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Which merc do people like for a Zealot

Discussion in 'Single Player Forum' started by sorcynecro, Nov 17, 2006.

  1. sorcynecro

    sorcynecro IncGamers Member

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    Which merc do people like for a Zealot

    I've got a level 70 Paladin and went off to try different mercs, prob is when i get a new one has worse stats than the one i just sold at the same level.

    I will prob start a Zealot again but do which NM merc is best in people's opinion?

    PS i have read the stickies but they say might and frost are traditional but not much of a comparison done between the two.
     
  2. tartanasia

    tartanasia IncGamers Member

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    Might for extra damage? Or maybe even blessed aim?
     
  3. EJB

    EJB IncGamers Member

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    It depends on the build. For a tesladin or frost zealot, I like a Blessed Aim merc just because then I don't have to worry too much about AR. If it is for a fanat. zealot, might all the way.
     
  4. Llathias

    Llathias Banned

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    Holy Freeze
     
  5. jiansonz

    jiansonz IncGamers Member

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    I like Fire Rogues, especially with a melee character.

    Which is the main aura btw (i.e. what type of Zealot are you playing)?
     
  6. sorcynecro

    sorcynecro IncGamers Member

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    playing with a fanat zealot. i am leaning towards frost to slow down the packs of monsters that roam around hell but might sounds like fun for act 3+ hell
     
  7. Cattleya

    Cattleya IncGamers Member

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    For melee characters, I think this is almost always a better choice than a Blessed Aim merc for AR issues.

    So, if you want to go with might or freeze, stick with the act 2. If you want a merc to help your chance to hit, go with a Fire Rogue. :smiley:



     
  8. Kefir-Tribe

    Kefir-Tribe IncGamers Member

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    If you have good enough equipment to survive there's no reason choosing something else then an act2 might merc.

    edit: aside from style points that is.
     
  9. scwormy

    scwormy IncGamers Member

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    Originally Posted by jiansonz
    I like Fire Rogues, especially with a melee character.

    Can someone explain this in more detail.

    I just re-reviewed the merc guide and didn't see anything talking about rogues assisting with A/R.
    What am I missing?



     
  10. erics

    erics IncGamers Member

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    Look! *throws shiney ball*
     
  11. Naab

    Naab IncGamers Member

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    She casts inner sight quite often, which works as a -def.

    edit:n00bs
    edit: kefir what are u talking about?:undecided: :tongue:
     
  12. Deaddave

    Deaddave IncGamers Member

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    rogues merc cast inner sight which lowers the enermy deffence, this means less ar need to hit


    edit:dam it pawened
     
  13. Kefir-Tribe

    Kefir-Tribe IncGamers Member

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    (Fire?) Rogues cast Inner Sight which lowers the enemy's defense.

    edit: :rolleyes:
    edit2: Naab, it's straight defense reduction, not by percents. Noob.:tongue: :wink3:
     
  14. Friiser

    Friiser IncGamers Member

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    Act 1 Rogues use Inner Sight, which reduces enemies defense by -X amount within a certain radius (13.3yards) over a certain duration.

    http://www.battle.net/diablo2exp/skills/amazon-passive.shtml#innersight

    Edit: Man, you guys above me are quick on the draw...



     
  15. scwormy

    scwormy IncGamers Member

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    Wow...up to three responses...

    Can we make it four?

    Oh, and thanks

    Edit: Can we make it 5?
     
  16. DudSpud

    DudSpud IncGamers Member

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    Why fire and not cold? It seems to me that I run into more fire immune than cold, and the chill is always nice.

    Just asking,
    DudSpud



     
  17. Denton

    Denton IncGamers Member

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    For a 1337 Zealot Inner Sight often works too slowly. I mean, the Rogue can't always keep up with the casting of Inner Sight in time before things do not require anymore poking*. Blessed Aim merc's aura has a long range and it's active constantly once he switches it on. But for a 1337 Zealot, Might merc is usually the most effective choice, in terms of gameplay progression speed that is.


    *unless you're a necro. :laugh: oh my, what have i done...


    edit: "1337 Zealot" = a traditional physical damage Zealot with 1337 gear
     
  18. Cattleya

    Cattleya IncGamers Member

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    When the cold Rogues use cold arrow, they have a much shorter range. They don't know this, and will shoot at a monster out of the range of the cold arrow, pretty much standing there shooting arrows into nothing. So, a fire rogue is almost always the better choice between the two.



     
  19. Asmodeous

    Asmodeous IncGamers Member

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    The might merc choice, or any merc for that matter for a Zealot is really a matter of "nothing much better."

    Blessed aim/rogues do little to a well synergied zealot who gets AR boost from both Fanatism. Zeal and points in Dex for shield block along with the traditional Raven frost ring.

    Iron wolves do little for a pure melee build as the fanatism aura doesn't assist the merc and the puny elemental damage they do will never solve the zealot's PI problem.

    Barb merc. Not bad. But basically it is a melee machine that does well thanks to your fanatism aura but the might merc does it better.

    Freezer. If you got a decent zealer then holy freeze aura is a burden. A burden because the freeze slow down slows the monsters down to getting to your zealer reducing his killing speed. Safe play is to let the monsters come to you when there is a lot of them. With holy freeze you end up having to move up to them or wait. However, for untwinked a freezer can work well and improve survivability.

    Might. The might aura gives a little bit of damage back to the zealot. Not a lot either and hardly worth worrying about. But really, for a decent zealer, is there any better choice? it borders on "better than nothing"
     
  20. Kefir-Tribe

    Kefir-Tribe IncGamers Member

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    I have to disagree a bit with you there Asmo. Zealots without CtA can be quite fragile when things get heated. So a buddy to share the pain with is very welcomed. Might gives a nice ED bonus and while you certainly can get away without it, it does speed up the killing in harder areas. But more important is that act2 mercs can equip The Reaper's Toll which breaks most physical immunities and adds a huge bonus to the damage.
     

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