Cách build druid summoner diablo 2


I. Introduction

This guide is not of the typical cookie-cutter variety. I will not hold your hand and tell you exactly how many points to place in skills, where to level and what gear to wear at each stage of your progress. I am a big believer in tailoring a build to suit your particular tastes and play style. Playing someone else’s build can be enjoyable, but playing your own creation is infinitely more rewarding.Bạn đang xem: Cách build druid summoner diablo 2

What follows then is a discussion of druid summoners in general with a lot of hard numbers and formulae as well as advice on skills, playing tactics and so on. The goal is to provide you with enough information to be able to put together your own build that will not only be viable, but also be fun and perhaps even slightly different from the norm.

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II. What Defines a Summoner?

A summoner is any druid build that focuses largely or exclusively on the summon skill tree. For the purposes of this guide then I will assume that all variations within this build focus on summoning with a smaller investment in one or two other trees as needed. As with all generic builds, a number of established variations exist:

Thee Pure Summoner

The Pure Summoner focuses all skill points in the summon tree and relies solely on his summons to vanquish his foes. The largest problem such a druid faces is the presence of Physical Immune (PI) monsters in the later difficulty levels of the game. As a result, there has been considerable debate on whether such a build is in fact viable in 1.10.

The Hunter

Popularised by FenrisWulf’s 1.09 guide, the Hunter is a Summoner who employs a bow or other ranged weapon in order to assist his minions. Not only does this provide an additional damage source but it also provides an opportunity to work around the PI problem. Most hunters tend to use bows with magic/elemental damage specifically for this reason – Kuko Shakaku (Pierce and Explosive Arrows for elemental splash damage) and Witchwild String (Magic Damage, Deadly Strike and a chance to cast Amplify Damage) are both popular choices.

The Elemental Summoner

The Elemental Summoner places excess skill points into the Elemental tree for additional damage and/or crowd control options. With the advent of synergies in 1.10, such a build will typically be forced to invest heavily in one or two skills at best so as to ensure that the maximum benefit is achieved, as excess points will be at a premium once you have completed your investment in the summoning tree.

The Huntermentalist

A hybrid build, the huntermentalist tries to capitalise on the strengths of both the Hunter and Elementalist. Given the option of a bow/ranged weapon as an additional damage source for PI’s, the Huntermentalist is usually capable of getting away with a smaller investment in the Elemental tree. Huntermentalists therefore tend to invest almost exclusively in crowd control options from the Elemental Tree, e.g. Molten Boulder for the knockback effect or Twister for stun, or a defensive enhancement in Cyclone Armour as an alternative way of dealing with elemental damage if they are struggling for resistances.

The Were-Summoner

Most Were-Druid builds tend to focus around the character as the primary source of damage output, with some then adding a few summons to act as meat shields. The Were-Summoner, on the other hand, focuses to a larger extent on his summons for damage with a few points in shape shifting skills providing a healthy boost in life as well as access to either Rabies or Fury in the Werewolf branch of the tree or Shockwave in the Werebear branch.

+skill items will typically be sufficient to boost the relevant Shape shifting skills to reasonable levels.

III. Are Druid summons limited in any way?

Yes. At any given time you can have the following available:

i. 0-5 Ravensii. 0-5 Spirit Wolves or 0-3 Dire Wolves or 0-1 Grizzlyiii. 0-1 Vineiv. 0-1 Spirit

It is therefore essential that you decide from the outset where your focus will lie so that you maximise those skills you will be utilizing most often. Synergies within this particular tree are limited apart from the passive bonuses between the wolves and grizzly.

IV. The Summoning Tree


Ravens still bear much of the stigma they developed in 1.09 and as a result are underestimated by a lot of players. The skill allows you to summon up to 5 ravens which will peck away at a target until such time as they have completed their allocated number of attacks (based on the level of the skill) after which time they will vanish.

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Changes since 1.09:

The damage ravens deal remains insignificant after the change-over to 1.10 but ravens serve two functions essential to any summon build: Firstly, they cannot be damaged by monsters meaning that they can be an effective way to tie up small groups. Secondly, and most importantly, in 1.10 ravens have a chance to cast blind on enemies. Blinded enemies will stand inactive and only respond if engaged in melee combat or if they are in close proximity to a target. It is therefore useful to summon Ravens near ranged attackers to tie them up while your other minions engage their melee opponents first.

I should, however, warn you that the AI for Raven is quite poor and you will often find them continuing to attack a target even after it has been blinded. It is therefore always useful to monitor their activity and recast them on a new target once one has been blinded.

A raven’s level is determined as follow:

Mlvl = Caster Level + Skill Level – 2

The Chance to Blind is determined by:

CTB = 50 + (Mlvl – 4 – Target Level) * 5

For example: You are a level 42 druid with 10 points in Raven. If your ravens were to engage a monster in an area with a level of 41, the chance to blind would be:

Rlvl = 42 + 10 -2 = 50CTB = 50 + (50 – 4 – 41) * 5= 75%

It is important to note from the above that at a skill level of 16, ravens have a 100% chance to blind targets of equal or lower level to you.

Summon Spirit Wolf, Summon Dire Wolf and Grizzly

Each of these summons provides a passive bonus not only to itself but also to the other two. Spirit Wolves provide a passive bonus to attack rating and defence, Dire Wolves provide a passive +% life bonus and Grizzly provides a passive +% damage bonus. Points in one of these skills is therefore almost never wasted as they will benefit the other two summons as well.

In addition to the above, Spirit Wolves have teleport. While all minions will reappear next to your character should he move sufficiently far away from them, Spirit Wolves will actually use their ability offensively, for example to attack a pack of monsters on the other side of a river. Dire Wolves eat the corpses of the fallen which enrages them and allows them to deal double damage for the duration of the rage. The added damage is calculated on their base amount, however, and is therefore less significant than might be expected. The Grizzly has knockback as part of its swipe attack and is also able to stun targets.

Changes since 1.09:

The passive synergies of each of the summons has been improved to some extent:

Slvl 20


Dire Wolf Life Bonus240%525%
Grizzly Damage Bonus120%215%
Spirit Wolf Attack Rating Bonus240%525%
Spirit Wolf Defence Rating Bonus240%240%

The improvement in the passive life bonus provided by the Dire Wolves is of special interest in 1.10. Whereas before you would almost be forced to invest heavily in Oak Sage to ensure that your summons would be effective tanks in Hell difficulty, 1.10 druid summons have received a healthy life boost which in my opinion outstrips the increased difficulty that the new patch brought.

There has been considerable confusion about Ravens and summon resists because of the poor phrasing on the Arreat Summit. Ravens do not grant a resist all bonus to any of the other summons.

Basic Summons Data:

The following table as well as the analysis of auras that follows was provided by Kirsty from the Druid Forum.

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