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The insane damage from this build comes from the key passive Earthen Might, the Grizzly Rage ultimate skill and the Aspect of the Rampaging Werebeast which causes every Crit Strike to ramp up Crit Damage by 10% while Grizzly Rage is active. The damage comes from the Tornado skill, which is a Storm Skill. You will need the Unique Helm called Tempest Roar to turn Storm Skills into Werewolf Skills so that you can use Tornado as your main damage dealer as a Werewolf with Grizzly Rage active. Grizzly Rage is a Bear ability so you will need the Dire Wolf's Aspect to allow you to cast Grizzly Rage as a Werewolf rather than as a Bear. You will need the Stormchaser's Aspect to make your Tornadoes seek up to 3 targets, otherwise they will not be going toward the enemy. You need to have your ultimate skill Grizzly Rage active because the Aspect of the Rampaging Werebeast ramps up your base Crit Damage by 10% every time you do a Crit Strike, but only while Grizzly Rage is active. Once Grizzly Rage ends, you have to start over with your baseline damage with a new Grizzly Rage activation. You will need Mighty Storm's Aspect so that Storm skills such as Tornado can be used with the Earthen Might key passive. Earthen Might causes ALL of your attacks to be guaranteed critical strikes for 5 seconds so when Earthen Might is activated, you are getting insane amounts of critical strikes in a very short time from your Tornadoes, and every tick of damage from the Tornadoes during this phase is increasing your Critical Strike damage by 10% repeatedly over and over and over until Grizzly Rage ends. Earthen Might is triggered by Lucky Hits, but only has a 5% chance to activate unless you increase the activation chance by 10% with critical strikes or by stunning, knocking back or immobilizing the enemy. That is where the Hurricane and Cyclone Armor Skills come in. The Hurricane skill has a 21% Lucky Hit chance and Cyclone Armor has a 25% Lucky Hit Chance. Additionally, Hurricane slows enemies and Cyclone Armor knocks back enemies which increases the chance that a lucky hit will activate Earthen Might by an additional 10%. You need to have a lot of lucky hit chance to have reliable damage from this build because you will want to consistently activate Earthen Might which requires a lucky hit first and then has a 5-15% chance of activating from there. You can increase this chance by putting Lucky Hit Chance % on your gloves, rings, and totem. The more attacks you spam, the more chances you have to get a Lucky Hit and proc Earthen Might, so attack speed on gloves are helpful. Because critical strikes increase the chance for a lucky hit to activate Earthen Might by 10%, adding Crit Chance to your gear (rings, totem, gloves) also helps make activating Earthen Might more reliable. Because the damage only ramps up while you have Grizzly Rage active, you will need to prioritize cooldown reduction so that you can have Grizzly Rage active almost 100% of the time. This is why you need a Totem. Totems that are above 724 item power provide 7% cooldown reduction (CDR) which upgrades to 10.3% cooldown reduction with 5 blacksmith upgrades. You can therefore get 10.3% CDR from a Totem plus an additional 14.6% CDR as a "below the line" stat on your totem. You can also get CDR on your amulet. Because you're using a totem you will need a one-handed weapon such as an Axe. The most important thing on the Axe is High Damage Per Second and then Vulnerable Damage since it is one of the only damage multipliers in the game and you will be making everything vulnerable with the Exploit Glyph as well as with your Skills. Crit Strike Damage is not a priority because Aspect of the Rampaging Werebeast will be ramping up your Crit Strike Damage for you. Increases to Core Skill Damage, Damage to Close Enemies, Willpower, etc may be more beneficial since they increase your starting damage (remember Crit Damage is going to get insanely ramped up by the Aspect of the Rampaging Werebeast making Crit Damage on gear slightly redundant with diminishing returns for this build). Crit Damage is still helpful because it will give you a higher starting point for your Crit Damage, but it's lower in priority to the other damage modifiers mentioned above. You should not have any problem generating Spirit. Spirit can be generated using the basic skill Storm Strike as well as from the Tempest Roar Helmet which gives Storm Skills a 25% chance to grant 4 spirit and you will be spamming Tornado and using Cyclone Armor and Hurricane during your attack phases, all of which are Storm Skills. Dire Wolf’s Aspect also gives up to 75% Spirit Cost Reduction when placed on an amulet and the Lust for Carnage legendary node on the paragon board generates 2 Spirit for Critical Strikes with Werewolf Skills. With all of these Spirit generators working for you, you should have full Spirit while spamming Tornadoes during the damage phase.