Diablo 2: Lord of Destruction Walkthrough :
This walkthrough for Diablo 2: Lord of Destruction [PC] has been posted at 07 Jul 2010 by m-inu and is called "1.11 Werebear Guide". If walkthrough is usable don't forgot thumbs up m-inu and share this with your freinds. And most important we have 49 other walkthroughs for Diablo 2: Lord of Destruction, read them all!
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Walkthrough - 1.11 Werebear GuideDiablo II: Lord of Destruction Indepth Guide Werebear Druid - 1.11b Patch Version 1.20 Written by CLLi a.k.a. sunny_d2 ----------------- Table of Contents ----------------- I. Introduction II. Stats III. Skills A. Elemental Skills B. Shape Shifting Skills C. Summoning Skills IV. Equipment A. Power Equipment B. Speed Leech Equipment C. Inventory D. Mercenary V. Usage A. Normal B. Bosses VI. FAQs VII. Miscellaneous ______________________________________________________________________________ I. Introduction Hello, thanks for checking this guide out. This is a guide to help you make a good werebear druid. The ancient druid knowledge I am about to bestow upon you is a mighty gift indeed. This werebear druid focuses on speed and leech rather than a lumbering powerhouse; for a pure power werebear, check out some other guides. There are some experts in Diablo that have calculated exact frame rates for the druid in werebear form, and also determined the change of attack speed, walk/run speed, etc. I cannot give you exact frame break points, but the information in this guide works fine. ______________________________________________________________________________ II. Stats Werebear, despite being such a beast that he is, doesn't need to pump strength. And also doesn't need to pump dexterity. -Strength determines what armor you can where. Strength also adds to your physical damage, but it's not worth spending the points for it. -Dexterity determines your defense and your attack rating. The werebear will obtain plenty of AR and defense from items. Note: If you plan on using the alternative equipment set (see below), then you probably have to put more in dexterity. -Vitality determines health, stamina and stamina recovery. This is where all your other points should go into. -Energy determines mana and mana recovery. None Strength should be at a "bear" (no pun intended) minimum. The increase in physical damage is not worth it. Five more damage vs. two more life. (You would think druids obtain three life for every skill point...) Energy is always a joke. No character except the energy shield sorceress would need mass mana. ______________________________________________________________________________ III. Skills The werebear doesn't rely skills as much as a spellcastor, but still more than a pure melee character. As for skills that are not even being used, I will just skip them. A. [----Elemental Skills----] Total: 0 points spent Only reasonable skill present is cyclone armor, and no. In order for it to be effective, you would need the synergies to be filled in. B. [----Shape Shifting Skills----] Total: 69 points spent We will not even touch the werewolf side of the tree. :Werewolf: 1 point Prerequisite. :Lycanthropy: 20 points With any transformation, Lycanthropy needs to be maxed. Duration and Life. :Werebear: 20 points Damage and defense are covered, we just need speed. :Maul: 20 points Such a funny skill name... This is your primary attack skill. It stuns, adds damage and attack rating (AR)! Plus the 3 mana cost will easily be leeched back, or even regen'ed back. :Shockwave: 8 points Oh yes, shockwave is a necessity. But one of the last necessities you will put points into. The damage isn't great, but +.6 seconds of stun per level is really helpful. And it has an area of effect. C. [----Summoning Skills----] Total: 41 Here comes the controversial part. Firstly, with 60+ points spent in shapeshifting, we cannot pour points into summons. The wolves are too weak. The bear is only effective if you max it, and its synergies, which we can't. So make yourself weaker and have below average summons OR ignore summons altogether and make