Frost King, a tanky elemental druid

This is my tanky elemental druid. It's got OK damage and tanking -- good for R6 solo quests, R1 and lower raids. I have not taken it into R8+ quests as a tank. Suspect incoming will overwhelm self-heals, but would be OK with outside heals.

My goal with it was R1 raids and for my classic KT solo test, it worked VERY well. The greatest danger was death from boredom and forgetting to renew renewal. It's also sturdy and fast enough with AE dps to make it my go-to character for farming R6 quests.

It mutated into a healtank for raids after first being used as a glassy druid with LGS salt to provide heals, "CC", and Sunburst for Wraiths in the 2H2H raid. Salted Sleet is no-fail and holds things plenty long enough for killing. Sunburst DC is fine for Hard (can't burst them in elite+) and salted sleet works on the wraiths, too.

Here's the tree and stat pic with self-buffs in reaper.

Vilthe-20250526-Frost-King-Rbuffed.jpg
 
Last edited:

Bjond

Well-known member
Rich (BB code):
Character name: U72 Frost Tank
Classes: 18 Druid, 1 Dark Hunter, 1 Fighter            !! DH = Traps, Fighter = Heavy Feat
Race: Human                Alignment: True Neutral     !! Human for Skills & Feat

     Start Tome Final      HP:       3491      Displacement:    0%
Str:     8    8    30      Unc Rng:  -250      Incorp:         15%
Dex:    10    8    42      PRR:       333      AC:             142
Con:    17    8    58      MRR:    209/10      +Healing Amp:   252
Int:    14    8    35      Dodge:   19/28      -Healing Amp:    45
Wis:    16    8    84      Fort:     271%      Repair Amp:      45
Cha:    13    8    50      SR:          0      BAB:             20

Immune: Poison, Spawn Undead, Level Drain, Fear, Blind,
Most Knockdowns, Death Effects, Drowning, Freedom of Movement

Fortitude83*Disintegrate Horrid and others
Will88CC .. mostly OK/short if it sticks
Reflex67Halves most direct damage spells
Marked with a* is no fail on a 1 if required DC met


EnergyResistanceAbsorbanceComments
Acid:5056%DOV
Chaos:023%KT (glowballs)
Cold:5085%KT (shadows)
Electric:5056%KT MA RTSO
Evil:031%
Fire:5078%Threats 2H2H FOTP
Force:00%
Good:023%
Lawful:023%
Light:00%
Negative:025%Dryad Strahd
Poison:027%DOV
Sonic:5048%Skele

Class and Feat Selection (Consolidated)
LevelClassFeats
1Druid(1)Human Bonus Feat: Maximize Spellbonus feat is required
2Dark Hunter(1)Favored Enemy : Favored Enemy: Monstrous Humanoidtrapping & 2s deflect
3Druid(2)Standard: Quicken Spell
4Druid(3)Wisdom: +1 Level up
6Druid(5)Standard: Shield MasteryHP & PRR
8Druid(7)Wisdom: +1 Level up
9Druid(8)Standard: Past Life: Arcane InitiateDCs
10Druid(9)Automatic: Venom Immunityfake immunity
12Druid(11)Standard: Extend Spellsome buffs v.short, punt if OK recasting
Wisdom: +1 Level up
14Druid(13)Wild Shape: Wild Shape: Fire Elemental
15Fighter(1)Standard: Enlarge SpellVERY nice for raiding, meh for questing
Automatic: Heavy Armor Proficiencyfor Hruits
Fighter Bonus Feat: Improved Shield Mastery
16Druid(14)Wisdom: +1 Level up
18Druid(16)Standard: Greater Shield Mastery
19Druid(17)Wild Shape: Wild Shape: Water ElementalFinally Frosty!
20Druid(18)Wisdom: +1 Level up
21Epic(1)Epic Feat: Bulwark of Defense10 PRR in US
22Epic(2)Epic Destiny Feat: Epic Spell Power: Cold
24Epic(4)Epic Feat: Intensify Spell
Wisdom: +1 Level up
25Epic(5)Epic Destiny Feat: Epic Spell Power: Force
27Epic(7)Epic Feat: Watchful Eyemakes trapping fun
28Epic(8)Epic Destiny Feat: Deific Warding5% qHP via US
Wisdom: +1 Level up
30Epic(10)Epic Feat: Embolden Spell
Legendary Feat: Scion of CelestiaHP & Heals
31Legendary(1)Epic Destiny Feat: Perfect Shield Mastery
32Legendary(2)Wisdom: +1 Level up
33Legendary(3)Epic Feat: Epic Damage Reduction
34Legendary(4)Epic Destiny Feat: Legendary Toughness(15% L.HP via gear)

Code:
Skill Points     28 10  8  8  8  8  9  9  9  9  9  9  9  9  8 10 10 10 10 10
Skill Name       01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20  Ranks Tome Buffed
-----------------------------------------------------------------------------------------------
Balance                                                                         0.0    5   47.0
Bluff                                                                           0.0    3   53.0
Concentration                                                                   0.0    5   56.0
Diplomacy                                                                       0.0    0   50.0
Disable Device       5  1  1  1  1  1  1  1  1  1  1  1  1     2  1  1  1  1   23.0    5   63.0
Haggle                                                                          0.0    0   50.0
Heal              4           1  1  2  2  2  1  1  1  1  1           2  3  1   23.0    3  106.0
Hide                                                                            0.0    0   38.0
Intimidate        4     1  2  1  1  1  1  1  1  1  1  1  1        2  2  1  1   23.0    5  104.0
Jump                                                        8                   8.0    0   74.0
Listen                                                                          0.0    0   66.0
Move Silently                                                                   0.0    0   44.0
Open Lock            1                                                          1.0    5   45.0
Perform           1                                                             1.0    2   53.0
Repair                                                                          0.0    0   35.0
Search            2  3  1  1  1  1  1  1  1  1  1  1  1  1     2  1  1  1  1   23.0    5   67.0
Spellcraft        4     2  1  1  1  1  1  1  1  1  1  1  1        3  1  1  1   23.0    5   63.0
Spot              4  1  1  1  1  1  1  1  1  1  1  1  1  1     2  1  1  1  1   23.0    5   98.0
Swim                                         1  1  1  1  1                 2    7.0    0   62.0
Tumble            1                                                             1.0    1   44.0
Use Magic Device  2                                                             2.0    5   57.0

Enhancements: 80 APs, Racial 3, Universal 2


Human - Points spent: 5
Core1 Versatility I: Skill Boost
Core2 Adaptability: +1 Wisdom
Tier1 Improved Recovery I

With more racial AP, I'd buy more Hamp. Maybe fill with intim, trap skills, and shield bonus, but Hamp would be the target.


