FWI
Member!
*NOTE*: Do not post this guide anywhere, on any website, or on any other forum without the proper props to the real author. If you visit other diablo forums, or plan to put guides on a website of any sort and plan to use this guide, make it extremely easy to notice that (both) FWI and (aka/originally) WvX_Leader wrote this guide, and all chapters. Please insert author title and pre-warning that it is not your material both at the very beginning and very end of the guide. You have my permission to use this guide anywhere as long as you follow the previous instructions. Thanks.
Fire Druid [PvP] Guide v1.3
Contents:
x. Abbreviations Dictionary
xx. Paladin Names
I. Introduction
Ia. Version History
II. Why a Fire Druid?
III. Formulas and Breakpoints
IIIa. Quick fcr Discussion
IV. Where We All Start
V. Skill Choices
VI. Stat Choices
VII. Equipment Choices
VIII. Leveling
IX. Strategies
IXa. Basic Strategies
IXb. Skill Timers and Basics
IXc. Approaching an Enemy Using Teleport
IXd. Specific Character Strategies
X. FAQ
XI. Hot Keys
XII. FWI
XIII. Magical Fissure!
XIV. Special Thanks
XV. Conclusion and Closing Notes
x. Abbreviations Dictionary:
anni = annihilus charm
bm = bad mannered
bk = bul kathos
clvl = character level
coh = chains of honor
cr = cold resist
def = defense
dex = dexterity
dmg = damage
dr = damage reduction
ed = enhanced damage
ene = energy
fbr = faster block rate
fhr = faster hit recovery
fcr = faster cast rate
fps = frames per second
fr = fire resist
frw = faster run/walk
geddon = armageddon
icb = increased chance of blocking
lore = ravenlore
lr = lightning resist
plr = poison length reduce
pr = poison resist
pvm = player vs. monster
pvp = player vs. player
slvl = skill level
soj = stone of jordan
ss = stormshield
str = strength
tele = teleport
vit[a] = vitality
xx. Paladin Names:
(For those who don't know)
(Props to Professor [Brian] for the information here)
Avenger = Vengence + Conviction
Avenger, Fanatic = Vengence + Fanticism
Bezerk-a-din = Runeword Passion + Offensive Aura (or other)
C/T/R = Crusader + Templar + Ranger = Charge + Foh + Bow
C/V = Crusader + Vindicator = Charge + Smite
Champions = Lance/Polearm Charge + Vigor + Damage Aura
Cleric = Healing Paladin = holybolt + prayer +clensing +med
Cleric 2 = Zealots with Full Holybolt to heal party members.
Crusader = Pure Charge
Dragoon = Throwing paladin
Dragon = Paladin Using new Runewords for Holyfire Damage. + Conviction
Hammerdin = Pure Hammer
Judicator = Foh + Smite + Hammers
Knight = Zeal + Charge + Smite
Legionaire = Conversion + Zeal + Holybolt(makes minions, heals them)
Liberator = Charge + Hammer
Mage = Foh + Hammers
Martyr = sacrifce paladin
Missionary = Conversion paladin with Thorns usually.
