Druid Mastery Leveling Build for Last Epoch (Patch 1.1)
This is the perfect leveling guide for new players wanting to start with Druid! This page will cover everything and anything you could need to know about leveling the class, including which skills to use, what stats to prioritize, and what uniques are useful early in the game.
Introduction
This leveling guide for the Druid Mastery is built to utilize the key mechanic of the class, transformation, and provide a relatively simple, yet strong, playstyle to help you blast through the campaign. The main abilities, Swipe and Maelstrom, combine to give you solid single-target damage and amazing clear speed, while our transformation ability Werebear Form gives us some extra survivability and damage.
This is a melee-focused brawler playstyle. It is a pseudo 'one button' build, in that you mostly need to spam Swipe, but you will have to manage your Rage at times to not transform back to human at the wrong time and cast the occasional Warcry to stun enemies and get more stacks of Maelstrom. We also use Rampage ability in Werebear form as our travel skill.
Druid Leveling Passive Trees
Primalist Passive Tree
Our base class is the Primalist, which acts as a hybrid melee/caster, with the option to summon companions to help as well. Our character will be offered an opportunity to select an Advanced Mastery once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Primalist, we have access to the Mastery Tree Passives for Beastmaster, Druid and Shaman. Upon selecting a Mastery and placing at least 20 Passive Points into the Primalist, you'll then have the option to place Passive Points into the Mastery Trees.
To start off, you will want to spend 5 points in Primal Strength, though Natural Attunement is a viable alternative. For pure damage purposes, all 5 in Primal Strength would be better, as our Swipe scales off Strength and it is our primary damage dealer, with Maelstrom coming in second. However, during the campaign and early leveling, if you are lacking in lightning/cold resists you could move any/all points over. The attunement will still buff Maelstrom's damage at least, while providing some more survivability if you can't get enough resists on gear while leveling, so either way should be fine.
After that you want to put:
- 1 point into Harmony of Blades allowing you to dual wield, which gives better stat options
- 5 points into Hunter's Restoration Giving some nice sustain early on, and a 10% bonus to your health pool.
- 5 points into Survival of the Pack Another source of health sustain, very helpful for survivability while leveing, as well as some increased melee damage.
- 4 points into Tempest Bond Bonus damage for both of our main sources of damage, physical and cold, that is doubled later on when you pickup Summon Spriggan.
Which will get us to the 20 points in Primalist, unlocking the mastery trees that we will spend more points in. We will start off putting most points into the Druid tree, followed by Beastmaster and a few in Shaman. You will generally finish the quest in game to choose your mastery, before you even get to 20 points in Primalist. However, if you like to full clear each zone before moving on, you might be a few levels over by the time you do the quest. In that case, you can either just not spend the points and wait, or put them wherever and simply respec them when you do the quest.
Beastmaster Passive Tree
Our base class is the Primalist, which acts as a hybrid melee/caster, with the option to summon companions to help as well. Our character will be offered an opportunity to select an Advanced Mastery once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Primalist, we have access to the Mastery Tree Passives for Beastmaster, Druid and Shaman. Upon selecting a Mastery and placing at least 20 Passive Points into the Primalist tree, you'll then have the option to place Passive Points into the Mastery Trees.
The Beastmaster tree contains some strong passives early on in the tree, that provide some very nice survivability bonuses for us. As we are a melee build, this is a welcome addition. While there are some exceptions, we get most of our damage from the Druid tree and more of our survivability from Beastmaster. The order in which you place points in each tree will depend on whether you feel your damage or survivability is currently lacking. This will largely depend on what gear drops you have found along the way.
Assign your points in the following order:
- 8 points into Ursine Strength : This gives an amazing -16% damage reduction from nearby enemies, as well as 8 Strength.
- 5 points into Boar Heart : This provides us a buff that reduces damage taken by 15% for 5 seconds after being hit.
- 1 point into Savagery : Shared Increased Melee Damage, but we are taking this mostly to unlock the passives behind it.
- 1 point into Ambush : Gives Aspect of the Shark Aura, buffing our Melee Damage and Attack Speed. Don't put more than 1 point, as it will only improve the 'next attack' part and not the buff itself.
- 5 points into Rending Maw : Adds an Armor Shred effect to Aspect of the Shark.
The first 13 points are the most important for survivability. The other points are mostly for damage, so you could swap back to the Druid tree at this point, and finish the rest of these points later.
