Patriarch Lock and now there are 3 Fury Druids

Jan 1, 2011
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With my last two Druid Wolves I followed two different paths, Liquid Evil’s Earth Shifter Fury Druid, and a Fury Druid with Summoned Wolves. While Jack the Earth Shifter Druid did more combined damage than Lobo the straight Fury Wolf, he also was a little more fragile. Lobo while a tank was slower to kill crowds due to a lack of an area effect skill. Lock is an attempt to combine the advantages of both and hence the very clever name LObojaCK.

I felt that Jack’s primary issue was his fragility and was caused by the low werewolf and Lycanthropy skill levels resulting in low life, AR and defense. Jack’s second issue was that he had no way to deal with PI/FI monsters. Also, Armageddon didn’t deal enough fire damage quickly enough to adequately deal with PI Frenzytaurs. To deal with this I decided to remove the Act 2 Merc wielding Infinity and use a merc that could cast decrepify.

By removing Infinity from the Merc, it makes a major impact on the fire damage from Armageddon and especially in Hell with all the Fire immunes. As a result, I decided to basically ignore Armageddon’s fire damage and simply treat it as just adding damage and the only synergy that I put points into is Volcano. The 19 points saved from Firestorm went to Werewolf and Lycanthropy.

I saw two ways to get Decrepify into the game. First is to simply carry Reaper’s Toll myself. The advantage to this is that I get to cast Decrepify where I need it and not have to worry about the merc wandering off. On the other hand with the Merc casting decrepify I can carry something that does more damage and I really wanted to use the Oath eth Silver-edged axe as my endgame weapon.

I have already used the Act 1 Rogue using a Wrath bow with Lobo and she was effective, but I’d like to try something else. That means either an Act 2 Holy Freeze Merc carrying the Reaper’s or an Act 5 Frenzy Merc carrying Lawbringer. I decided to go with the Frenzy Barb.

Lock’s skill distribution ended up different from what I had originally planned. As I went through NM and Hell, I realized that I didn’t really need to put 20 points into Armageddon and Volcano and instead would put some of the saved points into Lycanthropy and Werewolf to increase life and AR. As I looked deeper, I realized that additional points into Werewolf didn’t generate much of an increase in AR and with a life over 2400 I didn’t really need to spend points in Lycanthropy either. While originally I didn’t plan on any points into Heart of the Wolverine I realized it was the best use of the points I had available and it worked well.

I also put a point into Werebear to be able to get the 20% damage reduction from Mark of the Bear, but never used it.

Name: Lock
Class: Druid
Experience: 1519399986
Level: 89

Naked/Gear
Strength: 227/313
Dexterity: 23/93
Vitality: 265/331
Energy: 20/56
HP: 727/783
Mana: 196/253
Stamina: 412/412
Defense: 5/1458
AR: 85/796

Fire: 215/175/115
Cold: 181/141/81
Lightning: 187/147/87
Poison: 181/141/81

MF: 105 Block: 8
GF: 153 FR/W: 3
FHR: 50 IAS: 90
FCR: 0

Raven: 1/9
Poison Creeper: 0/0
Oak Sage: 1/9
Summon Spirit Wolf: 1/9 12 when summoned
Carrion Vine: 0/0
Heart of Wolverine: 9/17 20 when summoned
Summon Dire Wolf: 6/14 17 when summoned
Solar Creeper: 0/0
Spirit of Barbs: 0/0
Summon Grizzly: 0/0

Werewolf: 10/25 30 when changing to wolf
Lycanthropy: 10/25 30 when changing to wolf
Werebear: 1/16
Feral Rage: 1/16
Maul: 0/0
Rabies: 1/16
Fire Claws: 0/0
Hunger: 0/0
Shock Wave: 0/0
Fury: 20/38

Firestorm: 1/9
Molten Boulder: 1/9
Arctic Blast: 0/0
Fissure: 1/9
Cyclone Armor: 0/0
Twister: 0/0
Volcano: 16/24
Tornado: 0/0
Armageddon: 20/28
Hurricane: 0/0

Damage from LCS and ignoring Crushing Blow
Fury Damage 3808-5998
With HoW 4313-6767
Fury AR 8238
With HoW and Mark 9496
Wolf life with Mark 2715

Initially I really wanted the Oath Axe to be his final weapon, but after some thought I realized that I needed to consider the upped Ribby for multiple reasons. The added defense is helpful lowering the chance to be hit, the 15 to dexterity helps with AR and finally there is Crushing Blow. After looking at some numbers I decided I couldn’t ignore the Ribby and then because the deciding factor was the crushing Blow I went all the way and go for 100% crushing blow and on went a pair of Goblin toes. With no FRW he was a little slow, but when I wanted to go fast all it took was a couple of Feral Rage Hits.

