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Diablo 4 Poison Summoner Druid Endgame Build Guide - Season 4
来自 Garmanoth
[Last Updated]:
2024/06/16
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This Endgame Build Guide for the Poison Summoner Druid in Diablo 4 presents the build's strengths and weaknesses, active and passive skills, and Spirit Boons class mechanic to help you master all types of content. We also cover the latest Gear, Paragon Boards and Glyphs, and the latest Seasonal Mechanic, fully updated for Season 4.
The Poison Summoner specializes in supporting their venomous Companions in battle while looking for opportunities to inflict enemies with toxic bites of their own. This build focuses on scaling the damage of as the primary source of single target damage, using to bring down packs of enemies with devastating Area of Effect Poisoning - , , and are taken to massively boost the damage of our chosen Companions. We also include the awesome Unique Ring, , for a chance to create bursts of damage when scoring a Lucky Hit. is used as a supplementary source of damage against mobs while on the move, and serves as an additional means of triggering . The powerful Druid Defensive is taken to ensure survival amidst even the thickest crowds of enemies.
Poison Summoner Druid Overview in Diablo 4 Season 4
The Poison Summoner is fun to play with and easy to play well, so it’s a great build option for almost any type of player. Keep in mind, the Poison Summoner is truly a “Commander” on the battlefield rather than the main event - Companions will do the heavy lifting. With strong damage, high survivability, and a ton of build flexibility, this toxic build is sure to infect a piece of your heart.
“Riiight, the poison. The poison for Mephisto. The poison chosen specifically to kill Mephisto - Mephisto’s poison…"
This build deals insane amounts of Poisoning damage in a massive area of effect, and single target damage is equally strong. , , and (thanks to ) will infect your enemies with massive amounts of Poisoning damage.
Effects of Patch 1.4.3 on the Poison Summoner Druid
Summoner Druids have popped up everywhere this season due to the insanely strong buffs to Companions introduced in Season 4. The primary difference between them being their preferred Companion, because Tempering strongly incentivizes focusing on boosting a single Companion Skill.
In Patch 1.4.3, Druids receive massive buffs to nearly all Spirit Boons, which certainly helps in the stats department - however, the Poison Summoner’s most important Boon, Packleader isn’t one of them. The buffs are quite substantial on paper, but
feel
fairly minimal in practice and should be seen as more of a balance change than anything. That said, straight buffs to Spirit Boons are incredibly welcome, and absolutely have an impact on performance.
This Poison Summoner Build relies heavily on for dealing damage, and receives a fairly large damage buff in Patch 1.4.3. Additionally, Druids see tweaks to several Passive Skills in 1.4.3, so this gives the Poison Summoner more flexibility.
Other noteworthy changes:
damage is increased. This seems to boost both the Druid’s cast of and the cast by via .
Poison damage receives a decent buff. The Passive Skill’s damage is fairly minor generally, so this doesn’t significantly impact the build.
receives a small damage boost. Damage scales extremely high as players stack multiplicative damage boosts here and there, so this seemingly small change definitely improves top end damage.
now grants Damage Reduction while Fortified. Werewolf Druids definitely feel a bit fragile compared to their Werebear counterpart - this change helps with that. Additionally, Companions inherit 100% of their master’s stats, so this also boosts survivability.
The damage buff to in Patch 1.4.3 is not insignificant, and the increase is instantly noticeable. As mentioned above, Companions inherit 100% of their master’s stats, so the Poison Summoner effectively benefits twice from the buffs to stat-increasing Spirit Boons. The Poison Summoner Druid is a strong build that’s even stronger in Patch 1.4.3, making it an excellent choice for tackling endgame content in Season 4.
Diablo 4 Patch 1.4.3 Patch Notes
Strengths and Weaknesses of the Poison Summoner Druid
As outlined above, the Poison Summoner has no trouble dealing massive amounts of both single target and AoE Poison damage - add in the frequent bursts of damage from and you’re sure to win “hell of the ball.“ This build is survivable by nature, as tankiness is not a problem for the Druid class in general. That said, it’s not as survivable as some Druid builds, Werebear builds in particular, and Crowd Control can be problematic without a consistent source of Unstoppable. Movement Speed is pretty good thanks to our Werewolf Form, but the build’s mobility is low compared to other Druid builds. There’s room for a ton of gear and skill expression here though, so this is a great build to experiment with if you’re interested in doing so.
