. Ouch! It was at this point that I ran out of health and rejuv potions. So, I backed off and summoned the poison creeper to help with dps while I dodged lightning bolts for an hour. Eventually the bear and creeper were victorious, while I still had ~140 health remaining after getting hit with a few stray bolts. Yikes.

I intended to find the waypoint in the WSK and take a break, but the monster spawns were extremely favorable (this means no ghosts. Gloams, but no ghosts. I don't even remember if ghosts can spawn in the wsk, but I was incredibly grateful that they didn't show up today). I still had some full rejuvs in my stash, so I cleared all the way to the Throne. Throne had souls, dolls, and serpent magi, all poison immune. I figured it was a good warmup for Lister and Friends, so that wasn't too bad. At least nothing could revive the dolls and souls.

Achmel required many trips to town to cure his poison. He was stone skin, too, so he took a bit longer to kill. The merc died almost instantly to lightning and cold enchanted hydras, so Bartuc was more Bear + Rabies = eventual win. Ventar's pack was immune to poison, so I had to pull them back and take them down one or two at a time. They regenerated health really fast, so I needed the merc's dps. Lister was thankfully not immune to physical. I made good use of my Lower Resist charges to speed up the fight.

Baal cloned himself a lot, and the battlefield was swarming with festering appendages. I struggled to get a good setup with Bear and merc on either side of Baal. The merc died a lot, but I ressed him because his crushing blow from Guillaume's Face was a big help. I used Lower Resist and the Dark Clan Crusher to maximize my Rabies damage. Eventually, success!

The Bottom Line: Rabies is slow. Patience is required. Do not do NM Cows on /players 8 with an underpowered character. Dire Wolves are bad untwinked. The Grizzly is an amazing tank when your merc has no gear. Fire Iron Wolves are fun but ultimately lackluster. Bring more health potions to the Ancients (like, stuff the cube full of them too). 1.13 rune drops are nice, but Ko is still elusive. Lower Resist = win.

Hellforge:
Normal: Ral
NM: Fal
Hell: Ist

Best Finds:
That Ist rune, Lem rune, Guillaume's Face, Valkyrie Wing, String of Ears.
Almost no magic find in Hell, so that's not really surprising.

Deaths: 2
1 to NM Cows
1 S&E to avoid death

Still to Kill:
Normal Lister
Hell Coldworm
Hell Cow King

None! They're all dead! *SPLAT*

Gallery:
Garruk NM Lem - This began the maddening, ultimately fruitless search for Ko for Lawbringer.

Hellforge Ist - I did not find any sort of +3 rabies druid hat to make a good Delirium in, but I am happy to have another Ist.

Triumph of Rabies:
Garruk vs Corpsefire
Garruk vs Ghost
Garruk vs Viper Drinker the Mad
(my favorite unique name)
Garruk vs Viper Killer the Destroyer
Garruk vs Bonesaw Breaker


Less standing around, more action:
Garruk fights Hell Griswold

Success Stories:
Garruk vs Frozen River Gloams
Garruk rescues Hell Anya
Garruk vs Ancients
Garruk Ancients Victory
Garruk Hell Baal drop
Patriarch Garruk



Thanks for reading and thanks GooberGrape for hosting the tournament!
 
Last edited:
Originally posted by TopHatCat64 on Mar 1, 2009:

Patriarch Dendron - Poison Creeper Huntermentalist

Patriarch Dendron

The Planning Stage


After the umpteenth melee build, I needed a break from hand to hand. I can't stand pure casters so I figured I'd try some kind of ranger/caster hybrid. Poison Creeper is a skill I never really see used past 1 point and I had found some interesting threads regarding it's "massive" damage potential in threads on the AB and LL. Apparently, monsters moving on the mats take more damage. Fissure does a whole lot more damage when monsters are running across the vents rather then just standing skill. So I needed a way to move monster around the battlefield...

How do you make a monster move if it doesn't want to? Knockback.

Grizzly would be needed to handle fire immunes...and his swipe attack knocks back. My merc was given a Giant Skull...so he knocks back monsters. And I stuck a nef in my Widowmaker...so I knock back, as well.

Gear, like any fighter/caster hybrid, was a tricky balance. I decided to ignore AR and stick with an ITD bow. Widowmaker was the choice since it came with the oskill Guided Arrow, built-in magic arrows to limit arrow usage, and some deadly strike to boost my horrible damage. I decided to forgo a Spirit on switch since it would take a heck of lot more strength then the rest of my gear.