Druid Passive Tree
Our base class is the Primalist, which acts as a hybrid melee/caster, with the option to summon companions to help as well. Our character will be offered an opportunity to select an Advanced Mastery once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Primalist, we have access to the Mastery Tree Passives for Beastmaster, Druid and Shaman. Upon selecting a Mastery and placing at least 20 Passive Points into the Primalist tree, you'll then have the option to place Passive Points into the Mastery Trees.
Our chosen mastery, and where we will spend the majority of our points, is the Druid. We are focused on choosing passives that will improve our damage, especially while transformed into a Werebear, as well as some survivability for us and our companion. Additionally, as Werebear Form is a transformation skill, that means it has a separate resource called Rage. Rage will decay over time, forcing us back into Human form when it runs out. We will be taking passives that help reduce or remove this decay rate, allowing us to spend more time in Werebear form.
Assign your passive points in the following order:
- 5 points into Primordial Resonance : Increased damage and elemental penetration while transformed with the 5pt bonus.
- 5 points into Druidic Prowess : Gives Strength and Attunement, as well as +1 to all attributes.
- 5 points into Focused Wrath : Increased damage while transformed and reduced Rage decay.
- 5 points into Wind in the Leaves : Shared attack and cast speed, and a bonus to our Summon Spriggan's movement speed.
- 1 point into Rancour : Will prevent Rage from decaying outside of combat, massively increasing the time you can spend in Werebear form.
- 4 points into Bush Stalker : Increased Critical Chance and leeches health on a Critical.
- 8 points into Aspects of Might : Flat Strength, increased melee damage in werebear and increased armor in Human form.
- 8 points into Primal Shifter : Every time you transform, gain the Shapeshifte buff, which gives a damage and armor bonus. If you don't mind tracking the buff, and manually transforming slightly more often, you could trim upto 3 points from this. The max points make the buff last 16 seconds, compared to 10 seconds with 5 points, which is a nice quality of life improvement, but not strictly necessary.
- 5 points into Tiger Spirit : Adds increased Critical Chance and Critical Multiplier to the Shapeshifter buff.
- 1 point into Woodland Beings : Increased minion damage and healing, but we take this mostly to unlock the next node.
- 1 point into Natural Duality : Limits you to one companion, but gives the companion 75% more health, as well as giving you 30% increased damage and 75 armour when you have a companion. As we only use the Spriggan, this node has no drawback for us.
- 8 points into Rageborn : Increased Critical Chance, and rage gained on Criticals. Very strong later on, as you will be critting quite often and maintaining Rage for a long time.
- 5 points into Impervious : Gives stacks of Impervious when you hit enemies, reducing the damage of the next hit you take by 4% per stack, with a max of 20% at 5 stacks.
- 4 points into Hideskin : Additional Health and adds Endurance Threshold based on our total Health.
If you chose to trim the 3 points from Primal Shifter, we recommend putting them into Force of Nature, Hideskin, Rageborn, or Chitinous Plating. Roughly in that order, though it depends on if you feel you need more flat damage, Health, Critical Chance or armor based on your current gear.
Druid Passive Tree
Our base class is the Primalist, which acts as a hybrid melee/caster, with the option to summon companions to help as well. Our character will be offered an opportunity to select an Advanced Mastery once we have completed the first act of the campaign. Each base class has three possible masteries to choose from. For the Primalist, we have access to the Mastery Tree Passives for Beastmaster, Druid and Shaman. Upon selecting a Mastery and placing at least 20 Passive Points into the Primalist tree, you'll then have the option to place Passive Points into the Mastery Trees.
We are only putting 8 points into the Shaman tree, for the passive Shamanic Infusion, giving us 8 Attunement and 8% Physical/Cold/Lightning penetration, increasing our damage with those damage types. We would recommend waiting until you are level 40+ before assigning these points, most of the early Druid and Beastmaster ones are higher priority.
Swipe
The bread and butter skill for this build. You will specialize into it first, and it will be your main damage dealer. It has a wide attack hitbox, that can be further increased, capable of hitting many enemies in one Swipe. It is useable both in and out of Werebear form.
This is the suggested order that you allocate points into Swipe:
- 2 points into Way of the Hunt : More hit damage and health leech.
- 1 point into Wengarian Reach : More damage and a larger area of effect for Swipe. We will put more points into this node later.
- 2 points into Culling: Gives Swipe a kill threshold, so it will instantly kill anything at, or below, 14% life.
- 2 points into Aspect of the Panther : Gives Aspect of the Panther, which gives 5% more global damage per stack. We will put more points into this node later.
