Good catch,
@zemaj . You're right, I hadn't even thought about leap or sanctuary when I was writing about the assassin skills. I predict it won't be the last time corrections will be warranted in this little thread. I hope you get the sleep you want.
Regarding werewolves: there's a guide by Electric Blue hosted
here at PureDiablo. It was written for 1.10, but still appears pretty relevant.
Werewolf
This skill lets the druid transform temporarily (40 seconds) into a werewolf. While so transformed, the werewolf gets 25% more life and stamina, and his carried weapon is also converted into a "claw swipe" melee attack. (Even missile weapons are converted to melee claw swipes. Certain weapon attributes or magical modifiers on bows and crossbows can produce to some curious melee effects.)
The Lycanthropy skill increases both life and transformation duration. Lycanthropy is more of a "mastery" than most other synergies, because its total level after +skills determines the bonuses it grants to Werewolf, and not just "hard" invested Lycanthropy points.
As a one-point wonder, Werewolf also grants 50% bonus to his attack rating, and also adds 20 increased attack speed. Higher skill levels improve these; for example, at skill level 20, a werewolf gets 68 more IAS and +335% AR. That's just for normal attack. Every other werewolf attack skill in the shapeshifting tree (Feral Rage, Rabies, Fire Claws, Hunger, and Fury) also has its own attack rating bonus, so the Werewolf skill is an indirect "synergy" that boosts those skills' attack ratings even further. For example, look at Aconite's write-up for
Malfurion. He maxed Werewolf, along with Feral Rage and Fury, and gained a whopping 9235 AR for his Feral Rage attacks and 8744 AR for Fury.
I found 29 patriarchs and guardians that maxed Werewolf. High attack rating and attack speed were key ingredients making it possible for
@maareek 's
BurritoOfFury to go from level 1 to patriarch in less than 24 hours of intense gameplay. Maxed "Ww" also helped four hardcore werewolves achieve guardian:
Michael by DeathMaster,
Beowolf by
@Kstil3227 ,
Reuben by
@Kitteh , and
@Drystan 's maxed-vitality werewolf
Fenris.
Feral Rage
Feral Rage is the werewolf's "charge-up" skill, comparable to a barbarian's Frenzy. It grants a minor attack rating bonus (20% at skill level 1, 210% at skill level 20), and each successful hit grants two additional "charge-up" bonuses temporarily (up to 20 seconds) to successive attacks. One of those bonuses grants life stolen per hit, starting with 4% for the first successful hit "charge-up." At skill level 1, its "life leach" climbs to 12% LL per hit after two more successful charge-ups, and at skill level 20, up to twelve more charge-ups can bring it up to 52% LL. The other bonus is faster run/walk speed: 31 FRW at skill level 1 at the first charge-up, or up to 55 FRW at skill level 20 after all thirteen charge-ups. Gear that provides +skills can boost these charged-up effects
even higher. During the twenty second duration, the charge-up effects also apply to other werewolf attacks (Rabies, Fire Claws, Hunger, Fury, or normal attack).
Here are some remarks other SPFers made about their maxed Feral Rage druids:
- jonnyphive's Cameron: "I really enjoyed having both Feral Rage and Fury maxed – it was much less redundant than I thought it would be. The general strategy was to use Fury to do most of the damage, switching to Feral Rage periodically to keep it charged. Feral Rage was also fantastic for sniping specific enemies within packs, whereas Fury just causes you to take turns swiping at everything in range. That was especially useful for taking down dangerous aura-enchanted uniques quickly."
- Colorless Green's Lon: "This char was a blast to play, but I'm a sucker for anything that moves fast."
- friedbananazzzz's Angry Slayer: "I love a skill that grants a speed bonus."
- IronCrown's Umankwa: "Made for a great secondary attack especially against mana burn monsters."
