Halberds
Halberds are long-reach polearm weapons. They appear in pre-release gameplay material as a two-handed option for keeping enemies at the end of the Druid's reach. Halberds favor patient play: poke from beyond an enemy's swing range, punish the windup, and pivot to defense when crowded.
Swing Profile
Long reach. Strikes from outside most enemy swing ranges.
Two-handed. No off-hand, no off-hand spell. Use slot 2 for ranged or magic flexibility.
Wide arcs. Sweeping swings catch grouped enemies more readily than a focused thrust.
Build Roles
Patient bruiser. Stay outside the threat zone, punish wind-ups.
Crowd control. Sweep arcs through groups before they can close.
Hybrid. Halberd on slot 1 for reach, daggers on slot 2 for tight-quarters cleanup.
Limits
Halberds are slow on recovery and clumsy in tight rooms where their reach becomes a liability. Spacing discipline is the skill that separates the class from a generic two-handed weapon. Halberd Druids should think carefully about which biomes and encounters reward the reach.