Difference between revisions of "Mercenary"

From Basin Wiki
Jump to navigation Jump to search
 
 
(16 intermediate revisions by 4 users not shown)
Line 1: Line 1:
=The Mercenary Resource=
+
{{Mercenary nav}}
 +
{| cellpadding=0 cellspacing=0 style=text-align:left width=100%
 +
|- valign=top
 +
|width=25% rowspan=2|
 +
__ToC__
 +
|
 +
|width=17%| [[File:Rogue icon.gif]]
 +
|width=16%| [[File:Desert icon.gif]]
 +
|width=17%| [[File:Iron Wolf icon.gif]]
 +
|width=25%| [[File:Barbarian mercenary icon.gif]]
 +
|- valign=top
 +
|colspan=4|
 +
|}
 +
 
 +
 
 
==Introduction==
 
==Introduction==
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].
+
Most of the following information has been collected from the AB forums, as a reference for other Basiners. Credits are listed at the bottom of the page. You can discuss changes/corrections to this page in this [https://www.theamazonbasin.com/forums/index.php?/topic/95745-the-mercenary-resource/ topic].
 +
 
 
==Useful Links==
 
==Useful Links==
 
1.09<br>
 
1.09<br>
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=31122 Thoughts on mercenary types] 1.09 thread, good general info.<br>
+
[https://www.theamazonbasin.com/forums/index.php?/forums/topic/85544-thoughts-on-mercs-in-general/ Thoughts on mercenary types] 1.09 thread, good general info.<br>
 
1.10<br>
 
1.10<br>
[http://strategy.diabloii.net/news.php?id=512 Level Up Guide]<br>
+
[https://web.archive.org/web/20100512195154/http://strategy.diabloii.net/news.php?id=512 Level Up Guide]<br>
[http://www.lurkerlounge.com/forums/index.php?act=ST&f=8&t=1935&linear=1 Optimizing Merc Levelling] by Crystalion<br>
+
[https://www.lurkerlounge.com/forums/thread-10275.html Optimizing Merc Levelling] by Crystalion<br>
 
1.1x<br>
 
1.1x<br>
[http://diablo2.ingame.de/tips/calcs/weaponspeed.php?lang=english Weapon Speed Calculator] - check breakpoints for merc weapons<br>
+
[https://planetdiablo.eu/diablo2/calcs/speedcalc/speedcalc_english.php Attack Speed Calculator] - check breakpoints for merc weapons<br>
[http://diablo2.ingame.de/tips/calcs/zauberspeed.php Faster Cast Speed] for A3 Mercs<br>
+
[https://web.archive.org/web/20210225120802/https://diablo3.ingame.de/diablo-2/calculatoren/zaubergeschwindigkeit/ Faster Cast Speed] for A3 Mercs<br>
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=63404 Complete Hireling Stats]<br>
+
[https://www.theamazonbasin.com/forums/index.php?/topic/102946-110-mercenary-stats/ Complete Hireling Stats]<br>
 
General<br>
 
General<br>
[http://www.battle.net/diablo2exp/basics/hirelings.shtml Arreat Summit Hireling Page] - use at your own risk<br>
+
[http://classic.battle.net/diablo2exp/basics/hirelings.shtml Arreat Summit Hireling Page] - use at your own risk<br>
[http://www.moonsong.de/Diablo/fara/mercNames.html List of possible mercenary names]<br>
+
[https://web.archive.org/web/20150104225408/http://www.moonsong.de/Diablo/fara/mercNames.html List of possible mercenary names]<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>
+
[https://web.archive.org/web/20070326081620/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>
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=39424&hl= The Delerium FAQ] - all things Delerium, plus merc info<br>
+
[https://www.theamazonbasin.com/forums/index.php?/forums/topic/88577-delirium-faq/ Delirium FAQ] - all things Delirium, plus merc info<br>
[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=62308 A3 Mercenary Full Power Guide] by Red-Chaos(H)<br>
+
[https://www.theamazonbasin.com/forums/index.php?/forums/topic/102181-act-3-mercenaries-full-power-guide/ A3 Mercenary Full Power Guide] by Red-Chaos(H)<br>
  
==1.11 Changes==
+
==1.11==
 
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.
 
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.
  
Line 25: Line 40:
  
 
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.
 
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.
 +
 
==General Mercenary Facts==
 
==General Mercenary Facts==
 +
 
===Items/Mods===
 
===Items/Mods===
 
* The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all.
 
