https://www.theamazonbasin.com/wiki/api.php?action=feedcontributions&user=ThePlatypus&feedformat=atomBasin Wiki - User contributions [en]2024-03-29T05:51:51ZUser contributionsMediaWiki 1.35.10https://www.theamazonbasin.com/wiki/index.php?title=Leap&diff=64541Leap2020-02-20T16:49:01Z<p>ThePlatypus: Fix forum link for Titan Leap Attacker</p>
<hr />
<div>{{Skill page<br />
|Nav=CSB<br />
|File=Combat Skills (Barbarian)<br />
|RS=None<br />
|SS=None<br />
|Type=Medium range mobility<br>Radial knockback<br />
|Tier=2<br />
|Rlvl=6<br />
|Req=None<br />
|Town=No<br />
|Mana=2<br />
|ANM=No<br />
|WD=No<br />
|LB=Yes}}<br />
{{U|=Because of his great strength, a trained barbarian warrior is able to perform great leaps. These jumps are noteworthy, enabling the Barbarian to spring free of dangerous swarms of enemies, and landing with an impact that sends them reeling.}}<br />
<br />
<br />
==Detail==<br />
{{Stat}}<br />
|-<br />
!align=left|Leap [[Radius|Range]] (Yards)<br />
|min(4 + [26 * [ (110*slvl) / (lvl+6) ] / 100] , 30) * 2/3<br />
|-<br />
!align=left|[[Knockback]] Radius (Yards)<br />
|(3+slvl) * 2/3<br />
|}<br />
<br />
<br />
*Can leap over obstacles, monsters (including [[Barricade]]s, [[Barricaded Door]]s, and [[Barricaded Tower]]s), players, [[mercenary|mercenaries]] and [[pet]]s to targeted point within range and line of sight. Strangely, this includes leaping over archways in the [[Inner Cloister|Inner]] and [[Outer Cloister]]s and over bars in the [[Jail Level 1|Jails]] and [[Flayer Dungeon Level 1|Flayer Dungeon]].<br />
<br />
<br />
[[File:Leap line of sight.png|center|frame|[[Barbarian (Diablo II)|Barbarian]] leaps over bars in Flayer Dungeon (presumably the ceiling is thick enough to allow him to smash through it without breaking the surface of the upper floor).]]<br />
<br />
<br />
[[File:Leap.png|center|frame|Leap range is subject to significant diminishing returns, although Barbarian can already leap 50% of maximum distance as early as level 4.]]<br />
<br />
<br />
*There is no [[stamina]] loss when leaping.<br />
*[[Movement speed]] does not affect time spent leaping: it is always equivalent to base run speed. [http://diablo3.ingame.de/forum/blub-forum-2870/arbeitshread-frogger-1734534/] Leap animation has minimum length of 15 frames, with take-off in the sixth frame and landing in the twelfth frame. [http://diablo3.ingame.de/forum/strategie-archiv-105/faq-bewegungs-und-animationsgeschwindigkeiten-teil-3-a-1221989/?postcount=5#post17669554]<br />
*While leaping, can still be hit by [[melee]] attacks and [[radius|radial]] effects like [[aura]]s, [[curse]]s and explosions when within range.<br />
*[[Missile]]s cannot normally collide with Barbarian while leaping, whether they are static like ground fires or fired horizontally or vertically. However, he can still be hit by missiles fired by ranged unit when directly above it as it fires. [http://diablo3.ingame.de/forum/blub-forum-2870/arbeitshread-frogger-1734534/]<br />
*Hit checks are still performed for [[attack]]s that require them, and [[block]]ing is still fully effective while leaping.<br />
*No [[Chance to Cast]] modifiers apply while leaping.<br />
*Cannot switch weapons or access inventory, [[potion]]s or other skills while leaping.<br />
*Knockback is always applied to all eligible targets within radius upon impact.<br />
<br />
<br />
[[File:Leap knockback.png|center|frame|Leaping can be used to keep monsters in [[hit recovery]], so Barbarian can incapacitate dangers like this [[Cursed]], [[Extra Strong]], [[Aura Enchanted|Might Enchanted]] [[Blood Lord|{{Ub|=Death Lord}}]] and its minions, allowing allies, mercenaries or pets to combat them in safety, or giving Barbarian room to manoeuvre or retreat.]]<br />
<br />
<br />
*Placing cursor at Barbarian's feet minimises leaping distance to 2/3 yard (one sub-tile), allowing eligible targets within radius to be knocked back and put into hit recovery every 15 frames (0.6 second). Select Leap on right mouse button and hold it down without selecting a target, or select it on left mouse button and hold it down with the Shift key without selecting target. When obstructed by targets, hold down Alt button to prevent target from being selected (although any items on the ground may be selected instead).<br />
<br><br />
<br />
==Source==<br />
<br />
===[[Skill bonus]]===<br />
*+(1-3) Leap ([[Barbarian (Diablo II)|Barbarian]] Only) can spawn on ilvl <37 [[primal helm]]s. <br />
<br />
<br />
{{Skill bonus}}<br />
|-<br />
| +2<br />
!align=left|[[Gorefoot|{{U|=Gorefoot Heavy Boots}}]]<br />
|9||No<br />
|}<br />
<br><br />
<br />
==Levels 1-60==<br />
{{Levels 1-10}}<br />
|-<br />
!align=left|Leap Range (Yards)<br />
|4 2/3||7 1/3||8 2/3||10||11 1/3||12||12 2/3||13 1/3||14||14<br />
|-<br />
!align=left|Knockback Radius (Yards)<br />
|2 2/3||3 1/3||4||4 2/3||5 1/3||6||6 2/3||7 1/3||8||8 2/3<br />
|}<br />
<br />
<br />
{{Levels 11-20}}<br />
|-<br />
!align=left|Leap Range (Yards)<br />
|14 2/3||14 2/3||15 1/3||16||16||16||16 2/3||16 2/3||16 2/3||16 2/3<br />
|-<br />
!align=left|Knockback Radius (Yards)<br />
|9 1/3||10||10 2/3||11 1/3||12||12 2/3||13 1/3||14||14 2/3||15 1/3<br />
|}<br />
<br />
<br />
{{Levels 21-30}}<br />
|-<br />
!align=left|Leap Range (Yards)<br />
|17 1/3||17 1/3||17 1/3||17 1/3||17 1/3||18||18||18||18||18<br />
|-<br />
!align=left|Knockback Radius (Yards)<br />
|16||16 2/3||17 1/3||18||18 2/3||19 1/3||20||20 2/3||21 1/3||22<br />
|}<br />
<br />
<br />
{{Levels 31-40}}<br />
|-<br />
!align=left|Leap Range (Yards)<br />
|18||18||18 2/3||18 2/3||18 2/3||18 2/3||18 2/3||18 2/3||18 2/3||18 2/3<br />
|-<br />
!align=left|Knockback Radius (Yards)<br />
|22 2/3||23 1/3||24||24 2/3||25 1/3||26||26 2/3||27 1/3||28||28 2/3<br />
|}<br />
<br />
<br />
{{Levels 41-50}}<br />
|-<br />
!align=left|Leap Range (Yards)<br />
|18 2/3||18 2/3||18 2/3||18 2/3||19 1/3||19 1/3||19 1/3||19 1/3||19 1/3||19 1/3<br />
|-<br />
!align=left|Knockback Radius (Yards)<br />
|29 1/3||30||30 2/3||31 1/3||32||32 2/3||33 1/3||34||34 2/3||35 1/3<br />
|}<br />
<br />
<br />
{{Levels 51-60}}<br />
|-<br />
!align=left|Leap Range (Yards)<br />
|19 1/3||19 1/3||19 1/3||19 1/3||19 1/3||19 1/3||19 1/3||19 1/3||19 1/3||20<br />
|-<br />
!align=left|Knockback Radius (Yards)<br />
|36||36 2/3||37 1/3||38||38 2/3||39 1/3||40||40 2/3||41 1/3||42<br />
|}<br />
<br><br />
<br />
==Reference==<br />
*[http://classic.battle.net/diablo2exp/skills/barbarian-combatskills.shtml Combat Skills] (Arreat Summit)<br />
*[http://diablo3.ingame.de/forum/blub-forum-2870/arbeitshread-frogger-1734534/ Arbeitshread Frogger] (inDiablo.de)<br />
*[https://www.theamazonbasin.com/forums/index.php?/forums/topic/122543-titan-leap-attacker/ Titan Leap Attacker] (Barbarian Room)<br />
*TitanSeal, [http://diablo3.ingame.de/forum/strategie-archiv-105/faq-bewegungs-und-animationsgeschwindigkeiten-teil-3-a-1221989/?postcount=5#post17669554 <nowiki>[FAQ]</nowiki> Bewegungs- und Animationsgeschwindigkeiten Teil 3: Sequenzanimationen] (inDiablo.de)</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Vengeance&diff=64540Vengeance2020-02-03T21:20:40Z<p>ThePlatypus: Fix forum links in Reference section</p>
<hr />
<div>{{Skill page<br />
|Nav=CSP<br />
|File=Combat Skills (Paladin)<br />
|RS=Zeal<br />
|SS=Resist Fire, Resist Cold, Resist Lightning, Salvation<br />
|Type=Melee single attack<br />
|Tier=4<br />
|Rlvl=18<br />
|Req=Bare hand or melee weapon<br />
|Town=No<br />
|Mana=3.75 + (0.25*slvl)<br />
|ANM=Yes<br />
|WD=100%<br />
|LB=Yes}}<br />
{{U|=When a Paladin undertakes a crusade to banish evil, he is permitted to call upon the just souls of past crusades. Thus summoned, the spirits of the honorably vanquished manifest themselves and lend their energies to the weapons of the Paladin.}}<br />
<br />
<br />
==Detail==<br />
{{Stat}}<br />
|-<br />
!align=left|+[[% Attack Rating]]<br />
|10 + (10*slvl)<br />
|-<br />
!align=left|+% [[Fire Damage]]<br />
|colspan=5|64 + (6*slvl)<br />
|-<br />
!align=left|{{S|=+% Fire Damage}}<br />
|colspan=5|(10*[[Resist Fire]].blvl) + (2*[[Salvation]].blvl)<br />
|-<br />
!align=left|+% [[Cold Damage]]<br />
|64 + (6*slvl)<br />
|-<br />
!align=left|{{S|=+% Cold Damage}}<br />
|(10*[[Resist Cold]].blvl) + (2*Salvation.blvl)<br />
|-<br />
!align=left|+% [[Lightning Damage]]<br />
|64 + (6*slvl)<br />
|-<br />
!align=left|{{S|=+% Lightning Damage}}<br />
|(10*[[Resist Lightning]].blvl) + (2*Salvation.blvl)<br />
|-<br />
!align=left|Cold Length (Seconds)<br />
|0.6 + (0.6*slvl)<br />
|}<br />
<br />
<br />
*+% Elemental damage is calculated using physical weapon damage, before off-weapon +[[% Damage]] and [[Critical Strike]] or [[Deadly Strike]] are applied: think of it as +% elemental damage. Thus only the following are used, in order:<br />
#Weapon base damage<br />
#[[Ethereal]] bonus<br />
#Weapon % [[Enhanced Damage]] and % [[Enhanced Damage#Enhanced Maximum Damage|Enhanced Maximum Damage]] (Based on Character Level)<br />
#+ [[Minimum Damage]] and + [[Maximum Damage]] (including that Based on Character Level)<br />
*+% Elemental damage is also calculated before [[Damage +]] is applied.<br />
*+% [[Skill Damage]] from items and [[Fire Mastery]] and [[Lightning Mastery]] skills is applied '''after''' Vengeance's +% elemental damage.<br />
<br><br />
<br />
==Source==<br />
<br />
===[[Skill bonus]]===<br />
*+(1-3) Vengeance ([[Paladin (Diablo II)|Paladin]] Only) can spawn on ilvl >18 [[scepter]]s.<br />
<br />
<br />
{{Skill bonus}}<br />
|-<br />
| +(1-3)<br />
!align=left|[[Rusthandle|{{U|=Rusthandle Grand Scepter}}]]<br />
|18||No<br />
|}<br />
<br><br />
<br />
===[[Oskill]]===<br />
{{Skill bonus}}<br />
|-<br />
| +1<br />
|align=left|[[Kingslayer|{{Ub|=Kingslayer}}]] sword/axe<br />
|53||No<br />
|}<br />
<br><br />
<br />
===[[Charged suffix]]===<br />
{{Skill charged}}<br />
|-valign=top<br />
|31||44||57||70||83||96||{{E}}||{{E}}||{{E}}||{{E}}<br />
|33||37||41||45||48||52||{{E}}||{{E}}||{{E}}||{{E}}<br />
|align=left|<br />
*[[Scepter]]<br />
*[[Auric shield]]<br />
|18||24||24<br />
|-valign=top<br />
|45||72||99||{{E}}||{{E}}||{{E}}||{{E}}||{{E}}||{{E}}||{{E}}<br />
|22||25||27||{{E}}||{{E}}||{{E}}||{{E}}||{{E}}||{{E}}||{{E}}<br />
|align=left|<br />
*[[Axe]]<br />
*[[Sword]]<br />
|18||48||48<br />
|}<br />
<br><br />
<br />
==Levels 1-60==<br />
{{Levels 1-10}}<br />
|-<br />
!align=left|Mana Cost<br />
|4||4.25||4.5||4.75||5||5.25||5.5||5.75||6||6.25<br />
|-<br />
!align=left|+% Attack Rating<br />
|20||30||40||50||60||70||80||90||100||110<br />
|-<br />
!align=left|+% Elemental Damage<br />
|70||76||82||88||94||100||106||112||118||124<br />
|-<br />
!align=left|Cold Length (Seconds)<br />
|1.2||1.8||2.4||3||3.6||4.2||4.8||5.4||6||6.6<br />
|}<br />
<br />
<br />
{{Levels 11-20}}<br />
|-<br />
!align=left|Mana Cost<br />
|6.5||6.75||7||7.25||7.5||7.75||8||8.25||8.5||8.75<br />
|-<br />
!align=left|+% Attack Rating<br />
|120||130||140||150||160||170||180||190||200||210<br />
|-<br />
!align=left|+% Elemental Damage<br />
|130||136||142||148||154||160||166||172||178||184<br />
|-<br />
!align=left|Cold Length (Seconds)<br />
|7.2||7.8||8.4||9||9.6||10.2||10.8||11.4||12||12.6<br />
|}<br />
<br />
<br />
{{Levels 21-30}}<br />
|-<br />
!align=left|Mana Cost<br />
|9||9.25||9.5||9.75||10||10.25||10.5||10.75||11||11.25<br />
|-<br />
!align=left|+% Attack Rating<br />
|220||230||240||250||260||270||280||290||300||310<br />
|-<br />
!align=left|+% Elemental Damage<br />
|190||196||202||208||214||220||226||232||238||244<br />
|-<br />
!align=left|Cold Length (Seconds)<br />
|13.2||13.8||14.4||15||15.6||16.2||16.8||17.4||18||18.6<br />
|}<br />
<br />
<br />
{{Levels 31-40}}<br />
|-<br />
!align=left|Mana Cost<br />
|11.5||11.75||12||12.25||12.5||12.75||13||13.25||13.5||13.75<br />
|-<br />
!align=left|+% Attack Rating<br />
|320||330||340||350||360||370||380||390||400||410<br />
|-<br />
!align=left|+% Elemental Damage<br />
|250||256||262||268||274||280||286||292||298||304<br />
|-<br />
!align=left|Cold Length (Seconds)<br />
|19.2||19.8||20.4||21||21.6||22.2||22.8||23.4||24||24.6<br />
|}<br />
<br />
<br />
{{Levels 41-50}}<br />
|-<br />
!align=left|Mana Cost<br />
|14||14.25||14.5||14.75||15||15.25||15.5||15.75||16||16.25<br />
|-<br />
!align=left|+% Attack Rating<br />
|420||430||440||450||460||470||480||490||500||510<br />
|-<br />
!align=left|+% Elemental Damage<br />
|310||316||322||328||334||340||346||352||358||364<br />
|-<br />
!align=left|Cold Length (Seconds)<br />
|25.2||25.8||26.4||27||27.6||28.2||28.8||29.4||30||30.6<br />
|}<br />
<br />
<br />
{{Levels 51-60}}<br />
|-<br />
!align=left|Mana Cost<br />
|16.5||16.75||17||17.25||17.5||17.75||18||18.25||18.5||18.75<br />
|-<br />
!align=left|+% Attack Rating<br />
|520||530||540||550||560||570||580||590||600||610<br />
|-<br />
!align=left|+% Elemental Damage<br />
|370||376||382||388||394||400||406||412||418||424<br />
|-<br />
!align=left|Cold Length (Seconds)<br />
|31.2||31.8||32.4||33||33.6||34.2||34.8||35.4||36||36.6<br />
|}<br />
<br><br />
<br />
==Reference==<br />
*[http://classic.battle.net/diablo2exp/skills/paladin-combat.shtml Combat Skills] (Arreat Summit)<br />
*mikeandroe, [https://www.theamazonbasin.com/forums/index.php?/forums/topic/94132-all-about-vengeance/&tab=comments#comment-1159373 All About Vengeance...] (Paladin Room)<br />
*Teodomiro, [https://www.theamazonbasin.com/forums/index.php?/forums/topic/119225-vengeance-for-dummies/&tab=comments#comment-1477265 Vengeance for Dummies] (Paladin Room)</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Mercenary&diff=64520Mercenary2019-12-18T13:31:52Z<p>ThePlatypus: fix Act 3 Full Power Guide URL</p>
<hr />
<div>{{Mercenary nav}}<br />
{|cellpadding=0 cellspacing=0 style=text-align:left width=100%<br />
|-valign=top<br />
|width=25% rowspan=2|<br />
__ToC__<br />
|<br />
|width=17%|[[File:Rogue icon.gif]]<br />
|width=16%|[[File:Desert icon.gif]]<br />
|width=17%|[[File:Iron Wolf icon.gif]]<br />
|width=25%|[[File:Barbarian mercenary icon.gif]]<br />
|-valign=top<br />
|colspan=4|<br />
|}<br />
<br />
<br />
==Introduction==<br />
Hi, I am ThePlatypus. I have collected most of the following information from our wonderful forums, as a reference for other Basiners. Credits are listed at the bottom of the page. You can PM me concerning changes/corrections to this page (ThePlatypus) or discuss it in this [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52928 topic].<br />
<br />
==Useful Links==<br />
1.09<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=31122 Thoughts on mercenary types] 1.09 thread, good general info.<br><br />
1.10<br><br />
[http://strategy.diabloii.net/news.php?id=512 Level Up Guide]<br><br />
[http://www.lurkerlounge.com/forums/index.php?act=ST&f=8&t=1935&linear=1 Optimizing Merc Levelling] by Crystalion<br><br />
1.1x<br><br />
[http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english Weapon Speed Calculator] - check breakpoints for merc weapons<br><br />
[http://diablo2.ingame.de/tips/calcs/zauberspeed.php Faster Cast Speed] for A3 Mercs<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=63404 Complete Hireling Stats]<br><br />
General<br><br />
[http://www.battle.net/diablo2exp/basics/hirelings.shtml Arreat Summit Hireling Page] - use at your own risk<br><br />
[http://www.moonsong.de/Diablo/fara/mercNames.html List of possible mercenary names]<br><br />
[http://www.marduke.com/bnet/d2/tzon/ Tankazon Resource] - click Bonuses on the left. Then click the desired mod for equipment (FCR, FHR, etc) and it will list the items with that mod.<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=39424&hl= The Delerium FAQ] - all things Delerium, plus merc info<br><br />
[https://www.theamazonbasin.com/forums/index.php?/forums/topic/102181-act-3-mercenaries-full-power-guide/&tab=comments#comment-1278842 A3 Mercenary Full Power Guide] by Red-Chaos(H)<br><br />
<br />
==1.11==<br />
The most important change 1.11 brought is this: You no longer have to level up your merc. When you hire a mercenary now, they will be within 5 levels of your character. They also keep up with your level much more easily now after you hire them.<br />
<br />
When you hire mercs, their stats may appear incorrect on the hiring screen. However, once you actually hire them, their stats will get updated and will display correctly.<br />
<br />
When 1.11 first came out, the ctc Valk on the 'Peace' runeword "worked" for mercs, but caused the game to crash. Blizzard disabled the mod for mercs afterwards.<br />
==General Mercenary Facts==<br />
===Items/Mods===<br />
* The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all.<br />
* Most other mods (Crushing Blow, Open Wounds, Chance to Cast on Striking, Faster Cast Rate, Faster Hit Recovery, Increased Attack Speed, etc.) do work for mercs. There are some other specific instances that I'll cover in later sections.<br />
* Mercs can use Critical and Deadly Strike. Both effects will double only the physical damage of the attack.<br />
* For questions about using the Delerium runeword on your merc, see the Delirium FAQ.<br />
* Ethereal items will not lose durability when equipped on a mercenary.<br />
* Equiping a mercenary with the mod "-x% to Enemy _____ Resistance" will help your merc's damage, but it will NOT help your character's damage.<br />
* Medium and Heavy armors do slow down the movement speed of mercenaries.<br />
===Levels===<br />
* Mercs hired in normal difficulty have better stats than those hired in Nightmare, and those are both better than those hired in Hell. In 1.11, you should always hire your mercs in Normal, since they will always have better stats, the exception being the Nightmare Act 2 mercs, which have different auras than Normal A2 mercs. The level of your character when you hire them has no bearing on their stats, only the difficulty you hire them in matters.<br />
* The highest level a merc can be is 98.<br />
* When mercs levels up, their current life is set to their new base maximum life. So, if a merc is under life bonuses from Battle Orders, Oak Sage, or equipment, you will see thier life drop. Don't be alarmed when this happens, your merc isn't about to bite the dust.<br />
===Skills===<br />
* Mercs skills do synergize each other when applicable. As an example, an Act 3 Iron Wolf's Ice Blast will synergize its Glacial Spike.<br />
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11).<br />
* Mercs will benefit from:<br />
** +all skills<br />
** +fire skills (when applicable - Fire Iron Wolf or Fire Arrow Rogue)<br />
** +specific skills (if they already have the skills (e.g. an act 3 merc will benefit from an Ormus Robes' skill if he posseses that skill already, even though it says (Sorceress Only)))<br />
** The A5 barbs will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
*Mercs will not benefit from:<br />
** +class skills (not even barbarian mercs with +all barbarian skills gear)<br />
** +skilltabs<br />
===Misc===<br />
* Mercs only have Strength and Dexterity, so +Vitality and +Energy mods have no effect. They do have life (so +Life works), but not mana. <br />
* Since mercs do not have mana, mana potions and Mana Burn will not work on them. If you try the shift + 1 method to feed your merc a mana pot, he/she will thank you, although you yourself will drink the potion. They are simply granted "infinite" mana to cast spells.<br />
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath<br />
* Poison can kill your merc, even if you are in town.<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they are able to equip the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one.<br />
* If your merc is wearing either Gold Find or Magic Find gear, you will receive those respective bonuses to your drops when the merc makes a kill. Example, 100% MF on char, 125% MF on merc. If you make the kill, 100% MF is in effect. If the merc makes the kill, 225% MF is in effect.<br />
* The price of resurrecting your merc is capped at 50000 gold.<br />
<br />
==Hiring levels (1.10)==<br />
This is a list of the merc levels you will have to pick from based on Act and Difficulty Level (Expansion Only). Note that you can't buy a merc whose level is higher than your own:<br />
{| border="2"<br />
|+ Possible levels at hiring<br />
! !! Normal !! Nightmare !! Hell<br />
|-<br />
!Act 1<br />
| 3-7 || 36-40 || 67-71<br />
|-<br />
!Act 2<br />
| 9-13 || 43-47 || 75-79<br />
|-<br />
!Act 3<br />
| 15-19 || 49-53 || 79-83<br />
|-<br />
!Act 5<br />
| 28-32 || 58-62 || 80-84<br />
|-<br />
|}<br />
<br />
==Damage Modifiers==<br />
{| border="2"<br />
|+ From [http://users.tkk.fi/~tgustafs/damagereduction.html Tommi]<br />
! Attacking !! Modifier !! Notes<br />
|-<br />
| Players || 17% || (So, a mercenary attacking a player only does 17% of its normal damage)<br />
|-<br />
| Hirelings || 25%<br />
|-<br />
| Golems || 100% || (no modification)<br />
|-<br />
| Monsters || 100% || (no modification)<br />
|-<br />
| Minions* || 100% || (no modification)<br />
|-<br />
| Normal Act Boss || 50%<br />
|-<br />
| Nightmare Act Boss || 35%<br />
|-<br />
| Hell Act Boss || 25%<br />
|-<br />
|}<br />
"*"A minion is any creature a player controls, except a hireling or a golem.<br />
<br />
When defending, hirelings take 100% from all sources except other Hirelings, which is 25%. <br />
<br />
==Survival Tips==<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Put life leech on them! Give them a weapon with decent damage, coupled with life leech. Put Amn runes in their weapons. Use hats and armors with built in leech.<br />
* Use a Wand of Lifetap on switch for really tough and/or unleechable monsters.<br />
* Keep them close to your level and don't fight monsters that are too far above your level.<br />
<br />
==Act 1 Rogue==<br />
* It's "Rogue", not "Rouge".<br />
* You can hire these from Kashya either 1) after completing the Blood Raven quest or 2) after reaching character level 8.<br />
* Note, they are Rogues, not Amazons. As such, +Amazon skill items will not work and they cannot wield (Amazon-Only) bows.<br />
* They can only equip bows. Crossbows are not allowed.<br />
* Cast either Fire Arrow or Cold Arrow<br />
* Cast Inner Sight<br />
* The mods Fires Explosive Arrows or Bolts and Fires Magic Arrow are quirky. The Explosive arrows do not work. There is a graphical bug so that you see the explosion, but no damage is dealt and the Rogue does not get the Attack Rating bonus associated with the Exploding Arrow skill. Fires Magic Arrow does deliver magic damage, but the Rogue's still do not receive an AR bonus. Credit for the discovery goes to adeyke and brianc84. [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52992&hl=ranged Link].<br />
* They can give you the Vigor aura via Harmony, Thorns via Edge, and Fanatacism via Faith.<br />
<br />
===Equipment===<br />
They tend to stay out of harm's way reasonably well, so life leech isn't mandotory, but a little bit certainly helps. Increased Attack Speed can help (check speed calculator). These mercs are good at activating Chance to Cast mods without being in the thick of the battle. Blinding, fleeing, amplify damage, etc.<br />