- 1 point into Feline Hunter : Gives 12% attack and cast speed while you have Aspect of the Panther.
- 2 points into Lion's Strength : Adds max stacks to Aspect of the Panther, as well as adding flat melee damage per stack.
- 4 more points into Wengarian Reach.
- 3 more points into Aspect of the Panther.
- 3 points into Trapper : We go back to the top left for this node, which gives Swipe 20% more damage per point against slowed enemies. We wait to grab this node till later, when our Maelstrom automation has come online, we've converted it to physical (with Slow chance) and you have had a chance to pickup mods on your weapons that will help you Slow targets, as well.
Maelstrom
Our secondary damage dealer, Maelstrom, helps us clear the campaign and, later, monoliths much faster. We hardly need to cast the skill ourselves, as it will proc automatically off our Swipe and Warcry. That said, whenever you are forced to transform back to Human form, you will want to manually cast it once or twice to build up some extra stacks while you wait on Werebear Form's cooldown to come back up.
Also, early on, before we've put many points into Werebear Form or our passive trees, you will spend more time in Human form and Maelstrom is great for clearing at that point. You will simply cast Maelstrom every 3-5 seconds, causing an extra 3 stacks (4 total) due to Lagon's Slumber stacks from the Beneath The Waves node, and then using Swipe to help kill tougher enemies in between. Maelstrom should mostly take care of any weaker enemies that appear, if you are maintaining a decent number of stacks.
You should allocate your points into the skill tree as follows:
- 2 points into Turmoil : Increases the size of the Maelstrom, but more importantly this is needed to unlock the next node.
- 3 points into Beneath The Waves : Every second you do not cast Maelstrom, you will gain a stack of Lagon's Slumber. When you do cast Maelstrom, each stack will be consumed for another stack of Maelstrom. This is a great quality of life node, as it cuts down on how often you have to cast Maelstrom to maintain the stacks.
- 1 point into Whirlpool: Increases the duration of Maelstrom stacks, requiring less recasts or letting you reach a higher total stack count. We will put some more points in here later.
- 4 points into Turbulence : Increases the damage of Maelstrom, and this bonus is doubled if you have 60+ attunement. However, we are ignoring that part as it is not realistic during the leveling process for this build.
- 5 points into Growing Storm : This node helps in automating the casting of Maelstrom by giving us a 20% chance on kill or a 10% chance on hitting a rare/boss enemy to cast a stack of Maelstrom. Combined with a similar node, Ursine Storm, in the Werebear Form tree, we are able to keep up a decent sized stack of Maelstrom without casting it ourselves.
- 2 more points into Whirlpool for a total of 3.
- 2 points into Sleet-Footed : Increased Dodge rating per stack of Maelstrom, which is nice, but since we aren't focused on getting much dodge we are mostly taking this to unlock the next node.
- 1 point into Cyclone : Convert Maelstrom to physical damage, changes chill chance to slow chance (important for Trapper in the Swipe tree), and adds a global 1% More physical damage per stack of Maelstrom, which also buffs Swipe damage.
Werebear Form
The Druid's Mastery Skill, available immediately upon selecting Druid as your mastery. Before we explain the passives we'll be taking, we wanted to make a note about your skillbar when using transformation skills. Werebear form will change your ability bar to include 4 abilities; Rampage, Maul, Roar, and Swipe. Your transformation ability (to transform back to Human) will be on whichever button you had Werebear form on to begin with, and the others will go from left to right in the order listed, skipping whichever slot Werebear was assigned to. While you can assign your hotbar however you wish, we've found it's easiest to put Werebear on R and Warcry on E. You put Warcry on E so its in the same spot as Roar, which inherits the skilltree and is functionally the same skill.
Being in Werebear Form provides a ton of neat bonuses for us, especially through the Druid tree, as well as the new abilities. Rampage is a channelled ability that will charge in a straight line and deal damage to any enemies in the way. You can use this to help travel faster, especially when you see a long straight section, as it has no limit to how long you can channel it. Maul is a very short range dash that damages enemies at the end, and Roar is the same as Warcry (and benefits from the entire skill tree). You also automatically cast Roar when entering Werebear Form. Finally, Swipe is the same as the base skill, and thus benefits from the entire skill tree as well.
We will be taking passives that help automate Maelstrom for us, as well as reducing the rage decay or generating more rage for us, allowing us to stay in Werebear as long as we have enemies to hit. Assign your passives in the following order:
- 1 point into Ursine Heart : Endurance and Endurance threshold. We will put more points into this later.
