Prayer Merc+ Insight?

theneffles

Diabloii.Net Member
Prayer Merc+ Insight?

I was wondering if anyone knows whether an act 2 prayer merc using an insight polearm will give the synergy bonus to the meditation aura?

This would basically give a double prayer effect, which seems like it could be nice.
 

MrBill

Diabloii.Net Member
Re: Prayer Merc+ Insight?

yes it does.

very nice.
It definitely does and in fact almost all my A2 mercs (those of them that must use Insight to keep casters from having to turn their tongues and lips blue with potions every 2 seconds) are Prayer with the Meditation synergy.

With a 16 to 17 Meditation Insight stick, the merc regenerates hit points very quickly -- there are still some monsters (Frenzytaurs, Black Souls and anything with Amp Damage come to mind) that can sliver him faster than he can heal himself, but in most cases, particularly if playing in a party with even one other character (e.g. with other minions to take some of the heat off), only in very rare cases will the merc get in serious trouble... he simply regenerates faster than they can hurt him.

I'm not sure of the exact rate, but it has to be in the 50-60 points per second range, and remember that this is added to the merc's inherent healing rate, which is pretty good to start with.

This combination of auras and their synergy also makes certain kinds of builds, which otherwise might not be viable in Hell, quite possible. I remember one example that I had last ladder season, he was a Poison Nova Necro with an army of weak skellies and mages just as meat shields. (The skeletons really couldn't kill anything, particularly as the curse in effect was always LR as opposed to Amp. The mages could, but it took a long time.)

Anyway, what was funny about this was, the Insight / Meditation / Prayer synergy regenerated the minions as well, so quickly that they would rarely die... say you have a Skeleton that has only ~200 hit points, but it regenerates 50 of them per second, yes, there certainly are things in Hell that can one-hit such a minion, but it's far more likely that the minion will get hit and then will have a few seconds to be healed by the merc's synergized aura, before the minion gets hit again.

Presto! Immortal 10 hard point skeletons! :thumbup:

Cheers

Mr. Bill

EDIT: Just took my Necromancer (the one referenced above) out for a spin to check the stats and in fact the Skeletons are level 20 (but that is the result of things like skill adders from the full Trang's set, etc.). However the quick run through Hell Ancient's Way showed how truly silly this kind of build really is. So I have a riddle to describe it:

Q. : Why couldn't the Champion Frenzytaur pack (Cursed, Extra Strong, with Conviction) get to the weak little Skeletons?

A. : Because they'd have to get through the 13 Revived Frenzytaurs and Afflicted, each one regenerating 50-100 hit points per second, first. :whistling:



Hehe

Mr. Bill



 
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