Storm Lord 2.0 Druid BUILD for Diablo IV [RDY-4-Launch]
Diablo IV launches on June 6th, 2023 for PC (Battle.Net), XBOX, & PlayStation with a 4 days Early Access (no wipe) for pre-orders (so kind of really launching June 2nd).
Diablo IV‘s Launch is getting closer and it’s time to make some Ready-For-Launch full Builds/Theorycrafts that should be good for both ‘fresh-into-endgame’ characters as well as late endgame. I also plan to evolve them further when the game is released & keep them updated when we get rebalance updates. This is one such build for the Druid Class called Storm Lord 2.0.
I’ve also made spreadsheets for those builds (see the links below) that have shortlisted the active and passive skills + legendary aspect + unique item + gems & sockets + suggested stat rolls + paragon boards that work well with the build which you can use to tinker. Alternatively, I’ve added build calculator links (mostly needed for the paragons)
This build will be updated post-launch to a new & expanded version when I have more in-game information as reference.
Video Version:
Skill Trees
Below you’ll see ONLY the Active & Passive skills that were selected for this build. For additional skills that can be taken + alternative skill options, you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Storm Lord 2.0) is one of the builds on that spreadsheet.
Basic Skill (Resource Generator/Builder) (Required Points: 0)
- (active) Claw – Shapeshift into a Werewolf and shred an enemy, dealing 20% (X-?) damage. Lucky Hit Chance: 50% Type: Shapeshifting ; Damage: Physical Generates: 9 Spirit
- (1st upgrade) Enhanced Claw – Claw’s Attack Speed is increased by +10%.
- (2nd upgrade – my pick of the 2) Wild Claw – Claw has a 10% chance to attack twice.
Spirit / Core Skill(s) (Resource Spender) (Required Points: 2)
- (active) Tornado – Conjure a swirling tornado that deals 35% (X-?) damage. Lucky Hit Chance: 33% Type: Storm Magic ; Damage: Physical Spirit Cost: 40
- (1st upgrade) Enhanced Tornado – Each time you cast Tornado, you have a 20% chance to spawn an additional Tornado.
- (2nd upgrade – my pick of the 2) Raging Tornado – Enemies hit with Tornado have a 10% chance to become Vulnerable for 3 seconds.
- (passive – ONLY put 1 point here) Heart of the Wild – Maximum Spirit is increased by 3/6/9.
- (upgrade) Wild Impulses Your Core Skills cost 5%/10%/15% (multiplicative) more Spirit but deal 10%/20%/30% (multiplicative) increased damage
- (upgrade – did NOT take cuz no points) Abundance
- (passive) Predatory Instinct – Critical Strike Chance against nearby enemies is increased by +3%/+6%/+9%.
- (upgrade – did NOT take as its’ Werebear synergy) Iron Fur
- (upgrade – did NOT take cuz no points) Digitigrate Gait / Lycanthropic Speed
- (passive) did not pick other Spirit/Core passives to save points
Defensive Skills (Required Points: 6) I took both of the Defensive skills listed below
- (active – ONLY put 1 point here) Blood Howl – Shapeshift into a Werewolf and howl furiously, Healing you for 20% of your Maximum Life. Cooldown: 15 seconds Type: Shapeshifting
- (1st upgrade) Enhanced Blood Howl – Kills reduce the Cooldown of Blood Howl by 1 second.
- (2nd upgrade – my pick of the 2) Innate Blood Howl – Blood Howl also generates 20 Spirit.
- (active – ONLY put 1 point here) Cyclone Armor – Passive: Powerful winds surround you, granting 20% Non-Physical Damage Reduction. Active: The winds rapidly expand, Knocking Back enemies and dealing 15% (X) damage. Lucky Hit Chance: 25% Type: Storm Magic ; Damage: Physical
- (1st upgrade) Enhanced Cyclone Armor – Enemies who are Knocked Back by Cyclone Armor are also Slowed by 70% for 1.5 seconds.
- (2nd upgrade – my pick of the 2) Innate Cyclone Armor – Enemies Knocked Back by Cyclone Armor become Vulnerable for 3 seconds.
