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Switch to Forum Live View Elven Druid Twilight Guardian build
4 years ago  ::  Mar 22, 2009 - 5:52PM #1
Prism
Date Joined: Oct 22, 2002
Posts: 135
With all the current discussion about druid powers I wanted to see how a traditional elven druid mapped out. I have used Lordduskblades build format (thanks!) but I really need to get some of the items sorted out as these aren’t optimized at all. Any other thoughts or comments would be great. If any numbers look suss then point them out too. Hopefully this will help as an example for the druid handbook threads

Elven Druid/Twilight Guardian/Demigod

Level 1 Show

Race: Elf
Class: Druid
Primal Aspect: Primal Predator

Ability Scores, with racial adjustments:
Str 11 (+1)
Con 13 (+1)
Dex 18 (+4)
Int 10 (+0)
Wis 18 (+4)
Cha 8 (-1)

HP: 25; Bloodied: 12; Surges: 8 (6 HP)
AC/Fort/Ref/Will: 17/11/15/15
Initiative: +8; Speed: 8

Grasping Claws: +4 vs Ref (1d8+4 and slow)

At-will Powers: wild shape, grasping claws, pounce, flame seed
Encounter Powers: elven accuracy, darting bite
Daily Powers: faerie fire

Skills: Athletics (+6), Heal (+9), Nature (+11), Perception (+11), Stealth (+4)
Feats: Ritual caster (druid bonus feat), improved initiative

Gear: hide armor, staff, long bow standard adventurer's kit



Levels 2-10 Show

L2. new feat: enraged boar form, new utility power: skittering sneak

L3. new encounter power: predator’s flurry

L4. +1 Dex (19), +1 Wis (19), new feat: warrior of the wild (stealth)

L5. new daily power: roar of terror

L6. new feat: toughness, new utility power: camouflage cloak

L7. new encounter power: latch on

L8. +1 Dex (20), +1 Wis (20), new feat: implement expertise

L9. new daily power: entangle

L10. new feat: elven precision, new utility power: feywild sojourn



Level 11 Show

Race: Elf
Class: Druid
Primal Aspect: Primal Predator
Multiclass: Ranger
Paragon Path: Twilight Guardian

Ability Scores, with racial adjustments:
Str 12 (+1)
Con 14 (+2)
Dex 21 (+5)
Int 11 (+0)
Wis 21 (+5)
Cha 9 (-1)

HP: 86; Bloodied: 43; Surges: 9 (21 HP)
AC/Fort/Ref/Will: 25/21/23/24 (+5 Fort/Ref for latch on)
Initiative: +14; Speed: 10

Charge: +15 vs Ref (1d8+9 and slow)
Grasping Claws: +13 vs Ref (1d8+7 and slow)
Quarry: +2d6 damage once per encounter
-2 saves on faerie fire and entangle

At-will Powers: wild shape, grasping claws, pounce, flame seed
Encounter Powers: elven accuracy, darting bite, predator’s flurry, latch on, bonds of life
Daily Powers: faerie fire, roar of terror, entangle
Utility Powers: skittering sneak, camouflage cloak, feywild sojourn

Skills: Athletics (+10), Heal (+15), Nature (+17), Perception (+24)(ignore -2 concealment), Stealth (+21)(+26 with skittering sneak)
Feats: Ritual caster (druid bonus feat), stalking panther form, enraged boar form, warrior of the wild (stealth), toughness, implement expertise, elven precision, hunting wolf form
Path Features: Elfsight, Accurate Action

Gear:
+2 earthroot staff
longbow
+2 predator hide armor
+2 elven cloak
Belt of vim +1
Boots of striding
Standard adventurer's kit

Changes from L10:
+11 HP, +1 Str (12), +1 Con (14), +1 Dex (21), +1 Int (11), +1 Wis (21), +1 Cha (9), new encounter power: bonds of life, new feat: hunting wolf form, new paragon path: twilight guardian, retrain: improved initiative to stalking panther form



Levels 12-20 Show

L12. new feat: great fortitude, new utility power: twilight stealth

L13. new encounter power: claws of retribution (replaces darting bite)

L14. +1 Dex (22), +1 Wis (22), new feat: primal fury

L15.

