With so many games of this genre we already understand even the deepest of synergy's since we're used to it. But the systems are unique for Diablo4 new so people who like to minmax, me, love these videos. Since it's so much information to sift through.
Late game as in 3-5 days after launch. Also the entire game has been datamined. We know the exact amount of stats you can have on gear and what items can spawn with for all levels and every base. From there on it’s just math. So yes, we can already accurately say how builds are gonna play out and how they compare to one another.
@@fari8034 then why play the game. Just because you data mined everything and think you know everything about a game, that tells you nothing about how people will play or what they will do
@3:19 Why are people talking about staying in one form? I think Nature's Fury combined with Nature's Savagery and Hunter's Zenith is going to be a game changer for shifting Druids, so that Legendary Node will be just a F'n BOMB with it.
I'm just a little worried about Hunter's Zenith because we're unsure how often we will be killing monsters. In Diablo 3, the late game you rarely killed monsters in high greater rifts, so I'm being a little hesitant around on kill things. But yeah I agree that Nature's Fury and Nature's Savagery taking advantage of the Symbiotic aspect will be a very good combo. I have a build guide coming out next week that covers this kind of build called Trampleslide!
@@carthh_ Nice to know, I will watch it and give my take on the concept. I think that you can kill trash mobs with quite good procing but, I know it's going to be Chance build anyway, and I'm very exited to try so many variations of Druid, cause I think Druid has most of the different possibilities to get very unique build.
Phenomenal breakdown, thank you so much for this. You earned a new sub for sure. Quick question: you showed yourself going through the bottom left corner of the Heightened Malice board to grab the nodes surrounding the glyph, then illustrated coming through the top and down to the right to grab the legendary power. Will both of those be possible? Can I rotate a board after I have already started pathing through it? OR is it simply like you showed at the end, where you slowly work your way through multiple other boards and go in a giant square and slowly make your way back to the first board you added to the starter?
Correct, you'll have to work your way through other boards to get back to the first. You can only rotate the board when you place it the first time, you can move the board after it's in place
@@carthh_ I figured, thank you man! Thanks for all the TC work you're putting in on druid. Absolutely cannot wait to start the pre-season and then S1 on drood.
The order of the boards is very important and not understood, or talked about enough. You'll want to take boards with nodes that require your main stat last because every time you add a board the stat requirements go up a lot and main stat is the stat we will have the easiest time acquiring. Some of the nodes in later boards might have nodes that take more of a non-main stat than we can acquire. The only video I have seen explain this so far is from Kanon and is worth a watch for sure. Also, getting that ancestral guidance board last might be the best bet, otherwise you are increasing the amount of stats needed on the next boards for only a few nodes that you get on the ancestral guidance board, unless it requires a ridiculous amount of non-main stat that would be impossible to acquire
Yeah the stat requirements on rare nodes are pretty important. You're really most likely only going to have enough requirements for the rare nodes up to your third board when the requirement on your primary reaches 610 and your secondaries reach 440. Past this point, you can still push higher but it requires you to drop important stats on your gear to do so, and well planned boards will hit these breakpoints naturally without having to adjust for them.
@@seussiii The stat requirements will take all of your stats into account including gear. You also get stats from leveling and altars of Lilith that will count towards it
Constricting Tendrils (15% chance to entangle) legendary node works with Primal Landslide (Terramote). It sounds like a great combo and I use it in my build. Basically if I had to put it simple > the more Immobilize you have, the more damage you do with Landslide.
Thank you for the information, I played Necromancer on the second beta weekend and it shred everything on my path. On the server slam I played Druid and found it more fun and entertaining, really loved it even though we couldn't get to more class-specific mechanisms.
Great explanation... One of the best explanations on the paragon board. Can you make a necromancer paragon board build video? That would be awesome. Thanks!
Hi again Thanks for the video I have 2 questions regarding the glyphs - 1: so glyphs are not part of your class - you need to find/obtain them ? 2: How do glyphs level level 1-20 ?
