D2R 2.5 Fire Druid Guide | Fire Elementalist Druid with Sunder Charms

10/17/2022 4:46:18 PM

We're going to cover a build that actually uses the new charms in a way most normal builds, the Fire Druid is actually more in line with how most characters use sunder charms in Diablo 2 Resurrected's 2.5 patch, at least if you're going for efficiency - as a capstone rather than a mainline tool.

 

Normal

Let's talk about how to start to grow and build your fire Elementalist Druid throughout the game, starting with normal the fire Druid is actually pretty powerful and can run fairly competitively with even the other Goliath normal builds like the Holy Fire Paladin, and the fire traps on, and basically how quickly they can cut through the fluff, and since we want to avoid using our skill resets mainly so we can play around with them later as we get cool gear having one that leads into a hell capable build is even more enjoyable, and sometimes those other two builds just can't quite do that.

Skills

As far as skills we start grabbing points in Firestorm from the onset and in act one you won't be able to spam it quite as much as you would like but combining it with your normal attack will be fine, and as we progress through the rest of normal, we get to pick up a plenty of other fun skills to make it all a bit more manageable grabbing molten Boulder at level 6 which gives us a bit of physical damage with our fire, and with the speed change, it's a ton of fun ever since D2R 2.4, and we follow it with fire skill we'll probably be using well into Nightmare and that is fissure, an excellent area of effect fire spell that we even use in the final build though really we use all of the fire skills when playing now thanks to them no longer sharing cooldowns, as far as side pickups, the most important is going to be Oak sage, and we also generally start putting one point into each of the normal summons down the middle to get to Grizzly as well just when they come up, so we can have some bodies for support, and protecting my mercenary though with this particular character we're getting Grizzly from our helmet.

Gear

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Nightmare

Skills

As we shift over into the nightmare mindset, we start rounding out the rest of the skills getting down to grisly in the summon tree, so we can have a proper tank to stand with our mercenary if you have wolves they're nice for this as well and you can summon them at the same time as the grizzly thanks to the patch 2.4, in the fire tree, we start getting Armageddon and volcano up and running as well, personally, we prefer Fisher as our main for nightmare, but as far as progress grows you should choose one of the skills to focus on based on your comfort with that skill, Some people prefer volcano over fissure for example, and they would focus on that instead, our path is fissure into Armageddon, then molten Boulder volcano, and then finally into Firestorm at the very end as we find this to fit our play style the most, but there are more efficient routes if you're going for maximizing damage and speed we prefer just going through relaxed, we have a point over in Cyclone armor as well, we normally would not bother with this point unless you have a decent number of plus skills which as you can guess gets pretty high when we put our Elemental charms back on, if you don't have these plus skills, you'll just be recasting it all the time since it will be such a low value, and we lack the points to really dump into it while still getting decent damage out of our skills at least up to decimation levels that we like.

Gear

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Hell

Skills

We get to start looking at late progression gear and Chase gear as we continue to dump tons of points into our fire skills while going along, and one nice thing about The Druids fires skills, several of them are half physical as well, so our risk of having problems with immunities pretty much go away or go way down at the very least since against fire immunes you still have Armageddon, volcano and molten Boulder allowing you to spam out large amounts of physical damage without a second thought while for everything else you still have fissure and Firestorm, now you may have noticed we mentioned still dealing with immunities, that's because you do not equip the Thunder charm yet, that's because the five percent damage you get from it is not going to make up for the massive drop in fire resist, especially considering how common fire attacks are in the game, especially from dangerous enemies, we save the Thunder charm for after we've gotten some of the chase gear to make it worth it, namely the minus resist things, until then it's just plus skills plus resist and use the right skills for the right enemies.

Gear