L16. new feat: quick wild shape , new utility power: wall of stone

L17. new encounter power: scavenger’s prize (replaces predator’s flurry)

L18. +1 Dex (23), +1 Wis (23), new feat: danger sense

L19. new daily power: entangling thorns(replaces roar of terror)

L20. new feat: seize the moment, new daily power: nature’s rage



Level 21 Show

Race: Elf
Class: Druid
Primal Aspect: Primal Predator
Multiclass: Ranger
Paragon Path: Twilight Guardian
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 13 (+1)
Con 15 (+2)
Dex 26 (+8)
Int 12 (+1)
Wis 26 (+8)
Cha 10 (+0)

HP: 142; Bloodied: 71; Surges: 9 (43 HP)
AC/Fort/Ref/Will: 36/33/33/34 (+8 Fort/Ref for latch on)
Initiative: +22 (roll twice); Speed: 10 (ignore difficult terrain)

Charge: +26 vs Ref (2d8+14 and slow)
Grasping Claws: +24 vs Ref (2d8+12 and slow)
Quarry: +3d6 damage once per encounter
-4 saves on faerie fire, entangle, entangling thorns and natures rage

At-will Powers: wild shape, grasping claws, pounce, flame seed
Encounter Powers: elven accuracy, claws of retribution, scavenger’s prize, latch on, bonds of life
Daily Powers: faerie fire, entangling thorns, entangle, nature’s rage
Utility Powers: skittering sneak, camouflage cloak, feywild sojourn, twilight stealth, wall of stone

Skills: Athletics (+16), Heal (+23), Nature (+23), Perception (+32)(ignore -2 concealment), Stealth (+32)(+37 with skittering sneak)
Feats: Ritual caster (druid bonus feat), stalking panther form, enraged boar form, warrior of the wild (stealth), toughness, primal fury, elven precision, hunting wolf form, implement expertise, quick wild shape, danger sense, seize the moment, hide armour specialization, epic fortitude,
Path Features: Elfsight, Accurate Action

Gear:
+4 earthroot staff
longbow
+4 predator feyhide armor
+4 elven cloak
Belt of vim +2
Boots of striding
Standard adventurer's kit

Changes from L20:
+1 Str (13), +1 Con (15), +3 Dex (26), +1 Int (12), +1 Wis (26), +1 Cha (10), new epic destiny: Demigod, new feat: hide armour specialization, retrain: great fortitude to epic fortitude



Levels 22-29 Show

L22. new feat: acolyte power, new utility power: master of the hunt

L23. new encounter power: primal roar (replaces latch on)

L24. +1 Dex (27), +1 Wis (27), new feat: weapon focus [staff]

L25. New daily power: fey lure (replaces faerie fire)

L26. new feat: primal resurgence, new utility power: divine regeneration

L27. New encounter power: leaping rake (replaces claws of retribution), retrain primal roar to grasping earth

L28. +1 Dex (28), +1 Wis (28), new feat: robust defenses

L29. New daily power: lifeleech thorns(replaces entangle)



Level 30 Show

Race: Elf
Class: Druid
Primal Aspect: Primal Predator
Multiclass: Ranger
Paragon Path: Twilight Guardian
Epic Destiny: Demigod

Ability Scores, with racial adjustments:
Str 13 (+1)
Con 15 (+2)
Dex 28 (+9)
Int 12 (+1)
Wis 28 (+9)
Cha 10 (+0)

HP: 192; Bloodied: 96; Surges: 9 (48 HP)
AC/Fort/Ref/Will: 47/43/44/46
Initiative: +33 (roll twice); Speed: 11 (ignore difficult terrain), shift 5

Charge: +35 vs Ref (2d8+20 and slow)
Grasping Claws: +33 vs Ref (2d8+18 and slow)
Quarry: +3d6 damage once per encounter
-6 saves on entangling thorns, lifeleech thorns and nature's rage

At-will Powers: wild shape, grasping claws, pounce, flame seed
Encounter Powers: elven accuracy, leaping rake, scavenger’s prize, grasping earth, bonds of life
Daily Powers: lifeleech thorns, entangling thorns, fey lure, nature’s rage
Utility Powers: skittering sneak, camouflage cloak, feywild sojourn, twilight stealth, wall of stone, master of the hunt, divine regeneration

Skills: Athletics (+21), Heal (+29), Nature (+29), Perception (+38)(ignore -2 concealment), Stealth (+40)(+45 with skittering sneak)
Feats: Ritual caster (druid bonus feat), stalking panther form, enraged boar form, warrior of the wild (stealth), toughness, primal fury, elven precision, hunting wolf form, implement expertise, quick wild shape, danger sense, weapon focus staff, hide armour specialization, epic fortitude, primal resurgence, robust defences, shield proficiency [light], seize the moment, acolyte power

