MF Cleric: Stat Allocation/Equipment?

mrp935

Diabloii.Net Member
MF Cleric: Stat Allocation/Equipment?

OK, so i'm working on an MF Cleric.
I was thinking of using and Act3 merc, probably cold, just cuz he can wear the most equip, and he's not melee so he won't get pwned too often.


I'm currently at clvl17 (just started last night)
Here's the equipment I have to work with
I know, most of it is pretty weak. Hence the need for MFing in the first place.


Weapons:
Hand of Blessed Light (divine scepter)
LVL: 42
STR: 103
[no MF, but has +2 Pally, +4 HolyBolt, +2 FotH, so good for main attack]

Blade of Ali Baba (tulwar) [two empty sockets]
LVL: 35
STR: 70
DEX: 42

Gull (dagger)
[no req]


Helms:
Stealskull (casque) [x2, one with Ptopaz]
LVL: 35
STR: 59

Armor:
Skullder's Ire (russet armor) [ethereal, 1 empty socket]
LVL: 42
STR: 87

Atma's Wail (embossed plate) [with one Ptopaz]
LVL: 51
STR: 125

Who (me/merc) should wear what? How much STR should I have?

I also have full Milabrega's set.
The sheild is the only piece I expect to be wearing for any extended period of time, but this is an ok Pally set for lower levels. The only real problem is the armor requires 100 STR, which i think will be hard/not worthwhile to attain at such a low level. I know the HoBL requires 103, but everything else requires so much less, that i might just try and do without it. I dunno. I'm so confused.

Please advise. :p

Any help is much appreciated. Thanks in advance, guys.
 

Vindictive

Diabloii.Net Member
Seeing as the only boss you can run is pindle (why make an MF Cleric???), with that gear i would go:
Hand of Blessed Light /// Gull Switch for kill + Milag(etc. sp?) Sheild
Skullder's (I know ethereal!, give to merc when it gets down to low dura, or zod?)
Stealskull, either you were for mf, or give to your merc for leach and mf....
Atmas's wail, give to merc, or switch skullders to merc and you were atma's but i would have thought you would end up killing pindle cause of your holybolt damage...
Fill in rest of gear with Milabr(etc. sp?) set if thats all you got, maybe you could get a few set bonuses or something...

EDIT: I wouldn't go with the 100 str at an early level unless you know you can get some end game gear with that much str req. (you probably should, HoZ, Enigma etc.)
 

Uhgii

Diabloii.Net Member
Vindictive said:
Seeing as the only boss you can run is pindle (why make an MF Cleric???), with that gear i would go:
There are other popular high level areas to MF with a MF Cleric, loaded only with undead.

Vidictive said:
Skullder's (I know ethereal!, give to merc when it gets down to low dura, or zod?)
Skullder's Ire
+1 to All Skills
+1.25% Better chance of getting magical item per clvl
+160-200% Enhanced Defense
+60 Increased Durability
Magical Damage Taken Reduced by 10
Repairs 1 Durability every 5 seconds

No need to give it to merc or Zod it... it'd be better PTopazed. It repairs itself, and is ideal MF armor aside from enigma.
 

Etemenanki

Diabloii.Net Member
The only places I can think of running *comfortably* are Rad, Pindle, and the Mausoleums. Plz fill me in on any I'm forgetting.
 

Uhgii

Diabloii.Net Member
Etemenanki said:
The only places I can think of running *comfortably* are Rad, Pindle, and the Mausoleums. Plz fill me in on any I'm forgetting.
The most popular ones are Pindle and Mausoleums...
 

mrp935

Diabloii.Net Member
where to MF with cleric

Some places I've heard suggested:

Crypt (Act 1, Burial Grounds)
Mausoleum (Act 1, Burial Grounds)
Sewers/Radament (Act 2, Lut Gholein)
Ancient Tunnels (Act 2, Lost City)
[although personally, I found there were too many non-undead here]

...and Pindleskin (obviously)



I was also thinking about trying:

Griswold (Tristram)

Bone Ash (Burning Dead Mage, The Cathedral, Act 1)
[really easy, fast run from Inner Cloister WP]

Others I might investigate:
Stony Tomb (Act 2)--> Creeping Feature (Decayed)
Glacial Trail (Act 5)--> Bonesaw Breaker (Reanimated Horde)

Also:
Tal Rasha's Tomb --> Ancient Kaa the Soulless (Unraveler)
Lost City --> Dark Elder (Plague Bearer)
[although these two here are "Magic Resistant" which sucks for obvious reasons. also there'd be lots of non-undead in your path]

Although I don't know how well any of these will drop, cuz I don't know monster/area levels for them and such.

Anyone have this information?
 

Wingspan

Diabloii.Net Member
I would personally say that for a Cleric you want an Act 2 Might merc, because he will actually kill things, whereas an Act 3 won't. Sure Act 3 can have more MF, but if nothing is dying it won't matter. And don't worry about him getting owned, because YOU'RE A CLERIC, so it shouldn't be a problem. I used to just let my merc tank diablo while I FoH'ed the jerk and Bolted my merc as needed. Easy as pie
 

mrp935

Diabloii.Net Member
Wingspan said:
I would personally say that for a Cleric you want an Act 2 Might merc, because he will actually kill things, whereas an Act 3 won't.

back in 1.09 I had an act3cold on my pure-fire sorc, and he took care of immunes for me. Granted, his lvl was equal to my sorcs (about 83 at finish) but he was an awesome helper.

If a melee is a better choice of merc for this build, wouldn't a barbarian be better? I'm thinking especially since he could wield the Ali Baba.

I have something of a personal aversion to Might mercs (especially as a spell caster, since might doesn't help ME) mostly because especially back in 1.09, everybody and their dog had one, and I found they just always got real dead.
 

Wingspan

Diabloii.Net Member
MrP, Act 5 is OK but seriously he won't kill anything with an ali baba. My Hardcore Ladder Cleric in season one got to lvl 94 before dying and his merc prolly died only a couple times ever. No matter what, a cleric's mercenary with decent gear can not die, esp if you're hardcore cuz you will be carrying premium potions (and never using them for urself thanks to prayer synergy).

Also, since it's not a sorc, you need someone not to take out immunes but living guys, aka not-undead. You will have FoH maxxed so you cna do a LITTLE lightning dmg, but all and all u need a tank. And act 5 won't be able to do dmg like an Act 2 might with a 700 dmg wpn and deadly strike will.
 
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