Nature's Protector - Points spent: 6
20 MPRR for 6 AP? Sold!


Season's Herald - Points spent: 26
Core1-3 Summer, Winter, Wellspring
The deeper cores are junk. It's not that the abilities are bad, but a 20s and 120s CD are just plain too long to bother putting it on an already overcrowded hotbar, much less finding it and pressing the button.

The rest is all chosen for DC, Damage, & Efficiency. Why no SLAs? They're single target and weak. Why no Beguile, it looks v.tanky? It's either bugged or ineffective (didn't notice any difference using it).

Why no T5 for Winter's Heart? It's 60s CD and T5 has no 25% HP node.

Spring's Resurgence? The heal is unnoticeably small. It's not worth the time it takes to cast.


Vistani Knife Fighter - Points spent: 41
This is likely a big surprise. Why not Falconry for more WIS and 5% qHP? And, why full capstone 41!?

Tier4 Mist Stalker IV
This is why. I like my tanks in particular to have solid drain immunity in case I forget Death Ward, died and haven't rebuffed, or had it dispelled. If you're OK using DW, I'd use Falconry. The other choice is 4x Purity Filigrees. The Hamp those bring is nice, but it really eats into DCs and Power.

VKF has some nice AP-efficiency, too; 6 AP is mandatory for deflect arrows. There are other ways to get deflect, but they end up with worse results.

So, VKF = more DC due to nicer filigrees than Falcon.

Tier5 Throw or Hold the Grudge: Grudge Bearer
Tier5 Mist Stalker V

The 25% HP is why T5. StalkerV brings 20 Dodge & 30 MPRR @ 60s. It's a nice tanking bonus. It's not nice enough to chase, but it did help me feel better about choosing VKF over Falconry.

Core6 Blade Master
We're already at 35 VKF with pretty much all the other DCs and Powers mined that we can reach. So, the extra 6 AP buys us 1 DC and some HP. I thought MP might be nice for Guard-Up, but as usual with tanks that are not built for strong melee DPS, there's not enough MP to make it worthwhile.

There are other things to buy that might be nicer, such as 4 AP for 2s Deflect via Tempest, which I had to steal for force weaponry in FI. The DCs are pretty low already from other tank choices -- am loathe to give up even 1+DC.


Tempest - Points spent: 3
Core1 Shield of Whirling Steel
Tier1 Improved Defense - 2 Ranks

Short CD on Deflect Arrows is very nice, but while this is the reason for 1 DH in the build instead of another trapping class, it had to be sacrificed due to the chosen shield being steel instead of crystal.

Instead, the build puts this 3 AP in Feydark Illusionist for Illusory Weaponry, which changes the shield to Force materiel and unbreaks the oath. Re-cast every log in or death, re-equip shield, re-enable water elemental.

Stalwart Defender - Points spent: 4
Core1 Toughness
Tier1 Stalwart Defensive Mastery - 3 Ranks

Dodge is capped by both MDB and Dodge-Cap. Extra MDB makes a big difference.

Epic Destinies: 75 Destiny Points


Unyielding Sentinel - Points spent: 34
Tier2 Commanding Presence - 3 Ranks
450% Incite-All is fairly well required to hold agro with spell damage and heals. I have yet to pull agro off an intimidating tank with this when playing as support, probably because I'm really worried about that and mostly heal and work adds rather than tempting the boss to flip on the dps pack.

Tier2 Knight's Challenge
Tier4 Throw the Boom

It holds agro quite well, but now and then someone will pull it off. These help with that.

Tier2 Renewal
Heart Mantle's Cocoon will proc on renewal. Solo Test on R1 KT with Sky Mantle, renewal was enough for a VERY easy and boring test. The biggest danger was forgetting to renew renewal.

Tier? Other Stuff
The rest mostly explains itself, but why no mantle? Evergreen is too important for SP efficiency and I haven't needed the extra HP and absorbs on the raids we do (max R1). IMHO, this build is pretty much limited to max R4 for raiding. It can do R6 solo quests and probably R8 with outside heals.

If pushing this build further than what I tank now, US Mantle might be very nice, especially if you're willing to chug SP potions. Heart Mantle is another choice. The cocoon procs are frequent.


Primal Avatar - Points spent: 18
Core1 This is your Nature: Sky
Core2 Now Grow: Heart

Cold Force Devotion are the powers we want. Heart first for more healing. I prefer Cold.

Tier1 Nature's Friend: Spider of the Deeps
I like picking this one to match the raid content I'm doing. At present, it's DOV and thus poison absorb is nice. When Hunt was the regular thing, this would be Bat for Sonic. If you don't care about absorbs, spend elsewhere.

Tier2 Mantle of Nature: Sky or Heart - 3 Ranks
Sky only procs on cold for us, we don't use electric or sonic. It's the DPS/hate choice. Heart only procs on heals for us (free cocoon. We don't use fire or light spells.

Tier3 Evergreen - 3 Ranks
This gives 100 temporary SP quite often. It's the go-to choice for sp-strapped builds.

Tier3 Shared Mantle (quests with pets & hires)
Tier3 Natural Shielding

These two are great in quests, but pretty much do nothing in raids -- unless your raid doesn't mind tar babies. I'd skip shielding in raids unless you twitch the trees around to drop US and take T5 in Primal. Then it's nice for avatar. Why? Tars resummon fast and there's no way wolf lives for more than 6.626s.

Tier3 Transmutation
This helps ice-flowers hit for full damage. It's what to buy when not running pets, hires, & summons or even if you are and you have enough DP.


Draconic Incarnation - Points spent: 23
Core1 Draconic Bloodline: Draconic Bloodline: White
Tier1 Dragon Breath: White Dragon Breath
Tier4 Improve Dragon Breath: Energy Vortex

This is why we're in Draconic at all: 5x ticks of breath per strike that follows us around. It's wonderful for tanking. It's not so hot with a glassy caster. BTW, there is a last tick, but no initial tick (I'd have preferred other way around).

Other choices are all taken as filler in support of the build in general. Pick whatever suits.

