Diablo’s safest druid training method to pass through hell

There are only two training methods that focus on the transformation system, and that is the Werewolf Druid (hereinafter referred to as "Wolf Druid") and the Bear Druid (hereinafter referred to as "Bear Druid"). However, there are many branches of the two training methods, including the violent poisonous wolf, the flaming claw bearman, and the poisonous flaming werewolf. However, whether it is rabies or flaming claw, specific equipment bonuses are required. Since the introduction here is as much as possible As for poor training methods, this article focuses on violent training methods that focus on physical attacks, including the Wolf Druid, which is based on Fury, and the Bear Druid, which is based on Hammer.

1. Skill distribution.

The investment in skills is mainly wolf/bear transformation + transformation + main attack skill max, supplemented by spirit max. Transforming into a wolf can provide a large number of hit rate bonuses and skills to increase attack speed; transforming into a bear can provide a large amount of defense and increase damage; transformation can provide a large amount of life bonuses, and main attack skills can provide damage and hit rate. As for the spirit, there are two choices, the wise man of oak and the heart of wolfgrow. Please see the attribute point distribution below for details.

2. Attribute allocation.

Attribute points have two directions, the main force that pursues maximizing lethality, and the main force that pursues both safety and efficiency. There are two directions for the main power. The spirit chooses the oak wise man, who is agile enough to get the equipment, and then invests all the strength; the spirit chooses the heart of wolf, which is agile enough to get the equipment, and the remaining strength is invested after the blood reaches about 2K-2.5K.

Of course there are many benefits if the soul chooses the Oak Sage. After the blood volume is greatly increased, the survivability of the mercenaries and bears is greatly enhanced. The points you invest in vitality can now be invested in strength, thus making To further increase the attack power. However, the oak tree itself is not resistant to fighting. Once yellow blood has been summoned again, otherwise the blood volume of the troops will fall freely and they will be in a dangerous state, especially if you are anemic. In addition, if you lack a large amount of equipment that increases blood volume and hit rate, then the health volume and hit rate will be Rate may become your two biggest headaches, especially Xiong De.

Look at the heart of Wolf Guan again. The biggest advantage of Heart of Wolf is that it gives Druid a wide range of choices. It can maximize the damage of the whole team. In this way, you can choose the main power in terms of attributes, or you can choose the main power when the attack power is high enough. , and skill points can be used for traditional training, or for minor training in a kind of summoning. However, the disadvantage of Langguan is also obvious, that is, the damage increase is really limited. With extreme equipment, it can only increase by 2K, and with limited equipment, it can even be below 1K.

Finally, let’s look at the main body strength. The main body's strength is greatly increased by physical strength due to life, and the damage is not increased by strength (or agility). Therefore, the Wolf's Heart is definitely chosen to increase the damage, and a weapon with relatively high attack power is also needed. Since playing Transformation Druid is all about the pursuit of pleasure, the main power has not become mainstream, but its existence has given the expert level another choice of Transformation Druid.

3. Equipment selection:

(1) Helmet:

1. Gal’s long hair: 4 skills/strength/resistance/strike recovery, no matter Poor or rich, Gal is definitely the first choice.

2. Rock brake: resistance/physical immunity/strike recovery. It is a suitable choice for melee combat, but it will also cause headaches if the resistance variable is poor.

3. Tarasha's coat of arms: double absorption/resistance/life, but the mage suit is more suitable for melee combat, and the ugly appearance can be covered up through transformation.

(2) Armor:

1. Duriel's shell: Duriel's shell is definitely the first choice for the poor in melee combat. Added resistance/life/defence, and also can't be frozen (save the crow).

2. Shaftstein cloth: 09 objects are exempt from armor. 30% physical immunity is irreplaceable, the only reason to choose melee combat. Lack of resistance punch setting 22#.

3. Sea King Vesenlia: 10 items are exempt from armor. The variables are unstable, but 50 strength = 50 attributes = 100 life. Lack of resistance punch setting 22#.

4. Force: The cost of force is not high, the resistance is good, crushing/strike recovery/micro damage are all very good attributes, especially suitable for Wolf Druid.

5. Stone: The biggest attraction of stone is its high defense and high attack recovery. Low hit rate and high recovery, especially suitable for Xiong De.

6. Smokescreen: Cheapness is the only reason. My wolf druid once went through smoke screen to a4 in the hell level of 8-player mode. Disadvantages: High maintenance costs.

7. Lion Heart: Strength/stamina/agility/life/resistance, what defense is needed for melee combat? Bloodsteal/Shockwave Compensation.

