Build introduction
The Fleshrender Druid devastates Nearby Poisoned enemies by using Defensive Skills for a large burst of Poison damage. The Fleshrender Druid is an effective and high damage build thanks to a few interactions:
- The
Petrify Rank 5 effect resets the cooldown on all other skills, including the Defensive Skills that trigger the Fleshrender effect.
- The
Xan rune gives easy uptime to Critically Overpower all damage sources.
Nature’s Fury triggers of extra Defensive Skills will also trigger extra hits from Fleshrender.
The Fleshrender Druid is sometimes called the Singing, Roaring or Shout Druid. This version of the Fleshrender Druid is less sing-y, and will primarily use Earthen Bulwark and
Cyclone Armor as its Defensive Skill triggers, with
Debilitating Roar and
Blood Howl as buff maintenance secondary skill triggers.
Strengths and Weaknesses
- Wide Area of Effect attack
- Easy to manage Bossing
- Very Button Spam
- High Gearing Requirement
Build Requirements
The following Unique Items are required for build functionality to get started on the Fleshrender Druid:




Cooldown Requirements
- For this build to play smoothly, you will want your
Petrify cooldown to be below 10 seconds for the smoothest play. This is done with
Airidah’s Inexorable Will, tempers on Amulet and Jewelry, and other sources. Check out the Petrify Cooldown Management section for more information.
- You will also want your
Cyclone Armor and
Earthen Bulwark cooldowns to be about 6 seconds, so they will reset within one
Symbiotic Aspect trigger.
This build uses Runewords as a key mechanism for significant damage output multipliers. The Zan
Xan combination gives high uptime on Critical Overpowers for all damage, including the damage triggers from
Fleshrender. Access to Runewords requires the Vessel of Hatred expansion. This is an Eternal-friendly build.
Quick Navigation
This guide covers everything necessary to get started on your Fleshrender Druid adventure, including Skill Tree points, Paragon, Gearing, and Seasonal updates. Navigate straight to hot topics here:
Gearing, Gems, and Runes | Paragon Board |
Rotation and Playstyle | Season Updates |
Petrify Cooldown Management | Variant Options |
Skill Bar and Skill Tree Points
There’s several flex options for Skilling that can change based on the content, like speedfarming or pit-pushing. Check the Variant Options section to optimize for your content.
If you are missing skill points, complete Renown events in each zone. See how these Skills play in the Rotation and Playstyle section.
Druid Class Mechanic – Spirit Boons
Druids unlock powerful Spirit Boon passives, giving offerings to the animal spirits to receive their Blessing. Once fully unlocked, activate the final Boon by Spirit Bonding with one of the four animal spirits to take two passives from that row.
Boon Name | Animal | Effect |
---|---|---|
Wariness | Deer | Take 15% Reduced Damage from Elites. |
Avian Wrath | Eagle | Gain 40% Critical Strike Damage. |
Bolster | Wolf | Fortify for 50% of your Maximum Life when you use a Defensive Skill. |
Overload | Snake | Dealing Storm damage also applies an additional 20% Poisoning damage over 5 seconds. Lucky Hit: Dealing Poison damage has up to a 35% chance to summon a Lightning Bolt on the target dealing 120% damage. |
Calm Before the Storm | Snake | Lucky Hit: Nature Magic Skills have up to a 10% chance to reduce the Cooldown of your Ultimate Skill by 2 seconds. |
Check the Variant Options section for more ways to fit your preferred playstyle.
Gear, Stats, Gems, and Runes
Check these sections for all important Fleshrender Druid gearing considerations to improve the power of your character in the endgame.
Seasonal Players, please check out our Season 10 Mechanics Section for information on Chaos Armors and ideal Chaos Armor setups.
Legendary Aspects
Gear slots with multiple options are listed in recommended priority. Any slot with a non-required Mythic Unique or Unique Item will include a valid alternative legendary power to use while still leveling and gearing. Combine these with the right stat priorities.