Strengths
Weaknesses
Poison Summoner Druid Skills in Diablo 4 Season 4
As the name implies, the Poison Summoner applies the deadliest Poisoning effects through toxic Companions, while biting, roaring, and tearing through the toughest enemies. This build
can
be played somewhat passively thanks to the strong passive damage component to your Companion Skills, however, it’s at its strongest when played more like a keyboard - if an ability is off cooldown and available, you’ll probably want to be using it. Luckily the Skills included in this build are all fun to use and feel impactful - you’re going to love what you do, because you know that it’s toxic.
Druid Skills Overview
Poison Summoner Druid Skill Tree
The Standard Endgame Build for Poison Summoner Druid is the build you'll be using most of the time for a wide variety of content -- Tree of Whispers, Helltides, dungeons, and most other normal activities.
Poison Summoner Druid Rotation
The Poison Summoner is very easy to pilot - when a key ability is not on cooldown, put it on cooldown. That’s basically it - rotation over. Alright, drive home safe, everyone… Seriously though, that’s basically all you need to know to play the build effectively, but let’s break it down in a bit more detail. The Poison Summoner uses a priority-based rotation, and we’ve outlined a skill priority rotation below:
-
Roar
to cripple enemy damage.
- Bite Close Enemies while grouping targets.
- Cast
Creeper
.
- Cast
Wolves
to burst Elites.
- Spam
Claw
.
Repeat rotation, as needed, using to break free of Crowd Control.
Detailed Breakdown:
- Use
Debilitating Roar
as you engage groups of enemies or when you’re feeling threatened for a
massive
boost to survivability - this will also trigger . This will typically be your first or second ability when initiating combat, but can also be used, as needed, to grant Fortify and self-healing over time. Practice taking a “break” for a few seconds after using this ability, because it’s important to stay in Werebear Form long enough to refresh the buff gained from - not doing so will significantly lower damage output.
- The best use for is to keep enemies Poisoned while positioning and moving between groups, so you’ll want to hit enemies with this as you run by them. This can trigger , but keep in mind, this is a supplemental damage source for the Poison Summoner, so feel free to skip this ability depending on the situation.
- Activating this guy applies Poisoning and Crowd Control in a massive AoE, dealing massive poison damage and ensuring and are active on kill targets. Thanks to , two of these absolute beasts will surface to wreak venomous havoc on your foes - this is your go-to against large groups. Additionally, the CC from this ability can be used defensively to escape precarious situations.
- are the Poison Summoner’s primary source of damage. These little good boys will deal strong passive damage, Poison enemies often with their own , and will burst down Elites incredibly quickly upon skill activation - the activation will deal Lightning damage in a small AoE thanks to . Additionally, the storm-infused
Wolves
can trigger the Spirit Boon, Overload for some additional AoE Lightning damage.
- This Basic Skill is ideal for the build, because its base Lucky Hit Chance is very high helping to trigger the Spirit Boon, Packleader. It will also cause Poisoning on Critical Strikes via and trigger . You’ll spam this ability between cooldowns.
- There are two primary instances in which you’ll use this one: at the beginning of a damage rotation to significantly boost all damage for a short time, or to free yourself from enemy Crowd Control. Additionally, this skill is great at cheesing annoying one-shot mechanics, because it grants Immunity.
After Rotation:
When you’ve cleared out most of your enemies, leaving one or two Poisoned enemies straggling behind will grant the Movement Speed boost from to help you speed toward the next group.
While moving between groups, use often to keep enemies Poisoned - this will reset quickly thanks to . This will kill off weaker enemies while helping you get into position for another assault with .
Poison Summoner Druid Active Skills
This section describes the Active skills you'll be taking for this build, along with any modifiers.
Claw
(1/5)
Basic
Modifiers:
Our Basic Skill of choice largely due to the skill’s high base Lucky Hit Chance, which is substantially higher than any of the other options. You’ll be spamming this often in battle to ensure a high uptime on and to apply Poisoning with . Technically, this skill is flexible, and any Basic Skill can get the job done here.
Claw
is easily the strongest choice here, but is an acceptable alternative if you’re in need of additional Damage Reduction, and has a fairly decent Lucky Hit Chance if you’d prefer to fight from a distance.
is a significant boost to the Attack Speed of this skill, and gives every attack a chance to swipe twice. These incredibly solid Modifiers improve an already amazing Basic Skill.