End Gear
Weapon: Upped Ribcracker
Off-hand: none
Armor: Chains of Honor
Helm: Metamorphosis
Gloves: Laying of Hands
Belt: Thundergod’s Vigor
Boots: upped upped Goblin Toe
Amulet: Mara
Ring1:Raven Frost
Ring2:rare ring
Switch: Fleshrender/Spirit shield

Weapon transition
Level 8 Axe of Fechmar
Level 12 Goreshovel
Level 19 The Chieftan
Level 24 Bonesnap
Level 27 Honor War Club
Level 31 Ribcracker
Level 49 Oath ethereal Silver-edged axe
Level 67 Upped Ribcracker

Laying of Hands
Bramble Mitts
Defense: 86
Durability: 12 of 12
Required Level: 63
Required Strength: 50
Fingerprint: 0x8fb92889
Item Level: 99
Version: Resurrected
10% Chance to cast level 3 Holy Bolt on striking
+20% Increased Attack Speed
+350% Damage to Demons
+25 Defense
Fire Resist +50%

Lobo's Metamorphosis
Superior Spirit Mask
IoChamFal
Defense: 59
Durability: 20 of 20
Required Level: 67
Required Strength: 30
Fingerprint: 0x2f8d1918
Item Level: 48
Version: Resurrected
100% Chance to cast level 1 Unknown on striking
100% Chance to cast level 1 Unknown on striking
+5 to Shape-Shifting Skills (Druid Only)
25% Chance of Crushing Blow
+3 to Fury (Druid Only)
+66% Enhanced Defense
+10 to Strength
+10 to Vitality
All Resistances +10
Cannot Be Frozen
3 Sockets (3 used)

Raven Frost
Ring
Required Level: 45
Fingerprint: 0x238320f9
Item Level: 87
Version: Resurrected
+220 to Attack Rating
Adds 15 - 45 Cold Damage Over 4 Secs (100 Frames)
+19 to Dexterity
+40 to Mana
+20 Cold Absorb
Cannot Be Frozen

Entropy Hold
Ring
Required Level: 65
Fingerprint: 0xd6ef0546
Item Level: 85
Version: Resurrected
+4 to Maximum Damage
+106 to Attack Rating
7% Life stolen per hit
Replenish Life +3
Lightning Resist +14%
10% Better Chance of Getting Magic Items

Mara's Kaleidoscope
Amulet
Required Level: 67
Fingerprint: 0xd69d9b58
Item Level: 88
Version: Resurrected
+2 to All Skills
All Stats +5
All Resistances +28

Goblin Toe
Mirrored Boots
Defense: 117
Durability: 18 of 18
Required Level: 72
Required Strength: 163
Fingerprint: 0x35711022
Item Level: 86
Version: Resurrected
25% Chance of Crushing Blow
+58% Enhanced Defense
+15 Defense
Damage Reduced by 1
Magic Damage Reduced by 1
+-1 to Light Radius
Required Level +12

Thundergod's Vigor
War Belt
Defense: 148
Durability: 24 of 24
Required Level: 47
Required Strength: 110
Fingerprint: 0x846cbe93
Item Level: 85
Version: Resurrected
5% Chance to cast level 7 Fist of the Heavens when struck
Adds 1 - 50 Lightning Damage
+3 to Lightning Fury (Amazon Only)
+3 to Lightning Strike (Amazon Only)
+180% Enhanced Defense
+20 to Strength
+20 to Vitality
+10% to Maximum Lightning Resist
Lightning Absorb 20%

Spirit
Aegis
TalThulOrtAmn
Defense: 145
Chance to Block: 0
Durability: 92 of 92
Required Level: 59
Required Strength: 219
Fingerprint: 0xde09de7
Item Level: 85
Version: Resurrected
+2 to All Skills
+27% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missile
+22 to Vitality
+97 to Mana
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
Magic Absorb 5%
Attacker Takes Damage of 14
4 Sockets (4 used)
Fleshrender
Barbed Club
One Hand Damage: 74 - 125
Durability: 56 of 56
Required Level: 38
Required Strength: 30
Fingerprint: 0xcc0f618d
Item Level: 61
Version: Resurrected
+2 to Shape-Shifting Skills (Druid Only)
+1 to Druid Skill Levels
200% Enhanced Damage
Adds 35 - 50 Damage
+150% Damage to Undead
20% Chance of Crushing Blow
20% Deadly Strike
25% Chance of Open Wounds
Prevent Monster Heal
+20 Maximum Durability
1 Sockets (0 used)

Lock's Ribcracker
Stalagmite
Two Hand Damage: 330 - 493
Durability: 130 of 130
Required Level: 56
Required Strength: 63
Required Dexterity: 35
Fingerprint: 0x403b3f45
Item Level: 87
Version: Resurrected
+70% Increased Attack Speed
+50% Faster Hit Recovery
300% Enhanced Damage
Adds 30 - 65 Damage
50% Chance of Crushing Blow
+100% Enhanced Defense
+100 Defense
+15 to Dexterity
Required Level +7
+100 Maximum Durability
1 Sockets (1 used)
Socketed: Shael Rune