Slot | Aspect | Unique/Legendary Aspect Power |
---|---|---|
1 Handed Mace | ![]() | Casting a Defensive Skill deals damage to Nearby Poisoned enemies, increased by 50% for every 100 Willpower you have. |
Totem | ![]() | You deal 25-65% increased damage while hitting a Poisoned enemy as a Werebear or a Crowd Controlled enemy as a Werewolf. |
Helm | ![]() | Your Earth Skills are now also Werebear Skills and Fortify you for 2-5% of your Maximum Health. |
Chest | ![]() ![]() | If you haven’t dealt damage in the last 2 seconds, gain Stealth and 40% Movement Speed. |
Gloves | ![]() ![]() | Your attacks randomly deal 1% to 200-300% of their normal damage. |
Pants | ![]() | When the Nature’s Fury Key Passive triggers a free Skill, your non-Ultimate Cooldowns of the opposite type are reduced by 2-6 seconds. |
Boots | ![]() | When you cast a Skill with a Cooldown, you explode, dealing Fire damage. |
Amulet | ![]() | Casting a Storm Skill grants your Earth Skills 50-70% Critical Strike Damage for 4 seconds. Casting a Earth Skill increases the Critical Strike Chance of Storm Skills by 10-15% for 4 seconds. |
Ring 1 | ![]() | Casting an Ultimate Skill Pulls in Distant enemies, dealing Physical damage to them and increasing by 10% for every 1 point of Willpower you have. This effect repeats once more 5 seconds later. |
Ring 2 | ![]() | Casting an Ultimate Skill increases your damage by 10-30% for 8 seconds. Gain 2 additional Ultimate Skill Ranks. |
Stat Priority and Tempering Affixes
Each line of affixes is listed in order of importance, and some alternatives are given. The bolded affixes are the most important targets for Masterworking upgrades. Check the Tempering guide and Masterworking guide for more details about these topics.
Slot | Gear Affixes | Tempering Manual Affixes |
---|---|---|
Unique 1 Handed Mace ![]() | Willpower Ranks to ![]() Defensive Cooldown Reduction Ranks to Defensive Skills | |
Totem – Legendary Aspect | Cooldown Reduction Willpower Maximum Life Luck Hit Chance | ![]() ![]() |
Unique Helm![]() | Maximum Life Willpower% Ranks to ![]() Armor | |
Mythic Chest![]() | All Stats Maximum Life Damage on Next Attack After Entering Stealth Resource Generation | |
Unique Chest ![]() | Maximum Life Ursine Strength’s Bonuses Ranks to ![]() Werebear Overpower Damage | |
Unique Gloves![]() | Lucky Hit Chance Critical Strike Chance Attack Speed Lucky Hit: Chance to Make Enemies Vulnerable for 3 Seconds | |
Gloves – Legendary Aspect | Willpower Maximum Life Attack Speed Resistance to All Elements | ![]() ![]() ![]() |
Pants – Legendary Aspect | Willpower Armor Maximum Life Reistance to All Elements | ![]() ![]() ![]() ![]() |
Unique Boots ![]() | Movement Speed Cooldown Reduction Resistance to All Elements Non-Physical Damage | |
Amulet – Legendary Aspect | Willpower% Ranks to ![]() Ranks to ![]() Ranks to ![]() | ![]() ![]() ![]() ![]() ![]() |
Unique Ring – ![]() | Willpower Damage to Close Enemies Lucky Hit Chance Ultimate Skill Cooldown Reduction | |
Ring – Legendary Aspect | Willpower Maximum Life Attack Speed Resistance to All Elements | ![]() ![]() ![]() |
There is unfortunately no high-value Weapon Augment Temper for the build, so the Poison Damage Lucky Hit is taken. This will not apply Poisoned Condition to enemies.
The offensive temper slot has a valid choice between:
- Slightly more Earth Lucky Hit from hits of
Innate Earthen Bulwark to trigger Lucky Hit triggers like
Sinister Tendrils. This is also value for Calm Before the Storm Spirit Boon.
- Topend damage from minor additive pool additions like Overpower Damage.
Cooldown Reduction to Petrify and to Defensive Skills is high value. Try to target Greater Affix on the
Airidah’s Inexorable Will and Mastercraft as available until Petrify is below 10 second cooldown, and to get
Earthen Bulwark and
Cyclone Armor below 6 seconds, to make gameplay smooth with
Symbiotic Aspect.
