With a weapon chosen, the next step is to determine the rest of his equipment. Here is another area where the Werebear is quite flexible. There are many types of armors and jewelry available in the world of Diablo II and quite a lot of it is useful, depending upon the situation. However, some combinations are more useful than others and I hope to lay out some guidelines here that can help you piece together the right combination of gear, for your Werebear.

Basically, there are six things that a Werebear should take into account when choosing gear:
1. Having enough OIAS to reach the desired attack rate for your weapon of choice (see the Weapons Section and look it up on the tables if you're not sure how much you need)
2. Maintaining a good Attack Rating and Hit Percentage
3. Having at least one piece of equipment with the "Cannot be Frozen" modifier
4. Maintaining a good amount of Defense and/or Damage Reduction as well as decent Resistances
5. Life Leech/Mana Leech
6. And lastly, Deadly Strike and/or +Skills Gear

Obviously, there are many different items that fit into these categories. The secret is to find a combination of items that will take all of these categories into account. To help in this, I will list items that fit into these classes, as well as point out some especially notable items which often fit into multiple categories.

OIAS Gear

The first thing that I take care of when planning the rest of my equipment is OIAS gear. I always like to get my attack rate as fast as is possible for the weapon that I choose. After all, a faster weapon means more damage dealt as well as more flexibility to changing situations. Since the required OIAS changes for every weapon, it will be different for different builds. Thus, I will just list my favorite sources of OIAS.

Click Here to see some examples of OIAS Sources


Attack Rating

Basically, this is an area that you should hope to cover without too much difficulty. There are a couple great sources of Attack Rating to be found out there and hopefully it shouldn't be too hard to come by. The goal is to obtain enough Attack Rating equipment to put your AR into the range of 2400 to 3000 or more by the time you reach the Hell difficulty. This may sound like a lot, but it is actually not that bad when you factor in the +% attack rating by Maul and Heart of the Wolverine (if you choose that spirit). In a pinch, a newer player to Diablo might not have these items and he can compensate by raising his dexterity and using the Heart of the Wolverine spirit as well as a high level Maul (for the Attack Rating % bonus).

For a very in-depth analysis of Werebear Attack Rating choices, see Jurt's Attack Rating Guide. Note: Lots of math WILL be thrown at you in that guide. But it DOES make some excellent points!

Click Here to see some examples of OIAS Sources


"Cannot be Frozen"

In my opinion, this is an essential modifier for a Werebear. Chilled Werebears are painful to watch because they are so unbelievably SLOW! Thus, to avoid being chilled, use at least one "Cannot be Frozen" item at all times. This modifier can be found on the following pieces of equipment:


Raven Frost


Discussed earlier, this is my favorite choice for this ability.


Hawkmail


Hawkmail is a solid low-level armor providing the "Cannot be Frozen" modifier. Its drawback is that it is a heavy armor and so you tend to run out of stamina when running around in it at low levels.


Duriel's Shell


This armor is great! It has good resistances, a high defense, additional life, and of course the "Cannot be Frozen" mod. I have always loved this armor and have used it on many a Werebear.


Death's Guard


If you don't have a good belt, this sash can be a good place to pick up the "Cannot be Frozen" modifier. However, this is the only major ability on this sash, and it has a low durability in addition to only 2 rows for potions, so it is not necessarily the best place to get it. This is a great belt for a low-level Werebear, however, and when combined with the gloves, gives you additional resistances and 30% IAS.
Rhyme (Shael-Eth) Shield


If you choose to use a One-Handed Weapon, this shield is also a great source of this mod. With 20% Increased Blocking, 40% Faster Block Rate, +25% Resist All, and Magic/Gold Find, this shield has a great combination of abilities and can be socketed into the basic shield of your choice.

