![]() And every time, the pattern was the same. I have, no exaggeration, failed a total of 5 Werewolf builds before I figured out the right way to make the build work (this was back when respecs were not a thing). The Werewolf is, by far, the build I failed the most times in the past. Not only does logic dictate that a character with both zero crowd control and zero defenses will get eaten alive on Hell difficulty, but practice has taught me the same lesson as well. For this very reason, I actually believed the Werewolf to be non-viable for self-found play for a very long time and my belief was not unfounded. That sounds like a truly terrible basis for a build, doesn’t it? No crowd control, no defensive bonuses, just a Zeal-like attack and a dream. In essence, the Werewolf is completely open to enemy attacks. Druid in shapeshift is also unable to cast elemental spells such as Molten Boulder to knock enemies back to provide other ways to mitigate incoming damage. Unlike the Werebear, Werewolf form does not have access to hard crowd control such as Shock Wave and features no increases to armor rating. Looking at the assortment of skills available to a Werewolf, you will notice a distinct lack of defensive bonuses. ![]() ![]() Where the Zealot would rely on the defenses of his Holy Shield and high armor rating in order to survive, the Werewolf Druid has to choose a different route. The build is diametrically different from the Zealot Paladin in all other respects, however. This allows the build to not only divide its damage among multiple enemies to put them in hit recovery, essentially serving as a soft form of crowd control, it also gives the Werewolf Druid a potent single target ability against uniques and bosses. Like Zeal, Fury unleashes up to 5 strikes in quick succession against nearby enemies. The core of the build is based around the Werewolf form and its corresponding main attack, Fury.
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