IS there ANY point in this Act3 merc attempt?

Matt Skiba

Diabloii.Net Member
IS there ANY point in this Act3 merc attempt?

Alright, I have a level 87 PvP elemental druid with all the fine stuff and I want a non-melee merc to go along with my other summons. Getting to the obvious, the rogue mercs die too easy, so hard to get resists. So I'm going for a Act3 Lightning merc. I was going to put a CresentMoon runeword on him mainly for the -35 enemy light resistence. Then a resistance shield, Guardian Angel, but what helm? Anyways, tell me if this is pointless, I know nothing-very little about mercs, so any words of advice would be very much appreciated. Thanks. And sorry, this is NON-LADDER

Cheers, :buddies:
Shawn
 

the_leaf

Diabloii.Net Member
Matt Skiba said:
Alright, I have a level 87 PvP elemental druid with all the fine stuff and I want a non-melee merc to go along with my other summons. Getting to the obvious, the rogue mercs die too easy, so hard to get resists. So I'm going for a Act3 Lightning merc. I was going to put a CresentMoon runeword on him mainly for the -35 enemy light resistence. Then a resistance shield, Guardian Angel, but what helm? Anyways, tell me if this is pointless, I know nothing-very little about mercs, so any words of advice would be very much appreciated. Thanks.

Cheers, :buddies:
Shawn
i thikn u should try the cold merc. not much dmg but freezes
 

Matt Skiba

Diabloii.Net Member
the_leaf said:
i thikn u should try the cold merc. not much dmg but freezes
It's just that with a cold merc, you can NEVER hit someone.....they're Ice Blast attack is so slow, where a light merc uses Lightning and Charged Bolt
 

proudfoot

Diabloii.Net Member
Welcome to the Druid Forum! :D

Well, while I personally believe Mercs to be a little bit BM in dueling, a Lighting Merc would likely be the best option. I don't know anything about 1.10 gear, really, so I can't help you there, sorry.

Good luck!
 

alainpp66

Diabloii.Net Member
Please don't do it to yourself...

the A3 Lightning Merc is by far the Worst merc you can come across.

At lvl98(Hired from Normal), he'll have a lvl29 Lightning (30% of the time) and a lvl17 Charged Bolt (60% of the time).

Now if you look at the damage of that without the Mastery:
CB = 10-12 (19 Bolts) (done 60% of the time)
Lightning = 1-516 (almost respectable, but done only 30% of the time)

Even if Merc synergys do work, which I sincerely doubt they do...
CB = 28-34 (19 Bolts) (done 60% of the time)
Lightning = 2-1217 (Much better, but done only 30% of the time)

He just doesn't have the usefulness of any of the other mercs.

----------------------------------

Leaf, Probably won't freeze in PvP since they'll all have CBF.

My Vote would be for the Fire Rogue merc, she can still have all the resists she needs with something like Lionheart and an Um Rune in helm. She'll attack quicker and pack more of a punch, along with Elemental and Physical Damage. Her Resists really Aren't that bad. At lvl75 she'll have Resists of 26 in Hell.
 

Kirsty

The Order of Dii Guild Member
Armor: Ormus' robes would be interesting to increase his damage and cast rate.
10-15% lightning, fire and cold damage

Shield: Medusa's Gaze looks like fun for two reasons:
10% chance level 7 lower resist when struck.. can help for you as well.
100% chance level 44 poison nova upon death

Helmet: Gryphon's Eye is a given... for ladder, which you're sadly not.
It would have given you: +1 skills, 25% fcr, - 15%-20% enemy lightning resistance, +10%-15% lightning damage. Pity
I think you're best off with a Harlequin's Crest off ladder.

Hand of Justice phase blade looks interesting too:
100% chance level 48 meteor upon death
level 16 holy fire aura
-20% opponent fire resistance for the mercenary
works nicely with the damage increase of Ormus' robes

Crescent moon... only has -35% lightning resistance.


By the way, why not a fire ironwolf? They have very nice fireballs don't they?


For a rogue mercenary get a Hand of Justice bow, no question about that. Just don't make it in an amazon only bow :eek:
 
Medusa str req is WAY too high for act 3.
You could maybe go
Hand of Justice phase
+3 fireball ormus with 5/5 facet
5/5 facet shako
faceted headhunter's.
 

Kirsty

The Order of Dii Guild Member
Medusa with a hel or -15% req jewel and a +strength helmet or armor instead of the harlequin's crest or ormus' robes will work just fine, although you're right that the combination I listed wouldn't do it. I just voiced the gear that may look yummi. It takes some tweaking to Medusa on your mercenary but it's very tempting.
You're probably right that in the end it may not be worth it ;).
 

Super5

Diabloii.Net Member
Kirsty said:
Medusa with a hel or -15% req jewel and a +strength helmet or armor instead of the harlequin's crest or ormus' robes will work just fine, although you're right that the combination I listed wouldn't do it. I just voiced the gear that may look yummi. It takes some tweaking to Medusa on your mercenary but it's very tempting.
You're probably right that in the end it may not be worth it ;).
Hmmm... I was originally going to post that it's impossible to put Medusa on an act3 merc with any gear setup, but it turns out that I'm wrong. It is very possible, even fairly easy to get the medusa on a high level act 3 merc with just a couple of +str items. In fact, by my calculations, it is possible to put ANY piece of gear on an act 3 merc if you tweak his remaining equipment (even a fictional 253 str req piece of gear, although none exists that this merc would be able to wear). That being said, is it really worth it?