Rabies
This is a unique skill that recruits enemies to damage each other, but without converting any of them! For the initial Rabies attack, the werewolf gets an attack rating bonus (+50% at skill level 1, +183% at skill level 20). A successful attack infects the target, causing poison damage (18-43 over 4 seconds at skill level 1, 924-996 over 11.6 seconds at skill level 20). Any enemies near an infected target will also become infected, and infections will continue to spread throughout the initial target's poison duration. One synergy, the Poison Creeper skill, adds 18% poison damage per invested skill point. Maxing the synergy adds 360% poison damage. I reviewed a rabies werewolf I played a few years ago, who sports a fully synergized level 29 Rabies skill. His lying-character-screen lists about eleven thousand poison damage over fifteen seconds! Of course, poison immune monsters don't suffer that poison damage. However, even a poison immune foe can still get infected, and such a "symptom-free carrier" will still in-turn infect other nearby enemies for the poison's duration. I have seen non-poison-immune enemies fall dead a few seconds after they strayed too close to a poison-immune disease carrier, without ever getting hit even once my my werewolf or a minion.
Two werewolves in the collection,
Bremen and
Iscandel, both by
@Miron , spent sixty points to max Rabies, its direct synergy Poison Creeper, and its indirect synergy Werewolf. Most of the rest of the Rabies builds were content to max Poison Creeper, but leave Werewolf at one point. Most of these combined Rabies attacks with either Fire Claws or Fury (typical examples of these are Nightfish's guardians
Contagion and
Wolf, respectively), but a few used Rabies alongside summoned pets, such as
@OldSoldier 's untwinked guardian
Deerslayer and SunsetVista's untwinked patriarch
Garruk. MukTuk's
Paws had fun exploring a "sick puppy" build, in which "Hit Causes Monster to Flee" gear is employed to try to make infections spread as far as possible.
A notable Rabies build that did
not fully synergize poison damage was
@Swiller 's
Mbwun. He proceeded with equal investments in Poison Creeper and Heart of Wolverine summons, with sixteen points in each by the time he achieved patriarch. I liked Swiller's assessment of Rabies: "Not only did it provide a safe way to wear down a pack's health, but I was also able to clear half a screen's worth of monsters within seconds. The Far Oasis was especially epic. An absolute TON of the physical immune locusts would spawn. I would switch to Rabies, infect one of them, then retreat away. Take a sip of my beer, then return. YAY! No more locusts."
Fury
This is the most popular attack skill among our SPF werewolves. Fury rapidly attacks multiple targets. If only one target is within weapon range, then that target gets attacked multiple times. At a given skill level, Fury has the exact same AR bonuses as Rabies; moreover, its damage bonuses and multiple attacks really make this top-tier skill shine. Double damage and two attacks at skill level one. Each additional skill level adds 17% damage and another attack, up to skill level four: +151% damage and Fury's maximum of five rapid attacks. At skill level twenty, one Fury attack deals 423% extra damage on each of five rapid potential hits.
There are dozens of very interesting write-ups around this skill. I'm just going to link a "top ten" list here. A Fury druid was Pugmh's very first patriarch,
Minechar.
@LprMan 's
Lachdanan cautioned: "Anything with stun attack is really dangerous. Almost every time I was in great danger there [were] monsters with stun attack hitting me." There was a different warning from SunsetVista's
Lafferty: "The greatest challenges were physcial immunes and anything with mana burn." But there were also celebrations.
DingleBarry by sirpoopsalot exulted: "Bosses drop very, very fast," and MukTuk's patriarch
Talbain boasted: "I never once died," which I believe would encourage any player trying a hardcore Fury druid. Also good reads: a roleplaying backstory for bassen's
Odin Firehand; some 100% Deadly Strike equipment collections for Liquid_Evil's
Trifecta and AJK's
DeadlyDoormat; an embedded gameplay video of
@PhineasB 's
Reaver, and a recommendation by purplelocusts's
Skoll for gear with Chance to Cast Frost Nova, which helps when you jump in and get surrounded. Finally, there's an interesting use of Fury as a secondary skill in
@Neksja 's Amanu, who preferred Fire Claws but fell back on Fury against fire immunes.
Sigh, my top ten turned into a top eleven, and there are still so many good reports unlisted here. I encourage you to
look for other Fury builds that I didn't link here. You will find a wide variety of nifty gear setups to browse and admire.
---
Those are the four skills which are exclusive to werewolves. Next up: the middle column of the shapeshifting tree, featuring skills usable by either werewolves or werebears. Then after that the right column, which has the werebear exclusives. (But my next updates might be delayed a bit longer, as I have a work project due in January that I expect will take up my spare time until then.)