Leveling and Observations

Alright, I'll just start out by saying that Poison Creeper just doesn't cut it Hell. Many folks trumpeted its durability but it seems to have a higher threat priority then any of my other minions. Monsters seem to go out of there way to attack it and they will follow it all over the place. A couple times the PC lead monsters behind my tanks, died, and then I was forced to relocate with monsters hot on my heels.

The PC's damage was pretty good through nightmare but it was basically limited to preventing monster heal in Hell.

One point in Oak Sage was surprisingly useful! I was around 800 life without OS, and around 1600 with it. Sure, it was stupid and suicidal but recasting it wasn't a huge deal since I was out of harm's way most of the time.

I really liked using Fissure. After some experimentation I found the perfect casting distance was about one grizzly's length away from my character for monsters with average speed. Fissure's listed damage is a little deceptive as I frequently saw moving monsters get hit 3 or 4 times with the vents. It was blowing through non-fire immunes on Hell P1 all the way up the throne room. If I was going to build this guy again I'd throw PC's 20 points into Volcano...which I won't since druids really aren't my cup of tea.

The knockback aspect of my plan...to be honest I'm not really sure it worked. Sometimes it seemed like knock-backed monsters took more damage while on Fissure's vents...other times I couldn't really see a difference.

Widowmaker proved to be an excellent complement to my other skills. Guided Arrow proved quite useful in gunning down stray imps/flayers/blood hawks that my merc and grizzly missed. It was also great in taking out mummies/ok's/shamans when I'd normally be unable to get an arrow past their minions.

I died once with this guy while trying to get the Halls of Pain WP. The level was filled with FI fallen and flayers. Fallen and flayers in Hell are deceptively dangerous to ranged attackers since they constantly run behind you and make a mockery of your front line. I ended up getting overwhelmed by a bunch of flayers when my merc and grizzly ran off to chase strays.

Future Plans and Finds
Instant retirement. I found a Fal in the RoF and got a Ko for my HF, other then that...nothing of note.

Stats

Code:
Lvl 82
Normal Arrow Damage w/ Might: 280-861
Guided Arrow Damage w/ Might: 297-911
Fissure w/ switch: 1652-1726
Poison Creeper w/ switch: 195-197
Grizzly w/ switch (not counting Might): 3496-3638
AR: Pitiful
Life w/ OS: 1618 | Mana: 373
Resist: 75/30/75/38

Str: 48
Dex: 167
Vit: 265

20 Fissure
20 Firestorm
20 Grizzly
20 Poison Creeper
8 Volcano
1 OS

Gear

Code:
Jalal's '15 resist all/9 dex jewel'
Highlord's
Widowmaker 'Nef'
SoTV '28 fire resist/8 str jewel'
LoH
Nos' Coil
SoJ
SoJ
Bramble Nail boots
'Spirit' crystal sword / Lidless Wall 'pdiamond' on switch

7 Summoning skillers and fine scs

Merc: Giant Skull / Duriel's / Reapers

Bramble Nails
Greaves
Defense: 53
Durability: 24 of 24
Required Strength: 70
Required Level: 29
Item Version: 1.10+ Expansion
Item Level: 62
Fingerprint: 0xc7935b3b
Lightning Resist +39%
Poison Resist +30%
30% Faster Run/Walk
10% Faster Hit Recovery
5% Chance to cast Level 3 Frost Nova when struck
+41 to Defense (Based on Character Level)
 
Originally posted by TopHatCat64 on Dec 18, 2016:

Patriarch Aether - Tornado Wolf

Patriarch Aether

Stats

Code:
Lvl 85

Fury damage: 316-5686 (with Might and Enchant)
Tornado damage: 1302-1414
AR: 9118 (with Enchant)
6 fpa

Life (in wolf form): 2833
Resists: 75/75/80/71

Str: 118 | Dex: 29 | Vit: 348

Skills
20 Fury
20 Lycanthropy
20 Cyclone Armor
20 Twister
11 Hurricane

Gear
Code:
Jalal's Mane 'res all jewel w/ 9 dex'
Mara's
Stormlash 'shael'
'Fortitude' Archon Plate
Stormshield 'res all jewel'*
Blood Clutches crafted gloves*
String of Ears
Gore Rider
Corruption Whorl rare ring*
Raven Frost
Switch: Demon Limb / 'Spirit' Monarch