Tier1 Dragonhide - 3 Ranks
No-Fail-on-One (NFOO) Fortitude is essentially mandatory for a tank. Some things can indeed one-shot kill you if you roll a one. It's very embarassing. :(

Tier3 Scales of the Dragon
This is where old Energy-Sheath ended up. It still has the 50% absorb of the original, which is rather pointless with the ultra high cold absorb of a water elemental. But, it now also has 510 "ablation" points.

Ablation points are essentially temp HP, but does not show on the UI as temporary HP. Instead it gets a tiny little number up on the buff icon. It absorbs ALL damage, not just cold.

Why not Draonic Mantle? Actually, I'd love to run in draconic mantle, BUT the SP demands of tanking with this build are pretty huge. Evergreen is fairly essential.

If removing the tanking feature, I'd drop US for EA. Then it's likely Draconic Mantle T5 for DPS, EA T5 for heals, or Primal T5 for Frog. Magus T5 for Time Stop works, too, but after the nerf, I found TS is too short to bother using. If you're making it pay, fantastic, but that's why I no longer use Magus.


Reaper trees:
Dire Thaumaturge - Points spent: 41
Grim Barricade - Points spent: 41


If you have 82 reaper points, you know how to spend them. If you don't, there are two main routes to take: Grim for survival or Dire for damage. If Grim is your first desire, it's usually 21 Grim for early big gains in PRR, HP, CON (and maybe some or a lot of dodge depending on build) and then start working your other tree.

Back when I had few points, I did Dire first, but that was because it was a Wizard back then and badly needed DCs and Penetration. Druid has VERY little need for spell penetration, particularly with this build. The spell power and spell points in the tree are "nice", but not huge. I'd likely do Grim first if I had played this from zero.

Dire desires for this build: DC > WIS > Power and only take penetration as a filler.




PowerBaseChanceMultiplierComments
Acid 695.038%20
Light904.048%25sunburst
Cold 986.071%65Strike flowers tsunami sleet/ice storm, creep
Electric730.044%20
Fire 678.030%20
Force826.045%30flowers storm salt quake tsunami
Negative718.021%20
Poison 685.021%20
Positive939.057%55Strong self heal is handy for tanking
Repair 632.021%20
Sonic 710.036%20
 
Last edited:

Bjond

Well-known member
Gear when leveling: 05 Fey > 10 ADH > 15 Hruit > 20 Hruit > 34 Tanaroa

The heroic sets are rather dull. The L10 set can be skipped, but I'd still do MH since it's free from a vendor as soon as you can do Ravenloft. L15 set segues into the L20 (some items are reused).

The L20 has nice stacking synergy, is VERY tanky, and is cheap to build with mechatarun, salt, and chrono altar items. I'd recommend it highly for low-life blasters that want some survival. If your build lacks shield prof, cast or scroll master's touch or swap in the salt orb instead.

The L34 set has 12/14 raid items. I love it, but it's pretty much for long-term raiders with runes on hand. Don't worry if you can't afford it. There's a cheaper route:

You can update some of the L20 set for a very solid result with zero raiding:
  • L29 Hruit <- L15 Hruit
  • L30 Salt <- L20 Salt
  • Keep L20 Abishai & Elder
Rerolling for a L30 Abishai+Elder GOMF leads to madness -- you'll burn ALL your threads and never get the double bonus you want. L20 rerolls are free. Patience will get the pair you want there.

Upgrading the easy stuff will give enough push to DPS & Tankyness that you'll be strong enough to raid for the next step or farm RXP and TR. And, if your goal is TR, you won't have spent so much time gearing as to feel it's wasted by flipping builds.

05 Fey
ArmorThe Leaf MailDrops in: Wake Me Up Inside, End Chest
Blue: Sapphire of FortificationI share this set between all sub10 builds (just swap armor)
BeltBelt of the RamDrops in: The Thornwright, End chest
Yellow: Diamond of Intelligence
BootsThorn BootsDrops in: Witch Hunt, End chest
Blue: Sapphire of Resistance
BracersGreen Dragonscale BracersDrops in: Needle in a Fey Stack, End chest
Blue: Sapphire of ProtectionAC matters a LOT in heroics (not so much in epics)
Seasons of the Feywild
CloakCloak of WinterDrops in: Combatting Corruption, End chest
Ice Barrierprocs often
Lifesealed +16deathblock
GlovesLeather Gloves of the SnakeDrops in: Kind of a Big Deal, End chest
Search +8all my builds can trap
Spot +8this item is L6, use salt glove before then
Open Lock +8
Disable Device +8
GogglesCannith Crafted Gogglesprobably the most used item in all DDO
Cannith Goggles Prefix: Blindness Immunitycan make it with relatively low CC skill
Cannith Goggles Suffix: True Sight
Add Augment 1: Adds a Colorless augment slotbuy any goggle with a slot (AH or ASAH)
Colorless: The Master's Gift+XP, altar crafted from delara trinket & threnal cloak
HelmetCrown of ButterfliesImmortality Lessons, End chest, 'Granny' Optional Chest
+3 Mythic Shield Boost
+2 Reaper Ability Scoresimho, only worth puting on v.high utility items
NecklaceAmber PendantDrops in: Needle in a Fey Stack, End Chest
Ring1Ring of Spring's StormsDrops in: The Icemount Curse, End chest
Yellow: Topaz of Feather Fall
Ring2Shaman's BandDrops in: Into the Deep, End reward
Shaman's Fury
TrinketGem of Many FacetsDrops in: The Chronoscope, and The Chronoscope (Legendary), optional chests
Set Bonus 2: Shaman's Furymatching set bonus is tough to acquire but unimportant
Cannith Trinket Prefix: Wizardryheroic gems are mostly just great crafting blanks
Cannith Trinket Suffix: Spell Loredue to having an augment slot and being free & easy
Yellow: Topaz of Augmented Summoning(SSG should update store blanks to 2x slots to compete)
Weapon1The Queen's SceptreDrops in: Fables of the Feywild, any chest, or turn in 20 Chunks of Ferrocrystal at the Cauldron of Cadence
Red: Ruby of Combustion Spell Powerweapons get swapped to match build, too
Weapon2The Prince's SceptreDrops in: Fables of the Feywild, any chest, or turn in 20 Chunks of Ferrocrystal at the Cauldron of Cadence
Red: Ruby of Force/Untyped Spell Power

