Hurricane Druid Endgame Build Guide
Welcome to the Hurricane Druid Endgame Guide! This build features bulky Overpower numbers and guaranteed Critical Strikes, paired nicely with a robust Werebear core. The Hurricane Druid projects as one of Druid's most effective builds, but is reliant on an aspect and endgame tempers to properly scale into the endgame.
The Hurricane Druid is admittedly clunky to play, but the payoff for properly executing is tremendous. At its core, it revolves around snapshotting guaranteed Critical Strikes through Clarity and guaranteed Overpower through Provocation, then around scaling Hurricane Duration as much as possible to ramp damage with Tempest.
This build utilizes Tempest Roar to transform Hurricane into a Werewolf Skill, leveraging several big damage multipliers and applying Poison to enemies via Toxic Claws. Mjölnic Ryng offers a massive damage multiplier with little downside, as Cataclysm naturally synergizes with Hurricane and is capable of applying Vulnerable to enemies. With the addition of Insatiable Fury, the Hurricane Druid can maintain its Werebear form deep into 40+ second Hurricane durations, ensuring both the defensive and offensive capabilities of the Werebear are never compromised. What is more, this Unique comes with very strong offensive and defensive affixes, rivaling that of Mythics.
The Hurricane Druid takes advantage of the Ursine Strength Key Passive, a passive specifically designed to enhance Overpower builds. It casts Maul as a cheap and on-demand way to become a Werebear and to generate Fortify. To that end, Earthen Bulwark is also used for its Fortify capabilities, and provides Unstoppable when Crowd Controlled. Our last two skills are Companion Skills, Poison Creeper and Ravens respectively. These skills are used to grant the Hurricane Druid Clarity stacks when cast.
This guide will teach you all you need to know about the Hurricane Druid. Let's get started.
Requirements for this build to function:
- Tempest
This build guide assumes you have a Level 60 Character and unlocked Torment 1. To get there, level up with one of our Druid Leveling Guides. See how this Build compares against others with our various Build Tier Lists.
Season Theme
Season 6 is the Season of Hatred Rising. It features the Zakarum Remnants faction which hunts Realmwalkers, massive behemoths that roam outdoor zones and beckon Mephisto's hellspawn. Participate in these zone events and take down the Realmwalkers to spawn a portal to a Seething Realm. There you can acquire Seething Opals, new consumables that stack with Elixirs for a XP buff and the chance to gather extra rewards when defeating enemies. The types of Opals are:
- Seething Opal of Equipment
- Seething Opal of Gold
- Seething Opal of Materials
- Seething Opal of Torment
- Seething Opal of Socketables
Use these Opals at all times to earn reputation with the Zakarum Remnants faction and unlock further rewards.
Learn more details about the season theme in our full Season Guide.
Skills & Gameplay
- Our Basic Skill of choice is Maul. It generates a small amount of Fortify, but more importantly, Shapeshifts you into a Werebear. This keeps you in Werebear form for Provocation and enables multiple Shapeshifting damage multipliers.
- Earthen Bulwark is your main source of Unstoppable and grants a respectable amount Fortify. As an Earth Skill, it also enables Resonance's damage bonus when used before casting Hurricane.
- Poison Creeper and Ravens are your Companion Skills. Your Companion Skills are used exclusively to stack Clarity; do not invest skill points into them as the skills themselves offer little value. Wolves are not included as they require a target to cast, resulting in awkward gameplay when no enemies are around.
- Hurricane is the centerpiece of this build. This skill has a duration and functions similarly to DoT effects, dealing a tick of damage every 0.5 seconds. However, Hurricane is NOT a DoT ability, it deals Physical damage to enemies around you. Its upgrade Savage Hurricane contributes to your survivability, reducing the damage enemies deal to you. The Hurricane Druid's main source of damage comes from extending Hurricane's duration using tempers and leveraging Tempest's gargantuan damage multiplier.
- Cataclysm is our preferred Ultimate Skill by virtue of Mjölnic Ryng's massive damage multiplier. It synergizes perfectly with Hurricane as they are both duration skills and make use of Endless Tempest. Moreover, Supreme Cataclysm applies Vulnerable while Cataclysm is active.
