Difference between revisions of "Mercenary"
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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). | * 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 fighter=== | ===Elemental damage, melee fighter=== | ||
* Pick a ranged merc that deals damage of a different element. | * 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 characters=== | ===Caster characters=== | ||
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* 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]]s. |
* 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 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]. | 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]. |
Revision as of 15:52, 30 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. |