Attack Speed is a minor gain in faster spell queueing for your Skills.
Critical Strike Chance is covered by the Xan Runeword so will not need gear affix investment.
After gearing, look at progression systems like Paragon next.
Uniques and Mythic Uniques
The following Unique Items are required, recommended, or optional for the Fleshrender Druid:
Fleshrender is the primary source of damage for this build, doing a burst of damage to Poisoned Enemies after using a Defensive Skill.
Vasily’s Prayer makes Earth Skills into Werebear skills. This includes
Petrify and
Earthen Bulwark. This also means the Fleshrender burst triggered from
Earthen Bulwark has both the Earth and Werebear tags for damage multipliers.
- (Before Mythic)
Insatiable Fury has strong gearing affixes and gives Skill Ranks to all Werebear Skills. With
Vasily’s Prayer, this includes Earth Skills as well.
Fists of Fate gives easy Vulnerability application, a moderate damage multiplier average, and is a large source of Lucky Hit. Lucky Hit is a large boost for effects like
Sinister Tendrils Poison application, and for Lucky Hits like Calm Before The Storm spirit boon.
- Legendary Gloves are a valid choice as well.
Aspect of Creeping Death is a moderate multiplier that can help get through mobbing or speedrunning can be selected. If legendary gloves with high Greater Affixes and strong mastercraft to Willpower can be found, it can be better than
Fists of Fate. There are some other aspect options that would help better with Bossing, such as
Conceited Aspect.
- Legendary Gloves are a valid choice as well.
- (Before Mythic)
Tibault’s Will is a strong damage multiplier and damage reduction source, and its effect will constantly be active thanks to
Enhanced Earthen Bulwark. Using this is viable before Mythic Uniques, as
Symbiotic Aspect can be moved to chest.
Rakanoth’s Wake can be a high source of Cooldown Reduction, though the Unique Affix itself does not scale well. Greater Affix the Cooldown Reduction. This can be an important of Cooldown Reduction to keep gameplay smooth.
Airidah’s Inexorable Will is the primary source of high Ultimate Cooldown Reduction% for
Petrify, and grips in enemies on and after Ultimate cast. Getting Greater Affix in the Ultimate Cooldown Reduction can be the biggest difference in function for this build.
Mythic Unique Items
Shroud of False Death As with nearly all druids builds, Shroud is a strong Mythic Unique item, granting +1 in all Skill Passives and decent Gearing Affixes. The boost to Skill Passives means gains in damage multipliers, damage reduction, fortify, and various utility.
Check our Unique Item Target-farming guide for information on where to find everything you need.
Gems and Runewords
The following are the recommended Gem and Runeword setups for the Landslide Druid.
Gems
Weapon Gems | Armor Gems | Jewelry Gems |
---|---|---|
![]() | ![]() For increased Willpower | ![]() For All Resistances |
Runewords
Use these Runeword combinations for the Fleshrender Druid, placed into Armor Slots.
Runeword Combination | Effects |
Zan Xan | ![]() ![]() |
Yul Qax | ![]() ![]() |
Runewords use a conditional Rune of Ritual to generate Offering. The Offering is consumed by the Rune of Invocation to trigger its effect. Runes replace Gems in gear with two sockets. Up to two sets of Runeword Pairs can be placed at a time.
Xan will provide a high volume of periodic Critical Overpowers.
Qax will give a strong periodic damage multiplier.
Situationally Ahu can be a better trigger than
Yul; it will be better during Mobbing but worse during Bossing.
Paragon Board
The following are the preferred Glyphs, Boards, and pathing recommended for making the most of the Fleshrender Druid.
The road to max Paragon is long. The above Paragon tabs show the following:
- The BASE SETUP tab spends 50 fewer points than the max 328 points, taking stricter pathing to take all most all Legendary, Rare and Magic Nodes, and activates all Glyph Nodes with their secondary effects.
- The FULL SETUP tab completes the paragon board in its final form, filling in the rest of the board to get the rest of the desired Magic and Rare Nodes, filling out Glyph additives, and then spending the rest of the points on Willpower to scale
Fleshrender.
