Abbreviations:
MF: Magic Find
FC: Faster Cast
PI: Physical Immune monster
Strength: Enough to wear Archon Plate Enigma with any add on's
you will need to get to 103
Dexterity: Base (more dex =better chance to block if you go that route.)
Vitality: the rest not used in STR/DEX
Energy: 0 (Tornado is very low mana intensive even if spammed)
Skills:
Elemental Skills:
Cyclone Armor: Max for
synergy/protection
Twister: Max for synergies. Never used in itself
Tornado: Max for damage and synergies, and it uses only 10 mana regardless of
level
All of the 4 prerequisits: 1
Summoning Skills:
Oak Sage: Max by level 90 or optionally
earlier at delay of twister
Spirit Wolf: 1 (optional by level 91, prereq for below)
Dire Wolf: 1 (optional by level 92)
Grizzly: 1 (optional by level 92)
Pick either wolves or Grizzly, don't waste points on both. If you choose one of the wolves or Grizzly, then all further points go there. I like the Dire Wolves because you get 3 of them. I actually usually put one point into Dire Wolf earlier, so I can use them by the time I'm level 70 or so.
All prerequisits: 1
Preferred equipment choices in red, alternates in green.
Equipment:
Armor: Enigma - Teleport critical to rushing running
etc.
Skins of Vipermagi, Chains of Honor etc
Helm: Harlequins Crest Shako with resistance jewel
(fire or all) or UM rune (I like + all skills vs just Druid skills)
Tons of secondary choices, druid only helms etc.
Main Weapon:
HOTO with good resists
Suicide Branch, Spirit Sword
Main Shield: Spirit Runeword shield
Lidless
socketed with perfect diamond (resists), or Ist for MF
Weapon Switch:
Call to Arms Flail with +6 Battle Orders
Switch Shield:
Spirit for +2 all
Boots: Sandstorm Trek (ethereal best since
they self repair)
War Travlers (but give
up resist poison)
Silkweaves
Gloves: Magefists (FC) faster mana regen or Trangs
Gloves (FC) and cold resist. Really kind of a toss up.
Frostburns, Chance Guards etc.
Belt:
Arachnids
Glooms Trap etc.
Ammy: Maras
Rare Ammy with + skills/resists
Rings:
Two Stones of Jordon
Pick em for your needs
Charms:
Gheeds (for MF/gold finding), Druid Torch and an anni charm, + any other resist
and/or +skill charms you want to use.
Other charms to fill out your resists, magic find,
attributes etc.
Plenty of merc equipment choices etc.
Merc: Defiance Act 2, Prayer Act 2, Holy Freeze Act 2 all viable. I've used them
all. I kinda like holy freeze of late.
Weapon: The Reapers Toll with a Shael rune (gets next IAS level and decrepify makes
the PI's not so PI). You could also use insight for mana regen, but may have
problems with the PI's.
Armor: Shaftstop (ethereal or upgraded best), Leviathan, Gladiators Bane, etc etc.
Helm: Lots of choices here too. Rockstopper (resists/damage reduction), Crown of Thieves(life leech and fire
resist). Vamp Gaze (damage reduction), Crown of Ages (resists/damage reduction +
skills), Tal's(resist/life leech), Blackhorns Face (Lightning Absorb/resist/slow
target/prevent monster heal) etc also possible as are others.
Game Play: You can pretty much run anything you want.
Pindle, Meph are easy as pie. The pit, Diablo and Baal also very doable. You can
even host your own 8 player Baal runs and do the running.
Typical play. Battle Command, Oak Sage + wolves/bear, Battle Orders, Cyclone
Armor, Hurricane in that order. Pop around and kill stuff with Tornado as your primary killing
spell. Be sure every 40-50 seconds or so you recast hurricane to keep it active,
and I also like to recast cyclone armor at the same time to refresh it. Cyclone
armor will absorb quite a bit of magic/elemental damage, but no physical damage.
It can in a sense make up for some lack of resists.
Observations..
With this build using Battle Orders/Oak Sage you should have well over 4k
life (if you don't opt for blocking DEX in which case it may be 2-3k) and ~1k mana.
This also helps keep your minions alive longer.
Not a lot of variability in skill choices until much later when you can
decide if you want more minions.
Basic killing spell is tornado. Hurricane slows them down and helps but
Tornado is where the money is.
Merc's Reapers Toll with decrepify removes PI problems allowing you to tornado/hurricane
them down.
Adjust MF with other attributes/equipment depending on what you are doing/running.
With this build you will be at 11 frames for casting and 5 for hit recovery.
Seems to be enough and you really can't get higher.
Use weapon switch with Call To Arms to increase life/mana/skills. Just
remember it won't last forever and you will have to recast.
Once you max all the skills suggested (~ level 90) you will have extra points
with seemingly no place to put them. This is where you can summon wolves or dire
wolves, or even a grizzly.
Surprisingly even with 1 point (17 with add ons), my dire wolves probably
survive 75% of the time in an 8 player public Baal run.
The high level Oak Sage is surprisingly hearty, even in
hell. Occasionally you have to recast it, but not as much as you might think.
With a high level Oak Sage and even your battle orders from Call to
Arms (if no barbs present with higher orders) you are very popular in public
runs/games. |
This build rules the game in my opinion. I like it even better than the often
favored hammerdin.
You are basically a melee caster. I.E. you get right in the thick of it, but you
don't hit anything. You just keep hurricane going and spam tornado.
Last Updated 12/15/2005