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D2R 2.5 Wind Druid Build - Best Druid Build in Diablo 2 Resurrected 2.5
1/6/2023 9:08:11 AM

Take this D2R Wind Druid 2.5 build into practice, which is budget-friendly and doesn’t need hard gear to work well in the game.


D2R 2.5 Wind Druid Build - Best Druid Build in Diablo 2 Resurrected 2.5

The D2R Wind Druid by Alzorath is a safe pick when it comes to Diablo 2 Resurrected 2.5 Druid builds, this is a bit faster than the Bone Necro after the mid-game and still being very budget friendly and generally more cost-effective in the end-game, due to the use of caster gear instead of expensive D2 items.

Skill Tree

The D2R Wind Druid relies on Hurricane, Tornado and Twister to do most of their work, each of these three core skills actually have useful quirks, Twister at 18 is a multi-shot effect, Tornado has full second long next hit delays, which means you can only damage targets with Twisters once per second, the Twisters only deal damage on their actual missile collisions and will stun targets along the way, meaning it can be pretty good for control. Tornado also has a next delay on the actual missile, itself will only deal damage once a second to Target since it's based on collision, the tornado also has a radial damage and will deal an area of effect damage that is not affected by next delay. The Hurricane is the only non-physical damage of the bunch, providing instead cold damage inner radius every four-fifths of a second, providing you with even more damage when enemies get close to you. All of these are paired with Cyclone Armor on this very end of the build both for Synergy reasons. 

- Elemental: Hurricane 20, Tornado 20, Twister 20, Cyclone Armor 20

- Summoning: Oak Sage 16, Summon Grizzly 1, Summon Dire Wolf 1, Summon Spirit Wolf 1


Gear

As far as gear in all of this, usual basic Stealth and Lore in normal is about all you can do, maybe getting a good Druid helmet if you're lucky, and then immediately going into Spirit and Nightmare with a Spirit sword and then we'll do a shield of it in Hell whenever we finally get a monarch for it. Everything else is flexible, you just want plus skills and survivability boosters like resist, being your entire goal with maybe a bit of faster cast, though we will get most of that from our weapon and shield until we get to the End Game Gear. in terms of end game, we actually have a super generic setup as below.

- Weapons: Heart of the Oak (Flail)

Heart of the Oak

18-Ko21-Pul10-Thul26-Vex
+3 To All Skills
+40% Faster Cast Rate
+75% Damage To Demons
+100 To Attack Rating Against Demons
Adds 3-14 Cold Damage, 3 sec. Duration (Normal)
7% Mana Stolen Per Hit
+10 To Dexterity
Replenish Life +20
Increase Maximum Mana 15%
All Resistances +30-40 (varies)
Level 4 Oak Sage (25 Charges)
Level 14 Raven (60 Charges)

- Shield: Spirit (Monarch)

[Monarch(15ED)]


Sale [+15% Enhanced Damage]

Spirit


Shields
+2 To All Skills
+25-35% Faster Cast Rate (varies)
Sale [+35% Faster Cast Rate]
+55% Faster Hit Recovery
Sale [+15% Enhanced Damage]
+250 Defense Vs. Missile
+22 To Vitality
+89-112 To Mana (varies)
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+3-8 Magic Absorb (varies)
Attacker Takes Damage of 14

- Helm: Nightwing’s Veil (Spired Helm)

Nightwing's Veil

Nightwing's VeilDefense: 304-352 (varies)(Base Defense: 114-159)
Required Level: 67
Required Strength: 96
Durability: 40
+90-120% Enhanced Defense (varies)
+2 To All Skills
+8-15% To Cold Skill Damage (varies)
+10-20 To Dexterity (varies)
+5-9 Cold Absorb (varies)
Half Freeze Duration
Requirements -50%
(Only Spawns In Patch 1.10 or later)

- Amulet: Mara’s Kaleidoscope

Mara's Kaleidoscope

Mara's KaleidoscopeRequired Level: 67
+2 To All Skills
All Resistances +20-30 (varies)
+5 To All Attributes
(Only Spawns In Patch 1.09 or later)

- Armor: Enigma (Wire Fleece)

- Belt: Arachnid Mesh (Spiderweb Sash)

Arachnid Mesh

Arachnid MeshDefense: 119-138 (varies)(Base Defense: 55-62)
Required Level: 80
Required Strength: 50
Durability: 12
16 Boxes
+90-120% Enhanced Defense (varies)
Slows Target By 10%
+1 To All Skills
+20% Faster Cast Rate
Increases Maximum Mana 5%
Level 3 Venom (11 Charges)
(Only Spawns In Patch 1.10 or later)

- Rings: The Stone of Jordan 

Stone of Jordan

Stone of JordanRequired Level: 29
+1 To All Skills
Increase Maximum Mana 25%*
Adds 1-12 Lightning Damage
+20 To Mana
(Spawns In Any Patch)

- Gloves: Trang-Oul’s Claws (Heavy Bracers)

Trang-Oul's Claws

Trang-Oul's ClawsDefense: 67-74 (varies)(Base Defense: 37-44)
Required Level: 45
Required Strength: 58
Durability: 16
+20% Faster Cast Rate
Cold Resist +30%
+30 Defense
+25% Poison Skill Damage
+2 To Curses (Necromancer Only)

- Boots: War Traveler (Battle Boots)

War Traveler

War TravelerDefense: 120-139 (varies)(Base Defense: 39-47)
Required Level: 42
Required Strength: 95
Durability: 48
Assassin Kick Damage: 37-64
+150-190% Enhanced Defense (varies)
25% Faster Run/Walk
+10 To Vitality
+10 To Strength
Adds 15-25 Damage
40% Slower Stamina Drain
Attacker Takes Damage Of 5-10 (varies)
30-50% Better Chance of Getting Magic Items (varies)
(Only Spawns In Patch 1.09 or later)

- Charms: Natural Grand Charm, Hellfire Torch (Large Charm), Annihilus (Small Charm)

Hellfire Torch(Druid)

Hellfire Torch(Druid)Required Level: 75
5% Chance To Cast level 10 Firestorm* On Striking
3 to Random Character Class Skills (varies)
10-20 To All Attributes (varies)
Sale [20 To All Attributes]
All Resistances  10-20 (varies)
Sale [All Resistances 20]
8 To Light Radius
Level 30 Hydra (10 charges)
(Only Spawns In Patch 1.13 or later)


Mercenary

For mercenary, you make an Insight mercenary and it will be what you use until the end of time, there is not a mercenary that can do more for you other than let you cast more, except maybe things like Reaper's Toll mercenaries.


Just pretty much keeping Hurricane flying running up to a pack, Tornadoing your heart out and then moving on as long as you keep your Cyclone Armor up and try not to bite off more than you can chew and stuff like cows, things should go smoothly with the bosses being the only kind of slow part.


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