They are cheap and easily tradable for. If someone offers a fire merc from act 3 then we get the 400% AR, and a little more damage on top. Expensive but, another worth option if you have it. Likewise, while 200 to 250 fire damage isnt a lot. The mercenaries available in the Second Act are Desert Mercenaries. Splendor: At eth and Lum this sheild offers +1 skills and enhanced defs if you dont have the strenght for spirt.
Spirit: Spirit is cheap, makes the mercs cast faster and boosts all of their skills by +2. Azurewrath: You will likely need about 20 to 25 dex in the level 80 range to equip this. Cant complain with any of these choices, despite them all being rather jank/budget, he does his job and he does it well and doesnt die very often at all. Also gives you a Cleansing Aura which is a nice to have. The first mercenary available after completing the mission Blood Raven in 1 act or unlocking experience level 9. Tiny Tinas Wonderlands Review Dungeons & Dragons in First Person, Baybay! Lawbringer: While this option wont be procing the decrepify aura it is often used for. Mercs can also inherit the same character bonuses you have on your main character. So, its best to pick something that fills the build. He makes a nice companion for any kit that takes on targets one at a time. Likewise, his other spells blanket a wide area and can chip enemies down further. The Iron Wolves specialize in elemental damage like Fire, Lightning and Cold focused attacks. This will pulse damage and push back undead enemies. The lightning version of the Act 3 mercs has the spells charge bolt, lightning and static field. So, if you play with a group, they might be worth considering just for the unique variety they add to a situation. It does add up and is worth considering. The old strategy of selling your first born child and left nut for a slew of rainbow facets. Desert Mercenaries, thanks to their aura and two-handed weapons and high defense, are the most common choice as mercenaries. Unlike most other mercs the Act 3 mercs dont need life steal so this opens up some other options. They differ in race, skills, and specialization. But, they do offer a few unique options that the more mainstream mercs dont So, if you have interest in their offerings I hope you give them another look. Bow only: it may not be a crossbow, other throwable weapon, or a bow intended for Amazon only. Any high def armor: This one really applies mostly to the cold merc, but with a good def on his armor, sheild and helm paired with his shiver armor skill he can be hard to hit keeping him alive. Likewise, he attacks at a range keeping him out of harms way, unlike a holy freeze act 2 merc. They only use magic although they can wield a weapon and shield. The Ice Mercs shiver armor gives him very high defense boost. There are some edge cases where they are the best overall choice for a particlar setup.
Once the fighting starts he will have himself, you, anthing you summon and anything else in your party enchanted within about 30 seconds and his skill lasts about 15 minutes.
This shield offers a ton of cold resist and a chance to proc level 7 lower resist when struck. Plague in a sword is also an option to get +2 skill, and 20% chance to cast lvl 12 Lower Resist when struck. These mercenaries can be hired from the Rogue Encampment if you go and talk to Kashya and complete the Blood Raven quest for her.
So, lets get the obvious point out of the way. His level of static field has a very healthy range and he casts it pretty frequently. Basically, you are maxing out skeleton mastery and raise skeleton, or wolf, dire wolf and bear in the druids case. So, while you get all the attack rating boost, it only adds about 200 to 250 fire damage at the most. So, the Act 3 mercs have a sword slot. Silence: Silence is a very expensive rune word for this merc, but it boasts the same +2 to skills as spirit and 75 to all resistances.
Both of them out DPS the Act 3 mercs and offer better support options in terms of the Act Auras and the mana recovery of insight. Mercenaries can have one of three auras: Auras only work at a certain range. That being said, if you or another party memeber is a tacit summoner. Usually, however, their help is welcome. There are 4 types of mercenaries available for hire, and we will be talking about all of them in detail. Mercenaries have their own stats and skills. The Face of Horror: This helmet doesnt offer +skills, but it does come with +15 to all resist and +25 to strenght serving as an alternative option to equip a spirit monarch or some heavier gear elsewhere. You can always animate an junk insight into an iron golem if you need that option to go with the fire merc. If you are not one of those builds he is a good option if you want to keep from being overwhelmed and want to slow things down. That way you can get the most out of them. The Act 3 mercs all come with 3 sorceress spells of their given element. In Diablo 2 Resurrected you can hire 4 types of mercenaries.