* The mod: Prevent Monster Heal does not work for mercenaries. It has no effect at all.
 
* 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.
 
* 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.
 +
* Mercs can use Critical and Deadly Strike. Both effects will double only the physical damage of the attack.
 
* For questions about using the Delerium runeword on your merc, see the Delirium FAQ.
 
* For questions about using the Delerium runeword on your merc, see the Delirium FAQ.
 
* Ethereal items will not lose durability when equipped on a mercenary.
 
* Ethereal items will not lose durability when equipped on a mercenary.
 
* 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.
 
* 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.
 +
* Medium and Heavy armors do slow down the movement speed of mercenaries.
 +
 
===Levels===
 
===Levels===
 
* 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.
 
* 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.
 
* The highest level a merc can be is 98.
 
* The highest level a merc can be is 98.
* 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.
+
* 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 their life drop. Don't be alarmed when this happens, your merc isn't about to bite the dust.
 +
 
 
===Skills===
 
===Skills===
* Mercs skills do synergize each other when applicable. As an example, an Act 3 Iron Wolf's Ice Blast will synergize its Glacial Spike.
+
* Mercs skills do synergize with each other when applicable. As an example, an Act 3 Iron Wolf's Ice Blast will synergize with its Glacial Spike.
 
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11).
 
* Related to the above, mercs are NOT affected by the charge synergy bug (bug removed in 1.11).
 
* Mercs will benefit from:
 
* Mercs will benefit from:
 
** +all skills
 
** +all skills
** +fire skills (when applicable)
+
** +fire skills (when applicable - Fire Iron Wolf or Fire Arrow Rogue)
 
** +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)))
 
** +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)))
 
** 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.
 
** 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.
Line 47: Line 68:
 
** +class skills (not even barbarian mercs with +all barbarian skills gear)
 
** +class skills (not even barbarian mercs with +all barbarian skills gear)
 
** +skilltabs
 
** +skilltabs
 +
 
===Misc===
 
===Misc===
 +
* Mercs only have Strength and Dexterity, so +Vitality and +Energy mods have no effect. They do have life (so +Life works), but not mana.
 +
* 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.
 
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath
 
* "Act 5 mercs regenerate their health fully in 16.4 seconds, whereas all other mercs require 41 seconds." - Zath
 
* Poison can kill your merc, even if you are in town.
 
* Poison can kill your merc, even if you are in town.
 
* 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.
 
* 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.
 
* 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.
 
* 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.
* 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.
 
 
* 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.
 
* 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.
 
* The price of resurrecting your merc is capped at 50000 gold.
 
* The price of resurrecting your merc is capped at 50000 gold.
  
==Mercenary Hireling Levels (1.10)==
+
==Hiring levels (1.10)==
 
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:
 
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:
 +
 
{| border="2"
 
{| border="2"
 
|+ Possible levels at hiring
 
|+ Possible levels at hiring
 
! !! Normal !! Nightmare !! Hell
 
! !! Normal !! Nightmare !! Hell
 
|-
 
|-
!Act 1
+
! Act 1
 
| 3-7 || 36-40 || 67-71
 
| 3-7 || 36-40 || 67-71
 
|-
 
|-
!Act 2
+
! Act 2
 
| 9-13 || 43-47 || 75-79
 
| 9-13 || 43-47 || 75-79
 
|-
 
|-
!Act 3
+
! Act 3
 
| 15-19 || 49-53 || 79-83
 
| 15-19 || 49-53 || 79-83
 
|-
 
|-
!Act 5
+
! Act 5
 
| 28-32 || 58-62 || 80-84
 
| 28-32 || 58-62 || 80-84
|-
 
 
|}
 
|}
  
==Mercenary Damage Modifiers==
+
==Damage Modifiers==
 
{| border="2"
 
{| border="2"
|+ From [http://users.tkk.fi/~tgustafs/damagereduction.html Tommi]
+
|+ From [https://web.archive.org/web/20050313234956/http://www.hut.fi/~tgustafs/damagereduction.html Tommi]
 
! Attacking !! Modifier !! Notes
 
! Attacking !! Modifier !! Notes
 
|-
 
|-
Line 98: Line 121:
 
|-
 
|-
 
|}
 
|}
"*"A minion is any creature a player controls, except a hireling or a golem.
+
 
 +
"*" A minion is any creature a player controls, except a hireling or a golem.
  
