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Primary Stat: Strength (Needed to Stay in Animal Forms)
Resource: Will (Starts at 100: Generate by Attacking; Max Amount Grows at Level Up)
*Druid-Only Maces and Clubs
*Druid-Only Animal Hides and Armors
Primary Skills x3
1 Feral Strike- Transforms your arm into a wolf’s paw which strikes the enemy quickly, dealing 100% weapon damage as Physical. Attacking while your Will is under 20% of its maximum increases the weapon damage to 125%. (This skill’s runes are also available for use in Werewolf form).
Generate Will: +3
Rune 1- Increases the weapon damage to 128% as Physical, and attacking while your Will is under 35% of its maximum increases weapon damage to 166%.
Rune 2- Increases the amount of Will generated per attack by 1.
Rune 3- If there are more than 5 enemies within 15 yards, Feral Strike targets all enemies at once.
Rune 4- Attacking while your Will is under 20% of its maximum also increases your attack and movement speed by 15% and you recover 1.5% of damage dealt as Life for 2 seconds.
Rune 5- Transforms the third strike into a rabid bite that deals an additional 100% weapon damage as Poison over 8 seconds. Enemies killed in this manner can spread the disease to nearby targets and cause them to take 25% weapon damage as Poison over 2 seconds. This effect can chain repeatedly.
2 Maul- Transforms your arm into a large bear claw which deals a powerful-yet-slow blow to all targets in front of you for 140% weapon damage as Physical. This attack has a chance to randomly cause Stun, Knockback, or a Bleed effect which deals an additional 70% weapon damage over 7 seconds. (This skill’s runes are also available for use in Werebear form).
Generate Will: +5
Rune 1- Gain an additional 3 Will when you kill enemies with Maul.
Rune 2- Changes weapon damage to Fire and increases damage to 210%.
Rune 3- Increases Maul’s chance to cause Knockback. Enemies who are killed while being knocked back explode and deal 560% weapon damage to all targets within 12 yards.
Rune 4- Increases Maul’s chance to cause enemies to Bleed. Increases the amount of the Bleed effect to 90% weapon damage, and you recover Life based on the amount bled (depends on character level). Also recover 1% of damage dealt by Maul as Life.
Rune 5- Increases Maul’s chance to Stun enemies, and adds a powerful stomp after the third strike which stuns enemies within 10 yards of you for 1.5 seconds and dealing 238% weapon damage as Physical.
3 Prism Blast- Transforms your arm into a pure ethereal arm of energy which can shoot an energy blast that does 120% weapon damage. The damage type dealt is 20% Fire, 20% Ice, 20% Lightning, 20% Poison, 20% Holy, and 20% Arcane. (This skill’s runes are also available for use in the Elemental form).
Generate Will: +3
Rune 1- Concentrates the energy into a larger ball which can hit enemies within 6 yards of the strike area.
Rune 2- Adds an extra ball of energy that deal an additional 40% weapon damage as Physical, increasing total damage of the blast to 160% weapon damage.
Rune 3- Instead of one large blast of energy, harness the elements into six small floating orbs of different elemental types which attack nearby targets. Each blast does 40% weapon damage as its respective element type.
Rune 4- You no longer shoot an energy blast but instead turn your arm into a prismatic crystallized blade of energy, increasing weapon damage to 180% weapon damage, therefore increasing all types of the elemental damages this attack deals to 30% each.
Rune 5- Critical hits dealt by Prism Blast increases all of your Resistances by 20% for 3 seconds.
Secondary Skills x5
Cost: 15 Willpower, Cooldown: 3 Seconds
Send a triple wave of heat that hits enemies straight ahead 20 yards, dealing 150% weapon damage as Fire.
Rune 1- The three waves lock on automatically to the nearest targets. Damage is increased by 25% for each consecutive wave after the first that attacks the same enemy.
Rune 2- Sends five waves instead of three, and adds a burn effect, dealing an additional 3% damage per second for three seconds as Fire to all enemies affected by the attack.
Rune 3- Increases damage of the wave to 224% weapon damage as Fire.
Rune 4- Enemies that die from Firestorm explode, turning into a ball of heat that continuously damages all enemies near it for 7% weapon damage as Fire per second for four seconds.
