Introduction:
"The anger of the nature will break any enemies ahead."
This build attempts to use several good builds which played or thought interesting over the years. I do not know if a build that uses more than 60 AP to get Arcane Archer should still be considered a druid, however the druid is a much more complete class then ranger about the caster skills and feats. That build can works very nicelly wit helf 17/3 druid/monk using shurikens and shirard too but i just prefer use bow because i like the weapon style.
Some Builds which i tried to bring something:
-Monkcher
-Quaken 'n Shaken
-Champion of Jubilex
-Strimtom's Acid Arrow
-Gingerspyce's caster/healer/quasi-tank build
Pros:
-Its FUN to play!
-Is ranged, so it takes less hits(u still can use bow in melee animal form but its kinda useless).
-Its Focused on ice and acid spell and its make a nice sinergy with a ranged decreasing the enemy moving speed.
-High damage using FuryShot(not as a monkcher however acceptable) and nice Dshot and atack speed.
-uses few statistics(Wis,Dex,Con) and WIS converges to cast spells,hit atacks,give CA/Will and make CC with paralizing arrow.
-Have a lot of sumons to help and they aren't that useless as i think before(mostly of time the shot conjure a epic ozzy and all mobs stop move to atack that). As a example my wolf can survive EE HH traps,hold some champions and pull the lever on Legendary Tempest Spine at LE wit almost 80 STR. Pet and personal sheet-> http://ddorb.shivtr.com/gallery_images/907589 .
-High bonus on resistances and caster on elemental form or High moving speed in wolf form.
-Lots of buffs and heal spells.
-CL at more less 23-26 because of the +5 of fury of the wild and +3 of elemental form.
Cons:
-Currently elf Arcane Archer Tree are nerfed losing shadow arrow bonus and final strike DPS.
-currently evasionist builds are not soo great(but i still like play with then).
-Have caster skills but w/o feats its not that good(but still works good in no legendary content) and u gona need a lot of spell schools.
-Too many ways to play since u can do Ranged,Healler or CC(I advise to keep 1 playstyle per adventure).
-lazy to cast spells w/o metamagic feats(mostly i use spells for CC or buff/heal).
Tips:
-at low levels 1-5 i try reach the Druid NW enhancement "Fatal Harrier" because its a really nice boost to dps in ranged or melee forms besides its not expensive to get.
-at mid levels 6-11 i prefer use try get AA bosting acid arrows because mostly enemies in low lv are undeaths and imune to ice. As secundary i try to get force arrow too.
-at high levels 12-20 i prefer reset the AA tree and elf one(probable gona be cheap) and use ice arrows starting to focus on use elemental ice form and ice spells too.
-at epic i still dont know if i use ice arrow or acid one so i normally reset every time i need before the quest. But mostle of the time i use elemental ice form and ice spells to decress enemys speed wit "Beguile" enchantment as acid arrow for dmg and reduce fortification.
-i dont put UMD because at lv 30 with GH and some bonus i already can have 100% chance to use ressurection scroll and i want to try see how much swin i can get but fell free to put UMD since ice elemental form get +20 to swin.
Build:
Code:Set "Winter Wrath" 18/2 Druid/Monk Lawful Neutral Elf Level Order 1. Druid. . . . . .6. Druid. . . . . 11. Druid. . . . . 16. Druid 2. Druid. . . . . .7. Druid. . . . . 12. Druid. . . . . 17. Druid 3. Monk. . . . . . 8. Druid . . . . .13. Druid . . . . .18. Druid 4. Monk. . . . . . 9. Druid . . . . .14. Druid . . . . .19. Druid 5. Druid. . . . . 10. Druid. . . . . 15. Druid. . . . . 20. Druid Stats . . . . . . . .36pt . . Tome . . Level Up . . . . . . . .---- . . ---- . . -------- Strength. . . . .8. . . .+5. . . .4: WIS Dexterity . . . 18. . . .+5. . . .8: WIS Constitution. . 13. . . .+5. . . 12: WIS Intelligence. . 10. . . .+5. . . 16: WIS Wisdom. . . . . 18. . . .+5. . . 20: WIS Charisma. . . . .8. . . .+5. . . 24: WIS . . . . . . . . . . . . . . . . .28: WIS Skills . . . . . D. D. M .M. D. D. D. D. D. D. D. D. D. D. D. D. D. D. D. D . . . . . 1. 2. 3 .4. 5. 6. 7. 8. 9 10 11 12 13 14 15 16 17 18 19 20 . . . . .------------------------------------------------------------ Concent . 4. 1. . . . . .1 .3 .2 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .1 .23 Heal. . . 4. 1. . . . . . . . .1 .2 .2 .2 .2 .2 .1 .1 .1 .1 .1 .1 .1 .23 Spellcr . 4. 1. . . . 3. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23 Diplo . . 4. 1. . .1. 1. 2. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 1. 23 Swim. . . . . . . . . . . . . . . . . . . . . . .1 .2 .2 .2 .2 .2 .1 .12 Balance . . . . 4 .3. . . . . . . . . . . . . . . . . . . . . . . . . .7 . . . . .------------------------------------------------------------ . . . . .16. 4. 4 .4. 4. 4. 5. 5. 5. 5. 5. 5. 5. 5. 6. 6. 6. 6. 6. 5 . . . . .16. 4. 4 .4. 4. 4. 5. 5. 5. 5. 5. 5. 5. 5. 6. 6. 6. 6. 6. 6 Feats .1. . . . : Point Blank Shot .2 Druid. : Wild Shape 1: Wolf .3. . . . : Completionist .3 Monk . : Zen Archery .4 Monk . : Precision .6. . . . : Rapid Shot .7 Druid. : Wild Shape 1: Bear .9. . . . : Manyshot 10 Druid. : Wild Shape 2: Winter Wolf 12. . . . : Improved Critical: Ranged 13 Druid. : Wild Shape 2: Dire Bear 15. . . . : Precise Shot 15 Druid. : Wild Shape 3: Water Elemental 18. . . . : Improved Precise Shot 19 Druid. : Wild Shape 3: Fire Elemental 21 Epic . : Combat Archery 24 Epic . : Augment Summoning 26 Destiny: Guardian Angel 27 Epic . : Epic Reflexes 28 Destiny: Doubleshot 29 Destiny: Elusive Target 30 Epic . : Improved Augment Summoning 30 Legend : Scion of: Plane of Earth Spells DruidEnhancements (80 AP) Elf-Arcane Archer (41 AP)
- Jump, Longstrider, Merfolk's Blessing, Ram's Might, Shillelagh
- Bull's Strength, Pack Presence, Resist Energy, Flaming Sphere, Flame Blade
- Remove Disease, Salt Ray, Sleet Storm, Quench, Neutralize Poison
- Dispel Magic, Freedom of Movement, Ice Storm, Enveloping Swarm, Harrowing Pack
- Animal Growth, Death Ward, Pack Aptitude, Reincarnate, Stoneskin
- Fire Shield, Greater Creeping Cold, Tenacious Pack, Word of Balance, Greater Dispel Magic
- Mass Greater Vigor, Elemental Toughness, Regenerate, True Seeing
- Earthquake, Heal, Ice Flowers, Sunburst
- Mantle of the Icy Soul, Storm of Vengeance, Snowslide
Elf (20 AP)
- Arcane Archer, Morphic Arrows, Metalline Arrows, Aligned Arrows, Shadow Arrows, Mystical Archer
- Conjure Arrows, Energy of the Wild I, Corrosive Arrows
- Force Arrows III, Elemental Damage
- Terror Arrows, Soul Magic, Elemental Damage, Wisdom
- Paralyzing Arrows, Elemental Damage, Wisdom
- Moonbow, Arrow of Slaying, Final Strike, Improved Elemental Arrows, Runebow
Nature's Warrior (13 AP)
- Elven Accuracy, Elven Dexterity, Elven Accuracy II
- Aerenal Weapon Training
- Aerenal Weapon Training, Arcanum I
- Aerenal Weapon Training, Arcane Archer
- Aerenal Grace, Aerenal Weapon Training, Skill
Harper Agent (3 AP)
- Nature's Warrior, Instinctive Fighting
- Bestial Nature III, Shifting Rake I
- Vengeful Hunter III, Blood Moon Frenzy
- Fatal Harrier III
Season's Herald (3 AP)
- Agent of Good I
- Harper Enchantment
Leveling Guide
- Seasoned
- Beguile II
Destiny (24 AP) Fury of the Wild
- Nat0 Nature's Warrior; Nat1 Bestial Nature I, II, III
- Nat1 Shifting Rake I; Nat2 Vengeful Hunter I, II, III
- Nat2 Blood Moon Frenzy; Elf0 Elven Accuracy; Elf1 Aerenal Weapon Training