They will drop from nightmare dungeons and you can level them up by completing nightmare dungeons. The system is kind of similar to gems in Diablo 3 with greater rifts
My druid build is Maul/Shred/Bulwark/Hurricane/Vine Creeper so I'm going to be shifting between forms all the time (2.5 seconds in each form to activate the capstone passive but no more than 5 seconds to activate the dmg reduction against elite). So the "shapeshifting reduce costs for 5 seconds" one is perfect since it fits that other passive perfectly. I've planned it down to the last Paragon point (the build still gain a lot of defence from going from 99 to 100 xD It was a pain calculating the board so that I could take everything I wanted without wasting a single point) but I'm still a bit afraid that it's gonna be a bit weak on high end bosses. It should shred (pun intended) through mobs and elites though.
Hey man! Can you give us the link to the populated build you have done? Will be good to compare to some others I have been going through, a lot of diversity for Druids, loving it.
If "poisons last 33.3% longer" equates to 33% more damage, the werebear unique that deals 120% of the poison damage in one hit is crazy strong. Im really loving the difference in builds in each class, something really unique having so many combinations that on paper just make you go whaaat?
15:50 unless the aspects say that a skill becomes Earth AND Nature Magic, I’m almost certain a skill that becomes Earth only, won’t count as a Nature Magic tag as well. We’ll see once the game releases.
I got my whole werebear druid build figured out and its gonna slay. 3 legendarny nodes, 4 glyphs and taking advantage of most bonuses on the board. Cant wait for june the 2nd 🐻
man, i love being a forever werebear, and i'm probably going to go with survival instincts paragon build first. I know pure werebear is definitely not the best dps spec, as storm strike/pulverize druids are apparently, especially with the inner beast paragon board. BUT, i love being a bear so much i just refuse to shapeshift out of it, lol. Wowhead druid guide loves the hybrid werebear build the best so they strongly suggest inner beast board for that. i would agree if you are hybrid, which apparently does the best damage and not only has some fortify, but it is a strong barrier build. But this bear is going PURE werebear!!!!!!!!!! survival instincts baby! man, I love this game and i really love the new paragon system. Oh wow, I just noticed this vid is 3 weeks old, LOL. yea, live builds suggest storm strike/pulverize druid and inner beast. Also, pulverize doesn't kill bosses and elites in one hit. depends on what mob type it is. so the survival instincts damage passive is beautiful.
Werewolf can easily get 44% damage reduction to close targets. Add storm strike once it’s a werewolf ability and basics add 25% and you’re at 94% dmg reduction plus what you find on gear. It can’t be additive or wow
Dude - great tips overall, BUT... you're being a little too cute about the whole wrap-around thing to get to the Heightened Malice legendary node. From the edge of your Exploit glyph, you spent 14 paragon points before getting to the magic nodes around HM, whereas if you'd just gone across, from the glyph ON the board, it would have also taken 14 paragon points. Your way, you get 2 gates along the way (and 12 common nodes) - if you'd crossed the HM board instead, 4 of the paragon points would have been on the magic/rare cluster in the middle of the board - getting you a lot more poison damage, and damage to poisoned enemies (and 10 common nodes). So, it is not automatically better to do that corner wrap-around thing, to get back into the HM board - it depends on your build. If you have a build that's throwing around a decent amount of poison, it's probably WAY more efficient to pick up that extra 30% damage to poisoned enemies, and 9% poison damage!