Stormlash
Scourge
One Hand Damage: 11 - 308
Durability: 65 of 65
Required Level: 82
Required Strength: 125
Required Dexterity: 77
Fingerprint: 0x6b86498d
Item Level: 86
Version: Expansion 1.10+
15% Chance to cast level 10 Static Field on striking
20% Chance to cast level 18 Tornado on striking
+50% Increased Attack Speed
286% Enhanced Damage
+150% Damage to Undead
Adds 1 - 473 Lightning Damage
33% Chance of Crushing Blow
+7 Lightning Absorb
Attacker Takes Lightning Damage of 30
1 Sockets (1 used)
Socketed: Shael Rune

Blood Clutches
Sharkskin Gloves
Defense: 38
Durability: 14 of 14
Required Level: 73
Required Strength: 20
Fingerprint: 0xacfbf472
Item Level: 89
Version: Expansion 1.10+
2% Life stolen per hit
10% Chance of Crushing Blow
+13 to Strength
+14 to Dexterity
+18 to Life
+32 to Mana
Poison Resist +5%

Corruption Whorl
Ring
Required Level: 65
Fingerprint: 0x147b1f7
Item Level: 84
Version: Expansion 1.10+
+5 to Minimum Damage
+115 to Attack Rating
5% Mana stolen per hit
8% Life stolen per hit
+43 to Mana
Lightning Resist +20%

The Planning Stage

I'm always looking for funky takes on melee characters and after reading the pat threads for Neksja's Swind and VoX Dei's Howling-Wind, I thought that a Fury wolf utilizing Stormlash's ctc Tornado sounded like it would be right up by alley.

After doing some research, there seems to be two schools of thought when it comes to building a Wind/Tornado wolf.

1. Equip at least one Carrion Wind and go all-in with all the wind synergies for maximum twister/tornado damage. I was originally going to go this route, but when I plugged in the numbers into the skill planner, I saw that a fully synergized lvl 13 twister does a pitiful 190ish average damage. The stun from twister is nice but not so game-breaking that it would make the build in my mind. Instead, I went with school of thought number 2...​

2. Do not equip carrion wind and just focus on Tornado's synergies. This felt more natural to me. I always like having tons of life on my characters and on my shapeshifters in particular, so I decided to max Lycanthropy. It also freed up my ring slot for needed mana leech and let me equip the badass blood gloves that I use on damn near every wolf/bear I make.​
Aether is named after the Greek god of the upper air that the gods breathed. A fairly lofty hope I'll admit for an oddball character.

Leveling and Observations

I leveled with a ribcracker all the way up until lvl 83. As you might expect, a twinked fury wolf wielding ribbie blasts through normal and nightmare. I leveled in the Pit at p8, so I could use Stormlash for all 5 acts of Hell. That's when my opinion of this build soured a bit. Cyclone armor is...useful against elemental damage (though not the worldbeater that I hoped it would be), but it's of no help against physical attackers. And all 6 of my characters deaths in the pit fit a pretty familiar narrative: I got cursed, and then proceeded to melt under a hail of arrows.

Unfortunately, all the points you have to spend on the wind synergies leaves precious little for any alternate attacks or defensive options. In a standard fury wolf, you'd have points for Heart of the Wolverine (attack rating on this build is pretty low without enchant), Oak Sage (to help eat more hits), Grizzly (to take some of the heat off when swarmed), and/or Rabies (to help dispatch PI's and cause general chaos beyond the range of your fury attacks).

However, I will say that this build is pretty fun once you finally can equip Stormlash. I've used Grief for so long as my melee weapon of choice, I had forgotten how beastly Stormlash really is. Man alive. The combination of static field and crushing blow quickly reduced everything close to a shadow of their former selves. As for the tornados flying off my weapon...that was difficult to really isolate from all the chunks of damage being taken off from static. From what I could tell, the tornados were taking off pretty big chunks of damage, usually around a quarter or a third of regular monster life on p1.

The one advantage that I hoped this build would have over your standard fury druid would be the added range of the tornados flying around...but that proved to unreliable at best. Tornados follow such an erratic pattern that it was nearly impossible to hit monsters outside a short range from my character. Aether really mulched through monsters when I got a pack of melee monsters in a tight crowd in front of me. Then the tornados ripped through multiple monsters and I really got my money's worth from them.
 
Last edited:
Originally posted by Vang on May 2, 2007:

Behold! It was a lie, Diablo was not to much of a match for Tristram!