Glyphs have two significant breakpoint increases. At Level 15, the glyph grows in radius and gains a special effect. At Level 46, the glyph grows to max radius and gains a strong conditional damage multiplier.
Glyphs are placed as if they are at least Level 15+ in radius. Total Boards placed are now limited to a max of 5; the Starter Board and four Class Boards. Rotate boards as necessary.
Season 10 Mechanics
Chaos Perks
Chaos Perks are the latest flavor of seasonal power, offering a selection of one Unique and 3 other powers of any combination. Perks are acquired from Seasonal Reputation or from Bartuc in Infernal Hordes. Here is the recommended setup for the Fleshrender Druid:
Power | Description |
---|---|
![]() | Gain the following: 100-200% Maximum Life +50-100% Healing Received 75-125% Overpower Damage However, your Maximum Resistances are reduced by 25%, and your damage reduction from Armor is capped at 60%. |
![]() | Your Core Skills also apply 100-200% of their Base damage as Poisoning over 4 seconds. Dealing direct damage to a Poisoned enemy spends 5 Spirit to be a guaranteed Critical Strike that deals 30-60% increase damage. |
![]() | Every 100 Spirit you generate above your Maximum increases your damage by 50-100% for 5 seconds. This bonus stacks up to 3 times, but does not refresh. |
![]() | Shapeshifting into a new form uses a free Skill and grants an additional bonus for 5 seconds: Werewolf uses Blood Howl, 10-20%[x] Critical Strike Damage Werebear uses Debilitating Roar, 10-20% Damage Reduction Human uses Cyclone Armor, 10-20%[x] Attack Speed |
Wild Transformations is especially notable for the Fleshrender Druid, as all these Defensive Skills will count for Fleshrender. Potentially, a single Cast of a Skill like
Earthen Bulwark would also cast
Debilitating Roar thanks to
Wild Transformations, and also a
Cyclone Armor thanks to
Nature’s Fury, giving 3 Fleshrender triggers per action. The rest of the Perks are strong multipliers that will juice the damage trigger further.
Purge the Infected‘s Poisoning only applies for Core Skills, but the second part to amplify Critical Strikes is a tidy increase. If the Spirit Drain is too much to maintain
Overabundance, swap in
Crazy Brew instead.
Chaos Armors
Chaos Armors are a selection of generic and class Unique Items that can drop as empowered versions in any Armor Slot besides their native slot. For example, a ChaoticFists of Fate could drop as helm, chest, pants and boots. These items open many possibilities but have a very large pool of items with low drop rates and are untradable, meaning a perfect setup may take a while and many combinations will be effective in the meantime.
The most notable Chaos Armor for the Fleshrender Druid is of course Fleshrender itself; opening up a weapon slot and boosting the Fleshrender trigger damage.
The following is a recommended Chaotic setup for the Fleshrender Druid. Recommended Masterworks will be in Bold.
Slot | Gear Affixes | Tempering Manual Affixes | |
---|---|---|---|
1 Handed Mace | ![]() | Willpower Max Life Overpower Damage | |
Totem | ![]() | Cooldown Reduction Willpower Maximum Life | ![]() ![]() |
Helm | ![]() ![]() ![]() | Lucky Hit Chance Critical Strike Chance Attack Speed Lucky Hit: Chance to make enemies Vulnerable | |
Chest | ![]() (Replace with ![]() | Maximum Life Ursine Strength’s Bonuses Ranks to ![]() Werebear Overpower Damage | |
Gloves | ![]() | Willpower Ranks to ![]() Defensive Cooldown Reduction Ranks to Defensive Skills | |
Pants | ![]() ![]() ![]() | Maximum Life Willpower% Ranks to ![]() Armor | |
Boots | ![]() | Movement Speed Cooldown Reduction Resistance to All Elements Non-Physical Damage | |
Amulet | ![]() | Willpower% Ranks to ![]() Ranks to ![]() Ranks to ![]() | ![]() ![]() ![]() ![]() ![]() |
Ring | ![]() | Willpower Damage to Close Enemies Lucky Hit Chance Ultimate Skill Cooldown Reduction | |
Ring | ![]() | Willpower Maximum Life Attack Speed Chance to apply Vulnerable | ![]() ![]() ![]() |
Other Chaotic Considerations
- Use
Song of the Mountain if you are not armor capped.
