Difference between revisions of "Mercenary"
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− | = | + | {{Mercenary nav}} |
+ | {| cellpadding=0 cellspacing=0 style=text-align:left width=100% | ||
+ | |- valign=top | ||
+ | |width=25% rowspan=2| | ||
+ | __ToC__ | ||
+ | | | ||
+ | |width=17%| [[File:Rogue icon.gif]] | ||
+ | |width=16%| [[File:Desert icon.gif]] | ||
+ | |width=17%| [[File:Iron Wolf icon.gif]] | ||
+ | |width=25%| [[File:Barbarian mercenary icon.gif]] | ||
+ | |- valign=top | ||
+ | |colspan=4| | ||
+ | |} | ||
+ | |||
+ | |||
==Introduction== | ==Introduction== | ||
− | + | Most 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 [https://www.theamazonbasin.com/forums/index.php?/topic/95745-the-mercenary-resource/ topic]. | |
+ | |||
==Useful Links== | ==Useful Links== | ||
1.09<br> | 1.09<br> | ||
− | [ | + | [https://www.theamazonbasin.com/forums/index.php?/forums/topic/85544-thoughts-on-mercs-in-general/ Thoughts on mercenary types] 1.09 thread, good general info.<br> |
1.10<br> | 1.10<br> | ||
− | [http://strategy.diabloii.net/news.php?id=512 Level Up Guide]<br> | + | [https://web.archive.org/web/20100512195154/http://strategy.diabloii.net/news.php?id=512 Level Up Guide]<br> |
− | [ | + | [https://www.lurkerlounge.com/forums/thread-10275.html Optimizing Merc Levelling] by Crystalion<br> |
1.1x<br> | 1.1x<br> | ||
− | [ | + | [https://planetdiablo.eu/diablo2/calcs/speedcalc/speedcalc_english.php Attack Speed Calculator] - check breakpoints for merc weapons<br> |
− | [ | + | [https://web.archive.org/web/20210225120802/https://diablo3.ingame.de/diablo-2/calculatoren/zaubergeschwindigkeit/ Faster Cast Speed] for A3 Mercs<br> |
− | [ | + | [https://www.theamazonbasin.com/forums/index.php?/topic/102946-110-mercenary-stats/ Complete Hireling Stats]<br> |
General<br> | General<br> | ||
− | [http:// | + | [http://classic.battle.net/diablo2exp/basics/hirelings.shtml Arreat Summit Hireling Page] - use at your own risk<br> |
− | [http://www.moonsong.de/Diablo/fara/mercNames.html List of possible mercenary names]<br> | + | [https://web.archive.org/web/20150104225408/http://www.moonsong.de/Diablo/fara/mercNames.html List of possible mercenary names]<br> |
− | [http://www.marduke.com/bnet/d2/tzon/ Tankazon Resource] - click Bonuses on the left. Then click the desired mod for equipment (FCR, FHR, etc) and it will list the items with that mod.<br> | + | [https://web.archive.org/web/20070326081620/http://www.marduke.com/bnet/d2/tzon/ Tankazon Resource] - click Bonuses on the left. Then click the desired mod for equipment (FCR, FHR, etc) and it will list the items with that mod.<br> |
− | [ | + | [https://www.theamazonbasin.com/forums/index.php?/forums/topic/88577-delirium-faq/ Delirium FAQ] - all things Delirium, plus merc info<br> |
− | [ | + | [https://www.theamazonbasin.com/forums/index.php?/forums/topic/102181-act-3-mercenaries-full-power-guide/ A3 Mercenary Full Power Guide] by Red-Chaos(H)<br> |
− | ==1.11 | + | ==1.11== |
The 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. | The 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. | ||
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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. | 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 Facts== | ==General Mercenary Facts== | ||
+ | |||
===Items/Mods=== | ===Items/Mods=== | ||
* The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all. | * The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all. | ||
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* Equiping a mercenary with the mod "-x% to Enemy _____ Resistance" will help your merc's damage, but it will NOT help your character's damage. | * Equiping a mercenary with the mod "-x% to Enemy _____ Resistance" will help your merc's damage, but it will NOT help your character's damage. | ||
* Medium and Heavy armors do slow down the movement speed of mercenaries. | * Medium and Heavy armors do slow down the movement speed of mercenaries. | ||
+ | |||
===Levels=== | ===Levels=== | ||
− | * | + | * In vanilla D2 and LoD, mercs hired in normal difficulty have better stats than those hired in Nightmare, and those are both better than those hired in Hell. In 1.11, you should always hire your mercs in Normal, since they will always have better stats, the exception being the Nightmare Act 2 mercs, which have different auras than Normal A2 mercs. The level of your character when you hire them has no bearing on their stats, only the difficulty you hire them in matters. |
+ | ** In D2R, mercenaries' stats are independent of the difficulty level they were hired in. | ||