Defensive Equipment

Let's face it, despite the powerful Shockwave skill, a Werebear is going to take some hits at some point, be it a boss which is not affected by Shockwave, a ranged magical attacker, or simply monsters that you don't particularly feel like using Shockwave against. While most of the damage that you face will not be a problem due to the Werebear's life bonuses, it is a good idea to have at least a small amount of Damage Reduction, Resistance, a good Defense, as well as a good amount of Faster Hit Recovery Equipment. Here is a list of breakpoints for Faster Hit Recovery and Faster Block Rate (for those Shield users) for a Werebear:

Faster Hit Recovery Breakpoints
Frames
Hit Recovery
13
0%
12
5%
11
10%
10
16%
9
26%
8
39%
7
56%
6
86%
5
152%
4
377%
Faster Block Rate Breakpoints
Frames
Block Rate
12
0%
11
5%
10
10%
9
16%
8
27%
7
40%
6
65%
5
109%
4
223%

Often, these types of abilities can be picked up on items that fit into other categories. After all, a good body armor might combine a good Defense, Resistance, Faster Hit Recovery and can be socketed to make up for any deficiencies. Thus, a good Rare or Magical armor can often suffice to fill many of these roles. However, there are some items that are particularly good at taking care of these categories.

Click Here to see some examples of Defensive Equipment


Life/Mana Leech

Life and mana leech can be found on a wide range of equipment. Thus, the goal for this section is to find equipment with leeching abilities that falls into multiple categories. Gloves can be found with leech AND IAS, and resistances if you're lucky. Such cross-category equipment is what I look for when thinking about leech. However, in a pinch one can resort to using just generic life/mana leech rings (hopefully with resistances or AR bonuses). I have found that a Werebear only needs one mana leech item to leech back enough mana to keep attacking with Maul and occasionally using Shockwave due to the large damage that each swing of a Werebear deals. However, the amount of life leech that a Werebear needs is more complicated, depending upon how defensive your character is, how much you are willing to resort to using Shockwave, and how quickly you swing. Generally, if you swing slowly, you'll want more leech so that if you miss a couple times in a row, it's not going to be devastating to you. I generally use at least 14% life leech and never really have too much trouble (unless my resistances are bad and I run into an LEB).

Click Here to see some examples of Life/Mana Leech Sources


Other Abilities

Other useful abilities to Druids are Deadly Strike and +Skills. If you can find any items with these that fall into any of the other categories (or have already filled the other categories and have an equipment spot available) these types of items are quite useful.

Items that give +skills include:
Harlequin Crest, Tarnhelm, Eye of Etlich, Highlord's Wrath, Arkaine's Valor, Spirit Shroud, Skins of the Vipermagi and Jalal's Mane.

Items that give Deadly Strike include:
Highlord's Wrath and Gore Rider


Example Equipment Choices

Now, even broken down into categories, it might seem a bit overwhelming. Well, it is. It's quite hard to balance all of the equipment's abilities. Thus, I will now give an example of what I use so that you can see an example of it all coming together.

High Level Equipment
Weapon: Shaeled Stormspire
Armor: Duriel's Shell socketed with an Um Rune
Helmet: Jalal's Mane socketed with a Shael
Belt: String of Ears
Gloves: Magnus' Skin
Boots: Gore Rider
Amulet: Crescent Moon/Highlord's Wrath
Ring #1: Raven Frost
Ring #2: Bul Kathos' Wedding Band
Weapon Switch: Baranar's Star + Tiamat's Rebuke (for Physical Immune Monsters)
Charms: I would use lots of +life charms to make up for all of the points spent in strength and dexterity to use Stormspire.

Lower Level Equipment
Weapon: Shaeled Ribcracker/Shaeled Buriza
Armor: Iron Pelt Socketed with a Perfect Ruby
Helmet: Rockstopper/Stealskull
Belt: Rare belt with +Life, Mana, Hit Recovery and Resistances
Gloves: Sigon's Gage
Boots: Sigon's Sabot
Amulet: Good Rare Amulet/Eye of Etlich
Ring #1: Cathan's Seal/Raven Frost
Ring #1: Manald Heal

Really Low Level Equipment
Weapon: Khalim's Will/The General's Tan Do Li Ga
Armor: Greyform/Twitchthroe
Helmet: Tarnhelm
Belt: Rare/Magical/Nightsmoke
Gloves: Bloodfist
Boots: Gorefoot
Amulet: Angelic Wings
Ring #1: Cathan's Seal
Ring #2: Angelic Halo

Basically, each grouping has enough IAS to boost its weapon up to its maximum speed, has some items to increase AR, has one mana leech item, has a decent amount of life leech, uses high defense armors to take advantage of the +% Defense of the Werebear skill, and has other good modifications, too. All three sets are configured for speed to grant the absolute maximum flexibility when fighting as well as enough defense to keep the Werebear alive.