- Chaotic
Airidah’s Inexorable Will is playable, though increasing the Unique Affix damage is not a significant part of the build.
Yom may be the better choice over
Qax both in terms of reset total and for the resource generation difference to upkeep
Overabundance, but other options like using Energize Spirit Boon may be the better play.
- Playstyle Option –
Wild Transformations opens up the option of just putting
Storm Strike and
Primal Shred (replacing
Blood Howl) on your skill bar and just alternating between those two Skills, hitting other Defensives as they are available. You do not even have to hit targets with the Basic Attacks, just Force Hold Movement and spam between them to shapeshift and force the Perk. It will be worse in terms of Spellqueue speed, Symbiotic Aspect resets and total Fleshrender triggers but a lot easier on gearing, as you will not need nearly as much Cooldown Reduction on everything. Feel free to try this out in early gearing. You could also opt to add in
Moni
Que free extra forced transformations without having to
Storm Strike.
Shred will also be a handy mobility tool to speed through content.
Mercenaries
Once unlocked, Mercenaries are followers that aid the Player in combat. A main mercenary is chosen to fight alongside you, granting strong buffs or perks, and a secondary Mercenary is chosen to periodically Reinforce you under a chosen Opportunity condition.
Main Mercenary – Subo, the Drunken Archer
- Skills:
Wire Trap,
Ready At Hand,
Cover Fire,
Opening Fire
Reinforcement – Raheir, the Shieldbearer
Subo’s Opening Fire Critical Strike Damage debuff is a strong damage gain. The minimap target tracking is high quality of life on top. Other Mercenaries are usable, such as if you need additional defenses like Armor or All Resistance from Raheir.
Build Mechanics
Rotation and Playstyle
The primary damage cycle for the Fleshrender Druid is:
Petrify to Stun, apply the Critical Strike Damage debuff and grip in enemies with
Airidah’s Inexorable Will.
Cyclone Armor to debuff enemies, apply the Poison via Overload Boon, and to trigger
Fleshrender.
-
Earthen Bulwark for Barrier, Unstoppable, and to Trigger
Fleshrender.
Buff Maintenance:
Debilitating Roar and
Blood Howl are secondary Skills used for Buff Maintenance:
Debilitating Roar applies a damage dealt buff on yourself and damage taken debuff on enemies. Cycle this into your cast rotation at least every 4 seconds.
Blood Howl gives an attack speed bonus and a boost to
Toxic Claws. Cycle this in at least every 8 seconds.
Why Earthen Bulwark and Cyclone Armor over Debilitating Roar and Blood Howl?
Nature’s Fury naturally favors Storm and Earth Skills and are the target for our
Symbiotic Aspect resets. As well,
Aspect of Natural Balance will affect these two skills.
Earthen Bulwark has the more favorable Earth + Werebear tags, and has a damage trigger for Lucky Hits with
Innate Earthen Bulwark.
Cyclone Armor applies Poison with Overload Boon and has a damage trigger for Lucky Hits.
Debilitating Roar has a favorable Werebear tag, but no damage trigger and has a longer spellqueue to activate.
Blood Howl has no damage trigger, and no favorable damage Tags.
Storm Strike is the lowest filler, to apply Poisoned condition to enemies or trigger Lucky Hits.
Skills, Support, and Synergies
Fleshrender is the primary source of damage for this build. Defensive Skills used on Nearby Poisoned enemies trigger its damage. The Fleshrender damage is Poison type, and scales with generic modifiers, with Willpower, and with tags of the attached Defensive Skill. For example, Fleshrender bursts from
Earthen Bulwark will have the Earth Tag, and with
Vasily’s Prayer, the Werebear tag as well. This makes the Fleshrender damage benefit from passives like
Resonance.
The Defensive Skills used in the primary cycle are Earthen Bulwark and
Cyclone Armor:
Earthen Bulwark is an Earth and Werebear (thanks to
Vasily’s Prayer) Skill that gives Barrier, Unstoppable, and a damage trigger with
Innate Earthen Bulwark.
Cyclone Armor is a Storm skill that, thanks to Overload Spirit Boon, applies the Poisoned condition to enemies.