* The highest level a merc can be is 98. | * The highest level a merc can be is 98. | ||
− | * When mercs levels up, their current life is set to their new base maximum life. So, if a merc is under life bonuses from Battle Orders, Oak Sage, or equipment, you will see | + | * When mercs levels up, their current life is set to their new base maximum life. So, if a merc is under life bonuses from Battle Orders, Oak Sage, or equipment, you will see their life drop. Don't be alarmed when this happens, your merc isn't about to bite the dust. |
+ | |||
===Skills=== | ===Skills=== | ||
− | * Mercs skills do synergize each other when applicable. As an example, an Act 3 Iron Wolf's Ice Blast will synergize its Glacial Spike. | + | * Mercs skills do synergize with each other when applicable. As an example, an Act 3 Iron Wolf's Ice Blast will synergize with its Glacial Spike. |
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11). | * Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11). | ||
* Mercs will benefit from: | * Mercs will benefit from: | ||
** +all skills | ** +all skills | ||
** +fire skills (when applicable - Fire Iron Wolf or Fire Arrow Rogue) | ** +fire skills (when applicable - Fire Iron Wolf or Fire Arrow Rogue) | ||
− | ** +specific skills (if they already have the skills (e.g. an act 3 merc will benefit from an Ormus Robes' skill if he posseses that skill already, even though it says (Sorceress Only))) | + | ** +specific skills (if they already have the skills (e.g. an act 3 merc will benefit from an Ormus Robes' skill if he posseses that skill already, even though it says (Sorceress Only))). |
− | ** | + | ** +class skills in D2R if they are considered that class ([[Rogue Scout]] as [[Amazon]], [[Barbarian (mercenary)|Barbarian]] as [[Barbarian (Diablo II)|Barbarian class]]). |
*Mercs will not benefit from: | *Mercs will not benefit from: | ||
− | |||
** +skilltabs | ** +skilltabs | ||
+ | ** +class skills in LoD (not even barbarian mercs with +all barbarian skills gear) | ||
+ | *In D2R, act 1 rogues can use amazon-only bows and they will benefit from + amazon skill levels. Act 5 barbarians finally benefit from + barbarian skill levels. | ||
+ | |||
===Misc=== | ===Misc=== | ||
+ | * Mercs only have Strength and Dexterity, so +Vitality and +Energy mods have no effect. They do have life (so +Life works), but not mana. | ||
+ | * Since mercs do not have mana, mana potions and Mana Burn will not work on them. If you try the shift + 1 method to feed your merc a mana pot, he/she will thank you, although you yourself will drink the potion. They are simply granted "infinite" mana to cast spells. | ||
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath | * "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath | ||
* Poison can kill your merc, even if you are in town. | * Poison can kill your merc, even if you are in town. | ||
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt. | * You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt. | ||
* Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they are able to equip the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one. | * Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they are able to equip the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one. | ||
− | |||
* If your merc is wearing either Gold Find or Magic Find gear, you will receive those respective bonuses to your drops when the merc makes a kill. Example, 100% MF on char, 125% MF on merc. If you make the kill, 100% MF is in effect. If the merc makes the kill, 225% MF is in effect. | * If your merc is wearing either Gold Find or Magic Find gear, you will receive those respective bonuses to your drops when the merc makes a kill. Example, 100% MF on char, 125% MF on merc. If you make the kill, 100% MF is in effect. If the merc makes the kill, 225% MF is in effect. | ||
* The price of resurrecting your merc is capped at 50000 gold. | * The price of resurrecting your merc is capped at 50000 gold. | ||
− | == | + | ==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: | 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: | ||
+ | |||
{| border="2" | {| border="2" | ||
|+ Possible levels at hiring | |+ Possible levels at hiring | ||
! !! Normal !! Nightmare !! Hell | ! !! Normal !! Nightmare !! Hell | ||
|- | |- | ||
− | !Act 1 | + | ! Act 1 |
| 3-7 || 36-40 || 67-71 | | 3-7 || 36-40 || 67-71 | ||
|- | |- | ||
− | !Act 2 | + | ! Act 2 |
| 9-13 || 43-47 || 75-79 | | 9-13 || 43-47 || 75-79 | ||
|- | |- | ||
− | !Act 3 | + | ! Act 3 |
| 15-19 || 49-53 || 79-83 | | 15-19 || 49-53 || 79-83 | ||
|- | |- | ||
− | !Act 5 | + | ! Act 5 |
| 28-32 || 58-62 || 80-84 | | 28-32 || 58-62 || 80-84 | ||