<br />
===Hit Recovery===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 11 || 0<br />
|-<br />
| 10 || 6<br />
|-<br />
| 9 || 13<br />
|-<br />
| 8 || 20<br />
|-<br />
| 7 || 32<br />
|-<br />
| 6 || 52<br />
|-<br />
| 5 || 86<br />
|-<br />
| 4 || 174<br />
|-<br />
| 3 || 600<br />
|-<br />
|}<br />
<br />
==Act 2 Town Guard==<br />
* Very popular because they share an aura with you and your party members.<br />
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins.<br />
* Their Jab has 2 hits.<br />
* Blessed Aim is mutually exclusive with the Amazon skill Penetrate.<br />
<br />
===Equipment===<br />
Get him a big damage polearm. Mods to look for are: Crushing Blow, life leech, +life, resistances, Faster Hit Recovery, Chance to Cast amp damage or decrepify, Slows Target (especially on Holy Freeze merc).<br />
<br />
===Available Auras===<br />
{| border="2"<br />
|+ Normal/Hell Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Prayer<br />
|-<br />
| Defensive || Defiance<br />
|-<br />
| Offensive || Blessed Aim<br />
|-<br />
|}<br />
<br />
{| border="2"<br />
|+ Nightmare Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Thorns<br />
|-<br />
| Defensive || Holy Freeze<br />
|-<br />
| Offensive || Might<br />
|-<br />
|}<br />
<br />
===Hit Recovery===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 15 || 0<br />
|-<br />
| 14 || 5<br />
|-<br />
| 13 || 9<br />
|-<br />
| 12 || 14<br />
|-<br />
| 11 || 20<br />
|-<br />
| 10 || 30<br />
|-<br />
| 9 || 42<br />
|-<br />
| 8 || 60<br />
|-<br />
| 7 || 86<br />
|-<br />
| 6 || 142<br />
|-<br />
| 5 || 280<br />
|-<br />
|}<br />
<br><br />
<br />
==Act 3 Iron Wolf==<br />
* Do not have blocking animations. "This means they do not getting blocking check at all. The Shield will just be there for the non-blocking attributes such as defense and any other magical properties that it has such as resisitances, fast cast, skills, etc." - Ruvanal<br />
* +Glacial Spike, +FireBall, etc. will help these mercs. The only places to get these are from Ormus' Robes or two pieces of the Trang's set. Note that the +Fireball bonus from Trang's will be capped at +3.<br />
* Anything that is +sorceress skills, for example: +2 Fire Skills (Sorceress Only) will not work, but the +3 Fire Skills of Hexfire would.<br />
* Items that lower enemy resistance (such as the Crescent Moon runeword, facets, etc.) will benefit these mercs.<br />
* Can complete the Isenhart set (for whatever that's worth)<br />
<br />
===Equipment===<br />
You want +skills and Faster Cast Rate. Everything else is secondary because they tend to survive fairly well on their own unless you let them get swarmed. The Spirit runeword makes an excellent weapon for them. You would need +strength on your helm/armor to let them use a Spirit shield since the lowest strength requirement on a 4 socket shield is 156 on a Monarch (146 if ethereal). They top out at 153 str at level 98 and have 137 str at level 85, just to give you an idea.<br />
<br />
See the [https://www.theamazonbasin.com/forums/index.php?/forums/topic/102181-act-3-mercenaries-full-power-guide/&tab=comments#comment-1278842 Act 3 Mercenaries Full Power Guide] for more ideas.<br />
<br />
===Spells===<br />
{| border="2"<br />
|+ Iron Wolf Spells<br />
! Type !! Spell 1 || Spell 2 || Spell 3<br />
|-<br />
!Fire<br />
| Inferno || Fireball<br />
|-<br />
!Cold<br />
| Glacial Spike || Ice Blast || Frozen Armor<br />
|-<br />
!Lightning<br />
| Charged Bolt || Lightning<br />
|-<br />
|}<br />
<br />
This chart assumes they were hired in Normal difficulty and have no +skills. The numbers reflect the synergy bonuses when applicable.<br />
{| border="2"<br />
|+ Iron Wolf Spell Damage<br />
! Merc Level !! Fireball !! Inferno !! Ice Blast !! Glacial Spike !! Charged Bolt !! Lightning<br />
|-<br />
| Level 30 || 35-40 || 58-75 || 85-93 || 45-58 || 6-9(8 bolts) || 1-130<br />
|-<br />
| Level 60 || 195-224 || 73-79 || 253-266 || 130-153 || 14-18(13 bolts) || 1-398<br />
|-<br />
| Level 85 || 334-372 || 108-115 || 463-480 || 280-312 || 22-27(17 bolts) || 1-871<br />
|-<br />
| Level 98 || 415-457 || 128-136 || 651-672 || 371-408 || 27-32(19 bolts) || 1-1217<br />
|-<br />
|}<br />
*Inferno is bugged to do half the listed damage.<br />
<br />
===Faster Cast Rate===<br />
{| border="2"<br />
|+ Faster Cast Rate Breakpoints<br />
! Frames !! FCR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 8<br />
|-<br />
| 15 || 15<br />
|-<br />
| 14 || 26<br />
|-<br />
| 13 || 39<br />
|-<br />
| 12 || 58<br />
|-<br />
| 11 || 86<br />
|-<br />
| 10 || 138<br />
|-<br />
|}<br />
<br />
===Hit Recovery===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 5<br />
|-<br />
| 15 || 8<br />
|-<br />
| 14 || 13<br />
|-<br />
| 13 || 18<br />
|-<br />
| 12 || 24<br />
|-<br />
| 11 || 32<br />
|-<br />
| 10 || 46<br />
|-<br />
| 9 || 63<br />
|-<br />
| 8 || 86<br />
|-<br />
| 7 || 133<br />
|-<br />
| 6 || 232<br />
|-<br />
| 5 || 600<br />
|-<br />
|}<br />
<br><br />
<br />
==Act 5 Barbarian==<br />
* These mercs possess the skills Stun and Bash.<br />
* These are the only mercs who can use class-specific items (barbarian helms).<br />
* They have a 5% chance of doing critical hits, the other mercanaries do not<br />
* They regenerate their health fully in 16.4 seconds<br />
* These mercs can complete the Sazabi Set.<br />
* They do not have or benefit from +sword mastery such as on Bloodletter.<br />
* Act 5 mercs receive a 70% bonus to their poison resistance in all difficulties<br />
* The Act 5 merc's normal attack has 2 hits, similar to the A2 merc's Jab<br />
* They will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
<br />
===Equipment===<br />
They can wield one-handed and two-handed swords but they cannot dual-wield two one-handed swords. So, get them a big 2-handed sword. They do the listed damage for both 1 hand and 2 hand swords, so the 2 handers will almost always win out. Life leech, FHR, resistances, etc are also good. They're about the same as A2 mercs except for the weapon differences. Lawbringer has become somewhat popular because of the ctc Decrepify. <br />
<br />
===Hit Recovery===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 9 || 0<br />
|-<br />
| 8 || 7<br />
|-<br />
| 7 || 15<br />
|-<br />
| 6 || 27<br />
|-<br />
| 5 || 48<br />
|-<br />
| 4 || 86<br />
|-<br />
| 3 || 200<br />
|-<br />
|}<br />
<br><br />
<br />
==What Merc for Build X?==<br />
Well, there are far too many builds to list a merc for each one. In general, pick a mercenary that compliments you well. I'll make some general comments on mercs that might work well. Ultimately, it's usually a matter of personal preference. This list is based on my opinions/experiences and on what I've read here in the forums.<br />
<br />
===Physical damage, melee fighter===<br />
* You can pick a ranged merc that deals elemental damage (A1 or A3).<br />
* A2 merc with an aura that helps you. Blessed Aim if you need AR, Might if you want more damage, Holy Freeze if you need some crowd control, Defiance if you want more defense.<br />
* Don't forget A1 mercs can help your AR with Inner Sight.<br />
<br />
===Elemental damage, melee fighter===<br />
* Pick a ranged merc that deals damage of a different element.<br />
* Pick a physical damage merc. A2 Might or A5 Barb.<br />
<br />
===Caster characters===<br />
* These characters usually want a tank. Any A2 or A5 merc will work.<br />
* Holy Freeze is popular since it slows the monsters down (even cold immunes) and keeps them from running up to you and smacking you around.<br />
* Defiance if you want him to survive well. Might is also a good contender since more damage = more leech.<br />
* Barb merc. More aggressive than A2 mercs, and most of the standard auras don't help a caster much (meaning Might, Blessed Aim, etc.).<br />
* Prayer/Insight combo. "Unlimited" mana and "double" healing from Prayer.<br />
* If you are a sorceress, keep in mind that you can teleport to reposition your mercenary.<br />
<br />
===Summoners===<br />
* Usually Necromancers, but I suppose Druids can apply as well.<br />
* The Necromancer Room's consensus seems to be: Thorns is good in NM or when you are fighting monsters that are above your level. Blessed Aim also gets a nod in NM to help with Skeleton Attack Rating versus higher level monsters. Might is better in Hell and when your level is at or above those of the monsters you are fighting.<br />
* Ranged merc since the melee is covered by minions. This isn't terribly popular, since if you have lots of minions, you want to have an aura to share with them.<br />
* With the new runewords, an Act 1 Rogue can now provide the Vigor (to help minions keep up when you are running) Thorns, and Fanaticism auras.<br />
<br />
==Credits==<br />
BIG thanks go out to adeyke, Ruvunal, Zath, brianc84 and many others from the AB forums. I basically stole information from posts they made and compiled it here. They did all the real work, not me. Also, thanks to Tommi for his excellent pages of information, found [http://users.tkk.fi/~tgustafs/diablochars.html here]. All the hit recovery information is from him, found [http://users.tkk.fi/~tgustafs/hitrecovery.html here].</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Mercenary&diff=64519Mercenary2019-12-18T13:31:08Z<p>ThePlatypus: </p>
<hr />
<div>{{Mercenary nav}}<br />
{|cellpadding=0 cellspacing=0 style=text-align:left width=100%<br />
|-valign=top<br />
|width=25% rowspan=2|<br />
__ToC__<br />
|<br />
|width=17%|[[File:Rogue icon.gif]]<br />
|width=16%|[[File:Desert icon.gif]]<br />
|width=17%|[[File:Iron Wolf icon.gif]]<br />
|width=25%|[[File:Barbarian mercenary icon.gif]]<br />
|-valign=top<br />
|colspan=4|<br />
|}<br />
<br />
<br />
==Introduction==<br />
Hi, I am ThePlatypus. I have collected most of the following information from our wonderful forums, as a reference for other Basiners. Credits are listed at the bottom of the page. You can PM me concerning changes/corrections to this page (ThePlatypus) or discuss it in this [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52928 topic].<br />
<br />
==Useful Links==<br />
1.09<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=31122 Thoughts on mercenary types] 1.09 thread, good general info.<br><br />
1.10<br><br />
[http://strategy.diabloii.net/news.php?id=512 Level Up Guide]<br><br />
[http://www.lurkerlounge.com/forums/index.php?act=ST&f=8&t=1935&linear=1 Optimizing Merc Levelling] by Crystalion<br><br />
1.1x<br><br />
[http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english Weapon Speed Calculator] - check breakpoints for merc weapons<br><br />
[http://diablo2.ingame.de/tips/calcs/zauberspeed.php Faster Cast Speed] for A3 Mercs<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=63404 Complete Hireling Stats]<br><br />
General<br><br />
[http://www.battle.net/diablo2exp/basics/hirelings.shtml Arreat Summit Hireling Page] - use at your own risk<br><br />
[http://www.moonsong.de/Diablo/fara/mercNames.html List of possible mercenary names]<br><br />
[http://www.marduke.com/bnet/d2/tzon/ Tankazon Resource] - click Bonuses on the left. Then click the desired mod for equipment (FCR, FHR, etc) and it will list the items with that mod.<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=39424&hl= The Delerium FAQ] - all things Delerium, plus merc info<br><br />
[https://www.theamazonbasin.com/forums/index.php?/forums/topic/102181-act-3-mercenaries-full-power-guide/&tab=comments#comment-1278842 A3 Mercenary Full Power Guide] by Red-Chaos(H)<br><br />
<br />
==1.11==<br />
The most important change 1.11 brought is this: You no longer have to level up your merc. When you hire a mercenary now, they will be within 5 levels of your character. They also keep up with your level much more easily now after you hire them.<br />
<br />
When you hire mercs, their stats may appear incorrect on the hiring screen. However, once you actually hire them, their stats will get updated and will display correctly.<br />
<br />
When 1.11 first came out, the ctc Valk on the 'Peace' runeword "worked" for mercs, but caused the game to crash. Blizzard disabled the mod for mercs afterwards.<br />
==General Mercenary Facts==<br />
===Items/Mods===<br />
* The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all.<br />
* Most other mods (Crushing Blow, Open Wounds, Chance to Cast on Striking, Faster Cast Rate, Faster Hit Recovery, Increased Attack Speed, etc.) do work for mercs. There are some other specific instances that I'll cover in later sections.<br />
* Mercs can use Critical and Deadly Strike. Both effects will double only the physical damage of the attack.<br />
* For questions about using the Delerium runeword on your merc, see the Delirium FAQ.<br />
* Ethereal items will not lose durability when equipped on a mercenary.<br />
* Equiping a mercenary with the mod "-x% to Enemy _____ Resistance" will help your merc's damage, but it will NOT help your character's damage.<br />
* Medium and Heavy armors do slow down the movement speed of mercenaries.<br />
===Levels===<br />
* Mercs hired in normal difficulty have better stats than those hired in Nightmare, and those are both better than those hired in Hell. In 1.11, you should always hire your mercs in Normal, since they will always have better stats, the exception being the Nightmare Act 2 mercs, which have different auras than Normal A2 mercs. The level of your character when you hire them has no bearing on their stats, only the difficulty you hire them in matters.<br />
* The highest level a merc can be is 98.<br />
* When mercs levels up, their current life is set to their new base maximum life. So, if a merc is under life bonuses from Battle Orders, Oak Sage, or equipment, you will see thier life drop. Don't be alarmed when this happens, your merc isn't about to bite the dust.<br />
===Skills===<br />
* Mercs skills do synergize each other when applicable. As an example, an Act 3 Iron Wolf's Ice Blast will synergize its Glacial Spike.<br />
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11).<br />
* Mercs will benefit from:<br />
** +all skills<br />
** +fire skills (when applicable - Fire Iron Wolf or Fire Arrow Rogue)<br />
** +specific skills (if they already have the skills (e.g. an act 3 merc will benefit from an Ormus Robes' skill if he posseses that skill already, even though it says (Sorceress Only)))<br />
** The A5 barbs will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
*Mercs will not benefit from:<br />
** +class skills (not even barbarian mercs with +all barbarian skills gear)<br />
** +skilltabs<br />
===Misc===<br />
* Mercs only have Strength and Dexterity, so +Vitality and +Energy mods have no effect. They do have life (so +Life works), but not mana. <br />
* Since mercs do not have mana, mana potions and Mana Burn will not work on them. If you try the shift + 1 method to feed your merc a mana pot, he/she will thank you, although you yourself will drink the potion. They are simply granted "infinite" mana to cast spells.<br />
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath<br />
* Poison can kill your merc, even if you are in town.<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they are able to equip the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one.<br />
* If your merc is wearing either Gold Find or Magic Find gear, you will receive those respective bonuses to your drops when the merc makes a kill. Example, 100% MF on char, 125% MF on merc. If you make the kill, 100% MF is in effect. If the merc makes the kill, 225% MF is in effect.<br />
* The price of resurrecting your merc is capped at 50000 gold.<br />
<br />
==Hiring levels (1.10)==<br />
This is a list of the merc levels you will have to pick from based on Act and Difficulty Level (Expansion Only). Note that you can't buy a merc whose level is higher than your own:<br />
{| border="2"<br />
|+ Possible levels at hiring<br />
! !! Normal !! Nightmare !! Hell<br />
|-<br />
!Act 1<br />
| 3-7 || 36-40 || 67-71<br />
|-<br />
!Act 2<br />
| 9-13 || 43-47 || 75-79<br />
|-<br />
!Act 3<br />
| 15-19 || 49-53 || 79-83<br />
|-<br />
!Act 5<br />
| 28-32 || 58-62 || 80-84<br />
|-<br />
|}<br />
<br />
==Damage Modifiers==<br />
{| border="2"<br />
|+ From [http://users.tkk.fi/~tgustafs/damagereduction.html Tommi]<br />
! Attacking !! Modifier !! Notes<br />
|-<br />
| Players || 17% || (So, a mercenary attacking a player only does 17% of its normal damage)<br />
|-<br />
| Hirelings || 25%<br />
|-<br />
| Golems || 100% || (no modification)<br />
|-<br />
| Monsters || 100% || (no modification)<br />
|-<br />
| Minions* || 100% || (no modification)<br />
|-<br />
| Normal Act Boss || 50%<br />
|-<br />
| Nightmare Act Boss || 35%<br />
|-<br />
| Hell Act Boss || 25%<br />
|-<br />
|}<br />
"*"A minion is any creature a player controls, except a hireling or a golem.<br />
<br />
When defending, hirelings take 100% from all sources except other Hirelings, which is 25%. <br />
<br />
==Survival Tips==<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Put life leech on them! Give them a weapon with decent damage, coupled with life leech. Put Amn runes in their weapons. Use hats and armors with built in leech.<br />
* Use a Wand of Lifetap on switch for really tough and/or unleechable monsters.<br />
* Keep them close to your level and don't fight monsters that are too far above your level.<br />
<br />
==Act 1 Rogue==<br />
* It's "Rogue", not "Rouge".<br />
* You can hire these from Kashya either 1) after completing the Blood Raven quest or 2) after reaching character level 8.<br />
* Note, they are Rogues, not Amazons. As such, +Amazon skill items will not work and they cannot wield (Amazon-Only) bows.<br />
* They can only equip bows. Crossbows are not allowed.<br />
* Cast either Fire Arrow or Cold Arrow<br />
* Cast Inner Sight<br />
* The mods Fires Explosive Arrows or Bolts and Fires Magic Arrow are quirky. The Explosive arrows do not work. There is a graphical bug so that you see the explosion, but no damage is dealt and the Rogue does not get the Attack Rating bonus associated with the Exploding Arrow skill. Fires Magic Arrow does deliver magic damage, but the Rogue's still do not receive an AR bonus. Credit for the discovery goes to adeyke and brianc84. [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52992&hl=ranged Link].<br />
* They can give you the Vigor aura via Harmony, Thorns via Edge, and Fanatacism via Faith.<br />
<br />
===Equipment===<br />
They tend to stay out of harm's way reasonably well, so life leech isn't mandotory, but a little bit certainly helps. Increased Attack Speed can help (check speed calculator). These mercs are good at activating Chance to Cast mods without being in the thick of the battle. Blinding, fleeing, amplify damage, etc.<br />
<br />
===Hit Recovery===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 11 || 0<br />
|-<br />
| 10 || 6<br />
|-<br />
| 9 || 13<br />
|-<br />
| 8 || 20<br />
|-<br />
| 7 || 32<br />
|-<br />
| 6 || 52<br />
|-<br />
| 5 || 86<br />
|-<br />
| 4 || 174<br />
|-<br />
| 3 || 600<br />
|-<br />
|}<br />
<br />
==Act 2 Town Guard==<br />
* Very popular because they share an aura with you and your party members.<br />
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins.<br />
* Their Jab has 2 hits.<br />
* Blessed Aim is mutually exclusive with the Amazon skill Penetrate.<br />
<br />
===Equipment===<br />
Get him a big damage polearm. Mods to look for are: Crushing Blow, life leech, +life, resistances, Faster Hit Recovery, Chance to Cast amp damage or decrepify, Slows Target (especially on Holy Freeze merc).<br />
<br />
===Available Auras===<br />
{| border="2"<br />
|+ Normal/Hell Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Prayer<br />
|-<br />
| Defensive || Defiance<br />
|-<br />
| Offensive || Blessed Aim<br />
|-<br />
|}<br />
<br />
{| border="2"<br />
|+ Nightmare Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Thorns<br />
|-<br />
| Defensive || Holy Freeze<br />
|-<br />
| Offensive || Might<br />
|-<br />
|}<br />
<br />
===Hit Recovery===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 15 || 0<br />
|-<br />
| 14 || 5<br />
|-<br />
| 13 || 9<br />
|-<br />
| 12 || 14<br />
|-<br />
| 11 || 20<br />
|-<br />
| 10 || 30<br />
|-<br />
| 9 || 42<br />
|-<br />
| 8 || 60<br />
|-<br />
| 7 || 86<br />
|-<br />
| 6 || 142<br />
|-<br />
| 5 || 280<br />
|-<br />
|}<br />
<br><br />
<br />
==Act 3 Iron Wolf==<br />
* Do not have blocking animations. "This means they do not getting blocking check at all. The Shield will just be there for the non-blocking attributes such as defense and any other magical properties that it has such as resisitances, fast cast, skills, etc." - Ruvanal<br />
* +Glacial Spike, +FireBall, etc. will help these mercs. The only places to get these are from Ormus' Robes or two pieces of the Trang's set. Note that the +Fireball bonus from Trang's will be capped at +3.<br />
* Anything that is +sorceress skills, for example: +2 Fire Skills (Sorceress Only) will not work, but the +3 Fire Skills of Hexfire would.<br />
* Items that lower enemy resistance (such as the Crescent Moon runeword, facets, etc.) will benefit these mercs.<br />
* Can complete the Isenhart set (for whatever that's worth)<br />
<br />
===Equipment===<br />
You want +skills and Faster Cast Rate. Everything else is secondary because they tend to survive fairly well on their own unless you let them get swarmed. The Spirit runeword makes an excellent weapon for them. You would need +strength on your helm/armor to let them use a Spirit shield since the lowest strength requirement on a 4 socket shield is 156 on a Monarch (146 if ethereal). They top out at 153 str at level 98 and have 137 str at level 85, just to give you an idea.<br />
<br />
See the [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=62308 Act 3 Mercenaries Full Power Guide] for more ideas.<br />
<br />
===Spells===<br />
{| border="2"<br />
|+ Iron Wolf Spells<br />
! Type !! Spell 1 || Spell 2 || Spell 3<br />
|-<br />
!Fire<br />
| Inferno || Fireball<br />
|-<br />
!Cold<br />
| Glacial Spike || Ice Blast || Frozen Armor<br />
|-<br />
!Lightning<br />
| Charged Bolt || Lightning<br />
|-<br />
|}<br />
<br />
This chart assumes they were hired in Normal difficulty and have no +skills. The numbers reflect the synergy bonuses when applicable.<br />
{| border="2"<br />
|+ Iron Wolf Spell Damage<br />
! Merc Level !! Fireball !! Inferno !! Ice Blast !! Glacial Spike !! Charged Bolt !! Lightning<br />
|-<br />
| Level 30 || 35-40 || 58-75 || 85-93 || 45-58 || 6-9(8 bolts) || 1-130<br />
|-<br />
| Level 60 || 195-224 || 73-79 || 253-266 || 130-153 || 14-18(13 bolts) || 1-398<br />
|-<br />
| Level 85 || 334-372 || 108-115 || 463-480 || 280-312 || 22-27(17 bolts) || 1-871<br />
|-<br />
| Level 98 || 415-457 || 128-136 || 651-672 || 371-408 || 27-32(19 bolts) || 1-1217<br />