- (passive) did not pick any Defensive passives to save points
Companion Skills (Required Points: 11) I did NOT take a companion Active Skill
- (active)
- (1st upgrade)
- (2nd upgrade – my pick of the 2)
- (passive) did not pick any Companion passives to save points
Wrath Skills (Required Points: 16 )
- (active – ONLY put 1 point here) Hurricane – Form a hurricane around you that deals 97% (X-?) damage to surrounding enemies over 8 seconds. Lucky Hit Chance: 33% Cooldown: 20 seconds Type: Storm Magic ; Damage: Physical
- (1st upgrade) Enhanced Hurricane – Enemies who are damaged by Hurricane are Slowed by 25% for 2 seconds.
- (2nd upgrade – my pick of the 2) Natural Hurricane – Hurricane has a 15% chance to make enemies Vulnerable for 3 seconds.
- (passive – ONLY put 1 point here) Elemental Exposure – Lucky Hit: Your Storm Skills have up to 20% chance to make enemies Vulnerable for 1/2/3 second(s).
- (upgrade) Endless Tempest – Increase the duration of Hurricane and Cataclysm by 5%/10%/15% (multiplicative). This node is ONLY required to unlock Bad Omen BUT you’ll also need a point in Atmosphere for Bad Omen
- (upgrade – ONLY put 1 point here) Charged Atmosphere – Every 18/15/12 seconds, a Lightning Strike hits a nearby enemy dealing 45% (X-?) damage. This node is required to unlock BOTH Bad Omen & Electric Shock
- (upgrade – ONLY put 2 points here) Bad Omen – Lucky Hit: Up to a 10%/20%/30% chance when dealing damage to a Vulnerable, Immobilized or Stunned enemy that a Lightning Strike also hits dealing 55% (X-?) damage.
- (upgrade – ONLY put 1 point here) Electric Shock – Lucky Hit: Dealing Lightning damage to enemies has a 5%/10%/15% chance to Immobilize them for 3 seconds. If the target is already Immobilized, the Lightning damage dealt to them is increased by 5%/10%/15%% (multiplicative) instead.
- (passive) did not pick any other Wrath passives to save points but there are some worth considering
Ultimate Skills (Required Points: 23)
- (active) Cataclysm – A massive storm follows you for 8 seconds. Tornadoes Knock Back enemies, and lightning strikes wildly dealing 52% (X-?) damage. Lucky Hit Chance: 82% Cooldown: 80 seconds Type: Storm Magic ; Damage: Lightning
- (1st upgrade) Prime Cataclysm – Cataclysm’s duration is increased by 2 seconds.
- (2nd upgrade) Supreme Cataclysm – Lightning strikes from Cataclysm make enemies Vulnerable for 2 seconds.
- (passive) Defiance – Nature Magic skills deal 4% (multiplicative) increased damage to Elites.
- (upgrade – did NOT pick to save points) Natural Disaster
- (upgrade – did NOT pick to save points) Circle of Life
- (upgrade – did NOT pick to save points) Resonance
- (passive) Defensive Posture – Increases the amount of Fortify you gain from all sources by +5%/+10%/+15%.
- (upgrade – did NOT pick to save points) Thick Hide
- (upgrade) Nature’s Resolve – 5%/10%/15% chance when struck to Fortify you for 4% Base Life.
- (upgrade – did NOT pick to save points) Unrestrained
- (passive – ONLY put 1 point here) Quickshift – After Shapeshifting into a different form, your next skill deals 5%/10%/15% (multiplicative) increased damage.
- (upgrade) Heightened Senses – Upon shapeshifting into a Werewolf or Werebear, gain 4%/8%/12% damage reduction against Elites for 5 seconds.
- (upgrade) Natural Fortitude – Shapeshifting Fortifies you for 1%/3%/4% Base Life.
- (passive) did not pick other Ultimate passives to save points
Specializations (Required Points: 33 )
- (passive) Perfect Storm – Your Storm Skills grant 2 Spirit and deal 20% (multiplicative) increased damage when damaging a Vulnerable, Immobilized or Slowed enemy.
Class Mechanic (Spirit Boons):
I don’t have much info regarding the Spirit Boons but I think you can pick at least 2 from the same category (when you specialize into it) + maybe 1 more from every other category . I’d advise getting the following 2 + 1 + 1 + 1 for now.
