Given that currently there’s very little info on the druid skills, I decided to share a few ideas that could break the rigidity of the druid we all know in D2 for all these years make this class much more enjoyable to play.
Werewolf improvement
I strongly believe that the werewolf should be way more dynamic and destructive class.
It has to be fast not only by hitting but also movement.
Skills such as:
Ferious leap + very fast several hits with higher percent critical damage on impact;
Rabid lunge: to target + bite inflicting high amount of bleed damage and maybe slow for 2-3 seconds (would be essential for PvP)
Feral bloodthirst: gain attack and movement speed based on missing health
Thick skin: Reduced damage by elementals and possibly cursed monsters for a limited period
Werebear improvements
Mark of the beast: Buff increasing movement speed and physical damage based on percentage of HP (this would give you an incentive to make a tanky bear, for instance).
Dread roar: stuns the enemy in the vicinity for a very limited time and reduces his physical damage negation
Tectonic shatter: jumps in the air toward the target and slams with a massive aoe damage + slow for a very limited time
Stuff like that…
Yes, I know the naming is lame but I just wanted to vent all this cause I love druids and I wanna see this class shine in Diablo 4… At least in 1 game to have his deserved spot under the sunlight…or cursed moon?
These were in the closed beta , yes. Half of it is data mined, half cut togeather from content provided by blizzard. Which means it’s still a subject to change.
I think you meant “optional” and not “essential.” They are nearly opposites.
Ferious leap? What is this? The druid whips out some iron and rakes you with a hoe?
Seems someone plays too many bad D&D games. The ideas are so-so and not that different form each other but the naming conventions are… grotesquely non-creative… but, hey, you admit you suck at thinking of good things so kudos on that.
Seems, overall the druid is being mixed with a frenzy barbarian. Oooo. Original.
The poor druid with a bath robe and a walking stick in combat after using his last spell and/or ability. Yeah. No hit points, even with a d8 and a semi-decent con, and absolutely no armor class whatsoever. Yeah. Dies to a pathetic mob with hit dices less than a third of his level.
People wonder why I rolled fighter, fighter/cleric, and in those rare times, a fighter/thief.
the game is mostly done at this point, you won’t really change what skills they have because all the animation and development work has already been done.
Also, most of the things you are asking for are already part of D4 (with obviously different names).
Earthspike: Sunder the earth, impaling the first enemy hit for 42-52. Each time you hit an enemy with Earthspike, your chance to deal a Crushing Blow to that target is increased by 10%.
Shred: Shapeshift into a werewolf and shred an enemy, dealing 175-214. Has a 30% chance to strike twice.
Storm Strike: Electricity gathers around your weapon, dealing 53-65 split between your target and up to 3 nearby enemies.
Maul: Shapeshift into a werebear and maul an enemy, dealing 64-78 and Fortifying yourself for 15. Fortified characters take 30% decreased damage until all of their fortified life is removed.
Wind Shear: Conjure a piercing blade of the wind dealing 42-52 and increasing your movement speed by 5% for 3 seconds, up to 30%.
Spirit Attacks
Pulverize: Shapeshift into a werebear and slam the ground, dealing 350-428 to nearby enemies.
Landslide: Crush enemies between 3 pillars of earth, dealing up to 96-117. Has an additional 10% chance to deal a Crushing Blow.
Tornado: Conjure a vortex that moves outwards and curves in a random direction, dealing 55-68 every second.
Defensive skills
Cyclone Armor: Powerful winds protect you, granting 15% ranged damage reduction. When an enemy in melee range hits you, there is up to a 15% chance you the winds to knock it back. This is a passive only effect.
Earthen Bulwark: Rocks surround you for 3 seconds, making you Unstoppable and absorbing up to 77. Upon expiration, the rocks shatter, dealing 102% of the remaining shield amount to nearby enemies. While Unstoppable, control impairing effects are removed and prevented.
Trample: Rush forward as a werebear, dealing 150-183 damage and stunning enemies for 1.6 seconds.