Rune 5- Reduces Will cost of Firestorm by 5 and reduces cooldown to 1 second.
2 Arctic Blast
Cost: 15 Will initially, and 10 Will Per Second.
Unleash a stream of a bitter wind that deals 120% weapon damage per second and slows enemies by 60% for 1.5 seconds.
Rune 1- Enemies that die from Arctic blast shatter into shards that damage nearby enemies for 15% weapon damage as Ice.
Rune 2- Shoots two arctic blasts instead of one that fire in opposite directions.
Rune 3- Shoots a flurry of icicles instead of a wind which travels further and deals 144% weapon damage per second as Ice instead.
Rune 4- Increases the slowdown to 80% for 2 seconds.
Rune 5- Damage increases over time to deal a maximum of 230% weapon damage as Ice over a period of 4 seconds.
3 Molten Boulder
Cost: 25 Will
Release a gigantic, slow-moving boulder of magma that barrels through all targets in its path, dealing 280% weapon damage as physical on impact and 60% weapon damage as Fire per second to all enemies who stay in the blaze for 3 seconds and causing Knockback. Certain enemies are invulnerable to being knocked back.
Rune 1- Increases the explosion radius to 22 yards.
Rune 2- Molten Boulder travels at your movement speed.
Rune 3- Removes the casting cost of Molten Boulder but adds a 10-second cooldown.
Rune 4- Hurl the boulder instead of rolling it, throwing it at the desired target and causing 280% weapon damage as physical to the initial target and 35% weapon damage as physical to all nearby targets. Removes the fire damage per second and replaces it with a chance for Stun.
Rune 5- Gain 1 Will for each target rolled over by Molten Boulder.
Cost: 35 Will, Cooldown: 5 Seconds
Create a powerful vacuum that slams and violently shakes enemies with high-force winds, dealing 450% weapon damage as Physical to all targets in the area of effect.
Rune 1- Enemies have a chance to be confused for 3 seconds after the completion of Funnel.
Rune 2- Enemies have their movement speed slowed by 20% for 3 seconds after the completion of Funnel, and increases damage to 477% weapon damage as Physical.
Rune 3- Increases the radius of Funnel, and your movement speed and attack speed are increased by 15% while inside the area of effect.
Rune 4- Wind blades cause a bleeding effect on the target, dealing 100% additional weapon damage as Physical over 5 seconds.
Rune 5- Gain 1.5% life from each enemy hit.
5 Murder of Crows
Cost: 35 Will Initially, 5 Will Per Second
Unleash a powerful flock of birds that repeatedly peck at all enemies, dealing 110% weapon damage continuously as Arcane to all targets in the area.
Rune 1- Summon additional crows that increase the area of effect and raises the damage to 156% weapon damage as Arcane to all targets in the area.
Rune 2- The crows circle around you as you move, damaging nearby targets continuously for 28% weapon damage as Arcane.
Rune 3- Critical hits with Murder of Crows grant a chance to gain 4 Will.
Rune 4- Enemies killed by Murder of Crows have a 25% chance to leave behind a health globe, and cannot be resurrected.
Rune 5- The crows leave behind razor-sharp feathers that cause enemies to bleed for an additional 20% weapon damage per second.
Hotkey 1 Skills x3 Allies
1 Nature Ally: Vine
Cost: 50 Will, Cooldown: 1 Minute
Release a sentient vine from the ground that periodically attacks enemies from underground, dealing 11% weapon damage as Poison over 3 seconds.
Rune 1- The vine gains the ability to entangle enemies, slowing their movement by 60% for 2 seconds.
Rune 2- The vine devours corpses on the battlefield, recovering 4% life for your Druid for each corpse devoured.
Rune 3- Summon three vines instead of one.
Rune 4- The vine instead deals 44% weapon damage as Poison over 3 seconds.
Rune 5- Each enemy the vine attacks has its Armor and Resistances reduced by 15% for 5 seconds.
3 Feral Ally: Wolf Pack
Cost: 25 Will, Cooldown: 30 Seconds
Summon a pack of wolves that periodically attacks enemies for 7% weapon damage as Physical.
Rune 1: Increases the number of wolves summoned from 3 to 4.
Rune 2: Your wolves eat corpses on the battlefield, increasing the damage they deal to 10% weapon damage instead for 10 seconds.