10 ADH
ArmorBarovian Nobles' RegaliaDrops in: An Invitation to Dinner, End chest, Challenge Strahd Again optional chest
Green: Sapphire of Natural ArmorL5 set can carry to L15 .. I update because I have this
Beacon of Magic Set (Heroic)stuff on mules ready to go from before sharn
BeltThrummingspark CordDrops in: Wrath of the Earth, End chest
Yellow: Topaz of Blindness Immunity
Beacon of Magic Set (Heroic)
BootsSoftsole SlippersDrops in: Wrath of the Earth, End Chest
Green: Topaz of Feather Fall
Adherent of the Mists Set (Heroic)
BracersLore-Fueled PackbannerDrops in: An Invitation to Dinner, End chest + some other chests
Green: Sapphire of Resistance
Adherent of the Mists Set (Heroic)
CloakCloak of WinterDrops in: Combatting Corruption, End chest
GlovesBlurfingered GlovesDrops in: Into the Mists, End Chest
Blue: Diamond of Constitution
Beacon of Magic Set (Heroic)
GogglesGarstone's LensesDrops in: Wrath of the Earth, End Chest
Blue: Diamond of Wisdom
Adherent of the Mists Set (Heroic)
HelmetCrown of ButterfliesDrops in: Immortality Lessons, End chest, 'Granny' Optional Chest
NecklaceAmber PendantDrops in: Needle in a Fey Stack, End Chest
Ring1Keylock RingDrops in: Death House, End chest
Blue: Sapphire of Heroism
Adherent of the Mists Set (Heroic)
Ring2Shaman's BandDrops in: Into the Deep, End reward
Shaman's Fury
TrinketGem of Many FacetsDrops in: The Chronoscope, and The Chronoscope (Legendary), optional chests
Set Bonus 2: Shaman's FuryL10 version .. not the same as the L5
Cannith Trinket Prefix: Spell Lore: Force/Untyped(you can set the CC level indepent of gem level)
Cannith Trinket Suffix: Impulse(but set bonus level stays with gem level)
Cannith Trinket Extra: Insightful Impulse
Yellow: Topaz of Underwater Action
Weapon1Barovian's SceptreDrops in: Blue Water Inn, Turn in 40 Vistani Talismans
Spellcasting Implement +10FREE from vendor just after Mists
+5 Enhancement Bonus
Potency +46
Insightful Potency +23
Spellcraft +12
Insightful Spellcraft +6
Red: Ruby of Combustion Spell Power
Weapon2The Best DefenseDrops in: Oath of Vengeance, End chest
Purple: Sapphire of ProtectionSmall shield from Mists works, too (and might be nicer)


Equipped Gear Set: 15 hruit

ArmorBronze Dragonscale PlateDrops in: The Magma Must Flow, End Chest
Blue: Sapphire of HeroismL15 is where the build starts to feel like itself
Hruit's Influenceearlier levels it's just "generic caster"
BeltVistani Fighter's SashDrops in: Into the Mists, End chest
Yellow: Diamond of Intelligence
Adherent of the Mists Set (Heroic)
BootsSoftsole SlippersDrops in: Wrath of the Earth, End Chest
Green: Topaz of Feather Fall
Adherent of the Mists Set (Heroic)
BracersLore-Fueled PackbannerDrops in: An Invitation to Dinner, End chest + some other chests
Druidic Stoneshapethis does work with elemental forms
Green: Sapphire of Resistance
Adherent of the Mists Set (Heroic)
CloakMysterious Cloak (Level 14)Drops in: Champion Hunter, Turn in 4000 Mysterious Remnants
Exceptional Healing Amplification +30mysterious items are VERY nice for leveling
Insightful Magical Sheltering +18substitute an approximation if you lack one
Wondrous Craftsmanship
Green: Sapphire of Natural Armor
Colorless: Diamond of Constitution
GlovesSunstone GauntletsDrops in: Best Laid Plans, end chest
Blue: Sapphire of Armored AgilityMDB+1 for more dodge
Hruit's Influence
GogglesGoggles of DuskDrops in: Army of Eternal Night, end chest
Blue: Diamond of Wisdom
HelmetCrown of ButterfliesDrops in: Immortality Lessons, End chest, 'Granny' Optional Chest
+3 Mythic Shield Boostwe'll keep wearing this until L20
+2 Reaper Ability Scoressome builds don't replace it until L34
Seasons of the Feywild
NecklacePendant of the Azure SkyDrops in: A Sharn Welcome, End Chest
Hruit's Influencematch sea/sky to current elemental (fire at first)
Ring1Cursebane RingDrops in: Oath of Vengeance, End chest
Green: Sapphire of Protection
Adherent of the Mists Set (Heroic)
Ring2Keylock RingDrops in: Death House, End chest
Blue: Sapphire of Heroism
Adherent of the Mists Set (Heroic)
TrinketGem of Many FacetsDrops in: The Chronoscope, and The Chronoscope (Legendary), optional chests
Set Bonus 2: Shaman's FuryCC L15 version, not the same gem as L10
Cannith Trinket Prefix: Spell Lore: Force/Untyped
Cannith Trinket Suffix: Impulse
Cannith Trinket Extra: Insightful Impulse
Yellow: Topaz of Underwater Action
Weapon1Barovian's SceptreDrops in: Blue Water Inn, Turn in 40 Vistani Talismans
Red: Ruby of Glaciation Spell Powercan slot a L12 gem if you have 2 scepters (get one each life .. they accumulate)
Weapon2Resplendant FuryDrops in: Best Laid Plans, End Chest
Insightful Radiance Lore +9%this and stygian orb are amazing for i.lore
Coalesced Flameand for giving temp.sp on matching spell casts
Variant Ability: Insightful Wisdom +3this and stygian make the biggest difference
Purple: Ruby of Magnetism Spell Powerin play compared to all other gear at this level