yourself stronger. So with the potential and ultimately useless points that go into summons, we can make TWO spirits. :Raven: 1 point One point will suffice. With +skills, you will be able to summon 5 ravens. These are more useful than the wolves/bear. Yeah, they don't do damage, but they blind enemies and they can't die. :Oak Sage: 20 points With ideal conditions, Oak Sage adds ~1900 life. In addition to your Battle Orders and Werebear, your life will be around 6500 (w/o charms). :Heart of Wolverine: 20 points 20?! Yes, there is no rule that states you have to explicitly max one spirit or the other. There are times when you need life more than damage and AR; and of course vice versa. Play smart. Primary Skills Summary 20 Lycanthropy 20 Werebear 20 Maul 20 Oak Sage (OS) 20 Heart of Wolverine (HoW) Now... maxing order. I wouldn't follow this chart strictly. There are no "essential skills" to max out first, but just keep your werebear balanced, in terms of skills, all the time. Lycanthropy - (1 point Shockwave) - Werebear - Maul - (Alternate) OS and HoW ______________________________________________________________________________ IV. Equipment The main things that a werebear needs to focus on are... +damage damage reduction faster hit recovery faster run and walk increased attack speed attack rating +stats resistance faster cast rate An odd organization chart, but the more important modifications are on the left. Thus, faster hit recovery is more important than faster cast rate. But, faster cast rate?! For what? To cast Shockwave of course. I am going to rate the difficulty in obtaining these items. I will try to update these ratings fairly regularly because the duped-filled, bot-filled economy is always changing. The rating is out of 6 +'s. One + being easy to get while six + means you need a lot of effort to find/trade one of these. There are two equipment setups available for the speed werebear. The first one is slower, but deals more damage. The second one has faster attack speed and higher life leech. Choose one or the other. Mix these items up at your own risk. A. Power Equipment These items, per se, are not the power items that suit a truly Power werebear, but are power items when compared to my other setup. Still, 7000 damage isn't low. ~~~~Helmet~~~~ +++ Jalal's Mane Totemic Mask Defense: 247-297 Required Level: 42 Required Strength: 65 Durability: 20 +150-200% Enhanced Defense 30% Faster Hit Recovery 20% Bonus To Attack Rating +2 To Druid Skill Levels All Resistances +30 +5 To Mana After Each Kill +20 To Strength +20 To Energy +2 To Shape Shifting Skills (Druid Only) The overall best helm for a SS druid. +skills, resistance, stats and a slight AR boost. Cerebus' Bite provides higher AR and life leech, but lacks what was just stated about Jalal's. Socket with a Ber, NOT an Um. Ber adds 8% damage reduction in a helm or in a shield, but Um adds higher resists when in a shield. ~~~~Body Armor~~~~ No doubt. Most melee characters use Fortitude. Damage, insane defense, resists and life. An archon plate should suit you well, high defense, low strength. ++++ Fortitude - El + Sol + Dol + Lo 20% Chance To Cast Level 15 Chilling Armor when Struck +25% Faster Cast Rate +300% Enhanced Damage +200% Enhanced Defense +15 Defense +1.125-1.5 To Life (Based on Character Level) Replenish Life +7 +5% To Maximum Lightning Resist All Resistances +25-30 Damage Reduced By 7 12% Damage Taken Goes To Mana +1 To Light Radius As for Non-ladder players, surprise surprise... ++ Treachery - Shael + Thul + Lem 5% Chance To Cast Level 15 Fade When Struck 25% Chance To Cast level 15 Venom On Striking +2 To Assassin Skills +45% Increased Attack Speed +20% Faster Hit Recovery Cold Resist +30% 50% Extra Gold From Monsters This is just such an oddball armor. Your resists are taken care of (plus you look ethereal). The Venom adds to your damage. The 45% IAS will break who knows how many frames. 