Skill Passives
- Ursine Strength naturally harmonizes with the Hurricane Druid due to its fantastic Overpower multiplier and Max Life benefits. Likewise, the Healthy damage bonus is a nice addition as this build prioritizes playing at full health.
- Clarity is our main damage passive. We utilize Clarity to snapshot large amounts of Critical Strike Chance and significantly improve our damage for the duration of Hurricane. It functions on a stack basis, receiving 1 stack when you cast a Companion Skill and requiring 3 casts of Companion skills per Hurricane to gain the full benefit.
- Provocation allows the Hurricane Druid to Overpower. You can snapshot it, granting Hurricane the ability to deal Overpower damage over its entire duration. Maul is used to Shapeshift us into Werebear.
- Envenom boosts Critical Strike damage as long as enemies are Poisoned. This damage bonus is achieved rather easily with Tempest Roar and Toxic Claws, enabling our Hurricane to Poison on Critical Strikes.
- The Hurricane Druid leverages Quickshift and Nature's Reach for additional damage. The former activates when Shapeshifting, while the latter requires you to damage enemies with the edges of Hurricane's radius.
Skill Rotation
- The Hurricane Druid requires time to fully stack its passives, both when entering a new zone and between each cast of Hurricane. This requires at least 3 casts of Companion Skills before each Hurricane, as well as 20 seconds spent in Werebear form to trigger Provocation.
- Begin your rotation by casting Companion Skills in order to stack Clarity. Make sure to use Maul immediately after casting skills to return to Werebear form and continue developing Provocation. Be very mindful as you near Provocation's 20 second limit, as any damaging skill will consume the proc and severely disrupt your rotation.
- When you have 3 Clarity stacks and Provocation ready, cast Earthen Bulwark to enable Resonance, and then cast Hurricane to snapshot all the benefits. Once Hurricane is active, try to deal damage using the edges of its radius when possible.
- Use Cataclysm at the tail-end of each Hurricane when Tempest is at its strongest to inflict Vulnerable and double your damage with Mjölnic Ryng. Exactly when you should use your Ultimate Skill will depend on both your Hurricane and Cataclysm durations, but aim to have it active just through the end of Hurricane's Duration.
Spirit Boons
Druids can choose 5 out of 16 Passive bonuses (Boons) from 4 different spirits. You have to bond with one of the Spirits in Túr Dúlra to activate two of its Boons. The remaining Spirits can only have one Boon each. Use the following Boons:
Deer Spirit: Wariness
Eagle Spirit: Avian Wrath
Wolf Spirit: Calamity
Snake Spirit: Masochistic
Bond with the Eagle Spirit and activate Iron Feather
Learn more details and how to unlock this class specification in our full Druid Spirit Boons Guide.
Paragon & Glyphs
Carefully check your Paragon Boards to ensure correct board rotation. Glyphs go from a radius of 3 to 4 at level 15 and from 4 to 5 at level 46. Some of them cannot be activated before reaching these thresholds! Progress through The Pit to rank up your Glyphs.
Use the slider to see the progression steps. At around Paragon 200, leveling slows down significantly and all important Rare clusters, Legendary nodes and Glyph sockets should be unlocked. Afterwards, you can min/max your build with minor tweaks and by picking up additional smaller nodes.
Some Glyph position swaps, board changes and other pathing adjustments may occur as you unlock your full Paragon potential. Follow the appropriate Paragon setup based on whether or not you have access to Tempest Roar.
Glyph Leveling Priorities
To Level 15
- Spirit
- Outmatch
- Earth and Sky
- Fang and Claw
- Dominate
To Level 46
- Dominate
- Spirit
- Outmatch
- Earth and Sky
- Fang and Claw
There are a total of 328 Paragon Points. After reaching level 60, you gain up to 300 Paragon Levels, 24 from Renown and 4 from Altars of Lilith. Check out our dedicated in-depth guides to learn more about Paragon Boards and Glyphs.