Rune 3: Summon wolves from the frozen tundra instead who deal 7% weapon damage as Ice and have a chance to slow or freeze their targets.
Rune 4: Summon a lone wolf from the desert that periodically casts mirages of itself. These additional wolves deal no damage but distract targets instead. The real wolf deals 21% weapon damage as Fire.
Rune 5: The wolves transform and combine into a giant and ferocious grizzly bear, periodically dealing 65% weapon damage as physical. It gains the ability to occasionally stun its targets with its attacks, and gains 2% of the damage it deals as life for itself. Damage dealt against it increases its damage to 75% and movement speed by 15% for 2 seconds.
4 Spirit Ally: Oak Spirit
Cost: 45 Spirit, Cooldown: 120 Seconds
Summon the spirit of the Great Tree that floats around and envelops all allies in an aura that increases Maximum Health by 5%. The Oak Spirit does not attack and can be targeted by enemies.
Rune 1: Increases Maximum Health by 10% and Max Will by 10.
Rune 2: Damage to you and your allies is returned to all enemies by 15%.
Rune 3: Increases your Critical Hit Chance by 2% and Critical Hit Damage by 10%.
Rune 4: Increases all allies’ Armor and Resistances by 5%.
Rune 5: Oak Spirit leaves behind a large health globe after it dies, and has an 80% chance to resurrect automatically.
Hotkey 2 Skills x3 Transformations
(All Transformations Cost 100 Will and Have a 120-Second Cooldown)
Transform into a werewolf that gives your Druid the following attributes:
Attack Speed +5%
Chance to Avoid Attacks +5%
Movement Speed +5%
Crowd Control Duration -5%
Gain Damage Bonuses Based on Dexterity Stat
Duration Increases as Dexterity Stat Rises
Special Abilities Available from Feral Strike Primary Skill
Transform into a werebear that gives your Druid the following attributes:
Critical Hit Chance +3%
Reduces Long-Range and Melee Attacks by 5%
Gain Damage Bonuses Based on Strength Stat
Duration Increases as Strength Stat Rises
Special Abilities Available from Maul Primary Skill
Transform into an elemental that gives your Druid the following attributes:
Will Generation +10%
Critical Hit Damage +25%
Increases Elemental Damage on Weapons by 5%
Increases All Resistances by 10%
Gain Damage Bonuses Based on Intelligence Stat
Duration Increases as Intelligence Stat Rises
Special Abilities Available from Prism Blast Primary Skill
Hotkey 3 Skills x5 Elemental Skills
1 Fissure- Cause a small earthquake which releases volcanic vents from the ground, damaging enemies who walk on the vent for 368% weapon damage as Fire for 7 seconds.
Cost: 50 Will, Cooldown: 10 Seconds
Rune 1- Increases the area of effect for Fissure to 26 yards.
Rune 2- Increases the damage to 412% weapon damage as Fire and slows enemies who are hit by the steam vents by 20% for 2 seconds.
Rune 3- If at least five enemies are hit by Fissure, a Fire Elemental escapes from the ground, fighting by your side and dealing 48% weapon damage as Fire and disappears after the cooldown ends. Only one Fire Elemental can be summoned at a time.
Rune 4- Concentrates the steam into a huge heat geyser that attacks enemies for a smaller area of effect but increases the damage to 815% weapon damage as Fire for 7 seconds.
Rune 5- Removes the cooldown. Multiple casts of Fissure over the same area do not stack.
2 Hurricane- Causes a large wind of ice and debris to slam and freeze enemies, chilling them for 10 seconds and dealing 112% weapon damage as Ice per second.
Cost: 60 Will, Duration: 10 Seconds, Cooldown: 30 Seconds
Rune 1- Increases the duration to 15 seconds.
Rune 2- Increases the damage to 136% weapon damage as Ice per second, and enemies have a chance to become Frozen instead of Chilled.
Rune 3- Increases the radius of effect and the Critical Hit chance by 5%.
Rune 4- Summons a large tornado in the middle of the wind and damages targets within the area for an additional 34% weapon damage as Physical.
Rune 5- All allies within the circle of Hurricane have their Attack and Movement Speed increased by 10%.
