- Jul 27, 2005
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Once the D2R patch drops, I'm keen to try out some of the new build possibilities that open up. One of the big buffs is to the Summon Druid, who can now keep all of his minions around at once and now benefits from a bunch of synergies. This is my current working plan (we're assuming here the Vex in HotO is the highest available rune): Maxroll Build Planner
Points to note:
Points to note:
- All but three our skill points have gone into the summon tree, finished at level 95. I'd go pure summon, but Werebear gives a lot of life in exchange for those 3 skill points.
- 3500-3895 is a lot of damage from Ravens. Those synergies are powerful!
- Our plan against Physical immunes is a combination of the cold damage that the Spirit Wolves now deal and the Enchant that our Act 3 merc will hopefully be spamming. Act 3 fire mercs should be a bit more survivable than in LoD, given he won't stand around casting Inferno any more.
- Act bosses are tough for summoners, they are why I have Gut Siphon on switch and Cleglaw's Pincers in the stash. 60% slow, knockback and open wounds should make them a little more vulnerable. It's also nice to have something meaningful for the character to do while questing beyond herding the pack (at least when I'm not in bear form). I'm probably going to twink on the Cleglaw's Pincers early; normal Duriel might be pretty rough otherwise.
- The second ring and rare gloves are just arbitrary rares I invented, I don't think there's anything the character badly needs in those slots. Could easily be Chance Guards and a Nagelring.