20% FHR is always a plus. And 30% cold resist! Downside is that there are no +stats and almost no defense. But who needs those... And also, fade has curse reduction and more damage reduction, excellent. ~~~~Weapon~~~~ 2-handed or 1-handed? Since we are a speed character, a 1-handed weapon is, for the most part, faster than a 2-handed weapon. Damage? Well go for the highest damage 1-hander. +++++ Breath of the Dying - Vex + Hel + El + Eld + Zod + Eth 50% Chance To Cast Level 20 Poison Nova When You Kill An Enemy Indestructible +60% Increased Attack Speed +350-400% Enhanced Damage +200% Damage To Undead -25% Target Defense +50 To Attack Rating +50 To Attack Rating Against Undead 7% Mana Stolen Per Hit 12-15% Life Stolen Per Hit Prevent Monster Heal +30 To All Attributes +1 To Light Radius Requirements -20% Phase Blades are ungodly fast, but the dexterity requirement is way too high. And the damage is too low. So use an ethereal Berserker Axe. ~~~~Shield~~~~ Phoenix versus Stormshield. The ONLY good thing about Phoenix is the enhanced damage. Werebears don't need that Redemption aura. Stormshield is a lot more balanced than the Phoenix. +++ Stormshield Monarch Defense: 136-519 Required Level: 73 Required Strength: 156 +3-371 Defense (Based On Character Level) +25% Increased Chance Of Blocking 35% Faster Block Rate Damage Reduced By 35% Cold Resist +60% Lightning Resist +25% +30 To Strength Attacker Takes Lightning Damage of 10 Indestructible Socket this with an Um. +22% resists. You're gonna need it. With the Ber in the Jalal's (if you can), you're close enough to the DR cap. ~~~~Gloves~~~~ Gloves are used as the 20% IAS frame breaker. But this time, no. We are using Dracul's Grasp for the +stats, life leech and most importantly, the chance to cast lifetap. ++ Dracul's Grasp Vampirebone Gloves Defense: 125-145 Required Level: 76 Required Strength: 50 Durability: 14 +90-120% Enhanced Defense +10-15 To Strength +5-10 Life After Each Kill 25% Chance of Open Wounds 7-10% Life Stolen Per Hit 5% Chance To Cast Level 10 Life Tap On Striking ~~~~Boots~~~~ The overall best boot is Sandstorm Trek. Great +stats, frw, fhr and monster poison resist. +++ [Ethereal: +++++] Sandstorm Trek Scarabshell Boots Defense: 158-178 Required Level: 64 Required Strength: 91 Durability: 14 +140-170% Enhanced Defense +20% Faster Hit Recovery +20% Faster Run/Walk +1-99 Maximum Stamina (Based On Character Level) +10-15 To Strength +10-15 To Vitality 50% Slower Stamina Drain Poison Resist +40-70% Repairs 1 Durability In 20 Seconds ~~~~Belt~~~~ Most melee characters use Verdungo's for the +life and DR. We don't need either of them. There is, somewhere, a perfect belt for the werebear; it would be a rare one. A rare belt with... +24% Faster Hit Recovery +XX% Strength +Resists ..and maybe some other random useful mods. But you can also be content with just a Verdungo's, not String of Ears; life leech is voided because we have Drac's. With Verdungo's you can reach the 55% DR cap. +++ Verdungo's Hearty Cord Mithril Coil Defense: 125-158 Required Level: 63 Required Strength: 106 Durability: 16 +90-140% Enhanced Defense 10% Faster Hit Recovery +30-40 To Vitality Replenish Life +10-13 +100-120 Maximum Stamina Damage Reduced By 10-15% ~~~~Jewelry~~~~ Bling, bling. Raven Frost, and a rare ring. ++ Raven Frost Ring Required Level: 45 +150-250 To Attack Rating Adds 15-45 Cold Damage, 4 sec. Duration Cannot Be Frozen +15-20 To Dexterity +40 To Mana Cold Absorb 20% This rare ring should include... +resists +strength/dexterity +stats leech If you are not comfortable with using a rare ring, Bul-Kathos' ring will do well. +++++ Bul-Kathos' Wedding Band Ring Required Level: 58 +1 To All Skills +0-49 To Life (Based On Character Level) 3-5% Life Stolen Per Hit +50 Maximum Stamina No, not Mara's. We don't need the +skills and the resists and the +stats. We need Highlord's Wrath, for the IAS and Deadly Strike. ++++ Highlord's Wrath Amulet Required Level: 65 +1 To All Skills +20% Increased Attack Speed +0-37 % Deadly Strike (Based On Character Level) Lightning Resist +35% Adds 1-30 Lightning Damage Attacker Takes Lightning Damage Of 15 --Prebuff-- Prebuff refers to [usually] spells you cast before going into battle. e.g. Burst of Speed, Bone Armor, Shout. For the werebear, two prebuffs are available. The regular