They are available for hire at Kurast Docks if you talk to Asheara there. Well, there we have the best outline I could offer for the new Act 3 mercs. Finish the Rescue the Barbarians quest and then go to Harrogath and talk to Qual-Kehk to recruit the Barbarian mercenaries in D2 Resurrected. Iron Wolf is available in chapter 3. On this page of the Diablo 2 Resurrected tutorial you will find information about mercenaries - their traits and types. Medusas Gaze: Yeah I now you are trying to figure out how to get 219 strenght onto one of these guys. However, it can also be a good choice for the other 2 mercs just from the high def and +2 skills. The obvious place for him in a lot of peoples mind is on a summoner build. You can, of course, use the mercenary and his aura temporarily, for example, if you did not choose the character well and can not hit opponents, due to lack of dexterity - temporarily use the companion with Blessed Aim. It will provide a 13 to 16 level sanctuary aura. Then I was like, heres a Spirit sword Im not using, lets put it on him.
The Fire Act 3 merc is a mixed bag who has recieved a lot of attention lately. You get experience for enemies defeated by allies, they cannot carry the shield in the other hand. However, they do have decent defense and the highest overall base elementa resistances of the choices on offer. He is a good fit for any melee character who wants the enemies they are fighting to be chilled and slowed in compbat.
Finally, he attacks very quickly and can be brought to bear much faster than an ice rouge when it comes to overall crowd control. The one unique option the Act 3 mercs have is they have a shield slot where other mercs dont this opens up a few additoinal options. He also has better resistances and defense potentional than an Act 2 merc or a act 1 cold arrow rouge. 3 perfect diamonds: 59 to all resists should max any of tehse guys out in a hurry if you cannot find something better. The Act 5 frenzy barb will out DPS any other mercenary hands down. Spirit: A spirt rune word in a monarch sheild is good def, faster cast and +2 to skills. Then I had this nicely rolled Iron Pelt and was like hey, this will help the act 3 merc survive better, so I did that.
Powered by Discourse, best viewed with JavaScript enabled, World of Warcraft Arena World Championship. Viper/shako gives the same number of + to skills except it hits all skills not just fireball. Naj light plate: Again this one has low strenth requirments and offers +66 life, +1 skills, and resist and a healthy def base. Then a Act 2 might mercenary will add more damage through their aura to your summons than what you pick up from the Fire Mercs enchant. Mercenaries gain the most in the later stages of the game - when you offer them the right equipment with runes. Mobile versions of this guide will be available for download as soon as WWW version is ready. Hell Plauge: This offers a +2 fire skills and you might find it early in the game or in a ladder situation before you get the runes for spirt. Giants skull: This helmet offers +35 strength to help equip heavier items and leaves you 2 open sockets to customize your loadout with. Rogue Scout mercenaries are not that good during fights and can die pretty easily if exposed to a lot of danger so, they will only be useful if they stay behind at a safe distance and cast the Inner Sight Amazon skill, which lowers the enemys overall defenses. Viper Magi: This armor offers +1 skills, all resists and increased cast speed with a lot stat requirement as well. The barbarian mercs can be equipped with a single sword and class-specific helms. Desert Mercenaries are suitable for virtually any type of hero: they will provide bonuses also for summoned creatures, they will cope in melee combat, but do not count on them to eliminate opponents for you - they are still a support class, unlike other mercenaries At the Nightmare difficulty level, the auras are changed: Prayer into Thorns, Defiance into Holy Freeze, Blessed Aim into Might.
