Druid Skills
Two Druids built by different players may have nothing in common. Added alongside the Assassin in Lord of Destruction, the class has no fixed combat style of its own; the tree that receives the points decides whether it fights in animal form, casts from range, or leads a band of summoned animals and spirits.
Shape Shifting trades spellcasting for melee in Werewolf or Werebear form. The wolf attacks faster and gains Fury and Rabies, the bear trades speed for Maul and the group-stunning Shock Wave, and Fire Claws works in either form, adding fire damage that still lands on physically immune monsters. Elemental keeps the Druid at range, with a fire branch from Firestorm through Molten Boulder, Eruption, and Volcano to Armageddon, a wind branch of Twister, Tornado, and Hurricane, and the tree's only cold skill, Arctic Blast, which the wind branch requires as a prerequisite. Summoning fields ravens, spirit and dire wolves, and a grizzly, three vines that poison enemies or convert corpses into life and mana, and the Oak Sage, Heart of Wolverine, and Spirit of Barbs spirits, whose effects extend to the whole party.
Deep investment pays better here than a broad spread, so most Druids stay inside one tree and take elsewhere only what prerequisites force. That produces the Fury and Rabies werewolves, the Fire Claws werebear, the Wind Druid built on Tornado and Hurricane, and the summoner fielding wolves, grizzly, and vines at the same time.
Plan a Druid buildSummoning
Level 1
Level 1
Level 6
Level 6
Level 12
Level 18
Level 18
Level 24
Level 30
Level 30
Shape Shifting
Level 1
Level 1
Level 6
Level 12
Level 12
Level 18
Level 18
Level 24
Level 24
Level 30