gear setup, hoping for some input/ideas

shijoku

Diabloii.Net Member
gear setup, hoping for some input/ideas

Pure summon build: 20 SM/RS, 20 CE, 1 in important curses, 1 in Clay golem, revive, summon resist and all prereqs. I usually pump up bone armor (via bone wall) with the extra points.

Gear:
Head: Shako (um'd)
Ring1: SoJ/BK
Ring2: SoJ/BK
neck: Mara's Kaleidescope /+3 summon ammy
Boot: +2 Marrowwalk
Gloves: Frostburn (+40% mana rocks)
Shield: Homunculus (um'd)
Armor: Dusk Chains of Honor / Dusk Enigma
Weapon: Beast Double Axe
Belt: Arachnid Mesh
Switch: AoKL/Homunculus

Merc (Act2 Nightmare Might Merc):
Guillame's Face
Eth Fortitude Boneweave/whatever I can find that's not too heavy
Eth Infinity CV/CA(usually CV)

I also pack things out with the usual charms (anni, torch, summon gcs)
Does anyone have a suggestion as to how I could improve this setup?
 

shijo

Diabloii.Net Member
Re: gear setup, hoping for some input/ideas

I guess it's always been something I've been torn between. The 65 resist all from the CoH has been something I've had a hard time giving up. I tend to use it primarily and pop on the enigma if I have to port someplace. Thanks for the tip.
 

MasterMynd

Diabloii.Net Member
Re: gear setup, hoping for some input/ideas

You didn't mention Mages as a primary skill so I assume you're not going to be depending on them for anything but "incidental support" (the usual: slow from Cold, stop regen from Poison, and a few more meat shields). So the Conviction aura from Infinity will only be helping with the Fire portion of CE. And since you were so enthusiastic about the 40% mana from Frostburns I assume that mana is a concern. So, with all that in mind, you might consider swapping the Frostburns for Magefists, and Infinity for Insight. The Magefists' +1 Fire Skills would help mitigate the loss of Conviction from Infinity, and the mana regen from Insight + Magefists would give you virtually unlimited mana.

However, there is no denying that, auras aside, Infinity is superior to Insight in virtually every way. So if your playstyle depends a lot on the Merc’s killing speed, then stick with Infinity/Frostburns.
 

shijo

Diabloii.Net Member
Re: gear setup, hoping for some input/ideas

Conviction aura also lowers defense to the tune of -83% at level 12 (-85% magic resist). Infinity also has 40% crushing blow, which gives my merc 75% with Guillaume's Face. He eats things alive with this. I'm more concerned about the physical damage, than the magic damage honestly. I've gotten my skeletons doing over 2k damage at one point, maybe more (it's been awhile). Have 18 total w/ summon gear, around 15-17 with combat gear. I'll have to run a calculation here and see.

As for mana concerns, the only time it's stressed is when I'm summoning a lot of things at once (skeletons, revives), and if I have to go panic mode and spam CE a lot all at once. Outside of that, mana is never an issue, so I can't see using Insight over that.

Magefist on the other hand, might be really beneficial. Do you know if the +1 fire skill would affect Corpse Explosion? I always assumed it didn't, but if it does, then it would certainly be better than Frostburn in a lot of situations, especially working with Conviction.

As a side note, I don't use mages at all. I'd much rather blow the corpse up or revive it honestly. :cool:
 
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shijo

Diabloii.Net Member
Re: gear setup, hoping for some input/ideas

Did a damage calc. Lets see if my math is right.

This assumes a level 80 merc, 10 summon gcs, and the gear above.

+13 all skills
+2 Skele Mastery
+3 Raise Skeleton
+15 all summon skills

that equals 50 SM, 51 RS

base skeleton damage at these levels is 1007-1011. base attack rating is 1520

lvl 23 might= +260% damage
lvl 9 fanaticisim= +93% party dmg, +29% attack speed, +80% attack rating
lvl 12 conviction= -83% defense

damage after might = ((1007*2.6)+1007) 3625 - ((1011*2.6)+1011) 3639
after fanat = ((1007*.93)+1007)+3625)) 5568 - ((1011*.93)+1011)+3639)) 5590


Does anyone know how to do a -defense calculation?
I'm not sure what math goes into that, so I won't take that step, but multiply that damage range by 16 skeletons (what I usually have out, 16 or 17) and 89,088 - 95,030 damage is what you get. That's good stuff. Doesn't include merc's melee damage which is pretty sick with an eth infinity cv.
 
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MasterMynd

Diabloii.Net Member
Re: gear setup, hoping for some input/ideas

As to CE being affected by +1 Fire Skills from Magefists:

I honestly can't say positively. I just recall that I got that idea from posts in these forums, but that doesn't mean it's a fact. (And I could be mis-remembering.) One of the gurus around here should be able to give you a definitive answer.
 

maiku

Diabloii.Net Member
Re: gear setup, hoping for some input/ideas

Magefist does add 1 more point/level to CE and Fire Golem, as both of those are considered fire skills. Not a huge bonus, but a little more radius on a CE blast is always welcome.
 

shijo

Diabloii.Net Member
Re: gear setup, hoping for some input/ideas

Interesting. Thanks for the info. The FCR/Mana regen is always welcome too. This gear setup doesn't really have a ton of FCR, so I'll have to try out a magefist and see how it works.
 

NumtyDoo

Diabloii.Net Member
Re: gear setup, hoping for some input/ideas

I don't think your merc has a lvl 23 aura, max your merc could have without skills (you have none listed) is lvl 20 aura.

Your damage calculation is also incorrect. There are multipliers involved to get the 1007-1011 damage, auras only effect the base, the number that your auras multiply is much smaller than 1007-1011. A good example of this is skellie health, your skellies in hell would have 11050 health, with lvl 20 BO, which gives a 92% bonus, you would think your skellie health would be 21216, but in reality it is only 11456. Because the number the skill multiplies by is the base not the 11050.

Your correct about the damage for 50/51 skellies, it's 1007-1011, this gives you 19 skellies not 18, and your AR is in the range of 5k not 1k. After auras your corrected damage with listed gear would be 1730-1737, which comes out to 28,400 a second, and AR would be around 9.5k. I have to guess on the AR as it is based on your character level, I don't know your lvl, but the AR numbers I gave will be close.
 

shijo

Diabloii.Net Member
Re: gear setup, hoping for some input/ideas

Merc info taken from here:
http://www.diabloii.net/townsfolk/warrior-offensive.shtml

Level Life Strength Dex Def. AR Resist Norm Resist NM Resist Hell Dmg Jab Might
80 792 177 142 677 1158 126 86 26 59-66 16 23

So unless that info is wrong, level 80 merc has 23 might.

Multipliers? I thought the +skill items affected base damage. How do you calculate the number that the aura's affect, if that isn't the base damage that's displayed on the skill chart? I'd love to have an accurate calculation if mine isn't correct.
 

shijo

Diabloii.Net Member
Re: gear setup, hoping for some input/ideas

Wow, talk about being way off. Thanks a ton for the info.
 
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