Both of these two skills have damage instances attached, which is useful for Lucky Hit triggers like Sinister Tendrils. They are also faster casts than
Debilitating Roar, which makes them the preferred primary cycle Defensive Skills.
Petrify is our Ultimate Skill. It stuns, grips in enemies, grants Spirit, applies a Critical Strike Damage debuff, and resets all other Skills’ cooldowns. Its Rank 5 effect to reset other Skills is a significant enabler for the Fleshrender damage cycle.
What is Nearby
Fleshrender deals Poison typed damage to Nearby Poisoned enemies. Unlike Close, which is melee range and a bit farther, Nearby is a much larger range that will be just about the radius of a standard monitor. You can get a feel for the distance at the training dummies if desired. It is about the distance from the dummies to the doorway of the training room.
Applying Poisoning
The Poisoned Condition is necessary for Fleshrender to deal its damage against a target. How much Poisoning value is not important, just that the enemy is Poisoned. Not all Poison sources apply Poisoning damage over time. We apply Poisoning with:
- Overload Spirit Boon causes our Storm tagged damage like from
Cyclone Armor to apply Poison.
Sinister Tendrils is a Lucky Hit chance to apply Poisoning damage over time to enemies.
- Any Seasonal powers that apply a Poisoning Damage Over Time.
Key Passive
The Key Passive for Fleshrender Druid is Nature’s Fury. Skills Autocast from sources like Nature’s Fury or seasonal powers like Wild Transformations mean a high amount of extra triggers of the Fleshrender effect. Between high amounts of Cooldown Reduction, Petrify Cast resets on Skills and
Symbiotic Aspect, gameflow should be pretty smooth once well geared.
Petrify Cooldown Management
Petrify resets the cooldowns on our other skills at Rank 5. The more we can reset Petrify the smoother our gameplay. We reduce the Cooldown in a few ways:
- General Cooldown Reduction sources like on
Rakanoth’s Wake and Totem.
- Skill ranks in Petrify reduce cooldown, such as from Skill Points or from
Vehement Brawler’s Aspect.
- Kills on enemies affected by
Petrify reduce the cooldown by one second. In trivial content, this is notable while in push it is insignificant.
- Hitting a Boss with Petrify reduces Petrify by 10 seconds.
- Calm Before the Storm is a lucky hit reducing Petrify cooldown.
- Ultimate Cooldown Reduction from
Airidah’s Inexorable Will. Greater Affixing this can be the largest source of Cooldown Reduction for Petrify.
- Tempers for Cooldown Reduction – Petrify on Jewelry Slots
Variant Options
Petrify,
Cyclone Armor and
Innate Earthen Bulwark are locked in as part of your Primary Gameplay Cycle.
However, there’s a few ways to play this to suit your playstyle preference or attack tempo.
Both passives of Cyclone Armor are valid to use.
Preserving Cyclone Armor pulls in enemies and gives a defensive boost, while
Innate Cyclone Armor slows and applies a damage taken debuff. While Innate is taken by default, if you find it disruptive then try out Preserving.
Debilitating Roar and
Blood Howl are buff maintenance and redundancy skills when you missed or are working on a Petrify Reset. Debilitating Roar is also a tidy Damage Reduction to enemies and Damage Taken Debuff against enemies, and maintains Werebear form so is not a large loss to use.
Blood Howl can provide attack speed, toxic claws boosts, and werewolf form boosts to things like
Heightened Senses.
The final Skill is fully flexible. Either it can just be ignored in favor of having more skill points to move around into damage multipliers or used as filler for various gameplay modifiers. You can try out the following Skills and their adjustments as you prefer for playstyle:
Storm Strike can be basic filler to help jumpstart poisoning and applying Vulnerable to enemies.
- The glove slot can flex to
Aspect of Impending Deluge if you have a well itemized Legendary Gloves.
- The glove slot can flex to
Poison Creeper can be another easy way to apply Poisoning, and can allow us to flex off the Overload Boon into Calm Before the Storm.
- Use Poison Creeper with
Subterranean Aspect on the gloves to help trigger Lucky Hits like Calm Before the Storm and
Sinister Tendrils.
