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Amazon | Assassin | Barbarian | Druid | Necromancer | Paladin | Sorceress
Faster Block Rate | Faster Cast Rate | Faster Hit Recovery

Fury Werewolf Guide PvP

Welcome to my PvP Fury WereWolf Druid guide. This build will be able to compete with most pubby Paladins and Barbarians quite well. And is more than viable in any PvM applications. Enough chit-chat, though...

Why not start things off chronologically-With the low level setup. While there are many options available to you when it comes to “leveling gear” for this Wolf, I will give you one setup that is easily attainable.

Leveling Gear:

Now there are two choices here, BloodFists and Death’s. While the Bloodfists have a nice amount of Life, FHR, and 10 IAS, I find that Death’s are a better option when used in conjunction with the Death Sash as well. This provides 8% Life Leech as well as 30% IAS, 15% Resistance to all, and even the all important Cannot Be Frozen.

If you chose to use Death’s Gloves, then no question you should be using Death’s Sash as well. Really an unbeatable combination for such a low level. However, if you went with Bloodfists another option is superior. Hsaru’s Belt is quite good, providing 20 Life and 20% Cold Resist. It really shines, though, when used in conjunction with Hsaru’s Boots, providing a Defense and Attack Rating boost based on Character Level. Another fair option is to just use any Rare/Magical Belt you come across leveling.

Again, if you opted to use Hsaru’s Belt, then this is a no-brainer. Definitely Hsaru’s Boots as well. If you went with the Death’s combination, a great option for Boots would be Cow King’s Boots, with an amazing +20 Dexterity and nice amount of Fire Damage-at level 13 mind you-there really isn’t a better option here.

Well this isn’t even really a decision, go with Angelic’s.

Again, nothing beats Angelic’s.

Everybody loves Twitchthroe, with 20% IAS, +10 Dexterity and Strength, 25% Increased Chance of Blocking, it cannot be beaten at level 16.

There are a few good choices here, Biggin’s Bonnet is useful with a nice boost-+15-to both Life and Mana as well as 30% Enhanced Damage and +30 Attack Rating. Though you may wish to switch this out once you reach 15-20, for something more suited to a WereWolf-possibly a nice Druid Pelt.

I find that any old shield you can purchase will do fine until you reach 29, at which point a Rhyme Shield will help you level in Baal runs. Just try to find something with the “Deflecting” mod and you’ll be set.

Here you are on your own, as there are many different possibilities. I will mention, however, that Civerb’s Cudgel and Death’s Sword are both fine choices.

I find that the best way to go about leveling is:
1-4 in Cold Plains, raiding full Baal runs, etc.
4-8 in Stony Field, raiding more.
8-12 Tristram runs, make a pubby game for this.
12-15 Pit runs, raiding works best here.
15-20 Arcane.
20-24 Cows.
24-25 Ancients.
Then just pubby Baal runs.

Now to the fun part, Stats and Skills.

While there are different options when it comes to Skills setup, I’ll leave that decision up to you and give you both of the main builds.


20 WereWolf-
You are a WereWolf, no question on maxing this.
20 Lycanthropy-
Again, imperative. More Life is never something to laugh at.
20 Fury-
Your main attack Skill, why wouldn’t you max it?
20 Heart Of The Wolverine OR Oak Sage-
This is where it gets tricky, while I prefer Heart of the Wolverine over Oak Sage, others may not agree. I feel that I just do not hit to my liking without the great Attack Rating bonus granted by Heart Of The Wolverine, and the Life will be plentiful with this build without Oak Sage. Not even mentioning the Damage bonus on Heart Of The Wolverine-Yes I am biased, but the choice is yours.
10 Cyclone Armor-
Must be cast BEFORE you “transform” into Wolf form, useful when facing Elemental Builds in pubby duels, or the occasional Melee Sorceress. Put all other remaining points after everything else here, or into Feral Rage if you’d like to focus more on PvM.
1 Feral Rage-
Gives you a Life Leech bonus as well as a Walk/Run Speed bonus when active, useful to get around faster. Remaining points here or Cyclone Armor, up to you.
3/2 Prerequisites-
You will have 3 Prerequisites if you use Heart Of The Wolverine as your Spirit, and 2 if you opt to use Oak Sage.