Runes
You can have up to two Runewords in your setup, each consisting of one Ritual and one Invocation Rune. Socket them in Two-Handed Weapons if your build calls for them, otherwise place them into your Armor pieces to replace normal gems. The Hurricane Druid focuses on the following combos:
Best in Slot
- Bac + Xal - This grants us a significant health boost that remains in effect as long as we are in motion. The greater our health, the larger the Overpower damage we deal.
- Cem + Qax - Provides our Hurricane with double damage. We utilize Evade to maintain control over the buff, ensuring that it is not depleted by other skills.
Alternative choices
If you haven't unlocked the final setup or found the top runes, you can also benefit from these options:
- Ohm - War Cry provides a modest increase in damage, but it does not offer any defensive bonuses.
- Yom - Petrify offers an alternative way to enable your Crowd Control bonuses, Stunning enemies and Staggering bosses.
- Lith - A solid alternative to Bac that requires a more stand-still playstyle.
- Gar - Provides a large chunk of Critical Strike Chance. Great option early on.
- Mot - Enables the Rogue's Dark Shroud, which is a strong defensive option.
- Cir - A decent option that can be used with Maul early on.
Learn more about Runes and how they work in our dedicated Runewords Overview and Runewords Tier List.
Mercenaries
Mercenaries are unlocked during the Vessel of Hatred campaign and assist you in battle. There are 4 separate Mercenaries to choose from, each with their own skill trees and abilities. You can have one hired (permanent) mercenary during solo play and a reinforcement who assists you from time to time in certain situations.
Hired: Raheir
We hire Raheir for Valiance, a Mercenary Perk that helps us remain Healthy and Fortify by negating big damage. He also provides us with Raheir's Aegis, a valuable source of Resistances early on. Lastly, Inspiration is a sizeable damage bonus that is manipulated by casting Bastion and Ground Slam at the tail-end of our Hurricane for significant damage gains.
Reinforced: Aldkin
The Hurricane Druid takes advantage of Field of Languish's Damage Reduction to remain Healthy and retaliate with big Overpower hits.
Learn more about Mercenaries and how they work in our dedicated Mercenaries Overview.
Stat Priorities & Item Progression
To enable the Hurricane Druid to perform optimally, hunt for these stats on your gear with good rolls and aim to Temper ⚒️ & Masterwork Crit ↑ them accordingly. Keep in mind that certain stats, such as Armor, Resistances, Extra Size Tempers, Attack Speed and more, have caps that may affect your priorities according to the items and Paragon points available at that moment.
Recommended Endgame Stat Thresholds
- 6+ Clarity Ranks
- 5+ Endless Tempest Ranks
- 200%+ Hurricane Duration
- 50%+ Hurricane Size
- A total of 300% from Damage vs. Close/Distant
- Armor Capped 1,000
- Resistance Capped 70%+
- 10,000+ Life
- 130%+ Movement Speed
- 2500+ Willpower
Item Progression Goals
Before you dive into the endgame with the Hurricane Druid, take a look at this overview of the items used in the build. See below for further details about the different progression steps and variants. Some of your Skill Tree choices depend on what Legendary Aspects and Unique items are available to you. Keep in mind that while we can guarantee that everyone has access to the same Codex of Power Aspects, the exact progression is different for everyone.
Learn more details and how to farm Legendary Aspects and Uniques in our General Farming Guide.
Build Variants
This section is designed to guide your Hurricane Druid from a fresh level 60 into the very late endgame using the three variants Starter, Ancestral and Mythic. At the final step, you should be fully decked out with a great all-rounder build. From there, follow the other min/max variants if you want to optimize around certain activities such as Pit Pushing, Speedfarming and more.
If you are fresh in Torment 1 coming from a leveling guide, this is where you begin. Since only some Aspects can be guaranteed from Dungeon unlocks for the Codex of Power, focus on acquiring the additional aspects via gambling with Murmuring Obols.
Gear & Skills
- Early on in your progression, focus on Armor & Resistances to survive. Each Torment difficulty adds a penalty of -250 Armor and -25% all Res and it's recommended to keep both capped (1000 Armor, 70+ Res) at all times. As you unlock higher power gear, masterworking levels and more Paragon points, you naturally scale your character into the higher difficulties and can start replacing some of these rolls with offensive or utility stats.