Missionary 2 = Hammers + Healing
Ranger = Bow weilding paladins
Ranger, Frost = Bow weilding paladin that uses HF
Ranger, Tesla = Bow weilding paladin that uses HS
Ranger, Storm = Bow weidling paladin that uses HF + HS
Smealot = Smite + Zeal
Templar = Pure Foh
Tesla = Zealot using HS
T/V = Templar + Vindicator = Foh + Smite
Undead Hunter = Sanctuary paladin
V/T = Vindicator + Templar = Smite + Foh
Vanquisher = Smite + Hammer
Vigordin = Classic build with Charge + Vigor as main aura
Vindicator = Pure Smite
Zealot = Pure Zeal
Zealot, Elemental = Zealot with alot of Cold / Fire / Light Damage
Zealot, Frost = Zealot using HF
Zealot, Power = Zeal + Concentraion
I. Introduction
I've been dueling with a fire druid in both private and public dueling on USWest SC NL for about 14 months in versions 1.10 and 1.11. This build is demanding when it comes to budget, mainly because unless you have great items, you are going to have some problems killing much anything with how low blizzard made a druid's fire damage. For the most part, this build is a build for people who are sick and tired of being one of 5 other trappers, or another commonly seen character. This character is a hell load of fun to make, play, and most importantly duel with. And I know you are wondering... "Can a fire druid kill ANYTHING?" If you haven't been proven this already, let me tell you that it is definitely possible. I found my fire druid actually to kill almost every single character I duel... period. It just isn't easy to get there. If you are on my realm, maybe you have seen my fire druid, [currently] clvl 94 "FWI" floating around on dueling games. Don't be fooled by people who have attempted to copy me [FVVI is a common mis-conseption name on west, even though he was a friend of mine who thought it would be cool to look like me when he dueled with me]. Well bear with me and read ahead if this character sounds right for you... If you are still unsure as to whether or not you feel compelled to make a fire druid, please read on to the "II. Why a Fire Druid?" Section before leaving this guide. All in all... I guarantee you won't regret spending the time to make one.
Ia. Version History
v1.0: 6.18.05: Original guide
v1.1: 6.25.05: Added: Version History, Why a Fire Druid, FCR Discussion, and the FWI section.
v1.2: 7.27.05: Many many edits. Points of views changed in multiple categories... Also edited a lot of strategies, FWI, the contents section, some errors etc. More reader friendly and better information.
v1.3: 8.22.05: v1.11 came out and ladder reset. In the mean time, my opinions changed on some dueling strategies, breakpoints for fcr/fhr, and a few item selections. My most recent change to FWI has been the introduction of descent fhr breakpoints. For some reason I neglected fhr for all this time [this after stressing its importance in all my previous characters]. Two major changes to my build at the current moment, aside from the introduction of my Hellfire Large Charm, were a new socket in my ravenlore and new boots. Temporarily, I have a shael'ed ravenlore. Temporarily/Permanently I compensated life for fhr by switching from waterwalks to etheral sandstorm treks. With the implication of more fhr, even with about 150+ less life, my duels have become easier to move around [obviously]. For those of you who followed this guide and let me know [whats up], Check around the guide for other changes... It may help you.
II. Why a Fire Druid?
The first reason as to why I chose to sell to make a fire druid, was because I wanted to be fairly unique. I am positive you haven't seen a handful of fire druids going in out of games like you would a fire sorc or a lightning trapper. Often times, people have to sacrifice pretty much all pvp viability to be original. Luckily - with fire druids - you can still clear public pk games and control groups who are partied against you while still maintaining that sence of uniqueness which you will be complimented for. Although a fire sorc can get more than 20K damage, I tend to kill every single fire sorceress I face. Main reason? They don't have physical damage as well as fire coming out of a volcano that stuns better than Wake of Fire for characters who don't have fhr. Don't be fooled by numbers - a fire druid is a killing machine. Although expensive, if you plan right and spend a load of time learning how to duel with one - a fire druid is a great dueler. Personally, I have been dueling with one for more than a year on and off and I am getting better and better dealing with skill timers and all the perks that come with dueling with fire druids. So if you want to wow both your enemies and your friends with under-estimated fire damage - go ahead and take a swing at a fire druid. Every single person who has made one by themselves, with my personal help, or simply following this guide - found fire druids to be one of - or their favorite character to duel with out of all other choices.
