Difference between revisions of "Mercenary"
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==Act 1 Rogue== | ==Act 1 Rogue== | ||
* It's "Rogue", not "Rouge". | * It's "Rogue", not "Rouge". | ||
− | * You can hire these from Kashya either 1) after completing the Blood Raven quest or 2) after reaching character level 8. | + | * You can hire these from [[Kashya]] either 1) after completing the [[Blood Raven]] quest or 2) after reaching character level 8. |
− | * | + | * In LoD Rogues are not Amazons. As such, +Amazon skill items will not work and they cannot wield (Amazon-Only) bows.<br/> In D2R Rogues can wield [[Amazon bow]]s and benefit from [[Amazon Skill Levels]]. |
− | * They can only equip | + | * They can only equip [[bow]]s. [[Crossbow]]s are not allowed. |
− | * Cast either Fire Arrow or Cold Arrow | + | * Cast either [[Fire Arrow]] (and [[Exploding Arrow]] in D2R) or [[Cold Arrow]] (and [[Freezing Arrow]] in D2R). |
* Cast Inner Sight | * Cast Inner Sight | ||
− | * The mods Fires Explosive Arrows or Bolts and Fires Magic | + | * The mods [[Fires Explosive Arrows or Bolts]] and [[Fires Magic Arrows]] are quirky. The Explosive arrows do not work. There is a graphical bug so that you see the explosion, but no damage is dealt and the Rogue does not get the Attack Rating bonus associated with the Exploding Arrow skill. Fires Magic Arrow does deliver magic damage, but the Rogue's still do not receive an AR bonus. Credit for the discovery goes to adeyke and brianc84. [https://www.theamazonbasin.com/forums/index.php?/forums/topic/95795-ar-bonuses-on-ranged-attack-skills-dont-work/ Link]. |
− | * They can give you the Vigor aura via Harmony, Thorns via Edge | + | * They can give you the [[Vigor]] aura via [[Harmony]], [[Thorns]] via [[Edge]] and [[Fanatacism]] via [[Faith]].<br/> In D2R they can also give you [[Fanaticism]] via [[Hustle]], [[Meditation]] via [[Insight]] and [[Concentration]] via [[Mist]]. |
===Equipment=== | ===Equipment=== | ||
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|- | |- | ||
!Fire | !Fire | ||
− | | Inferno || | + | | [[Inferno]] (LoD) / [[Fire Bolt]] (D2R) || [[Fire Ball]] || [[Enchant]] (D2R) |
|- | |- | ||
!Cold | !Cold | ||
− | | Glacial Spike || Ice Blast || Frozen Armor | + | | [[Glacial Spike]] || [[Ice Blast]] || [[Frozen Armor]] (LoD) / [[Chilling Armor]] (D2R) |
|- | |- | ||
!Lightning | !Lightning | ||
− | | Charged Bolt || Lightning | + | | [[Charged Bolt]] || [[Lightning]] || [[Static Field]] (D2R) |
|} | |} | ||
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==Act 5 Barbarian== | ==Act 5 Barbarian== | ||
− | * These mercenaries possess the skills Stun and Bash | + | * These mercenaries possess the skills [[Stun]] and [[Bash]]<br/> In D2R they also use [[Battle Cry]]. |
− | * | + | * They can use [[primal helm]]s. |
− | * They have a 5% chance of doing critical hits, the other mercenaries do not | + | * They benefit from [[Barbarian Skill Levels]] and Barbarian skill tree levels (D2R only). |
− | * They regenerate their health fully in 16.4 seconds | + | * They have a 5% chance of doing critical hits, the other mercenaries do not. |
− | * These mercenaries can complete the Sazabi Set | + | * They regenerate their health fully in 16.4 seconds. |
− | * They do not have or benefit from +sword mastery such as on Bloodletter | + | * These mercenaries can complete the Sazabi Set. |
− | * Act 5 mercenaries receive a 70% bonus to their poison resistance in all difficulties | + | * They do not have or benefit from +sword mastery such as on Bloodletter. |
− | * The Act 5 mercenary normal attack has 2 hits, similar to the A2 mercenary's Jab | + | * Act 5 mercenaries receive a 70% bonus to their poison resistance in all difficulties. |
− | * They will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn | + | * The Act 5 mercenary normal attack has 2 hits, similar to the A2 mercenary's Jab. |