Gear
+6 earthroot staff
longbow
+6 predator elderhide armor
+6 elven cloak
Belt of vim +3
Sandals of avandra
Eye of awareness
Standard adventurer's kit

Changes from L29:
new feat: shield proficiency [light]




All the calculations assume that the elven druid is in beast form for scouting ahead, initiative and the majority of the combat. In most cases you will go first and a quick switch into humanoid form, move, and fire off an area spell with combat advantage with seize the moment or invisibility at earlier levels. The druids daily area spells are awesome from the beginning with faerie fire, entangle, roar of terror. At later levels some great encounter area powers such as grasping earth and primal roar appear.

The rest of the fight you should move around the battlefield with your hide speed and ability to ignore terrain, using beast attacks and ranged attacks where needed. Various slides and pulls should be enough to keep/put opponents in your zones. Scavengers prize is a particularly fun way of pulling artillery and controllers into melee and various entanglements

On the subject of grabbing, assuming latch on is used, at 11th 26 Fort and 28 Ref has got a 50% chance of keeping a hill giant grabbed and 60% at an adult black dragon. At 21st 41 Fort and Ref can keep an elder red dragon grabbed 95% of the time and in fact a level 27 storm titan 85% of the time. Without the predator dex bonus this drops massively. Scavengers prize is more about the drag than the continual grab.

A heroic combo is entangle then predators flurry, a paragon combo is bonds of life followed by claws of retribution, and at epic its grasping earth and then leaping rake or gaze of the beast

Twilight guardian is a better option than any of the PHB2 druid paragon paths with two excellent area restraining powers with great chances to hit and some very in theme elven boosts

Out of combat you are a perception and stealth monster, with huge move, wildshape forms, invisibility and teleport. Just don’t talk to any strangers!
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4 years ago  ::  Mar 23, 2009 - 9:10AM #2
Prism
Date Joined: Oct 22, 2002
Posts: 135
I have changed the implements to add much more first round area control. With large save penalties most non elites and solos should be kept slowed or immobilized for a good portion of the combat. Also a couple of the dailies are changed to make better use of this.
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4 years ago  ::  Mar 23, 2009 - 4:22PM #3
Squad
Date Joined: Sep 16, 2008
Posts: 507
I made a similar build to yours - stats, powers, feats - albeit with a different PP and ED. A few comments:

I'd take Flame Seed over Call of the Beast at 1st level (though at some point you do seem to switch it out). Flame Seed is really your best ranged option, since you can potentially hurt a group of enemies without hitting your allies.

Is there a reason for waiting until 14th for Implement Expertise? I'd rank feats that grant bonuses to attack much higher.

You didn't select a power for 15th, but I assume you'll want Baleful Polymorph, since it's superb single target control.

I was surprised at your choice of Howl of the Wild over Wall of Stone at 16th, given how good WoS is for control.

For 23rd slot, I'd suggest holding off on Grasping Earth. The bonus to attack is nice, but it's only for beast powers. The good multi-target beast powers are Primal Roar - also at 23rd, and Leaping Rake. You could take PR initially, and then retrain it to GE at 27th.

I admit to be confused about your power choice at 29th. Lifeleech Thorns is much better for a Guardian, given the Con modifier. If you want a burst power, Blinding Blizzard gives you Blinded & Restrained, which is much better than Immobolized & Weakened. Or if you want single target control, go for Gaze of the Beast. Finally, why would you replace a great daily power like Fey Lure, when you could replace Entangling Thorns?

Thanks for posting your build! It definitely improved my original build, especially my initial feat selection.
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4 years ago  ::  Mar 24, 2009 - 3:47AM #4
Prism
Date Joined: Oct 22, 2002
Posts: 135

Squad wrote:

I made a similar build to yours - stats, powers, feats - albeit with a different PP and ED. A few comments:

I'd take Flame Seed over Call of the Beast at 1st level (though at some point you do seem to switch it out). Flame Seed is really your best ranged option, since you can potentially hurt a group of enemies without hitting your allies.


Yes you are absolutely right about flame seed. It was a typo leaft in the level 1 build. Flame seed is this guys bread and butter ranged attack once melee is joined by the front liners

Is there a reason for waiting until 14th for Implement Expertise? I'd rank feats that grant bonuses to attack much higher.