Call to Arms + Spirit is used. +++ [High BO: +++++] Call To Arms - Amn + Ral + Mal + Ist + Ohm +1 To All Skills +40% Increased Attack Speed +250-290% Enhanced Damage Adds 5-30 Fire Damage 7% Life Stolen Per Hit +2-6 To Battle Command +1-6 To Battle Orders +1-4 To Battle Cry Prevent Monster Heal Replenish Life +12 30% Better Chance of Getting Magic Items ++ Spirit - Tal + Thul + Ort + Amn +2 To All Skills +25-35% Faster Cast Rate +55% Faster Hit Recovery +250 Defense Vs. Missile +22 To Vitality +89-112 To Mana Cold Resist +35% Lightning Resist +35% Poison Resist +35% +3-8 Magic Absorb Attacker Takes Damage of 14 For non-ladder players, use lidless wall to prebuff this setup. ++ Lidless Wall Grim Shield Defense: 271-347 Required Level: 41 Required Strength: 58 Durability: 70 +80-130% Enhanced Defense +1 To All Skills Increase Maximum Mana 10% 20% Faster Cast Rate +3-5 To Mana After Each Kill +10 To Energy +1 To Light Radius An optional prebuff that helps the AR is Demon Limb. The Enchant charges increases your AR significantly. It is quite expensive to repair. ++ Demon Limb Tyrant Club One-Hand Damage: (89-105) To (162-191) Required Level: 63 Required Strength: 133 Durability: 65 +180-230% Enhanced Damage +50% Damage To Undead +123% Damage To Demons Adds 222-333 Fire Damage 7-13% Life Stolen Per Hit Fire Resist +15-20% Level 23 Enchant (20 Charges) Repairs 1 Durability in 20 Seconds Modification Summary This is a summary of most of the important item mods. I may have suggested some rare items, so those mods can't be catalogued accurately, so I kept those mods to a minimum. I did not include items in the inventory nor optional prebuff items. This list is also based on that the player is on Ladder or can obtain Ladder items. All mods are at the maximum possible stat and with you at level 99. Defense: 297, ~1400, 519, 145, 178, 158, 30% FHR, 20% FHR, 24% FHR 20% Run/Walk 60% IAS, 20% IAS 25% FCR 35% Block Rate 300% Dmg, 400% Dmg 35% DR, 8% DR 20% AR +250 AR +30 All Resist, +30 All Resist, +22 All Resist, +5 All Resist, +10 Resist +60% Cold Resist +25% Lightning Resist. +35% Lightning Resist +70% Poison Resist +5 Mana Kill +10 Life Kill +30 All Attributes +20 Str, +30 Str, +15 Str, +15 Str, +15 Str, +10 Str +20 Dex, +5 Dex +20 Enrgy +15 Vit +1 All Skills +2 Druid Skills +2 ShapeShift +40 Mana +30 Life 20% Cold Absorb 12% Dmg to Mana 20% Level 15 Chilling Armor Struck 50% Level 20 Poison Nova Kill 5% Level 10 Lifetap Striking +37% Deadly Strike +25% Open Wounds 7% Mana Leech 15% Life Leech, 10% Life Leech, 3% Life Leech Prevent Monster Heal +25% Chance Block Replenish Life +7 -25% Target Defense Cannot Be Frozen Cold Damage B. Speed Leech Equipment This equipment setup is not secondary to the one listed above, it is just another way. And quite a powerful way too. This equipment set is still for a speed werebear. Also, this setup 'requires' the use of a Ladder runeword and a high dexterity weapon. Again, mix these two setups together at your own risk. ~~~~Helmet~~~~ Cerebus' Bite offers a different layout than Jalal's Mane. The pros that are covered in Jalal's must be covered somewhere else while using Cerebus'. +++ Cerebus' Bite Blood Spirit Defense: 335-350 Required Level: 63 Required Strength: 86 Durability: 20 (Druid Only) +130-140% Enhanced Defense 60-120% Bonus to Attack Rating 7-10% Life Stolen Per Hit 33% Chance of Open Wounds +2-4 To Shape Shifting Skills (Druid Only) +1-2 To Feral Rage (Druid Only) (Ladder Only) Socket this with a Cham, and it completely replaces the Raven Frost. For non-ladder people. *Sigh, get a Jalal's Mane. Try to find a 40% enhanced damage, 7% FHR jewel to socket it with. ~~~~Body Armor~~~~ This setup is a little different from my earlier choice. I think it's better because the shield is actually valuable! We go back to the Fortitude choice from the first setup. Defense, life, resists. ~~~~Weapon~~~~ A very powerful weapon is in your grasp now. Grief. You will have amazing attack speed and amazing damage, even if it doesn't show on the character screen. Grief is simply amazing. You must, MUST, get at least 390+ damage on the Grief