Debilitating Roar: Shapeshift into a werebear and bellow with ferocity, reducing the attack speed of nearby enemies by 22% for 5 seconds.
Ravenous Bite: Shapeshift into a werewolf and tear an enemy’s flesh, dealing 21-25, and healing you for 53-65.
Wrath skills
Hurricane: Form a hurricane around you that deals 150-196 to nearby enemies over 8 seconds.
Boulder: Unearth a large rolling boulder that knocks back and crushes enemies, dealing 200-244 with each hit. Has an additional 15% chance to deal a Crushing Blow.
Companion skills
Wolves: Passive skill that summons 2 wolf companions that bite enemies for 60-73. The active skill directs the wolves to focus an enemy. The wolves have a 50% increased chance to critically strike the enemy.
Ravens: Passive skill where ravens fly above you and periodically attack your enemies for 21-26. The active skill causes the target area to be swarmed with ravens. Enemies take 64-78 and suffer 107-131 Vulnerability for 6 seconds. Vulnerable enemies take 30% increased damage until all of their vulnerable life is removed.
Vine Creeper: A passive skill where a vine creeper periodically emerges from the ground and poisons a nearby enemy for 34-41 over 8 seconds. The active skill causes vines to strangle enemies in a target area, poisoning them for 171-209 over 6 seconds and stunning them for 2 seconds.
Ultimate Attacks
Cataclysm: A massive storm follows you for 10 seconds. Tornadoes knock back enemies, and lightning strikes wildly for 400-489.
Grizzly Rage: Shapeshift into a werebear for 5 seconds. You are granted new Werebear skills, and you generate spirit 28% faster. You are Unstoppable while Grizzly rage is active. While Unstoppable, control impairing effects are removed and prevented.
Petrify: Petrify all nearby enemies, stunning them for 5 seconds. Damage breaks this effect and deals an additional 128-157. This skill has an additional 25% chance to deal a Crushing blow.
Talent tree
Abundance: Basic skills generate 5% more Spirit per point.
Ancestral Fortitude: Increase your non-physical resistance by 8% per point.
Call of the Wild: Your critical strike chance is increased by 8% per point against your wolves’ focus target. Raven passive attacks make enemies vulnerable for 20% of the damage dealt per point. Vine Creeper’s poison duration is increased by 8% per point.
Earthbind: Hit Effect — Earth skills have up to a 5% chance per point to immobilize enemies for 3 seconds.
Earthen Might: Enemies hit by Earth skills take 8% increased damage from Earth skills for 2 seconds, up to 40%.
Elemental Exposure: Targets hit by Spirit skills become Vulnerable for 6% of the damage dealt per point.
Endless Tempest: Increased the duration of Hurricane and Cataclysm by 6% per point.
Eye of the Storm: Critical strike with Storm skills increase the critical strike of non-Storm skills by 5% per point for 3 seconds.
Feral Spirit: Critical strike damage is increased by 6% per point for 4 seconds after using a shapeshifting skill.
Fury of Nature: Hit Effect: Enemies hit by Earth and Storm skills have up to a 20% chance to take 25% increased critical strike damage from you per point for 5 seconds.
Heightened Senses: Damage reduction against nearby enemies is increased by 6% per point.
Hunt the Weak: Critical strike chance is increased by 6% per point against poisoned enemies while shapeshifted.
Iron Hide: While in werebear form, damage reduction is increased by 5% per point. This bonus persists for 3 seconds after leaving werebear form.
Lupine Swiftness: While in werewolf form, movement speed is increased by 5% per point. This bonus persists for 3 seconds after leaving werewolf form.
Natural Balance: Earth and Storm skills that consume Spirit restore 1% Life per point.
Natural Resonance: Earth and Storm skills deal 2% increased damage per point.
Overpower: Hit Effect — Up to an 8% chance per point to knock down slowed enemies for 1 second.
Predatory Instincts: Deal 3% increased damage to nearby enemies per point.