Druid

diablo 4 druid
Diablo 4 Druid

The Druid is returning to Diablo IV but was first introduced in the Diablo 2 Lord of Destruction expansion back in June 2001.

The Druids inhabit the northern forests of Scosglen and developed their magic independently from the eastern mage clans. They served as the warrior-kings of their tribes, usually living apart from their people in massive stone towers that were covered with vines and ivy. As masters of the natural world, they were able to control living creatures and the very forces of nature.

While we only know basic information about the Diablo IV version of the Druid, it’s expected the class will stay close to the Diablo 2 Druid. The Diablo 2 Druid controlled both Elemental and Prime magic giving the class control over fire, earth, and wind. This attachment to nature allowed the class to summon ravens, wolves, vines, and natural spirits. Shapeshifting and elemental attacks are expected to play a big role in the class when it arrived in Diablo IV.

Diablo IV is a work in progress and whilst the classes so far revealed will appear in the game the specific’s of theirs skills and indeed which skills they have can all change before release.

Druid Skills

The Druid has access to six groups of skills and in general they serve the following purposes:

  • Basic – Generate Spirit and deal Physical and Lightning Damage
  • Spirit – Deal Physical Damage at a cost to Spirit
  • Defensive – Deal Physical Damage with Cooldowns
  • Wrath – Deal Physical Damage with Cooldowns
  • Companion – Companions deal Physical and Poison Damage with Cooldowns
  • Ultimate – Deal Physical and Lightning Damage with Cooldowns

Each skill falls into one of four categories:

  • Shapeshifting
  • Storm Magic
  • Earth Magic
  • Companion

Shifting between Werebear, Werewolf and human form is automatic depending on which skills the Druid is using, it is instant and seamless.

Spirit doesn’t drain when not in use, it only drains when the Druid uses skills that use it.

The Druid does not need to summon Companions as they are passively generated and will attack the Druid’s enemy automatically.  However, each Companion comes with an Active Skill that the Druid can direct the Companion to inflict on a specific target or area.

The Druid’s companions are translucent to other players.

Certain Talents can affect an entire category of skills, for example points in the Natural Resonance talent increases the damage of all Earth and Storm skills.

Basic Skills

NameTypeDamageGeneratesDescription
Earthspike
Earth MagicPhysical12 SpiritSunder the earth, impaling the first enemy hit for X damage.

Each time you hit an enemy with Earthspike, your chance to deal Crushing Blow* to that target is increased by 10%.

Talents: Abundance, Natural Resonance, Eye of the Storm, Primal Resonance, Earthbind, Fury of Nature, Earthen Might.

Shred
ShapeshiftingPhysical8 SpiritShapeshift into a werewolf and shred an enemy, dealing X damage.

Has a 30% chance to strike twice.

Talents: Lupin Swiftness, Rabid Strikes, Hunt the Weak, Feral Spirit, Quick Shift, Storm and Claw, Abundance.

Storm Strike Storm MagicLightning12 SpiritElectricity gathers around your weapon, dealing X damage split between your target and up to 3 nearby enemies.

Talents: Abundance,  Eye of the Storm, Natural Resonance, Fury of Nature, Perfect Storm.

Maul
ShapeshiftingPhysical18 SpiritShapeshift into a werebear and maul an enemy, dealing X damage and Fortifying* yourself for X.

Talents: Iron Hide, Hunt the Weak, Feral Spirit, Quick Shift, Storm and Claw, Abundance.

Wind Shear
Storm MagicPhysical12 SpiritConjure a piercing blade of wind, dealing X damage and increasing your movement speed by 5% for 3 seconds, up to 30%.

Talents: Abundance, Eye of the Storm, Natural Resonance, Fury of Nature, Perfect Storm.

Note: Talents listed are those that directly affect the skill.

* Crushing Blow uses the strength of the target against it, dealing a % of the enemy’s hit points as damage, which can prove incredibly powerful against enemies with very high hit points.

* Fortified characters take 30% decreased damage until all of their fortified life is removed.

Spirit Skills

NameTypeDamageCostsDescription
Pulverize
ShapeshiftingPhysical30 SpiritShapeshift into a werebear and slam the ground, dealing X damage to nearby enemies.

