The Fury Werewolf-Complete Guide GGC, by Wolfsbane

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THIS GUIDE WAS NOT WRITTEN BY FWI, EDITED BY FWI, OR REVISED BY FWI. This guide was brought to this forum with written consent of it's respected author, Wolfsbane. There are no sections of this guide I contributed to.


*please do not distribute this guide without my permission*


The Complete Fury Werewolf Guide


Table of Contents

1: Introduction

* a: The build
* b: Build Briefing
* c: Pros and Cons to the build


2: Skill/Stat points usage

* a: Skills
* b: When to use skill points
* c: Optimal base stats, stats with final gear on
* d: Low lvl,mid lvl, and guru gear


3: Tips and Strategies

* a: Leveling up
* b: Dueling different characters
* c: Final Stats of your wolf


4: Credits

Introduction to Werewolf Druids


Druid
Completed level: 91 (95 with optimal skills)
Difficulty level: 4 of 5
Skill level: 5 of 5
Build Difficulty: 4 of 5
Build Cost: 9 of 10

In 09 the werewolf was un-arguably one of the most powerful characters around. With its insanely high attack rating, life, and damage, it quickly soared to one of the best pvp, and pvm duelers. This guide covers mainly pvp, but I will add some strategy on pvm. Now, there is only one problem with a fury wolf, its defence. Blizzard was actually smart enough to not give high defence to wolfs, or they would become overpowered. But thanks to our high life, ar, and most of all, the fastest fhr in the game, we can overcome the defence problems.


Pros

1. Extremely high attack rating.
2. Extremely high life with oak sage, and in wolf form.
3. High damage.
4. Fastest fhr in the game.
5. Can tank almost anything in pvm.

Cons

1. Terrible defence.
2. Must have 4 frames to be at top effectivness in pvp.
3. All ias MUST be on the weapon.
4. Runs the risk of sage being killed first in a duel.
5. Very expensive, to be godly.

Skill Points Usage

As you level up, you gain valuable skill points. You can recieve up to a maximum of 110 skill points(lvl's 1-99=98 skills points+12 quest skills points=110). Once you use them, they are gone for good, so place them into the skill best suited for your build.

The Main skills

The first skill that you recieve is Werewolf, which is where the build's name derives from. This skill allows your druid to transform into a bloodthirsty wolf. This skill increases your attack rating, and attack speed, so it's definatly worth maxing. Each point into werewolf adds 15% attack rating. At level 20, werewolf adds a 335% bonus to your attack rating. The attack speed bonus starts to recieve a minimul increase the higher your werewolf skill is. At level 20, you recieve a 68% bonus to ias. MAX THIS THIRD

The next and most important skill for any shape-shifter, is lycanthropy. This skill dramatically increases the duration of time in the werewolf form, and adds a huge chunk of life to you while shifted. At level 1 it grants +40 seconds to your wolf form duration, and a 20% bonus to your max life. Every point after that adds 20 seconds to your duration, and adds 5% to your max life. At level 20, lycanthropy adds 420 seconds to your duration, and a 115% bonus to your health. MAX THIS FIRST!

This next skill is your power house, Fury. Just think of it as this...Zeal on STEROIDS! Fury acts in the same manner as zeal also, it gets a maximum of 5 attacks in a row, and adds huge of amounts of damage and ar%. At level 1 this skill grants a 50% bonus to attack rating , and a 100% damage bonus. All that on level one.. Each point placed into Fury adds 7% attack rating, and a 17% damage bonus. At level 20 Fury gives a 118% bonus to ar, and a 423% bonus to damage. MAX THIS SECOND