|-<br />
|}<br />
*Inferno is bugged to do half the listed damage.<br />
<br />
===Faster Cast Rate===<br />
{| border="2"<br />
|+ Faster Cast Rate Breakpoints<br />
! Frames !! FCR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 8<br />
|-<br />
| 15 || 15<br />
|-<br />
| 14 || 26<br />
|-<br />
| 13 || 39<br />
|-<br />
| 12 || 58<br />
|-<br />
| 11 || 86<br />
|-<br />
| 10 || 138<br />
|-<br />
|}<br />
<br />
===Hit Recovery===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 5<br />
|-<br />
| 15 || 8<br />
|-<br />
| 14 || 13<br />
|-<br />
| 13 || 18<br />
|-<br />
| 12 || 24<br />
|-<br />
| 11 || 32<br />
|-<br />
| 10 || 46<br />
|-<br />
| 9 || 63<br />
|-<br />
| 8 || 86<br />
|-<br />
| 7 || 133<br />
|-<br />
| 6 || 232<br />
|-<br />
| 5 || 600<br />
|-<br />
|}<br />
<br><br />
<br />
==Act 5 Barbarian==<br />
* These mercs possess the skills Stun and Bash.<br />
* These are the only mercs who can use class-specific items (barbarian helms).<br />
* They have a 5% chance of doing critical hits, the other mercanaries do not<br />
* They regenerate their health fully in 16.4 seconds<br />
* These mercs can complete the Sazabi Set.<br />
* They do not have or benefit from +sword mastery such as on Bloodletter.<br />
* Act 5 mercs receive a 70% bonus to their poison resistance in all difficulties<br />
* The Act 5 merc's normal attack has 2 hits, similar to the A2 merc's Jab<br />
* They will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
<br />
===Equipment===<br />
They can wield one-handed and two-handed swords but they cannot dual-wield two one-handed swords. So, get them a big 2-handed sword. They do the listed damage for both 1 hand and 2 hand swords, so the 2 handers will almost always win out. Life leech, FHR, resistances, etc are also good. They're about the same as A2 mercs except for the weapon differences. Lawbringer has become somewhat popular because of the ctc Decrepify. <br />
<br />
===Hit Recovery===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 9 || 0<br />
|-<br />
| 8 || 7<br />
|-<br />
| 7 || 15<br />
|-<br />
| 6 || 27<br />
|-<br />
| 5 || 48<br />
|-<br />
| 4 || 86<br />
|-<br />
| 3 || 200<br />
|-<br />
|}<br />
<br><br />
<br />
==What Merc for Build X?==<br />
Well, there are far too many builds to list a merc for each one. In general, pick a mercenary that compliments you well. I'll make some general comments on mercs that might work well. Ultimately, it's usually a matter of personal preference. This list is based on my opinions/experiences and on what I've read here in the forums.<br />
<br />
===Physical damage, melee fighter===<br />
* You can pick a ranged merc that deals elemental damage (A1 or A3).<br />
* A2 merc with an aura that helps you. Blessed Aim if you need AR, Might if you want more damage, Holy Freeze if you need some crowd control, Defiance if you want more defense.<br />
* Don't forget A1 mercs can help your AR with Inner Sight.<br />
<br />
===Elemental damage, melee fighter===<br />
* Pick a ranged merc that deals damage of a different element.<br />
* Pick a physical damage merc. A2 Might or A5 Barb.<br />
<br />
===Caster characters===<br />
* These characters usually want a tank. Any A2 or A5 merc will work.<br />
* Holy Freeze is popular since it slows the monsters down (even cold immunes) and keeps them from running up to you and smacking you around.<br />
* Defiance if you want him to survive well. Might is also a good contender since more damage = more leech.<br />
* Barb merc. More aggressive than A2 mercs, and most of the standard auras don't help a caster much (meaning Might, Blessed Aim, etc.).<br />
* Prayer/Insight combo. "Unlimited" mana and "double" healing from Prayer.<br />
* If you are a sorceress, keep in mind that you can teleport to reposition your mercenary.<br />
<br />
===Summoners===<br />
* Usually Necromancers, but I suppose Druids can apply as well.<br />
* The Necromancer Room's consensus seems to be: Thorns is good in NM or when you are fighting monsters that are above your level. Blessed Aim also gets a nod in NM to help with Skeleton Attack Rating versus higher level monsters. Might is better in Hell and when your level is at or above those of the monsters you are fighting.<br />
* Ranged merc since the melee is covered by minions. This isn't terribly popular, since if you have lots of minions, you want to have an aura to share with them.<br />
* With the new runewords, an Act 1 Rogue can now provide the Vigor (to help minions keep up when you are running) Thorns, and Fanaticism auras.<br />
<br />
==Credits==<br />
BIG thanks go out to adeyke, Ruvunal, Zath, brianc84 and many others from the AB forums. I basically stole information from posts they made and compiled it here. They did all the real work, not me. Also, thanks to Tommi for his excellent pages of information, found [http://users.tkk.fi/~tgustafs/diablochars.html here]. All the hit recovery information is from him, found [http://users.tkk.fi/~tgustafs/hitrecovery.html here].</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=File:Straight2.jpg&diff=63386File:Straight2.jpg2013-09-15T17:27:32Z<p>ThePlatypus: Part of Perpendicular Pyromania article</p>
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<div>Part of Perpendicular Pyromania article</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=File:Straight1.jpg&diff=63385File:Straight1.jpg2013-09-15T17:27:26Z<p>ThePlatypus: Part of Perpendicular Pyromania article</p>
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<div>Part of Perpendicular Pyromania article</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=File:Skills.jpg&diff=63384File:Skills.jpg2013-09-15T17:27:19Z<p>ThePlatypus: Part of Perpendicular Pyromania article</p>
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<div>Part of Perpendicular Pyromania article</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=File:Montage3.JPG&diff=63383File:Montage3.JPG2013-09-15T17:25:55Z<p>ThePlatypus: Part of Perpendicular Pyromania article</p>
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<div>Part of Perpendicular Pyromania article</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=File:FWdurance4.jpg&diff=63379File:FWdurance4.jpg2013-09-15T17:25:10Z<p>ThePlatypus: Part of Perpendicular Pyromania article</p>
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<div>Part of Perpendicular Pyromania article</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=File:FWdurance3.jpg&diff=63378File:FWdurance3.jpg2013-09-15T17:25:02Z<p>ThePlatypus: Part of Perpendicular Pyromania article</p>
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<div>Part of Perpendicular Pyromania article</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Perpendicular_Pyromania&diff=63358Perpendicular Pyromania2013-09-15T00:31:30Z<p>ThePlatypus: replaced screenshots with picasa-hosted ones</p>
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<div> '''Perpendicular Pyromania''' - How to use Firewall effectively<br />
<br />
<br />
<br />
'''Intro'''<br />
<br />
One of my current sorceresses is using Nova and Firewall(FW) as her two main spells. Some people seem to have to hard time understanding and learning how to use FW. So, I've tried to take some helpful screenshots of the spell in action. I hope I can help some folks with the screenies and my experiences using the spell.<br />
<br />
'''Damage'''<br />
<br />
FW is a very high damage spell. It doesn't have any synergies, and it doesn't really need them. For this reason, it's a good "backup" skill. You can spend 20 points in FW and 1 in Fire Mastery(FM) to get decent damage to deal with immunes to your primary element, especially given some +skills.<br />
<br />
I'm still maxing my FM, so FW hasn't even reached its full damage potential yet. It still does around 3000 damage per second with minimal +skills, which is quite suffucient for late Nightmare where my character currently sits. I've seen people state figures of 7000 FW damage, which doesn't surprise me at all. I have a +3 FW Leaf staff that I'm not using anymore. The damage and range of FW go up dramatically when I pop that thing on. You can shop these from Drognan in Act 2. A +3 Leaf Firewall staff is an excellent twink staff if you are waiting on level 30 skills.<br />
<br />
https://lh3.googleusercontent.com/-xENsbWRgQHU/UjT7eHfGDzI/AAAAAAAAAaw/Ca-RJkSJsDU/s414/skills.jpg<br />
<br />
'''Timer'''<br />
<br />
FW also has a long timer (1.4 seconds - Meteor is 1.2, Blizzard is 1.8 for some comparisons). So, you need to have good FW placement in order to make the spell effective. If you miss all the monsters with your first casting, you have to wait 1.4 seconds to start damaging them. That's a long time to let monsters go unharmed.<br />
<br />
'''Range'''<br />
<br />
Contrary to what some people may think, you could call FW a ranged spell. It is 30 yards long (so 15 yards on each side from the point where you click) at level 20. Add +skills and this figure keeps on going. There are ways to hit monsters well off the screen using this spell as you'll see in the screenies (they're coming I promise I'll stop talking soon smile.gif).<br />
<br />
'''Merc selection'''<br />
<br />
I picked a Holy Freeze merc. It's the logical choice for my particular build (FW/Nova). Barb mercs have knockback, so they can knock monsters out of your carefully placed FW. Thus, I recommend the Holy Freeze merc or an A3 Cold merc. The A3 merc can freeze them in place while you fry them. However, most sorcs prefer (or need) a tank. So, Holy Freeze is the best choice in my mind.<br />
<br />
'''Cons'''<br />
<br />
It can be a little difficult to master/control. You may be really good at using FW in solo games, but party play can move quickly, so you may struggle to use it well in big parties.<br />
<br />
There are also some monsters that you won't be able to hit with Firewall. The Lurkers that surface from pools are one example. Any monster that can fly/hover over water will be unreachable, also. (Succubi in Frozen River, Suckers in Act 3).<br />
<br />
Also, watch out for LEs and MSLEs. FW makes the bolts fly out continously.<br />
<br />
== How FW Works ==<br />
<br />
First of all, you must remember that your character always stays in the middle of the screen. Also note that you need an uninterrupted line-of-sight to the casting point of the FW.<br />
<br />
Ok, there are two relevant lines that we are going to discuss. The first is the "character line." The second is the "FW line."<br />
<br />
The character line extends from your character (the middle of the screen) to the point wherever you click to cast FW. The FW line then extends perpendicularly from the click-point.<br />
<br />
The character line and the FW line will always be perpendicular to each other.<br />
<br />
So, with this knowledge, you can aim your Firewalls. In these two shots, I want a vertical FW.<br />
<br />
The first shot shows a red line. I must click somewhere on this horizontal line to make a vertical FW. <br />
<br />
https://lh5.googleusercontent.com/-LYqi2Y1XvlE/UjT7d48dGOI/AAAAAAAAAak/CraVvC6zPB8/s414/straight1.jpg<br />
<br />
Now, I click to the right of my character on the horizontal line, which produces a vertical FW that is perpendicular to my character/horizontal line. You can use this method to cast FW ahead of you and make it "ranged." So, doing a vertical line like this lets you attack monsters that are coming from the top of the screen. You can cast it ahead of you to clear out hallways since you know there will be monsters in that direction.<br />
<br />
https://lh6.googleusercontent.com/-fx0-b4Kuv98/UjT7ePPlEiI/AAAAAAAAAas/y3HYNVn-ThU/s351/straight2.jpg<br />
<br />
As you can see, my mouse pointer doesn't line up exactly with the intersection of the character and FW lines. That's mostly bad Painting™ on my part, but it is hard to tell where the game considers the center of your character to be.<br />
It seems to vary based on which direction you are facing. Below is a montage. The leftmost shot has better Painting™. It appears that the center of my character is at my feet for the left and middle shots. However, in the right shot, my center seems higher. Anyway, the real point of the montage is to show how a slight movement of my mouse up or down can create a slanted Firewall instead of the desired vertical Firewall. It takes some practice to consistently place FW in your intended direction.<br />
<br />
https://lh4.googleusercontent.com/-RlOFFkgCZ7Y/UjT7c6Asr_I/AAAAAAAAAaI/ubJkJ-52WSw/s764/montage3.JPG<br />
<br />
== Doors ==<br />
<br />
<br />
Here are two screenies that show how to position a FW so that it "blocks" a doorway and continues through the room.<br />
<br />
Starting on the bottom left of the door. You can see the glow of the FW on the other side of the wall.<br />
<br />
https://lh4.googleusercontent.com/-MhnHxzU-WlE/UjT7a6hYJ1I/AAAAAAAAAZQ/WMPlBVr06uE/s563/door.jpg<br />
<br />
View from inside the room.<br />
<br />
https://lh3.googleusercontent.com/-5st9q2c8fA8/UjT7bODSc8I/AAAAAAAAAZc/1NDMeWt8mnU/s483/door2.jpg<br />
<br />
== Durance Hallway Example ==<br />
<br />
<br />
This is a good spot to show how I proceed through hallway-type places. My technique usually does a good job of clearing things out before I have to move in myself.<br />
<br />
First, fill hallway with fire length-wise.<br />
<br />
https://lh3.googleusercontent.com/-bHLpvGM8P-8/UjT7VHMSPPI/AAAAAAAAAXM/g7vmsakEj7g/s505/FWdurance1.JPG<br />
<br />
Check out the range!<br />
<br />
https://lh5.googleusercontent.com/-_I23Gm2X1mc/UjT7Vn2GKQI/AAAAAAAAAXU/m6aQJBU7tJw/s800/FWdurance2.jpg<br />
<br />
Then do the same with the hallway perpendicular to the one you started with.<br />
<br />
https://lh5.googleusercontent.com/-kYUWF24n5TI/UjT7ViGedgI/AAAAAAAAAXI/a5ylf52ZwKc/s491/FWdurance3.jpg<br />
<br />
This is a "bonus" pic from that run showing how FW can be used against stupid monsters that line up along an edge. The flayers in A3 lining up along the river are prime targets for FW.<br />
<br />
https://lh3.googleusercontent.com/-cycRclkNNow/UjT7WJ5uZDI/AAAAAAAAAXc/LPMnb4R7ilA/s569/FWdurance4.jpg<br />
<br />
== The Crossover == <br />
<br />
<br />
If a monster is charging at you, cast a FW immediately to your side. Then, move to whichever side of the FW will make them run through <br />
it to get to you. Ideally, your merc stops them in the middle of the FW to fight with them.<br />
<br />
https://lh3.googleusercontent.com/-yBc9ePGHfk4/UjT7UuBw6gI/AAAAAAAAAWw/uUDTYZonuRk/s577/FWcrossover.JPG<br />
<br />
== Corners ==<br />
<br />
This post will have screenies showing how to kill monsters safely from around a corner. I've added red lines to show the line from me to the point where I clicked. Then I added a perpendicular line that goes with the FW itself. Circles are points of interest - usually dead monsters.<br />
<br />
The FW is receding in this pic, so you can see there are dead monsters around the corner where I circled. These monsters never "woke up" because they never saw me. So, they were dead before they could endanger me in any way.<br />
<br />
https://lh3.googleusercontent.com/-xW9kM3ybgVs/UjT7UPIqRHI/AAAAAAAAAWs/ikFFN1DP2_I/s600/FWcorner1.JPG<br />
<br />
Merc is engaging flaming monsters.<br />
<br />
https://lh4.googleusercontent.com/-ASa1V2JPQWE/UjT7UEMnBFI/AAAAAAAAAW4/Wzaxmsal8No/s540/FWcorner2.JPG<br />
<br />
Monster caught on a wall.<br />
<br />
https://lh3.googleusercontent.com/-5tRYFlMnzx8/UjT7UEBqDOI/AAAAAAAAAWc/Iqx-Q2RzVak/s427/FWcorner3.JPG<br />
<br />
Dead succubi.<br />
<br />
https://lh6.googleusercontent.com/-QWz0QawgPNQ/UjT7UnLbERI/AAAAAAAAAW0/a8Rl8WPlCk8/s482/FWcorner4.JPG<br />
<br />
== Open Areas ==<br />
<br />
These next 4 screenies show how to tackle packs of monsters in open areas.<br />
<br />
https://lh5.googleusercontent.com/-cyFbeB-ivTI/UjT7Xzql-XI/AAAAAAAAAYE/sDdpdzrwieg/s482/birds1.jpg<br />
<br />
Cast a FW right next to you, so that it extends towards the monsters.<br />
<br />
https://lh6.googleusercontent.com/-oujt6X0jDu4/UjT7aGrRCcI/AAAAAAAAAY0/l7WJ-lj1Idg/s454/birds2.jpg<br />
<br />
Step into the path of your first FW (so the monsters will crossover into it) and cast another at the spot you just left.<br />
https://lh3.googleusercontent.com/-cRyOlwHZVEI/UjT7YuaUxmI/AAAAAAAAAYU/6xwpXIYzHf4/s512/birds3.jpg<br />
https://lh3.googleusercontent.com/-GwCeu48SwPs/UjT7Y8mXHFI/AAAAAAAAAYg/liy8YbaFjRc/s556/birds4.jpg<br />
<br />
== Merc Clusters ==<br />
<br />
<br />
Monsters usually gather in a little cluster around your merc. Just cast a FW right in front of him and you'll usually tag most of them.<br />
<br />
https://lh4.googleusercontent.com/-HGTbViYKeqA/UjT7ZCA3cPI/AAAAAAAAAYk/1pD3UjCA5o8/s484/bosspack1.jpg<br />
https://lh5.googleusercontent.com/-1zCUmDep1v0/UjT7Zrfe4EI/AAAAAAAAAYo/0MjMrzYEIrw/s482/bosspack2.jpg<br />
https://lh4.googleusercontent.com/-Us28ioAuf_I/UjT7aHqHSCI/AAAAAAAAAaQ/6v3uq8a5oXc/s551/bosspack3.jpg<br />
<br />
<br />
[[Category:Diablo II]]</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Mercenary&diff=27926Mercenary2006-11-28T00:37:28Z<p>ThePlatypus: /* Act 5 Barbarian */</p>
<hr />
<div>=The Mercenary Resource=<br />
==Introduction==<br />
Hi, I am ThePlatypus. I have collected most of the following information from our wonderful forums, as a reference for other Basiners. Credits are listed at the bottom of the page. You can PM me concerning changes/corrections to this page (ThePlatypus) or discuss it in this [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52928&hl= thread].<br />
==Useful Links==<br />
1.09<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=31122 Thoughts on mercenary types] 1.09 thread, good general info.<br><br />
1.10<br><br />
[http://strategy.diabloii.net/news.php?id=512 Level Up Guide]<br><br />
[http://www.lurkerlounge.com/forums/index.php?act=ST&f=8&t=1935&linear=1 Optimizing Merc Levelling] by Crystalion<br><br />
1.1x<br><br />
[http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english Weapon Speed Calculator] - check breakpoints for merc weapons<br><br />
[http://diablo2.ingame.de/tips/calcs/zauberspeed.php Faster Cast Speed] for A3 Mercs<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=63404 Complete Hireling Stats]<br><br />
General<br><br />
[http://www.battle.net/diablo2exp/basics/hirelings.shtml Arreat Summit Hireling Page] - use at your own risk<br><br />
[http://www.moonsong.de/Diablo/fara/mercNames.html List of possible mercenary names]<br><br />
[http://www.marduke.com/bnet/d2/tzon/ Tankazon Resource] - click Bonuses on the left. Then click the desired mod for equipment (FCR, FHR, etc) and it will list the items with that mod.<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=39424&hl= The Delerium FAQ] - all things Delerium, plus merc info<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=62308 A3 Mercenary Full Power Guide] by Red-Chaos(H)<br><br />
<br />
==1.11 Changes==<br />
The most important change 1.11 brought is this: You no longer have to level up your merc. When you hire a mercenary now, they will be within 5 levels of your character. They also keep up with your level much more easily now after you hire them.<br />
<br />
When you hire mercs, their stats may appear incorrect on the hiring screen. However, once you actually hire them, their stats will get updated and will display correctly.<br />
<br />
When 1.11 first came out, the ctc Valk on the 'Peace' runeword "worked" for mercs, but caused the game to crash. Blizzard disabled the mod for mercs afterwards.<br />
==General Mercenary Facts==<br />
===Items/Mods===<br />
* The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all.<br />
* Most other mods (Crushing Blow, Open Wounds, Chance to Cast on Striking, Faster Cast Rate, Faster Hit Recovery, Increased Attack Speed, etc.) do work for mercs. There are some other specific instances that I'll cover in later sections.<br />
* Mercs can use Critical and Deadly Strike. Both effects will double only the physical damage of the attack.<br />
* For questions about using the Delerium runeword on your merc, see the Delirium FAQ.<br />
* Ethereal items will not lose durability when equipped on a mercenary.<br />
* Equiping a mercenary with the mod "-x% to Enemy _____ Resistance" will help your merc's damage, but it will NOT help your character's damage.<br />
* Medium and Heavy armors do slow down the movement speed of mercenaries.<br />
===Levels===<br />
* Mercs hired in normal difficulty have better stats than those hired in Nightmare, and those are both better than those hired in Hell. In 1.11, you should always hire your mercs in Normal, since they will always have better stats, the exception being the Nightmare Act 2 mercs, which have different auras than Normal A2 mercs. The level of your character when you hire them has no bearing on their stats, only the difficulty you hire them in matters.<br />
* The highest level a merc can be is 98.<br />
* When mercs levels up, their current life is set to their new base maximum life. So, if a merc is under life bonuses from Battle Orders, Oak Sage, or equipment, you will see thier life drop. Don't be alarmed when this happens, your merc isn't about to bite the dust.<br />
===Skills===<br />
* Mercs skills do synergize each other when applicable. As an example, an Act 3 Iron Wolf's Ice Blast will synergize its Glacial Spike.<br />
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11).<br />
* Mercs will benefit from:<br />
** +all skills<br />
** +fire skills (when applicable - Fire Iron Wolf or Fire Arrow Rogue)<br />
** +specific skills (if they already have the skills (e.g. an act 3 merc will benefit from an Ormus Robes' skill if he posseses that skill already, even though it says (Sorceress Only)))<br />
** The A5 barbs will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
*Mercs will not benefit from:<br />
** +class skills (not even barbarian mercs with +all barbarian skills gear)<br />
** +skilltabs<br />
===Misc===<br />
* Mercs only have Strength and Dexterity, so +Vitality and +Energy mods have no effect. They do have life (so +Life works), but not mana. <br />
* Since mercs do not have mana, mana potions and Mana Burn will not work on them. If you try the shift + 1 method to feed your merc a mana pot, he/she will thank you, although you yourself will drink the potion. They are simply granted "infinite" mana to cast spells.<br />
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath<br />
* Poison can kill your merc, even if you are in town.<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they are able to equip the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one.<br />
* If your merc is wearing either Gold Find or Magic Find gear, you will receive those respective bonuses to your drops when the merc makes a kill. Example, 100% MF on char, 125% MF on merc. If you make the kill, 100% MF is in effect. If the merc makes the kill, 225% MF is in effect.<br />
