![]() None of these Hireling changes would overcome the end game effectiveness of the Desert Mercenary as he provides multiple auras and high physical damage but it would at least bridge the damage gap and add some additional utility. Pierce could be added as a passive skill to increase her effectiveness against larger groups. I would change the two offensive abilities to Ice Arrow for a freeze effect and Exploding Arrow for AOE damage. The second most popular Mercenary in the game, I don’t think that they require much of a buff. Act I - RogueĬurrent Skills – Cold Arrow, Fire Arrow, Inner Sight These are minor boosts but useful none the less.Īn alternative would be Taunt, forcing enemies to attack him and reduce their damage and attack rating thereby increasing his utility as a tank.Īn even bigger buff would be a low-level Battle Orders, which would push them into the range of being the best budget Mercenary in the game until a character can afford Call to Arms. I would equip this hireling with one of two Barbarian Warcries either Shout to massively increase the parties defense equivalent to a defiance act 2 mercenary, or Battle Command to give +1 skills. Mainly used as a tank for their high health total they offer a small amount of crowd control with knockback and stun. I’d remove both of these abilities to give him Fireball for some splash damage and Enchant to be able to support the party with extra attack rating and a small boost to damage. I suggest exchanging this with Chain Lightning giving the mercenary two moderately damaging abilities with the addition of Lightning Mastery.Īnother ability that could be added would be a weakened version of static field (10% current health?) to allow the act III mercenary to apply a Crushing Blow style effect.īy far the least useful Element with two spells that tickle monsters. ![]() The hireling uses Charged Bolt far too often that essentially does nothing in higher difficulties. ![]() I would remove Ice Blast from his range of skills and replace it with Blizzard for additional damage and an AoE chilling effect to rival the Holy Freeze aura. His skills are Glacial Spike for an AOE Freeze and Ice Blast for single target freeze, he also has additional survivability with Frozen armor. The most used of the 3 elements mainly for his crowd control abilities. I would start by giving each Iron Wolf Element their corresponding Sorceress Mastery when they reach level 30 and an additional point every 5 levels, this allows the Act III merc to take further advantage of +skills and benefits their damage output.Ĭurrent Skills – Glacial Spike, Ice Blast, Frozen Armor Even geared with the large amount of +skills their damage is low and they have a limited selection of auras available. Possibly the least used hireling outside of Normal, the damage of all 3 (Cold, Fire, Lightning) are pitiful. Personally, I don’t mind that there is one merc better than the rest, but the sheer gulf offered by the Act II desert Mercenary needs to be addressed (as 75%+ of blizzard survey responders agree) and here’s how I’d do it: Act III – Iron Wolves Mercenaries are a very large part of Diablo 2s overall experience and yet beyond a couple of niche builds and situations only 1 out of the 4 Mercenaries are actually useful in this game. Combat mercenaries hired from Hell difficulty has only level 16 Prayer Aura if they are 98 level or higher.Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread Combat mercenaires hired from Normal difficulty has level 18 Prayer Aura if they are 75 level or higher. For example, if all 8 players in a game have hirings with 23 level Prayer Aura and 15 level Meditation Aura (from Insight Runeword), 496 life is healed every 2 seconds.Īre Prayer mercenaries hired from Normal difficulty and Hell Difficulty the same? If the Prayer Aura and Meditation Aura of Insight Runeword are exactly the same. Only the highest level aura is in effect. It heals 62 life every 2 seconds.ĭo Prayer Aura from different players/mercenaries stack? The number doubles when equipped with Insight runeword. If equipped with +2 All Skill armor (for example, ebugged Chains of Honor) and +2 All Skill helm (for example, Andariel's Visage), with +1 All Skill from Battle Orders (Call to Arms or Barbarian Skill), Prayer Aura is 23 level, healing 31 life every 2 seconds. Mercenary native auras are taken as hard skill points in this case. Synergy is only in effect when hard skill points are spent. It is because of the synergy between Prayer Aura and Mediation Aura. When equipped with Insight runeword, it heals 42 life very 2 seconds. Act 2 hiring with Prayer Aura and Insight Runeword:įor Act 2 hirings 75 level and up, their Prayer Aura is level 18, which heals 21 life very 2 seconds.
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