As the amazon(believe it to be her) states when she enters tristram, Diablo's power was to much for tristram or some rubbish such as that, I Farnham the Drunk was down in Ogden's in cellar drinking until I was to die. I had noticed a bunch of fallen ones surrounding me and assumed I was to die, and all they wanted was to drink as well. So once Diablo passed, and my town was burnt to ground, I took up an oath to burn that Diablo as he burned me. Joining some order, they soon realised I was nothing but a drunk, and gave me a bit of knowledge of fire and an animal form, assuming I would be to drunk to control other forces, they figured fire was chaotic and since I was determined to burn Diablo to the ground, they taught me a bit about Armageddon. It wasn't quite my style, as I wanted the ground to burn, so the village elder's, dug up the corpse of pindleskin and granted me the EARTHSHIFTER!!! When I whacked an enemy it could make the ground burn! I was set on my task, kinda strong, not that agile, but boy could I light the world of flames!

Farnham was fun, and my only trouble spot which a lovely assassin in the shadows came out to help me with was the ancients. Armageddon and fury isn't that bad, and once it gets a decent amount of damage physical immunes aren't much problem. The fissure full synergized does about 750damage on average, and although not that useful does provide some nice damage(great in nightmare though) My Worldstone Keeps were full of Fire Immunes and the ones that weren't were: Oblivion Knights and Wraiths. Armageddon handled the wraiths and timing handles the Ok's with ease, as well as some hit and run to single them(or two or three of them) out. Overall a fun class to play, and finished on /players4.

Farnham Stats

Skills:

4 Werewolf(15prebuffed)
20 Fury(26)
20 Firestorm
20 Volcano
15 Armageddon(26)

Fury @3.5fpa, think it was 11/7/7/7/7. Was pretty slow, but deadly.

Equipment:
Earthshifter w/ shael
Fortitude Archon
Jalal's w/ +60ar/+9dex jewel
Mara's
Ring ring with 7%LL, +93ar 19fire/9/9/9resist and +10str
Ravenfrost
Souldrainers
Goreriders
Crafted Blood belt with 22%Light resist, 3%leech and 6%open wounds.

Switched:
Spirit
Heart of the Oaks.
 
Last edited:
Originally posted by Vang on Jul 25, 2008:

Patriarch Reflector!

Well, my first themed build since my hiatus. So here is the story.

I once wanted to make a returned damage character, decided a barbarian
since the unique helm, Demonhorn's Edge, has 55-77. Best by far for a helm.

With that I'd use Spiked Thorn(1.25character/level) razortail(1ch/level) as well as Toothrow(20-40) and then socket everything with Amn runes(14 in shield/helm/armor)
Sounded pretty good on paper, but wasn't quite fun at all.

So after the recent Thorns discussion, I concluded that a Druid using Toothrow, razortail and Spiked Thorn, as well as Spirit of the Barbs
and a Thorns Merc would be grand. I stumpled upon a nifty item though
upon some magic find runs. Hwanin's Refuge 10%ctc static when hit, and
a bonus part of +100life. Well that'll certainly be better than Toothrow, so out went that.

Rest of gear was decided mainly on resist etc, using Jalal's mane for its great list of abilities and the two unique rings: Dwarf Star for life and Fire absorb, and Nature's Peace for two important mods of: Prevent Monster heal and Slain rest in peace(I don't deal near enough to be fighting of respawning!)

All of this relied on a weapon though. 2 Ctc Amplify damage weapons. One for me and one for Mercenary, to double any damage reflected. Jae traded me a very nice axe that was put to great use, and I found a superb Great poleaxe for my Mercenary.

Now unto the fun part. Act1 went very smooth, and I was a sure fire powerhouse, everything died mainly to my umm..firepower I should say.

Act2 was a different story. First Maggot Lair, wow. I hate this area more than ever now, it literally took over an hour and a half to get to the staff(reminder..Teleport charges!) Then Arcane Sanctuary took 3 paths and roughly 2hours to complete, although I can kill physical immunes, they aren't fun at all or easy. Duriel on the other hand died faster than I've ever witnessed, literally killed himself in about 10seconds.

Act3 went fine and smooth until in the Flayer Dungeon level 2 I got trapped(physical immune specters with a ton more hitpoints than the act2 counterparts) and I was growing tiresome, screw it I decided to only do the main parts..Tossed some waypoints and off I went, killed council with ease, then Mephisto.

Act4 River of Flame waypoint was gotten and had to go get my shiny rune! Boy did it take a while, about an hour and half to make my way down. Lum for all my troubles.