When it comes to the point where you must choose which sage you want, don't be a freekin retard and choose to max Heart of Wolverine first, you get enough ar and damage without this skill, besides you can max this, and oak sage, along with lycanthropy, Werewolf, and Fury by lvl 90 anyways. A couple of extremely awesome things about the sages, are that each time you level them up, the become more and more resistant to physical, and elemental damage. by level 20, they are practically immune to a monsters physical damage. you can't actually see this, but with c3po, look at someone else's sage and it will show you. Oak sage is my personal choice for a spirit. it's purposes are to add hefty amounts of health to you, and to annoy the hell out of you while dueling. At level 1, this sage adds a 30% bonus to your health, and increases by 5% each level. By level 20, you will be recieving a 125% bonus to your health. Heart of Wolverine is the second sage available to your druid. It increases your already high damage, and ar. At level 1, a 20% bonus to damage, and a 25% bonus to attack rating is added. They each increase by 7% each level. On level 20, you will recieve a 153% bonus to damage, and a 158% bonus to attack rating. The final sage, Spirit of Barbs, is absolutely worthless. It repels damage givin to you by enemies back to them. The only problem is, at level 20, it damage return% is 10% less than that of a level 1 thorns aura . MAX OAK SAGE, THEN HEART OF THE WOLVERINE LAST

1 point placements

Feral Rage
Rabies
arctic blast
cyclone armor
werebear(if you wanna switch to a bear sometime )
maul(werebear charge up skill)

Level 1 Stats

Starting Attributes

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

The 3 Main Fury Wolf Builds, and Stat Strategy

You are probably wondering, wtf!? 3 different builds to choose from? yes there are 3 different stat based builds for a fury wolf.

The vita build
The stregnth build
The Dex build

I will breefly go over each of them.

Vita Build- This varient of the Fury Wolf, puts the bare minimum of stregnth and dex needed to wear their gear, and to have max block. Base stregnth should be 112. 112+20 stregnth on jalals+20 stat anni=152 stregnth, enough to wear stormshield. About 225 dex with gear on. 225-40 dex from 2x perfect ravens= 185 base dex. the rest goes into vita. This build recieves over 7k health with oak, and in wolf form if built with almost perfect gear, and with 39x32020's. this build is generally for the not so rich people wanting to make a fury wolf. The ultimate weapon for a vita build is a Cruel Cryptic Sword of Quickness with 3x40/15's, but there are only 3 left on east, and they all belong to my friends , the default weapon for this build is a gris caddt with 3x40/15's+Lo rune. If any of you know DoC, or Proto, they were pullin 6.7k damage with the CCSoQ

Stregnth Build- Before you contradict me on the strategy of this build, just read on. this build requires enough dex for max block, and ABSOLUTELY NO POINTS IN VITA, and the rest into stregnth. The reason for so much stregnth, is that each point into stregnth adds about 3-5 points of damage to you. This build also allows you to weild an 08 storm shield, which is in one way superior to the current ss, and also requires 219 stregnth. It has a higher % chance to block, thus requiring less dex for max block. The reason for base vita, is to maximize the amount of stregnth you can get. The only fault of this build is, it is mandatory to be using 39x32020's. with that+oak+lycanthropy you will get around 5.2k health. Remember that is with base vita too . This build is for the richer people. The ultimate weapons to make this build shine is the Cruel Mythical Sword of Quickness with 2xsheals, and 1x40/15, and the gris caddy with 3x40/15's+Lo. My other friend Karp is pullin 5.3k damage with a a damn caddy

Dex Build-This build you will never have a use to make, unless you plan on focusing on using a fanged knife as your main weapon. For example, Fury fanged knife, a Cruel Fanged Knife of Quickness with a sheal and a 40/15, or a sick rare fanged knife with high ed, 40%ias, fools mod, eth repair, 2 socets, and some ar, soceted with a sheal and a 40/15. The reason for all the dex, is that it adds damage to your fanged Knife. Stregnth also adds damage, but its smarter to add dex, because it adds ar+damage. This is also a base vita build, and is mandatory to have 39x32020's. Rich people again .

FPA

Frames per attack. This is used to measure the duration of any attack in the game, more precise then what is written on the weapon (i.e normal attack speed). The fastest possible melee attack in the game is 4 fpa, which means 6.25 attacks in 1 second.

Both the wolf and bear can achieve 4fpa attacks.

FHR

Faster hit recovery. When you get damage at least 1/12 of your life, you are sent into a recovery animation that lasts some frames, and you can do nothing in that duration. Higher FHR= shorter stun. Shorter, better.

Wolves can have the fastest hit recovery among other classes.

