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Tbe beast thing was not useful to me except in the early game - I never upgraded it.
I used warbows mostly as weapons. I had about 110 accuracy with it by the end. I also sometimes used the famous Frostbow. Frostbow is reckoned to be stupid OP, which in some circs it certainly is, but it's not always so usefull finishing off single targets quickly (it relies on crits really) which is what my druid tended to do with her bow.
I designed my party with three dual-class melee (Eder as fighter/rogue, Pallegina as palladin/chanter, Xoyo as priest/monk). Also Aloth as single class Wizard. This meant I had Pallegina's summons, the ogres a favourite until the animated weapons camee online, Aloth's writhing tentacles summon (this is very important as a glass cannon protector, that's what it's designed to do) and myself a range of summons, may favourite later on being the lashing vine thing. This meant Aloth and my druid were pretty much protected from enemy assualt and could unload doom upon enemies unmollested most of the time.
Key point: my three dual-class front liners proved to be very, very strong and when augmented by three summons, my two glass cannons were rartely troubled.
Key druid spells in my playthrough were:
Moonwell and the "lesser moonwell". These stacked with Xoti's Concectrated Ground were always the fiirst casts in any battle. OP really.
Plague of Insects and Infestation of Maggots. Bread and butter mob killers, massively enhanced by being Foe only AoE spells. Never leave the house without them IMO. Empowered Plague of Insects can be devastating in some situations, but I preferred to empower Relentles Strorm on the whole.
Relentless Storm. If empowered = "I win button". If not merely OP.
Sunlance. If empowered will do collossal single target damage to anything not resistant to fire.
Lashing Vine. You only realy appreciate how truly nasty this thing is when an enemy plonks one on you. It's "Say hello to my little friend" type spell. Prior to that you get a selection of blight summons. I would take them as summons are really important to stop you getting ganked.
I would not miss out on these for a singe class druid.
As for the rest, pick what you like really, but becasue you only get to cast two spells per level per encounter there is no real advantage in having that wide a selection and there are a lot of very good passives to take you shouldn't miss out on IMO. Especially those that improve concentration and empowerment. Someone else can deal with an infiltrting enemy attacking you, you need to be casting those devastating spells meantime without getting interupted. Also I went for things like Heart of the Storm to further improve Relentlerss Storm which I used all the time rather than select a new spell.
Anyway I'm quite sure there are lot of druid builds, partucularly dual-class ones, that fair very well on the front line etc, but a pure glass cannon DPS druid is definitely good if sufficiently protected and mine dealt almolst exactly the same amount of damage over the game as Aloth, and he's got empowered fireballs and later empowered delayed fireballs, i.e. insane damage, so that's a measure of how good it is.
Alchemy interacts with spells that have poison tag on them. I think it's gonna get patched as alchemy was not intended to affect spells.
I picked fury as the specialty but I miss having moonwell. I'm not sure I'd pick fury again bc of that since it's one of my favorite druid spells. The teleport ability that you get with fury is useful, though, as is the +1 penetration and extra range for elemental spells. When I have Tekehu, he casts moonwell and the second level healing spell.
I rarely use spiritshift. It was good in the very beginning, though far from necessary. I find that's a problem with POE druids: their spiritshift doesn't progress quickly enough to make up for their lack of spell selection. I'd like to build a druid that ignores spiritshift and gets more spells but that's not an option. I don't think you'll miss not spiritshifting.
One problem is resilience, but eventually my attributes that didn't plan make him a front wasn't well adapted. Some key items plus large shield and wall ability, made him a good enough front.
But then another problem is engagement, you can increase the number a bit, but when you are casting all engagement are broken, that's not making a good front.
The positive is the possible additional support alas some of them don't even apply to the druid, and some good spells well adapted to be cast when in front.
But eventually some details would allow me quote why it works better for you.
Also antidote counter. for example some say plant or have other tags and then the counter is antidote. Those work too. I see no reason to patch it out. That's been talked about since day one, but it's not even as powerful as some of the top tier wizard abilities as it is now or for that matter maxed arcana with high level scrolls. It would just make druid kind of disappointing.
I think next patch, they are going to nerf alchemy/arcana as well as fix deltro's helemet over 9000 damage lash. These seem to be the biggest culprit atm.