Again, quite a few choices to be made here, and I will leave these up to you rather than tell you what to do. Let me know if you have any other ideas or feedback specific to the Skills setup.

Base Stats at level 80:
Strength: 75
Dexterity: 170
Vitality: The rest, should be 225, depending on completion of the “Lam Esen’s Tome” quest.
What in the Hell is Energy?!?!?!

Here comes the fun, the PvP gear. You will NOT be able to use most of your gear until you have reached level 70, as the Base Strength is low in order to have as much Life as possible. I have put much thought into this, and believe it is the best possible setup for this Build to be effective. Here we go.


Dracul's Grasp-
Life Tap, and a nice bonus to Strength. While some may prefer SteelRends, they throw your Strength Requirements way off, and frankly aren't worth losing the Life. +15 Strength is imperative, while the Life Leech and Defense aren't so important.

Verdungo's Hearty Cord-
No question here, huge bonus to Vitality, DR, FHR, unbeatable. Get a xx/15 'Dungo's to reach the max %DR of 50%. Of course 40/15 is ideal, but not everyone can afford this.

Gore Riders-
Fairly obvious choice. Open Wounds, Crushing Blow, Deadly Strike, +15 Strength. Great for ANY Melee character.
Sandstorm Treks-
While a nice eth pair of Treks is your best option, they're quite costly. Even a non-Ethereal set with nice Stats will do well here. 20% FHR, +15 Strength and Vitality, a good amount of Defense.

There is no other viable option here. The mass amounts of AR that this combination carries is absolutely imperative to the success of this build.

Again, THE BEST option, end of story.

Stone Archon-
This is the Armor that I have planned the Stats out for. While one can use another Armor, why would they? 60% FHR easily attains the 3 Frame Hit Recovery Breakpoint in conjunction with only another 26% FHR. Not to mention the Defense of over 2k, as well as the +16 Strength and Vitality. Really the only option here.

Jalal's Mane-
The only option here. 30% FHR, reaches the 3 Frame Breakpoint with Stone easily. +20 Strength, 20% Bonus to Attack Rating, +4 ShapeShifting Skills. Nothing else should ever be even considered. 'Cham' it.

Are you kidding me? This is absolutely 100%. 35% DR, +30 Strength, great Blocking, great Defense. No question on this. 'Hel' this or put a -15 Requirements, 15 Resist All Jewel in it.

Griswold's Caduceus-
No doubt here. 3x40/15 'Lo'ed Griswold's "Caddy" is by far the best choice, and really the only viable one. Hits the final IAS Breakpoint for 4 Frame Fury, still carries a great amount of damage. 'Lo' is by far the best choice for the final socket, as Deadly Strike is very useful.

On Weapon Switch:

'Call To Arms' Flail-
The best option, as it has low requirements. Of course a perfect would be ideal, though any will do fine.

Everyone knows this, boosts your Battle Orders and Battle Command up an extra level for more Life.

With this gear you will hit the final realistic FHR Breakpoint, and THE FINAL IAS Breakpoint, not to mention having a nice amount of Open Wounds, Deadly Strike, Crushing Blow, and Defense.


Ideal Charm setup:
39x3/20/20 Small Charms-
Really, is there anyone who could possibly argue against these being effective? If you find your Resistances not to your liking, substitute a few of the 3/20/20s with 20/5 Resist Charms until they are satisfactory.
Annihilus Unique Small Charm-
Again, how can one possibly doubt the usefulness of the Anni?

.Gauss.-Allowing me to use a somewhat adapted form of his Guide Format.
Tommy Gustafson's FHR/FBR tables.
Weapon Speed Calculator.
Myself, as I put a considerable amount of effort into this.


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