Here are the accepted FHR breakpoints for the wolf:

%FHR------Frames

base FHR---7 frames
9% FHR---6 frames
20% FHR---5 frames
42% FHR---4 frames
86% FHR---3 frames
280% FHR---2 frames

FBR

Faster block rate. When you use a shield, you have the probability to block an incoming attack. And that blocking has some duration that you can not do anything else. So higher FBR=shorter blocks. Shorter, better. In 1.1, after a successful block, one can not block for a certain of time, so no more block-locks.

Here are the FBR breakpoints for the wolf.

% FBR------Frames

Base FBR---9 frames
7 %FBR---8 frames
15 %FBR---7 frames
27 %FBR---6 frames
48 %FBR---5 frames
86 %FBR--4 frames

Chance to Block

Chance to Block. When you carry a shield, you can block incoming attacks, with a proportion. If you have 70% chance to block, for instance, you block theoretically 70% of the incoming attacks.

The following formula gives your chance to block.

%Block = (%Blocking of the shield * (Dexterity - 15)) / (Character Level * 2)

Chance to Hit

Chance to Hit. The formula is:

100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)

AR = Attack Rating
alvl = Level of Attacker
dlvl = Level of Defender
DR = Defense Rating

Upper and lower bounds for the chance is %95 and %5

Weapon Speed Modifier

Every weapon has a base speed (one can check for base speeds in items sections of diablo2 sites). With suffixes or shael rune or IAS jewels, one can increase this to needed levels.

There is a concept called WSM (Weapon Speed Modifier), to determine weapon speeds. It is basically taking the negative of the weapon base speed (listed in arreat summit), and adding the IAS on the weapon. The WSM information along with the weapon type is used to determine the attack speeds.

For example feral axe has -15 base speed, having 1 shael (%20 IAS) annd 1 IAS jewel (%15 IAS) makes it

WSM=-(-15) +20+15

WSM=50

Deadly Strike

You have a % chance to do double damage. Statistically is an enhancement to your damage equal to your %DS.

For example, if you make 1000 damage and have %50 DS, your effective damage is 1500.

Crushing Blow

This mod reduces the life of the enemy by a certain percentage. Very effective when fighting act bosses.

Open Wounds

This mod decreases the opponents life by a certain amount.

Damage Reduced

Damage reduced items can decrease the amount of physical damage received in great amounts. %dr is a % decrease in damage. For instance you have %40 dr and received 1000 damage from an attack. You will receive 600 damage instead of 1000. Here is the formula that should help:

('damage'*(100-'%dr')/100)

In 1.10, %dr is capped at 50.

Great Sources of Fhr

* Bloodfist Unique Heavy Gloves (%30)
* Bramble Runeword on a 4 Socket Armor-RalOhmSurEth (%50)
* Stone Runeword on a 4 Socket Armor-ShaelUmPulLum (%60)
* Bladebuckle Unique Plated Belt (%30)
* Jalal's Mane Unique Totemic Mask (%30)
* Guillaume's Face Set Winged Helm of the Orphan's Call Set (%30)
* Verdungo's Hearty Cord Unique Mithril Coil (%10)
* Charms (up to %12 each)

Great sources for Attack Rating

# Fool's Prefix on Weapons (16.5 AR per lvl)
# Angelic Halo Set Ring of the Angelic Raiment Set (2 pieces) (12 AR per lvl per ring)*
# Immortal King's Pillar Set War Boots of the Immortal King Set (110 AR)
# Hsarus' Iron Heel Set Chain Boots of the Hsarus' Defense Set (2 pieces) (10 AR per lvl)
# Master's Prefix on Weapons (201 - 250 AR)
# Sigon's Visor Set Great Helm of the Sigon's Complete Steel Set (2 pieces) (8 AR per lvl)
# Ravenfrost Unique Ring (150 - 250 AR)
# The Mahim-Oak Curio Unique Amulet (%10 bonus to AR)
# Metalgrid Unique Amulet (400 - 450 AR)
# Jalal's Mane Unique Totemic Mask (%20 bonus to AR)
# Cerebus' Bite Unique Blood Spirit (%60 - %120 bonus to AR)
# Small Charms (up to 36 AR)
# Grand Charms (up to 132 AR)
# Jewels (up to 100 AR

Great Sources for Deadly Strike

* Gore Riders Unique War Boots (%15)
* Highlord's Wrath Unique Amulet (about %30-35 at high levels)
* Guillaume's Face Set Winged Helm of the Orphan's Call Set (%15)
* A Lo rune socketed into a weapon (%20)

Great Sources for Crushing Blow

Again, not many options here. The weapons are not 7/4 fury weapons.