Talents: Iron Hide, Hunt the Weak, Feral Spirit, Quickshift, Storm and Claw, Elemental Exposure.

Landslide
Earth MagicPhysical30 SpiritCrush enemies between 3 pillars of earth, dealing up to X damage.

Has an additional 10% chance to deal a Crushing Blow*.

Talents: Natural Balance, Eye of the Storm, Elemental Exposure, Natural Resonance, Primal Resonance, Earthbind, Fury of Nature, Earthen Might.

Tornado
Storm MagicPhysical20 SpiritConjure a vortex that moves outwards and curves in a random direction, dealing X damage every second.

Talents: Natural Balance, Eye of the Storm, Elemental Exposure, Natural Resonance, Fury of Nature, Perfect Storm.

Unknown
 

Note: Talents listed are those that directly affect the skill.

* Crushing Blow uses the strength of the target against it, dealing a % of the enemy’s hit points as damage, which can prove incredibly powerful against enemies with very high hit points.

Defensive Skills

NameTypeDamageCooldownDescription
Cyclone ArmorStorm MagicNonePowerful winds protect you, granting 15% ranged damage reduction.

When an enemy in melee range hits you, there is up to a 15% chance for the winds to knock it back.

Talents: None.

Earthen BulwarkEarth MagicPhysical15 secondsRocks surround you for 3 seconds, making you Unstoppable* and absorbing up to X damage.

Upon expiration, the rocks shatter, dealing X% of the remaining shield amount to nearby enemies.

Talents: Eye of the Storm, Natural Resonance, Fury of Nature, Earthen Might.

TrampleShapeshiftingPhysical15 secondsRush forward as a werebear, dealing X damage and stunning enemies for 1.6 seconds.

Talents: Iron Hide, Hunt the Weak, Feral Spirit, Quick Shift, Storm and Claw.

Debilitating RoarShapeshiftingPhysical20 secondsShapeshift into a werebear and bellow with ferocity, reducing the attack speed of nearby enemies by X% for 5 seconds.

Talents: Iron Hide, Hunt the Weak, Feral Spirit, Quick Shift, Storm and Claw.

Ravenous Bite ShapeshiftingPhysical10 secondsShapeshift into a werewolf and tear an enemy’s flesh dealing X damage, and healing you for X.

Talents: Lupine Swiftness, Rabid Strikes, Hunt the Weak, Feral Spirit, Quick Shift, Storm and Claw.

Note: Talents listed are those that directly affect the skill.

* While Unstoppable, control impairing effects are removed and prevented.

Wrath Skills

NameTypeDamageCooldownDescription
HurricaneStorm MagicPhysical15 secondsForm a hurricane around you that deals X damage to nearby enemies over 8 seconds.

Talents: Storm and Claw, Eye of the Storm, Natural Resonance, Endless Tempest, Fury of Nature, Perfect Storm,

BoulderEarth MagicPhysical20 secondsUnearth a large rolling boulder that knocks back and crushes enemies, dealing X damage with each hit.

Has an additional 15% chance to deal a Crushing Blow *.

Talents: Eye of the Storm, Natural Resonance, Primal Resonance, Earthbind, Fury of Nature, Earthen Might

Unknown
Unknown

Note: Talents listed are those that directly affect the skill.

* Crushing Blow uses the strength of the target against it, dealing a % of the enemy’s hit points as damage, which can prove incredibly powerful against enemies with very high hit points.

Companion Skills

Companions cost nothing to summon and do not need to be controlled once active.  However, each companion comes with an Active skill that allows you to target their special attack on a single target or area depending on the skill.  These Active skills have a cooldown.

NameTypeDamageCooldownDescription
WolvesCompanionPhysical8 secondsPassive: Summon 2 wolf companions that bite enemies for X damage.

Active: Direct the wolves to focus an enemy. The wolves have a 50%increased chance to critically strike the enemy.

Talents: Call of the Wild

RavensCompanionPhysical30 secondsPassive: Ravens fly above you and periodically attack your enemies for X damage.

Active: The target area is swarmed with ravens. Enemies take X damage and suffer X Vulnerability* for 6 seconds.

