Enhancements Tactics Equipment Spells. Druids are a beginner-friendly class with excellent healing capabilities, good buffs, and debuffing potential, but the druid's greatest strength is that they are the embodiment of crowd control: every druid build has multiple ways of locking their opponents down, making them easier to be killed.
Animal forms provide a solid option for melee builds, providing a survivable, self-sufficient attacker while spellcasting druids have excellent damage and healing.
Humans and Aasimar are often the best choice, although other races can work well depending on the goal of your build. Of minor note, the size of wolf and bear wildshape forms depends on the race: gnomes and halflings make for tiny, cute animals while half-orcs and dragonborn can make huge, menacing beasts.
This makes no difference other than aesthetic looks, however. A leveling order would be: DDO Forums.Gingerspyce Tiefling Druid ep28: How to Solo R4 Epic Crucible
The choice of taking the elemental forms at this levels is to take advantage of the spells that get a bonus of the matching element, mostly Body of the Sun and Wall of Fireshould you take them. Those are a rough list of items that would be nice to have, but they are not essential, just try to get a non metal light or medium armor and a nice weapon to melee or one with nice spell power bonus. Your pet will be of great help at lower levels so keep him buffed and geared.
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Starting aThese are fairly simple generic builds that are easily accessible and recommended to new players. To keep things simple there will only be up to three popular builds per class here. Generally these will be based on each classes three PrE's, but not always. Equipment recommendations will only go up to Level 11, as that's about the time a new player starts to get a good feel for what items are helpful to their character and can decide on their own where to go from there.
In short, a build without any fluff. These builds are intended to represent easily built characters that new players can have fun with.
Starting a Druid
Jump to: navigationsearch. Subcategories This category has the following 2 subcategories, out of 2 total. Pages in category "Builds for new players" The following 17 pages are in this category, out of 17 total. D Dwarven Footman.
E Elven Mage. F Forest Warden Frenzied Brute. H Hired Blade. I Icy Evoker. L Lyrical Poet. R Revised Paths. S Solid Shintao Monk.
W Whirling Dervish. Category : Custom character builds. Namespaces Category Discussion. Views Read Edit Page history. This page was last modifiedNovember 13, Update Based on work by others. Attribution-ShareAlike 2.Requires any Wolf, Bear, or Tree form. Bosses are immune to the Silence effect but take a 25 spell power debuff instead. Jump to: navigationsearch. In Wolf Form also gain 1 sneak attack die for this and every all other core taken.
Nature's Bounty : Passive: You have mastered the art of wielding divine magic in animal form, and using it to empower your body in physical combat. While in animal form, the cooldown penalty for non-animal form spells is reduced from 2. You must have a weapon equipped to gain this benefit.
This will only occur once every 30 seconds. Beast Form Mastery : You have mastered the art of wielding divine magic in animal form and using it to empower your body in physical combat. Does not stack with Nature's Protector cores. Activation Cost: 1 Wild Empathy. Cooldown: 90 seconds. This also applies a 5 second confusion effect with no save. Essence of the Shrike : Striking a blow focuses your mind and body.
Bug: Does not have a buff icon; description does not mention the effect is also granted when your animal companion critically hits. Four Legs Good : You ignore most effects that would knock you down. Requires: Any Wolf, Bear, or Tree form. Double this if you are using either Barbarian Rage or Rage of the Beast. Swift Hunter : While in Wolf form you gain Evasion. Armor restrictions apply as normal. Throat Rip : Requires Wolf Form. Melee attack that strikes 3 times, adds 6 sneak attack dice on each attack.
Each hit on a living target inflicts a Bleed which causes 1d6 damage every 3 seconds for 18 seconds. Cooldown: 15 seconds. Go for the Kill : Requires Wolf Form. Charging from a distance of over 10 meters causes the melee power bonus to be doubled. Deals an additional 50 points of damage to helpless targets. Scales with melee power.Moderator: Strakeln. Pages: 1. Wolf build request Read times. Posts: 2. Wolf build request. Could someone suggest a winter wolf build? Does the wolf have synergy with vistanti knife?
Should I use a two-handed weapon with power attack? IP Logged. Posts: Re: Wolf build request. Based on your username, I assume this is your basic plan: 1 take some Druid levels 2 transform your character into a wolf 3 masturbate furiously My advice would be to uninstall DDO.
There are easier ways to pop your wolf boners. Even if you're a masochist. Posts: Tucson, AZ Gender:. Shypup wrote on Apr 16 that pm: Could someone suggest a winter wolf build?
Do not try the patience of wizards, for they are subtle and quick to anger. We are dreamers, shapers, singers, and makers. We study the mysteries of laser and circuit, crystal and scanner, holographic demons and invocation of equations.
These are the tools we employ, and we know many things.Enhancements Tactics Equipment Spells. Alignment : Neutral good, lawful neutral, neutral, or chaotic neutral.
Hit dice : d8. A druid who wears prohibited armor, a prohibited shield, or a rune arm is unable to cast druid spells or use any of her supernatural or spell-like class abilities. Probably functionally identical to the druid spell Flame Bladeexcept using character level instead of caster level. Druids gain additional spell points when they increase level or by having high wisdomcheck the tables here.
Note that the bonus spell slot granted for spontaneous casting is included in the following table : one spell slot of each level is always reserved for the Summon Nature's Ally spell of that level.
Like hirelings, but unlike a monster summoned under the Summon Monster I spell, a wolf companion has its own command bar. A wolf companion has its own stats, equipment and enhancements, accessible under the 'pet' tab on the main page of the Character Sheet only available when the wolf is summoned. A wolf companion will also progress in levels via the character increasing Druid Levels as you do, getting more and more dangerous to mobs. Some effects don't take affect until the pet has been dismissed and recreated, for example, Vitality.