* Gore Riders Unique War Boots (%15)
* Guillaume's Face Set Winged Helm of the Orphan's Call Set (%35)
* Venom Grip Unique Demonhide Gloves (%5)
* Ribcracker Unique Quarterstaff (%50)
* Immortal King's Stone Crusher Set Ogre Maul of the Immortal King Set (up to %40)
* Windhammer Unique Ogre Maul (%50)


Beginner Gear

armor: shaftstop, vipermagi, duriels, sigons
helm: jalals, vamp gaze, peasent crown, biggin's bonnet
shield: anceints pledge runeword(RalOrtTal), lidless, sigons
belt:string of ears,
gloves: bloodfists, hand of broc
jewelry: angelics
boots: tearhaunch, goblin toe
weapon: steel driver, generals tan do li ga, bonesnap, horadric staff

This gear is obviously for the lower levels, so it won't be that hard to trade for. As far as charms go, shape shift gc's would work great at these levels.

Intermediate Gear

armor: toothrow, atma's wail, black hades, courpsemourn
helm: jalals, crown of thieves, gaze
shield: radament's sphere, lance guard, tiamet's
belt: tgods, string of ears
gloves: bloodfists, lava gout, hell mouths
boots: gores
jewelry: angelics
weapon:gris caddy with sheals,and other socets, headstriker,butcher's pupil,
weapon switch: +4 ondals for prebuff.

Since we are getting to higher levels, we can start using more powerful equipment. ss gc's are still workin, unless you have your 39x32020's .

Skilled Gear

armor: 16060 max with a second mod, valor, gbane
helm: jalals
shield: shealed ss for faster block rate
belt: 35+/15% dungos
gloves:blood fists, or rends
boots: gores
jewelry:2x almost p ravens+highlords
weapon: gris caddy with 3x40/15+Lo, or any other nice 4 frame wep

This is level of gear that most of us can afford, it is basically the 2nd best fury wolf setup there is. You will be able to kill lots of people with gear like this. Your charms should now be basically 39x32020's or any other legit ar/life/max damage charms.

Guru Gear

**Warning** what I am about to post here will make you shit your pants! Read with caution, from this point forward the gear is INCREDIBLY expensive!

armor: 120 max jewelers armor of stab, or 160/40 stab for CFKoQ, and CCSoQ.
helm: eth glitched jalals with 30 max jewel, 40/10, or rare ed/min/max/fhr jewel
shield: 08 ss with a sheal for fsater block rate(08 ss's don't poof)
belt:40/15 dungos
gloves: bloodfist vampirebone gloves, 60/20 rends(warning duped item)
boots: 08 gores(warning duped item[08 gores has 10 max damage])
jewelry: 2xpravens+highlords
weapon: depends on build-CCSoQ with 3x40/15's for vita build, CFKoQ with sheal+40/15 for dex build, CMSoQ with 2x sheals+40/15, or the caddy(for vita and stregnth)
weapon switch: Mang song's

This is the be all, end all of the fury druid gear. Everything listed would be the absolute perfect gear. Seeing as though you are this rich, then you would most likely have 39x PERMED 32020's+ a legit perfect anni . One more thing, don't even bother searching for the 30 max jewels, nobody has them, and plus they are worth 18-20 sojs a piece, because they are so damn uncommon. The best way to get them would be to ebay them lol.
 