Chaos Sanctuary was actually not that bad, and took about 2hours to safetly navigate my way through(mind you zero deaths until act4, 3 in
river of flame) Diablo was a cake walk as he targeted me and slowly died, dropping a nice Sparking mail!

Act5 I followed with: Ancient Waypont-Arreat Summit Tunnel. The two melee guys went down quite well, and I lost my mercenary before the battles really began, but the Throwing was lightning Immune and Stoneskin and with 1 reju left and him always targeting me I didn't want to wait and hour or two for my bear and poison creeper level 6 to kill him, brought in my sorceress to finish the job.

Onto the final part, Minions and Baal himself. Mummies and Skeletons were the only part that took a lot of time, mainly due to the fact I had zero cannot be frozen equipment on and attacked at nil when cursed and chilled. Baal took about 15 minutes give or take a couple but overall went down smooth.

Sidenote: Shockwave+Amplify Damage=can take down anything with enough patience and time. Once I got into the later acts of hell it seemed I did a lot more shockwaving to keep my group alive.

Fun parts: Watching enemies like Duriel whack themselves quite fast. Although it worked somewhat for the later acts, it also didn't at others. If their damage was to much from might+cursed+extra strong pack for instances, it was pure shockwave as my mercenary and wolves died in one hit. The Spirit of the barbs lasted quite well and a lot longer than a spirit normally last, don't know if he has some bonus resistance somewhere.

Overall: A fun experience and character to finally do, I admit I got irritated and skipped some parts, but played and accomplished what I saw as important task without to much hassle or time wasted(a lot different with a fulltime job and a son nowadays)

Stats and equipment:

Level 79

Skills:
(+2summon/+4Shapeshifting + 3 all additional from switch)
1 Carrion Vine
20 Dire Wolves
1 Grizzly Bear
19 Spirit of The Barbs
20 Lycanthropy
9 Maul
2 Shockwave
5 Hunger

Stats:

Str:105/133
Dex:20/35
Vit:325
Life Shifted: 3267
Resist: 75/-7/75/70
Attack Rating: 1700/3000(enchant from demonlimb)
Damage: 400-800 w/ full Maul roughly

Gear:
Jalal's Mane
Rare 48%light resist amulet
Rare ctc Amp Axe
Hwanin's Refuge
Spiked Thorn
Laying of Hands
Nature's Peace
Dwarf Star
Razortail
Rare Boots

Switch:
Islestrike
Sigon's Shield

Mercenary:
Tal Rasha's Mask
Hwanin's Refuge
Rare Ctc Amp Great poleaxe

Code:
Rare Items:

Entropy Heart
Amulet
Required Level: 19
Item Version: 1.10+ Expansion
Item Level: 55
Fingerprint: 0x4337f181
+8 to Strength
+6 to Energy
+13 to Maximum Stamina
Damage Reduced by 1
Fire Resist +9%
Lightning Resist +48%
Cold Resist +9%
Poison Resist +9%

Dire Greaves
Chain Boots
Defense: 9
Durability: 11 of 16
Required Strength: 30
Required Level: 18
Item Version: 1.10+ Expansion
Item Level: 64
Fingerprint: 0x8ad20aae
+15 to Attack Rating
Fire Resist +19%
Lightning Resist +36%
Poison Resist +25%
69% Extra Gold from Monsters
+1 to Light Radius
20% Faster Run/Walk

Fiend Sever
Naga
'Shael'
One-Hand Damage: 39 to 110
Durability: 16 of 26
Required Strength: 121
Required Level: 48
Axe Class - Fastest Attack Speed
Item Version: 1.10+ Expansion
Item Level: 99
Fingerprint: 0xe83f59da
+146% Enhanced Damage
+240 to Attack Rating
4% Life stolen per hit
Required Level +5
60% Increased Attack Speed
5% Chance to cast Level 1 Amplify Damage on striking
Socketed (1: 1 used)

Storm Barb
Great Poleaxe
'Hel'
Two-Hand Damage: 171 to 472
Durability: 55 of 55
Required Dexterity: 79
Required Strength: 143
Required Level: 63
Polearm Class - Normal Attack Speed
Item Version: 1.10+ Expansion
Item Level: 86
Fingerprint: 0x141ab53e
+272% Enhanced Damage
+29 to Attack Rating
Cold Resist +10%
+1 cold damage over 2 seconds
Requirements -20%
5% Chance to cast Level 1 Amplify Damage on striking
Repairs 1 durability in 33 seconds
Socketed (1: 1 used)
 
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