If your wolf is beside you while you click on the ship buff bar at the top of an airship, it will receive all ship buffs that you receive with a timer that does not count down. Dismissing your wolf at any time will remove said ship buffs. Leaving your pet parked inside an instance that is closing such as a finished dungeon or dismissing a Scarecrow hireling may result in your wolf accidently being dismissed as well.
Also try remove fear. You pet will have much trouble with foes that are first passive then become active such as Memoirs Dungeon and the like. It is very important that you consider Fortification on your wolf as lack thereof is the leading cause of death. Bug: this fortification does not stack with certain endgame armor that has an enhancement bonus to fortification.
If your armor or collar has augment slots, you can use those to increase overall ability scores including Strength.
Update 38 Release Notes. Jump to: navigationsearch. See also: Druid spells. Categories : Game bugs Classes Druid. Namespaces Page Discussion. Views Read Edit Page history. This page was last modifiedApril 9, Update Based on work by others. Attribution-ShareAlike 2. Starting a Concentration Constitution.Forgot your password? If you play with Warmode on, we have your PvP talents covered as well. Talents can be freely changed when out of combat and in a rested XP area such as an inn or a capital city.
Moreover, Tome of the Tranquil Mind and Codex of the Tranquil Mind can be used to temporarily allow players to change talents anywhere, as long as they are out of combat.
For Rage generation, Bristling Fur is easily the strongest option, and should be the default choice for most encounters. It gives you a third defensive cooldown to complement the toolkit, and in some cases can be stronger than Barkskin given the right circumstances.
The on-demand Rage generation gives you Rage when you need it most, and lets you effectively "pool" your Rage beyond the limited size of your Rage bar, and then rapidly stack up Ironfur s while Bristling Fur is active to deal with big Physical damage spikes. This talent relies on long fight durations for most of its value, due to Thrash 's low tick frequency. Additionally it lacks the element of control that its alternative, Bristling Furgives.
Blood Frenzy's value increases with Haste, as Haste increases the speed at which the Thrash bleed ticks. Brambles cannot really be considered a defensive option, as the absorb portion of the talent is very small compared to the Rage generation of the alternatives on this row. It is, however, the strongest talent in terms of damage output, and so is a viable option if survivability is not a concern.
Starting a Druid
In general, Wild Charge provides the most flexibility as a movement option, and should be your default choice. It adds a mobility spell into your toolkit without replacing an existing one, unlike Tiger Dash.
However, Tiger Dash provides the most burst movement potential of the row, allowing you to cover a large distance in a very short amount of time, and with a reasonably low cooldown. This will boil down to what fits the needs of the encounter more. As for Ursol's Vortexin a raid setting its value is very dependent on the encounter.
In fights where there are no crowd-controllable enemies, this talent has near zero value, however in fights with crowd-controllable enemies it is incredibly useful. In dungeons, Ursol's Vortex should be the default choice as it is one of the few tools available to Guardians for controlling dungeon packs. For most situations, Restoration Affinity is the go-to talent.
It provides excellent utility for keeping yourself and your group alive in dungeons, and allows you to perform off-role duties during downtime in raid encounters. A Swiftmend crit can be near your entire out of bear health.Moderator: Strakeln. Posts: Just a quick note on my current build which is exceeding my expectations.
My goodness. This thing has leveled like a dream. Speaking honestly I've never had a build that i can pretty much run R3 at heroic elite speeds before, with very minimal deaths. I'm going wis focus but with decent str which is easy to do as you have so many spell buffs to strength. Combine that with Flight from wolf tree for 20 dodge and the dodge clickie from night revels and you are sporting a dodge albeit for short time very early on. To get your base dodge up you just need the 30 minute cake from revels.
Very high double strike, with rapid strike, monk stance boost, past life boost and reaper double strike clickie double strike is stupid high early. Two level 4 weapons are all you need to dominate for all of heroics. Ghost touch not a problem. At level 12 your damage get's stupid and so does your defense. Combine with displacement clickie and you are invincible. Oh and just in case some lucky swing gets through the 30 boost pr applies too. Oh god almost forgot, it has what i consider to be some of the best cc in the game starting level 5.
Sleet storm auto blind plus FoM pot early, boots later gives you not only the miss chance but automatic sneak attack which is huge on the wolf and halfing combo. My sky pirate's dagger says it's base damage is like 65 when all clickies are running Combine that with moments of near invincibility and dayum. Finally monk stances plus RL monk ring bring some nice goodies. Just thought I'd share. Which leads me to talk a bit about the Sky Pirate's Dagger. Since this will be your main weapon for most of the heroic levels improved crit feat is not necessary.
Also let's look at the critical profile of this weapon. Now boost up your Sky Pirate's Dagger Ghostbane red slot, alchemical durability boost and other buffs and you have an amazing weapon all the way from 4 to Why single weapon fighting feat?
It's worth it as the other monk feats aren't that great for this build. Skills This needs a mention because some random skills are useful. You don't need to keep maxing it if you have crafting skills as items and your wis bonus will quickly enable you to get your listen high enough to overshoot what you need at later levels.
Guardian Druid Tank Spec, Builds, and Talents — Battle for Azeroth (BfA) 8.3
Intimidate- Super useful to carry pugs through R levels they've never dreamed of when you can be damn near invulnerable to dmg and intim all mobs on to you. Less useful if you solo a ton like I do. The rest are standard. Concentrate, UMD, Hide if taking it to cap. Enhancments: Vistani- Heavy investment in this at level Too many goodies to mention.
I have 11 right now which bought me plus 3 max dodge on halfing and 3 sneak attack die at level 1 lol. Why 17 druid?