III. Formulas and Breakpoints
Max Block formula:
%to block=(%block on shield+bonus from skill)*(dex-15)/(clvl*2)
Faster Cast Rate:
18 Frames-0% 1.39 Casts/sec
17 Frames-4% 1.47 Casts/sec
16 Frames-10% 1.67 Casts/sec
15 Frames-19% 1.79 Casts/sec
14 Frames-30% 1.92 Casts/sec
13 Frames-46% 2.08 Casts/sec
12 Frames-68% 2.27 Casts/sec
11 Frames-99% 2.50 Casts/sec
10 Frames-163% 2.78 Casts/sec
Human Faster Hit Recovery vs. 2-Handed Weapons
13 Frames-0%
12 Frames-5%
11 Frames-10%
10 Frames-16%
09 Frames-26%
08 Frames-39%
07 Frames-56%
06 Frames-86%
05 Frames-152%
04 Frames-377%
Human Faster Hit Recovery vs. 1-Handed Weapons
13 Frames-3%
12 Frames-7%
11 Frames-13%
10 Frames-19%
09 Frames-29%
08 Frames-42%
07 Frames-63%
06 Frames-99%
05 Frames-174%
04 Frames-456%
Human Faster Block Rate
11 Frames-0%
10 Frames-6%
09 Frames-13%
08 Frames-20%
07 Frames-32%
06 Frames-52%
05 Frames-86%
04 Frames-174%
03 Frames-600%
IIIa. Quick fcr Discussion
In the Strategy Section [IX] - Under 'Skill Timers and Basics' - I discuss the long skill timers fire skills give you. I originally neglected fast cast rate to some extent, because I believed that since my skills are on timers, I would only need fcr for teleport, which wasn't important. Well I was wrong. Yeah you will only notice a real difference in teleport and not your regular skills - but you will notice an enormous difference in how easy your duels are with that 'extra breakpoint'. For quite some time, I dueled with 60% fcr. This was only 8% under the next breakpoint and well over the breakpoint I fell under. I ended up permanently changing a bul kathos [+1 all skills and about 100+ life after bo/sage] for a caster ring with 10% fcr, minimal stats, and 29% cold resist. Once I gave up that life and damage for the fcr mainly - I noticed it was much easier to duel. Because of this, I reccomend going the extra mile for fcr. Just watch yourself... Don't go the extra miles. You still need good life and +skills, so don't go crazy and hit the 10 Frame breakpoint just because you can.
IV. Where We All Start
This is where your character will start. Whether you are starting your fire druid, or using a druid class as a mule... this is what he will look like and what will happen to him when you level and effect his attributes:
Starting Numbers:
Strength: 15
Dexterity: 20
Vitality: 25
Energy: 20
Hit Points: 55
Stamina: 84
Mana: 20
Each Character Level
Life +1.5
Stamina +1
Mana +2
Attribute Point Effect
1 Vitality point gives 2 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 2 Mana
V. Skill Choices
-Armageddon: One of three main attacks. Maxing this is a must
-Fissure: Another of three main attacks. Maxing this is also a must
-Volcano: Last of three main attacks. Maxing this is a must.
-Oak Sage: Base. Put one skill here, no more.
-Molten Boulder: Synergy – max this skill
-Firestorm: Last skill to max. You should be done with maxing this skill at clvl 95
-Prereqs: Notice the most annoying thing about Armageddon – the use of the entire tree to get there. You are going to need one point in all wind related skills to get to Armageddon.
The skills laid out for people who have problems reading:
20 Armageddon
20 Fissure
20 Volcano
20 Molten Boulder
x-20 Firestorm [maxed last, at clvl 95]
1 Oak Sage
1 Arctic Blast
1 Cyclone Armor
1 Twister
1 Tornado
1 Hurricane
If you go above clvl 95, You have a few choices as to where you want to go. First of all, you can put the rest into Oak Sage [up to 4 more at lvl 99]. Second, you can chose to put one into ravens [prereq] and then one into Wolves for more distractions. I am currently clvl 94 and so far I think I am going to go with all Oak Sage, although clvl 96 is at least 500 million away right now.
VI. Stat Choices
Strength: Just enough to use the item with most strength required. Make sure to factor all the +str you get from the items before it – to achieve maximum vitality. [Ex: Plan around a low str enigma]
Dexterity: It is your choice whether or not you should max blocking or not. You can use the formula given to get the 75% blocking rate, or you can keep this low and go for all life. For the record, I chose to go all life with the surprising number of casters over melee nowadays.