Hmm interesting, I'm unable to go from the glyph on Heightened Malic all the way up the legendary node in 14 points, I'm still about 5 short when I try to do that. I might be misunderstanding what you're saying though 🤔
@@carthh_ I'm not saying from the glyph itself - I'm saying from the edge of it's radius, which is the same way I counted for getting from Exploit to there. If you were going to just go across the HM board, you'd have to also spend another 3 paragon points getting across the glyph radius on that board (going up the 3 common nodes on the right side of the glyph radius), so I'm assuming cut the 3 common nodes you went across within the Exploit glyph radius to move toward the gate. Of course, 2 of those are Dex, so that loses you an extra 3% damage to vulnerable from the Exploit glyph - but, again, if you are throwing out poison, the extra damage you are getting from that rare node is WAY higher.
@@carthh_ Didn't mean to be critical, btw! Like I said, great tips, and I learned a lot! I just looked at that and went "I don't think he's actually saving paragon points by doing it that way - let's count it up." Cuz, you know - I'm a nerd :)
I've found Lothrik's builder to be miles ahead of the others - it is absolutely my go-to for D4 build calculations. Several of the other ones are much more difficult to read (dull colors that blend together, smaller text size) and with Lothrik's you can easily see all of the paragon boards at once, making pathing a breeze.
@@incendio6548 Yeah, Lothrik works with the community and dataminers to implement the latest updates into their code. Which is why it's constantly getting updates. But I also appreciate d4builds as well since it's trying to offer the same information but in a more digestible "close to retail" presentation, even if it doesn't have as many features and/or isn't as up to date/accurage.
@@NekotTheBrave I posted this in another thread, but I'll repeat it here in case you're in contact with Lothrik. The Incinerate skill bothers me, because it operates differently than most other skills. *Incinerate* has the Pyromancy tag, but not the Fire tag. *Meteor* and *Fireball* have both the Pyromancy _and_ Fire tags. They are not the same thing at all. The D4 database isn't going to look up the meaning of the word Pyromancy to see if you gain this or that bonus--it's just looking for exact matches between the skill being used and the various bonuses you have from your skill and paragon trees. The Maxroll skill list even shows *Incinerate* as dealing Fire damage. While that may make sense thematically, by the book it actually doesn't--it has the tags Core, Pyromancy, Channeled, Damage, Burn and Mana, so that's all it does. I know it sounds weird, but *Incinerate* only does Burn damage, not Fire damage. Burn damage ticks cannot crit, while Fire direct damage can. They are very different. The Damage Fire node in the Sorcerer's Searing Heat paragon board (lower left corner on Lothrik's amazingly good character builder) has the Fire and Damage tags. By the book, it would not add to *Incinerate* damage, but it should add to *Meteor* or *Fireball* for their direct damage portions because each of those has both of those tags. It may or may not add to the burn damage components of those skills, depending on the precise language in the D4 code structure for those particular skills (a general bonus to the entire skill, or specific only to the direct damage portions). *Incinerate* also has its own glyph called Pyromaniac that says "Every Pyromancy skill you cast or every second you channel Incinerate increases your Fire damage by x2% for 6 seconds, up to x10%". Technically, *Incinerate* would _trigger_ this bonus, but oddly it doesn't actually _benefit_ from it because it does not actually deal Fire damage (no Fire tag). If the developers want to clean this up, they should add the Fire tag to *Incinerate* . If it turns out that *Incinerate* _does_ benefit from paragon nodes such as Damage Fire in the Searing Heat board, then the tags have highly questionable meaning, making it nearly impossible to know what does and does not trigger.
I couldn't get with the werewolf, he just didn't seem that powerful, i don't know if anyone else felt that ? The companion build felt much stronger with a bit of werebear or Hurricane or what ever you got points from gear.
I was feeling this way until recently! Wolf should have a handful of fun builds! A crit variant that leans into storm synergies. A poison variant that can either play a little more poison pure or take the aspect of the bear that consumes and deals bonus damage on top of all of the poison consumed. And then there’s potential to use it with nature’s fury. If each of the three hits from shred’s full combo counts individually towards to nature’s fury, and nature’s fury works how some in the community think it will, that should enable a handful of funky and very strong things too.