20 Hruit (15 Hruit updated with epic salt & elder)

ArmorBronze Dragonscale PlateDrops in: The Magma Must Flow, End Chest
Hruit's Influence(from L15 set)
BeltEpic Belt of the Blue AbishaiDrops in: Epic version of Belt of the Blue Abishai / Chronoscope Raid
Green: Sapphire of Protection
Colorless: Diamond of Disable Device
Epic Might of the Abishai
BootsEpic SparksolesDrops in: Epic version of Sparksoles
Green: Sapphire of Natural Armor
Colorless: Diamond of Constitution
Epic Saltmarsh Explorer
BracersEpic Saltiron BracerDrops in: Epic version of Saltiron Bracer
Green: Topaz of Deathblock
Colorless: Diamond of Heal
Epic Saltmarsh Explorer
CloakMysterious Cloak (Level 21)Drops in: Champion Hunter, Turn in 8000 Mysterious Remnants
Green: Sapphire of Resistanceuse L14 version until L21
Colorless: The Master's Giftor something else nice if you lack this one
GlovesSunstone GauntletsDrops in: Best Laid Plans, end chest
Hruit's Influence(from L15 set)
GogglesEpic Amethyst LoupeDrops in: Epic version of Amethyst Loupe
Green: Brightbane Emeraldif you're missing something, s'ok to sub
Colorless: Diamond of Intimidatesomething else instead .. epics are fairly
Epic Saltmarsh Explorerforgiving compared to cap
HelmetEpic Elder's CapDrops in: Epic version of Elder's Cap
Yellow: Topaz of Spell Focus: Evocation
Colorless: Diamond of Spellcraft
Epic Elder's Knowledge
NecklacePendant of the Azure SeaDrops in: Red Rain, End Chest
Yellow: Diamond of Dexterity
Hruit's Influence
Ring1Epic Ring of the White AbishaiDrops in: Epic version of Ring of the White Abishai / Chronoscope
Green: Topaz of Spell Focus: Conjuration
Colorless: Diamond of Charisma
Epic Might of the Abishai
Ring2Epic Ethereal RingDrops in: Epic version of Ethereal Ring
Green: Topaz of Spell Focus: Transmutation
Epic Saltmarsh Explorer
TrinketEpic Gem of Many FacetsDrops in: Epic version of Gem of Many Facets
Set Bonus 1: Epic Might of the Abishairerolls are free for epic gems, but it still
Set Bonus 2: Epic Elder's Knowledgecan take a while to get the right set pair
Cannith Trinket Prefix: Wisdom(if you ever think about rolling a bonus pair
Cannith Trinket Suffix: Parryingfor a legendary gem, think back to this first)
Cannith Trinket Extra: Insightful Wisdom
Yellow: Topaz of Underwater Action
Weapon1Epic Sceptre of ImpulseDrops in: Morten Edgewright, Turn in 1 Epic Arcane Ingot
Red: Ruby of Combustion Spell PowerKOB weapons are wonderfully cheap and
Filigree 1: Frozen Wanderer: +1 Wisdom(Rare)effective for Epic leveling
Filigree 2: Frozen Wanderer: +3 PRR(Rare)I have a 210k gem for leveling .. definitely
Filigree 6: Frozen Wanderer: +9 Cold Spell Power(Rare)use a gem, just slot what you can
Filigree 7: Elemental Avatar: +9 Electric Spell Power(Rare)get your first gem from Ravenloft vendor
Filigree 8: Elemental Avatar: +9 Fire Spell Power(Rare)same one that gave you the free Scepter
Filigree 9: Elemental Avatar: +1 Constitution(Rare)
Filigree 11: The Blood Feast/Frozen Wanderer +6 PRR(Rare)
Filigree 12: Elemental Avatar: +9 Cold Spell Power(Rare)
Filigree 13: Elemental Avatar: +9 Acid Spell Power(Rare)
Filigree 14: Elemental Avatar: +1 Wisdom(Rare)
Weapon2Epic Saltiron TargeDrops in: Epic version of Saltiron Targe
Red: Ruby of Glaciation Spell Power
Epic Saltmarsh Explorer