Vitality: Everything else. Everything
Energy: Absolutely Nothing.
VII. Equipment Choices:
Helms:
Ravenlore Sky Spirit [103-155 defense]
+120-150% Enhanced Defense
+15-25 All Resist
+3 Elemental Skills
+20-30 Energy
-(10-20) Enemy Fire Resist
+7 Ravens
This is by far the ultimate helm for a fire druid. With +3 elemental skills, resist, and up to -20% enemy fire resists [the equivalent of 4 perfect facets (negative resist at least)] – this is a great helm.
Jalal’s Mane [184-297 defense]
+2 To Druid Skills
+2 To Shape-Shifting Skills
+150-200% Enhanced Defense
30% Faster Hit Recovery
+20% Bonus to Attack Rating
+20 to Strength
+20 to Energy
+5 Mana After Each Kill
+30% Resistance To All
Great secondary to a ravenlore. With the +2 skills you get, the fhr, the str, and the resist – this is also a good helm.
Harlequin Crest Shako [98-144 defense]
+2 to All Skills
+1.5 Life per clvl
+1.5 Mana per clvl
+50% Better chance of getting magical item
Physical Damage Taken Reduced by 10%
+2 to Strength
+2 to Dexterity
+2 to Vitality
+2 to Energy
No originality – but this is still a great helm. With the huge life/mana boosts, the attributes, and the +2 all skills – this is another great secondary.
Peasant Crown War Hat [92-108 defense]
+20 to Energy
+20 to Vitality
+1 to All Skills
15% Faster Run/Walk
+6-12 Replenish Life
+100% Enhanced Defense
This would be your cheap alternative. With 1 all skills, some frw, and some vita/ene – this is a nice and very cheap helm.
Armor:
Enigma RUNEWORD [jah+ith+ber]
+2 all skills
+45% frw
+1 Teleport [this is not a charge - it acts as a skill for all classes]
+757 defense
+0.75 strength per clvl
+Increased maximum life by 5%
+Damage reduced by 8%
+14 life after each kill
+15% damage taken goes to mana [ does not effect life ]
+1% magic find per clvl
Definitely a huge #1 for the fire druid. With the amazingly long skill timers on your main attacks you will need to be very agile. A fast teleport is exactly what this character needs. With +2 skills, frw, TELE, defense, str, +max% life, and dr – this is an amazing armor.
Guardian Angel Templar Coat [707-825 defense]
+1 Paladin skills
+4 Light radius
+180%-200% enhanced defense
+30% Faster Blocking
+15% Maximum resists to all
+5 attack rating against demons per clvl
+20% chance to block
The GA [most common abbreviation for the guardian angel] is mostly used for the +15% max resists - giving you a possibility of 90 resists to all. With good + max resists, this is the next best from an enigma.
Chains of Honor RUNEWORD [dol+um+ber+ist]
+2 all skills
+200% damage to demons
+100% damage to undead
+8% life stolen per hit
+70% enhanced defense
+20 strength
Replenish life +7
+65 all resists
Damage reduced by 8%
25% magic find
With two skills this is a nice armor. This is an alternative from the enigma armor, if you really need that 65 resists. Very good mods, and same worth as enigma on most realms. I still recommend enigma. This is what I would use if you are in a dueling league that does not allow enigma/tele.
Orumus' Robes Dusk Shroud [361-467 defense]
+10-20 defense
+20% faster cast rate
+(10-15)% to Fire skill damage
+(10-15)% to Cold skill damage
+(10-15)% to Lightning skill damage
+3 Random sorc skill
This armour is another alternative since the possibility of +15% more fire damage is available. Some people prefer it - I don’t.
Cheaper alternatives:
Anything with plus skills will do if you have a very small budget. Ill give a list of some armors that add skills that are cheap.