+ | * They will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn. | ||
===Equipment=== | ===Equipment=== |
Revision as of 03:09, 25 June 2024
IntroductionMost of the following information has been collected from the AB forums, as a reference for other Basiners. Credits are listed at the bottom of the page. You can discuss changes/corrections to this page in this topic. Useful Links1.09 1.11The most important change 1.11 brought is this: You no longer have to level up your merc. When you hire a mercenary now, they will be within 5 levels of your character. They also keep up with your level much more easily now after you hire them. When you hire mercs, their stats may appear incorrect on the hiring screen. However, once you actually hire them, their stats will get updated and will display correctly. When 1.11 first came out, the ctc Valk on the 'Peace' runeword "worked" for mercs, but caused the game to crash. Blizzard disabled the mod for mercs afterwards. General Mercenary FactsItems/Mods
Levels
Skills
Misc
Hiring levels (1.10)This is a list of the merc levels you will have to pick from based on Act and Difficulty Level (Expansion Only). Note that you can't buy a merc whose level is higher than your own:
Damage Modifiers
"*" A minion is any creature a player controls, except a hireling or a golem. When defending, hirelings take 100% from all sources except other Hirelings, which is 25%. Survival Tips
Act 1 Rogue
EquipmentThey tend to stay out of harm's way reasonably well, so life leech isn't mandotory, but a little bit certainly helps. Increased Attack Speed can help (check speed calculator). These mercs are good at activating Chance to Cast mods without being in the thick of the battle. Blinding, fleeing, amplify damage, etc. Hit Recovery
Act 2 Town Guard
EquipmentGet him a big damage polearm. Mods to look for are: Crushing Blow, life leech, +life, resistances, Faster Hit Recovery, Chance to Cast amp damage or decrepify, Slows Target (especially on Holy Freeze merc). Available Auras
Hit Recovery
Act 3 Iron Wolf
EquipmentYou want +skills and Faster Cast Rate. Everything else is secondary because they tend to survive fairly well on their own unless you let them get swarmed. The Spirit runeword makes an excellent weapon for them. You would need +strength on your helm/armor to let them use a Spirit shield since the lowest strength requirement on a 4 socket shield is 156 on a Monarch (146 if ethereal). They top out at 153 str at level 98 and have 137 str at level 85, just to give you an idea. See the Act 3 Mercenaries Full Power Guide for more ideas. Spells
This chart assumes they were hired in Normal difficulty and have no +skills. The numbers reflect the synergy bonuses when applicable.
Faster Cast Rate
Hit Recovery
Act 5 Barbarian
EquipmentThey can wield one-handed and two-handed swords but they cannot dual-wield two one-handed swords. Life leech, FHR, resistances, etc are good. They're about the same as A2 mercenaries except for the weapon differences. Lawbringer has become somewhat popular because of the chance to cast Decrepify. Hit Recovery
What Merc for Build X?Well, there are far too many builds to list a merc for each one. In general, pick a mercenary that compliments you well. I'll make some general comments on mercs that might work well. Ultimately, it's usually a matter of personal preference. This list is based on my opinions/experiences and on what I've read here in the forums. Physical damage, melee fighter
Elemental damage, melee fighter
Caster characters
Summoners
CreditsBIG thanks go out to adeyke, Ruvunal, Zath, brianc84 and many others from the AB forums who did all the real work, and ThePlatypus for compiling it here. Also, thanks to Tommi for his excellent pages of information, found here. All the hit recovery information is from him, found here. |