- Elf0 Elven Dexterity; Elf2 Arcanum I
- Elf2 Aerenal Weapon Training; Nat0 Instinctive Fighting; Nat3 Fatal Harrier I
- Nat3 Fatal Harrier II, III; SH0 Seasoned; SH1 Beguile I
- SH1 Beguile II; Hrp0 Agent of Good I; Hrp1 Harper Enchantment
- Elf0 Elven Accuracy II
- Elf3 Arcane Archer; Elf3 Aerenal Weapon Training
- Elf4 Aerenal Weapon Training; Elf4 Aerenal Grace; Elf4 Skill; eAA0 Arcane Archer
- eAA1 Conjure Arrows; eAA1 Energy of the Wild I
- eAA1 Corrosive Arrows; eAA0 Morphic Arrows; eAA2 Force Arrows I
- eAA2 Force Arrows II; eAA0 Metalline Arrows
- eAA2 Force Arrows III; eAA2 Elemental Damage
- eAA3 Terror Arrows; eAA3 Soul Magic; eAA3 Elemental Damage
- eAA0 Aligned Arrows; eAA3 Wisdom
- eAA4 Paralyzing Arrows; eAA4 Elemental Damage
- eAA4 Wisdom; eAA5 Moonbow
- eAA5 Arrow of Slaying; eAA5 Final Strike; eAA5 Improved Elemental Arrows
- eAA5 Runebow
- (Bank AP)
- eAA0 Shadow Arrows
- (Bank AP)
- (Bank AP)
- eAA0 Mystical Archer
Twists of Fate (35 fate points)
- Primal Scream III, Fast Healing II, Constitution
- Acute Instincts III, Damage Reduction III
- Ward Against Weird III
- Gird Against Demons II
- Fury Eternal
- Unbridled Fury
- Echoes of Primal (Tier 4 Fatesinger)
- The Oncoming Storm (Tier 3 Primal)
- Natural Shielding (Tier 2 Primal)
- Dance of Flowers (Tier 1 Flowers)
- Unearthly Reactions (Tier 1 Magister)
Itens:I'm still working on itens and arguments and i'm currently thinking of changing the items with * by a set LGS to try to catch the bonus "ender".
Weapon:+14 Legendary Green Steel Longbow(Acidic (10d6),Icy Burst,Acid Blast on Vorpal (10d120),Legendary Ooze)
Armor:Outifit of celestial gardian (YS-evocation+2 GS-Crushing Wave guard)//if the sages armor are not bugged i probable can use then too.
Trinket: Epic Litany of the Dead(BS-Globe of True Imperial Blood GS-False life+40)
Helm: Epic Halcyonia(GS-)
Google: Visions of Precisions(GS-Topaz of power +250 BS-Festive wisdow+2)
Necklace: Mystic Eidolons(GS-)*
Cloak: Epic Hide of the Fallen(BS-)*
Bracer: Dissolution(BS-Natutal armor +8 GS-conjuration+2)
Gloves:Sanctified Gages(GS- BS-CHA+7)*
Belts: Epic Belt of Thoughtful Rememberance(BS- GS-)*
Boot: Boots of Blessed Travels(GS-Good luck+2 YS-Draconic soul Gem)
Cosmetic Outifit: my armor have a festival +120 glaciation who help on on caster skills.
Ring 1:Ward Token(YS-vitalite+20 BS-Golen Heart)
Ring 2:Strange Tidings(BS-conc +11 GS-enchantment +2)
Pet Boosts:
1. Druid Past Lives (Three): +6 all stats
2. Augment Summons: +4 all stats, +50% fort, Toughness feat (Total HD+2 extra HP)
3. Improved Augment Summons: +8 all stats, +10% dodge, +100 HP
4. Ship Amenity (Wild Grove): +3 all stats
5. Epic Twist: Primal Avatar Natural Shielding: +60 PRR, Evasion, +100 HP
6. Epic Twist: Primal Avatar Oncoming Storm: 1% Chance each attack to: knockdown, 20d20 sonic dmg, 20d20 electrical dmg
7. Epic Summons: For each Epic level of this creature's master has, this creature gains +5 Melee, Ranged power, PRR, MRR, and +10 Spellpower. (assuming 20 doesn't count, then considering this all x10 for levels 21,22,...,30). +50 Melee, Ranged power, PRR, MRR, and +100 Spellpower
8.Spell(Pack presence) : 75% more or less hate.
9.Spell(Tenacious PAck) : 30% more fortification 60% more healing amp.
10.Spell(Pack Aptitude) : +4 to one Stats.
11."Blood Moon Frenzy" enchantment: 40% enhancement bonus to movement speed and a 20% enhancement bonus bonus to attack speed after kills.
Wolf section:
Equips:
-Weapon:Complete Collar(t3 TF handwraps 1st degree burns,Paralizing Fear,Cripping Flames)(CS-globe of imperial blood RS-Meteoric Star OS-Crushing Wave)
-Armor:Shadow Dragonplate Armor(BS-Resitance+7 GS-Draconic Soul Gem)