-Vipermagi [+1]
-Spirit shroud [+1 - very easy to find while magic finding]
-Skullders [+1 - has good magic find as well]
-Que-Heagans [+1]
-Silks of the Victor [+1]
Fire Druid [PvP] Guide v1.3
Contents:
x. Abbreviations Dictionary
xx. Paladin Names
I. Introduction
Ia. Version History
II. Why a Fire Druid?
III. Formulas and Breakpoints
IIIa. Quick fcr Discussion
IV. Where We All Start
V. Skill Choices
VI. Stat Choices
VII. Equipment Choices
VIII. Leveling
IX. Strategies
IXa. Basic Strategies
IXb. Skill Timers and Basics
IXc. Approaching an Enemy Using Teleport
IXd. Specific Character Strategies
X. FAQ
XI. Hot Keys
XII. FWI
XIII. Magical Fissure!
XIV. Special Thanks
XV. Conclusion and Closing Notes
x. Abbreviations Dictionary:
anni = annihilus charm
bm = bad mannered
bk = bul kathos
clvl = character level
coh = chains of honor
cr = cold resist
def = defense
dex = dexterity
dmg = damage
dr = damage reduction
ed = enhanced damage
ene = energy
fbr = faster block rate
fhr = faster hit recovery
fcr = faster cast rate
fps = frames per second
fr = fire resist
frw = faster run/walk
geddon = armageddon
icb = increased chance of blocking
lore = ravenlore
lr = lightning resist
plr = poison length reduce
pr = poison resist
pvm = player vs. monster
pvp = player vs. player
slvl = skill level
soj = stone of jordan
ss = stormshield
str = strength
tele = teleport
vit[a] = vitality
xx. Paladin Names:
(For those who don't know)
(Props to Professor [Brian] for the information here)
Avenger = Vengence + Conviction
Avenger, Fanatic = Vengence + Fanticism
Bezerk-a-din = Runeword Passion + Offensive Aura (or other)
C/T/R = Crusader + Templar + Ranger = Charge + Foh + Bow
C/V = Crusader + Vindicator = Charge + Smite
Champions = Lance/Polearm Charge + Vigor + Damage Aura
Cleric = Healing Paladin = holybolt + prayer +clensing +med
Cleric 2 = Zealots with Full Holybolt to heal party members.
Crusader = Pure Charge
Dragoon = Throwing paladin
Dragon = Paladin Using new Runewords for Holyfire Damage. + Conviction
Hammerdin = Pure Hammer
Judicator = Foh + Smite + Hammers
Knight = Zeal + Charge + Smite
Legionaire = Conversion + Zeal + Holybolt(makes minions, heals them)
Liberator = Charge + Hammer
Mage = Foh + Hammers
Martyr = sacrifce paladin
Missionary = Conversion paladin with Thorns usually.
Missionary 2 = Hammers + Healing
Ranger = Bow weilding paladins
Ranger, Frost = Bow weilding paladin that uses HF
Ranger, Tesla = Bow weilding paladin that uses HS
Ranger, Storm = Bow weidling paladin that uses HF + HS
Smealot = Smite + Zeal
Templar = Pure Foh
Tesla = Zealot using HS
T/V = Templar + Vindicator = Foh + Smite
Undead Hunter = Sanctuary paladin
V/T = Vindicator + Templar = Smite + Foh
Vanquisher = Smite + Hammer
Vigordin = Classic build with Charge + Vigor as main aura
Vindicator = Pure Smite
Zealot = Pure Zeal
Zealot, Elemental = Zealot with alot of Cold / Fire / Light Damage
Zealot, Frost = Zealot using HF
Zealot, Power = Zeal + Concentraion
I. Introduction
I've been dueling with a fire druid in both private and public dueling on USWest SC NL for about 14 months in versions 1.10 and 1.11. This build is demanding when it comes to budget, mainly because unless you have great items, you are going to have some problems killing much anything with how low blizzard made a druid's fire damage. For the most part, this build is a build for people who are sick and tired of being one of 5 other trappers, or another commonly seen character. This character is a hell load of fun to make, play, and most importantly duel with. And I know you are wondering... "Can a fire druid kill ANYTHING?" If you haven't been proven this already, let me tell you that it is definitely possible. I found my fire druid actually to kill almost every single character I duel... period. It just isn't easy to get there. If you are on my realm, maybe you have seen my fire druid, [currently] clvl 94 "FWI" floating around on dueling games. Don't be fooled by people who have attempted to copy me [FVVI is a common mis-conseption name on west, even though he was a friend of mine who thought it would be cool to look like me when he dueled with me]. Well bear with me and read ahead if this character sounds right for you... If you are still unsure as to whether or not you feel compelled to make a fire druid, please read on to the "II. Why a Fire Druid?" Section before leaving this guide. All in all... I guarantee you won't regret spending the time to make one.