* The price of resurrecting your merc is capped at 50000 gold.<br />
<br />
==Mercenary Hireling Levels (1.10)==<br />
This is a list of the merc levels you will have to pick from based on Act and Difficulty Level (Expansion Only). Note that you can't buy a merc whose level is higher than your own:<br />
{| border="2"<br />
|+ Possible levels at hiring<br />
! !! Normal !! Nightmare !! Hell<br />
|-<br />
!Act 1<br />
| 3-7 || 36-40 || 67-71<br />
|-<br />
!Act 2<br />
| 9-13 || 43-47 || 75-79<br />
|-<br />
!Act 3<br />
| 15-19 || 49-53 || 79-83<br />
|-<br />
!Act 5<br />
| 28-32 || 58-62 || 80-84<br />
|-<br />
|}<br />
<br />
==Mercenary Damage Modifiers==<br />
{| border="2"<br />
|+ From [http://users.tkk.fi/~tgustafs/damagereduction.html Tommi]<br />
! Attacking !! Modifier !! Notes<br />
|-<br />
| Players || 17% || (So, a mercenary attacking a player only does 17% of its normal damage)<br />
|-<br />
| Hirelings || 25%<br />
|-<br />
| Golems || 100% || (no modification)<br />
|-<br />
| Monsters || 100% || (no modification)<br />
|-<br />
| Minions* || 100% || (no modification)<br />
|-<br />
| Normal Act Boss || 50%<br />
|-<br />
| Nightmare Act Boss || 35%<br />
|-<br />
| Hell Act Boss || 25%<br />
|-<br />
|}<br />
"*"A minion is any creature a player controls, except a hireling or a golem.<br />
<br />
When defending, hirelings take 100% from all sources except other Hirelings, which is 25%. <br />
<br />
==Mercenary Survival Tips==<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Put life leech on them! Give them a weapon with decent damage, coupled with life leech. Put Amn runes in their weapons. Use hats and armors with built in leech.<br />
* Use a Wand of Lifetap on switch for really tough and/or unleechable monsters.<br />
* Keep them close to your level and don't fight monsters that are too far above your level.<br />
<br />
==Act 1 Rogue==<br />
* It's "Rogue", not "Rouge".<br />
* You can hire these from Kashya either 1) after completing the Blood Raven quest or 2) after reaching character level 8.<br />
* Note, they are Rogues, not Amazons. As such, +Amazon skill items will not work and they cannot wield (Amazon-Only) bows.<br />
* They can only equip bows. Crossbows are not allowed.<br />
* Cast either Fire Arrow or Cold Arrow<br />
* Cast Inner Sight<br />
* The mods Fires Explosive Arrows or Bolts and Fires Magic Arrow are quirky. The Explosive arrows do not work. There is a graphical bug so that you see the explosion, but no damage is dealt and the Rogue does not get the Attack Rating bonus associated with the Exploding Arrow skill. Fires Magic Arrow does deliver magic damage, but the Rogue's still do not receive an AR bonus. Credit for the discovery goes to adeyke and brianc84. [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52992&hl=ranged Link].<br />
* They can give you the Vigor aura via Harmony, Thorns via Edge, and Fanatacism via Faith.<br />
<br />
===Equipment===<br />
They tend to stay out of harm's way reasonably well, so life leech isn't mandotory, but a little bit certainly helps. Increased Attack Speed can help (check speed calculator). These mercs are good at activating Chance to Cast mods without being in the thick of the battle. Blinding, fleeing, amplify damage, etc.<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 11 || 0<br />
|-<br />
| 10 || 6<br />
|-<br />
| 9 || 13<br />
|-<br />
| 8 || 20<br />
|-<br />
| 7 || 32<br />
|-<br />
| 6 || 52<br />
|-<br />
| 5 || 86<br />
|-<br />
| 4 || 174<br />
|-<br />
| 3 || 600<br />
|-<br />
|}<br />
<br />
==Act 2 Town Guard==<br />
* Very popular because they share an aura with you and your party members.<br />
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins.<br />
* Their Jab has 2 hits.<br />
* Blessed Aim is mutually exclusive with the Amazon skill Penetrate.<br />
<br />
===Equipment===<br />
Get him a big damage polearm. Mods to look for are: Crushing Blow, life leech, +life, resistances, Faster Hit Recovery, Chance to Cast amp damage or decrepify, Slows Target (especially on Holy Freeze merc).<br />
<br />
===Available Auras===<br />
{| border="2"<br />
|+ Normal/Hell Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Prayer<br />
|-<br />
| Defensive || Defiance<br />
|-<br />
| Offensive || Blessed Aim<br />
|-<br />
|}<br />
<br />
{| border="2"<br />
|+ Nightmare Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Thorns<br />
|-<br />
| Defensive || Holy Freeze<br />
|-<br />
| Offensive || Might<br />
|-<br />
|}<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 15 || 0<br />
|-<br />
| 14 || 5<br />
|-<br />
| 13 || 9<br />
|-<br />
| 12 || 14<br />
|-<br />
| 11 || 20<br />
|-<br />
| 10 || 30<br />
|-<br />
| 9 || 42<br />
|-<br />
| 8 || 60<br />
|-<br />
| 7 || 86<br />
|-<br />
| 6 || 142<br />
|-<br />
| 5 || 280<br />
|-<br />
|}<br />
<br><br />
<br />
==Act 3 Iron Wolf==<br />
* Do not have blocking animations. "This means they do not getting blocking check at all. The Shield will just be there for the non-blocking attributes such as defense and any other magical properties that it has such as resisitances, fast cast, skills, etc." - Ruvanal<br />
* +Glacial Spike, +FireBall, etc. will help these mercs. The only places to get these are from Ormus' Robes or two pieces of the Trang's set. Note that the +Fireball bonus from Trang's will be capped at +3.<br />
* Anything that is +sorceress skills, for example: +2 Fire Skills (Sorceress Only) will not work, but the +3 Fire Skills of Hexfire would.<br />
* Items that lower enemy resistance (such as the Crescent Moon runeword, facets, etc.) will benefit these mercs.<br />
* Can complete the Isenhart set (for whatever that's worth)<br />
<br />
===Equipment===<br />
You want +skills and Faster Cast Rate. Everything else is secondary because they tend to survive fairly well on their own unless you let them get swarmed. The Spirit runeword makes an excellent weapon for them. You would need +strength on your helm/armor to let them use a Spirit shield since the lowest strength requirement on a 4 socket shield is 156 on a Monarch (146 if ethereal). They top out at 153 str at level 98 and have 137 str at level 85, just to give you an idea.<br />
<br />
See the [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=62308 Act 3 Mercenaries Full Power Guide] for more ideas.<br />
<br />
===Spells===<br />
{| border="2"<br />
|+ Iron Wolf Spells<br />
! Type !! Spell 1 || Spell 2 || Spell 3<br />
|-<br />
!Fire<br />
| Inferno || Fireball<br />
|-<br />
!Cold<br />
| Glacial Spike || Ice Blast || Frozen Armor<br />
|-<br />
!Lightning<br />
| Charged Bolt || Lightning<br />
|-<br />
|}<br />
<br />
This chart assumes they were hired in Normal difficulty and have no +skills. The numbers reflect the synergy bonuses when applicable.<br />
{| border="2"<br />
|+ Iron Wolf Spell Damage<br />
! Merc Level !! Fireball !! Inferno !! Ice Blast !! Glacial Spike !! Charged Bolt !! Lightning<br />
|-<br />
| Level 30 || 35-40 || 58-75 || 85-93 || 45-58 || 6-9(8 bolts) || 1-130<br />
|-<br />
| Level 60 || 195-224 || 73-79 || 253-266 || 130-153 || 14-18(13 bolts) || 1-398<br />
|-<br />
| Level 85 || 334-372 || 108-115 || 463-480 || 280-312 || 22-27(17 bolts) || 1-871<br />
|-<br />
| Level 98 || 415-457 || 128-136 || 651-672 || 371-408 || 27-32(19 bolts) || 1-1217<br />
|-<br />
|}<br />
*Inferno is bugged to do half the listed damage.<br />
<br />
===Faster Cast Rate Breakpoints===<br />
{| border="2"<br />
|+ Faster Cast Rate Breakpoints<br />
! Frames !! FCR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 8<br />
|-<br />
| 15 || 15<br />
|-<br />
| 14 || 26<br />
|-<br />
| 13 || 39<br />
|-<br />
| 12 || 58<br />
|-<br />
| 11 || 86<br />
|-<br />
| 10 || 138<br />
|-<br />
|}<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 5<br />
|-<br />
| 15 || 8<br />
|-<br />
| 14 || 13<br />
|-<br />
| 13 || 18<br />
|-<br />
| 12 || 24<br />
|-<br />
| 11 || 32<br />
|-<br />
| 10 || 46<br />
|-<br />
| 9 || 63<br />
|-<br />
| 8 || 86<br />
|-<br />
| 7 || 133<br />
|-<br />
| 6 || 232<br />
|-<br />
| 5 || 600<br />
|-<br />
|}<br />
<br><br />
<br />
==Act 5 Barbarian==<br />
* These mercs possess the skills Stun and Bash.<br />
* These are the only mercs who can use class-specific items (barbarian helms).<br />
* They have a 5% chance of doing critical hits, the other mercanaries do not<br />
* They regenerate their health fully in 16.4 seconds<br />
* These mercs can complete the Sazabi Set.<br />
* They do not have or benefit from +sword mastery such as on Bloodletter.<br />
* Act 5 mercs receive a 70% bonus to their poison resistance in all difficulties<br />
* The Act 5 merc's normal attack has 2 hits, similar to the A2 merc's Jab<br />
* They will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
<br />
===Equipment===<br />
They can wield one-handed and two-handed swords but they cannot dual-wield two one-handed swords. So, get them a big 2-handed sword. They do the listed damage for both 1 hand and 2 hand swords, so the 2 handers will almost always win out. Life leech, FHR, resistances, etc are also good. They're about the same as A2 mercs except for the weapon differences. Lawbringer has become somewhat popular because of the ctc Decrepify. <br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 9 || 0<br />
|-<br />
| 8 || 7<br />
|-<br />
| 7 || 15<br />
|-<br />
| 6 || 27<br />
|-<br />
| 5 || 48<br />
|-<br />
| 4 || 86<br />
|-<br />
| 3 || 200<br />
|-<br />
|}<br />
<br><br />
<br />
==What Merc for Build X?==<br />
Well, there are far too many builds to list a merc for each one. In general, pick a mercenary that compliments you well. I'll make some general comments on mercs that might work well. Ultimately, it's usually a matter of personal preference. This list is based on my opinions/experiences and on what I've read here in the forums.<br />
<br />
===Physical damage, melee fighter===<br />
* You can pick a ranged merc that deals elemental damage (A1 or A3).<br />
* A2 merc with an aura that helps you. Blessed Aim if you need AR, Might if you want more damage, Holy Freeze if you need some crowd control, Defiance if you want more defense.<br />
* Don't forget A1 mercs can help your AR with Inner Sight.<br />
<br />
===Elemental damage, melee figher===<br />
* Pick a ranged merc that deals damage of a different element.<br />
* Pick a physical damage merc. A2 Might or A5 Barb.<br />
<br />
===Caster Characters===<br />
* These characters usually want a tank. Any A2 or A5 merc will work.<br />
* Holy Freeze is popular since it slows the monsters down (even cold immunes) and keeps them from running up to you and smacking you around.<br />
* Defiance if you want him to survive well. Might is also a good contender since more damage = more leech.<br />
* Barb merc. More aggressive than A2 mercs, and most of the standard auras don't help a caster much (meaning Might, Blessed Aim, etc.).<br />
* Prayer/Insight combo. "Unlimited" mana and "double" healing from Prayer.<br />
* If you are a sorceress, keep in mind that you can teleport to reposition your mercenary.<br />
<br />
===Summoners===<br />
* Usually Necromancers, but I suppose Druids can apply as well.<br />
* The Necromancer Room's consensus seems to be: Thorns is good in NM or when you are fighting monsters that are above your level. Blessed Aim also gets a nod in NM to help with Skeleton Attack Rating versus higher level monsters. Might is better in Hell and when your level is at or above those of the monsters you are fighting.<br />
* Ranged merc since the melee is covered by minions. This isn't terribly popular, since if you have lots of minions, you want to have an aura to share with them.<br />
* With the new runewords, an Act 1 Rogue can now provide the Vigor (to help minions keep up when you are running) Thorns, and Fanaticism auras.<br />
<br />
==Credits==<br />
BIG thanks go out to adeyke, Ruvunal, Zath, brianc84 and many others from the AB forums. I basically stole information from posts they made and compiled it here. They did all the real work, not me. Also, thanks to Tommi for his excellent pages of information, found [http://users.tkk.fi/~tgustafs/diablochars.html here]. All the hit recovery information is from him, found [http://users.tkk.fi/~tgustafs/hitrecovery.html here].</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Mercenary&diff=20061Mercenary2006-11-19T02:48:42Z<p>ThePlatypus: added Vitality, Energy not working</p>
<hr />
<div>=The Mercenary Resource=<br />
==Introduction==<br />
Hi, I am ThePlatypus. I have collected most of the following information from our wonderful forums, as a reference for other Basiners. Credits are listed at the bottom of the page. You can PM me concerning changes/corrections to this page (ThePlatypus) or discuss it in this [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52928&hl= thread].<br />
==Useful Links==<br />
1.09<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=31122 Thoughts on mercenary types] 1.09 thread, good general info.<br><br />
1.10<br><br />
[http://strategy.diabloii.net/news.php?id=512 Level Up Guide]<br><br />
[http://www.lurkerlounge.com/forums/index.php?act=ST&f=8&t=1935&linear=1 Optimizing Merc Levelling] by Crystalion<br><br />
1.1x<br><br />
[http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english Weapon Speed Calculator] - check breakpoints for merc weapons<br><br />
[http://diablo2.ingame.de/tips/calcs/zauberspeed.php Faster Cast Speed] for A3 Mercs<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=63404 Complete Hireling Stats]<br><br />
General<br><br />
[http://www.battle.net/diablo2exp/basics/hirelings.shtml Arreat Summit Hireling Page] - use at your own risk<br><br />
[http://www.moonsong.de/Diablo/fara/mercNames.html List of possible mercenary names]<br><br />
[http://www.marduke.com/bnet/d2/tzon/ Tankazon Resource] - click Bonuses on the left. Then click the desired mod for equipment (FCR, FHR, etc) and it will list the items with that mod.<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=39424&hl= The Delerium FAQ] - all things Delerium, plus merc info<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=62308 A3 Mercenary Full Power Guide] by Red-Chaos(H)<br><br />
<br />
==1.11 Changes==<br />
The most important change 1.11 brought is this: You no longer have to level up your merc. When you hire a mercenary now, they will be within 5 levels of your character. They also keep up with your level much more easily now after you hire them.<br />
<br />
When you hire mercs, their stats may appear incorrect on the hiring screen. However, once you actually hire them, their stats will get updated and will display correctly.<br />
<br />
When 1.11 first came out, the ctc Valk on the 'Peace' runeword "worked" for mercs, but caused the game to crash. Blizzard disabled the mod for mercs afterwards.<br />
==General Mercenary Facts==<br />
===Items/Mods===<br />
* The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all.<br />
* Most other mods (Crushing Blow, Open Wounds, Chance to Cast on Striking, Faster Cast Rate, Faster Hit Recovery, Increased Attack Speed, etc.) do work for mercs. There are some other specific instances that I'll cover in later sections.<br />
* Mercs can use Critical and Deadly Strike. Both effects will double only the physical damage of the attack.<br />
* For questions about using the Delerium runeword on your merc, see the Delirium FAQ.<br />
* Ethereal items will not lose durability when equipped on a mercenary.<br />
* Equiping a mercenary with the mod "-x% to Enemy _____ Resistance" will help your merc's damage, but it will NOT help your character's damage.<br />
* Medium and Heavy armors do slow down the movement speed of mercenaries.<br />
===Levels===<br />
* Mercs hired in normal difficulty have better stats than those hired in Nightmare, and those are both better than those hired in Hell. In 1.11, you should always hire your mercs in Normal, since they will always have better stats, the exception being the Nightmare Act 2 mercs, which have different auras than Normal A2 mercs. The level of your character when you hire them has no bearing on their stats, only the difficulty you hire them in matters.<br />
* The highest level a merc can be is 98.<br />
* When mercs levels up, their current life is set to their new base maximum life. So, if a merc is under life bonuses from Battle Orders, Oak Sage, or equipment, you will see thier life drop. Don't be alarmed when this happens, your merc isn't about to bite the dust.<br />
===Skills===<br />
* Mercs skills do synergize each other when applicable. As an example, an Act 3 Iron Wolf's Ice Blast will synergize its Glacial Spike.<br />
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11).<br />
* Mercs will benefit from:<br />
** +all skills<br />
** +fire skills (when applicable - Fire Iron Wolf or Fire Arrow Rogue)<br />
** +specific skills (if they already have the skills (e.g. an act 3 merc will benefit from an Ormus Robes' skill if he posseses that skill already, even though it says (Sorceress Only)))<br />
** The A5 barbs will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
*Mercs will not benefit from:<br />
** +class skills (not even barbarian mercs with +all barbarian skills gear)<br />
** +skilltabs<br />
===Misc===<br />
* Mercs only have Strength and Dexterity, so +Vitality and +Energy mods have no effect. They do have life (so +Life works), but not mana. <br />
* Since mercs do not have mana, mana potions and Mana Burn will not work on them. If you try the shift + 1 method to feed your merc a mana pot, he/she will thank you, although you yourself will drink the potion. They are simply granted "infinite" mana to cast spells.<br />
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath<br />
* Poison can kill your merc, even if you are in town.<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they are able to equip the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one.<br />
* If your merc is wearing either Gold Find or Magic Find gear, you will receive those respective bonuses to your drops when the merc makes a kill. Example, 100% MF on char, 125% MF on merc. If you make the kill, 100% MF is in effect. If the merc makes the kill, 225% MF is in effect.<br />
* The price of resurrecting your merc is capped at 50000 gold.<br />
<br />
==Mercenary Hireling Levels (1.10)==<br />
This is a list of the merc levels you will have to pick from based on Act and Difficulty Level (Expansion Only). Note that you can't buy a merc whose level is higher than your own:<br />
{| border="2"<br />
|+ Possible levels at hiring<br />
! !! Normal !! Nightmare !! Hell<br />
|-<br />
!Act 1<br />
| 3-7 || 36-40 || 67-71<br />
|-<br />
!Act 2<br />
| 9-13 || 43-47 || 75-79<br />
|-<br />
!Act 3<br />
| 15-19 || 49-53 || 79-83<br />
|-<br />
!Act 5<br />
| 28-32 || 58-62 || 80-84<br />
|-<br />
|}<br />
<br />
==Mercenary Damage Modifiers==<br />
{| border="2"<br />
|+ From [http://users.tkk.fi/~tgustafs/damagereduction.html Tommi]<br />
! Attacking !! Modifier !! Notes<br />
|-<br />
| Players || 17% || (So, a mercenary attacking a player only does 17% of its normal damage)<br />
|-<br />
| Hirelings || 25%<br />
|-<br />
| Golems || 100% || (no modification)<br />
|-<br />
| Monsters || 100% || (no modification)<br />
|-<br />
| Minions* || 100% || (no modification)<br />
|-<br />
| Normal Act Boss || 50%<br />
|-<br />
| Nightmare Act Boss || 35%<br />
|-<br />
| Hell Act Boss || 25%<br />
|-<br />
|}<br />
"*"A minion is any creature a player controls, except a hireling or a golem.<br />
<br />
When defending, hirelings take 100% from all sources except other Hirelings, which is 25%. <br />
<br />
==Mercenary Survival Tips==<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Put life leech on them! Give them a weapon with decent damage, coupled with life leech. Put Amn runes in their weapons. Use hats and armors with built in leech.<br />
* Use a Wand of Lifetap on switch for really tough and/or unleechable monsters.<br />
* Keep them close to your level and don't fight monsters that are too far above your level.<br />
<br />
==Act 1 Rogue==<br />
* It's "Rogue", not "Rouge".<br />
* You can hire these from Kashya either 1) after completing the Blood Raven quest or 2) after reaching character level 8.<br />
* Note, they are Rogues, not Amazons. As such, +Amazon skill items will not work and they cannot wield (Amazon-Only) bows.<br />
* They can only equip bows. Crossbows are not allowed.<br />
* Cast either Fire Arrow or Cold Arrow<br />
* Cast Inner Sight<br />
* The mods Fires Explosive Arrows or Bolts and Fires Magic Arrow are quirky. The Explosive arrows do not work. There is a graphical bug so that you see the explosion, but no damage is dealt and the Rogue does not get the Attack Rating bonus associated with the Exploding Arrow skill. Fires Magic Arrow does deliver magic damage, but the Rogue's still do not receive an AR bonus. Credit for the discovery goes to adeyke and brianc84. [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52992&hl=ranged Link].<br />
* They can give you the Vigor aura via Harmony, Thorns via Edge, and Fanatacism via Faith.<br />
<br />
===Equipment===<br />
They tend to stay out of harm's way reasonably well, so life leech isn't mandotory, but a little bit certainly helps. Increased Attack Speed can help (check speed calculator). These mercs are good at activating Chance to Cast mods without being in the thick of the battle. Blinding, fleeing, amplify damage, etc.<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 11 || 0<br />
|-<br />
| 10 || 6<br />
|-<br />
| 9 || 13<br />
|-<br />
| 8 || 20<br />
|-<br />
| 7 || 32<br />
|-<br />
| 6 || 52<br />
|-<br />
| 5 || 86<br />
|-<br />
| 4 || 174<br />
|-<br />
| 3 || 600<br />
|-<br />
|}<br />
<br />
==Act 2 Town Guard==<br />
* Very popular because they share an aura with you and your party members.<br />
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins.<br />
* Their Jab has 2 hits.<br />
* Blessed Aim is mutually exclusive with the Amazon skill Penetrate.<br />
<br />
===Equipment===<br />
Get him a big damage polearm. Mods to look for are: Crushing Blow, life leech, +life, resistances, Faster Hit Recovery, Chance to Cast amp damage or decrepify, Slows Target (especially on Holy Freeze merc).<br />
<br />
===Available Auras===<br />
{| border="2"<br />
|+ Normal/Hell Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Prayer<br />
|-<br />
| Defensive || Defiance<br />
|-<br />
| Offensive || Blessed Aim<br />
|-<br />
|}<br />
<br />
{| border="2"<br />
|+ Nightmare Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Thorns<br />
|-<br />
| Defensive || Holy Freeze<br />
|-<br />
| Offensive || Might<br />
|-<br />
|}<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 15 || 0<br />
|-<br />
| 14 || 5<br />
|-<br />
| 13 || 9<br />
|-<br />
| 12 || 14<br />
|-<br />
| 11 || 20<br />
|-<br />
| 10 || 30<br />
|-<br />
| 9 || 42<br />
|-<br />
| 8 || 60<br />
|-<br />
| 7 || 86<br />
|-<br />
| 6 || 142<br />