- The Hurricane Druid Starter build prioritizes using Poison Creeper and Ravens as its Companion Skills. These skills do not require targets to cast, allowing you stack Clarity outside of combat. They also provide a good source of Damage Reduction when paired with Spirit Bond.
- Since you have yet to acquire Mjölnic Ryng, slot in Petrify as your Ultimate Skill to make use of its large damage multiplier. Utilize Accursed Touch and Metamorphosis to apply Vulnerable, or to become Unstoppable when threatened by Crowd Control effects.
- Early on, make sure to prioritize your resources. Imprint sparingly, don't exhaust your resources with tempering or rerolling perfect gear as it is very likely to get replaced later on. Focus on the major power increases from Paragons and Glyphs until you begin collecting Uniques. As you acquire more Clarity ranks, replace the Critical Strike rolls on your gear in favor of Overpower damage.
- Upon reaching Thunderstruck in your Paragon Board, be mindful of your Damage to Close and Damage to Distant bonus. The target for this stat is 300%, and your personal value will depend on the nodes taken on this board and on your gear.
The goal here is to progress through the Torment difficulties as you unlock Ancestrals, Paragon points, all Legendary Aspects, Temper mods and the most important Uniques to pilot this build. Some Legendary Aspects are used temporarily to fill slots that may be replaced with more Unique items later on.
Gear & Skills
- As you upgrade your gear to Ancestrals with more masterworking levels and reach higher paragon, you can focus more and more on replacing Armor & Resistance rolls with better stats, but ensure to stay capped at 1000 Armor and 70%+ Resistances for the difficulty you're currently in.
- During this phase of your journey, it is important to work your way up the Boss ladder to unlock powerful Uniques. Begin with Grigoire, The Galvanic Saint as he drops Insatiable Fury. This unique possesses fantastic defensive proprieties in Max Life and Iron Fur ranks, as well as strong offensive capabilities by enhancing Ursine Strength's bonuses. It is also responsible for keeping us in Werebear form once our Hurricane Duration is north of 20 seconds, as we can no longer cast Maul when Provocation is fully stacked.
- Next, set your eyes on claiming Tempest Roar. This Unique can be found after defeating Duriel, King of Maggots. While this version of the build can still function without Tempest Roar, it is recommended to enable the Werewolf Shapeshifting synergies as soon as possible.
- Visit Lord Zir for the Mjölnic Ryng. At this point replace Petrify with Cataclysm and invest fully into Endless Tempest. Temper Cataclysm Cooldown on your amulet and ring to help with Cataclysm uptime.
- Prioritize improving your Hurricane Duration tempers, as these directly scale Tempest's damage. Ensure you have Hurricane size tempered to take advantage of Distant bonuses when dealing damage with the outer edges of your Hurricane.
- Upon reaching Thunderstruck in your Paragon Board, be mindful of your Damage to Close and Damage to Distant bonus. The target for this stat is 300%, and your personal value will depend on the nodes taken on this board and your Glyph level.
This is the final version of the build's progression, including all regular Unique items, Mythic Uniques, Legendary Aspects, Temper mods and Masterworking, leaving you with a great all-rounder build for all content in the game. Additional variants use this as a baseline to optimize around certain activities.
Gear & Skills
- "Mythic" is a bit of a misnomer for the Hurricane Druid, as the most comfortable to play version doesn't prefer any Mythic Uniques. For this reason, we recommend a setup very similar to the Ancestral version for general play.
This Speedfarming variant optimizes the build for easy activities like Helltides, Whispers, Nightmare Dungeons and lower Pit Tiers after you have finished the Mythic variant and reached a plateau in your progression.
Gear & Skills
- The Speedfarming variant of the Hurricane Druid concentrates on speed and efficiency.
- Replace Earthen Bulwark with Wolves and slot in Metamorphosis to provide you with on demand Unstoppable.
- A triple Companion Skill setup is much quicker to stack Clarity. As such, invest skill points into Provocation to reduce its timer down to 12 seconds. Altogether, your snapshot bonuses are available sooner and enable a faster Hurricane rotation.