Ia. Version History
v1.0: 6.18.05: Original guide
v1.1: 6.25.05: Added: Version History, Why a Fire Druid, FCR Discussion, and the FWI section.
v1.2: 7.27.05: Many many edits. Points of views changed in multiple categories... Also edited a lot of strategies, FWI, the contents section, some errors etc. More reader friendly and better information.
v1.3: 8.22.05: v1.11 came out and ladder reset. In the mean time, my opinions changed on some dueling strategies, breakpoints for fcr/fhr, and a few item selections. My most recent change to FWI has been the introduction of descent fhr breakpoints. For some reason I neglected fhr for all this time [this after stressing its importance in all my previous characters]. Two major changes to my build at the current moment, aside from the introduction of my Hellfire Large Charm, were a new socket in my ravenlore and new boots. Temporarily, I have a shael'ed ravenlore. Temporarily/Permanently I compensated life for fhr by switching from waterwalks to etheral sandstorm treks. With the implication of more fhr, even with about 150+ less life, my duels have become easier to move around [obviously]. For those of you who followed this guide and let me know [whats up], Check around the guide for other changes... It may help you.
II. Why a Fire Druid?
The first reason as to why I chose to sell to make a fire druid, was because I wanted to be fairly unique. I am positive you haven't seen a handful of fire druids going in out of games like you would a fire sorc or a lightning trapper. Often times, people have to sacrifice pretty much all pvp viability to be original. Luckily - with fire druids - you can still clear public pk games and control groups who are partied against you while still maintaining that sence of uniqueness which you will be complimented for. Although a fire sorc can get more than 20K damage, I tend to kill every single fire sorceress I face. Main reason? They don't have physical damage as well as fire coming out of a volcano that stuns better than Wake of Fire for characters who don't have fhr. Don't be fooled by numbers - a fire druid is a killing machine. Although expensive, if you plan right and spend a load of time learning how to duel with one - a fire druid is a great dueler. Personally, I have been dueling with one for more than a year on and off and I am getting better and better dealing with skill timers and all the perks that come with dueling with fire druids. So if you want to wow both your enemies and your friends with under-estimated fire damage - go ahead and take a swing at a fire druid. Every single person who has made one by themselves, with my personal help, or simply following this guide - found fire druids to be one of - or their favorite character to duel with out of all other choices.