|-<br />
| 5 || 280<br />
|-<br />
|}<br />
<br><br />
<br />
==Act 3 Iron Wolf==<br />
* Do not have blocking animations. "This means they do not getting blocking check at all. The Shield will just be there for the non-blocking attributes such as defense and any other magical properties that it has such as resisitances, fast cast, skills, etc." - Ruvanal<br />
* +Glacial Spike, +FireBall, etc. will help these mercs. The only places to get these are from Ormus' Robes or two pieces of the Trang's set. Note that the +Fireball bonus from Trang's will be capped at +3.<br />
* Anything that is +sorceress skills, for example: +2 Fire Skills (Sorceress Only) will not work, but the +3 Fire Skills of Hexfire would.<br />
* Items that lower enemy resistance (such as the Crescent Moon runeword, facets, etc.) will benefit these mercs.<br />
* Can complete the Isenhart set (for whatever that's worth)<br />
<br />
===Equipment===<br />
You want +skills and Faster Cast Rate. Everything else is secondary because they tend to survive fairly well on their own unless you let them get swarmed. The Spirit runeword makes an excellent weapon for them. You would need +strength on your helm/armor to let them use a Spirit shield since the lowest strength requirement on a 4 socket shield is 156 on a Monarch (146 if ethereal). They top out at 153 str at level 98 and have 137 str at level 85, just to give you an idea.<br />
<br />
See the [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=62308 Act 3 Mercenaries Full Power Guide] for more ideas.<br />
<br />
===Spells===<br />
{| border="2"<br />
|+ Iron Wolf Spells<br />
! Type !! Spell 1 || Spell 2 || Spell 3<br />
|-<br />
!Fire<br />
| Inferno || Fireball<br />
|-<br />
!Cold<br />
| Glacial Spike || Ice Blast || Frozen Armor<br />
|-<br />
!Lightning<br />
| Charged Bolt || Lightning<br />
|-<br />
|}<br />
<br />
This chart assumes they were hired in Normal difficulty and have no +skills. The numbers reflect the synergy bonuses when applicable.<br />
{| border="2"<br />
|+ Iron Wolf Spell Damage<br />
! Merc Level !! Fireball !! Inferno !! Ice Blast !! Glacial Spike !! Charged Bolt !! Lightning<br />
|-<br />
| Level 30 || 35-40 || 58-75 || 85-93 || 45-58 || 6-9(8 bolts) || 1-130<br />
|-<br />
| Level 60 || 195-224 || 73-79 || 253-266 || 130-153 || 14-18(13 bolts) || 1-398<br />
|-<br />
| Level 85 || 334-372 || 108-115 || 463-480 || 280-312 || 22-27(17 bolts) || 1-871<br />
|-<br />
| Level 98 || 415-457 || 128-136 || 651-672 || 371-408 || 27-32(19 bolts) || 1-1217<br />
|-<br />
|}<br />
*Inferno is bugged to do half the listed damage.<br />
<br />
===Faster Cast Rate Breakpoints===<br />
{| border="2"<br />
|+ Faster Cast Rate Breakpoints<br />
! Frames !! FCR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 8<br />
|-<br />
| 15 || 15<br />
|-<br />
| 14 || 26<br />
|-<br />
| 13 || 39<br />
|-<br />
| 12 || 58<br />
|-<br />
| 11 || 86<br />
|-<br />
| 10 || 138<br />
|-<br />
|}<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 5<br />
|-<br />
| 15 || 8<br />
|-<br />
| 14 || 13<br />
|-<br />
| 13 || 18<br />
|-<br />
| 12 || 24<br />
|-<br />
| 11 || 32<br />
|-<br />
| 10 || 46<br />
|-<br />
| 9 || 63<br />
|-<br />
| 8 || 86<br />
|-<br />
| 7 || 133<br />
|-<br />
| 6 || 232<br />
|-<br />
| 5 || 600<br />
|-<br />
|}<br />
<br><br />
<br />
==Act 5 Barbarian==<br />
* These mercs possess the skills Stun and Bash.<br />
* These are the only mercs who can use class-specific items (barbarian helms).<br />
* They have a 5% chance of doing critical hits, the other mercanaries do not<br />
* They regenerate their health fully in 16.4 seconds<br />
* These mercs can complete the Sazabi Set.<br />
* They do not have or benefit from +sword mastery such as on Bloodletter.<br />
* Act 5 mercs receive a 70% bonus to their poison resistance in all difficulties<br />
* The Act 5 merc's normal attack has 2 hits, similar to the A2 merc's Jab<br />
* They will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
<br />
===Equipment===<br />
Get a big 2-handed sword. They do the listed damage for both 1 hand and 2 hand swords, so the 2 handers will almost always win out. Life leech, FHR, resistances, etc are also good. They're about the same as A2 mercs except for the weapon differences. Lawbringer has become somewhat popular because of the ctc Decrepify. <br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 9 || 0<br />
|-<br />
| 8 || 7<br />
|-<br />
| 7 || 15<br />
|-<br />
| 6 || 27<br />
|-<br />
| 5 || 48<br />
|-<br />
| 4 || 86<br />
|-<br />
| 3 || 200<br />
|-<br />
|}<br />
<br><br />
<br />
==What Merc for Build X?==<br />
Well, there are far too many builds to list a merc for each one. In general, pick a mercenary that compliments you well. I'll make some general comments on mercs that might work well. Ultimately, it's usually a matter of personal preference. This list is based on my opinions/experiences and on what I've read here in the forums.<br />
<br />
===Physical damage, melee fighter===<br />
* You can pick a ranged merc that deals elemental damage (A1 or A3).<br />
* A2 merc with an aura that helps you. Blessed Aim if you need AR, Might if you want more damage, Holy Freeze if you need some crowd control, Defiance if you want more defense.<br />
* Don't forget A1 mercs can help your AR with Inner Sight.<br />
<br />
===Elemental damage, melee figher===<br />
* Pick a ranged merc that deals damage of a different element.<br />
* Pick a physical damage merc. A2 Might or A5 Barb.<br />
<br />
===Caster Characters===<br />
* These characters usually want a tank. Any A2 or A5 merc will work.<br />
* Holy Freeze is popular since it slows the monsters down (even cold immunes) and keeps them from running up to you and smacking you around.<br />
* Defiance if you want him to survive well. Might is also a good contender since more damage = more leech.<br />
* Barb merc. More aggressive than A2 mercs, and most of the standard auras don't help a caster much (meaning Might, Blessed Aim, etc.).<br />
* Prayer/Insight combo. "Unlimited" mana and "double" healing from Prayer.<br />
* If you are a sorceress, keep in mind that you can teleport to reposition your mercenary.<br />
<br />
===Summoners===<br />
* Usually Necromancers, but I suppose Druids can apply as well.<br />
* The Necromancer Room's consensus seems to be: Thorns is good in NM or when you are fighting monsters that are above your level. Blessed Aim also gets a nod in NM to help with Skeleton Attack Rating versus higher level monsters. Might is better in Hell and when your level is at or above those of the monsters you are fighting.<br />
* Ranged merc since the melee is covered by minions. This isn't terribly popular, since if you have lots of minions, you want to have an aura to share with them.<br />
* With the new runewords, an Act 1 Rogue can now provide the Vigor (to help minions keep up when you are running) Thorns, and Fanaticism auras.<br />
<br />
==Credits==<br />
BIG thanks go out to adeyke, Ruvunal, Zath, brianc84 and many others from the AB forums. I basically stole information from posts they made and compiled it here. They did all the real work, not me. Also, thanks to Tommi for his excellent pages of information, found [http://users.tkk.fi/~tgustafs/diablochars.html here]. All the hit recovery information is from him, found [http://users.tkk.fi/~tgustafs/hitrecovery.html here].</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=User:ThePlatypus&diff=27925User:ThePlatypus2006-10-21T21:20:47Z<p>ThePlatypus: </p>
<hr />
<div>==My Wiki Links==<br />
[http://wiki.theamazonbasin.com/index.php/Perpendicular_Pyromania Perpendicular Pyromania]<br />
[http://wiki.theamazonbasin.com/index.php/The_Mercenary_Resource The Mercenary Resource]</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Mercenary&diff=20046Mercenary2006-10-21T21:18:01Z<p>ThePlatypus: </p>
<hr />
<div>=The Mercenary Resource=<br />
==Introduction==<br />
Hi, I am ThePlatypus. I have collected most of the following information from our wonderful forums, as a reference for other Basiners. Credits are listed at the bottom of the page. You can PM me concerning changes/corrections to this page (ThePlatypus) or discuss it in this [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52928&hl= thread].<br />
==Useful Links==<br />
1.09<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=31122 Thoughts on mercenary types] 1.09 thread, good general info.<br><br />
1.10<br><br />
[http://strategy.diabloii.net/news.php?id=512 Level Up Guide]<br><br />
[http://www.lurkerlounge.com/forums/index.php?act=ST&f=8&t=1935&linear=1 Optimizing Merc Levelling] by Crystalion<br><br />
1.1x<br><br />
[http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english Weapon Speed Calculator] - check breakpoints for merc weapons<br><br />
[http://diablo2.ingame.de/tips/calcs/zauberspeed.php Faster Cast Speed] for A3 Mercs<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=63404 Complete Hireling Stats]<br><br />
General<br><br />
[http://www.battle.net/diablo2exp/basics/hirelings.shtml Arreat Summit Hireling Page] - use at your own risk<br><br />
[http://www.moonsong.de/Diablo/fara/mercNames.html List of possible mercenary names]<br><br />
[http://www.marduke.com/bnet/d2/tzon/ Tankazon Resource] - click Bonuses on the left. Then click the desired mod for equipment (FCR, FHR, etc) and it will list the items with that mod.<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=39424&hl= The Delerium FAQ] - all things Delerium, plus merc info<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=62308 A3 Mercenary Full Power Guide] by Red-Chaos(H)<br><br />
<br />
==1.11 Changes==<br />
The most important change 1.11 brought is this: You no longer have to level up your merc. When you hire a mercenary now, they will be within 5 levels of your character. They also keep up with your level much more easily now after you hire them.<br />
<br />
When you hire mercs, their stats may appear incorrect on the hiring screen. However, once you actually hire them, their stats will get updated and will display correctly.<br />
<br />
When 1.11 first came out, the ctc Valk on the 'Peace' runeword "worked" for mercs, but caused the game to crash. Blizzard disabled the mod for mercs afterwards.<br />
==General Mercenary Facts==<br />
===Items/Mods===<br />
* The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all.<br />
* Most other mods (Crushing Blow, Open Wounds, Chance to Cast on Striking, Faster Cast Rate, Faster Hit Recovery, Increased Attack Speed, etc.) do work for mercs. There are some other specific instances that I'll cover in later sections.<br />
* Mercs can use Critical and Deadly Strike. Both effects will double only the physical damage of the attack.<br />
* For questions about using the Delerium runeword on your merc, see the Delirium FAQ.<br />
* Ethereal items will not lose durability when equipped on a mercenary.<br />
* Equiping a mercenary with the mod "-x% to Enemy _____ Resistance" will help your merc's damage, but it will NOT help your character's damage.<br />
* Medium and Heavy armors do slow down the movement speed of mercenaries.<br />
===Levels===<br />
* Mercs hired in normal difficulty have better stats than those hired in Nightmare, and those are both better than those hired in Hell. In 1.11, you should always hire your mercs in Normal, since they will always have better stats, the exception being the Nightmare Act 2 mercs, which have different auras than Normal A2 mercs. The level of your character when you hire them has no bearing on their stats, only the difficulty you hire them in matters.<br />
* The highest level a merc can be is 98.<br />
* When mercs levels up, their current life is set to their new base maximum life. So, if a merc is under life bonuses from Battle Orders, Oak Sage, or equipment, you will see thier life drop. Don't be alarmed when this happens, your merc isn't about to bite the dust.<br />
===Skills===<br />
* Mercs skills do synergize each other when applicable. As an example, an Act 3 Iron Wolf's Ice Blast will synergize its Glacial Spike.<br />
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11).<br />
* Mercs will benefit from:<br />
** +all skills<br />
** +fire skills (when applicable - Fire Iron Wolf or Fire Arrow Rogue)<br />
** +specific skills (if they already have the skills (e.g. an act 3 merc will benefit from an Ormus Robes' skill if he posseses that skill already, even though it says (Sorceress Only)))<br />
** The A5 barbs will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
*Mercs will not benefit from:<br />
** +class skills (not even barbarian mercs with +all barbarian skills gear)<br />
** +skilltabs<br />
===Misc===<br />
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath<br />
* Poison can kill your merc, even if you are in town.<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they are able to equip the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one.<br />
* Mercenaries do not have a mana pool, so mana potions and Mana Burn do not work on them. If you try to shift + 1 method to feed your merc a mana pot, he/she will thank you, although you yourself will drink the potion. They are simply granted "infinite" mana to cast spells.<br />
* If your merc is wearing either Gold Find or Magic Find gear, you will receive those respective bonuses to your drops when the merc makes a kill. Example, 100% MF on char, 125% MF on merc. If you make the kill, 100% MF is in effect. If the merc makes the kill, 225% MF is in effect.<br />
* The price of resurrecting your merc is capped at 50000 gold.<br />
<br />
==Mercenary Hireling Levels (1.10)==<br />
This is a list of the merc levels you will have to pick from based on Act and Difficulty Level (Expansion Only). Note that you can't buy a merc whose level is higher than your own:<br />
{| border="2"<br />
|+ Possible levels at hiring<br />
! !! Normal !! Nightmare !! Hell<br />
|-<br />
!Act 1<br />
| 3-7 || 36-40 || 67-71<br />
|-<br />
!Act 2<br />
| 9-13 || 43-47 || 75-79<br />
|-<br />
!Act 3<br />
| 15-19 || 49-53 || 79-83<br />
|-<br />
!Act 5<br />
| 28-32 || 58-62 || 80-84<br />
|-<br />
|}<br />
<br />
==Mercenary Damage Modifiers==<br />
{| border="2"<br />
|+ From [http://users.tkk.fi/~tgustafs/damagereduction.html Tommi]<br />
! Attacking !! Modifier !! Notes<br />
|-<br />
| Players || 17% || (So, a mercenary attacking a player only does 17% of its normal damage)<br />
|-<br />
| Hirelings || 25%<br />
|-<br />
| Golems || 100% || (no modification)<br />
|-<br />
| Monsters || 100% || (no modification)<br />
|-<br />
| Minions* || 100% || (no modification)<br />
|-<br />
| Normal Act Boss || 50%<br />
|-<br />
| Nightmare Act Boss || 35%<br />
|-<br />
| Hell Act Boss || 25%<br />
|-<br />
|}<br />
"*"A minion is any creature a player controls, except a hireling or a golem.<br />
<br />
When defending, hirelings take 100% from all sources except other Hirelings, which is 25%. <br />
<br />
==Mercenary Survival Tips==<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Put life leech on them! Give them a weapon with decent damage, coupled with life leech. Put Amn runes in their weapons. Use hats and armors with built in leech.<br />
* Use a Wand of Lifetap on switch for really tough and/or unleechable monsters.<br />
* Keep them close to your level and don't fight monsters that are too far above your level.<br />
<br />
==Act 1 Rogue==<br />
* It's "Rogue", not "Rouge".<br />
* You can hire these from Kashya either 1) after completing the Blood Raven quest or 2) after reaching character level 8.<br />
* Note, they are Rogues, not Amazons. As such, +Amazon skill items will not work and they cannot wield (Amazon-Only) bows.<br />
* They can only equip bows. Crossbows are not allowed.<br />
* Cast either Fire Arrow or Cold Arrow<br />
* Cast Inner Sight<br />
* The mods Fires Explosive Arrows or Bolts and Fires Magic Arrow are quirky. The Explosive arrows do not work. There is a graphical bug so that you see the explosion, but no damage is dealt and the Rogue does not get the Attack Rating bonus associated with the Exploding Arrow skill. Fires Magic Arrow does deliver magic damage, but the Rogue's still do not receive an AR bonus. Credit for the discovery goes to adeyke and brianc84. [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52992&hl=ranged Link].<br />
* They can give you the Vigor aura via Harmony, Thorns via Edge, and Fanatacism via Faith.<br />
<br />
===Equipment===<br />
They tend to stay out of harm's way reasonably well, so life leech isn't mandotory, but a little bit certainly helps. Increased Attack Speed can help (check speed calculator). These mercs are good at activating Chance to Cast mods without being in the thick of the battle. Blinding, fleeing, amplify damage, etc.<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 11 || 0<br />
|-<br />
| 10 || 6<br />
|-<br />
| 9 || 13<br />
|-<br />
| 8 || 20<br />
|-<br />
| 7 || 32<br />
|-<br />
| 6 || 52<br />
|-<br />
| 5 || 86<br />
|-<br />
| 4 || 174<br />
|-<br />
| 3 || 600<br />
|-<br />
|}<br />
<br />
==Act 2 Town Guard==<br />
* Very popular because they share an aura with you and your party members.<br />
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins.<br />
* Their Jab has 2 hits.<br />
* Blessed Aim is mutually exclusive with the Amazon skill Penetrate.<br />
<br />
===Equipment===<br />
Get him a big damage polearm. Mods to look for are: Crushing Blow, life leech, +life, resistances, Faster Hit Recovery, Chance to Cast amp damage or decrepify, Slows Target (especially on Holy Freeze merc).<br />
<br />
===Available Auras===<br />
{| border="2"<br />
|+ Normal/Hell Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Prayer<br />
|-<br />
| Defensive || Defiance<br />
|-<br />
| Offensive || Blessed Aim<br />
|-<br />
|}<br />
<br />
{| border="2"<br />
|+ Nightmare Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Thorns<br />
|-<br />
| Defensive || Holy Freeze<br />
|-<br />
| Offensive || Might<br />
|-<br />
|}<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 15 || 0<br />
|-<br />
| 14 || 5<br />
|-<br />
| 13 || 9<br />
|-<br />
| 12 || 14<br />
|-<br />
| 11 || 20<br />
|-<br />
| 10 || 30<br />
|-<br />
| 9 || 42<br />
|-<br />
| 8 || 60<br />
|-<br />
| 7 || 86<br />
|-<br />
| 6 || 142<br />
|-<br />
| 5 || 280<br />
|-<br />
|}<br />
<br><br />
<br />
==Act 3 Iron Wolf==<br />
* Do not have blocking animations. "This means they do not getting blocking check at all. The Shield will just be there for the non-blocking attributes such as defense and any other magical properties that it has such as resisitances, fast cast, skills, etc." - Ruvanal<br />
* +Glacial Spike, +FireBall, etc. will help these mercs. The only places to get these are from Ormus' Robes or two pieces of the Trang's set. Note that the +Fireball bonus from Trang's will be capped at +3.<br />
* Anything that is +sorceress skills, for example: +2 Fire Skills (Sorceress Only) will not work, but the +3 Fire Skills of Hexfire would.<br />
* Items that lower enemy resistance (such as the Crescent Moon runeword, facets, etc.) will benefit these mercs.<br />
* Can complete the Isenhart set (for whatever that's worth)<br />
<br />
===Equipment===<br />
You want +skills and Faster Cast Rate. Everything else is secondary because they tend to survive fairly well on their own unless you let them get swarmed. The Spirit runeword makes an excellent weapon for them. You would need +strength on your helm/armor to let them use a Spirit shield since the lowest strength requirement on a 4 socket shield is 156 on a Monarch (146 if ethereal). They top out at 153 str at level 98 and have 137 str at level 85, just to give you an idea.<br />
<br />
See the [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=62308 Act 3 Mercenaries Full Power Guide] for more ideas.<br />
<br />
===Spells===<br />
{| border="2"<br />
|+ Iron Wolf Spells<br />
! Type !! Spell 1 || Spell 2 || Spell 3<br />
|-<br />
!Fire<br />
| Inferno || Fireball<br />
|-<br />
!Cold<br />
| Glacial Spike || Ice Blast || Frozen Armor<br />
|-<br />
!Lightning<br />
| Charged Bolt || Lightning<br />
|-<br />
|}<br />
<br />
This chart assumes they were hired in Normal difficulty and have no +skills. The numbers reflect the synergy bonuses when applicable.<br />
{| border="2"<br />
|+ Iron Wolf Spell Damage<br />
! Merc Level !! Fireball !! Inferno !! Ice Blast !! Glacial Spike !! Charged Bolt !! Lightning<br />
|-<br />
| Level 30 || 35-40 || 58-75 || 85-93 || 45-58 || 6-9(8 bolts) || 1-130<br />
|-<br />
| Level 60 || 195-224 || 73-79 || 253-266 || 130-153 || 14-18(13 bolts) || 1-398<br />
|-<br />
| Level 85 || 334-372 || 108-115 || 463-480 || 280-312 || 22-27(17 bolts) || 1-871<br />
|-<br />
| Level 98 || 415-457 || 128-136 || 651-672 || 371-408 || 27-32(19 bolts) || 1-1217<br />
|-<br />
|}<br />
*Inferno is bugged to do half the listed damage.<br />
<br />
===Faster Cast Rate Breakpoints===<br />
{| border="2"<br />
|+ Faster Cast Rate Breakpoints<br />
! Frames !! FCR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 8<br />
|-<br />
| 15 || 15<br />
|-<br />
| 14 || 26<br />
|-<br />
| 13 || 39<br />
|-<br />
| 12 || 58<br />
|-<br />
| 11 || 86<br />
|-<br />
| 10 || 138<br />
|-<br />
|}<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 5<br />
|-<br />
| 15 || 8<br />
|-<br />
| 14 || 13<br />
|-<br />
| 13 || 18<br />
|-<br />
| 12 || 24<br />
|-<br />
| 11 || 32<br />
|-<br />
| 10 || 46<br />
|-<br />
| 9 || 63<br />
|-<br />
| 8 || 86<br />
|-<br />
| 7 || 133<br />
|-<br />
| 6 || 232<br />
|-<br />
| 5 || 600<br />
|-<br />
|}<br />
<br><br />
<br />
==Act 5 Barbarian==<br />
* These mercs possess the skills Stun and Bash.<br />
* These are the only mercs who can use class-specific items (barbarian helms).<br />
* They have a 5% chance of doing critical hits, the other mercanaries do not<br />
* They regenerate their health fully in 16.4 seconds<br />
* These mercs can complete the Sazabi Set.<br />
* They do not have or benefit from +sword mastery such as on Bloodletter.<br />
* Act 5 mercs receive a 70% bonus to their poison resistance in all difficulties<br />
* The Act 5 merc's normal attack has 2 hits, similar to the A2 merc's Jab<br />
* They will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
<br />
===Equipment===<br />
Get a big 2-handed sword. They do the listed damage for both 1 hand and 2 hand swords, so the 2 handers will almost always win out. Life leech, FHR, resistances, etc are also good. They're about the same as A2 mercs except for the weapon differences. Lawbringer has become somewhat popular because of the ctc Decrepify. <br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 9 || 0<br />
|-<br />
| 8 || 7<br />
|-<br />
| 7 || 15<br />
|-<br />
| 6 || 27<br />
|-<br />
| 5 || 48<br />
|-<br />
| 4 || 86<br />
|-<br />
| 3 || 200<br />
|-<br />
|}<br />
<br><br />
<br />
==What Merc for Build X?==<br />