- Put 1 Rank in
Landslide, and take
Enhanced Landslide and
Raging Landslide. More pillars is more Lucky Hit chances.
- Use Poison Creeper with
Primal Shred can be used as a Mobility tool.
There’s also the option to take no non-essential skills and just play with the three locked in skills in a three button playstyle. Feel free to try it out, it can be the easier playstyle depending on the content and the level of your gear. Spare Skill Points can go to Defensive Posture and
Vigilance.
Some other small Spirit Boon flexes are available depending on content. The Deer and Wolf boons are all relatively low value; you could for example take Prickleskin over Wariness for a bit more damage, or Advantageous Beast for speedfarm. Then the Wolf could take Calamity for a bit more Petrify Duration when there is intermittent downtime in a run.
Speedfarming
For Speed Content, try out one or more of the following:
- Replace
Qax with
Jah for more Mobility.
- Use Advantageous Beast Spirit Boon if movement speed is not capped.
- Use
Primal Shred as your filler Skill for Mobility.
Managing Fleshrender APM
This build is a high actions per minute build. It is incredibly spammy both in Skill casts of your Petrify -> Cyclone Armor -> Earthen Bulwark cycle. This is a constant tempo of actions that lasts through the entire run of your content.
Repetitive Stress Injury and Carpal Tunnel are real, and this build may be demanding depending how you play it. If there’s any issues with hand pain, please consider some of the following:
- Relook at your Skills on the Skill Bar and how they are placed. A 321 flow might be easier on your hands than another setup.
- Relook at keybinds. Mouse Buttons, different triggers on controller or even Scrollwheel may be better binds.
- For PC, the Numlock trick from d3 still works for autocasting abilities
- Secondary Bind your skills to Numlock 1-4
- Have Numlock set to on.
- Press and hold the skills you want to autocast, and turn Numlock off while still hodling those skills
- Release these keys and the skills should autocast whenever they are off cooldown and you are out of town
- Controller users are more blessed, they can just hold down most skills for autocast as they are available.
- Be wary, as other helpful tech like Mouse or Keyboard Macros to turbocast or sequence cast off one hotkey or for Console, controller turbo settings, may violate TOS for gameplay automation. Definitely avoid those.
Elixirs, Incense, and Health Potions
The Alchemist offers helpful consumables at the cost of foraged materials found throughout Sanctuary.
- For Elixirs, craft
Elixir of Advantage II for Attack Speed and Lucky Hit Chance.
- One of each Incense Category can be used, for a total of three active Incenses at a time. In priority:
- Defensive –
Reddamine Buzz for Max Life, or
Song of the Mountain if you need the Armor, up to 1000 armor cap.
- Core Stat –
Blessed Guide for Willpower.
- Resistance –
Soothing Spices for All Resist, All Resist Maximum, and Armor.
- Defensive –
- Upgrade your Potion as you level, increasing the instant healing of the potion!
Season 10 Updates
With the update to Fleshrender being triggered from autocast sources like Nature’s Fury, this build will swap to that Key Passive. Extra sources like seasonal power
Wild Transformations will boost trigger amount even further. This is still a high gear requirement build for smooth gameplay, wanting a lot of sources of Cooldown Reduction still.
The following list details the important changes in the Season 10 Patch Updates that are specific to the Fleshrender Druid. For general Season 10 information, check out our Season 10 Hub.
Itemization:
Fleshrender – Can now trigger from auto-cast Skills.
Earth and Sky – Damage bonus increased from 10% to 18%.
Skills and Stats:
- N/A
Bug Fixes:
- Fixed an issue where Resonance passive was not granting its bonus to non-Casted Skills.
- Fixed an issue where Storm Strike would sometimes fail if the final target in the chain died.
- Fixed an issue where Airidah’s Inexorable Will could deal Shadow damage instead of Physical damage.
Changelog
- 21 September, 2025: Updated for Patch 2.4 and Season 10. Seasonal Players please note that the Season 10 Mechanics section has setups that include the seasonal Chaos Armors.
- 6 July, 2025: Updated speedfarm variant and horadric arcana options.
- 27 June, 2025: Build created for Season 9 and Patch 2.3.