Talents: Call of the Wild

Vince CreeperCompanionPoison30 secondsPassive: A vine creeper periodically emerges from the ground and poisons a nearby enemy for X damage over 8 seconds.

Active: Vines strangle enemies in a target area, poisoning them for X damage over 6 seconds and stunning them for 2 seconds.

Talents: Call of the Wild, Hunt the Weak

Unknown
Companion

Note: Talents listed are those that directly affect the skill.

* Vulnerable enemies take 30% increased damage until off of their vulnerable life is removed.

Ultimate

NameTypeDamageCooldownDescription
CataclysmStorm MagicLightning90 secondsA massive storm follows you for 10 seconds. Tornadoes knock back enemies, and lightning strikes wildly for X damage.

Talents: Storm and Claw, Eye of the Storm, Natural Resonance, Endless Tempest, Fury of Nature, Perfect Storm.

Grizzly RageShapeshiftingPhysical50 secondsShapeshift into a werebear for 5 seconds. You are granted new werebear skills and you regenerate Spirit 28% faster.

You are Unstoppable * while Grizzly Rage is active.

Talents: Iron Hide, Hunt the Weak, Feral Spirit, Quickshift, Storm and Claw.

Petrify Earth MagicPhysical50 secondsPetrify all nearby enemies, stunning them for 5 seconds. Damage breaks this effect and deals an additional X damage.

This skill has an additional 25% chance to deal a Crushing Blow *.

Talents: Scent of Blood, Eye of the Storm, Natural Resonance, Primal Resonance, Earthbind, Undergrowth, Fury of Nature, Earthen Might.

Unknown

Note: Talents listed are those that directly affect the skill.

* Crushing Blow uses the strength of the target against it, dealing a % of the enemy’s hit points as damage, which can prove incredibly powerful against enemies with very high hit points.

* While Unstoppable, control impairing effects are removed and prevented.

Diablo 4 Druid Talent Tree
Click to Enlarge

Druid Talents

The Druid has access to two talent trees, Shapeshifting and Nature and points can be placed in these to further passively augment the Druid’s skills.

The bottom row of both Talent Trees has two talents which you will need to choose between.  You will have one point for the bottom row of the Shapeshift Talent Tree and one point for the Nature Talent Tree.

Shapeshifting Talent Tree

TalentIconEffect
Heightened SensesDamage reduction against nearby enemies is increased by X%.
Predatory InstinctDeal X% increased damage to nearby enemies.
Lupine SwiftnessWhile in werewolf form, movement speed is increased by X%

This bonus persists for X seconds after leaving werewolf form.

Iron HideWhile werebear form, damage reduction is increased by X%.

This bonus persists for X seconds after leaving werebear form.

Call of the WildYour critical strike chance is increased by X% against your wolves’ focus target.

Raven passive attacks make enemies Vulnerable for X% of the damage dealt.

Vine Creeper’s poison duration is increased by X%.

OverpowerHit Effect: Up to X% chance on hit to knock down slowed enemies for X seconds.
Rabid StrikesYour werewolf skills poison the target for X% of the damage dealt over X seconds.
Scent of BloodDeal X% increased damage to crowd controlled enemies.
Hunt the WeakCritical strike chance is increased by X% against poisoned enemies while shapeshifted.
Feral SpiritCritical strike damage is increased by X% for X seconds after using a Shapeshifting skill.
Storm and ClawWhile Hurricane or Cataclysm is active, Shapeshifting skills deal an additional X% damage as lightning.
QuickshiftAfter shapeshifting into a different form, your next skill deals X% increased damage.

Magic Talent Tree

TalentIconEffect
Natural BalanceEarth and Storm skills that consume Spirit restore X% Life.
AbundanceBasic skills generate X% more Spirit.
Eye of the StormCritical strikes with Storm skills increase the critical strike chance of non-Storm skills by X% for X seconds.
Ancestral FortitudeIncrease your non-physical resistances by X%.
Elemental ExposureTargets hit by Spirit skills become Vulnerable for X% of the damage dealt.
Natural ResonanceEarth and Storm skills deal X% increased damage.
Endless TempestIncrease the duration of Hurricane and Cataclysm by X%.
Primal ResonanceEarth skills deal X% increased Crushing Blow damage.
UndergrowthIncrease the duration of crowd control effects by X%.
EarthbindHit Effect: Earth skills have up to a X% chance to immobilize enemies for 3 seconds.
Fury of NatureHit Effect: Enemies hit by Earth and Storm skills have up to 20% chance to take X% increased critical strike damage from you for 5 seconds.
Perfect StormStorm skills deal X% increased damage to Vulnerable targets.
Earthen MightEnemies hit by Earth skills take X% increased damage from Earth skills for X seconds, up to X%.