Well, there are far too many builds to list a merc for each one. In general, pick a mercenary that compliments you well. I'll make some general comments on mercs that might work well. Ultimately, it's usually a matter of personal preference. This list is based on my opinions/experiences and on what I've read here in the forums.<br />
<br />
===Physical damage, melee fighter===<br />
* You can pick a ranged merc that deals elemental damage (A1 or A3).<br />
* A2 merc with an aura that helps you. Blessed Aim if you need AR, Might if you want more damage, Holy Freeze if you need some crowd control, Defiance if you want more defense.<br />
* Don't forget A1 mercs can help your AR with Inner Sight.<br />
<br />
===Elemental damage, melee figher===<br />
* Pick a ranged merc that deals damage of a different element.<br />
* Pick a physical damage merc. A2 Might or A5 Barb.<br />
<br />
===Caster Characters===<br />
* These characters usually want a tank. Any A2 or A5 merc will work.<br />
* Holy Freeze is popular since it slows the monsters down (even cold immunes) and keeps them from running up to you and smacking you around.<br />
* Defiance if you want him to survive well. Might is also a good contender since more damage = more leech.<br />
* Barb merc. More aggressive than A2 mercs, and most of the standard auras don't help a caster much (meaning Might, Blessed Aim, etc.).<br />
* Prayer/Insight combo. "Unlimited" mana and "double" healing from Prayer.<br />
* If you are a sorceress, keep in mind that you can teleport to reposition your mercenary.<br />
<br />
===Summoners===<br />
* Usually Necromancers, but I suppose Druids can apply as well.<br />
* The Necromancer Room's consensus seems to be: Thorns is good in NM or when you are fighting monsters that are above your level. Blessed Aim also gets a nod in NM to help with Skeleton Attack Rating versus higher level monsters. Might is better in Hell and when your level is at or above those of the monsters you are fighting.<br />
* Ranged merc since the melee is covered by minions. This isn't terribly popular, since if you have lots of minions, you want to have an aura to share with them.<br />
* With the new runewords, an Act 1 Rogue can now provide the Vigor (to help minions keep up when you are running) Thorns, and Fanaticism auras.<br />
<br />
==Credits==<br />
BIG thanks go out to adeyke, Ruvunal, Zath, brianc84 and many others from the AB forums. I basically stole information from posts they made and compiled it here. They did all the real work, not me. Also, thanks to Tommi for his excellent pages of information, found [http://users.tkk.fi/~tgustafs/diablochars.html here]. All the hit recovery information is from him, found [http://users.tkk.fi/~tgustafs/hitrecovery.html here].</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Mercenary&diff=19889Mercenary2006-10-21T21:13:56Z<p>ThePlatypus: </p>
<hr />
<div>=The Mercenary Resource=<br />
==Introduction==<br />
Hi, I am ThePlatypus. I have collected most of the following information from our wonderful forums, as a reference for other Basiners. Credits are listed at the bottom of the page. You can PM me concerning changes/corrections to this page (ThePlatypus) or discuss it in this [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52928&hl= thread].<br />
==Useful Links==<br />
1.09<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=31122 Thoughts on mercenary types] 1.09 thread, good general info.<br><br />
1.10<br><br />
[http://strategy.diabloii.net/news.php?id=512 Level Up Guide]<br><br />
[http://www.lurkerlounge.com/forums/index.php?act=ST&f=8&t=1935&linear=1 Optimizing Merc Levelling] by Crystalion<br><br />
1.1x<br><br />
[http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english Weapon Speed Calculator] - check breakpoints for merc weapons<br><br />
[http://diablo2.ingame.de/tips/calcs/zauberspeed.php Faster Cast Speed] for A3 Mercs<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=63404 Complete Hireling Stats]<br><br />
General<br><br />
[http://www.battle.net/diablo2exp/basics/hirelings.shtml Arreat Summit Hireling Page] - use at your own risk<br><br />
[http://www.moonsong.de/Diablo/fara/mercNames.html List of possible mercenary names]<br><br />
[http://www.marduke.com/bnet/d2/tzon/ Tankazon Resource] - click Bonuses on the left. Then click the desired mod for equipment (FCR, FHR, etc) and it will list the items with that mod.<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=39424&hl= The Delerium FAQ] - all things Delerium, plus merc info<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=62308 A3 Mercenary Full Power Guide] by Red-Chaos(H)<br><br />
<br />
==1.11 Changes==<br />
The most important change 1.11 brought is this: You no longer have to level up your merc. When you hire a mercenary now, they will be within 5 levels of your character. They also keep up with your level much more easily now after you hire them.<br />
<br />
When you hire mercs, their stats may appear incorrect on the hiring screen. However, once you actually hire them, their stats will get updated and will display correctly.<br />
<br />
When 1.11 first came out, the ctc Valk on the 'Peace' runeword "worked" for mercs, but caused the game to crash. Blizzard disabled the mod for mercs afterwards.<br />
==General Mercenary Facts==<br />
===Items/Mods===<br />
* The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all.<br />
* Most other mods (Crushing Blow, Open Wounds, Chance to Cast on Striking, Faster Cast Rate, Faster Hit Recovery, Increased Attack Speed, etc.) do work for mercs. There are some other specific instances that I'll cover in later sections.<br />
* Mercs can use Critical and Deadly Strike. Both effects will double only the physical damage of the attack.<br />
* For questions about using the Delerium runeword on your merc, see the Delirium FAQ.<br />
* Ethereal items will not lose durability when equipped on a mercenary.<br />
* Equiping a mercenary with the mod "-x% to Enemy _____ Resistance" will help your merc's damage, but it will NOT help your character's damage.<br />
* Medium and Heavy armors do slow down the movement speed of mercenaries.<br />
===Levels===<br />
* Mercs hired in normal difficulty have better stats than those hired in Nightmare, and those are both better than those hired in Hell. In 1.11, you should always hire your mercs in Normal, since they will always have better stats, the exception being the Nightmare Act 2 mercs, which have different auras than Normal A2 mercs. The level of your character when you hire them has no bearing on their stats, only the difficulty you hire them in matters.<br />
* The highest level a merc can be is 98.<br />
* When mercs levels up, their current life is set to their new base maximum life. So, if a merc is under life bonuses from Battle Orders, Oak Sage, or equipment, you will see thier life drop. Don't be alarmed when this happens, your merc isn't about to bite the dust.<br />
===Skills===<br />
* Mercs skills do synergize each other when applicable. As an example, an Act 3 Iron Wolf's Ice Blast will synergize its Glacial Spike.<br />
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11).<br />
* Mercs will benefit from:<br />
** +all skills<br />
** +fire skills (when applicable - Fire Iron Wolf or Fire Arrow Rogue)<br />
** +specific skills (if they already have the skills (e.g. an act 3 merc will benefit from an Ormus Robes' skill if he posseses that skill already, even though it says (Sorceress Only)))<br />
** The A5 barbs will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
*Mercs will not benefit from:<br />
** +class skills (not even barbarian mercs with +all barbarian skills gear)<br />
** +skilltabs<br />
===Misc===<br />
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath<br />
* Poison can kill your merc, even if you are in town.<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they are able to equip the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one.<br />
* Mercenaries do not have a mana pool, so mana potions and Mana Burn do not work on them. If you try to shift + 1 method to feed your merc a mana pot, he/she will thank you, although you yourself will drink the potion. They are simply granted "infinite" mana to cast spells.<br />
* If your merc is wearing either Gold Find or Magic Find gear, you will receive those respective bonuses to your drops when the merc makes a kill. Example, 100% MF on char, 125% MF on merc. If you make the kill, 100% MF is in effect. If the merc makes the kill, 225% MF is in effect.<br />
* The price of resurrecting your merc is capped at 50000 gold.<br />
<br />
==Mercenary Hireling Levels (1.10)==<br />
This is a list of the merc levels you will have to pick from based on Act and Difficulty Level (Expansion Only). Note that you can't buy a merc whose level is higher than your own:<br />
{| border="2"<br />
|+ Possible levels at hiring<br />
! !! Normal !! Nightmare !! Hell<br />
|-<br />
!Act 1<br />
| 3-7 || 36-40 || 67-71<br />
|-<br />
!Act 2<br />
| 9-13 || 43-47 || 75-79<br />
|-<br />
!Act 3<br />
| 15-19 || 49-53 || 79-83<br />
|-<br />
!Act 5<br />
| 28-32 || 58-62 || 80-84<br />
|-<br />
|}<br />
<br />
==Mercenary Damage Modifiers==<br />
{| border="2"<br />
|+ From [http://users.tkk.fi/~tgustafs/damagereduction.html Tommi]<br />
! Attacking !! Modifier !! Notes<br />
|-<br />
| Players || 17% || (So, a mercenary attacking a player only does 17% of its normal damage)<br />
|-<br />
| Hirelings || 25%<br />
|-<br />
| Golems || 100% || (no modification)<br />
|-<br />
| Monsters || 100% || (no modification)<br />
|-<br />
| Minions* || 100% || (no modification)<br />
|-<br />
| Normal Act Boss || 50%<br />
|-<br />
| Nightmare Act Boss || 35%<br />
|-<br />
| Hell Act Boss || 25%<br />
|-<br />
|}<br />
"*"A minion is any creature a player controls, except a hireling or a golem.<br />
<br />
When defending, hirelings take 100% from all sources except other Hirelings, which is 25%. <br />
<br />
==Mercenary Survival Tips==<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Put life leech on them! Give them a weapon with decent damage, coupled with life leech. Put Amn runes in their weapons. Use hats and armors with built in leech.<br />
* Use a Wand of Lifetap on switch for really tough and/or unleechable monsters.<br />
* Keep them close to your level and don't fight monsters that are too far above your level.<br />
<br />
==Act 1 Rogue==<br />
* It's "Rogue", not "Rouge".<br />
* You can hire these from Kashya either 1) after completing the Blood Raven quest or 2) after reaching character level 8.<br />
* Note, they are Rogues, not Amazons. As such, +Amazon skill items will not work and they cannot wield (Amazon-Only) bows.<br />
* They can only equip bows. Crossbows are not allowed.<br />
* Cast either Fire Arrow or Cold Arrow<br />
* Cast Inner Sight<br />
* The mods Fires Explosive Arrows or Bolts and Fires Magic Arrow are quirky. The Explosive arrows do not work. There is a graphical bug so that you see the explosion, but no damage is dealt and the Rogue does not get the Attack Rating bonus associated with the Exploding Arrow skill. Fires Magic Arrow does deliver magic damage, but the Rogue's still do not receive an AR bonus. Credit for the discovery goes to adeyke and brianc84. [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52992&hl=ranged Link].<br />
* They can give you the Vigor aura via Harmony, Thorns via Edge, and Fanatacism via Faith.<br />
<br />
===Equipment===<br />
They tend to stay out of harm's way reasonably well, so life leech isn't mandotory, but a little bit certainly helps. Increased Attack Speed can help (check speed calculator). These mercs are good at activating Chance to Cast mods without being in the thick of the battle. Blinding, fleeing, amplify damage, etc.<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 11 || 0<br />
|-<br />
| 10 || 6<br />
|-<br />
| 9 || 13<br />
|-<br />
| 8 || 20<br />
|-<br />
| 7 || 32<br />
|-<br />
| 6 || 52<br />
|-<br />
| 5 || 86<br />
|-<br />
| 4 || 174<br />
|-<br />
| 3 || 600<br />
|-<br />
|}<br />
<br />
==Act 2 Town Guard==<br />
* Very popular because they share an aura with you and your party members.<br />
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins.<br />
* Their Jab has 2 hits.<br />
* Blessed Aim is mutually exclusive with the Amazon skill Penetrate.<br />
<br />
===Equipment===<br />
Get him a big damage polearm. Mods to look for are: Crushing Blow, life leech, +life, resistances, Faster Hit Recovery, Chance to Cast amp damage or decrepify, Slows Target (especially on Holy Freeze merc).<br />
<br />
===Available Auras===<br />
{| border="2"<br />
|+ Normal/Hell Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Prayer<br />
|-<br />
| Defensive || Defiance<br />
|-<br />
| Offensive || Blessed Aim<br />
|-<br />
|}<br />
<br />
{| border="2"<br />
|+ Nightmare Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Thorns<br />
|-<br />
| Defensive || Holy Freeze<br />
|-<br />
| Offensive || Might<br />
|-<br />
|}<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 15 || 0<br />
|-<br />
| 14 || 5<br />
|-<br />
| 13 || 9<br />
|-<br />
| 12 || 14<br />
|-<br />
| 11 || 20<br />
|-<br />
| 10 || 30<br />
|-<br />
| 9 || 42<br />
|-<br />
| 8 || 60<br />
|-<br />
| 7 || 86<br />
|-<br />
| 6 || 142<br />
|-<br />
| 5 || 280<br />
|-<br />
|}<br />
<br>7<br />
<br />
==Act 3 Iron Wolf==<br />
* Do not have blocking animations. "This means they do not getting blocking check at all. The Shield will just be there for the non-blocking attributes such as defense and any other magical properties that it has such as resisitances, fast cast, skills, etc." - Ruvanal<br />
* +Glacial Spike, +FireBall, etc. will help these mercs. The only places to get these are from Ormus' Robes or two pieces of the Trang's set. Note that the +Fireball bonus from Trang's will be capped at +3.<br />
* Anything that is +sorceress skills, for example: +2 Fire Skills (Sorceress Only) will not work, but the +3 Fire Skills of Hexfire would.<br />
* Items that lower enemy resistance (such as the Crescent Moon runeword, facets, etc.) will benefit these mercs.<br />
* Can complete the Isenhart set (for whatever that's worth)<br />
<br />
===Equipment===<br />
You want +skills and Faster Cast Rate. Everything else is secondary because they tend to survive fairly well on their own unless you let them get swarmed. The Spirit runeword makes an excellent weapon for them. You would need +strength on your helm/armor to let them use a Spirit shield since the lowest strength requirement on a 4 socket shield is 156 on a Monarch (146 if ethereal). They top out at 153 str at level 98 and have 137 str at level 85, just to give you an idea.<br />
<br />
===Spells===<br />
{| border="2"<br />
|+ Iron Wolf Spells<br />
! Type !! Spell 1 || Spell 2 || Spell 3<br />
|-<br />
!Fire<br />
| Inferno || Fireball<br />
|-<br />
!Cold<br />
| Glacial Spike || Ice Blast || Frozen Armor<br />
|-<br />
!Lightning<br />
| Charged Bolt || Lightning<br />
|-<br />
|}<br />
<br />
This chart assumes they were hired in Normal difficulty and have no +skills. The numbers reflect the synergy bonuses when applicable.<br />
{| border="2"<br />
|+ Iron Wolf Spell Damage<br />
! Merc Level !! Fireball !! Inferno !! Ice Blast !! Glacial Spike !! Charged Bolt !! Lightning<br />
|-<br />
| Level 30 || 35-40 || 58-75 || 85-93 || 45-58 || 6-9(8 bolts) || 1-130<br />
|-<br />
| Level 60 || 195-224 || 73-79 || 253-266 || 130-153 || 14-18(13 bolts) || 1-398<br />
|-<br />
| Level 85 || 334-372 || 108-115 || 463-480 || 280-312 || 22-27(17 bolts) || 1-871<br />
|-<br />
| Level 98 || 415-457 || 128-136 || 651-672 || 371-408 || 27-32(19 bolts) || 1-1217<br />
|-<br />
|}<br />
*Inferno is bugged to do half the listed damage.<br />
<br />
===Faster Cast Rate Breakpoints===<br />
{| border="2"<br />
|+ Faster Cast Rate Breakpoints<br />
! Frames !! FCR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 8<br />
|-<br />
| 15 || 15<br />
|-<br />
| 14 || 26<br />
|-<br />
| 13 || 39<br />
|-<br />
| 12 || 58<br />
|-<br />
| 11 || 86<br />
|-<br />
| 10 || 138<br />
|-<br />
|}<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 17 || 0<br />
|-<br />
| 16 || 5<br />
|-<br />
| 15 || 8<br />
|-<br />
| 14 || 13<br />
|-<br />
| 13 || 18<br />
|-<br />
| 12 || 24<br />
|-<br />
| 11 || 32<br />
|-<br />
| 10 || 46<br />
|-<br />
| 9 || 63<br />
|-<br />
| 8 || 86<br />
|-<br />
| 7 || 133<br />
|-<br />
| 6 || 232<br />
|-<br />
| 5 || 600<br />
|-<br />
|}<br />
<br><br />
<br />
==Act 5 Barbarian==<br />
* These mercs possess the skills Stun and Bash.<br />
* These are the only mercs who can use class-specific items (barbarian helms).<br />
* They have a 5% chance of doing critical hits, the other mercanaries do not<br />
* They regenerate their health fully in 16.4 seconds<br />
* These mercs can complete the Sazabi Set.<br />
* They do not have or benefit from +sword mastery such as on Bloodletter.<br />
* Act 5 mercs receive a 70% bonus to their poison resistance in all difficulties<br />
* The Act 5 merc's normal attack has 2 hits, similar to the A2 merc's Jab<br />
* They will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
<br />
===Equipment===<br />
Get a big 2-handed sword. They do the listed damage for both 1 hand and 2 hand swords, so the 2 handers will almost always win out. Life leech, FHR, resistances, etc are also good. They're about the same as A2 mercs except for the weapon differences. Lawbringer has become somewhat popular because of the ctc Decrepify. <br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 9 || 0<br />
|-<br />
| 8 || 7<br />
|-<br />
| 7 || 15<br />
|-<br />
| 6 || 27<br />
|-<br />
| 5 || 48<br />
|-<br />
| 4 || 86<br />
|-<br />
| 3 || 200<br />
|-<br />
|}<br />
<br><br />
<br />
==What Merc for Build X?==<br />
Well, there are far too many builds to list a merc for each one. In general, pick a mercenary that compliments you well. I'll make some general comments on mercs that might work well. Ultimately, it's usually a matter of personal preference. This list is based on my opinions/experiences and on what I've read here in the forums.<br />
<br />
===Physical damage, melee fighter===<br />
* You can pick a ranged merc that deals elemental damage (A1 or A3).<br />
* A2 merc with an aura that helps you. Blessed Aim if you need AR, Might if you want more damage, Holy Freeze if you need some crowd control, Defiance if you want more defense.<br />
* Don't forget A1 mercs can help your AR with Inner Sight.<br />
<br />
===Elemental damage, melee figher===<br />
* Pick a ranged merc that deals damage of a different element.<br />
* Pick a physical damage merc. A2 Might or A5 Barb.<br />
<br />
===Caster Characters===<br />
* These characters usually want a tank. Any A2 or A5 merc will work.<br />
* Holy Freeze is popular since it slows the monsters down (even cold immunes) and keeps them from running up to you and smacking you around.<br />
* Defiance if you want him to survive well. Might is also a good contender since more damage = more leech.<br />
* Barb merc. More aggressive than A2 mercs, and most of the standard auras don't help a caster much (meaning Might, Blessed Aim, etc.).<br />
* Prayer/Insight combo. "Unlimited" mana and "double" healing from Prayer.<br />
* If you are a sorceress, keep in mind that you can teleport to reposition your mercenary.<br />
<br />
===Summoners===<br />
* Usually Necromancers, but I suppose Druids can apply as well.<br />
* The Necromancer Room's consensus seems to be: Thorns is good in NM or when you are fighting monsters that are above your level. Blessed Aim also gets a nod in NM to help with Skeleton Attack Rating versus higher level monsters. Might is better in Hell and when your level is at or above those of the monsters you are fighting.<br />
* Ranged merc since the melee is covered by minions. This isn't terribly popular, since if you have lots of minions, you want to have an aura to share with them.<br />
* With the new runewords, an Act 1 Rogue can now provide the Vigor (to help minions keep up when you are running) Thorns, and Fanaticism auras.<br />
<br />
==Credits==<br />
BIG thanks go out to adeyke, Ruvunal, Zath, brianc84 and many others from the AB forums. I basically stole information from posts they made and compiled it here. They did all the real work, not me. Also, thanks to Tommi for his excellent pages of information, found [http://users.tkk.fi/~tgustafs/diablochars.html here]. All the hit recovery information is from him, found [http://users.tkk.fi/~tgustafs/hitrecovery.html here].</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Mercenary&diff=19888Mercenary2006-10-21T13:02:14Z<p>ThePlatypus: </p>
<hr />
<div>=The Mercenary Resource=<br />
==Introduction==<br />
Hi, I am ThePlatypus. I have collected most of the following information from our wonderful forums, as a reference for other Basiners. Credits are listed at the bottom of the page. You can PM me concerning changes/corrections to this page (ThePlatypus) or discuss it in this [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52928&hl= thread].<br />
==Useful Links==<br />
1.09<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=31122 Thoughts on mercenary types] 1.09 thread, good general info.<br><br />
1.10<br><br />
[http://strategy.diabloii.net/news.php?id=512 Level Up Guide]<br><br />
[http://www.lurkerlounge.com/forums/index.php?act=ST&f=8&t=1935&linear=1 Optimizing Merc Levelling] by Crystalion<br><br />
1.1x<br><br />
[http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english Weapon Speed Calculator] - check breakpoints for merc weapons<br><br />
[http://diablo2.ingame.de/tips/calcs/zauberspeed.php Faster Cast Speed] for A3 Mercs<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=63404 Complete Hireling Stats]<br><br />
General<br><br />
[http://www.battle.net/diablo2exp/basics/hirelings.shtml Arreat Summit Hireling Page] - use at your own risk<br><br />
[http://www.moonsong.de/Diablo/fara/mercNames.html List of possible mercenary names]<br><br />
[http://www.marduke.com/bnet/d2/tzon/ Tankazon Resource] - click Bonuses on the left. Then click the desired mod for equipment (FCR, FHR, etc) and it will list the items with that mod.<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=39424&hl= The Delerium FAQ] - all things Delerium, plus merc info<br><br />
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=62308 A3 Mercenary Full Power Guide] by Red-Chaos(H)<br><br />
<br />
==1.11 Changes==<br />
The most important change 1.11 brought is this: You no longer have to level up your merc. When you hire a mercenary now, they will be within 5 levels of your character. They also keep up with your level much more easily now after you hire them.<br />
<br />
When you hire mercs, their stats may appear incorrect on the hiring screen. However, once you actually hire them, their stats will get updated and will display correctly.<br />
<br />