− | |||
|} | |} | ||
− | == | + | ==Damage Modifiers== |
{| border="2" | {| border="2" | ||
− | |+ From [http:// | + | |+ From [https://web.archive.org/web/20050313234956/http://www.hut.fi/~tgustafs/damagereduction.html Tommi] |
! Attacking !! Modifier !! Notes | ! Attacking !! Modifier !! Notes | ||
|- | |- | ||
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|- | |- | ||
|} | |} | ||
− | "*"A minion is any creature a player controls, except a hireling or a golem. | + | |
+ | "*" 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%. | When defending, hirelings take 100% from all sources except other Hirelings, which is 25%. | ||
− | == | + | ==Survival Tips== |
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt. | * You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt. | ||
− | * Put life leech on them! Give them a weapon with decent damage, coupled with life leech. Put Amn runes in their weapons. Use | + | * Put life leech on them! Give them a weapon with decent damage, coupled with life leech. Put Amn runes in their weapons. Use [[helm]]s and [[armor]]s with built in leech. |
− | * Use a Wand of | + | * Use a Wand of [[Life Tap]] on switch for really tough and/or unleechable monsters. |
* Keep them close to your level and don't fight monsters that are too far above your level. | * Keep them close to your level and don't fight monsters that are too far above your level. | ||
==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, and | + | * They can give you the [[Vigor]] aura via [[Harmony]], [[Thorns]] via [[Edge]] and [[Fanaticism]] via [[Faith]].<br/> In D2R they can also give you [[Fanaticism]] via [[Hustle]], [[Meditation]] via [[Insight]] and [[Concentration]] via [[Mist]]. |
===Equipment=== | ===Equipment=== | ||
They 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. | They 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 | + | ===Hit Recovery=== |
{| border="2" | {| border="2" | ||
|+ Hit Recovery Breakpoints | |+ Hit Recovery Breakpoints | ||
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|- | |- | ||
| 3 || 600 | | 3 || 600 | ||
− | |||
|} | |} | ||
==Act 2 Town Guard== | ==Act 2 Town Guard== | ||
* Very popular because they share an aura with you and your party members. | * Very popular because they share an aura with you and your party members. | ||
+ | * Also very popular because of the fact that [[Aura When Equipped]] sources of some desirable auras ([[Conviction]], [[Meditation]], [[Pride]]) were polearms in LoD.<br/>Some of the [[Rune Word|runeword]] bases were later expanded in D2R to other item types. | ||
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins. | * Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins. | ||
* Their Jab has 2 hits. | * Their Jab has 2 hits. | ||
− | * Blessed Aim is mutually exclusive with the Amazon skill Penetrate. | + | * Blessed Aim is mutually exclusive with the Amazon skill Penetrate in LoD. Fixed in D2R. |
===Equipment=== | ===Equipment=== | ||
− | Get 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). | + | Get him a big damage polearm or spear. 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=== | ===Available Auras=== | ||
{| border="2" | {| border="2" | ||
− | |+ Normal/Hell | + | |+ Normal/Hell difficulty (LoD) / all difficulties (D2R) |
! Type !! Aura | ! Type !! Aura | ||
|- | |- | ||
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|- | |- | ||
| Offensive || Blessed Aim | | Offensive || Blessed Aim | ||
− | |||
|} | |} | ||
{| border="2" | {| border="2" | ||
− | |+ Nightmare | + | |+ Nightmare difficulty (LoD) / Nightmare/Hell difficulty (D2R) |
! Type !! Aura | ! Type !! Aura | ||
|- | |- | ||
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|- | |- | ||
| Offensive || Might | | Offensive || Might | ||
− | |||
|} | |} | ||
− | ===Hit Recovery | + | ===Hit Recovery=== |
{| border="2" | {| border="2" | ||
|+ Hit Recovery Breakpoints | |+ Hit Recovery Breakpoints | ||
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|- | |- | ||
| 5 || 280 | | 5 || 280 | ||
− | |||
|} | |} | ||
− | <br> | + | <br> |
==Act 3 Iron Wolf== | ==Act 3 Iron Wolf== | ||
* Do not have blocking animations. "This means they do not getting blocking check at all. The Shield will just be there for the non-blocking attributes such as defense and any other magical properties that it has such as resisitances, fast cast, skills, etc." - Ruvanal | * Do not have blocking animations. "This means they do not getting blocking check at all. The Shield will just be there for the non-blocking attributes such as defense and any other magical properties that it has such as resisitances, fast cast, skills, etc." - Ruvanal | ||