 
When defending, hirelings take 100% from all sources except other Hirelings, which is 25%.  
 
When defending, hirelings take 100% from all sources except other Hirelings, which is 25%.  
  
==Mercenary Survival Tips==
+
==Survival Tips==
 
* 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.
 
* 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.
 
* 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.
 
* 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.
Line 115: Line 139:
 
* Cast either Fire Arrow or Cold Arrow
 
* Cast either Fire Arrow or Cold Arrow
 
* Cast Inner Sight
 
* Cast Inner Sight
* 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].
+
* 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. [https://www.theamazonbasin.com/forums/index.php?/forums/topic/95795-ar-bonuses-on-ranged-attack-skills-dont-work/ Link].
 
* They can give you the Vigor aura via Harmony, Thorns via Edge, and Fanatacism via Faith.
 
* They can give you the Vigor aura via Harmony, Thorns via Edge, and Fanatacism via Faith.
  
Line 121: Line 145:
 
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.
 
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.
  
===Hit Recovery Breakpoints===
+
===Hit Recovery===
 
{| border="2"
 
{| border="2"
 
|+ Hit Recovery Breakpoints
 
|+ Hit Recovery Breakpoints
Line 143: Line 167:
 
|-
 
|-
 
| 3 || 600
 
| 3 || 600
|-
 
 
|}
 
|}
  
Line 150: Line 173:
 
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins.
 
* Can use Spear, Javelin, and Polearm class weapons, except not the Amazon-only spears. They won't ever throw the Javelins.
 
* Their Jab has 2 hits.
 
* Their Jab has 2 hits.
 +
* Blessed Aim is mutually exclusive with the Amazon skill Penetrate.
  
 
===Equipment===
 
===Equipment===
Line 164: Line 188:
 
|-
 
|-
 
| Offensive || Blessed Aim
 
| Offensive || Blessed Aim
|-
 
 
|}
 
|}
 
  
 
{| border="2"
 
{| border="2"
Line 177: Line 199:
 
|-
 
|-
 
| Offensive || Might
 
| Offensive || Might
|-
 
 
|}
 
|}
  
===Hit Recovery Breakpoints===
+
===Hit Recovery===
 
{| border="2"
 
{| border="2"
 
|+ Hit Recovery Breakpoints
 
|+ Hit Recovery Breakpoints
Line 206: Line 227:
 
|-
 
|-
 
| 5 || 280
 
| 5 || 280
|-
 
 
|}
 
|}
 +
<br>
  
 
==Act 3 Iron Wolf==
 
==Act 3 Iron Wolf==
Line 218: Line 239:
 
===Equipment===
 
===Equipment===
 
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.
 
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.
 +
 +
See the [https://www.theamazonbasin.com/forums/index.php?/forums/topic/102181-act-3-mercenaries-full-power-guide/ Act 3 Mercenaries Full Power Guide] for more ideas.
  
 
===Spells===
 
===Spells===
Line 232: Line 255:
 
!Lightning
 
!Lightning
 
| Charged Bolt || Lightning
 
| Charged Bolt || Lightning
 +
|}
 +
 +
This chart assumes they were hired in Normal difficulty and have no +skills. The numbers reflect the synergy bonuses when applicable.
 +
{| border="2"
 +
|+ Iron Wolf Spell Damage
 +
! Merc Level !! Fireball !! Inferno !! Ice Blast !! Glacial Spike !! Charged Bolt !! Lightning
 +
|-
 +
| Level 30 || 35-40 || 58-75 || 85-93 || 45-58 || 6-9(8 bolts) || 1-130
 +
|-
 +
| Level 60 || 195-224 || 73-79 || 253-266 || 130-153 || 14-18(13 bolts) || 1-398
 +
|-
 +
| Level 85 || 334-372 || 108-115 || 463-480 || 280-312 || 22-27(17 bolts) || 1-871
 +
|-
 +
| Level 98 || 415-457 || 128-136 || 651-672 || 371-408 || 27-32(19 bolts) || 1-1217
 +
|}
 +
 +
* Inferno is bugged to do half the listed damage.
 +
 +
===Faster Cast Rate===
 +
{| border="2"
 +
|+ Faster Cast Rate Breakpoints
 +
! Frames !! FCR %
 +
|-
 +
| 17 || 0
 +
|-
 +
| 16 || 8
 +
|-
 +
| 15 || 15
 +
|-
 +
| 14 || 26
 +
|-
 +
| 13 || 39
 +
|-
 +
| 12 || 58
 +
|-
 +
| 11 || 86
 +
|-
 +
| 10 || 138
 +
|}
 +
 +
===Hit Recovery===
 +
{| border="2"
 +
|+ Hit Recovery Breakpoints
 +
! Frames !! FHR %
 +
|-
 +
| 17 || 0
 