When 1.11 first came out, the ctc Valk on the 'Peace' runeword "worked" for mercs, but caused the game to crash. Blizzard disabled the mod for mercs afterwards.<br />
==General Mercenary Facts==<br />
===Items/Mods===<br />
* The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all.<br />
* Most other mods (Crushing Blow, Open Wounds, Chance to Cast on Striking, Faster Cast Rate, Faster Hit Recovery, Increased Attack Speed, etc.) do work for mercs. There are some other specific instances that I'll cover in later sections.<br />
* For questions about using the Delerium runeword on your merc, see the Delirium FAQ.<br />
* Ethereal items will not lose durability when equipped on a mercenary.<br />
* Equiping a mercenary with the mod "-x% to Enemy _____ Resistance" will help your merc's damage, but it will NOT help your character's damage.<br />
===Levels===<br />
* Mercs hired in normal difficulty have better stats than those hired in Nightmare, and those are both better than those hired in Hell. In 1.11, you should always hire your mercs in Normal, since they will always have better stats, the exception being the Nightmare Act 2 mercs, which have different auras than Normal A2 mercs. The level of your character when you hire them has no bearing on their stats, only the difficulty you hire them in matters.<br />
* The highest level a merc can be is 98.<br />
* When mercs levels up, their current life is set to their new base maximum life. So, if a merc is under life bonuses from Battle Orders, Oak Sage, or equipment, you will see thier life drop. Don't be alarmed when this happens, your merc isn't about to bite the dust.<br />
===Skills===<br />
* Mercs skills do synergize each other when applicable. As an example, an Act 3 Iron Wolf's Ice Blast will synergize its Glacial Spike.<br />
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11).<br />
* Mercs will benefit from:<br />
** +all skills<br />
** +fire skills (when applicable)<br />
** +specific skills (if they already have the skills (e.g. an act 3 merc will benefit from an Ormus Robes' skill if he posseses that skill already, even though it says (Sorceress Only)))<br />
** The A5 barbs will benefit from +Bash or +Stun on a barbarian helm. However, those helms shouldn't exist in 1.1x, but in very rare cases they can spawn.<br />
*Mercs will not benefit from:<br />
** +class skills (not even barbarian mercs with +all barbarian skills gear)<br />
** +skilltabs<br />
===Misc===<br />
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath<br />
* Poison can kill your merc, even if you are in town.<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Similar to giving a merc a potion using the portrait: you can give your mercenary equipment via the portrait. If they are able to equip the item, it will work. If they are already wearing this type of item, it will be exchanged for the new one.<br />
* Mercenaries do not have a mana pool, so mana potions and Mana Burn do not work on them. If you try to shift + 1 method to feed your merc a mana pot, he/she will thank you, although you yourself will drink the potion. They are simply granted "infinite" mana to cast spells.<br />
* If your merc is wearing either Gold Find or Magic Find gear, you will receive those respective bonuses to your drops when the merc makes a kill. Example, 100% MF on char, 125% MF on merc. If you make the kill, 100% MF is in effect. If the merc makes the kill, 225% MF is in effect.<br />
* The price of resurrecting your merc is capped at 50000 gold.<br />
<br />
==Mercenary Hireling Levels (1.10)==<br />
This is a list of the merc levels you will have to pick from based on Act and Difficulty Level (Expansion Only). Note that you can't buy a merc whose level is higher than your own:<br />
{| border="2"<br />
|+ Possible levels at hiring<br />
! !! Normal !! Nightmare !! Hell<br />
|-<br />
!Act 1<br />
| 3-7 || 36-40 || 67-71<br />
|-<br />
!Act 2<br />
| 9-13 || 43-47 || 75-79<br />
|-<br />
!Act 3<br />
| 15-19 || 49-53 || 79-83<br />
|-<br />
!Act 5<br />
| 28-32 || 58-62 || 80-84<br />
|-<br />
|}<br />
<br />
==Mercenary Damage Modifiers==<br />
{| border="2"<br />
|+ From [http://users.tkk.fi/~tgustafs/damagereduction.html Tommi]<br />
! Attacking !! Modifier !! Notes<br />
|-<br />
| Players || 17% || (So, a mercenary attacking a player only does 17% of its normal damage)<br />
|-<br />
| Hirelings || 25%<br />
|-<br />
| Golems || 100% || (no modification)<br />
|-<br />
| Monsters || 100% || (no modification)<br />
|-<br />
| Minions* || 100% || (no modification)<br />
|-<br />
| Normal Act Boss || 50%<br />
|-<br />
| Nightmare Act Boss || 35%<br />
|-<br />
| Hell Act Boss || 25%<br />
|-<br />
|}<br />
"*"A minion is any creature a player controls, except a hireling or a golem.<br />
<br />
When defending, hirelings take 100% from all sources except other Hirelings, which is 25%. <br />
<br />
==Mercenary Survival Tips==<br />
* You can use healing potions or rejuvination potions on your mercenary by selecting a potion and dropping it on their portrait in the top left corner of the screen. Another way to do this is to hold Shift and press 1,2,3, or 4 - which correspond to your belt slots. Yet another way is holding Shift and right-clicking on a potion in your belt.<br />
* Put life leech on them! Give them a weapon with decent damage, coupled with life leech. Put Amn runes in their weapons. Use hats and armors with built in leech.<br />
* Use a Wand of Lifetap on switch for really tough and/or unleechable monsters.<br />
* Keep them close to your level and don't fight monsters that are too far above your level.<br />
<br />
==Act 1 Rogue==<br />
* It's "Rogue", not "Rouge".<br />
* You can hire these from Kashya either 1) after completing the Blood Raven quest or 2) after reaching character level 8.<br />
* Note, they are Rogues, not Amazons. As such, +Amazon skill items will not work and they cannot wield (Amazon-Only) bows.<br />
* They can only equip bows. Crossbows are not allowed.<br />
* Cast either Fire Arrow or Cold Arrow<br />
* Cast Inner Sight<br />
* The mods Fires Explosive Arrows or Bolts and Fires Magic Arrow are quirky. The Explosive arrows do not work. There is a graphical bug so that you see the explosion, but no damage is dealt and the Rogue does not get the Attack Rating bonus associated with the Exploding Arrow skill. Fires Magic Arrow does deliver magic damage, but the Rogue's still do not receive an AR bonus. Credit for the discovery goes to adeyke and brianc84. [http://www.theamazonbasin.com/d2/forums/index.php?showtopic=52992&hl=ranged Link].<br />
* They can give you the Vigor aura via Harmony, Thorns via Edge, and Fanatacism via Faith.<br />
<br />
===Equipment===<br />
They tend to stay out of harm's way reasonably well, so life leech isn't mandotory, but a little bit certainly helps. Increased Attack Speed can help (check speed calculator). These mercs are good at activating Chance to Cast mods without being in the thick of the battle. Blinding, fleeing, amplify damage, etc.<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 11 || 0<br />
|-<br />
| 10 || 6<br />
|-<br />
| 9 || 13<br />
|-<br />
| 8 || 20<br />
|-<br />
| 7 || 32<br />
|-<br />
| 6 || 52<br />
|-<br />
| 5 || 86<br />
|-<br />
| 4 || 174<br />
|-<br />
| 3 || 600<br />
|-<br />
|}<br />
<br />
==Act 2 Town Guard==<br />
* Very popular because they share an aura with you and your party members.<br />
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins.<br />
* Their Jab has 2 hits.<br />
<br />
===Equipment===<br />
Get him a big damage polearm. Mods to look for are: Crushing Blow, life leech, +life, resistances, Faster Hit Recovery, Chance to Cast amp damage or decrepify, Slows Target (especially on Holy Freeze merc).<br />
<br />
===Available Auras===<br />
{| border="2"<br />
|+ Normal/Hell Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Prayer<br />
|-<br />
| Defensive || Defiance<br />
|-<br />
| Offensive || Blessed Aim<br />
|-<br />
|}<br />
<br />
<br />
{| border="2"<br />
|+ Nightmare Difficulty<br />
! Type !! Aura<br />
|-<br />
| Combat || Thorns<br />
|-<br />
| Defensive || Holy Freeze<br />
|-<br />
| Offensive || Might<br />
|-<br />
|}<br />
<br />
===Hit Recovery Breakpoints===<br />
{| border="2"<br />
|+ Hit Recovery Breakpoints<br />
! Frames !! FHR %<br />
|-<br />
| 15 || 0<br />
|-<br />
| 14 || 5<br />
|-<br />
| 13 || 9<br />
|-<br />
| 12 || 14<br />
|-<br />
| 11 || 20<br />
|-<br />
| 10 || 30<br />
|-<br />
| 9 || 42<br />
|-<br />
| 8 || 60<br />
|-<br />
| 7 || 86<br />
|-<br />
| 6 || 142<br />
|-<br />
| 5 || 280<br />
|-<br />
|}<br />
<br />
==Act 3 Iron Wolf==<br />
* Do not have blocking animations. "This means they do not getting blocking check at all. The Shield will just be there for the non-blocking attributes such as defense and any other magical properties that it has such as resisitances, fast cast, skills, etc." - Ruvanal<br />
* +Glacial Spike, +FireBall, etc. will help these mercs. The only places to get these are from Ormus' Robes or two pieces of the Trang's set. Note that the +Fireball bonus from Trang's will be capped at +3.<br />
* Anything that is +sorceress skills, for example: +2 Fire Skills (Sorceress Only) will not work, but the +3 Fire Skills of Hexfire would.<br />
* Items that lower enemy resistance (such as the Crescent Moon runeword, facets, etc.) will benefit these mercs.<br />
* Can complete the Isenhart set (for whatever that's worth)<br />
<br />
===Equipment===<br />
You want +skills and Faster Cast Rate. Everything else is secondary because they tend to survive fairly well on their own unless you let them get swarmed. The Spirit runeword makes an excellent weapon for them. You would need +strength on your helm/armor to let them use a Spirit shield since the lowest strength requirement on a 4 socket shield is 156 on a Monarch (146 if ethereal). They top out at 153 str at level 98 and have 137 str at level 85, just to give you an idea.<br />
<br />
===Spells===<br />
{| border="2"<br />
|+ Iron Wolf Spells<br />
! Type !! Spell 1 || Spell 2 || Spell 3<br />
|-<br />
!Fire<br />
| Inferno || Fireball<br />
|-<br />
!Cold<br />
| Glacial Spike || Ice Blast || Frozen Armor<br />
|-<br />
!Lightning<br />
| Charged Bolt || Lightning<br />
|-<br />
|}<br />
<br />
==Act 5 Barbarian==<br />
==What Merc for Build X?==<br />
==Credits==</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Perpendicular_Pyromania&diff=28980Perpendicular Pyromania2006-09-09T14:55:35Z<p>ThePlatypus: end of first draft editing.</p>
<hr />
<div> '''Perpendicular Pyromania''' - How to use Firewall effectively<br />
<br />
<br />
<br />
'''Intro'''<br />
<br />
One of my current sorceresses is using Nova and Firewall(FW) as her two main spells. Some people seem to have to hard time understanding and learning how to use FW. So, I've tried to take some helpful screenshots of the spell in action. I hope I can help some folks with the screenies and my experiences using the spell.<br />
<br />
'''Damage'''<br />
<br />
FW is a very high damage spell. It doesn't have any synergies, and it doesn't really need them. For this reason, it's a good "backup" skill. You can spend 20 points in FW and 1 in Fire Mastery(FM) to get decent damage to deal with immunes to your primary element, especially given some +skills.<br />
<br />
I'm still maxing my FM, so FW hasn't even reached its full damage potential yet. It still does around 3000 damage per second with minimal +skills, which is quite suffucient for late Nightmare where my character currently sits. I've seen people state figures of 7000 FW damage, which doesn't surprise me at all. I have a +3 FW Leaf staff that I'm not using anymore. The damage and range of FW go up dramatically when I pop that thing on. You can shop these from Drognan in Act 2. A +3 Leaf Firewall staff is an excellent twink staff if you are waiting on level 30 skills.<br />
<br />
http://img207.exs.cx/img207/2747/skills2kn.jpg<br />
<br />
'''Timer'''<br />
<br />
FW also has a long timer (1.4 seconds - Meteor is 1.2, Blizzard is 1.8 for some comparisons). So, you need to have good FW placement in order to make the spell effective. If you miss all the monsters with your first casting, you have to wait 1.4 seconds to start damaging them. That's a long time to let monsters go unharmed.<br />
<br />
'''Range'''<br />
<br />
Contrary to what some people may think, you could call FW a ranged spell. It is 30 yards long (so 15 yards on each side from the point where you click) at level 20. Add +skills and this figure keeps on going. There are ways to hit monsters well off the screen using this spell as you'll see in the screenies (they're coming I promise I'll stop talking soon smile.gif).<br />
<br />
'''Merc selection'''<br />
<br />
I picked a Holy Freeze merc. It's the logical choice for my particular build (FW/Nova). Barb mercs have knockback, so they can knock monsters out of your carefully placed FW. Thus, I recommend the Holy Freeze merc or an A3 Cold merc. The A3 merc can freeze them in place while you fry them. However, most sorcs prefer (or need) a tank. So, Holy Freeze is the best choice in my mind.<br />
<br />
'''Cons'''<br />
<br />
It can be a little difficult to master/control. You may be really good at using FW in solo games, but party play can move quickly, so you may struggle to use it well in big parties.<br />
<br />
There are also some monsters that you won't be able to hit with Firewall. The Lurkers that surface from pools are one example. Any monster that can fly/hover over water will be unreachable, also. (Succubi in Frozen River, Suckers in Act 3).<br />
<br />
Also, watch out for LEs and MSLEs. FW makes the bolts fly out continously.<br />
<br />
== How FW Works ==<br />
<br />
First of all, you must remember that your character always stays in the middle of the screen. Also note that you need an uninterrupted line-of-sight to the casting point of the FW.<br />
<br />
Ok, there are two relevant lines that we are going to discuss. The first is the "character line." The second is the "FW line."<br />
<br />
The character line extends from your character (the middle of the screen) to the point wherever you click to cast FW. The FW line then extends perpendicularly from the click-point.<br />
<br />
The character line and the FW line will always be perpendicular to each other.<br />
<br />
So, with this knowledge, you can aim your Firewalls. In these two shots, I want a vertical FW.<br />
<br />
The first shot shows a red line. I must click somewhere on this horizontal line to make a vertical FW. <br />
<br />
http://img200.exs.cx/img200/6757/straight11co.jpg<br />
<br />
Now, I click to the right of my character on the horizontal line, which produces a vertical FW that is perpendicular to my character/horizontal line. You can use this method to cast FW ahead of you and make it "ranged." So, doing a vertical line like this lets you attack monsters that are coming from the top of the screen. You can cast it ahead of you to clear out hallways since you know there will be monsters in that direction.<br />
<br />
http://img200.exs.cx/img200/4058/straight29io.jpg<br />
<br />
As you can see, my mouse pointer doesn't line up exactly with the intersection of the character and FW lines. That's mostly bad Painting™ on my part, but it is hard to tell where the game considers the center of your character to be.<br />
It seems to vary based on which direction you are facing. Below is a montage. The leftmost shot has better Painting™. It appears that the center of my character is at my feet for the left and middle shots. However, in the right shot, my center seems higher. Anyway, the real point of the montage is to show how a slight movement of my mouse up or down can create a slanted Firewall instead of the desired vertical Firewall. It takes some practice to consistently place FW in your intended direction.<br />
<br />
http://img54.exs.cx/img54/5234/montage34ok.jpg<br />
<br />
== Doors ==<br />
<br />
<br />
Here are two screenies that show how to position a FW so that it "blocks" a doorway and continues through the room.<br />
<br />
Starting on the bottom left of the door. You can see the glow of the FW on the other side of the wall.<br />
<br />
http://img132.exs.cx/img132/8238/door4wl.jpg<br />
<br />
View from inside the room.<br />
<br />
http://img132.exs.cx/img132/4869/door27ed.jpg<br />
<br />
== Durance Hallway Example ==<br />
<br />
<br />
This is a good spot to show how I proceed through hallway-type places. My technique usually does a good job of clearing things out before I have to move in myself.<br />
<br />
First, fill hallway with fire length-wise.<br />
<br />
http://img113.exs.cx/img113/6314/fwdurance16ze.jpg<br />
<br />
Check out the range!<br />
<br />
http://img113.exs.cx/img113/3614/fwdurance25vt.jpg<br />
<br />
Then do the same with the hallway perpendicular to the one you started with.<br />
<br />
http://img113.exs.cx/img113/6167/fwdurance31qf.jpg<br />
<br />
This is a "bonus" pic from that run showing how FW can be used against stupid monsters that line up along an edge. The flayers in A3 lining up along the river are prime targets for FW.<br />
<br />
http://img113.exs.cx/img113/2494/fwdurance41kr.jpg<br />
<br />
== The Crossover == <br />
<br />
<br />
If a monster is charging at you, cast a FW immediately to your side. Then, move to whichever side of the FW will make them run through <br />
it to get to you. Ideally, your merc stops them in the middle of the FW to fight with them.<br />
<br />
http://img232.exs.cx/img232/4937/fwcrossover3pd.jpg<br />
<br />
== Corners ==<br />
<br />
This post will have screenies showing how to kill monsters safely from around a corner. I've added red lines to show the line from me to the point where I clicked. Then I added a perpendicular line that goes with the FW itself. Circles are points of interest - usually dead monsters.<br />
<br />
The FW is receding in this pic, so you can see there are dead monsters around the corner where I circled. These monsters never "woke up" because they never saw me. So, they were dead before they could endanger me in any way.<br />
<br />
http://img185.exs.cx/img185/6441/fwcorner10lr.jpg<br />
<br />
Merc is engaging flaming monsters.<br />
<br />
http://img106.exs.cx/img106/9158/fwcorner25uw.jpg<br />
<br />
Monster caught on a wall.<br />
<br />
http://img106.exs.cx/img106/3531/fwcorner38io.jpg<br />
<br />
Dead succubi.<br />
<br />
http://img106.exs.cx/img106/669/fwcorner48qj.jpg<br />
<br />
== Open Areas ==<br />
<br />
These next 4 screenies show how to tackle packs of monsters in open areas.<br />
<br />
http://img65.exs.cx/img65/6930/birds12it.jpg<br />
<br />
Cast a FW right next to you, so that it extends towards the monsters.<br />
<br />
http://img65.exs.cx/img65/2037/birds20gt.jpg<br />
<br />
Step into the path of your first FW (so the monsters will crossover into it) and cast another at the spot you just left.<br />
http://img65.exs.cx/img65/4074/birds30vb.jpg<br />
http://img234.exs.cx/img234/2047/birds42pz.jpg<br />
<br />
== Merc Clusters ==<br />
<br />
<br />
Monsters usually gather in a little cluster around your merc. Just cast a FW right in front of him and you'll usually tag most of them.<br />
<br />
http://img234.exs.cx/img234/5044/bosspack19wc.jpg<br />
http://img234.exs.cx/img234/1606/bosspack28eu.jpg<br />
http://img234.exs.cx/img234/9980/bosspack31mu.jpg</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Perpendicular_Pyromania&diff=19335Perpendicular Pyromania2006-09-09T14:50:19Z<p>ThePlatypus: </p>
<hr />
<div> '''Perpendicular Pyromania''' - How to use Firewall effectively<br />
<br />
<br />
<br />
== Intro ==<br />
One of my current sorceresses is using Nova and Firewall(FW) as her two main spells. Some people seem to have to hard time understanding and learning how to use FW. So, I've tried to take some helpful screenshots of the spell in action. I hope I can help some folks with the screenies and my experiences using the spell.<br />
<br />
'''Damage'''<br />
FW is a very high damage spell. It doesn't have any synergies, and it doesn't really need them. For this reason, it's a good "backup" skill. You can spend 20 points in FW and 1 in Fire Mastery(FM) to get decent damage to deal with immunes to your primary element, especially given some +skills.<br />
<br />
I'm still maxing my FM, so FW hasn't even reached its full damage potential yet. It still does around 3000 damage per second with minimal +skills, which is quite suffucient for late Nightmare where my character currently sits. I've seen people state figures of 7000 FW damage, which doesn't surprise me at all. I have a +3 FW Leaf staff that I'm not using anymore. The damage and range of FW go up dramatically when I pop that thing on. You can shop these from Drognan in Act 2. A +3 Leaf Firewall staff is an excellent twink staff if you are waiting on level 30 skills.<br />
<br />
http://img207.exs.cx/img207/2747/skills2kn.jpg<br />
<br />
'''Timer'''<br />
FW also has a long timer (1.4 seconds - Meteor is 1.2, Blizzard is 1.8 for some comparisons). So, you need to have good FW placement in order to make the spell effective. If you miss all the monsters with your first casting, you have to wait 1.4 seconds to start damaging them. That's a long time to let monsters go unharmed.<br />
<br />
Range<br />
Contrary to what some people may think, you could call FW a ranged spell. It is 30 yards long (so 15 yards on each side from the point where you click) at level 20. Add +skills and this figure keeps on going. There are ways to hit monsters well off the screen using this spell as you'll see in the screenies (they're coming I promise I'll stop talking soon smile.gif).<br />
<br />
Merc selection<br />
I picked a Holy Freeze merc. It's the logical choice for my particular build (FW/Nova). Barb mercs have knockback, so they can knock monsters out of your carefully placed FW. Thus, I recommend the Holy Freeze merc or an A3 Cold merc. The A3 merc can freeze them in place while you fry them. However, most sorcs prefer (or need) a tank. So, Holy Freeze is the best choice in my mind.<br />
<br />
Cons<br />
It can be a little difficult to master/control. You may be really good at using FW in solo games, but party play can move quickly, so you may struggle to use it well in big parties.<br />
<br />
There are also some monsters that you won't be able to hit with Firewall. The Lurkers that surface from pools are one example. Any monster that can fly/hover over water will be unreachable, also. (Succubi in Frozen River, Suckers in Act 3).<br />
<br />
Also, watch out for LEs and MSLEs. FW makes the bolts fly out continously.<br />
<br />
'''How FW Works'''<br />
<br />
First of all, you must remember that your character always stays in the middle of the screen. Also note that you need an uninterrupted line-of-sight to the casting point of the FW.<br />
<br />
Ok, there are two relevant lines that we are going to discuss. The first is the "character line." The second is the "FW line."<br />
<br />