Stat Point Allocation

Once you have determined what types of equipment you want to be able to use, it is time to figure out how to spend your stat points. I would recommend using the minimum number of points that you can on Dexterity and Strength for the equipment that you can, conceivably, see yourself using. Also, if you think that you will find something better, give yourself some breathing room by perhaps adding a bit more into the category that you might need it. Just remember that every point you spend in strength and dexterity is a point that could have been spent in vitality, getting you more life. :-)

The one exception to this rule that I follow is that I always raise my base dexterity to 50 or 60, even if I'm going for a Maul-class weapon. I've found that 50 or 60 dexterity helps to decrease my reliance upon AR equipment just enough to allow myself flexibility in creating my character. Other people may advocate leaving the dexterity at a bare minimum if you won't need it for your weapon, but I would respond that those people are painting themselves into a corner, making it so that they can't change their character part-way through the game if they so desire.

Once you've figured out how much strength and dexterity you will be needing, (Giant Threshers are 188 strength, 140 dexterity, Ogre Mauls are 225 Strength, Thunder Mauls 253 Strength, Champion Axes 167 Strength and 59 Dexterity, Buriza is 110 Strength and 88 Dexterity) then the rest of the points can go into Vitality, hopefully raising your life to insane levels!

As for how to go about assigning these points as you level, I would suggest a moderate approach. Place as many points into vitality as you can, while still having enough strength and dexterity to use your next "step-up" weapon. To clarify, I'll give the example of how I place my stat points.

Initially I put the first two levels into vitality. I've found that this makes it easier to stay alive in the early levels as well as increasing my stamina so that I can run father distances without having to stand around waiting for it to recharge. Next, I pump strength up so that I can equip Sigon's Gage and Sabot. I do this because the extra run/walk speed of the Sabot is quite useful early on and the life leech/IAS of the Gage (as well as the +10 strength) makes the early going a piece of cake.

Having reached 60 strength I spend some time placing points into dexterity and vitality until I feel that both are doing well. Usually, this means 50 of each.

Upon reaching what I consider to be my minimum for vitality points in normal difficulty, I continue to pump strength/dexterity up so that I can use my next weapon at as low a level as possible (ie 95 strength at level 28 for Hwanin's Bill and then more strength/dex if I have a good exceptional or elite rare to switch to from Ribcracker/Steeldriver.... Currently, my next step is a 240 damage, 40% IAS, level 45 Ogre Axe... 195 strength and 75 dexterity). When I get a chance, I continue to improve my vitality so that I have at least 80 or 100 vitality at the end of nightmare difficulty.

Finally, I finish off my strength/dexterity so that I can reach the requirements for my end-game weapon. After this, it is all vitality.

There is only one more thing that must be looked at when choosing your equipment: your choice of mercenary.

Mercenaries

If chosen wisely, a mercenary can make a big difference in how easily you move through the game. There are basically two trains of thought for this subject:

1. Use the Mercenary to enhance your strengths
2. Use the Mercenary to try to shore up your weaknesses

Both of these ideas are valid. It is useful to be able to increase your power by non-equipment means. Likewise, it can be just as useful to eliminate any weaknesses you might have. At this point, it really comes down to personal preference so rather than state one end-all, be-all selection for mercenary, I will merely look at the available possibilities and give my advice for how they can fit into these groups.


Rogues
These mercs provide a ranged attack that is dependent upon their equipment. This, by itself, is not particularly useful for a Werebear that can dish out huge amounts of physical damage, but the Rogues also can use special attacks. Fire and Cold Arrow are useful attacks for dealing with physical immunes. As of right now, Fire Arrows convert ALL of their damage to fire damage, rather than just the damage from the Fire, thus it can be very useful for a Werebear who meets a monster it just can't dent.