As for your original question, if you're really determined to go with this merc, then a couple items to consider are:

2 socketed crown of ages socketed w/ 2 lit facets (if you're willing to go for a shield with a lot of +str)
griswold's corona socketed w/ 2 lit facets as a second choice

Of course you might have to pay a lot for either of these 2 items. But these would be the absolute best your merc could get.
 

Sim.The.GoSu

Diabloii.Net Member
I still say act one < act three because of leach. But if you must

I would say go for sumin like this

Cmoon Crystal sword
Kiras /w Cham
Ormus /w lit face(or a runeword like CoH or Enigma)
Spike thorn /w lit facet (it has 15-20 dr, fhr, and crazy 333 durablitiy.)

But if you change your mind.

Act one fire rogue

HoJ bow
Andariels visage
Ethereal Duriels
 

Salo

Diabloii.Net Member
Sim.The.GoSu said:
I still say act one < act three because of leach. But if you must

I would say go for sumin like this

Cmoon Crystal sword
Kiras /w Cham
Ormus /w lit face(or a runeword like CoH or Enigma)
Spike thorn /w lit facet (it has 15-20 dr, fhr, and crazy 333 durablitiy.)

But if you change your mind.

Act one fire rogue

HoJ bow
Andariels visage
Ethereal Duriels
thats a nice idea! the last part in particular.

what about a fire guy with trang helm and armour, hand of justice crystal sword (crystal always looks pretty), and Lidless shield. All 3 armour pieces could have 5/5 fire facets ='s -35% fire resistance and +15% fire damage.

eh?

it would need to be from normal obviously and have low res all in hell for the most part, but eh, could manage. Um in lidless could be other choice for 22 more res if you figure he would need it. course, if you did heart of oak he wouldnt really need as much.
 

Kirsty

The Order of Dii Guild Member
2 items (helm+armor for a mercenary) is +18 to fireball... I'm not certain if that will stack with the fireball they use on their own though.
 

alainpp66

Diabloii.Net Member
They can't use anything other than their innate skills.

Not sure if you'll get the +3 bonus you get from classes (Which Kristy may have been saying), but even if you do, there are better and cheaper setups.

Inferno will be cast 60% of the time (Lvl30 328-349 per second. Range: 17.3 yards), with fireball only 30% (lvl28 at 90 Fire Damage: 326-361)

Still not worth it.... Not worth leveling them, and not worth the price tag you're mentioning for the benefit.

Salo, HoTo can't be used my mercs. Maces/Staves only.
 

Beatboxer

Member
Yep. I think it's quite sad how Blizzard showed the wolves no love.:(
Cold is useful, as we all know, but the others, in late game, are mainly just eye candy.
 

sunbearie

Diabloii.Net Member
I do have an act 3 ice merc and he can slowly kill stuff in 1-player Hell. The advantage is once he connects with a monster, the monster just stands there frozen with him chipping away.

Equipment is simple:

+3 warcries sword (for +3skills)
+3 cold skills circlet
darkglow (cheap, good boost to resists)
rare chromatic shield with +life.

Its all cheap gear but his defence is already abt 2500 and 80% resist all.
 

Salo

Diabloii.Net Member
alainpp66 said:
They can't use anything other than their innate skills.

Not sure if you'll get the +3 bonus you get from classes (Which Kristy may have been saying), but even if you do, there are better and cheaper setups.

Inferno will be cast 60% of the time (Lvl30 328-349 per second. Range: 17.3 yards), with fireball only 30% (lvl28 at 90 Fire Damage: 326-361)

Still not worth it.... Not worth leveling them, and not worth the price tag you're mentioning for the benefit.

Salo, HoTo can't be used my mercs. Maces/Staves only.

fireball is their innate skill it seems. when you put it on them my friend and i noted they do more damage... shrugs. when you put on the 2 piece set, it lists the fireball damage increase. who knows if it works fully. really hard to tell without any synergy and without a mastery.


yeah i knew they couldnt use hoto i think i was talking about another thread at the time shrugs. i was meaning hojustice i think.
 

alainpp66

Diabloii.Net Member
Well, technically Synergies and Masteries wouldn't help really see a difference. It would be the same % difference.

Sunbearie, sorry to tell you but in 1.10, +Skill Trees doesn't work. Even if it's for the Correct tree.

+Class skills don't work either... only +All Skills do.
 

Salo

Diabloii.Net Member
alainpp66 said:
Well, technically Synergies and Masteries wouldn't help really see a difference. It would be the same % difference.

Sunbearie, sorry to tell you but in 1.10, +Skill Trees doesn't work. Even if it's for the Correct tree.

+Class skills don't work either... only +All Skills do.

that sux. pally mercs in 109 used to get to use spire of honour for +3 thorns aura on the combat +3 combat aura thing. I am not sure where you got this info, it seems incorrect to testing.

+class skills work for act5 mercs, always do. I know that for sure at the least
 
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