Rabies
(5/5)
Wrath
Modifiers:
Rabies
is a supplemental source of Poison damage that excels at taking out weaker targets while the Druid focuses on grouping enemies and positioning. The skill will jump from enemy to enemy quicker than you can, and will help ensure nearly permanent uptimes on , , and . We empower this ability by using to lower its cooldown as it infects new enemies, which is helpful in stacking on the Poisoning damage to trigger .
increases the damage of the Poison applied by the skill, and is a huge quality-of-life improvement to skill’s infection rate.
We’re not heavily invested into this skill, so keep in mind, this is a flex option. Feel free to swap this skill out for anything you want without negatively affecting the build - , , and are all solid alternatives.
Wolves
(5/5)
Companion
Modifiers:
This is the Poison Summoner’s primary source of single target damage - we’re heavily focused on boosting these guys through gearing. causes all passive attacks to deal Lightning damage, and the skill activation deals Lightning damage in a small AoE - this damage can trigger our Overload Spirit Boon. enables them to spread Poison constantly with , and grants another Companion, further boosting the skill’s damage potential. These little guys are the goodest of boys, and must be maxed out.
is effectively a permanent boost to the skill’s damage thanks to the Slow from , so it’s a must-have. grants the
woofs
Attack Speed for a few seconds when their master Critically Strikes, so it’s the clear winner in terms of damage. That said, is amazing if you feel like you need additional Fortify generation, and can help if you’re struggling to survive.
Poison Creeper
(5/5)
Companion
Modifiers:
Poison Creeper
is yin to the
Wolves
yang - the
Poison Creeper
deals insanely high Poison damage in a huge area of effect. This guy is the reason we prefer tempering Companion Damage over Wolves Damage alone, and he’ll be dealing substantial AoE damage with minimal investment. But wait, he’ll also be receiving a friend via , effectively doubling the potential damage output of the skill!
improves the duration of the skill’s Immobilize, which can be helpful in escaping sticky situations.
massively
buffs the skill’s damage, as the damage scales to match the increased duration - this Modifier is a must-have for the Poison Summoner, so ignore the alternative.
Debilitating Roar
(5/5)
Defensive
Modifiers:
We’ve said it before, and we’ll say it again - this Defensive Skill is one of the most powerful survival tools in the game. This powerhouse Defensive affects enemies, so it not only dramatically increases the survivability of the
roarer
, but also that of any players fighting in the general vicinity. Get used to using this to protect your teammates, and they’ll love you for it - human and animal companions alike.
Debilitating Roar
is additionally important as our only means of triggering and . We suggest five points in this ability, because additional Skill Points lower the skill’s cooldown. Consider one point mandatory, but the additional points are flexible if you’d prefer to put them elsewhere. That said, maxing this powerful skill to ensure that it’s available as often as possible is our recommendation, and we’ll be further improving the skill by tempering Debilitating Roar Cooldown Reduction onto our gear.
is awesome as it turns this already powerful skill into a quick “I need fricken’ Fortify” button, grants a powerful self-heal over time to the Druid for the duration of the skill. We ignore the alternative here, because we’re already going to be perma-Slowing enemies thanks to .
Lacerate
(1/1)
Ultimate
Modifiers:
This Ultimate Skill has been buffed time and again to the point where it’s actually in a pretty good spot, but the verdict is still out on whether or not it’s as strong as it needs to be. That said, recent changes have made this an attractive choice here for a few reasons. First, it’s a source of guaranteed Immunity on a relatively short cooldown - this can be used as an “oh sh**” button, or to cheese difficult one-shot mechanics. Additionally, the skill provides excellent healing on-demand thanks to . On top of that, grants the Druid a stacking damage buff for several seconds each time the ability Critically Strikes, so it’s a great tool for bursting baddies.
There’s a lot to love here, but keep in mind, this is one of your flex options. Feel free to swap this out for whatever skill makes you happy without hindering the build in any way - , , and are all excellent alternatives.
Poison Summoner Druid Passive Skills
Passive skills are important for tying a build together, as well as building on the synergies for the Poison Summoner Druid build.
Predatory Instinct
(3/3)
Core
A passive Critical Strike Chance against Close enemies is very welcome in a build that’s going to be spamming .
Digitigrade Gait
(3/3)
Core
This one grants a Movement Speed bonus in Werewolf Form that persists for several seconds after leaving it. The Poison Summoner doesn’t use any Mobility Skills, so Movement Speed is going to be your best friend - max this.
