Difference between revisions of "Mercenary"

From Basin Wiki
Jump to navigation Jump to search
(→‎Equipment: Spirit as the only logical choice of weapon)
 
(6 intermediate revisions by one other user not shown)
Line 179: Line 179:
  
 
===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 Difficulty
+
|+ Normal/Hell difficulty (LoD) / all difficulties (D2R)
 
! Type !! Aura
 
! Type !! Aura
 
|-
 
|-
Line 194: Line 194:
  
 
{| border="2"
 
{| border="2"
|+ Nightmare Difficulty
+
|+ Nightmare difficulty (LoD) / Nightmare/Hell difficulty (D2R)
 
! Type !! Aura
 
! Type !! Aura
 
|-
 
|-
Line 236: Line 236:
 
*  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 +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.
+
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.
 
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.
Line 332: Line 332:
  
 
==Act 5 Barbarian==
 
==Act 5 Barbarian==
* These mercenaries possess the skills [[Stun]] and [[Bash]]<br/> In D2R they also use [[Battle Cry]].
+
* 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 can use [[primal helm]]s.
 
* They can use [[primal helm]]s.
* In D2r, they benefit from [[Barbarian Skill Levels]] and Barbarian skill tree levels.
+
* In D2R, they benefit from [[Barbarian Skill Levels]] and Barbarian skill tree levels.
 
* They have a 5% chance of doing critical hits, the other mercenaries do not.
 
* They have a 5% chance of doing critical hits, the other mercenaries do not.
 
* They regenerate their health fully in 16.4 seconds.
 
* They regenerate their health fully in 16.4 seconds.
Line 344: Line 345:
  
 
===Equipment===
 
===Equipment===
They 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.
+
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===

Latest revision as of 08:39, 24 September 2024