III. Formulas and Breakpoints
Max Block formula:
%to block=(%block on shield+bonus from skill)*(dex-15)/(clvl*2)
Faster Cast Rate:
18 Frames-0% 1.39 Casts/sec
17 Frames-4% 1.47 Casts/sec
16 Frames-10% 1.67 Casts/sec
15 Frames-19% 1.79 Casts/sec
14 Frames-30% 1.92 Casts/sec
13 Frames-46% 2.08 Casts/sec
12 Frames-68% 2.27 Casts/sec
11 Frames-99% 2.50 Casts/sec
10 Frames-163% 2.78 Casts/sec
Human Faster Hit Recovery vs. 2-Handed Weapons
13 Frames-0%
12 Frames-5%
11 Frames-10%
10 Frames-16%
09 Frames-26%
08 Frames-39%
07 Frames-56%
06 Frames-86%
05 Frames-152%
04 Frames-377%
Human Faster Hit Recovery vs. 1-Handed Weapons
13 Frames-3%
12 Frames-7%
11 Frames-13%
10 Frames-19%
09 Frames-29%
08 Frames-42%
07 Frames-63%
06 Frames-99%
05 Frames-174%
04 Frames-456%
Human Faster Block Rate
11 Frames-0%
10 Frames-6%
09 Frames-13%
08 Frames-20%
07 Frames-32%
06 Frames-52%
05 Frames-86%
04 Frames-174%
03 Frames-600%
IIIa. Quick fcr Discussion
In the Strategy Section [IX] - Under 'Skill Timers and Basics' - I discuss the long skill timers fire skills give you. I originally neglected fast cast rate to some extent, because I believed that since my skills are on timers, I would only need fcr for teleport, which wasn't important. Well I was wrong. Yeah you will only notice a real difference in teleport and not your regular skills - but you will notice an enormous difference in how easy your duels are with that 'extra breakpoint'. For quite some time, I dueled with 60% fcr. This was only 8% under the next breakpoint and well over the breakpoint I fell under. I ended up permanently changing a bul kathos [+1 all skills and about 100+ life after bo/sage] for a caster ring with 10% fcr, minimal stats, and 29% cold resist. Once I gave up that life and damage for the fcr mainly - I noticed it was much easier to duel. Because of this, I reccomend going the extra mile for fcr. Just watch yourself... Don't go the extra miles. You still need good life and +skills, so don't go crazy and hit the 10 Frame breakpoint just because you can.
IV. Where We All Start
This is where your character will start. Whether you are starting your fire druid, or using a druid class as a mule... this is what he will look like and what will happen to him when you level and effect his attributes:
Starting Numbers:
Strength: 15
Dexterity: 20
Vitality: 25
Energy: 20
Hit Points: 55
Stamina: 84
Mana: 20
Each Character Level
Life +1.5
Stamina +1
Mana +2
Attribute Point Effect
1 Vitality point gives 2 Life
1 Vitality point gives 1 Stamina
1 Energy point gives 2 Mana
V. Skill Choices
-Armageddon: One of three main attacks. Maxing this is a must
-Fissure: Another of three main attacks. Maxing this is also a must
-Volcano: Last of three main attacks. Maxing this is a must.
-Oak Sage: Base. Put one skill here, no more.
-Molten Boulder: Synergy – max this skill
-Firestorm: Last skill to max. You should be done with maxing this skill at clvl 95
-Prereqs: Notice the most annoying thing about Armageddon – the use of the entire tree to get there. You are going to need one point in all wind related skills to get to Armageddon.
The skills laid out for people who have problems reading:
20 Armageddon
20 Fissure
20 Volcano
20 Molten Boulder
x-20 Firestorm [maxed last, at clvl 95]
1 Oak Sage
1 Arctic Blast
1 Cyclone Armor
1 Twister
1 Tornado
1 Hurricane
If you go above clvl 95, You have a few choices as to where you want to go. First of all, you can put the rest into Oak Sage [up to 4 more at lvl 99]. Second, you can chose to put one into ravens [prereq] and then one into Wolves for more distractions. I am currently clvl 94 and so far I think I am going to go with all Oak Sage, although clvl 96 is at least 500 million away right now.
VI. Stat Choices
Strength: Just enough to use the item with most strength required. Make sure to factor all the +str you get from the items before it – to achieve maximum vitality. [Ex: Plan around a low str enigma]
Dexterity: It is your choice whether or not you should max blocking or not. You can use the formula given to get the 75% blocking rate, or you can keep this low and go for all life. For the record, I chose to go all life with the surprising number of casters over melee nowadays.
Vitality: Everything else. Everything
Energy: Absolutely Nothing.