for it to be worthwhile in Hell. Anything under will notibly decrease your killing speed. Also, I believe 37% IAS is the frame break on the PB; that's for Paladins at least. +++++ Grief - Eth + Tir + Lo + Mal + Ral 35% Chance To Cast Level 15 Venom On Striking +30-40% Increased Attack Speed Damage +340-400 Ignore Target's Defense -25% Target Defense +1.875-185.625% Damage To Demons (Based on Character Level) Adds 5-30 Fire Damage -20-25% To Enemy Poison Resistance 20% Deadly Strike Prevent Monster Heal +2 To Mana After Each Kill +10-15 Life After Each Kill For non-ladders, don't use this setup. It is centered around the Grief PB... Unless you want to go get a Grief PB. Using a Phase Blade requires a high dexterity. High dexterity means less life. ~~~~Shield~~~~ The armor Fortitude gives, max 30 resists, and that is not nearly enough. We will be using the runeword Sanctuary. It is preferred to make the runeword in a low strength required shield. This shield gives you insane resists along with more FHR and FBR. The +20 to dexterity definitely helps. +++ Sanctuary - Ko + Ko + Mal +20% Faster Hit Recovery +20% Faster Block Rate 20% Increased Chance of Blocking +130-160% Enhanced Defense +250 Defense vs. Missile +20 To Dexterity All Resistances +50-70 Magic Damage Reduced By 7 Level 12 Slow Missiles (60 Charges) ~~~~Gloves~~~~ For gloves, Dracul's Grasp is a must-have for physical damage characters. ~~~~Boots~~~~ Boots. You don't need boots with resists so focus on some +stats. A good choice would be Marrowwalk, but the strength requirement is a little high. But then again, if you're using an archon plate, your strength will definitely reach 118. ++ Marrowwalk Boneweave Boots Defense: 183-204 Required Level: 66 Required Strength: 118 Durability: 16 +170-200% Enhanced Defense +20% Faster Run/Walk +1-2 To Skeleton Mastery (Necromancer Only) +10-20 To Strength +17 To Dexterity Regenerate Mana 10% Heal Stamina Plus 10% Half Freeze Duration Level 33 Bone Prison (13 Charges) Level 12 Life Tap (10 Charges) ~~~~Belt~~~~ Nosferatu gives great mods, but not in great quantity. But still it's a great belt. +++ Nosferatu's Coil Vampirefang Belt Defense: 56-63 Required Level: 51 Required Strength: 50 Durability: 14 Slows Target By 10% +2 To Mana After Each Kill 5-7% Life Stolen Per Hit +15 To Strength 10% Increased Attack Speed -3 To Light Radius ~~~~Jewelry~~~~ The Raven Frost ring is excellent in adding the dexterity that you need. The CBF and the attack rating don't hurt either. For the amulet, we shall use Cat's Eye for the +speeds and particularly the +dexterity. ++ Cat's Eye Amulet Required Level: 50 +30% Faster Run/Walk +20% Increased Attack Speed +100 Defense Vs. Missile +100 Defense +25 To Dexterity --Prebuff-- Call to Arms will work fine. But since you are hurting in the strength area, just use a Lidless instead of Spirit monarch. As for the Demon Limb Enchant prebuff, this setup adds a ton more AR than the first one, so AR isn't remotely a problem now. This setup allows for very fast attack speed and very high life leech. But less damage. This setup is just as good as the previous setup, it's all about preference. As for charms, resists are a little lower, so you have to help that by getting some resist charms. Notice how there is no FHR in the items? Well since your attack speed is extremely quick, FHR becomes less important. Having some FHR in your charms definitely helps, but is not mandatory. Mercenary? Just go with the written recommendation. Modification Summary This is a summary of most of the important item mods. I may have suggested some rare items, so those mods can't be catalogued accurately, so I kept those mods to a minimum. I did not include items in the inventory nor optional prebuff items. This list is also based on that the player is on Ladder or can obtain Ladder items. All mods are at the maximum possible stat and with you at level 99. Defense: 350, ~1400, ~400, 145, 204, 63 20% Run/Walk, 30% Run/Walk 50% Block Rate 25% FCR 40% IAS, 10% IAS, 20% IAS +400 Damage +300% Enhanced Dmg 185% Demon Damage 120% AR +22 All Resist 55% Poison Resist +2 Mana