- 1 point into Frenzied Strikes : Rage gained on hit. We will put more points into this later.
- 1 point into Wisened Claws : Adds Flat Spell Damage per Strength while in Werebear Form, helps to boost our Maelstrom damage.
- 4 points into Ursine Storm : Gives us a 32% chance to cast Maelstrom when we hit with Swipe or Maul.
- 4 points into Ruthless : Reduces our Rage decay rate by 48%.
- 3 more points into Frenzied Strikes for a total of 4.
- 4 points into Invigoration : Health and Rage gained on kill or when hitting a rare/boss enemy.
- 2 more points into Ursine Heart for a total of 3.
Warcry
Warcry is a natural fit for any Werebear build, as it buffs the Roar ability that you autocast when you transform and that also appears on your bar in Werebear Form. We are taking the nodes that allow it to cast Maelstrom for us, as well buffing our damage, cleansing ailments off us, healing us for a bit and maximizing how many casts of Warcry we can get.
To that end, this is how we suggest you allocate your points:
- 1 point into Juggernaut : Makes us invulnerable for one second after casting Warcry. This can be nice to avoid damage from a big ability you can't dodge, but requires decent timing.
- 1 point into Breath of Eterra : Warcry now heals you for 100 health when cast, doubled if cast on Low Health and increased by your healing effectiveness.
- 4 points into Whirlpool : This is the first big node for us, causing Warcry to cast 4 stacks of Maelstrom at the same time. We want to cast Warcry on cooldown due to this node, to maintain Maelstrom stacks.
- 1 point into Purging Shout: Removes negative ailments when we cast Warcry.
- 2 points into Deep Roar : Increases the area of effect.
- 3 points into Battle Cry : Increases our Critical Chance for 4 seconds after casting Warcry.
- 1 point into Ferocity : This will give us more Warcry casts, as it will cast when we get a critical if Warcry was already on cooldown. This can only happen once per direct cast, but it can almost double the number of casts we get, once our Critical Chance and Attack Speed is high enough.
- - 1 point into Berserker : Grants us the Berserk buff for 1 second, which adds 4 flat melee damage per stack. Every time we hit an enemy we gain a stack, max of 10, and the old stacks are refreshed. If you can keep hitting enemies consistently, this is a huge damge increase.
- 3 points into Brutality : Increase the duration of the Berserk stacks, making it a bit easier to maintain the stacks, and adds 4 more max stacks for a total of 14.
- 3 points into Fury Strikes : Berserk now also grants 12% attack speed per stack, up to a maximum of 48%.
Summon Spriggan
The Spriggan is a great companion to add in most non-companion focused builds, as it has a few passive auras that are just great all around. The only tricky part is giving it enough survivability that you aren't constantly trying to revive it, which is exactly what we are planning to do with our passives.
Take the following passives, in this order:
- 3 points into Aura of Life : Increases the passive and active heals of the Spriggan.
- 3 points into Aura of Kinship : Adds flat Spell Damage, buffing our Maelstrom damage.
- 4 points into Aura of Retribution : Adds 8% base Critical Chance, a very valuable stat that is hard to come by, as well as 72% critical strike avoidance.
- 4 points into Arboreal Vitality : Increases our Spriggan's health pool, to help keep it from dying.
- 4 points into Warding Bark : Adds Armor and Physical Resistance to our Spriggan, reducing the damage it takes.
- 1 point into Aura of Loyalty : Increases the amount of regen the Spriggan gets from it's own healing aura.
- 1 point into Aura of Evasion : Adds 4 flat Dodge Rating per point of Attunement you have.
Mechanics and Playstyle
This build is a melee focused brawler, which means it has to get up close and personal with its enemies. To that end, the passives and skills we've outlined above will help you survive some of the damage you'll take from being in melee, from reducing the damage and/or healing it up quickly afterwards. Your basic rotation will be to start off in Human Form, cast Maelstrom once to get 4 stacks immediately, then transform to Werebear Form and Rampage towards enemies. Once in melee range of some enemies, cast Warcry to stun them and get more stacks of Maelstrom. Then, simply spam Swipe on anything in your way, which will automatically proc more stacks of Maelstrom that will soften up or kill most of the weaker enemies around you.
If you have lots of enemies around you, you will hardly run out of Rage. However, if you are ever somewhat low on Rage as you finish a pack of monsters, and you don't see another one nearby, you may wish to manually transform back to Human so that you can repeat the above process. It's better to transform back to Human when no enemies are around, then be forced to transform in the middle of combat. You can still kill things in Human form, but you are a bit squishier and could get overwhelmed if too many enemies are present.
