Merc Miniguide The Abjurer

Femigaming
Destroyer
6 | 1
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THE IRON WOLVE
The Abjurer is a Iron Wolve Mage we can get in Act3.
Image
Bonuses
    Starts with 200 energy, +20 energy per level
    Unearthly Power: +250 energy factor to spell damage, +5 per level
    Warp Armor: total defense +250%, +10% per level
Heroic Strength
    Per strength point: Enhanced Weapon Damage +1%
    Per strength point: Regenerate Life +1
    Per strength point: +0.25 Energy Factor to Spell Damage
Heroic Resistances
All Resists +100%
Abjurer Skills
Lvl Name Effect
1 FORKED LIGHTNING Effect: cast multiple forked lightning bolts
12 SINGULARITY Effect: massively damaging black hole
24 SUPERNOVA Effect: cast a gigantic nova of lightning
90 SUPERBEAST Effect: morph into a demon, gain spell damage and speed

We want:
1. Rare Sacred Items
2. Ornate Shrines

How we find them:
The Notifier Lines for the "D2Stats Tool" :
Download here https://www.median-xl.com/tools.php:
    Ornate Shrine
    sacred rare "Plated Belt"
    sacred rare "Gauntlets"
    sacred rare "Greaves"
    sacred rare "Diadem"
    sacred rare "Ancient Armor"
    sacred rare "Crystal Sword"
    sacred rare "Spiked Shield"

We use this Cube Reciepes :
Source : https://docs.median-xl.com/doc/items/cube#idx5
Shrine Crafting/Reroll
Rare/Crafted Sacred item + Shrine → reroll item as crafted + Shrine (-1 charge)

Shrine Blessing
Rare/Crafted/Honorific Sacred item + Shrine + 2x Arcane Crystal → add shrine bonuses + Shrine (-1 charge)

Jewel Crafting
Tir: (6 to 10)% Magic Find
Jewel + Rune + Oil of Craft + Arcane Crystal/Shards →Rune + Arcane Shards (-1) + Crafted Jewel with added bonuses

Mystic Orbs
Any equippable item + regular Mystic Orb → add orb bonus and +4 required level

Lucky Bonus
Any item + Oil of Luck → returns item, may add bonuses


The-Math Part
We aim for this Stats :
    Lighting Damage
    Lighting Pierce
    Magic Find
    oskill
In this Sheet i made some math about the Stats we wanna Roll on the "Base Items" the Jool Crafting" and the "Shrine Blessing"
https://docs.google.com/spreadsheets/d/1q_PwFf72xwbm9rnkSi_bO2TanQediCDRDidWCaAHrVU/edit?usp=sharing

Other usefull Links
Source for the Sheet : https://docs.median-xl.com/doc/wiki/affixes
Source for Shrine Crafting : https://docs.median-xl.com/doc/items/cube#idx5
Source for Energy Factor : https://docs.median-xl.com/doc/concepts/energyfactor
Source for Spell Damage http://forum.median-xl.com/viewtopic.php?f=40&t=186

As Example my Merc Items seen under my Treewarden "Baum"
https://tsw.vn.cz/acc/char.php?name=Baum

This is my first Guide, so be kind. :-)
@ the German Players dont forget about the German Median XL Version :
https://forum.median-xl.com/viewtopic.php?f=4&t=22977
otarU1921
Sasquatch
60 | 7
Why oSkill?
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ChuckNoRis
Flying Polar Buffalo
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you can add some end game gearing options too . ornate crafts are not enough in end game . the abjurers are not tanky and need tons of damage to compensate . if you are not taking special care for him , he dies in a few seconds in Fauztinville

you may also include a video with him in action (in hard ubers , not K3KBA)
Femigaming
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otarU1921 wrote:Why oSkill?

increased skill level pushes skill damage?
Femigaming
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ChuckNoRis wrote:you can add some end game gearing options too . ornate crafts are not enough in end game . the abjurers are not tanky and need tons of damage to compensate . if you are not taking special care for him , he dies in a few seconds in Fauztinville

you may also include a video with him in action (in hard ubers , not K3KBA)


Thanks for your Input. im Lvl 120 yet. I can try in the future
mortimer_85
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Hey man. It is nice to see, that someone tries to make something like this. Since I crafted Abjurer gear quite often here some experiences and some notes.

- Body Armors/Boots cannot roll innate Spell Damage or pierce. Maybe you got in the wrong line in the affix list.
- affix list for Special Shields are out of date unfortunately, cannot roll Spell damage as stated there and they cannot roll pierce either (only sin and paladin shields can)
- In last version Heroic Strength only gave 1 EF per 6 Strength. Since my d2stats does not work in wine anymore I can not tell whether this was changed.
- By far the most damage boosting methods are keeping Superbeast up longer (increased buff duration), getting Buffs from char itself and getting fcr of the merc to the highest breakpoint (5fpc @194 cast rate in Superbeast morph).
- if possible rolls on your sheet means max rolls than change MF on jewels to 15 each. (10 craft + 5 innate)

those are the things that comes to my mind.


[edit]Honestly, who neged the guide and was not able of giving constructive feedback or reasoning for negging it. The person who created this made his first guide and might not have been aware of all mechanics and flaws in docs. Have a cookie back... [edit]
Edited by mortimer_85 5 years.
jaeaxe420
Jungle Hunter
29 | 3
Quov Tsin's Talisman
Quov Tsin's Talisman
Amulet

Required Level: 110
Item Level: 110
15% Innate Elemental Damage
-(20 to 30)% to Enemy Elemental Resistances
would be nice for that merc ( 30% flat -enemy resists) .
Arubel
Bone Archer
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So you get the mf from your merc?
tranvanhieu
Grubber
310 | 2
Femigaming wrote:
otarU1921 wrote:Why oSkill?

increased skill level pushes skill damage?


My exp:
+All skills seem to work fine, +x to all skill will show an increase of x to the level of the skills the mers using.
+x to specific skills (Supernova/Ancient hand/Hailstorm) only work as 20% effectiveness or so. So an ammulet with +20 to SuperNova is actually just +4
MUS01
Cog
201 | 3
We need a Guide for Bloodmage... In my opinion, the only long lasting mercenary.... You don't get any buffs (as barbarian does and shapeshifter does) BUT, he doesn't die... (unless the player dies), he regerate you health, and he does decent poison damage