Kill, +2 Mana Kill +15 Life Kill, +10 Life Kill +15 Str, +20 Str, +15 Str +49 Dex, +17 Dex, +25 Dex +1 All Skills +4 ShapeShift +123 Life, +49 Life 61 Cold Absorb 4% Level 5 Weaken Struck 5% Level 10 Life Tap Striking 10% Level 10 Poison Nova Struck 8% Level 13 Twister Striking 20% Deadly Strike 33% Open Wounds, 25% Open Wounds 10% Slows Target 10% Life Leech, 10% Life Leech, 7% Life Leech, 5% Life Leech -25% Enemy Poison Resist Prevent Monster Heal 12% Dmg to Mana 10% Mana Regen -25% Target Defense Cannot Be Frozen Ignore Target Defense C. Inventory Don't forget out charms and the like. Rule of thumb, don't keep you Horadric Cube in your inventory; keep it in the stash. For almost all builds, charms will be the last set of items you acquire. And usually the hardest. A. Small Charms ++++ x11 20 Life, 3 Max Damage, 20 Attack Rating The usual 3/20/20 charm. You don't have to get the max stats, just get some Fine Small Charms of Life/Vita. "+" depends on stats Annihilus Small Charm Required Level: 70 +1 To All Skills +10-20 To All Attributes All Resistances +10-20 +5-10% To Experience Gained B. Large Charms "+" depends on stats Hellfire Torch Large Charm Required Level: 75 25% Chance To Cast level 10 Firestorm On Striking +3 to Druid skills +10-20 To All Atributes All Resistances +10-20 +8 to light radius Level 30 Hydra (10 charges) Your standard torch. C. Grand Charms ++++ x4 +1 Shapeshifting Skill 12% Faster Hit Recovery More FHR is good. ++++++ x5 +1 Shapeshifting Skill 45 Life Life skillers are a pain to obtain. Even if it's +4 life, keep it! Of course having your entire inventory filled with charms isn't a good idea. Unless you're explicitly dueling. Keep a 3x4 space open. That allows for a Tome of Identify, Tome of Townportal and space to fit the largest item; that way you can still pick up drops. D. Mercenary The mercenary for melee characters usually improves damage. And we're going to do just that! But for the speed werebear, we need more than just damage.. Mercenaries survive by doing damage quickly with high leech to counter the high amount of damage they take, since they have no DR and... they're not you. The best mercenary combo to boost your damage, is an Act 2 mercenary with Might aura and a Pride polearm. Depending on your condition, it can boost your max damage by 2000! But again, we are the speedy gonzalez type werebear. So, Act 1 Mercenary, cold arrow. ~~~~Helmet~~~~ For Andy's helm, it is important to get as much +strength as possible. Since the Act 1 mercenary naturally has low strength. Also, the damned -30% fire resist makes the mercenary actually susceptible to Hydras and the like. I once found a rare jewel with +24% fire resist, +8 strength, +21% enhanced damage, +3 minimum damage and some other goofy stat. Find something like that, and socket Andy's helm with it! +++++ Andariel's Visage Demonhead Defense: 310-387 Required Level: 83 Required Strength: 102 Durability: 20 +100-150% Enhanced Defense +2 To All Skills 20% Increased Attack Speed 8-10% Life Stolen Per Hit +25-30 To Strength +10% To Maximum Poison Resist Fire Resist -30% Poison Resist +70% 15% Chance To Cast Level 15 Poison Nova When Struck Level 3 Venom (20 charges) (Ladder Only) For Non-Ladder people, Vampire Gaze is an amazing helm. +++ Vampire Gaze Grim Helm Defense: 252 Required Level: 41 Required Strength: 58 Durability: 40 +100% Enhanced Defense Adds 6-22 Cold Damage - 4 Second Duration 15% Slower Stamina Drain 6-8% Life Stolen Per Hit 6-8% Mana Stolen Per Hit Damage Reduced By 15-20% Magic Damage Reduced By 10-15 A decent replacement is Tal Rasha's mask. Good life leech, some resistance, and some life. ++ Tal Rasha's Horadric Creset Death Msk Defense: 99-131 Required Level: 66 Required Strength: 55 Durability: 20 10% Life Stolen Per Hit 10% Mana Stolen Per Hit All Resistances +15 +45 Defense +30 To Mana +60 To Life ~~~~Weapon~~~~ Faith is the runeword of choice. It boosts AR, damage and attack speed. It should be made in a non-(amazon only) weapon, since rogues aren't amazons. Getting a high Fanaticism aura is important. +++++ Faith - Ohm + Jah + Lem + Eld Level 12-15 