34 Tanaroa

ArmorDinosaur Scale PlateDrops in: Skeletons in the Closet, The Mountain Keeper chest, end chest
+15 Enhancement Bonusfolk used to run reaper ransacks on the 1st chest
IoD: Armor: Scale Slot: Fragment of Extra-planar Alignmenthop in on one of those if you can
IoD: Armor: Fang Slot: Silverfangtanaroa & dread chosen purely for the number
IoD: Accessory: Claw Slot: Claw: +35 Physical Resistance Ratingof useful bonus lines -- means fewer lines to
IoD: Accessory: Horn Slot: Horn: +12 Resistancecover in other gear
IoD: Set Bonus Slot: Defender of Tanaroa
Green: Ravil's Book of Legendary Recipes
Blue: Sapphire of Greater Heroism
BeltLegendary Strap of SavvinessDrops in: Oghma's Song, end chest
Insightful Charisma +6
Quality Fortitude Save +3
Profane Well Rounded +3
Exceptional Healing Amplification +15
Green: Sapphire of Good Luck + 3
Colorless: Diamond of Insightful Constitution
Moon: Lunar Gem of Healing Amplification (Legendary)
BootsLegendary Greaves of Seasons' WardingDrops in: Portal to Below, end chest
Fire Absorption +37%
Cold Absorption +37%
Electric Absorption +37%
Acid Absorption +37%
Green: Sapphire of Dodge
Colorless: Esotericacrunched from KT cloak of the mountain
Moon: Lunar Gem of Magical Protection (Legendary)
BracersLegendary Bracers of the GlacierDrops in: Legendary Vision of Destruction, End chest
Spell Penetration +9set bonus stacks with universal artifact
Wizardry +283
Fire Shield (Cold)works with water elemental absorb
Cold Absorption +35%this set chosen deliberate over elemental rings
Green: Legendary Sapphire of Ripostefor the stacking 50% fire absorb to make
Yellow: Diamond of ConstitutionDOV tanking more relaxed (no need to scroll
Anger of the Avalancheor spell fire-shield-cold)
CloakDinosaur Bone CloakDrops in: Skeletons in the Closet, The Mountain Keeper chest, end chest
IoD: Accessory: Scale Slot: Scale: Positive Spell Critical Damage
IoD: Accessory: Fang Slot: Fang: Positive Spell Critical Damage
IoD: Accessory: Claw Slot: Claw: +35 Magical Resistance Rating
IoD: Accessory: Horn Slot: Horn: Enhanced Ghostly
IoD: Set Bonus Slot: Defender of Tanaroa
Green: Diamond of Dexterity
Yellow: Crystallized Drop of Tea
GlovesLegendary Gloves of the GlacierDrops in: Legendary Vision of Destruction, End chest
Ice Lore +22%trap swap = dis+idis+iopen
Quality Glaciation +36sp.abs swap = crystaline (breaks set, but better
Efficient Metamagic - Maximize IIthan dead if we need the absorb)
Efficient Metamagic - Extend II
Blue: Sapphire of Armored Agility
Green: Topaz of Spell Focus: Transmutation
Anger of the Avalanche
GogglesRed Wizard's SightDrops in: Threats Old and New, Raid Warded chest
Quality Potency +27
Kinetic Lore +24%
Equipment Spell Focus Mastery +5
Sealed in Undeath: Quality Wisdom +3
Green: Diamond of Charisma
Yellow: Topaz of Spell Focus: Evocation
Sun: Solar Gem of Physical Resistance Rating (Legendary)
HelmetDinosaur Bone HelmetDrops in: Skeletons in the Closet, The Mountain Keeper chest, end chest
IoD: Accessory: Scale Slot: Scale: Cold Spell Critical Damage
IoD: Accessory: Fang Slot: Fang: Cold Spell Critical Damage
IoD: Accessory: Claw Slot: Claw: Cold Spell Critical Damage
IoD: Accessory: Horn Slot: Horn: Sacred DCs
IoD: Set Bonus Slot: Defender of Tanaroa
Green: Legendary Brightbane Emerald
Yellow: Diamond of Intimidate
Reaper Helmet: +2 Reaper Ability Scores
NecklaceBreath of VitalityDrops in: Threats Old and New, Raid Warded chest
Quality Healing Lore +9%
Quality Devotion +40
Divine Augmentation IX
Sealed in Undeath: Insightful Wisdom +7
Green: Legendary Undying Sapphire
Yellow: EsotericaArtifact DC+3 from 3x set bonus
Blue: Globe of True Imperial Blood
Moon: Lunar Gem of Physical Protection (Legendary)
Filigree 1: Eye of the Beholder/The Inevitable Grave +2 Intelligence(Rare)
Filigree 2: Lunar Magic: +1 Wisdom(Rare)
Filigree 3: Celerity/Vigilance +2 Wisdom(Rare)
Filigree 4: The Blood Feast/Frozen Wanderer +6 PRR(Rare)
Filigree 6: Eye of the Beholder: +1 Wisdom(Rare)
QuiverQuiver of AlacrityDrops in: Ascension Chamber, Raid Warded chest
Ranged Alacrity +10%3x Scoundrel PL stance also works
Upgradeable Item (Black Abbot): Adds Striding 30%
Ring1Clouded DreamsDrops in: Killing Time, warded chest
Exceptional Universal Spell Lore +5
Exceptional Universal Spell Power +15
Insightful Spell Focus Mastery +3
Legendary Nightmare Guard
Mind Drain
Will Save -2
Yellow: Esoterica
Green: Essence of Pomura's Mementocrunched from raid ring in Hunt
Ring2Legendary Sacred BandDrops in: Legendary version of Epic Sacred Band
Wisdom +13
Silver Flame Lore +21
Power of the Silver Flame +146
Greater Turning
Heal +20
Yellow: +2 Festive Constitution
Colorless: The Master's Gift
Legendary Divine Blessing
TrinketLegendary Gem of Many FacetsDrops in: The Chronoscope (Legendary), end chest, or Legendary version of Epic Gem of Many Facets
Set Bonus 2: Legendary Divine Blessingjust one (each reroll costs threads)
Cannith Trinket Prefix: Sonic Absorptionfor Skele & Hunt Raids
Cannith Trinket Suffix: FortificationCC items can't do poison absorb for DOV
Cannith Trinket Extra: Insightful Physical Shelteringtrap swap: open spot isearch
Yellow: +2 Festive Wisdom
Weapon1Attuned Bone KukriDrops in: Skeletons in the Closet, end chest
+15 Enhancement Bonuskukri-type doesn't matter -- it was what I had
IoD: Weapon: Scale Slot: Shadowscalein the bank, use what you have
IoD: Weapon: Fang Slot: Meltfang
IoD: Weapon: Claw Slot: Iceclaw: Wisdom
IoD: Weapon: Horn Slot: Aspect of Tarsummons tar babies which disrupt raids / black-sands does not work / other LGS effects work fine, pick the one you like best
Orange: Meridian Fragmentthought I had one but can't find it ><
Purple: The Eye of Lamannia
The Legendary Dread Isle's Curse
Filigree 1: Purity/Touch of Grace +20 Healing Amplification(Rare)
Filigree 2: Purity: +10 Healing Amplification(Rare)
Filigree 6: Eye of the Beholder: +1 Wisdom(Rare)
Filigree 7: Lunar Magic: +6 Universal Spell Power(Rare)
Filigree 8: Frozen Wanderer: +1 Wisdom(Rare)
Filigree 9: Frozen Wanderer: +9 Cold Spell Power(Rare)
Filigree 11: Eye of the Beholder/The Inevitable Grave +2 Intelligence(Rare)
Filigree 12: Lunar Magic: +1 Wisdom(Rare)
Filigree 13: Celerity/Vigilance +2 Wisdom(Rare)
Filigree 14: The Blood Feast/Frozen Wanderer +6 PRR(Rare)
Weapon2Palisade, the Ward of KarliathDrops in: Threats Old and New, Raid Warded chest
+15 Enhancement Bonus
Legendary Conditioning +15%
Feat - Mobility
Sealed in Fire: Legendary SaltSalt is for this char's role as CC'er, ash+ooze would be best for caster DPS and thus this char's hate
Purple: Sapphire of Healing Amplification
Orange: Ruby of Glaciation Spell Power
 
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Bjond

Well-known member
Heroic leveling was R1. Epic leveling was R4. Solo + Bard Buffs.

Leveling trees were twitched around a LOT. It mostly levels in Feydark Illusionist during heroics with 10 INQ for Mind-Like-Iron trapping and as much Seasons as AP permits. It doesn't punt FI until quite late in heroic and keeps 10 INQ all the way to L27.

L15+ and especially L20+ use the Hruit plate set. From L20 up, it plays very close to how it plays at L34, which is one aspect of the gear sets that really pleased me. Far too many builds play very differently sub-cap compared to cap. It was nice playing so true-to-final at L20.