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Leveling tips, and Dueling Strategies

Leveling

* Normal Difficulty:
* Trist runs from 1-15
* Tomb runs from 15-20
* Normal Cows from 20-24
* Normal Ancients from 24-25
* Normal Baal from 25- 44

* Nightmare Difficulty:
* Nightmare Ancients from 44-45
* Nightmare Baal from 45-74

* Hell Difficulty:
* Hell Ancients from 74-75
* Hell Baal from 71-99

Dueling the Characters

Hot key set ups

f1: Werewolf
f2: Oak sage
f3: Fury
f4: Heart of Wolverine
f5: Rabies

left click: Feral Rage

Paladins:-There are so many variations of paladins these days, zealots, hammerdins, smiters, liberators, judicators, chargers, tesladins, holy freeze paladins, and FoH paladins. When dueling zealots, be sure to equip your angelics to be able to hit their massive defence. you mite even have to summon your Heart of Wolverine just to hit those 50-60k def pallies. Its basically luck when dueling zealots, because when they hit, you WILL feel it, and you will feel it very often. Against hammerdins, equip your fastest run/walk gear possible-enigma aldurs boots-a few frw sc's, and a big nice range 5 2 hander i.e. Cruel Giant thresher of Quickness. Dont ever run behind them, instead, run in a sort of random zig-zag pattern to throw them off. With all that speed, you can run as fast as they tele, even with max fcr, and to actually run faster than their tele, get a feral rage charge around you. Catch up to them, and attack, the long range wep will catch them before they can get away. Smiters, Ah yes, the fun duel. With a 4 frame range 5 weapon, and your regular gear, they won't even get clsoe enough to smite you. Smite=owned. Fight liberators, like you would hammerdins, except where a shield incase they charge you. Judicators and templars are a bit trickier, equip a coh, a kiras guardian with a lo rune, a maras, and a whisp ring to resist them, and equip your 5 range wep. elemental aura pallies are treated the same way as all other ele chars, resis gear, and absorb.

Barbarians-Barbarians...what can you say about them? they are lean, mean, fighting machines. Most barbarians now are based on the skill concentrate, which literally lays the defence on them. Again you will need your angelics, and if they are eth carapace, or eth valor barbs, summon Heart of Wolverine immediatly. Fighting these extreme defence characters is all luck. You hope and pray that they don't hit your pathetic defence, and they hope that your extremely fast, high attack rating, deadly striked Fury doesn't show them who's the real boss . Against whirlwind barbs you wont need all that attack rating, so keep your ravens/highlords and oak sage out. When they start attacking, DO NOT follow them, just shift fury. By doing this you take the risk of being hit A LOT more often out of the picture. Do this until they die. If you actually come across a siger, don't even try to fight them, you will only humiliate yourself. They can stun lock you without even trying.

Sorceress-These little buggers are annoying! Each sorceress is based on an element, fire, lightning, or ice. Again equip your faster run and walk gear, except for enigma, you will need coh, here. For fire sorceress's equip a dwarf star, hot spurs, and a rising sun amulet, and they are toast. The rising sun will completely destroy them. For Cold sorceress's, be sure to stack extra resistances, because their mastery will pierce them. I suggest equiping a 4xperfect saphire shield, a raven frost, coh, and a kiras so you know they won't hurt you. For the lightning sorceress's, a 4xperfect topaz shield is mandatory, along with coh, tgods, and a whisp ring, because they just deal jsut to much damage. for each of them, get a feral rage going to keep up with them, and just attack them.

Amazons-I hate amazons with a passion...but they are easy to kill . For bow amazons, you might want to equip a shaft stop for the defence agaisnt missle attacks. Equip you faster run and walk boots, and your sc's. When they start shooting at you with their guided arrow, start running in a zig-zag to avoid them. Get them amazon on the run, and she is dead. When she tries to turn around and attack, you will be right in her grill to eat her alive. For charged strike amazons, just equip your anti-light sorceress gear, and just walk up to her and eat her. If you ever come across a Jabazon, duel them like you would a pally, except you don't need the angelics or Heart of Wolverine, because they have shit defence also.