|-
 
|-
 +
| 16 || 5
 +
|-
 +
| 15 || 8
 +
|-
 +
| 14 || 13
 +
|-
 +
| 13 || 18
 +
|-
 +
| 12 || 24
 +
|-
 +
| 11 || 32
 +
|-
 +
| 10 || 46
 +
|-
 +
| 9 || 63
 +
|-
 +
| 8 || 86
 +
|-
 +
| 7 || 133
 +
|-
 +
| 6 || 232
 +
|-
 +
| 5 || 600
 
|}
 
|}
 +
<br>
  
 
==Act 5 Barbarian==
 
==Act 5 Barbarian==
 +
* These mercenaries possess the skills Stun and Bash
 +
* These are the only mercenaries who can use class-specific items (barbarian helms)
 +
* They have a 5% chance of doing critical hits, the other mercenaries do not
 +
* They regenerate their health fully in 16.4 seconds
 +
* These mercenaries can complete the Sazabi Set
 +
* They do not have or benefit from +sword mastery such as on Bloodletter
 +
* Act 5 mercenaries receive a 70% bonus to their poison resistance in all difficulties
 +
* The Act 5 mercenary normal attack has 2 hits, similar to the A2 mercenary's Jab
 +
* 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
 +
 +
===Equipment===
 +
They can wield one-handed and two-handed swords but they cannot dual-wield two one-handed swords. Life leech, FHR, resistances, etc are good. They're about the same as A2 mercenaries except for the weapon differences. Lawbringer has become somewhat popular because of the chance to cast Decrepify.
 +
 +
===Hit Recovery===
 +
{| border="2"
 +
|+ Hit Recovery Breakpoints
 +
! Frames !! FHR %
 +
|-
 +
| 9 || 0
 +
|-
 +
| 8 || 7
 +
|-
 +
| 7 || 15
 +
|-
 +
| 6 || 27
 +
|-
 +
| 5 || 48
 +
|-
 +
| 4 || 86
 +
|-
 +
| 3 || 200
 +
|}
 +
<br>
 +
 
==What Merc for Build X?==
 
==What Merc for Build X?==
 +
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.
 +
 +
===Physical damage, melee fighter===
 +
* You can pick a ranged merc that deals elemental damage (A1 or A3).
 +
* 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.
 +
* Don't forget A1 mercs can help your AR with Inner Sight.
 +
 +
===Elemental damage, melee fighter===
 +
* Pick a ranged merc that deals damage of a different element.
 +
* Pick a physical damage merc. A2 Might or A5 Barb.
 +
 +
===Caster characters===
 +
* These characters usually want a tank. Any A2 or A5 merc will work.
 +
* 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.
 +
* Defiance if you want him to survive well. Might is also a good contender since more damage = more leech.
 +
* Barb merc. More aggressive than A2 mercs, and most of the standard auras don't help a caster much (meaning Might, Blessed Aim, etc.).
 +
* Prayer/Insight combo. "Unlimited" mana and "double" healing from Prayer.
 +
* If you are a sorceress, keep in mind that you can teleport to reposition your mercenary.
 +
 +
===Summoners===
 +
* Usually Necromancers, but I suppose Druids can apply as well.
 +
* 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.
 +
* 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.
 +
* 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.
 +
 
==Credits==
 
==Credits==
 +
BIG thanks go out to adeyke, Ruvunal, Zath, brianc84 and many others from the AB forums who did all the real work, and ThePlatypus for compiling it here. Also, thanks to Tommi for his excellent pages of information, found [https://web.archive.org/web/20050310015047/http://www.hut.fi/~tgustafs/diablochars.html here]. All the hit recovery information is from him, found [https://web.archive.org/web/20050308011248/http://www.hut.fi/~tgustafs/hitrecovery.html here].

Latest revision as of 13:58, 10 April 2024