- Swap out your legendary ring with Airidah's Inexorable Will and replace Xal with Yom. This combination Stuns and pulls monsters towards you when moving through endgame content.
- Lastly, replace the Cataclysm Cooldown temper on your amulet with Movement Speed to help you reach the cap when Cataclysm is active.
This setup optimizes the Hurricane Druid to its absolute limits. We do NOT recommend you play this variant outside of Pit Pushing as it is very clunky and punishing, requiring near-perfect execution to function properly.
Gear & Skills
- We remove Insatiable Fury in favor of Shroud of False Death's extra passive ranks. However, Provocation doesn't synergize well with Shroud. The inability to cast Maul once Provocation is ready restricts us from Shapeshifting back to Werebear form and refreshing our buffs. As a result, we no longer use Provocation and rely on the Lith + Xan rune combination to Overpower our Hurricane. This way we are able to cast Maul without restrictions, providing a steady stream of Fortify and refreshing our Shapeshifting bonuses.
- Earthen Bulwark provides extra damage from Resonance when cast before Hurricane, and provides a much needed source of Unstoppable as this variant stands still to charge the Lith rune.
- The major damage upgrade of this variant comes from the Feo + Qax rune combination. When Injured or Crowd Controlled, our next cast of Hurricane deals up to 250% more damage! This is a noticeable boost over Qax's un-overflowed base 100% bonus, but is very high-risk and sometimes impossible to trigger, leading to a very clunky experience.
- To help satisfy Qax's conditions with less risk involved, we opt for greater affix Maximum Life on gear, and supplement the missing armor required to reach the 1000 armor cap using Song of the Mountain.
- Aldkin's Mercenary Reinforcement is replaced with Varyana's Bloodthirst for a little more Attack Speed, helping Maul generate Fortify quicker when we injure ourselves. Raheir remains our Hired Mercenary to save us in near-death situations.
Skill Rotation
- Begin by casting your Poison Creeper and Ravens to stack Clarity. Stand still while doing so to charge Xan using Lith.
- NOTE: DO NOT ACTIVATE your Xan rune if you have either Cataclysm or Hurricane active, as it is possible to consume the rune with the old-ongoing Hurricane/Cataclysm casts, and not have it available for your new Hurricane. Always make sure to edge your Xan rune to 99% ready and only trigger it moments before you want to cast a new Hurricane, after you've made sure all your ongoing damage has stopped.
- Become Injured or Crowd Controlled to activate Qax, then use Earthen Bulwark to activate Resonance and escape the Crowd Control via Unstoppable.
- Next, cast Hurricane to snapshot everything. Replenish the Spirit consumed by Qax using Lust for Carnage or Maul.
- Use Cataclysm halfway through your Hurricane duration to apply Vulnerable and trigger Mjölnic Ryng's damage bonus.
- Cast your Companion Skills as they come off Cooldown to stack Clarity for your next Hurricane.
- Practice makes perfect, take the time to master the rotation as you will have to repeat this rotation every 40 seconds (more or less depending on your Hurricane Duration).
FAQ & Mechanics
Once a guide is released, many players have questions on why and how we are approaching certain choices. In this section you can find the answers to the questions that have been asked the most.
Hurricane Duration
What can I do to improve survivability?
How can I trigger Unstoppable?
Which adjustments should I make on Hardcore?
Tempest Roar
Shroud of False Death
Mechanics
Clarity
Provocation
Stagger
Summary
The Hurricane Druid is a walking fortress that retaliates as hard as it tanks. While requiring a clunky micro-managed playstyle, the payoff of snapshotting Hurricane into a devastating AoE aura is well worth it. Few builds can complete difficult endgame content by walking around it, and the Hurricane Druid is the best at it.
- Cast Maul to stack Provocation for guaranteed Overpower on Hurricane.
- Utilize your Companion Skills to stack Clarity to 3 before casting Hurricane for guaranteed Critical Strikes.
- Acquire Tempest Roar as early as possible to enable Werewolf Shapeshifting synergies.
- For Hurricane durations of 20 seconds and higher, use Insatiable Fury's unique effect to remain in Werebear form.
Credits
Written by Danger
Reviewed by IBoilerUp