This guide will require you through a competent method to level your Druid and finish the game on Hell difficulty. There are various methods to levelling and also the method can change depending on your circumstances (for instance if you've been rushed, you'll level differently), this informative guide presents a technique for playing through the sport yourself and levelling the standard way. We will also discuss a competent way of allocating your skill points and using what to collect / farm on the way.
Normal Difficulty
The Druid’s levelling build concentrates on the elemental skill tree, particularly the fire skills that are extremely strong in the early games. There is an alternative build that's more efficient for Act 1, which concentrates on summoning the Poison Creeper – however, this involves a skill reset after Act 1 to alter to the fireplace build and I would rather save this reset for later in the sport.
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Our main spell is going to be Fissure (offered at Level 12), however, this receives bonus damage from Firestorm that is available from Level 2 onwards. Place all your points into Firestorm before you reach level 6 and may obtain the Molten Boulder skill, for levels 7 – 11 still place points into Firestorm again to develop the damage. Fissure is offered at Level 12 and it is a huge power spike when available. Place all your available points into Fissure from here onwards as this is going to be our main damage dealer. This build is extremely smooth and one of the fastest methods to progress through the sport with any character. The mechanic of Fissure implies that you can cast it beneath yourself and still run through the sport, monsters will go beyond the fissure and take damage leaving a pile of bodies behind you while you progress!
For your stat points, the overall rule would be to put enough points into Strength and Dexterity for that equipment you should utilize then spend the remaining into Vitality.
In Act 1 where to gain early experience is incorporated in the Forgotten Tower underneath the Black Marsh. Each level within the tower has a minimum of 1 Champion or Elite pack, so you'll find a least 5 packs and also the Countess herself on level 5 which makes it very efficient. Killing the Countess also provides us with early rune drops there are some quite strong low-level Runewords that people can target for that Druid. You will have to farm Countess before you find a Tal as well as an Eth rune to create the Runeword “Stealth” (Tal Eth) inside a 2 socketed armour (you'll find one of these while you play, and when you don’t Charsi sells them). I would also recommend farming a Tir along with a Ral rune to create “Leaf” inside a 2 socketed Staff (any staff is going to do this, this can either drop moving toward Countess or you are able to purchase from Akara). “Leaf” appears like a Sorceress Runeword, nevertheless the +3 to Fire Skills is generic and applies towards the Druid’s fire skills that are a huge boost so early in the sport.
When you fight Andariel in Act 1 drink 5-6 Antidote potions before engaging, these give a passive boost to your poison resistance. Similarly, when fighting Duriel in Act 2 drink 5-6 Thawing potions that have the same effect on your cold resistance. For boss fights in general you'll want the bosses to go beyond your fissures to manage the most damage. Keep casting fissures beneath yourself while you kite around the edge, ensuring the bosses go beyond and receive damage. If you are able to tank hits in the boss, you are able to stand still and cast Firestorm together with Fissure to manage extra damage. Continue working the right path through the sport with the above build and you'll have a simple run through Normal difficulty. In Act 4 you'll encounter the Grand Vizier of Chaos within the Chaos Sanctuary who's immune to fire, to kill you'll need to purchase an Act 2 Mercenary and equip him having a high-damage Polearm purchased in Act 4. Molten Boulder also deals a tiny bit of physical damage so may be used alongside the mercenary. More experienced players should purchase a staff with Teleport charges from Ormus in Act 3 (you'll likely have to reset his items by moving in and on vacation, however, this will not take a lot more than 15 minutes) and also have this in your item swap to allow for quick progression through the sport.
Once you've worked the right path through Normal difficulty you are able to start doing Baalruns to achieve experience and get ready for Nightmare difficulty. You should make sure you reach level 40 at the very least before entering Nightmare, you can do this either by playing solo or having a group.