I did a play-through of all of normal & nightmare, and then tested hell with the level 85 premade druid that was provided.
Below are my thoughts on all of it what I like, and what I wish would be better.
My Build
With the summoning buffs a hybrid Werewolf/summoner was on my radar, where the summons are carrying their weight in damage instead of just operating as tanks/distractions.Skills that would be maxed if this build was taken into late game would be: Fury, Lycanthropy, Direwolf, Summon Grizzly, Heart of the wolverine
I threw 1 point in Werewolf, a handful in Lycanthropy, 4-5 points in heart of the wolverine, and the rest were split between direwolf/Fury. Direwolf being favored, and maxed first.
If you have the correct gear Werewolf doesn't need to be maxed as it stands. It gets you IAS which is important but it is hit by hard diminishing returns at level 9. So If you can get some +skills gear you are covered. The attack rating is needed but the balance changes this patch really help here.
If I max Fury, & Lycanthropy with 1 point in the prerequisites that covers being a wolf. In my own opinion, Oak Sage or heart of the wolverine is user preference, then you have 40 points for summons so I went Summon Grizzly & dire wolf.
Dire Wolf
The damage and base life buffs are noticeable. These wolfs were good tanks even without Oak Sage, and their damage was helpful through the entire normal/nightmare run. There were only two times that they were completely useless.
Normal Duriel I guess I was too low level, and then normal Diablo. Diablo's abilities just deleted all of my summons + my merc. Everything else bosses and all they proved pretty useful. They tanked, they dealt damage. It felt really good most of the time, and I felt like I was clearing through areas a little faster than I normally could. Things that die when you don't have to click anything feels good.
For example when you have to heal, but your hp pool is so high you have to wait years for your health globe to refill, the wolfs put in work.
Insight Runeword
Absolutely Incredible.
Being aware of the power Insight provides to us in a polearm. I was really interested to see how it performed in a bow.
Well why a bow over a 4soc pole arm? Firstly if you are playing online with people competing for gear. Good luck trying to grab any 4socket class polearm weapon. Everyone is after one for their mercs. Plus the fact of Insight being able to be built in new types of bases makes it much easier to build said Insight.
In act 1 nightmare, razor bows were very common. Larzuk on normal gave a Razor Bow 4 sockets. It was so good for Fury I was able to use this through the rest of nightmare. I found Sander's Taboo which was a significant speed boost, which I'm assuming is due to the new IAS changes?
Later on I found a 4 socket Gothic Bow which I turned into an Insight as well. This gave me killing power in hell when I tested some of the new level 85 areas.
Mercenaries
My favorite was the a3 fire. Through normal the Enchant bonus was great for me and the wolfs, though it dropped off hard in nightmare/hell. I wish this scaled better.Though the main reason I was using the Enchant merc was for the attack rating boost. With Enchant, plus the large attack rating bonus that Insight provides I had minimal issues with my chance to hit. Add to the fact that Fury's attack rating was buffed.
This is another reason why I was okay with a lower level Werewolf, I was more than making up for my attack rating elsewhere. With a Insight and this merc I believe this will solve a lot of the chance to hit issues I would normally have on a playthrough.
Here is a hot PTR take. I believe this merc is better than the Blessed Aim merc if you are going for an attack rating bonus for your character. Now I can hear you running to google to compare the attack rating of Blessed Aim to Enchant. But even if Blessed Aim is better on paper there is one thing it can't do; provide a bonus after the merc is dead. Much better for boss fights.
The merc's damage was higher than I expected too. I was bracing for a hard drop off in usefulness in a similar way Enchant's damage dropped off the face of the earth. It remained decent. Even in hell in different lvl 85 areas he was pumping out some okay killing power versus what I expected.
The a1 merc was great but I didn't use it on my play through, I made a Faith and tested it out on the lvl 85 character with dire wolfs.
There are a lot of complaints about ranged mercenary AI, through one good thing I can say is that the mercenary was very good at positioning itself behind me and my summons. Even if they are on paper more frail than an a2 or 5 mercenary I feel like they weren't dying as much. Because of this I've seen the a3 merc survive fights that I feel like the a2 merc would die in.
my merc lauching fireballs at safe position behind my summons/me was common
I'm not a fan of the a5 mercenary change. Normally I would use a5 merc with a Lawbringer in the past the Decrepify on striking would remove physical immunity. I feel like Battle Cry gets in the way of that.
I wish there was a way to toggle his use of Battle Cry.
New Level 85 areas in Hell
Clearing nightmare to entering hell is a big power Leap, I didn't want to grind that out so instead I went back to the premade level 85 transfered over some of my gear I found on the playthrough, and tried to create a druid that wasn't an endgame monster but something that still had more entry level gear.
I played the same build as before, and tested the Mausoleum, the pit, stony tomb, Ancient Tunnels, and the Arachnid Lair.
I think stony tomb is my favorite addition to the lvl85 Club. My wolfs/merc did really well in there. There were times when there was super unique monster with nasty mods, and I had to resummon a bit, but it wasn't bad. Anything that wasn't fire immune the a3 was putting out good damage too. I think I will be spending a lot of time there when the ladder goes live.
Things I wish were better/different
- I wish we could summon both dire wolf and grizzly at the same time. It would help all types of druids from summoner to hybrid.
- The a3 merc's Enchant damage could be a little higher. Even without the damage I'm happy with the AR buff.
- I wish I could turn off the a5 merc's Battle Cry so it doesn't interfere with curses.
- One way to add more damage to summons is through itemization.
Here are some examples from that mod.
- Carrion Vine needs more life so it can survive, all the vines do.
I can't wait to see what balances changes they make next, but I feel these won't be the last summoning buffs we see so I'm excited to flesh out this build more.
havelox
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