Ancestral Fortitude
(1/3)
Defensive
A great leveling passive that’s just a prerequisite here. Free Resistance to All Elements is great, but you shouldn’t have any trouble hitting your Resistance caps without spending further points here - spend additional points here if you have to, but only until you can afford not to.
Vigilance
(3/3)
Defensive
This Passive Skill is awesome, and Damage Reduction is hard to come by these days. You’ll maintain the buff granted by this passive without much effort thanks to . Additionally, gearing toward lowering the cooldown of will increase the uptime of this Passive Skill as well - definitely max this one.
Nature's Reach
(3/3)
Companion
is awesome for builds that deal any damage at range. While you’re spamming , your , , and are going to be damaging enemies typically outside of your melee range, so you’ll get a lot of mileage out of this Passive Skill. That said, this one’s a flex option, so take whatever you’d like according to your preference - , , and are solid alternatives.
Call of the Wild
(3/3)
Companion
Absolutely mandatory - do not pass Grove, do not collect 200 Cinders. Seriously though, this is a huge multiplicative damage boost to Companion Skills, and is a must-have for a Companion build - don’t pass this one.
Neurotoxin
(1/3)
Wrath
A one-point-wonder that really lives up to the term. With only a single Skill Point here, enemies Poisoned by the Druid are
always
going to be considered Slowed as long as they’re susceptible to Crowd Control. The intensity of the Slowing effect doesn’t increase by much when adding points, so a single point here will suffice.
Envenom
(3/3)
Wrath
We’ve felt like a broken record regarding this one for a while, but has been one of the Druid’s strongest damage passives for a long time. You should always max this one.
Toxic Claws
(3/3)
Wrath
This Passive Skill is really cool for a Poison Summoner. Applying additional instances of Poisoning to enemies means more Damage Over Time, but more importantly, more chances to trigger . We like maxing this one for flavor, and because it works well paired with . Consider one point mandatory, but feel free to place the additional points elsewhere according to your preference.
Bestial Rampage
(1/1)
Key Passives
This Key Passive has seen many buffs to the point where it’s borderline over-tuned in its current state. It grants
massive
buffs to Attack Speed and Damage, so there’s really no other option here. Additionally, this effectively double-dips, because Companions will receive a boost in stats both when the Druid’s own stats increase and then again when receiving the buffs themselves via - super strong.
If you’ve never used , it does take some getting used to. You need to diligently track your buffs to get the most out of this one, because you need to spend several full seconds in both Werewolf and Werebear Form to gain the buffs. Train yourself to take a “break” for a few seconds after casting to keep the Werebear buff active. Luckily, the Werewolf buff will take care of itself as you spam . Practice this, because if either buff drops off, your damage takes a huge hit.
Poison Summoner Druid Spirit Boons Selections
Deer
Wariness -
Take 15% reduced damage from Elites.
Wariness has long been the Spirit Boon of choice in this tier for the added Damage Reduction against Elite enemies. Advantageous Beast is a viable alternative option if you feel like you’re dying often while Crowd Controlled, but you’ll also want to then free up some Skill Points to max out .
Eagle
Scythe Talons -
Gain 5% increased Critical Strike Chance.
Avian Wrath -
Gain 30% Critical Strike Damage.
These boons are the perfect pair - Critical Strike Chance and Critical Strike Damage. Because Druid Companions receive 100% of their master’s stats, this is a substantial boost to the effectiveness of their Critical Strikes. If you feel like you don’t have enough life, pick up Iron Feather while dropping Avian Wrath.
Wolf
Packleader -
Lucky Hit: Critical Strikes have up to a 25% chance to reset the Cooldowns of your
Companion
Skills.
This is a great boon for any Druid using Companions, but it’s
mandatory
for the Poison Summoner. Companion Skills are the bulk of the build’s damage, so a chance to reset their cooldown is a must-have - not including this Spirit Boon would effectively break the build.
Snake
Overload -
Dealing Lightning damage has up to a 40% chance to cause the target to emit a static discharge, dealing 25% Lightning damage to surrounding enemies.
Our primary recommendation here for two reasons: it adds a decent chunk of AoE Lightning damage, and can trigger this thanks to . This is a flexible choice, as the build certainly isn’t hurting for AoE damage, but it’s the strongest option in this tier unless you need additional self-healing - in that case, take Masochistic instead.
For a detailed look into the Druid Class Mechanic, Spirit Boons, please see our guide:
Druid Spirit Boons Guide
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