I orginally went for 14th to get it before the +2 bump but you are right that its worth getting earlier. I have done a swap with primal fury. Thanks

You didn't select a power for 15th, but I assume you'll want Baleful Polymorph, since it's superb single target control.


You know what, I'm not that convinced about single target control save end effects - even if its stun. I know on paper its great but I've yet to see anything wonderful to happen with them in game - orb wizard aside. I still prefer faerie fire and entangle (especially with earthroot) and I 'think' roar of terror too. I'd probably go for it in a more will save penalty focused build

I was surprised at your choice of Howl of the Wild over Wall of Stone at 16th, given how good WoS is for control.


Yeah, I was surprised I did that too - changed

For 23rd slot, I'd suggest holding off on Grasping Earth. The bonus to attack is nice, but it's only for beast powers. The good multi-target beast powers are Primal Roar - also at 23rd, and Leaping Rake. You could take PR initially, and then retrain it to GE at 27th.


Great idea..I'll do that

I admit to be confused about your power choice at 29th. Lifeleech Thorns is much better for a Guardian, given the Con modifier. If you want a burst power, Blinding Blizzard gives you Blinded & Restrained, which is much better than Immobolized & Weakened. Or if you want single target control, go for Gaze of the Beast. Finally, why would you replace a great daily power like Fey Lure, when you could replace Entangling Thorns?


I went for lifeleech simply to get the -6 save penalty for the staff. The healing part I hadn't really noticed to be honest since a druid like this would probably use these kind of spells before they had taken much damage, since they effect all creatures not just enemies. Gaze of the beast is probably my other favourite though. hmm, I'll leave it for the moment but will keep fey lure like you suggest

Thanks for the advice

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4 years ago  ::  Mar 28, 2009 - 12:05PM #5
FuzzD
Date Joined: Nov 22, 2008
Posts: 79
Great build! I plan to take Twilight Guardian for my Elf Predator druid as well. It's just such an amazing PP.
I see that you have the idea of using Earthroot Staff to maintain status effects longer. I went digging in the Compendium and found a few more items that might be able to stack save penalties.

Curse Eye Tattoo - make sure that one critical monster doesn't shake off effects right away
Skull Mask and Terror Ichor - these can apply save penalties to Fear keyword powers. I know Roar of Terror is Fear keyworded, but I don't know of any other powers.
Phrenic Crown - Or you can give a slight boost to effects that target an enemy's Will defense.
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4 years ago  ::  Apr 03, 2009 - 12:49PM #6
Samrin
  • Dragon Slayer
Date Joined: Jan 29, 2005
Posts: 6,882
Just curious how you managed to pick up stealth at level 1?
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4 years ago  ::  Apr 04, 2009 - 9:59PM #7
Shandronas
Date Joined: Jun 18, 2004
Posts: 39

Samrin wrote:

Just curious how you managed to pick up stealth at level 1?


It's untrained. He's got an 18 dex.

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4 years ago  ::  Apr 05, 2009 - 12:36AM #8
Prism
Date Joined: Oct 22, 2002
Posts: 135

Samrin wrote:

Just curious how you managed to pick up stealth at level 1?


Yes, just wanted to highlight stealth throughout even though I don't pick it up until 4th level with the ranger multiclass. Would be easy to swap with improved init if it was fancied at 1st level.

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4 years ago  ::  Apr 08, 2009 - 4:45PM #9
PiggyK
Date Joined: Jan 19, 2008
Posts: 283
Wow - I independently came up with a build that was almost exactly like this. There are a few differences in mine.

1. I went Lorekeeper over Demigod. Turning Wall of Stone and Sky Talon (or Master of the Hunt, in your case) into Encounter powers is slick, and the bonuses to ritual casting are pretty incredible, if not down-right broken. Of course, the Demigod surpasses just about anything as far as brokenness, so YMMV.

2. I did not end up multiclassing at all. However, I strongly considered going into Invoker to pick up a couple of key powers. Grasping Chains of the Justiciar fits the build perfectly, and is way better for this build than anything else the druid has to offer as a level 5 daily. Seriously - an enemy only, burst 2 immobilize (save ends) at level 5?! Have your Defender get the melee troops to bunch around him, then lock them down with Earthroot Staff + Grasping Chains, and kite the crap out of them.
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1 year ago  ::  Feb 18, 2012 - 12:30PM #10
ahriam
Date Joined: Jan 28, 2012
Posts: 37
Dunno if this is to much to ask but could you please list in wich sources all the feats and powers come from please ? =)
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