Necromancers-I also hate necromancers for the sheer fact that they are cocky, over-powered, and sneaky. When dueling a bone necromancer, equip all of the Faster run and walk possible. All of the bone spells are magical damage. Get a feral rage going on, and dodge their teeth(at least try i guess), and their bone spears long enough to get close to them. When you get close, try to anticipate where they will teleport, and run their, and chase after them, until you can hurt them. For posison necros, I suggest equiping a bramble, and a 4x perfect emerald shield, and tanking them until they cry. Dueling a summoner is all about who can last longer, Will you destroy all of the summons before they kill you? Or will they absolutely destroy you? Don't just charge right on in, because almost every time, the summoner will tele to get his summons to surround him. The surrounding summons are a trap. If you get close, they will all attack at once and you will block to many times for you to recover. I would suggest attacking then running, and then repeat. Just make sure you kill all the monsters in the blood more before fighting one .

Assasins-Be careful when dueling assasins, because they are really tricky. They could bust out a trap at any given moment, so you need to be ready. When a gay lightning trapper comes into the melee only pub, bring out your anti-lightning gear and laugh at her. She will complain that you couldn't kill her without resistences. Agree with her and say, are you afraid of a Fury wolf? Then make fun of her for coming into a melee game. Fire trappers are a little more complicated because the fire traps stun a lot more than light traps, along with mind blast, and your basically stuck in one spot, unless your awesome fhr comes into play. Equip your anti-fire gear, but try and keep your fhr at 86%, and then attack here. Fight dragon talon assasins the same way as all melee, except watch out for her venom damage. Be careful though, a good one can destroy you, in a matter of seconds with all of the deadly strike, and open wounds complimenting her venom.

Druid-Ah yes, the funnest duels of them all. Fighting against your own kin has never been sweeter, and you are all jacked up and ready to kill. When dueling Wind druids-one of the hardest duels-keep your raven frosts on, and your storm shield on also(tornado is physical damage). A range 3 weapon is going to really help in this duel, seeing as though you can't have a range 5 one hander. A great range 3 4 frame weapon, is a robo berserker axe. A robo zerker, is a 6os superior zerker axe soceted with 5x40/15's+a sheal. with this you get 215%ed, 95%ias, high max damage, and its range is 3. Now getting back on subject, a wind druid has 3 weakness's. 1 they have to get pretty close in order to hit you with the tornado, 2 you will almost always hit them because of their low defence, and 3 most of the wind druids are noobs who don't even know the first thing about them. Shift fury, left them tele on, or near you. Then dodge their tornado's and fury away. When dueling poison druids, equip either a bramble with a 4x perfect emerald shield, or a gladiators bane(DRAMATICALLY redudes poison legnth) with a 4x perfect emerald shield. You uh...also mite want to have a few antidote potions on hand too . And finally the all-awaited fellow Fury Wolf duels. These are the funnest of all the duels, besides eating pallies and abrbs alive. This is your chance to see how your wolf compares to someone else's. Duel them like all melee, except use oak sage and your ravens/highlords.

Final Stats/skills

Werewolf
transform into a werewolf

Mana Cost: 15
Life: +160 percent
Stamina Bonus: +25 percent
Duration: 540 seconds

Current Skill Level: 24
1: To Attack Rating: +395 percent
2: Attack Speed: +71 percent

Werewolf Receives Bonuses From: Lycanthropy

Lycanthropy
passive - improves duration and life
when in werewolf or werebear form

Current Skill Level: 24
1: Max Life: +135 percent
2: Duration: +500 seconds

Fury
when in werewolf form, attack
either multiple adjacent targets
or one target multiple times

Current Skill Level: 24
1: 5 hits
2: Attack Bonus: +211 percent
3: Damage: +491 percent
4: Mana Cost: 4

Oak Sage
summon a spirit pet that increases
life for you and your party

Current Skill Level: 24
1: Life: 442-505
2: Life: +145 percent
3: Radius: 50.6 yards
4: Mana Cost: 38

Heart of Wolverine
summon a spirit pet that adds
to the damage and attack rating
of you and your party

Current Skill Level: 24
1: Life: 864-972
2: Damage: +181 percent
3: Attack: +186 percent
4: Radius: 50.6 yards
5: Mana Cost: 43

final stats: My vita wolf

stregnth: 190 with gear on
dex: 230 with gear on
vita: 25x
energy: none

(with my friends 32020's on these are my stats)