@@shadowhunter0 I only played Druid on Server slam, i put about 30 hours tried ever which way you could, just seemed outta of all the builds i tried took longer to clear mobs. Creeper would kill every mob on my screen.
@@12lippylucy yeah I had the creeper has well and I did try different builds on the beta and couple on in the slam but the only 1 that I was having fun with was the werewolf got to remember the werewolf is about attacking fast and doing poison damage which can add up and on top of shred damage while werebear is doing powerful attacks but slower
most in depth explanation of paragon pathing I've seen so far. maining druid on launch. looking forward to more of your videos!
Thanks for this video, really learned a lot. Looking to make a earth/bear druid and this brought up some things I hadn't thought of
Great video, thanks for all the great info. Newest subscriber.
So weird to hear people talk about what, "people tend to do in late-game" in a game that hasn't even been released yet.
It's all just speculation, mainly just for fun!
Aswell some people like to plan ahead
With so many games of this genre we already understand even the deepest of synergy's since we're used to it. But the systems are unique for Diablo4 new so people who like to minmax, me, love these videos. Since it's so much information to sift through.
Late game as in 3-5 days after launch. Also the entire game has been datamined. We know the exact amount of stats you can have on gear and what items can spawn with for all levels and every base. From there on it’s just math. So yes, we can already accurately say how builds are gonna play out and how they compare to one another.
@@fari8034 then why play the game. Just because you data mined everything and think you know everything about a game, that tells you nothing about how people will play or what they will do
@3:19 Why are people talking about staying in one form? I think Nature's Fury combined with Nature's Savagery and Hunter's Zenith is going to be a game changer for shifting Druids, so that Legendary Node will be just a F'n BOMB with it.
I'm just a little worried about Hunter's Zenith because we're unsure how often we will be killing monsters. In Diablo 3, the late game you rarely killed monsters in high greater rifts, so I'm being a little hesitant around on kill things. But yeah I agree that Nature's Fury and Nature's Savagery taking advantage of the Symbiotic aspect will be a very good combo. I have a build guide coming out next week that covers this kind of build called Trampleslide!
@@carthh_ Nice to know, I will watch it and give my take on the concept. I think that you can kill trash mobs with quite good procing but, I know it's going to be Chance build anyway, and I'm very exited to try so many variations of Druid, cause I think Druid has most of the different possibilities to get very unique build.
Thanks man this is gonna safe me a lot of time and resources!!
amazing break down
You got a new sub. Keep it up.
Phenomenal breakdown, thank you so much for this. You earned a new sub for sure. Quick question: you showed yourself going through the bottom left corner of the Heightened Malice board to grab the nodes surrounding the glyph, then illustrated coming through the top and down to the right to grab the legendary power. Will both of those be possible? Can I rotate a board after I have already started pathing through it?
OR is it simply like you showed at the end, where you slowly work your way through multiple other boards and go in a giant square and slowly make your way back to the first board you added to the starter?
Correct, you'll have to work your way through other boards to get back to the first. You can only rotate the board when you place it the first time, you can move the board after it's in place
@@carthh_ I figured, thank you man! Thanks for all the TC work you're putting in on druid. Absolutely cannot wait to start the pre-season and then S1 on drood.
The order of the boards is very important and not understood, or talked about enough. You'll want to take boards with nodes that require your main stat last because every time you add a board the stat requirements go up a lot and main stat is the stat we will have the easiest time acquiring. Some of the nodes in later boards might have nodes that take more of a non-main stat than we can acquire. The only video I have seen explain this so far is from Kanon and is worth a watch for sure. Also, getting that ancestral guidance board last might be the best bet, otherwise you are increasing the amount of stats needed on the next boards for only a few nodes that you get on the ancestral guidance board, unless it requires a ridiculous amount of non-main stat that would be impossible to acquire
Yeah the stat requirements on rare nodes are pretty important. You're really most likely only going to have enough requirements for the rare nodes up to your third board when the requirement on your primary reaches 610 and your secondaries reach 440. Past this point, you can still push higher but it requires you to drop important stats on your gear to do so, and well planned boards will hit these breakpoints naturally without having to adjust for them.