* +Glacial Spike, +FireBall, etc. will help these mercs. The only places to get these are from Ormus' Robes or two pieces of the Trang's set. Note that the +Fireball bonus from Trang's will be capped at +3. | * +Glacial Spike, +FireBall, etc. will help these mercs. The only places to get these are from Ormus' Robes or two pieces of the Trang's set. Note that the +Fireball bonus from Trang's will be capped at +3. | ||
− | * Anything that is +sorceress skills, for example: +2 Fire Skills (Sorceress Only) will not work, but the +3 Fire Skills of Hexfire would. | + | * Anything that is +sorceress skills, for example: +2 Fire Skills (Sorceress Only) will not work, but the +3 Fire Skills of Hexfire (and the [[Flickering Flame]] in D2R) would. |
* Items that lower enemy resistance (such as the Crescent Moon runeword, facets, etc.) will benefit these mercs. | * Items that lower enemy resistance (such as the Crescent Moon runeword, facets, etc.) will benefit these mercs. | ||
− | * Can complete the Isenhart set (for whatever that's worth) | + | * Can complete the Isenhart set (for whatever that's worth). |
===Equipment=== | ===Equipment=== | ||
− | You want + | + | You want +[[All 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]] [[rune word]] makes an excellent weapon for them (and actually is the only available weapon with +all skills and FCR bonuses). 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 [https://www.theamazonbasin.com/forums/index.php?/forums/topic/102181-act-3-mercenaries-full-power-guide/ Act 3 Mercenaries Full Power Guide] for more ideas. | ||
===Spells=== | ===Spells=== | ||
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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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|- | |- | ||
| Level 98 || 415-457 || 128-136 || 651-672 || 371-408 || 27-32(19 bolts) || 1-1217 | | Level 98 || 415-457 || 128-136 || 651-672 || 371-408 || 27-32(19 bolts) || 1-1217 | ||
− | |||
|} | |} | ||
− | |||
− | ===Faster Cast Rate | + | * Inferno is bugged to do half the listed damage. |
+ | |||
+ | ===Faster Cast Rate=== | ||
{| border="2" | {| border="2" | ||
|+ Faster Cast Rate Breakpoints | |+ Faster Cast Rate Breakpoints | ||
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|- | |- | ||
| 10 || 138 | | 10 || 138 | ||
− | |||
|} | |} | ||
− | ===Hit Recovery | + | ===Hit Recovery=== |
{| border="2" | {| border="2" | ||
|+ Hit Recovery Breakpoints | |+ Hit Recovery Breakpoints | ||
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|- | |- | ||
| 5 || 600 | | 5 || 600 | ||
− | |||
|} | |} | ||
<br> | <br> | ||
==Act 5 Barbarian== | ==Act 5 Barbarian== | ||
− | * These | + | * These mercenaries possess the skills [[Stun]] and [[Bash]].<br/> In D2R they also use [[Battle Cry]]. |
− | * | + | * D2R also introduced dual wielding Barbarian Mercenaries. They utilize [[Frenzy]], [[Taunt]], and [[Iron Skin]]. |
− | * They have a 5% chance of doing critical hits, the other | + | * They can use [[primal helm]]s. |
− | * They regenerate their health fully in 16.4 seconds | + | * In D2R, they benefit from [[Barbarian Skill Levels]] and Barbarian skill tree levels. |
− | * These | + | * They have a 5% chance of doing critical hits, the other mercenaries do not. |
+ | * They regenerate their health fully in 16.4 seconds. | ||
+ | * These mercenaries can complete the Sazabi Set. | ||
* They do not have or benefit from +sword mastery such as on Bloodletter. | * They do not have or benefit from +sword mastery such as on Bloodletter. | ||
− | * Act 5 | + | * Act 5 mercenaries receive a 70% bonus to their poison resistance in all difficulties. |
− | * The Act 5 | + | * 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. | * 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=== | ||
− | + | They can wield one-handed and two-handed swords but in LoD 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 | + | ===Hit Recovery=== |
{| border="2" | {| border="2" | ||
|+ Hit Recovery Breakpoints | |+ Hit Recovery Breakpoints | ||
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|- | |- | ||
| 3 || 200 | | 3 || 200 | ||
− | |||
|} | |} | ||
<br> | <br> | ||
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===Physical damage, melee fighter=== | ===Physical damage, melee fighter=== | ||
− | * | + | * You can pick a ranged merc that deals elemental damage (A1 or A3). |
− | * A2 merc with an aura that helps you. Blessed Aim if you need AR, Might if you want more damage, Holy Freeze if you need some crowd control, Defiance if you want more defense. | + | * A2 desert merc with an aura that helps you. Blessed Aim if you need AR, Might if you want more damage, Holy Freeze if you need some crowd control, Defiance if you want more defense. |