This is a cut-n-paste from my level-up notes. I decided to leave them in raw form so you could see exactly how little I care about grammar when jotting things down. Hope they help.
  • stone to L5: chews up stones *fast* .. can instead do L3 or L4 with salt+random
  • INQ to 10: works and conserves sp.pots .. the sub10 gear is identical for all builds
  • L05: Herald:SLAs are v.nice before we have AP for FI:SLAs if playing as caster
  • L06: traded 23 AP for FI:SLAs, it's enough for now, but SP is a serious limitation (must chug pots)
  • AP: 23 FI 11 INQ 6 VKF 4 Tempest 6 Protector remainder in Seasons
  • L10: VKF deflect beats Protector Defensive (champ arrows kill), INQ:NIH shaves a big chunk off quest time (2m off 10m spies)
  • L20? shifter rage tHP is puntable .. shifter 4 wis for 2 dc is missed .. fatigue immunity is nice enough to take racial over draconic
  • L22? drop FI for VKF gains MPRR Drain.Immunity 25% HP .. kinda~sorta miss Spray and free enlarge
  • L23 wiz hire + shared mantle = meteor swarm hits like player swarm, melee hires are still one-hit wonders
  • L24 tried L9/CR16 Dryad summon and it's VERY tanky -- more so than wolf or other hires, but it's spells are meh -- try call-upon?
  • L25+ punted rarely used mac/hammer for magus/swarm .. dps is nice, sp & hp last longer than the resummon CD
  • L27: drop 11 INQ for final trees (4+WIS 2+others & mini-D)
  • L27+ so tanky we can just stand there or roam while vortex and pet/hires kill things .. only need to use actual spells for reapers
  • L27+ mostly bard heal song is enough, now and then need to self-heal when swarmed .. more often pet/hires need some
  • L27+ can play fast or slow .. sp efficiency is VERY high in slow mode, can exit quest with full sp bar
  • L34 Hard Threats Snake OK tank in partial gear (PRR-60 and other deficits), heavy heal and sp pot spam, lost agro at last sliver
  • L34 KT:R1 test was VERY easy .. biggest danger is forgetting to keep renewal running (it's that dull)
  • L34 Portal:R6 needed to strafe and scramble a bit for healing, ran out of sp at end, 1x pot
  • L34 unsure if tar babies are doing anything at all, prolly slight mantle proc dps, maybe rare hit block, looks like max 2~3 up at once
  • ?? overall seems OK for R1 & lower raid tanking and general questing, but wish it had more tank & dps
  • ?? above checks were short 30 positive crit damage and meridian frag (thought had one, but can't find it ><)
 
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Bjond

Well-known member
Had some questions in another thread, putting answers here so perhaps others could benefit from them.


All the PLs should be in the OP; it's basically a classic 1x epic-completionist with a few caster-specific PLs. The DCs are not terribly important, more of a nice perq if you have it available. I'll use quake in R6 solo's and it knocks a surprising number down, but it's not no-fail.

Yes, it uses spells for agro. Greater Creeping Cold (dot) to grab agro at a distance. Ice-Flowers & Tsunami for medium range and spamming to add some more DPS during burst phases. Ice Storm to maintain cold debuff on bosses and provide "slow puddles" for folk to "rinse off" adds that are chasing. Dragon Breath (Draconic) + Vortex for close/melee range; Vortex causes breath to do 5x pulses in an aura that follows you -- sucks for traditional caster, but it's great for tanks and has 100% uptime. LGS Salt stacks with Mantle of the Icy Soul slow (water ele form slow) and slows from Sleet and Ice storms; it's pretty much a full-stop for mobs. One fun tidbit is that at least one of those also works on Death's Teeth -- I suspect the mantle slow, it's not enough to be salt, but it does keep him from closing the gap when kiting.

It also has enough DC to stick Sunburst on Wraiths in 2H2H at least up to "Hard". I'm not sure I'd trust it for R1+ 2H2H Sunburst, but the Salt + Ice + Sleet for CC in 2H2H is fantastic. Same CD+Duration as disco, but no-fail. It even slows down wraiths.

ALL agro is via spells. So, the threat+450% node from US is important. This makes it hard to not be the tank if you try to play as healer + dps, but not tank. I usually solve that by focusing on trash and heals and off-tanking instead of the boss if I'm on druid with another tank.

An added bonus is if you grab a pet-stat set you can get 80+ on STR DEX CON (via wolf) and WIS via druid if your raid wants to do the bonus chest in Threats or needs to handle some other quest's stat-check. And, it can trap with gear swaps.

The biggest caveat I have about the build is it's rather busy to play and it almost certainly will have a hard time tanking above R1 on raids. I haven't gotten good enough at playing it yet to do more than hold agro and self-heal. I can feel the potential for healing others and I do sometimes manage it, but it's TTL is low enough that I've died from forgetting to keep renewal running (oops).
 

Pilgrim

Well-known member
A couple of general thoughts about the build as no one has mentioned anything...

First off, very nice and nity I like it a lot.

(1) you can support Evergreen by casting call lighting storm with that destiny then switching to a different mantle. its annoying to deal with but thats one option to have a bit more hp.
(2) did you consider t5 Machroetechnic Destiny? You can get 10% hp, all the DC goodies, and various other options even tho you have no rune arm.
(3) Blight caster might be an option to consider as well, it gives you displacement and 4 more con via plant growth and you still get the druid spells that your using here.

thanks for the thoughts, I was very happy to learn about the trick to bypass steal shields, lets me use the ToN shield!
 

Bjond

Well-known member
you can support Evergreen by casting call lighting storm with that destiny then switching to a different mantle. its annoying to deal with but thats one option to have
I'd use sleet and/or ice storm instead due to stacking slow with salt. I've found during play that mantle-dance is unnecessary and can be dangerous if doing R6+ tanking as it takes up precious GCD time.
(2) did you consider t5 Machroetechnic Destiny? You can get 10% hp, all the DC goodies, and various other options even tho you have no rune arm.
I tried to use Macro on paper, but it's missing so much compared to US: knight's challenge, renewal, PRR, absorbs, and HP are nicer in US even without mantle. US Mantle is mostly only good for extra absorbs.

Macro has better spell power, nice bonus SLAs, and nice raid buffs. It's very attractive. With WF|BF race, I'd definitely work much harder to try and fit it in. I thought about WF, but punted it due to bad mitigation (out-of-date MDB), the druid oath issue with WF docents, and the need to spend racial AP for basic playability. (IMHO, WF is a nice concept with severely lacking followthrough by devs)
(3) Blight caster might be an option to consider as well, it gives you displacement and 4 more con via plant growth and you still get the druid spells that your using
HP+68 isn't as important as mitigation. Blight replaces Bear Tree, MPRR-20. Blight lacks elemental PRR buff. Frost has much better synergy with stacking slow and better DPS/hate. There's no force-power choice for Draconic Epic and you have to recast Poison over and over to break immunity. Cold strip happens all by itself on any cold damage.