The character line extends from your character (the middle of the screen) to the point wherever you click to cast FW. The FW line then extends perpendicularly from the click-point.<br />
<br />
The character line and the FW line will always be perpendicular to each other.<br />
<br />
So, with this knowledge, you can aim your Firewalls. In these two shots, I want a vertical FW.<br />
<br />
The first shot shows a red line. I must click somewhere on this horizontal line to make a vertical FW. <br />
<br />
http://img200.exs.cx/img200/6757/straight11co.jpg<br />
<br />
Now, I click to the right of my character on the horizontal line, which produces a vertical FW that is perpendicular to my character/horizontal line. You can use this method to cast FW ahead of you and make it "ranged." So, doing a vertical line like this lets you attack monsters that are coming from the top of the screen. You can cast it ahead of you to clear out hallways since you know there will be monsters in that direction.<br />
<br />
http://img200.exs.cx/img200/4058/straight29io.jpg<br />
<br />
As you can see, my mouse pointer doesn't line up exactly with the intersection of the character and FW lines. That's mostly bad Painting™ on my part, but it is hard to tell where the game considers the center of your character to be.<br />
It seems to vary based on which direction you are facing. Below is a montage. The leftmost shot has better Painting™. It appears that the center of my character is at my feet for the left and middle shots. However, in the right shot, my center seems higher. Anyway, the real point of the montage is to show how a slight movement of my mouse up or down can create a slanted Firewall instead of the desired vertical Firewall. It takes some practice to consistently place FW in your intended direction.<br />
<br />
http://img54.exs.cx/img54/5234/montage34ok.jpg</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Perpendicular_Pyromania&diff=19334Perpendicular Pyromania2006-09-09T14:49:40Z<p>ThePlatypus: </p>
<hr />
<div> '''Perpendicular Pyromania''' - How to use Firewall effectively<br />
<br />
<br />
<br />
== Intro ==<br />
One of my current sorceresses is using Nova and Firewall(FW) as her two main spells. Some people seem to have to hard time understanding and learning how to use FW. So, I've tried to take some helpful screenshots of the spell in action. I hope I can help some folks with the screenies and my experiences using the spell.<br />
<br />
Damage<br />
FW is a very high damage spell. It doesn't have any synergies, and it doesn't really need them. For this reason, it's a good "backup" skill. You can spend 20 points in FW and 1 in Fire Mastery(FM) to get decent damage to deal with immunes to your primary element, especially given some +skills.<br />
<br />
I'm still maxing my FM, so FW hasn't even reached its full damage potential yet. It still does around 3000 damage per second with minimal +skills, which is quite suffucient for late Nightmare where my character currently sits. I've seen people state figures of 7000 FW damage, which doesn't surprise me at all. I have a +3 FW Leaf staff that I'm not using anymore. The damage and range of FW go up dramatically when I pop that thing on. You can shop these from Drognan in Act 2. A +3 Leaf Firewall staff is an excellent twink staff if you are waiting on level 30 skills.<br />
<br />
http://img207.exs.cx/img207/2747/skills2kn.jpg<br />
<br />
Timer<br />
FW also has a long timer (1.4 seconds - Meteor is 1.2, Blizzard is 1.8 for some comparisons). So, you need to have good FW placement in order to make the spell effective. If you miss all the monsters with your first casting, you have to wait 1.4 seconds to start damaging them. That's a long time to let monsters go unharmed.<br />
<br />
Range<br />
Contrary to what some people may think, you could call FW a ranged spell. It is 30 yards long (so 15 yards on each side from the point where you click) at level 20. Add +skills and this figure keeps on going. There are ways to hit monsters well off the screen using this spell as you'll see in the screenies (they're coming I promise I'll stop talking soon smile.gif).<br />
<br />
Merc selection<br />
I picked a Holy Freeze merc. It's the logical choice for my particular build (FW/Nova). Barb mercs have knockback, so they can knock monsters out of your carefully placed FW. Thus, I recommend the Holy Freeze merc or an A3 Cold merc. The A3 merc can freeze them in place while you fry them. However, most sorcs prefer (or need) a tank. So, Holy Freeze is the best choice in my mind.<br />
<br />
Cons<br />
It can be a little difficult to master/control. You may be really good at using FW in solo games, but party play can move quickly, so you may struggle to use it well in big parties.<br />
<br />
There are also some monsters that you won't be able to hit with Firewall. The Lurkers that surface from pools are one example. Any monster that can fly/hover over water will be unreachable, also. (Succubi in Frozen River, Suckers in Act 3).<br />
<br />
Also, watch out for LEs and MSLEs. FW makes the bolts fly out continously.<br />
<br />
'''How FW Works'''<br />
<br />
First of all, you must remember that your character always stays in the middle of the screen. Also note that you need an uninterrupted line-of-sight to the casting point of the FW.<br />
<br />
Ok, there are two relevant lines that we are going to discuss. The first is the "character line." The second is the "FW line."<br />
<br />
The character line extends from your character (the middle of the screen) to the point wherever you click to cast FW. The FW line then extends perpendicularly from the click-point.<br />
<br />
The character line and the FW line will always be perpendicular to each other.<br />
<br />
So, with this knowledge, you can aim your Firewalls. In these two shots, I want a vertical FW.<br />
<br />
The first shot shows a red line. I must click somewhere on this horizontal line to make a vertical FW. <br />
<br />
http://img200.exs.cx/img200/6757/straight11co.jpg<br />
<br />
Now, I click to the right of my character on the horizontal line, which produces a vertical FW that is perpendicular to my character/horizontal line. You can use this method to cast FW ahead of you and make it "ranged." So, doing a vertical line like this lets you attack monsters that are coming from the top of the screen. You can cast it ahead of you to clear out hallways since you know there will be monsters in that direction.<br />
<br />
http://img200.exs.cx/img200/4058/straight29io.jpg<br />
<br />
As you can see, my mouse pointer doesn't line up exactly with the intersection of the character and FW lines. That's mostly bad Painting™ on my part, but it is hard to tell where the game considers the center of your character to be.<br />
It seems to vary based on which direction you are facing. Below is a montage. The leftmost shot has better Painting™. It appears that the center of my character is at my feet for the left and middle shots. However, in the right shot, my center seems higher. Anyway, the real point of the montage is to show how a slight movement of my mouse up or down can create a slanted Firewall instead of the desired vertical Firewall. It takes some practice to consistently place FW in your intended direction.<br />
<br />
http://img54.exs.cx/img54/5234/montage34ok.jpg</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Perpendicular_Pyromania&diff=19333Perpendicular Pyromania2006-09-09T14:49:01Z<p>ThePlatypus: </p>
<hr />
<div> '''Perpendicular Pyromania''' - How to use Firewall effectively<br />
<br />
<br />
Intro<br />
One of my current sorceresses is using Nova and Firewall(FW) as her two main spells. Some people seem to have to hard time understanding and learning how to use FW. So, I've tried to take some helpful screenshots of the spell in action. I hope I can help some folks with the screenies and my experiences using the spell.<br />
<br />
Damage<br />
FW is a very high damage spell. It doesn't have any synergies, and it doesn't really need them. For this reason, it's a good "backup" skill. You can spend 20 points in FW and 1 in Fire Mastery(FM) to get decent damage to deal with immunes to your primary element, especially given some +skills.<br />
<br />
I'm still maxing my FM, so FW hasn't even reached its full damage potential yet. It still does around 3000 damage per second with minimal +skills, which is quite suffucient for late Nightmare where my character currently sits. I've seen people state figures of 7000 FW damage, which doesn't surprise me at all. I have a +3 FW Leaf staff that I'm not using anymore. The damage and range of FW go up dramatically when I pop that thing on. You can shop these from Drognan in Act 2. A +3 Leaf Firewall staff is an excellent twink staff if you are waiting on level 30 skills.<br />
<br />
http://img207.exs.cx/img207/2747/skills2kn.jpg<br />
<br />
Timer<br />
FW also has a long timer (1.4 seconds - Meteor is 1.2, Blizzard is 1.8 for some comparisons). So, you need to have good FW placement in order to make the spell effective. If you miss all the monsters with your first casting, you have to wait 1.4 seconds to start damaging them. That's a long time to let monsters go unharmed.<br />
<br />
Range<br />
Contrary to what some people may think, you could call FW a ranged spell. It is 30 yards long (so 15 yards on each side from the point where you click) at level 20. Add +skills and this figure keeps on going. There are ways to hit monsters well off the screen using this spell as you'll see in the screenies (they're coming I promise I'll stop talking soon smile.gif).<br />
<br />
Merc selection<br />
I picked a Holy Freeze merc. It's the logical choice for my particular build (FW/Nova). Barb mercs have knockback, so they can knock monsters out of your carefully placed FW. Thus, I recommend the Holy Freeze merc or an A3 Cold merc. The A3 merc can freeze them in place while you fry them. However, most sorcs prefer (or need) a tank. So, Holy Freeze is the best choice in my mind.<br />
<br />
Cons<br />
It can be a little difficult to master/control. You may be really good at using FW in solo games, but party play can move quickly, so you may struggle to use it well in big parties.<br />
<br />
There are also some monsters that you won't be able to hit with Firewall. The Lurkers that surface from pools are one example. Any monster that can fly/hover over water will be unreachable, also. (Succubi in Frozen River, Suckers in Act 3).<br />
<br />
Also, watch out for LEs and MSLEs. FW makes the bolts fly out continously.<br />
<br />
'''How FW Works'''<br />
<br />
First of all, you must remember that your character always stays in the middle of the screen. Also note that you need an uninterrupted line-of-sight to the casting point of the FW.<br />
<br />
Ok, there are two relevant lines that we are going to discuss. The first is the "character line." The second is the "FW line."<br />
<br />
The character line extends from your character (the middle of the screen) to the point wherever you click to cast FW. The FW line then extends perpendicularly from the click-point.<br />
<br />
The character line and the FW line will always be perpendicular to each other.<br />
<br />
So, with this knowledge, you can aim your Firewalls. In these two shots, I want a vertical FW.<br />
<br />
The first shot shows a red line. I must click somewhere on this horizontal line to make a vertical FW. <br />
<br />
[[Image:http://img200.exs.cx/img200/6757/straight11co.jpg]]<br />
<br />
Now, I click to the right of my character on the horizontal line, which produces a vertical FW that is perpendicular to my character/horizontal line. You can use this method to cast FW ahead of you and make it "ranged." So, doing a vertical line like this lets you attack monsters that are coming from the top of the screen. You can cast it ahead of you to clear out hallways since you know there will be monsters in that direction.<br />
<br />
[[Image:http://img200.exs.cx/img200/4058/straight29io.jpg]]<br />
<br />
As you can see, my mouse pointer doesn't line up exactly with the intersection of the character and FW lines. That's mostly bad Painting™ on my part, but it is hard to tell where the game considers the center of your character to be.<br />
It seems to vary based on which direction you are facing. Below is a montage. The leftmost shot has better Painting™. It appears that the center of my character is at my feet for the left and middle shots. However, in the right shot, my center seems higher. Anyway, the real point of the montage is to show how a slight movement of my mouse up or down can create a slanted Firewall instead of the desired vertical Firewall. It takes some practice to consistently place FW in your intended direction.<br />
<br />
[[Image:http://img54.exs.cx/img54/5234/montage34ok.jpg]]</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Perpendicular_Pyromania&diff=19332Perpendicular Pyromania2006-09-09T14:47:55Z<p>ThePlatypus: </p>
<hr />
<div> '''Perpendicular Pyromania''' - How to use Firewall effectively<br />
<br />
<br />
Intro<br />
One of my current sorceresses is using Nova and Firewall(FW) as her two main spells. Some people seem to have to hard time understanding and learning how to use FW. So, I've tried to take some helpful screenshots of the spell in action. I hope I can help some folks with the screenies and my experiences using the spell.<br />
<br />
Damage<br />
FW is a very high damage spell. It doesn't have any synergies, and it doesn't really need them. For this reason, it's a good "backup" skill. You can spend 20 points in FW and 1 in Fire Mastery(FM) to get decent damage to deal with immunes to your primary element, especially given some +skills.<br />
<br />
I'm still maxing my FM, so FW hasn't even reached its full damage potential yet. It still does around 3000 damage per second with minimal +skills, which is quite suffucient for late Nightmare where my character currently sits. I've seen people state figures of 7000 FW damage, which doesn't surprise me at all. I have a +3 FW Leaf staff that I'm not using anymore. The damage and range of FW go up dramatically when I pop that thing on. You can shop these from Drognan in Act 2. A +3 Leaf Firewall staff is an excellent twink staff if you are waiting on level 30 skills.<br />
<br />
[[Image:http://img207.exs.cx/img207/2747/skills2kn.jpg]]<br />
<br />
Timer<br />
FW also has a long timer (1.4 seconds - Meteor is 1.2, Blizzard is 1.8 for some comparisons). So, you need to have good FW placement in order to make the spell effective. If you miss all the monsters with your first casting, you have to wait 1.4 seconds to start damaging them. That's a long time to let monsters go unharmed.<br />
<br />
Range<br />
Contrary to what some people may think, you could call FW a ranged spell. It is 30 yards long (so 15 yards on each side from the point where you click) at level 20. Add +skills and this figure keeps on going. There are ways to hit monsters well off the screen using this spell as you'll see in the screenies (they're coming I promise I'll stop talking soon smile.gif).<br />
<br />
Merc selection<br />
I picked a Holy Freeze merc. It's the logical choice for my particular build (FW/Nova). Barb mercs have knockback, so they can knock monsters out of your carefully placed FW. Thus, I recommend the Holy Freeze merc or an A3 Cold merc. The A3 merc can freeze them in place while you fry them. However, most sorcs prefer (or need) a tank. So, Holy Freeze is the best choice in my mind.<br />
<br />
Cons<br />
It can be a little difficult to master/control. You may be really good at using FW in solo games, but party play can move quickly, so you may struggle to use it well in big parties.<br />
<br />
There are also some monsters that you won't be able to hit with Firewall. The Lurkers that surface from pools are one example. Any monster that can fly/hover over water will be unreachable, also. (Succubi in Frozen River, Suckers in Act 3).<br />
<br />
Also, watch out for LEs and MSLEs. FW makes the bolts fly out continously.<br />
<br />
'''How FW Works'''<br />
<br />
First of all, you must remember that your character always stays in the middle of the screen. Also note that you need an uninterrupted line-of-sight to the casting point of the FW.<br />
<br />
Ok, there are two relevant lines that we are going to discuss. The first is the "character line." The second is the "FW line."<br />
<br />
The character line extends from your character (the middle of the screen) to the point wherever you click to cast FW. The FW line then extends perpendicularly from the click-point.<br />
<br />
The character line and the FW line will always be perpendicular to each other.<br />
<br />
So, with this knowledge, you can aim your Firewalls. In these two shots, I want a vertical FW.<br />
<br />
The first shot shows a red line. I must click somewhere on this horizontal line to make a vertical FW. <br />
<br />
[[Image:http://img200.exs.cx/img200/6757/straight11co.jpg]]<br />
<br />
Now, I click to the right of my character on the horizontal line, which produces a vertical FW that is perpendicular to my character/horizontal line. You can use this method to cast FW ahead of you and make it "ranged." So, doing a vertical line like this lets you attack monsters that are coming from the top of the screen. You can cast it ahead of you to clear out hallways since you know there will be monsters in that direction.<br />
<br />
[[Image:http://img200.exs.cx/img200/4058/straight29io.jpg]]<br />
<br />
As you can see, my mouse pointer doesn't line up exactly with the intersection of the character and FW lines. That's mostly bad Painting™ on my part, but it is hard to tell where the game considers the center of your character to be.<br />
It seems to vary based on which direction you are facing. Below is a montage. The leftmost shot has better Painting™. It appears that the center of my character is at my feet for the left and middle shots. However, in the right shot, my center seems higher. Anyway, the real point of the montage is to show how a slight movement of my mouse up or down can create a slanted Firewall instead of the desired vertical Firewall. It takes some practice to consistently place FW in your intended direction.<br />
<br />
[[Image:http://img54.exs.cx/img54/5234/montage34ok.jpg]]</div>ThePlatypushttps://www.theamazonbasin.com/wiki/index.php?title=Perpendicular_Pyromania&diff=19331Perpendicular Pyromania2006-09-08T13:11:44Z<p>ThePlatypus: first draft</p>
<hr />
<div> '''Perpendicular Pyromania''' - How to use Firewall effectively<br />
<br />
<br />
Intro<br />
One of my current sorceresses is using Nova and Firewall(FW) as her two main spells. Some people seem to have to hard time understanding and learning how to use FW. So, I've tried to take some helpful screenshots of the spell in action. I hope I can help some folks with the screenies and my experiences using the spell.<br />
<br />
Damage<br />
FW is a very high damage spell. It doesn't have any synergies, and it doesn't really need them. For this reason, it's a good "backup" skill. You can spend 20 points in FW and 1 in Fire Mastery(FM) to get decent damage to deal with immunes to your primary element, especially given some +skills.<br />
<br />
I'm still maxing my FM, so FW hasn't even reached its full damage potential yet. It still does around 3000 damage per second with minimal +skills, which is quite suffucient for late Nightmare where my character currently sits. I've seen people state figures of 7000 FW damage, which doesn't surprise me at all. I have a +3 FW Leaf staff that I'm not using anymore. The damage and range of FW go up dramatically when I pop that thing on. You can shop these from Drognan in Act 2. A +3 Leaf Firewall staff is an excellent twink staff if you are waiting on level 30 skills.<br />
<br />
[[Image:Example.jpg]]<br />
<br />
Timer<br />
FW also has a long timer (1.4 seconds - Meteor is 1.2, Blizzard is 1.8 for some comparisons). So, you need to have good FW placement in order to make the spell effective. If you miss all the monsters with your first casting, you have to wait 1.4 seconds to start damaging them. That's a long time to let monsters go unharmed.<br />
<br />
Range<br />
Contrary to what some people may think, you could call FW a ranged spell. It is 30 yards long (so 15 yards on each side from the point where you click) at level 20. Add +skills and this figure keeps on going. There are ways to hit monsters well off the screen using this spell as you'll see in the screenies (they're coming I promise I'll stop talking soon smile.gif).<br />
<br />
Merc selection<br />
I picked a Holy Freeze merc. It's the logical choice for my particular build (FW/Nova). Barb mercs have knockback, so they can knock monsters out of your carefully placed FW. Thus, I recommend the Holy Freeze merc or an A3 Cold merc. The A3 merc can freeze them in place while you fry them. However, most sorcs prefer (or need) a tank. So, Holy Freeze is the best choice in my mind.<br />
<br />
Cons<br />
It can be a little difficult to master/control. You may be really good at using FW in solo games, but party play can move quickly, so you may struggle to use it well in big parties.<br />
<br />
There are also some monsters that you won't be able to hit with Firewall. The Lurkers that surface from pools are one example. Any monster that can fly/hover over water will be unreachable, also. (Succubi in Frozen River, Suckers in Act 3).<br />
<br />
Also, watch out for LEs and MSLEs. FW makes the bolts fly out continously.<br />
<br />
'''How FW Works'''<br />
<br />
First of all, you must remember that your character always stays in the middle of the screen. Also note that you need an uninterrupted line-of-sight to the casting point of the FW.<br />
<br />
Ok, there are two relevant lines that we are going to discuss. The first is the "character line." The second is the "FW line."<br />
<br />
The character line extends from your character (the middle of the screen) to the point wherever you click to cast FW. The FW line then extends perpendicularly from the click-point.<br />
<br />
The character line and the FW line will always be perpendicular to each other.<br />
<br />
So, with this knowledge, you can aim your Firewalls. In these two shots, I want a vertical FW.<br />
<br />
The first shot shows a red line. I must click somewhere on this horizontal line to make a vertical FW. <br />
<br />
[[Image:Example.jpg]]<br />
<br />
Now, I click to the right of my character on the horizontal line, which produces a vertical FW that is perpendicular to my character/horizontal line. You can use this method to cast FW ahead of you and make it "ranged." So, doing a vertical line like this lets you attack monsters that are coming from the top of the screen. You can cast it ahead of you to clear out hallways since you know there will be monsters in that direction.<br />
<br />
[[Image:Example.jpg]]</div>ThePlatypus