− | * Don't forget A1 mercs can help your AR with Inner Sight. | + | * A2 desert merc with [[The Reaper's Toll]] or A5 barbarian with [[Lawbringer]] (to proc [[Decrepify]]). |
+ | * Don't forget A1 mercs can help your AR with Inner Sight. Alternatively, you can use A2 desert merc [[Infinity]] (for [[Conviction]] aura). | ||
− | ===Elemental damage, melee | + | ===Elemental damage, melee fighter=== |
− | * | + | * Pick a ranged merc that deals damage of a different element. |
* Pick a physical damage merc. A2 Might or A5 Barb. | * Pick a physical damage merc. A2 Might or A5 Barb. | ||
+ | * A2 desert merc with [[Infinity]] ([[Conviction]]). | ||
− | ===Caster | + | ===Caster characters=== |
− | * | + | * These characters usually want a tank. Any A2 or A5 merc will work. |
* Holy Freeze is popular since it slows the monsters down (even cold immunes) and keeps them from running up to you and smacking you around. | * Holy Freeze is popular since it slows the monsters down (even cold immunes) and keeps them from running up to you and smacking you around. | ||
* Defiance if you want him to survive well. Might is also a good contender since more damage = more leech. | * Defiance if you want him to survive well. Might is also a good contender since more damage = more leech. | ||
* Barb merc. More aggressive than A2 mercs, and most of the standard auras don't help a caster much (meaning Might, Blessed Aim, etc.). | * Barb merc. More aggressive than A2 mercs, and most of the standard auras don't help a caster much (meaning Might, Blessed Aim, etc.). | ||
− | * Prayer/Insight combo. "Unlimited" mana and | + | * [[Prayer]]/[[Insight]] combo. "Unlimited" mana and double healing from Prayer. In D2R healing can be doubled by equipping [[Cure]] (or tripled with both Insight and Cure). |
− | * If you are a | + | * For elemental damage builds: A2 desert merc with [[Infinity]] ([[Conviction]] aura). |
+ | * If you are a [[Sorceress]] or have [[Enigma]], keep in mind that you can teleport to reposition your mercenary. | ||
===Summoners=== | ===Summoners=== | ||
− | * | + | * [[Necromancer]]s and in D2R [[Druid (Diablo II)|Druids]]. |
* The Necromancer Room's consensus seems to be: Thorns is good in NM or when you are fighting monsters that are above your level. Blessed Aim also gets a nod in NM to help with Skeleton Attack Rating versus higher level monsters. Might is better in Hell and when your level is at or above those of the monsters you are fighting. | * The Necromancer Room's consensus seems to be: Thorns is good in NM or when you are fighting monsters that are above your level. Blessed Aim also gets a nod in NM to help with Skeleton Attack Rating versus higher level monsters. Might is better in Hell and when your level is at or above those of the monsters you are fighting. | ||
* Ranged merc since the melee is covered by minions. This isn't terribly popular, since if you have lots of minions, you want to have an aura to share with them. | * Ranged merc since the melee is covered by minions. This isn't terribly popular, since if you have lots of minions, you want to have an aura to share with them. | ||
− | * With | + | * With runewords, an Act 1 Rogue can now provide the [[Vigor]] (to help minions keep up when you are running) [[Thorns]], [[Fanaticism]] and in D2R also [[Concentration]] auras.<br/>Act 2 desert merc can provide [[Concentration]] or [[Conviction]] this way, in addition to own aura. |
+ | * Druids: since most pets deal physical damage, consider using A2 desert merc with [[The Reaper's Toll]] or A5 barbarian with [[Lawbringer]] (to proc [[Decrepify]]). | ||
==Credits== | ==Credits== | ||
− | BIG thanks go out to adeyke, Ruvunal, Zath, brianc84 and many others from the AB forums | + | BIG 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 [https://web.archive.org/web/20050310015047/http://www.hut.fi/~tgustafs/diablochars.html here]. All the hit recovery information is from him, found [https://web.archive.org/web/20050308011248/http://www.hut.fi/~tgustafs/hitrecovery.html here]. |
Latest revision as of 08:39, 24 September 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 or spear. 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 +All 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 rune word makes an excellent weapon for them (and actually is the only available weapon with +all skills and FCR bonuses). 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 in LoD 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. |