(Triple A) Two-handed weapons:

1. Bonebreaker: The existence of Death Knell is destined to make Bonebreaker’s dazzling high attack a gorgeous number, but the wildness of Druid makes it so It regains its spring glory, increases attack speed by 30% and has 2 holes, making people daydream about it. Even though in terms of speed, Broken Bone is unfortunately only a hair’s breadth away from Tomb Robber, the gap between sub-maximum speed and top speed may not be made up by the drop rate. Instead of waiting for a long time to reach 103 agility in single player, you may rather choose to reach 75 agility one day.

2. Wind Hammer: damage/rapidity/two-handed/crushing, Wind Hammer has all the elements needed for violent transformation. In terms of its attack power, it can be said to be on the low side, but it can easily kill monsters in 1PP hell, which saves trouble for the poor. Other attributes are average, and the attack range is not good. In addition, the sickle glaze wind triggered by the attack can improve safety.

3. Oath: The base material requirements are 1. Essence level; 2. Rapidity; 3. Intangible. Among them, the Invisible Raptor Ax is the most suitable. Variable comparison is a headache. The advantage is that the rarer 23# is exchanged for the rarer 33# attributes, which is cost-effective.

4. Rib Crusher: 50 speed boost/50 strike recovery/50 crush, there are 3 practical 50s on the ribs. After the upgrade, it is punched and inlaid with 13#, which is a must-have K BOSS weapon for Wolf De. Use it without upgrading. If you have 21#, upgrade immediately.

5. Hell's Torture: The attack speed of this weapon is barely qualified. The reason why it is included is because its super high mixed element damage performs well in the disgusting A2, so that whether it is Both Fury and Rammer have room to play in an environment where there is a lot of immunity. In addition, a4 chaos shelter is also a good choice.

(Three B) One-handed weapons:

1. Star of Parana: high attack speed, extra hit rate bonus, mixed elemental damage, and easy to fall. A low-end weapon highly recommended by foreigners.

2. Saber of Light: Sub-speed attack speed close to the limit, ignoring defense (no need to consider the hit rate of K mobs), mixed elemental damage, it is really another way to travel at home and kill monsters and collect treasures. choose.

4) Shield (Do not use Wolf Virtue):

1. Storm Shield: Outstanding among non-PAL melee characters, with 35% immunity and invincible.

2. Ring of Blessing of Moses: set with perfect diamonds, 63 all resistance; set with Um, 69 all resistance.

3. Prison cell: drilled with perfect diamonds, 49-69 full resistance, the shield takes on the heavy responsibility of resistance.

(5) Necklace:

1. Wrath of the King: 33% fatal attack. For a druid who lacks fatal attack, the attack power will make a qualitative leap.

2. Angel Wings: Used with rings to produce a terrifying hit rate. 75 I also like life (nonsense, who doesn’t like life).

2. Atma's Cry: A necklace that is not commonly used. It has a 5% trigger damage increase. It is not recommended for friends who have Deathstroke or Dracula.

(6) Rings:

1. Double suction + crow: the most commonly used combination. After equipping the whole body with damage-increasing equipment, the double suction can be left to one of the rings. If it cannot be frozen, it can be left to the crow. In addition, the crow's hit rate is also a good choice.

2. Double crows: For characters who lack hit rate, choosing double crows means maximizing the hit rate, so other equipment is needed to provide double suction, such as soul-sucking gloves.

3. Angel + double suction, a typical combination of poor people. Angels combined with the necklace will produce a terrifying hit rate bonus, so there is no need to worry about the hit rate attribute from now on.

(7) Gloves:

1. Blood Fist: +Life, +FHR, easy to fall, more suitable for poor people.

2. Blood orange gloves: heavy gloves or extended/essence level + nuff + red pg + any gem, crushing/sucking/life, each has good attributes.

3. Poisonous Claw: With the existence of blood-type gloves, the poisonous claw is really useless. But if you are lazy and don’t want to synthesize gloves, just use them reluctantly.

4. Ram Horns Lava: Enhanced to improve hit, +20% increased hit rate and attack speed, a glove that Xiong De can consider.

5. Palm placement: +20% increased hit rate and attack speed; 350% damage to demons = vs. the demon’s “fortitude”; the ultimate choice, one of them.

(8) Belt:

1. Verdengo’s Heart Knot: 110 object immunity belt, in addition to object immunity, blow recovery/stamina, good attributes.

2. The Long String of Ears: 109 items require a belt, and 09/10 items require a belt to command the heroes. No one dares to disobey in close combat.

3. The Power of the God of Thunder: The Hall of Destruction. Thousands of electricity pierce the heart, but you still want to increase your blood? Try it on Thor's Belt.

(9) Shoes:

1. Flesh Knight: The ultimate choice for melee combat. High running/crush/fatal/tear, gorgeous attributes are impeccable.

