Since time immemorial (2012), bear druids have been relegated to the "tank-y" role for melee druids, watching enviously as our lupine brethren raced past us and racked up all the kills. Sure, we got some cool abilities like Tremor, but it hardly made up for our abysmal DPS. But no longer! Update 45's overhaul of 2H weapons - and replacing glancing blows with Strikethrough - finally buffs bears to the point where they are a credible alternative. The distinction between wolf vs bear druids is now on par with SWF vs THF builds.
- Winter wolf gets 1.5x damage mod with 2H weapons and +30% attack speed with Swift Hunter (tier-5 Nature's Warrior). Natural Fighting gives the same bonuses as before: +4 Melee Power, PRR, and Doublestrike per feat.
- Dire bear gets 20% Strikethrough and +60/30/30% Strikethrough with each Natural Fighting feat (in addition to MP/PRR/DS). With 2H weapons, your damage mod is 1.5x to start and goes up 0.5x with each Natural Fighting feat (i.e., maxes out at 3x damage mod like GTHF).
Since all DDO quests are free to everyone through April 30, this seemed like a good opportunity to revisit bear druids for newbies, who will be able to run adventures they wouldn't otherwise be able to access without paying. [You still need to unlock druids separately, though.] And yes, this build would work for a wolf druid too, but I've literally been waiting 8 years for bear druids to become a viable melee DPS / caster option (without relying on a bunch of multiclass shenanigans or not-WAI mechanics) and it's my build thread so I do what I want.
A few words on build choices:Code:Ursine Cub (U45) Druid 20 True Neutral Human Stats 28pt Level Up ---- -------- Strength 17 4: STR Dexterity 8 8: STR Constitution 16 12: STR Intelligence 10 16: STR Wisdom 11 20: STR Charisma 8 24: STR 28: STR Skills 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ------------------------------------------------------------ Concent 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23 Heal 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23 Spellcr 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23 Spot 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23 Intim 4 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 23 ------------------------------------------------------------ 20 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 Feats 1 : Power Attack 1 Human : Martial Weapon: Falchion 3 : Natural Fighting 6 : Natural Fighting 9 : Natural Fighting 12 : Improved Critical: Slashing 15 : Cleave OR Maximize Spell 18 : Great Cleave OR Quicken Spell 21 Epic : Overwhelming Critical 24 Epic : Stunning Blow OR Intensify Spell 26 Destiny: Perfect Two Weapon Fighting 27 Epic : Epic Damage Reduction 28 Destiny: First Blood OR Elusive Target 29 Destiny: Dire Charge OR Deific Warding 30 Epic : Epic Fortitude 30 Legend : Scion of: Arborea OR Scion of: Ethereal Plane 2 Druid : Wild Shape 1: Bear 5 Druid : Wild Shape 1: Wolf 8 Druid : Wild Shape 2: Dire Bear 11 Druid : Wild Shape 2: Winter Wolf 13 Druid : Wild Shape 3: Water Elemental 17 Druid : Wild Shape 3: Fire Elemental
- Race: human is the obvious F2P choice for all the usual reasons, namely the extra feat, free skill points, and racial enhancements like Damage Boost. But any race would work. Among P2P races, one good option is half-elf with fighter dilettante feat (free martial weapons proficiencies); another would be half-orc for the various DPS bonuses like 2H Weapon Training; or wood elf for falchion bonuses like Rugged Upbringing (+5% doublestrike while Raged).
- Stats: STR primary, CON secondary. I'm focusing on STR to take advantage of all the STR bonuses available to bear druids: +2/4 size from Ram's Might / Animal Growth; up to +10 morale from Rising Fury; +6 from Rage of the Beast; and +2 in the Nature's Protector capstone. [Most of those also buff CON, an added perk.] I started with WIS 11 to make spellcasting a little easier early on, since this is intended for a twink-free first-lifer.
- Primary weapon: I've built for falchions because as a pure druid our only critical threat range bonus will be the +1x crit multiplier bonus from Nature's Warrior. So falchions become 15-20/x3 at level 12. Until April 30th, you can farm Borderlands for ML:2 silver and ethereal falchions and (if you level fast enough) claim a free ML:10 falchion from Ravenloft. Or farm for a Bloody Cleaver and upgrade it; like the Vampiric option.
- Optional feats: you can see at higher levels you need to decide if you want invest in more melee options or metamagics. While this is not a caster-DPS specced build, a number of ice spells don't have DCs, so they're a cool (badum bum) way of augmenting your melee DPS. Because the only thing better than being a giant bear mauling people is to be a giant bear mauling people in the middle of an Ice Storm. Also even if Concentration is good enough most of the time (and TBH I'm not sure it is), Quicken is still really useful for spells with long cast times like Sleet Storm and Heal.
Enhancements are a work-in-progress because you'll want to tweak them periodically while leveling. It also depends on whether you want to focus on Nature's Protector or Warrior tree. Protector has Rage of the Beast and bear-specific upgrades like Killer Instinct and Savage Roar. But Nature's Warrior has some pretty important enhancements too, like Essence of the Shrike, Fatal Harrier, and the aforementioned crit multiplier bonus.
Summoning: in the immortal words of Jay Sherman, "It stinks!" Most of the time it's a total waste of SPs; the rest of the time it's only mostly a waste of SPs. But if you really really want to add summoning to your repertoire - if only to find out how bad it is for yourself - then you can take the Augment Summoning feat instead of Power Attack at level 1, which you take at level 15 instead. Or, more likely, swap Augment Summoning for Power Attack well before then, because if you stick with summoning in DDO until level 15 or higher, you're even more of a masochist than I am.