3 Volcano- Opens up the ground and releases a powerful volcanic eruption which spews lava and volcanic rocks in random directions, dealing 34% weapon damage as Fire each time they are hit.
Cost: 70 Will, Cooldown: 15 Seconds
Rune 1- The amount of rocks and the distance they fire increase.
Rune 2- Releases a spill of lava around the opening that damages enemies who stand on it continuously for 146% weapon damage as Fire over 6 seconds.
Rune 3- Gain 1 Will for each enemy hit by the volcanic rocks.
Rune 4- The rocks home in on targets and increase the damage to 42% weapon damage as Fire.
Rune 5- Your Will generation is increased by 10% while Volcano is active.
4 Landslide- Causes a tremor of earthquakes and boulders to damage and stun targets, dealing 768% weapon damage as Physical in an area for 8 seconds and gaining a chance to Stun for 1.5 seconds.
Cost: 55 Will, Cooldown: 10 Seconds
Rune 1- Increases the chance to stun by 25%, and increases the Stun duration to 2 seconds.
Rune 2- Increases the size of the boulders to roll through the ground, knocking back targets that are hit and raising the damage to 888% weapon damage as Physical to all targets.
Rune 3- Enemies who are not stunned by Landslide instead have their Armor reduced by 25% for 2 seconds.
Rune 4- The boulders ricochet off walls and enemies.
Rune 5- The boulders explode after hitting enemies, dealing 68% weapon damage as Physical to all enemies within 6 yards.
5 Armageddon- Unleashes a fiery death to all targets with explosive meteors from the sky for 6 seconds, damaging targets for 111% weapon damage as Fire each time they are hit. Upon impact the meteors explode dealing 55% weapon damage as Physical to all targets within 8 yards.
Cost: 100 Will, Cooldown: 120 Seconds
Rune 1- Each enemy hit increases the duration by 1 second.
Rune 2- Each meteor left behind leaves a frozen crater of ice that chills enemies who walk on it.
Rune 3- Reduces the cooldown by 20 seconds.
Rune 4- The meteors lock on to targets, but reduces the damage to 76% weapon damage as Fire each time enemies are hit, and 19% weapon damage as Physical to all enemies within 6 yards when the meteors explode.
Rune 5- The number of meteors that rain down increase, and each enemy hit has a chance to be stunned for 1 second.
Hotkey 4 Skills x3 Willpower
(All Willpower Skills Have a Casting Cost of 25 Will and Have a Cooldown of 15 Seconds)
1 Cyclone Armor- Engulf yourself in a protective wind, increasing all of your Resistances by 5%. This is an Armor spell. You can only have one Armor spell active at a time.
Rune 1- Increases your movement speed by 10%.
Rune 2- Enemies that are too close to you receive 12% weapon damage as Physical per second and have a chance to be knocked back.
Rune 3- Extend Cyclone Armor so that your allies within 40 yards also gain the benefits of its effect.
Rune 4- Increases your Resistances by 10% instead. You receive 25% less damage from standing in Molten pools or from poisonous vapors.
Rune 5- When you are hit with an elemental attack, your damage is increased by 12% for 6 seconds.
2 Bark Skin- Encase yourself in a protective bark, reducing damage from melee and long-ranged attacks by 15% for 120 seconds. This is an Armor spell. You can only have one Armor spell active at a time.
Rune 1- Also increases your Armor by 20%.
Rune 2- Your bark gives off a poisonous cloud, damaging all nearby targets for 8% weapon damage per second.
Rune 3- Enemies that attack you with melee attacks have their damage reduced by 15% for 3 seconds, and enemies that attack you with long-ranged attacks receive 15% Thorns damage.
Rune 4- Hardens your Bark Skin even more to reduce all damage from melee and long-ranged attacks by 20% for 120 seconds.
Rune 5- When you receive 20% damage or more from a melee or long-ranged attack, there is a 20% chance to release a Wood Nymph from the astral planes. This Wood Nymph will fight for you for 10 seconds, dealing 5% weapon damage as Physical to nearby enemies. You may have up to 3 Wood Nymphs at a time.
3 Photosynthesis- Encase yourself in an armor of vines, absorbing solar energy and recovering X Health per second for 120 seconds (based on Level). This is an Armor spell. You can only have one Armor spell active at a time.