IMHO, the auto-strip from cold is likely the most critical. It's really important to keep tank play simple to keep player bandwidth available for reacting to raid needs (heals, positioning, adds, flips, etc) rather than your needs. A slightly complex dps-like rotation is pretty bad for a tank.

Displacement doesn't work for tanks -- not for along while now -- reaper skulls negates it and all raid bosses ignore it. It's pretty much just for trash in low-reaper questing. It's kinda~sorta nice if you get it for free, but it's not worth any sacrifices.

A huge part of the build, one of the basic requirements, is maximum slow CC. It's the reason for druid frost and salt. That's so this character can replace a disco arcane in 2H2H. IMHO, it's actually better since the slow works on Wraiths, too. The downside is that doesn't hold critters for as long as disco -- you have be a little quicker to kill them.
 

Supot

Well-known member
Hello,

I'm interested in making an Ice Druid that can tank Legendary Hard raids, but also Solo R7 with decent times.
I see that your Spell Crit is 71% and Cold Spell Power is nearly 1000 which is great.

-How are your DC's? (In Unyielding Sentinel)
-Do you have a different setup for R6 questing where you have higher DCs?
-How do you find not having extra run speed? Is it harder for kiting Dino in Skeletons, Dragon in Threats, etc? I have only played a pure Pally tank with +10% runspeed
 
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Bjond

Well-known member
I'm interested in making an Ice Druid that can tank Legendary Hard raids, but also Solo R7 with decent times.
I've only done up to R6 solo -- didn't want to deal with dooms.
-How are your DC's? (In Unyielding Sentinel)
"Not good" from a CC standpoint .. iirc 90~100, but the build is setup to use no-DC abilities.

Ice-Flowers is about the only staple it regularly uses with a DC, but only half it's damage is subject to a DC. So, it either hits 100% or 75%. I'll still throw down earthquake in R6 because it works on a very surprising number of the targets despite poor DC, but it's not no-fail.
-Do you have a different setup for R6 questing where you have higher DCs?
No. The goal was raid cc+tank+heal. Questing is just a bonus for me. I do use a LOT of hires for solo; they leverage primal mantle's DPS hit.
-How do you find not having extra run speed? Is it harder for kiting Dino in Skeletons, Dragon in Threats, etc? I have only played a pure Pally tank with +10% runspeed
I don't kite. It screws up melee DPS. Threats has a number of spots where you can stand and never get ringed for the time when you need to solo tank it. Threats dragon melee is fairly weak, too, and has all the classic Dragon tells.

I don't like bringing this tank to threats; the blue areas strip buffs. I usually bring my rogue tank for that.

I do kite the Dino during the "don't kill gf+dino" phase. Oddly, something in the build slows the dino down. I don't think it's the salt because that's a HUGE slow and the slow I see is about 20~40% by "feel". I suspect it's the frost mantle slow because it triggers on creeping-cold and ice-storm. So, it's very easy to run way from the Dino. Also, he does spend a fair bit of time in various non-chase animations.

The only weird thing I do with this build is use ooze pets during raiding. Used 'em for questing at first and gave them a try raiding to see how it worked out. My ranged tried that and it was horrifically bad -- flipped things, crawled on PN console levers, *insanely* annoying.

But, pets worked out OK with this build when tanking; either the agro is enough that ooze pets don't flip things or because they're pets of the tank, when they do flip it's still facing me. I suspect the former, because I don't seem to have the agro problems with other's pets that other tanks do. This might be due to using g.creeping-cold with a 4.5x agro modifier (so agro doesn't fade as much while walking hydra).
 
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Bjond

Well-known member
How does it play? What I mean by this is that while I'm fairly certain it uses spells to do damage and maintain threat and stuff, my knowledge of the druid kit is very very limited as it's something I've not played before. Would you mind giving me a rundown of what spells you use and what kind of rotation you might use?
Level-up is mostly fire prior to acquiring water elemental & ice flowers. At cap is v.simple:
  • I keep all metamagics enabled all the time
  • Boss: keep Greater Creeping Cold up 100% and do NOT refresh early (requires examine window)
  • Distant Agro: GCC (eg. tagging skeletal naga in hydra raid)
  • Keep Vortex running 100%. Early refresh looses 1 tick (minor sp efficiency loss)
  • Keep Renewal running on self.
  • Packs+Boss: Keep Ice-Storm running 100% for extra slow & hate
  • Packs: Maybe Sleet for slow & blind & obscure
  • Packs: Maybe Earthquake -- KDs most things even at R6
  • Push/Spam: Maybe Ice-Flowers if I want pack to die faster (2s CD)
  • Push: Maybe Tsunami if I want to KD one or kill it faster
  • Reaper: Word of Balance hits reapers VERY hard
  • Wraith/Undead: Sunburst for instant-kill
  • Cloud: Gust to dispell (v.rarely, it also blows out friendly .. even disco counts as a "cloud")
  • Heal: Renewal, Heal, M.Regen/MG.vigor as needed on others
If I want extra sp-efficiency, I kill things slow with just Vortex and Ice-Storm and/or Quake. Mostly this is a whim/judgment issue on how fast I want to go or how much sp I think I'll need in quests. On bosses, I'll generally push hard at the start to help build agro and then do a full sp dump as soon as I think I'll have enough to last until it dies. Typically I'll need to keep renewal running on myself in raids and R6, but that's it for self-heal. R4 and under barely needs any healing at all.

Once you have Shared Mantle in Primal, a full herd of hires and pets will do a bit more damage via mantle and also absorb hits meant for you. It can be awkward to manage and really the only things that live at all are oozes auto-summoned via LGS Ooze weapons.

Also, what past lives did you have on the character? I know you have at least one Wizard life as I saw Arcane Initiate, but I know that some past lives are very
PLs aren't critical for the build. They help most for tanking -- you can get a lot of MPRR+HP from PLs. I suspect a brand new 1st life zero-PL zero-RXP version will work fine, but have difficulty solo'ing past R4. The piece you might miss most that I have are a full set of Tome+8s.
 
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