We sat down with Polytheist as he showed off his Shaman Druid build on stream. And we got to see all his secrets! This is what the top PvP build for a Shaman looks like in D2R
I like this type of content. While I have 0 interest in playing PVP, its a breath of fresh air to learn something new about the game and see it in a different way.
I love to watch pvp builds but they also intimidate me from pvp due to the level of detail and analysis they put into their builds (which I don’t have the time to do myself😢)
I've been using 1 point cyclone armor on pvm on my fire druid, it can be tedious recasting it constantly but it really can save you against a pack of souls or something
Im planning a 99 push on a fury druid so i went windhammer/windy druid for twister stuns and a decently leveled and synergized cyclone armor. Not the best fury druid for damage but is super tanky and works well with metamorph if im in a group where i can just run hurricane and shockwave for cc and swap to fury for bosses.
There is many ways to build different fire druids and they can be fun. The grizzly can be inzanly strong, and it can actually hit before ur character land on enemy, or Prior to enemy landing on you. Ar scales super on grizzly in combi with stuff like Fana and how. I made a grizzly calculator and a grizzly can easely reach 25-30k ar and huge damage then. So having a beast war spike forexample you can reach maby 2k maul damage, nothing compared to ur grizzly but grizzly will reach way higher attack speed as well. How will further increase damage and ar as well. Even as a 1 point Wonder. Another hybrid form of fire druid can be like this: - Eth zod earthshifter - Metamorph 1-3fury, 1-3 volcano, 1-3 armageddon. - arach - magefist - highlord - 2 * 10fcr/ar/str/dex or life/@ add ring - Gore tiders / infernostrides / shadows / 3-resi. - enigma 9 x ele skillers Torch Annie 20/5@ You reach a rather Nice attackspeed of 4 fpa middle frames, 28% dr with mark of the bear, 1,5-8,1k fury damage. Armageddon damage: Physical: 3,8-4,1k Fire: 7,8-8,6 Volcano damage: Physical: 1,4K Fire: 2,1-2,4K Fissure: 3,6-3,8k Moulten boulder: Phy: 1754-1927 Fire: 1-1,1k Firestorm: 4,8-5.3k 70fcr/30fhr(shadow dancers) Your ar is bad if pure vita, but we normally dont use fury vs barb and plass anyway.
I had a shaman back in 1.10-1.13 max fire skills max grizzly and only 1 point in to Armageddon back then. Was my best dueler. Don’t PvP anymore but man was it fun.
This was the greatest pvp build back in the day but hardly anybody knew. Name locking with volcano and and stun locking was gg. Using bear and fissure correctly with rw has massive utility. Nobody saw it coming. Good times. BvC BvB ghostsin zealer didn't matter. Druid has massive toolbox
Yes, my build is a different variation of the original Shaman setup and is now based around the Physical Damage changes made in Patch 2.4. The original build generally would only put 1 point into Armageddon in favor of Fissure, but I have focused on balancing the Physical Damage Synergies of each of the skills instead of this so that the Physical Damage that's available from each skill is always maximized. -Polytheist
Fissure will deal the same damage either way since there are points devoted to Summon Grizzly. I prefer having maxed Boulder and Armageddon damage with the Synergies if I have to make a choice, since Volcano has a substantial cooldown; I find that it balances the damage better for my intentions. Here's a little chart that will help elaborate: Firestorm 20 / Molten Boulder 20 / Fissure 1 / Volcano 20 / Armageddon 20 = -Firestorm: Mid-Level Fire Damage (2/3 Synergy) -Molten Boulder: Maximum Fire/Physical damage (3/3 Synergy) -Fissure: Mid-Level Fire damage (2/3 Synergy) -Volcano: Maximum Physical damage only (3/4 Synergy, Mid-Level Fire damage) -Armageddon: Maximum Fire/Physical damage (shorter duration, 4/5 Synergy) Firestorm 1 / Molten Boulder 20 / Fissure 20 / Volcano 20 / Armageddon 20 = -Firestorm: Mid-Level Fire Damage (2/3 Synergy) -Molten Boulder: Maximum Physical damage only (2/3 Synergy, Mid-Level Fire damage) -Fissure: Mid-Level Fire damage (2/3 Synergy) -Volcano: Maximum Fire/Physical damage (4/4 Synergy) -Armageddon: Maximum Physical damage only (longer duration, 4/5 Synergy, Mid-Level Fire damage) -Polytheist
How does he reach the 163 fcr? I think I heard right when he said he is on the 163 bp, right? Some gameplay would be nice to see of thise because i wanted for a long time to make one.
Generally, I use a combination of: a 50% FCR Weapon (Suicide Branch or Wizardspike), an 18%-20% FCR Amulet (mine is 19%), a 35% FCR Spirit Runeword Monarch, Magefist Gloves, Arachnid Mesh Belt and two 10% FCR Rings in order to achieve the 163% FCR breakpoint. -Polytheist
@@Polytheist thanks for the response mate! Will make one tomorrow! Btw what small charms are you using? How effective do you find it in pvp compared to the windy druid?
@@IceManVille I generally use a mix of Life/All Resistance Small Charms (5x Light, 3x Cold, 2x Fire) and sometimes I will interchange certain Small Charms in favor of Life/Mana Small Charms depending on the matchup. I generally find it to be quite effective, there are certain classes that will counter it if played properly by an experienced opponent but for the majority of the time it is viable.
@@IceManVille If I telestomp yes Molten Boulder is a great choice. Sometimes just stomping with Grizzly Bear and Armageddon can be enough, but the Knock-back from Molten Boulder is very useful against a number of classes. Firestorm is also useful to bait Paladins into charging and also to bait Necromancers with, since it ignores Bone Armor and Block as a ground spell. Molten Boulder, Volcano, Armageddon and Grizzly Bear can all be blocked, but despite this even causing Block Animation can buy much-needed time to avoid death in certain circumstances.
You won't be able to hold an opponent in place with it any longer like in 2.3 or LOD, but Swirl makes it much more likely for your opponent to trigger FHR animations now. Shockwave is quite still useful as a bait for Hammerdins, Necromancers and Fireball Sorceresses; even though it functions differently now, I greatly enjoy having the ability to abuse rollover past 1 HP with Werebear and Shock Wave is just a bonus during the fights I need it for. I wouldn't duel a Hammerdin or Fireball Sorceress without it at all, though in a duel with a Necromancer it's primarily meant to catch them off-guard and hold them for a second or two longer within Armageddon's radius (if they get stomp-hungry); it can also be applied to a few other classes to Swirl them if wanted, but I primarily use it for those classes in particular. -Polytheist