Druid History

The Druids are a race of nomadic warrior-poet-kings. Driven from their homelands long ago by their Barbarian brothers, the Druid tribes live primarily in the northern forests. Using mystic secrets passed down through the generations, they summon the elements of fire and wind to do their bidding, and command the creatures of the forest to aid them in battle. Shifting from their human forms into that of wild beasts, gives them abilities far beyond those of other mortals.

In the ancient tome of the Druids, the Scéal Fada (“Long Story”), it is written that Bul-Kathos, the great and ancient king of the Barbarian tribes, had a mysterious but trusted confidant, who was only referred to as Fiacla-Géar (“Sharp-Tooth”). This man is sometimes described as Bul-Kathos’s close friend, and at other times, he is referred to as his brother. Whatever the source of their relationship, their bond was strong, and together they shared the secrets of the ancients: of the mysteries below the peaks of Mt. Arreat, of the venerated task put to their people to protect those mysteries, and of the prophecies regarding the dark times ahead. They both agreed that, in order to fulfill their sacred trust, their people must devote themselves to nothing save that charge. However, they disagreed on exactly how the people could best do this. Bul-Kathos believed that only by bringing the tribes together and training them in strict martial discipline could the tribes faithfully concentrate on their goal for generations to come.

Druid-Legendaries
Druid Legendaries

Fiacla-Géar, on the other hand, believed that only through obtaining a spiritual oneness with the land they had sworn to protect could the people truly appreciate the importance of their role. Both agreed the other’s philosophy had merit, and so around the time Bul-Kathos united the tribes, Fiacla-Géar gathered together a small group consisting of the tribes’ greatest warrior-poets and shamans and mysteriously retreated into the forests surrounding the area known as Scosglen (new zone coming to Diablo IV). There he and his people created the first of the Druid Colleges, huge mortar-less stone towers, covered in vines and safely hidden beneath the leafy canopies of the dense forests. They have dwelt there ever since, forging a new way of life for themselves. They created a new culture and language, cutting themselves off from their Barbarian cousins and their ways, vowing not to return to the Steppes of Mt. Arreat until the time of the Uileloscadh Mór, (“Great Holocaust”) between the men of the world and the demons of the Burning Hells.

Here, in preparation for the impending conflict, he taught his people the Caoi Dúlra (“Way of Nature”), a harmony with the natural elements of the world, its plants and animals, as the heart of its most intrinsic beliefs, for they are the personification of the very world that the Druids have sworn to protect. Not only was Caoi Dúlra the basis for their system of values, but through its study and practice, the Druids learned to bond with the natural entities of Sanctuary. This bonding was so absolute that eventually, they discovered how to talk to the plants and animals, and these beings taught them all the secrets of the natural world. They taught them methods to call animals from far away, how to summon sentient plants from the earth, ways to change their own forms to share the strengths of their animal cousins, even, to a limited extent, techniques to control the weather.

At the Túr Dúlra (“Tower of Nature”), the greatest of the Druid Colleges, stands a great tree Glór-an-Fháidha (“Glory of the Oak”). This tree is the most revered source of the Druids guidance and teachings. Under its branches, for centuries, the Druids of Scosglen have been honing not only their powerful arsenal of natural magic, but also the martial skills they have retained from their Barbarian forefathers. They have done this because they believe themselves to be the world’s last line of defense when the time of the great conflict comes, a time they believe is at hand. Lashing out in fury at the recent insurgence of denizens of the Burning Hells, and at the Leathdhiabhala (“Half-Demons”), demonic corruptions of the very creatures they have vowed to defend, the Druids have, at last, emerged from their forests, marching toward their final stand against the minions of Chaos. – Compiled by Flux

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