@@carthh_ Node state requirements are met from the board nodes only right? For example, INT on your gear doesn't count for node stat requirements?
@@seussiii The stat requirements will take all of your stats into account including gear. You also get stats from leveling and altars of Lilith that will count towards it
Constricting Tendrils (15% chance to entangle) legendary node works with Primal Landslide (Terramote). It sounds like a great combo and I use it in my build. Basically if I had to put it simple > the more Immobilize you have, the more damage you do with Landslide.
So hyped to play Earth Druid- they seem to really slap!
what are the gliphs you put for each board?
This was a very informative video. Looks of into to add to my lightning 🌩 Druid.
Thank you for the information, I played Necromancer on the second beta weekend and it shred everything on my path. On the server slam I played Druid and found it more fun and entertaining, really loved it even though we couldn't get to more class-specific mechanisms.
I thought you can only have 1 connecting node active per board. Like you can't connect 4 boards to your 1 thunderstruck board. Am i wrong?
Nope, you can freely move through the boards any way you want, as long as all of your nodes connect in some way
Great explanation... One of the best explanations on the paragon board. Can you make a necromancer paragon board build video? That would be awesome. Thanks!
appreciate the video but could you make a good druid overview? I just can't decide
What will be best druid leveling build be guys? Any guesses? I made werewolf work... but didn't feel like it was clearing fast.
I will be putting out a full leveling guide next week! Personally I really liked using Landslide with Companions
@Carthh awesome thanks!!
Hi again Thanks for the video I have 2 questions regarding the glyphs - 1: so glyphs are not part of your class - you need to find/obtain them ? 2: How do glyphs level level 1-20 ?
They will drop from nightmare dungeons and you can level them up by completing nightmare dungeons. The system is kind of similar to gems in Diablo 3 with greater rifts
Are you able to rotate the paragon boards in game? Or is this a feature only on d4builds?
Yup! You can rotate any of them as much as you want
My druid build is Maul/Shred/Bulwark/Hurricane/Vine Creeper so I'm going to be shifting between forms all the time (2.5 seconds in each form to activate the capstone passive but no more than 5 seconds to activate the dmg reduction against elite). So the "shapeshifting reduce costs for 5 seconds" one is perfect since it fits that other passive perfectly. I've planned it down to the last Paragon point (the build still gain a lot of defence from going from 99 to 100 xD It was a pain calculating the board so that I could take everything I wanted without wasting a single point) but I'm still a bit afraid that it's gonna be a bit weak on high end bosses. It should shred (pun intended) through mobs and elites though.
Sounds sick!
Really appreciate the content! I like theory crafting so this is how I'll kill time for the next 2 weeks lol
Hey man! Can you give us the link to the populated build you have done? Will be good to compare to some others I have been going through, a lot of diversity for Druids, loving it.
d4builds.gg/builds/f44b90b4-d145-4a9e-b79a-d38fb8321ede/
Is there any good one for a summoner druid?
Not really unfortunately. There are some glyphs but not paragon boards for summoner druid
@@carthh_ Thanks for the answer! Maybe they will add something in the future.
@@carthh_ I'm surprised there isn't one!
@@ZytheJR Same! They seem to be pushing companions a lot but not enough for a board I guess
If "poisons last 33.3% longer" equates to 33% more damage, the werebear unique that deals 120% of the poison damage in one hit is crazy strong. Im really loving the difference in builds in each class, something really unique having so many combinations that on paper just make you go whaaat?
100%!
15:50 unless the aspects say that a skill becomes Earth AND Nature Magic, I’m almost certain a skill that becomes Earth only, won’t count as a Nature Magic tag as well. We’ll see once the game releases.
