I want to start with a small history. I have played summoner druid since D2 LoD came out. I reached hell act 1, after which I usually stop this build. The wolves hit like they are caressing their target, the bear is too lonely to protect you, and all other summons are even worse.
In 2.4 however, this has become a really exciting build that makes you hunger for more. As you level through normal and nightmare you get the distinct sense that this is amazing. Ravens are the main damage source, but now that you can keep all animals up, bear and dire wolves also play their part. Spirit wolves and Poison Creepers help to deal with physical immunes.
You are ready for hell!
And then reality hits. You meet the first âstone skinâ or worse âphysical immuneâ and realize your level 20 spirit wolves hit like overcooked noodles. 160 cold damage on hell is⌠nothing. And 5x160 is still nothing, because they are separate entities they all get a chonk of their damage reduced by enemy resistances, which are all high in hell. Then there is the Poison creeper, or should I say dead creeper? He seems to be the favorite meal of every monster. Worse yet, none of the druid Spirits support the off-physical damage dealers. Spirit of Barbs is⌠shit. Better equip an edge on a rogue or get a thorns a2 merc. Wolverine buffs only physical damage, and more hit points donât allow you to kill things faster. So there is the main weakness. Did I mention Forgotten Tower and Arcane Sanctuary have 50% physical immune? Not fun!
âAww, poor druid, there is a damage type immunity? Deal with it man, just like all other classes! Surely your Uberteam of ravens, bears and wolves burns through those not immune?â
And thatâs where you are wrong.
The main issue with the summoner druid is, like with all summoning, the matter of surface area to dps. Let me explain this a bit, as you may know what it is but donât know the term. Each of our minions deals damage, but not to the same mob.
Ice Blast for example, deals high single target damage, all of it is concentrated into one attack, usually fatal to mobs not immune to cold. But ravens, wolves and bears deal significantly less damage to their single target. Logical, you might say, to keep the game balanced. If they are all hitting the same target, they probably kill faster than Ice Blast. While this is true mathematically, it is almost never true in reality.
The new âzooâ of summons are quite fat, especially the bear. The chances of all your summons hitting the same target, even if you specifically summon them next to it, is 0. This is because their models are in each otherâs way, and they canât move through each other. Summoner necro has less of an issue with this, because skeleton models are a lot smaller, they can all stack quite well, and magi shoot over them (but fair, you cant control their summon location, I digress).
The result is that your army is hitting all different mobs, not like Ice Blast is hitting one specific target of your choice. You have limited control to get maybe half your army to hit the same target (at risk of your own life to move your summons). As a result, everything dies extremely slowly. Worse yet, druids lack the utility necromancers have. Necromancers can Terror groups of mobs out of the way, they can amp damage up their army to deal with physical immunes, and lower resist for their magi (though arguably, thatâs also still quite bad). The Druid has no way to amplify their minionâs damage against specific targets.
The only advantage is that we can summon ravens on a target, which somewhat reliably causes them to attack that target. But ravens hit quite poorly after the recent tune, even though they should be the new main damage dealers according to the treeâs synergy philosophy (a raven hits for about 900 damage after fully investing the whole tree). 900, while Ice Blast deals 3000, reliably on the target you want to kill. 900x5 ravens you might say⌠I say, IF they hit. This is a physical attack after all, and they miss quite often.
Problems and solutions:
Spirits need to better support the summoner druid. Wolverine adds % damage, but only up to 100%. 100% that doesnât go to Raven, because they donât get aura benefits, and not to Spirit Wolf, because they deal Cold damage. Spirit of Barbs is somewhat better than it was, but still wonât do any miracles. It reflects physical damage, which we donât need more of and only counters melee. I suggest that Ravens should benefit from Spirit auras (or at least synergize with them), and/or that Barbs reflects magic (or poison) damage to distinguish it from thorns.
Spirit Wolf and Poison Creeper damage is just too low. This needs to be increased, period. Poison Creeper having a synergy outside of the summoner tree does NOT help. Give it synergy with a Spirit, and make it invulnerable. It dies even at maxed points because it moves through monsters all the time.
Raven should be changed into a single Conspiracy of Ravens. It would be just one summon that hits for 4500 damage at max level, instead of 900 x 5 separately. I would also prefer them dealing magic damage instead of physical, because otherwise a summon druid still cannot pass physical immunes reliably. No, act 3 mercs suck, donât even get me started on the 1-600 lightning damage they do.
Bear and Dire Wolf damage is also quite bad. If you add the math its good, but we determined before you canât do that, they arenât an Ice Blast they are summons. 400 damage on dire and 1200 damage on bear is just sad. Right now it feels like there isnât a clear design choice. Are they supposed to only tank for me? If so, give all their damage to Ravens for more focused damage. If not, buff their damage! Better yet, give bear a single target amplify damage! Target of the pack!
All in all, even with these changes, the summoner druid will still not be competitive. But I think that with them, I may at least be able to finish hell on my own without having to pay 30 high runes. I think I can already beat hell with one now, but will it be fun?
Thanks for your time reading.