Chains of Honor
Archon Plate
DolUmBerIst
Defense: 880
Durability: 60 of 60
Required Level: 63
Required Strength: 103
Fingerprint: 0x8e15eb1e
Item Level: 83
Version: Resurrected
+2 to All Skills
+200% Damage to Demons
+100% Damage to Undead
8% Life stolen per hit
+70% Enhanced Defense
+20 to Strength
Replenish Life +7
All Resistances +65
Damage Reduced by 8%
25% Better Chance of Getting Magic Items
4 Sockets (4 used)
I played him as a wolf at Players 8 through Normal and Nightmare and Acts 1 and 2 in Hell. The other two wolves ran into problems in Act 2 at players 8, but not Lock. He did have one death is the cellars to a multiset Convicted skeleton Archer pack, but did recover his body. At the beginning of Act 3 I switched to Players 5 and stayed that way the rest of the game, including Baal.

Like the Act 2 Merc, the Act 5 Merc has problems getting through the wolfpack at times that can be frustrating. It was especially obvious in the Arcane Sanctuary with all the ghosts. I ended up carrying The Reaper’s Toll myself and that worked well for clearing the ghosts. Overall, I think the Act 1 Rogue with Wrath was the best Merc option.

The Frenzy barb started with dual dimensional blades – Lawbringer and Crescent moon and then switched to a Lawbringer Phase blade and eventually paired it with Azurewrath. He did seem to be very fast at killing the undead, which I assume was helped by the almost double Sanctuary aura.

I forgot to upgrade his armor once he got in Hell and he finished using Shaftstop instead of getting Fortitude.

Name: Klar
Race: Barbarian
Type: 1hs-Normal
Experience: 99807310
Level: 89
Dead?: unknown

Naked/Gear
Strength: 216/242
Dexterity: 140/166
HP: 2085/2145
Defense: 1682/2658
AR: 2235/48090

Fire: 187/147/87
Cold: 187/147/87
Lightning: 187/147/87
Poison: 187/147/87

Shaftstop
Mesh Armor
Defense: 622
Durability: 45 of 45
Required Level: 38
Required Strength: 92
Fingerprint: 0x3e65d9a2
Item Level: 87
Version: Resurrected
+15% Increased Attack Speed
+55 to Attack Rating
+191% Enhanced Defense
+250 Defense vs. Missile
+60 to Life
Damage Reduced by 30%
1 Sockets (1 used)
Socketed: Silver Jewel of Fervor
Silver Jewel of Fervor
Jewel
Required Level: 31
Fingerprint: 0xac6d72ba
Item Level: 43
Version: Resurrected
+15% Increased Attack Speed
+55 to Attack Rating

Arreat's Face
Slayer Guard
Defense: 354
Durability: 55 of 55
Required Level: 42
Required Strength: 118
Fingerprint: 0xe6ae88e
Item Level: 80
Version: Resurrected
+2 to Combat Skills (Barbarian Only)
+2 to Barbarian Skill Levels
+15% Increased Attack Speed
+30% Faster Hit Recovery
29% Enhanced Damage
20% Bonus to Attack Rating
3% Life stolen per hit
+193% Enhanced Defense
+20 to Strength
+20 to Dexterity
All Resistances +30
1 Sockets (1 used)
Socketed: Realgar Jewel of Fervor
Realgar Jewel of Fervor
Jewel
Required Level: 37
Fingerprint: 0x7a465124
Item Level: 53
Version: Resurrected
+15% Increased Attack Speed
29% Enhanced Damage

Azurewrath
Phase Blade
One Hand Damage: 111 - 126
Indestructible
Required Level: 85
Required Strength: 25
Required Dexterity: 136
Fingerprint: 0xe7bc87a4
Item Level: 88
Version: Resurrected
Level 10 Sanctuary Aura When Equipped
+1 to All Skills
+30% Increased Attack Speed
261% Enhanced Damage
Adds 250 - 500 Magic Damage
Adds 250 - 500 Cold Damage Over 10 Secs (250 Frames)
All Stats +6
+3 to Light Radius
 
For Druid with dire wolves I think repositioning them in tight spaces to make sure the merc is always engaged is impactful. Just resummon them behind you etc as much as mana allows.

Grats on Pat!
 
@Jpy Thanks. I like the wolves since they tie down monsters and generally don't roam very far. Basically summon and forget. What you said about repositioning the wolves is true, but I'm not into managing my summons as it takes my focus away from killing monsters. So, as much as I like the Frenzy Barb Merc, the next time I play a Druid that summons wolves I'll take the Rogue Merc.
 
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