You can equip them with heavy two-handed weapons: wood weapons, javelins (they cannot carry the shield in the other hand), spears. If you do not want to play the multiplayer mode in Diablo 2 Resurrected, it is worth to investigate the topic of mercenaries. But it provides the sanctuary aura from lawbringer and +1 to skills. By the time you reach the last member of a pack of monsters. He has a higher damage potential than the ice merc on each spell he casts. Harlequen crest: Again we have a +2 to skills which is the main want for this merc type and a healthy boost to life as well. It is worth choosing a mercenary with an aura tailored to the needs of the class, since it can not be changed easily. If he had decent base defense from his gear he can have the highest potential for that stat in the game. Then I was like, hey Ancients Pledge is cheap and will shore up the resistances, so I did that. So I found an Ethereal Shako and was gonna just drop it but then I realized, hey this actually might be okay on act 3 merc. He is also a good fit if you are using lower resist on a necromance or conviction on a paladin as part of your build. The main drawback here is that his damage is outdone by the more physical mercenaries and his overall kill speed is lacking. Heres what I did, keep in mind I primarily am just using the A3 merc for Enchant on my ThrowBarb. Mercenaries can be hired for gold in any camp, starting from Rogue Encampment - your contact here is Kashya. If you have one lying around and pick a lightning merc its best in slot. Features of mercenaries: You can play without the help of mercenaries, especially if you play online. This will let you hammer them effortlessly to death with physical damage. They have 3 elemental attack configurations: They do not cope well with the elimination of enemies and do not give much help to the player; it is worth considering ice spells to slow down enemies - or lightning to kill the wounded (in case you are using skills based on time action: area fire spells or poison). With the recent 2.4 mercenary rework there has been a lot of discussion about what the new best merc is. Hexfire Shamshir: Again a sinple +3 to fire skills offering one more than spirt and some fire resist for a fire merc.
A passionate gamer looking at the world with an analytical mindset while writing about it too! More importantly it will completely remove all the physical resisances from that enemy type. Black Cloak: This shield offers a chance to cast level 5 weaken when struck, offers a ton of cold asorb and comes with about gives 100+ to life based on character level. So theres that. Likewise, we also have infinity or pride if you can afford one.
So I did that. We will be discussing everything, including the different types of mercenaries available in D2R, the differences in their gear, and all the suitable roles for them. Its health will likely be 60 to 80% gone letting you finish it off easily. There are a lot of good choices available to you. The Act 3 mercs are universally thought of as nicely improved but, still not good enough to consider using. Any + skills hat: This would be anything from a peasant crown to an Ort Sol hat you craft yourself. This can add a little bite to what otherwise is just a 1 to 3 hit kill meat shield from the enemies. However, the Fire merc does not have the warmth or fire mastery skills. They have Stunand Bash skills.
An Act 2 merc with a might aura and insight is a common best pick for a physical melee class. Elden Ring Review Arise now, Ye Tarnished! Copyright 2000 - 2022 GRY-Online S.A. for gamepressure.com, unofficial game guides, walkthroughs, secrets, game tips, maps & strategies for top games. In this guide, we will be taking an extensive look at the Mercenaries available for hire in Diablo 2 Resurrected. Cold has Ice Bolt, Glacial Spike and Shiver Armor. Diablo 2 Resurrected Guide by gamepressure.com. The spells available to each elemental type of Iron Wolf merc are mentioned below: The damage inflicted by all of the elemental types is the same, but the main differences lie in the debuffs caused by each elemental type.
They have a high defense rating because of the shields and stay at a distance to provide support, just like the Rogue mercs.
The first mercenaries will be recruited in Mercenaries, next during the later stages of the game. The Act 3 mercs tend to have the lowest base strength and dexterity of the available mercenaries. They may come in handy for players whose build can't handle many enemies at the same time.
So, you are a necromancer with 1 point in raise skeleton and 7 or 8 revives, or a druid with one hard point in each wolf to get to the bear. Then that 200 to 250 fire damage might be more than your low level friend can down on their own and the 400% attack rating will let them actually hit things. The idea of loading up on 5/5 facets is cost prohbitive and not really worth the investment but there are some good options and a lot of them are very reasonably priced. Their aura can be modified to generate completely different buffs, after using the equipment with the selected Runic words. Night Wings: This offers +2 to skills and added cold damage. Lets go slot by slot. Likewise, the Act 2 mercs are well documented with their 6 available auras along with insight, reapers toll and several high DPS polearms. That being said, I dont see them ever being the mainstream option. A point to consider is FCR, You need 58 to hit 12 frames, 86 for 11 frames, 138 for 10 frames is basically impossible. This can easily whittle down groups of foes and bosses to half their total health in a minute or two if you struggle with groups. Likewise, the slain monsters rest in peace ability only triggers if you kill them with the sword. The lower resist skill can break fire and lightning immunities or be nice add on for any elemental based character.