7.8k life
30k ar with ravens, 50k with angelics
5k damage with caddy
67% deadly strike

Str Build CMSoQ: lvl 91 (completely maxed all main skills) (thanks midnight)

Life: 5.4k
Def: 2k
AR: 20k (ravens/highlords)
Dmg: 5.6k max

Dex Build CFKoQ: lvl 91 (thanks midnight)

Life: 5.4k
Def: 2k or so
AR: 26k ravens 34k+ angelics
Dmg: 5.8k max

Conclusion

Well, there you have it. The Complete strategy compendium for a Fury Druid. I hope you guys will enjoy werewolfs as much as I do. I spent a long time compiling my imformation from helpful sites, and putting this knowledge into a guide for people interested in a unique and enjoyable melee character.

Credits

1: http://students.washington.edu/akrinke/wereform.html -- wereform central
2: http://strategy.diabloii.net/ -- awesome strategy site
3: http://www.dtrades.org/index.php?showtopic=589 --helpful guide from dtrades
4: http://www.dtrades.org/index.php?showtopic=26910 -- usefull information
5: http://www.dtrades.org/index.php?showtopic=26910 -- god skill planner
6: http://wirsz.phpwebhosting.com/Druid.htm --godly information
7:http://www.battle.net/diablo2exp/ -- arreat summit is so helpful

This guide was compiled by Wolfsbane. Do not distribute this guide to other sites without my permission.

If you have any questions, catch me on bloody_corpses on e/sc/nl
 

RazieL

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Just want to make it a point that all these new guides from FWI are from RPGForums.com authors and are originally posted there in our specific forums we have installed for Guides and Authors.
 

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RazieL said:
Just want to make it a point that all these new guides from FWI are from RPGForums.com authors and are originally posted there in our specific forums we have installed for Guides and Authors.
I believe that seems to be understood with the evident disclaimer. I got a PM with utter agreement for each of these guides from each of these authors. Also seems like it is just advertising from you now.

-FWI
 

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Lol. i must say, i dont care that much. though i do care the FWI has taken the time to inlighten us.;) ;)
 

kustom24

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do you think it would be posssible to get an update of this guide cause for the most part it is an awsome one but it needs a little updating to 1.11v thnx
 

Johnny

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do you think it would be posssible to get an update of this guide cause for the most part it is an awsome one but it needs a little updating to 1.11v thnx
I don't think much would change. You would use a torch now, and change your stats accordingly (don't need as much str/dex with the added stats from torch) and change your resists accordingly (you won't need an extra res jewel if you have res from torch). I'm not sure if a 160/60 max (he says max, but I thought I read that max damage will only work for weapons, and not on anything else) would be much better or worse than a fortitude. Fort would give more damage and more defense I beleive, along with resists. You might also look into grief pb instead of the caddy, again, not sure what would be better.
 

Johnny

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Would this Work with 1.11
Yeah, it will work.


armor: 15/15 AP Fortitude would probably be best.
helm: 200ed perf up'd jalal's mane.
shield: 160ed/60ias JMoD, SS, or Spirit Monarch.
belt:40/15 dungos
gloves: perf double up'd bloodfists
boots: 213def (200ed up'd) gores
jewelry: 2xpravens+highlords
weapon: Best possible weapon: eth+repair mod, cruel/grandmasters, fool's, quickness, and 2os Fanged Knife
weapon switch: 6/6/x cta + spirit monarch

20/20/x Anni
20/20 Torch
37 Small charms, between 3max/20ar/20life, 36ar/20life, 3max/20ar/5fhr
 

concrete_sox

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i disagree what items uhave listed there by thelooks of it uve never made a ss druid
 

TROLLMAN

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helo,

gud decent guide but mayben some chagnez, gud mention of steel driver which r eliten weaponz.
 

Johnny

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Steel driver is not nearly as good as a rare fanged knife for this build, but a godly FK is probably the most expensive item you can possibly buy (along with all godly rare weapons).

Eth/Repair
Quickness
Cruel
Fools

Is the best you could get I think, not sure if you can get an artisans prefix on it as well.
 
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