However, the real power of this merc appears once you outfit it with +3 to all skills (this can be found with items such as Tarnhelm, Harlequin Crest, Silks of the Victor, Skins of the Vipermagi, Skystrike, or Cliffkiller). Although generally considered a bug (so many people refuse to use it) +3 to skills makes a Rogue mercenary use a short-range lightning blast attack similar to Diablo's. This attack can make quick work of physical immunes as well as looking very cool! Again, this is widely considered a bug and so might be changed with a patch. However, if you would like to try it out for the time being, it is quite powerful and is my choice of mercenary for my Werebear as it can definitely help with physical immunes (thus fitting into the category of shoring up the major weakness of Werebears). This is a very useful merc if you're willing to use it.


Town Guards
These guys can come with various Auras, so I will go through, Aura by Aura, giving my take on each one.

Prayer: Since a Werebear has a ton of life and Prayer only gives a small amount of replenish life, this mercenary is nearly worthless.

Thorns: Werebears are made to tank. This merc would help you deal back damage in retribution to anything that attacks you. However, since Werebears tend to have a high defense and monsters don't do THAT much damage, this tends to be rather useless as it doesn't really enhance a strength nor fix a weakness. This mercenary is somewhat useful, but there are better.

Defiance: This mercenary can be a definite step toward enhancing one of the Werebear's main strengths, it's ability to tank. Defiance will add a huge amount of defense, making Werebears even better tanks. However, this ability is moot if you make liberal use of Shockwave and so never get attacked. I would say that this merc is useful, but there are better ones out there.

Holy Freeze: This aura can be a huge help for a Werebear tank. Similar to Defiance, this aura will help you to tank for longer since the monsters will be moving very slowly. This is especially useful in that it slows the game down, a definite advantage to a Werebear who selects a slow weapon. However, just like Defiance, this can be completely useless if you use Shockwave, as that makes the monsters stop entirely. That being said, this is a popular choice of merc as it helps quite a bit and is less prone to dying.

Blessed Aim: Mercenaries with this aura can be a huge boon to a Werebear who is short on Attack Rating. However, AR isn't really that difficult to come by and this merc would tend to die a lot as it is not very defensive in nature. Though it seems like it would be a useful merc, this type of mercenary just doesn't seem quite as useful when put into practice. Again, there are better mercs out there.

Might: Might can help maximize a Werebear's damage and so this merc is quite popular. However, like a Blessed Aim merc, this mercenary tends to die off quite easily and so might be more trouble than it is worth. This being said, for those of you out there that can't stand to play unless you have the MOST damage possible, then this is the merc for you. As this mercenary definitely enhances a Werebear's strength, it can be quite useful.


Sorcerers
These mercenaries come in two basic varieties: high damage/easily dying, and lower damage/more durable types. The lightning and fire Sorcerers are good at dishing out damage, but they tend to die off quite easily due to their low hp values. The fire version is particularly bad at this, as it will tend to cast Inferno when at melee range rather than run away. However, these mercenaries do decent amounts of elemental damage and so can take care of physical immunes.

The more durable Sorcerer is the cold Sorcerer. By using Glacial Spike and other cold spells, this mercenary can freeze monsters in their tracks. However, a Werebear is much better at "freezing" things through the use of Shockwave (which isn't stopped by Cold Immunity, too). Given the weaknesses of these mercenaries, if you are looking for a merc with lots of elemental damage and don't want to use a +3 skill Rogue, then Sorcerers can definitely fill that role.


Barbarians
These are the mercs that do the most physical damage and are quite good at tanking, thus making them great for mage-type characters. However, no matter how hard you try, a Werebear will ALWAYS be a better tank that does more damage than these guys will. In addition, they offer a Werebear exactly no tactical advantage. Thus, if you want to increase your physical damage output, I would suggest a Might Town Guard over a Barbarian because you are much better off just enhancing your own damage than having another, weaker version of yourself following you around. The way I see it, this is definitely NOT the merc for a Werebear.

Now with equipment information taken care of, it's time to move on to the Strategies for Werebear Combat.




Legal Notes
©2002 Adam Krinke. All Rights Reserved.