- Eagle Category:
Scythe Talons: +5% Critical Strike Chance
Avian Wrath: +30% Critical Strike Damage - Deer Category:
Wariness: Take 10% reduced damage from Elites - Snake Category:
Calm Before the Storm: Lucky Hit: Nature Magic Skills have up to 15% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds - Wolf Category:
Energize: Fortify for 10% of your Maximum Life when you use a Defensive Skill
Unique Item
In Diablo IV apparently (I have multiple sources that confirmed this) we can equip more than one unique item at the same time (not so ‘unique’ if we can get decked out in full uniques I guess). It seems that the one unique per build idea that Unique inherited from the Mythical gear they supposedly replaced was scrapped even before the closed beta tests. My top pick will be the following one but check the notes under the Aspects list for some additional picks:
Greatstaff of the Crone (Staff)
+[17.5%] Damage to Crowd Controlled Enemies
Claw is now a Storm Skill and also casts Storm Strike at [120 – 150]% normal damage.
+[16.5 – 23.5]% Damage to Close Enemies
+[9.5 – 16.5]% Damage to Crowd Controlled Enemies
+[7 – 14]% Non-Physical Damage
+[2 – 4] Ranks of Claw
“She has existed in Scosglen since before Fiacla-Géar walked the land. Her purpose is a mystery to us all. However, approach her with deference; she may grant you her counsel.” – Airidah, to Donan
Sockets & Gems
There are various possible good/viable choices for the gem slots. I’ve shortlisted what works by slot. I’d recommend picking one of those:
Weps: Topaz, Ruby, Saphire, Skull, Diamond, or Emerald.
Armor: Skull, Ruby, or Saphire.
Jewelry: Diamond unless you need specific resistance more than all.
XYZ Diamond (Requires Level XY)
• Weapon: +N% Ultimate Skill Damage
• Armor: +N% Barrier Generation
• Jewelry: N% Resistance to All Elements
+5%/+5%/5% for chipped (the 2nd grade at lvl 20)
XYZ Skull (Requires Level XY)
• Weapon: +N Life On Kill
• Armor: +N% Healing Received • Jewelry: +N Armor
+13/+5%/+170 for chipped (the 2nd grade at lvl 20)
XYZ Saphire (Requires Level XY)
• Weapon: +N% Critical Strike Damage to Crowd-Controlled Enemies
• Armor: N% Damage Reduction While Fortified
• Jewelry: N% Cold Resistance
+7.5%/5%/14.3% for chipped (the 2nd grade at lvl 20)
XYZ Ruby (Requires Level XY)
• Weapon: +N% Overpower Damage
• Armor: +N% Maximum Life
• Jewelry: N% Fire Resistance
+15%/+5.5%/14.3% for chipped (the 2nd grade at lvl 20)
XYZ Emerald (Requires Level XY)
• Weapon: +N% Critical Strike Damage to Vulnerable Enemies
• Armor: +N Thorns
• Jewelry: N% Poison Resistance
+7.5%/39/14.3% for chipped (the 2nd grade at lvl 20)
XYZ Topaz (Requires Level XY)
• Weapon: +N% Basic Skill Damage
• Armor: N% Damage Reduction While Control Impaired
• Jewelry: N% Lightning Resistance
+16.7%/+8.2%/+14.3% for chipped (the 2nd grade at lvl 20)
Legendary Aspects / Powers
I will only list the Legendary Aspects that have been selected for the build and the slots in which I advise putting those. For in-depth information you can check my RDY-4-Launch Builds spreadsheet on this link. This build (Storm Lord 2.0) is one of the builds on that spreadsheet.