Yeah there are a lot of inconsistencies in the wording for sure, very hard to tell without testing
I got my whole werebear druid build figured out and its gonna slay. 3 legendarny nodes, 4 glyphs and taking advantage of most bonuses on the board. Cant wait for june the 2nd 🐻
man, i love being a forever werebear, and i'm probably going to go with survival instincts paragon build first.
I know pure werebear is definitely not the best dps spec, as storm strike/pulverize druids are apparently, especially with the inner beast paragon board. BUT, i love being a bear so much i just refuse to shapeshift out of it, lol.
Wowhead druid guide loves the hybrid werebear build the best so they strongly suggest inner beast board for that. i would agree if you are hybrid, which apparently does the best damage and not only has some fortify, but it is a strong barrier build.
But this bear is going PURE werebear!!!!!!!!!! survival instincts baby! man, I love this game and i really love the new paragon system.
Oh wow, I just noticed this vid is 3 weeks old, LOL. yea, live builds suggest storm strike/pulverize druid and inner beast.
Also, pulverize doesn't kill bosses and elites in one hit. depends on what mob type it is. so the survival instincts damage passive is beautiful.
Werewolf can easily get 44% damage reduction to close targets. Add storm strike once it’s a werewolf ability and basics add 25% and you’re at 94% dmg reduction plus what you find on gear. It can’t be additive or wow
I start your videos and go to settings and set it to 75% playback.
Dude - great tips overall, BUT... you're being a little too cute about the whole wrap-around thing to get to the Heightened Malice legendary node.
From the edge of your Exploit glyph, you spent 14 paragon points before getting to the magic nodes around HM, whereas if you'd just gone across, from the glyph ON the board, it would have also taken 14 paragon points. Your way, you get 2 gates along the way (and 12 common nodes) - if you'd crossed the HM board instead, 4 of the paragon points would have been on the magic/rare cluster in the middle of the board - getting you a lot more poison damage, and damage to poisoned enemies (and 10 common nodes).
So, it is not automatically better to do that corner wrap-around thing, to get back into the HM board - it depends on your build. If you have a build that's throwing around a decent amount of poison, it's probably WAY more efficient to pick up that extra 30% damage to poisoned enemies, and 9% poison damage!
Hmm interesting, I'm unable to go from the glyph on Heightened Malic all the way up the legendary node in 14 points, I'm still about 5 short when I try to do that. I might be misunderstanding what you're saying though 🤔
@@carthh_ I'm not saying from the glyph itself - I'm saying from the edge of it's radius, which is the same way I counted for getting from Exploit to there.
If you were going to just go across the HM board, you'd have to also spend another 3 paragon points getting across the glyph radius on that board (going up the 3 common nodes on the right side of the glyph radius), so I'm assuming cut the 3 common nodes you went across within the Exploit glyph radius to move toward the gate. Of course, 2 of those are Dex, so that loses you an extra 3% damage to vulnerable from the Exploit glyph - but, again, if you are throwing out poison, the extra damage you are getting from that rare node is WAY higher.
Got it, I understand now, looks solid to me! Thanks for explaining!
@@carthh_ Didn't mean to be critical, btw! Like I said, great tips, and I learned a lot! I just looked at that and went "I don't think he's actually saving paragon points by doing it that way - let's count it up." Cuz, you know - I'm a nerd :)
@@carthh_ okay so you do know that in order to use the gate node it has to be connected to another gate node from another board
Very helpful, very bald 🥵
You're using Lothrik, but you linked d4builds twice by accident
I've found Lothrik's builder to be miles ahead of the others - it is absolutely my go-to for D4 build calculations. Several of the other ones are much more difficult to read (dull colors that blend together, smaller text size) and with Lothrik's you can easily see all of the paragon boards at once, making pathing a breeze.
Fixed, thanks!
