Core Mechanics
There are many core mechanics about this build. Of course, let's start by talking about
Nature's Fury. Casting an Earth or Lightning skill will make it so that you have a 40% chance of casting a skill of the same tier but of a different nature. So, because we are playing by casting
Landslide, we have the chance of casting either
Lightning Storm or
Tornado. But by having
Lightning Storm on our skill bar, the game automatically increases the chance of casting
Lightning Storm over
Tornado. So, this build will be heavily focused on the casting of
Lightning Storm.
Now, we do this because when you cast a skill via the passive
Nature's Fury, not only do you get the 40% more damage from it, but also the skill now has both the tags of an Earth skill and also the tag of a Storm skill, benefiting from both Paragon and aspects that benefit both or either.
Defenses
Tibault's Will are an interesting addition to the build. Normally most builds would run with
Temerity for the shield, but because this build relies on the @Nature's Fury keystone, we can run with the @Symbiotic Aspect on our boots, which allows us to reduce the cooldown of our skills of the opposite type. So, what this means — a simple TLDR — is that any nature skill that you have that is not an ultimate has virtually no cooldown. This is very important because it allows us to spam @Earthen Bulwark, which becomes our source of shield rather than the classic use of @Temerity. Also because of this, we are able to permanently have Unstoppable at our disposal.
Other Mechanics worth noting
A second key mechanic in this build is using the
Gathlen's Birthright helm, which is heavily focused on being both human but also on critical strikes. By repeatedly critically striking your enemies, you will be granted two more keystone effects: both the
Earthen Might keystone passive and also the
Perfect Storm keystone passive — one granting you damage and Spirit, and the other one granting you the chance of infinite Spirit and also guaranteed critical strike chance.
Runes
I'm using
Igni
Mot as my first rune setup. This is an easy way to generate resources — you activate it by casting any type of non-basic skill. And the
Mot rune will give us a shroud from the Rogue's
Dark Shroud. The
Dark Shroud is gonna reduce damage we take. This is because we are playing in a very defensively weakened Druid state compared to a few seasons ago, so I feel like a rune setup for being tankier is needed.
Now, for my secondary rune setup, I choose something more offensive: that's
Qax and
Ahu. This will increase the damage that we do. If you can't sustain the resources of the
Ahu
Qax rune combination, then you can feel free to switch out
Qax for something more defensive or maybe the Barbarian
War Cry.
FAQ
Amulet - What are Good stats?
Envenom and
Quickshift are the best ones.
Nature's Reac, Will Power, Attack Speed, Crit Chance, Defiance, Crushing Earth, Natural Disaster, Maximum Life are all good.
Masterworking and Greater Affixes Explained
Masterworking
- Since Season 11 Masterworking no longer increases your item’s affix values. Instead, it improves the Quality of an item, which gives a bonus to the base damage, armor, or resistance of an item.
- Items can be Masterworked to a maximum Quality threshold of 20. Each time you Masterwork the item, it adds a random amount of Quality to the item (from 2-5 levels). Once at maximum Quality, you can roll it one last time for a Capstone bonus.
- This Capstone bonus upgrades a random non-greater affix on your item into a Greater Affix. You can then choose to re-roll the Masterworked Greater Affix, without resetting your Masterworking Quality. Re-rolling the current Masterworked Affix will cost Obducite and Neathiron.
Greater Affixes
Greater Affixes (GA) on an item force the affix to roll at the top of it's range of possible values and then applies a 50% increase to its value. GA increases are additive with Masterworking increases.
In this planner, the yellow star to the left of an affix denotes that is a GA.
Masterworking and Greater Affix Priority
Unless a certain amount of a stat is required and no more, like in the case of Attack Speed Breakpoints, Armor and Resistances, the Capstone Bonus is not necessary.
Guides, which follow a Starter -> Midgame -> Endgame progression, are structured such that the difficulty of the MWing outcome and amount of GAs on items also progresses as expected.
For example, a Starter variant will generally have 1GA items. A Midgame variant will generally have 2GA items. An Endgame variant will generally have 2GA/3GA items with a perfect Capstone Bonus.
From this you can derive that the GA on the starter version is the most important, the second GA added is the second most important and the third GA added is the third most important affix.
When GA and Capstone don't align you are most likely in the presence of a stat with a certain threshold you have to meet or a cap and those will be explicitly stated in the guide anyways.
In the case of Uniques GA and Capstone, progression standards are generally shifted by one as they are easier to MW because they have 4 affixes and also easier to acquire with multiple GAs.
Leveling
It is not really possible to level with End Game Builds as they require specific Uniques to function. I recommend Lightning Storm.