2. Goblin toes: 25 crushed, easy to fall, no need to say more.

(10) Backpack:

After the resistance, especially the electrical resistance, is high enough, try to put talismans that increase life. Resistance/life talismans are even better. If the resistance and life are sufficient, put more talismans with + hit rate. If usc and ulc are available, try to choose ones with all attributes close to 20.

4. Recommended training methods:

(1) Violent wolf:

Skills: wolf transformation/transformation/fury/wolf heart max, wildness 1 point for Fury, 1 point for Bear, 1 point for Passing, no element, and the remaining points for Wolf to add life to the bear.

Attributes: Agile enough to get equipment, HP is about 2K, and the rest is strength

Equipment:

Head: Gal

Armor: Duhu (If you have money, you can avoid armor setting 22# or it is compulsory)

Main hand: Broken Bone (in 13#×2)

Deputy hand: Double Spirit

Necklace + Ring: 2 pieces of Angel + Suction Ring

Hands: Blood Fist

Belt: Long String of Ears

Feet: Fairy Toes

Comments: This is the most classic violent werewolf training method, and it is also the easiest training method for Druid PVC. Don't forget, never stop attacking, stopping means death. Strike recovery and blood-stealing are the guarantee of safety, and attack is the best defense. Lightning-fast strikes, crazy bloodthirst, and angry howls. The excitement of being on the edge of life and death is enough to make you extremely excited.

(2) Violent Bear:

Skills: Bear Transformation/Transformation/Bumping Hammer/Wolf Heart Max, 1 point for shock wave, 1 point for bear, 1 point for other crossings, Don't cast elements, and cast the remaining points into Mad Wolf to add life to the bear.

Attributes: Agile enough to get equipment, HP is about 2K, and the rest is strength

Equipment:

Head: Gal

Armor: Duhu (If you have money, you don’t need to inlay armor with 22# or stones)

Main hand 1: Bone-breaking (in 13#×2)

Main hand 2: Light knife + Moses Ring

Offhand: Double Spirit

Necklace + Ring: 2 pieces of Angel + Absorption Ring

Hand: Blood Fist

Belt : Long String of Ears

Feet: Fairy Toes

Comments: Violent bear is another characteristic of the transformation series. The strong defense has made it difficult for monsters to get close, and the appearance of shock waves makes it even more difficult. It turns monsters directly into meat targets. No wonder some people say that turning into a bear is too cruel. No matter how terrible the attributes are, in the end, he is still a bachelor commander who is beaten.

(3) Transformation Summoning Dual Cultivation:

Skills: Fury or Hammer max, Wolf Filled Heart max, Transfiguration 10, Wolf Transformation or Bear 10, Grizzly Bear max, Element If you don’t vote, the remaining casts will transform into wolves or bears

Attributes: Agility enough to get equipment, HP cast to about 2K, remaining casts for strength

Equipment:

Head : Gal

Armor: Duhu

Main hand: Bonebreaker (in 13#×2)

Off-hand: Double Spirit

Necklace + ring: 2 pieces of angel + suction ring

Hands: Blood fist

Belt: long string of ears

Feet: elf toes

Comment: The essence of dual cultivation is to disperse skill points to form another new attack point. The bear's nearly 2K damage reaches more than 10K with the addition of wolves and mercenaries. Even if it doesn't hit itself, the grizzly bear is not a vegetarian.

(4) The Immortal King's Five Parts Wolf/Bear:

Skills: Fury or Hammer Max, Wolf's Heart Max, Transformation Max, Transform into Wolf or Bear Max, The elements do not roll, and the rest rolls to the mad wolf.

Attributes: Agile enough to get equipment, HP is about 2K, and the rest is strength

Equipment:

Head: Gal

A: Soul Cage of the Immortal King (replace it with the Capital Shell if you don’t have it)

Main Hand: Soul Crusher of the Immortal King (in 13#×2)

Deputy Hand: Dual Spirits

Necklace + ring: 2 pieces of angel + crow

Hands: The Forge of the Immortal King

Belt: Trivia of the Immortal King

Feet: Pillars of the Immortal King

Comments: The Stone of Other Mountains Barbarian Chapter. The set of the Immortal King is simply tailor-made for melee combat. Gall is used instead of the Immortal Head, and its attributes are no worse than the full set. The rest of the attributes are excellent, including resistance/life/hit rate/double absorption/physical immunity/strength/agility, especially the weapons, haste/damage/crushing strike/mixed elemental damage, which are incredibly powerful.

(5) Cannon type pure agility wolf/bear:

Skills: Fury or battering ram max, wolf heart max, transformation max, wolf transformation or bear max, element If you don’t vote, the rest will vote to the mad wolf.