@@incendio6548 Yeah, Lothrik works with the community and dataminers to implement the latest updates into their code. Which is why it's constantly getting updates. But I also appreciate d4builds as well since it's trying to offer the same information but in a more digestible "close to retail" presentation, even if it doesn't have as many features and/or isn't as up to date/accurage.
@@NekotTheBrave I posted this in another thread, but I'll repeat it here in case you're in contact with Lothrik. The Incinerate skill bothers me, because it operates differently than most other skills.
*Incinerate* has the Pyromancy tag, but not the Fire tag. *Meteor* and *Fireball* have both the Pyromancy _and_ Fire tags. They are not the same thing at all. The D4 database isn't going to look up the meaning of the word Pyromancy to see if you gain this or that bonus--it's just looking for exact matches between the skill being used and the various bonuses you have from your skill and paragon trees.
The Maxroll skill list even shows *Incinerate* as dealing Fire damage. While that may make sense thematically, by the book it actually doesn't--it has the tags Core, Pyromancy, Channeled, Damage, Burn and Mana, so that's all it does. I know it sounds weird, but *Incinerate* only does Burn damage, not Fire damage. Burn damage ticks cannot crit, while Fire direct damage can. They are very different.
The Damage Fire node in the Sorcerer's Searing Heat paragon board (lower left corner on Lothrik's amazingly good character builder) has the Fire and Damage tags. By the book, it would not add to *Incinerate* damage, but it should add to *Meteor* or *Fireball* for their direct damage portions because each of those has both of those tags. It may or may not add to the burn damage components of those skills, depending on the precise language in the D4 code structure for those particular skills (a general bonus to the entire skill, or specific only to the direct damage portions).
*Incinerate* also has its own glyph called Pyromaniac that says "Every Pyromancy skill you cast or every second you channel Incinerate increases your Fire damage by x2% for 6 seconds, up to x10%". Technically, *Incinerate* would _trigger_ this bonus, but oddly it doesn't actually _benefit_ from it because it does not actually deal Fire damage (no Fire tag). If the developers want to clean this up, they should add the Fire tag to *Incinerate* .
If it turns out that *Incinerate* _does_ benefit from paragon nodes such as Damage Fire in the Searing Heat board, then the tags have highly questionable meaning, making it nearly impossible to know what does and does not trigger.
I'll be staying away from nearly all lucky hit skills. A percentage of a percentage doesn't sound very appealing in most cases
Game isn't even out yet...how are you coming up with this info?
People have begun datamining from the beta files and others have started theory crafting some ideas for classes
@Carthh oh okay nice! I can't wait to play the full release! Goty I think!
The vid quality was pretty bad; everything was out of focus, made it really hard to watch.
I haven't noticed this, I'm sorry to hear that 😞
I couldn't get with the werewolf, he just didn't seem that powerful, i don't know if anyone else felt that ?
The companion build felt much stronger with a bit of werebear or Hurricane or what ever you got points from gear.
Werewolf felt the weakest out of all the builds to me
I was feeling this way until recently!
Wolf should have a handful of fun builds! A crit variant that leans into storm synergies. A poison variant that can either play a little more poison pure or take the aspect of the bear that consumes and deals bonus damage on top of all of the poison consumed. And then there’s potential to use it with nature’s fury. If each of the three hits from shred’s full combo counts individually towards to nature’s fury, and nature’s fury works how some in the community think it will, that should enable a handful of funky and very strong things too.
I didn't had a problem with werewolf was killing mobs pretty quickly on mine in both betas that you had access to the druid
@@shadowhunter0 I only played Druid on Server slam, i put about 30 hours tried ever which way you could, just seemed outta of all the builds i tried took longer to clear mobs. Creeper would kill every mob on my screen.
@@12lippylucy yeah I had the creeper has well and I did try different builds on the beta and couple on in the slam but the only 1 that I was having fun with was the werewolf got to remember the werewolf is about attacking fast and doing poison damage which can add up and on top of shred damage while werebear is doing powerful attacks but slower