- Helm: Stormshifter’s Aspect
- Amulet: Nighthowler’s Aspect
- Chest: Aspect of Might
- Pants: Aspect of Cyclonic Force
- Gloves: Stormchaser’s Aspect
- Boots: Exploiter’s Aspect
- Ring 1: Runeworker’s Conduit Aspect (temporary, see notes below)
- Ring 2: Storm Beast’s Aspect
- 1H Weapon (see note below): Rapid Aspect Until The Unique goes in the 2-handed slot
- Off-hand (see note below): Overcharged Aspect Until The Unique goes in the 2-handed slot
- 2-H Weapon (see note below): Rapid Aspect Until The Unique goes in the 2-handed slot
NOTE 1: Rapid Aspect goes in the 1h weapon & Overcharged Aspect goes in the Off-hand slot ONLY until you get the Greatstaff of the Crone Unique Staff. There are two other alternative picks for Uniques you could use if you get those first: Tempest Roar (Helm) & Harlequin Crest (Helm). See the other note below for how to re-arrange the aspects for any Unique drop: NOTE 2: How to re-arrange if using any of the alternative Uniques: - For Tempest Roar (Helm): Overcharged Aspect gets removed from the Off-hand slot and Stormchaser’s Aspect goes in the now empty Off-hand slot. Then Stormshifter's Aspect goes in the now empty Gloves slot to make room for the Unique Helm. - For Harlequin Crest (Helm): Overcharged Aspect gets removed from the Off-hand slot and Stormchaser’s Aspect goes in the now empty Off-hand slot. Then Stormshifter's Aspect goes in the now empty Gloves slot to make room for the Unique Helm
Paragon Boards:
Use the links below to check the paragon boards selected and the nodes I’ve taken. One link is for what the boards will look like at lvl 94 without any paragon points from renown (so more paragon points will be obtained on the way to 100 as well as from renown. The other link will be what the boards will look like when fully maxed out on paragon points.
- LVL 94 & no Points from renown: Click THIS LINK
- MAXed out points: Click THIS LINK
Suggested Gear Rolls to look out for (NOT in order of priority):
I’ve shortlisted 43 different affixes that work well with the build of almost 300 total. I’ll highlight in Orange the ones I think should get higher priority
Bonus to All Damage | ||||
Critical Strike Chance/Critical Damage Bonus | ||||
Critical Chance / Critical Damage with Physical/Lightning Skills | ||||
Critical Chance/Critical Damage with Basic/Core/Wrath/Werewolf/Shapeshifting/Nature/Storm Skills | ||||
Damage with Basic/Core/Wrath/Werewolf/Shapeshifting/Nature/Storm Skills | ||||
Lucky Hit Chance | ||||
+ X Ranks to Basic/Core/Wrath/Werewolf/Shapeshifting/Nature/Storm Skills | ||||
Overpower Damage | ||||
Physical/Lightning Damage Bonus | ||||
Lucky Hit Chance with Physical/Lightning Damage | ||||
Resistance to All Elements | ||||
+ % Critical Chance / Critical Damage with Physical/Lightning Damage | ||||
+ % Physical/Lightning Damage to Elites | ||||
+ % Critical Strike Chance with Physical/Lightning Damage Against Elites | ||||
+ % Damage for X Seconds After Killing an Elite | ||||
Damage Reduction for X Seconds After Killing an Elite | ||||
Damage Reduction from Elites | ||||
Damage to Close Enemies | ||||
Critical Strike Chance Against Close Enemies | ||||
Critical Strike Damage to Close Enemies | ||||
Critical Strike Chance Against Crowd Controlled Enemies | ||||
Critical Strike Damage to Crowd Controlled Enemies | ||||
Damage to Crowd Controlled Enemies | ||||
Critical Strike Chance Against Vulnerable Enemies | ||||
Critical Strike Damage to Vulnerable Enemies | ||||
Vulnerable Damage | ||||
Damage while Shapeshifted | ||||
Damage while in Werewolf Form | ||||
Damage while Healthy | ||||
Fortify Generation | ||||
Damage while Fortified | ||||
Chance When Struck to Fortify for X Life |
+ All Stats | ||||
Damage vs Injured Enemies | ||||
Lucky Hit: Up to a +X% Chance to Execute Injured Non-Elites | ||||
Critical Strike Chance Against Injured Enemies | ||||
Damage vs Healthy Enemies | ||||
Weapon Damage (not sure if there are any bonuses to that as rolls) | ||||
Spirit Generation / Regeneration / On Kill | ||||
Movement Speed | ||||
Attack Speed | ||||
Willpower | ||||
Resource Cost Reduction |
Useful Links (Spreadsheets & more):
For all of my Diablo IV RDY-4-Launch Theorycrafts/Builds: This Spreadsheet
For my Diablo IV Pre-Launch Class Skill Trees (can be used as mini-calculator): This Spreadsheet
For all of my Diablo IV Pre-Launch Theorycrafts/Builds: This Spreadsheet
♦ ◊ ♦ ◊ ♦
This concludes the Storm Lord 2.0 Druid Build for Diablo IV. If you’re interested in the game, below are links to the various platforms where one can buy it (you can just click the links to open a new tab):
PC (Battle.Net)