I've gone into a few battles now, and had tons of fun as a druid. I typically go in as Hydra and work towards the freezepound. It normally works like a charm, except against those particularly tanky opponents who just refuse to die..
Freezepound- What I always assumed the druids true instant-kill should be. It's pretty hard to pull off, yet it does not fully kill. It does get it's own killing message, much like BBT, but it's still not a true kill. It's a pretty superficial problem, not a lot of people are actually able to tank a full pound as it is, especially if there was a good momentum going into it or you get lucky with the bees right before or after the pound actually hits. Freezepound hits at about a 97% damage. Why? why is the number this high, and not simply an instant kill? This mainly becomes a problem when fighting classes with vitality, or runies. (I may be wrong, but I think Algiz is the only thing that changes the 97% damage blast.)
I assumed that the refusal to allow this to be an instant kill had something to do with abusable properties of freezing, but I can not really find many. It requires less to freeze someone then say, prep for a vivisection, but with how systems cure anymore, two knights could be just as effective for a vivisection as two druids could be blasting ice, so that seems out of the question. Just as well the pound is prevented by shield, and freezing will not stop the arms.
The main problem I've found is with high health regeneration and a good parry system. Hydra heads are quite slow, and so is jaguar, even with reflexes on. It's difficult to stack enough salves to get all the freezing on top of that to get a good freezepound. Hydra generally seems the most versatile at breaking limbs and multitasking, but it's damage is horrible. If you have to get around parry with an axe or staffswing, the actual clamping head does around 100 damage, and that's to high health opponents. Once the opponent is fully broken and on the ground, you still have to freeze them up before the pound. We'll assume this process takes about five seconds. Even if the momentum was good going into it, this last part deals virtually no damage to the opponent, and even gives them the time to heal up quite a bit, between passive/health/moss which they might get one of each in before the pound hits. As I said before, if the vitality hits, it's all back from stage one, and the heavy artied ones will sip for more then a druid can deal to kill after a pound. Balance there is pretty long.