Rune 1- Increases the amount of life recovered by an additional X Health per second (based on Level).
Rune 2- Gain X life for each enemy you hit (based on Level).
Rune 3- Your attacks have a chance to slow the enemy by 20% for 4 seconds.
Rune 4- You also gain 1 Will per second while Photosynthesis is active.
Rune 5- Your vines gain thorns which damage enemies that attack you with melee attacks for X damage (based on Level). All your Thorns damage is increased by 10%.
Passive Skills x 16
1 Feral Wounds- While transformed, each health globe increases the duration of your Transformation skills by 10 seconds. While not transformed, each health globe reduces the cooldown of your Transformation skills by 2 seconds.
2 Blood Link- Removes the cooldown from your Wolf Pack skills. Your wolves and bear deal an additional 3% damage.
3 Clubber- While equipped with a mace-class weapon, your Critical Hit chance is increased by 5% and your Critical Hit damage is increased by 50%.
4 Heart of the Oak- Your Oak Spirit can now attack for 15% weapon damage as Physical, and does 100% additional damage against Beast-type enemies. It also becomes ethereal and can no longer be targeted by enemies, but is limited to a two-minute duration.
5 Infection- Changes all non-elemental damage from your attacks into Poison-based damage and enemies are marked as Infected. Enemies killed while infected will transfer the remaining Poison damage you dealt to other nearby enemies, and will continue to damage them until all Poison-elemental damage is emptied.
6 Ferocity- Doubles the duration of your Werewolf, Werebear, and Elemental transformations, and lowers the cooldown by 10%.
7 Antipode- Your attacks that deal Fire or Ice damage deal an additional 10% damage, and your resistances to Fire and Ice damage are increased 10%. You take -25% damage from Frozen and Molten attacks from Elite enemies.
8 Crystalization- While in Elemental Form, you cannot be frozen. The duration of the slowdown effect of Ice-based skills is cut in half.
9 Animosity- Increases Maximum Willpower by 100. Recover 1% of your Maximum Life per second while your Willpower is below 35%.
10 Leader of the Pack- If you are in Werewolf form while you have wolves summoned or are in Werebear form while you have a grizzly summoned, the duration of all Crowd Control effects on your Druid is cut by 50%.
11 High Plains Drifter- Elemental damage you deal while in Elemental form is increased by 5%. When you take elemental damage while in Elemental form, the cooldown of your Elemental Spells is reduced by 1 second.
12 Will o’ the Wisp- Increases the duration of your Willpower armor skills by an extra 60 seconds, and increases your max Will by 50 while they are active.
13 Bound by Blood- Increases the health of all your summoned allies by 25%. Your summoned allies recover twice the amount of life from health globes.
14 Instinct- When you are under 20% maximum Life, your Attack Speed is increased by 25%, your Movement Speed is increased by 20%, your Critical Hit Chance is increased by 5%, and your Critical Hit damage is increased by 50%.
15 Nature’s Will- If your Dexterity is higher than both Strength and Intelligence, it becomes your new Primary stat while this skill is in effect. If your Intelligence is higher than both Strength and Dexterity, it becomes your new Primary stat while this skill is in effect.
16 Prismatic Lifeline- When you are hit with elemental damage, gain 1 Elemental Charge. For every 10th charge, you will absorb all non-physical damage from an attack. This effect cannot occur more than once every 30 seconds.
I think it would be cool if the druid used vitality as primary stat. He could have, instead of a mana pool, a second life pool. Casting spells and such would use his own blood and should be managed efficiently so he doesn't kill himself.
Druid was my favorite class from Diablo 2, and I too would love if he returned. Animal masks definitely need to be class-exclusive and maces sound like a good idea too.
Having his spells cost life and scale off of Vit could be interesting as he would be the only class to use Vit. It would be difficult to balance though because he could end up unkillable with like 100k+ life (and res's and armor) or he could end up being horrible if the spells cost too much to cast.
Imo they should make vit 1/2 as effective in terms of health, but have the damage stack the same as other classes would with their main stat. What this means is, Druids will retain damage, but not become overly tanky at the same time.
I miss my windy druid from Diablo 2 :) If they ever made a DLC pack w/ characters and he was featured, i'd buy him 100% and make him my main toon in and instant.
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