BTracer wrote:From act 3, the two most used mercs are Bloodmage (ranged caster good for melee characters) and Abjurer (melee good for ranged characters). Bloodmage primarily uses fire/poison spells and Abjurer uses lightning/...physical? not sure there on the physical. So, fascinating crafts for the Bloodmage and ornate crafts for the Abjurer.
Okay, so I guess I should've bought an Abjurer for my throwsin then, especially since my char and merc share elements - fire and poison.
Yes, physical. Singularity deals physical damage. I guess it makes sense that being spaghettified would deal phys damage - it's either that or 'pure' damage like Purify, and I suppose that that would be overpowered. I suppose you could argue that Hawking radiation would count as a poison effect, but again, that might be overpowered. Singularities are Bad Things to get near.
Also, what are the most popular mercs overall, and for what builds? I'm curious. None of the guides I've read mention what mercs to use, so I just ended up sticking with the default.
BTracer wrote:If you want my opinion: I'm a 'collector' so I feel your pain, one of the hardest lessons Median has taught me: nothing much is worth keeping. Sacred unique's / Set items and a few Sacrad Rares for your current build, an off-build or two, is all you should be looking to keep - everything else is craftable or easily obtained. The game is much more enjoyable when you're not agonizing over keeping that rare that you might someday use on a build you might someday play.
Guess that makes sense, though I kinda feel like I'm doing that already in regards to gear.
BTracer wrote:As for your build, can't help there, sorry.
That's okay, I wasn't expecting you to.
And if you don't mind me asking, who is your avatar? I'm curious.