iamq1803 wrote:Btw, is Merc act 3 (Iron Wolf) beneficial from +%Enhance damage, +Enhance weapon damage (something like that), or is it only affected by +%Spell damage and %Faster cast rate?
I'm considering between Merc act 3 and Merc act 5. Perhaps Merc act 5 is stronger, but I'm building a melee Sorc so I think I might go for Merc act 3.
Iron wolves do not benefit at all from weapon modifiers; All three classes have no WDM% skills. Don't be fooled though; they have some nice damage output.
(Blood Mage and Necrolyte could proc "WDM% skills on kill" with their poison, but building a meaningful chain and achieving it when wanted is unreasonable, but that is way off the rails here.)
All mercenaries are exceptionally specialized {9 classes}: read about their skills and specials in the docs. A million percent better than cLoD mercs. Definitely amazing improvements from the MXL teams. A way i use them is focus them on an elemental i have limited or no access too. For example, a Cold+Light Sorc can use a Blood Mage and have access to NICE fire+Poison damage and a [random?] army-wide heal. Or, indeed, A son of Arreat would give you a/another tank with Phys+Fire+Magic damage and a nice buff/stun.
However, for example, using an Abjurer (Lightning+Phys) with a Light+Mana sorc seems counter-productive to me. Sure those that have no immunity fall faster, but Rainbowing your damage output as much as possible is the best way, IMHO. Factor in your army composition as well: Having strong summons (or being tanky yourself) gives Iron Wolves and SotSE more flexibility, where as Town Gaurds and Barbarians can tank somewhat or become elemental proc monsters.
I :heart: mercs. Just wanted to share some insight(RalTirTalSol). They are definitely WAYY more flexible and useful than cLoD mercs. (Which were good to begin with!)
{Not vanilla mercs though, those suck...}