VII. Equipment Choices:
Helms:
Ravenlore Sky Spirit [103-155 defense]
+120-150% Enhanced Defense
+15-25 All Resist
+3 Elemental Skills
+20-30 Energy
-(10-20) Enemy Fire Resist
+7 Ravens
This is by far the ultimate helm for a fire druid. With +3 elemental skills, resist, and up to -20% enemy fire resists [the equivalent of 4 perfect facets (negative resist at least)] – this is a great helm.
Jalal’s Mane [184-297 defense]
+2 To Druid Skills
+2 To Shape-Shifting Skills
+150-200% Enhanced Defense
30% Faster Hit Recovery
+20% Bonus to Attack Rating
+20 to Strength
+20 to Energy
+5 Mana After Each Kill
+30% Resistance To All
Great secondary to a ravenlore. With the +2 skills you get, the fhr, the str, and the resist – this is also a good helm.
Harlequin Crest Shako [98-144 defense]
+2 to All Skills
+1.5 Life per clvl
+1.5 Mana per clvl
+50% Better chance of getting magical item
Physical Damage Taken Reduced by 10%
+2 to Strength
+2 to Dexterity
+2 to Vitality
+2 to Energy
No originality – but this is still a great helm. With the huge life/mana boosts, the attributes, and the +2 all skills – this is another great secondary.
Peasant Crown War Hat [92-108 defense]
+20 to Energy
+20 to Vitality
+1 to All Skills
15% Faster Run/Walk
+6-12 Replenish Life
+100% Enhanced Defense
This would be your cheap alternative. With 1 all skills, some frw, and some vita/ene – this is a nice and very cheap helm.
Armor:
Enigma RUNEWORD [jah+ith+ber]
+2 all skills
+45% frw
+1 Teleport [this is not a charge - it acts as a skill for all classes]
+757 defense
+0.75 strength per clvl
+Increased maximum life by 5%
+Damage reduced by 8%
+14 life after each kill
+15% damage taken goes to mana [ does not effect life ]
+1% magic find per clvl
Definitely a huge #1 for the fire druid. With the amazingly long skill timers on your main attacks you will need to be very agile. A fast teleport is exactly what this character needs. With +2 skills, frw, TELE, defense, str, +max% life, and dr – this is an amazing armor.
Guardian Angel Templar Coat [707-825 defense]
+1 Paladin skills
+4 Light radius
+180%-200% enhanced defense
+30% Faster Blocking
+15% Maximum resists to all
+5 attack rating against demons per clvl
+20% chance to block
The GA [most common abbreviation for the guardian angel] is mostly used for the +15% max resists - giving you a possibility of 90 resists to all. With good + max resists, this is the next best from an enigma.
Chains of Honor RUNEWORD [dol+um+ber+ist]
+2 all skills
+200% damage to demons
+100% damage to undead
+8% life stolen per hit
+70% enhanced defense
+20 strength
Replenish life +7
+65 all resists
Damage reduced by 8%
25% magic find
With two skills this is a nice armor. This is an alternative from the enigma armor, if you really need that 65 resists. Very good mods, and same worth as enigma on most realms. I still recommend enigma. This is what I would use if you are in a dueling league that does not allow enigma/tele.
Orumus' Robes Dusk Shroud [361-467 defense]
+10-20 defense
+20% faster cast rate
+(10-15)% to Fire skill damage
+(10-15)% to Cold skill damage
+(10-15)% to Lightning skill damage
+3 Random sorc skill
This armour is another alternative since the possibility of +15% more fire damage is available. Some people prefer it - I don’t.
Cheaper alternatives:
Anything with plus skills will do if you have a very small budget. Ill give a list of some armors that add skills that are cheap.
-Vipermagi [+1]
-Spirit shroud [+1 - very easy to find while magic finding]
-Skullders [+1 - has good magic find as well]
-Que-Heagans [+1]
-Silks of the Victor [+1]