Difference between revisions of "Mercenary"

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(→‎Act 1 Rogue: exploding arrow as a bug; added ref)
(A2 merc with auras from items; links)
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===Equipment===
 
===Equipment===
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).
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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]] [[Amplify Damage]] or [[Decrepify]], [[Slows Target]] (especially on Holy Freeze merc).
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Consider weapons with [[Aura When Equipped]] matching your build, such as [[Insight|{{Ub|=Insight}}]] or [[Infinity|{{Ub|=Infinity}}]].
  
 
===Available Auras===
 
===Available Auras===
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* +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 (and the [[Flickering Flame]] in D2R) 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.
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* Items that lower enemy resistance (such as the [[Crescent Moon|{{Ub|=Crescent Moon}}]] [[Rune Word]], 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 +[[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.
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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|{{Ub|=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|{{Ub|=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.
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* They regenerate their health fully in 16.4 seconds.
 
* They regenerate their health fully in 16.4 seconds.
 
* These mercenaries can complete the Sazabi Set.
 
* These mercenaries can complete the Sazabi Set.
* They do not have or benefit from +sword mastery such as on Bloodletter.
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* They do not have or benefit from +[[Sword Mastery]] such as on [[Bloodletter]].
 
* Act 5 mercenaries receive a 70% bonus to their poison resistance in all difficulties.
 
* Act 5 mercenaries receive a 70% bonus to their poison resistance in all difficulties.
 
* The Act 5 mercenary normal attack has 2 hits, similar to the A2 mercenary's Jab.
 
* 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.
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* 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 17:37, 13 January 2026