Gearing and Affixes
We aren't going to recommend any specific items, as it will largely depend on what you find as you level through the campaign and early monoliths. That said, there are some certain modifiers that are better than others, and we'll seek to outline which you'd prefer to have if given the choice. As always, you'll want to cap your resistances eventually. Early on, you'll want physical resistance (this applies to melee attacks) first of all, then elemental resistances and finally void, Poison and Necrotic, as these last three aren't dangerous damage sources until later in the campaign. For our build specifically, we also want health, armour, endurance% and endurance threshold for more defensive layers. For offense, we want some base critical strike chance, followed by critical strike multiplier, flat added damage, and increased physical/ melee damage. We also eventually want a chance to Slow when we hit, which can be found on weapons, but it's not necessary until you have 18+ points in the Swipe tree and are putting points into Trapper.
The modifiers listed below are listed in rough order of importance.
Attributes | Offensive | Defensive |
---|---|---|
Strength Attunement Vitality |
Physical Penetration Melee Critical Strike Chance Critical Strike Multiplier Melee Attack Speed Physical Damage Strength Attunement |
Armor Resistances Health on Melee Hit Endurance Threshold Melee Damage Leeched as Health |
Useful Uniques
If it's your first time leveling a character, or you've started fresh in the new Cycle, you won't have any uniques yet. As you level though, you will come across some and you should keep your eyes peeled for some low level uniques that can be great for leveling. Whether to use on this character, or to hold onto for leveling alts in the future.
The Humming Bee can be a great weapon if you find it early on, before level 40, as it will likely be your best weapon until you can craft up something better at that level range. Even if you have better weapons when this finally drops, hold onto it in your stash for future characters.
Chimaera's Essence is a great amulet for this build, as Werebear Form is a transformation skill. The increased damage and movement speed is huge for speeding up your leveling process. Just be aware that you'll need a bit more resists on other pieces, as this has a small drawback.
Thorn Slinger is a great belt for early on, as it provides an extra skill point for Physical Skills, which includes Swipe, Maelstrom and Werebear Form. That said, other than the Movement Speed (which is certainly nice), it doesn't do much for us and you'll likely replace it with a decent crafted belt when you are in the level 35-45 range.
While you probably won't find Arboreal Circuit early enough, if you happen to get lucky and find this in the first 10 levels, it can be great to use simply for the Movement Speed. More likely, you'll come across this later, and hopefully with Legendary Potential on it, so you can create a great ring to give to your future characters at level 1.
Last, but not least, we should mention Stormhide Paws. These gloves are quite good for a Swipe build, as it adds a point to the skill alongside a lot of damage. Despite their low level, if you found a pair with Legendary Potential, this is a viable endgame item. Please note that your gear priorities change a little with this item. You would want more generic damage increases, such as Increased Melee Damage instead of Increased Physical Damage, as Swipe is going to sometimes do Lightning Damage and sometimes do Physical damage with it equipped, but it will still be a melee skill.
Idols
Idol slots are gained through the campaign, unlocking small bonuses and unique affixes for the player to discover and augment their builds with. The Idol screen consists of a grid system for the player to fill out with different sized idols, eventually filling in every part of the grid. As the Idol shape increases (1x1, 1x2, 1x3, 1x4, etc.) the stronger an affix you might find for your build.
While leveing, Idols are a great way to balance your resists around your gear. Therefore, the main affix you will look for is resistances that you need to help hit the cap at any given time. We recommend holding onto any 1x1 or 1x2 idols with resists, so you have more options when you upgrade other gear. In rough order of importance, the target Affixes we want to look for in our Idols are:
- Resistances
- Increased Health
- Flat Health
- Increased Melee Damage While Transformed
- Elemental Resistance While Transformed
Progressing to Endgame
We have several options for your next step in the Endgame. Take some time to have a look at the Druid Endgame guides listed below:
Changelog
- 29 Jun. 2024: Guide updated for 1.1, still Werebear Swipe based but changed to include Physical converted Maelstrom as well for extra damage.
- 30 Nov. 2023: Guide added.
Lexyu is a professional content creator focused on theorycrafting and playtesting many ARPGS. He is also known for his skillful gameplay, such as playing Bazooka Wizard in Diablo 3. Since 2013, he has been creating in-depth guides to teach gamers how to succeed. Check out his social platforms through Discord to join the discussion in the community!
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