Attributes: Strength enough to get equipment, HP to about 2K, and agility to the rest

Equipment:

Head: Gal

Armor :Du Ke

Main Hand: Cannon

Off-Hand: Dual Spirits

Necklace + Ring: 2 pieces of Angel + Absorption Ring

Hands: Blood Fist

Belt: Long String of Ears

Feet: Elf Toes

Comment: Stone from Other Mountains Amazon Chapter. Cannons have always been the exclusive property of the Amazons, and this time our crossbows are used for good purposes. Full sensitivity will definitely lead to the giant bull's hit, and combined with the exaggerated hit bonus of the Druid transformation system, a monster with abnormal hits will be immediately produced. There are three advantages: 1. Terrifying hits; 2. The weapon does not need to be repaired; 3. The ice explosion experience brought by non-ice monsters. 5. Frequently Asked Questions

(1) Question: How to crack the ineffective physics department attack?

Answer: Method 1, skill break. The essence of skill breaking is to disperse the physical damage that is pushed up with all your strength into two types: physical damage and elemental damage. In addition, since 20 skill points is not enough to achieve a high enough lethality of elemental damage, it is best to use the gas gathering bug to break the skill. Specifically, it is fury or battering ram/wolf brew max, wolf or bear 10, polymorph 10, A: rabies max, with carrion wind and no poison ivy; B: flame claw max, stone-piercing rune language and Do not throw lava. Note that only version 110 has the gas gathering bug, versions before 109 do not exist, and versions after 111 have been corrected.

Method 2: Break the equipment. It is much more convenient to break the equipment. It is enough to take the equipment directly from the off-hand or the mercenary. This type of equipment can be a weapon with a large amount of mixed elemental damage, or a weapon that triggers damage amplification or aging.

See the details below:

Hell’s Torment (Colossus Crossbow): 63-324 Fire Damage, 63-324 Lightning Damage, 63-324 Cold Damage

Demon King (Fire Demon Leader) Spear): 232-323 fire damage, 23-333 lightning damage

Cyan Fury (Transformed Blade): 250-500 magic damage, 250-500 cold damage

Fragment Greeder (Throwing Ax): 218-483 Fire damage, 29-501 Lightning damage, 176-397 Cold damage

Famine (Runeword): 180-200 Magic damage, 50-200 Fire damage, 51 -250 lightning damage, 50-200 cold damage

Harmony: 55-160 lightning damage, 55-160 fire damage, 55-160 cold damage

Tear Splitter (Wing Axe): There is a 33% chance to cast Level 3 Damage Amplification when striking

Brain Crusher (Thunder Hammer): There is a 4% chance to cast Level 1 Damage Amplification when striking

Atma's Cry (Necklace): There is a 5% chance to cast Level 2 Damage Amplification when striking

Death's Knell (Sharp Axe): There is a 33% chance to cast Level 1 Aging when striking

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Enforcer (Word of Runes): There is a 20% chance to cast level 15 aging when striking, with 150-210 fire damage and 130-180 cold damage

Wrath (Word of Runes) ): There is a 30% chance to cast level 1 aging when striking, with 85-120 magic damage and 41-240 lightning damage

Method 3: Mercenary defeat. Use the Rogue Archer in Chapter 1 or the Iron Wolf in Chapter 3 to avoid breaking objects. However, due to the long-term dominance of the Lancers in Chapter 2, not many people choose this method.

(2) What should you do if you encounter the Forgotten Mage in Chaos Sanctuary?

Answer: There are two methods: one is to attract monsters. Lead the Forgotten Knight to a place where the Forgotten Mage cannot see it and kill it, then go over and kill the Forgotten Mage. Be careful not to use Fury on the Wolf Druid. Second, on the shock wave, mercenaries attack (Wolf Druid minor modifier transforms into a bear, Shockwave 1 point). After the shock wave, the monsters are in a dazed state. If you control the rhythm well, you can go up and fight by yourself.

(3) I heard that flame strengthening is very powerful?

Answer: There is a bug in the flame enhancement in version 1.10. After the monster dies, it will produce an effect similar to the explosion of a corpse, and the character will instantly run out of blood or even die. However, the transformation druid has two lives. If the wolf druid/bear druid receives a blow greater than the current health value, it will return to human form with 1 drop of blood left. However, if you encounter fire enhancement plus lightning enhancement, or cold enhancement, you need to be careful. Try not to fight yourself, otherwise what awaits you may be a free return to the city.

(4) Can the effect of feral rage be applied to rage?

Answer: Wild Fury has the effects of increasing damage, improving hit rate, adding blood-stealing effects, and accelerating running speed. However, enhanced damage and improved hit rate can only be applied to normal attacks, and Fury can only enjoy its blood-stealing and running speed-increasing effects.