Fanaticism Aura When Equipped +1-2 To All Skills +330% Enhanced Damage Ignore Target's Defense 300% Bonus To Attack Rating +75% Damage To Undead +50 To Attack Rating Against Undead +120 Fire Damage All Resistances +15 10% Reanimate As: Returned 75% Extra Gold From Monsters Non-ladder people... I might have to transfer you to another mercenary. Since the point of a rogue, is the Fanaticism aura. Still, try to get that Faith. If you do not wish to get a Faith, instead go for an Act 2 Defensive mercenary in nightmare. For the weapon, Breath of the Dying. Alternative? Any unique polearm/spear. ~~~~Body Armor~~~~ The runeword Fortitude provides resistance, enhanced damage, life and great defense. ++++ Fortitidue - El + Sol + Dol + Lo 20% Chance To Cast Level 15 Chilling Armor when Struck +25% Faster Cast Rate +300% Enhanced Damage +200% Enhanced Defense +15 Defense +1-148.5 To Life (Based on Character Level) Replenish Life +7 +5% To Maximum Lightning Resist All Resistances +25-30 Damage Reduced By 7 12% Damage Taken Goes To Mana +1 To Light Radius An alternative would be Duriel's Shell. Good defense, life, strength, cannot be frozen and resists. ++ Duriel's Shell Cuirass Defense: (528-650) - (610-732) Required Level: 41 Required Strength: 65 Durability: 150 +160-200% Enhanced Defense +1-123 Defense (Based On Character Level) +1-99 To Life (Based On Character Level) Resist Fire +20% Resist Lightning +20% Resist Poison +20% Resist Cold +50% Cannot Be Frozen +15 To Strength ______________________________________________________________________________ V. Usage Werebears, the characters that rush into the fray first while amazons and sorceresses steal their kills. Naw, but a fun character to use albeit a little hack'n'slash. This section is written to help you out with whatever is difficult for you at your level. A level 80 playing in normal does not need to worry about tactics. A. Normal This isn't normal difficulty. I'm talking about just all the non-unique/minion monsters. Your majority of kills will be normal monsters. For button layout, I found these efficient to use. Left-click - Maul F1-F8 - [Somewhere in there] Werebear, Shockwave, Oak Sage, Heart of Wolverine The Battle Command and Orders are a hassle to keep constantly activated, so for gentile battles, don't bother to transform and prebuff. Shockwave will be used a lot. Send a wave into a crowd then pick them off one by one. Adjust your spirits according to the situation. Party games generally call for Oak Sage, unless you're with 6 other bloodthirsty Barbarians. Spirits are extremely fragile. So get used to resummoning them. Also, the hit recovery of the werebear is naturally slower than the untransformed druid, so having fast hit recovery is very important. Because usually the tank gets hit! So recover quickly, or else back away and try at a different angle. B. Bosses It's too bad that the stun doesn't work on bosses, or else the game would be insanely easy. Still, bosses are generally easy because 1. you rock and/or 2. your lifetap kicked in and you don't have a negative rate of health flow. Expect your spirit to die a lot though.. ____________________________________________________________________________ VI. FAQs None, yet. ____________________________________________________________________________ VII. Miscellaneous A. Credits Thank you to Battle.net for the online service and the website. B. Legal The explanation of stats, skills, equipment and usage belongs to CLLi (Charles Li). This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Sites Allowed To Post My Guide GameFAQs.com All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. © 2007 Charles Li C. Version History 10/02/2007 Version 1.00 Written 10/03/2007 Version 1.10 Filled in text gaps Changed some ratings Changed skill point layouts 12/13/2008 Version 1.20 Changed 2nd Setup Equipment Updated Modification Summary D. Contact I am available for questions, comments, criticism and suggestions. Feel free to email me, I will try and respond within the same week. email: charlesli321@hotmail.com |
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