The Hireling Handbook - A Guide to Mercenaries

Find a handful of guides and walkthroughs here!
patrick_pkl
Gravedigger
191 | 4
Have been referencing this a lot! Very helpful!
Ruubel
Onyx Knight
636 | 12
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a2 merc can equip
Malthael's Sanctuary
Malthael's Sanctuary
(Paladin Ritualist Set)

Malthael's Crown
Malthael's Halo
Malthael's Ward
Malthael's Wrath

Set Bonus with 2 or more set items:
10% Chance to cast level 34 Flamestrike on Melee Attack
+150 Life on Melee Attack

Set Bonus with 3 or more set items:
10% Chance to cast level 34 Hailstorm on Melee Attack
20% to Vitality

Set Bonus with complete set:
+3 to Paladin Skill Levels
+12 to Warp Armor
20% to Vitality
Maximum Life +5%
Maximum Mana +15%
Elemental Resists +50%

pay attention to little fact that fighter mage receives fire and cold spell bonuses per level, so jewels accordingly.
Semigloss
Onyx Knight
600 | 26
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NotCube wrote:
Semigloss wrote:Full matheal set A2 Merc? Lol

At first I thought that'd be cool, but then I realized that fighter mage has no dual pierce like a real UHM (who can get away with just stacking both spell dmg types) and that set has zero pierce. He also can't take advantage of all the vitality bonuses from the set so it's pretty much a waste on him. Aura looks cool though.
nemmate
Grubber
301 | 8
Hy, the trap assassin is like a elemental caster or other type of class ? Shapeshifter for tanking ? Thx
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NotCube
Grubber
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nemmate wrote:Hy, the trap assassin is like a elemental caster or other type of class ? Shapeshifter for tanking ? Thx

Yea I'd treat her as a caster. Shifter or priestess (she can semi-tank and mass slow with
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Short War Bow (4)

Two-Hand Damage: (10 - 12) to (26 - 32)
Required Level: 8
Required Dexterity:
73 to 77
Item Level: 19
Dexterity Damage Bonus: (0.13 per Dexterity)%
Miasma Haunt Duration Increased by 2 seconds
5% Chance to cast level 5 Arachnomancy on Kill
3% Chance to cast level 4 Miasma on Striking
+(11 to 15) to Maximum Damage
+(18 to 35)% Enhanced Damage
+(2 to 3)% to Poison Spell Damage
Slows Attacker by (6 to 10)%
Maximum Life +(2 to 3)%
Requirements -(11 to 15)%
Socketed (2)
Two-Hand Damage: (33 - 37) to (61 - 75)
Required Level: 28
Required Dexterity:
95 to 100
Item Level: 40
Dexterity Damage Bonus: (0.13 per Dexterity)%
Miasma Haunt Duration Increased by 2 seconds
6% Chance to cast level 10 Arachnomancy on Kill
4% Chance to cast level 10 Miasma on Striking
+(16 to 25) to Maximum Damage
+(52 to 69)% Enhanced Damage
+(5 to 6)% to Poison Spell Damage
Slows Attacker by (11 to 15)%
Maximum Life +(3 to 4)%
Requirements -(21 to 25)%
Socketed (4)
Two-Hand Damage: (76 - 83) to (135 - 153)
Required Level: 47
Required Dexterity:
161 to 171
Item Level: 59
Dexterity Damage Bonus: (0.13 per Dexterity)%
Miasma Haunt Duration Increased by 2 seconds
7% Chance to cast level 14 Arachnomancy on Kill
5% Chance to cast level 16 Miasma on Striking
+(31 to 40) to Maximum Damage
+(87 to 103)% Enhanced Damage
+(8 to 9)% to Poison Spell Damage
Slows Attacker by (21 to 25)%
Maximum Life +(4 to 5)%
Requirements -(31 to 35)%
Socketed (5)
Two-Hand Damage: (102 - 110) to (179 - 199)
Required Level: 54
Required Dexterity:
294 to 313
Item Level: 85
Dexterity Damage Bonus: (0.13 per Dexterity)%
Miasma Haunt Duration Increased by 2 seconds
8% Chance to cast level 18 Arachnomancy on Kill
6% Chance to cast level 19 Miasma on Striking
+(41 to 50) to Maximum Damage
+(104 to 120)% Enhanced Damage
+(9 to 10)% to Poison Spell Damage
Slows Attacker by (31 to 35)%
Maximum Life +(5 to 6)%
Requirements -(36 to 40)%
Socketed (6)
) would be good.
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cnlnjzfjb
Horadric Mage
1064 | 24
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Nice guide!Need advice for:
1. I heard "Ignore Target's Defense" didn't work on Mercs, is it true?
2. Mercs do get the 100% ele penetration penalty in tier 14/15 like minions and players? If so, how necessary is it to stack extra 100% res for them in tier 14+? Or is it better if we just leave the penalty alone and stack as much Merc hp as possible?
nemmate
Grubber
301 | 8
NotCube wrote:
nemmate wrote:Hy, the trap assassin is like a elemental caster or other type of class ? Shapeshifter for tanking ? Thx

Yea I'd treat her as a caster. Shifter or priestess (she can semi-tank and mass slow with
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Short War Bow (4)

Two-Hand Damage: (10 - 12) to (26 - 32)
Required Level: 8
Required Dexterity:
73 to 77
Item Level: 19
Dexterity Damage Bonus: (0.13 per Dexterity)%
Miasma Haunt Duration Increased by 2 seconds
5% Chance to cast level 5 Arachnomancy on Kill
3% Chance to cast level 4 Miasma on Striking
+(11 to 15) to Maximum Damage
+(18 to 35)% Enhanced Damage
+(2 to 3)% to Poison Spell Damage
Slows Attacker by (6 to 10)%
Maximum Life +(2 to 3)%
Requirements -(11 to 15)%
Socketed (2)
Two-Hand Damage: (33 - 37) to (61 - 75)
Required Level: 28
Required Dexterity:
95 to 100
Item Level: 40
Dexterity Damage Bonus: (0.13 per Dexterity)%
Miasma Haunt Duration Increased by 2 seconds
6% Chance to cast level 10 Arachnomancy on Kill
4% Chance to cast level 10 Miasma on Striking
+(16 to 25) to Maximum Damage
+(52 to 69)% Enhanced Damage
+(5 to 6)% to Poison Spell Damage
Slows Attacker by (11 to 15)%
Maximum Life +(3 to 4)%
Requirements -(21 to 25)%
Socketed (4)
Two-Hand Damage: (76 - 83) to (135 - 153)
Required Level: 47
Required Dexterity:
161 to 171
Item Level: 59
Dexterity Damage Bonus: (0.13 per Dexterity)%
Miasma Haunt Duration Increased by 2 seconds
7% Chance to cast level 14 Arachnomancy on Kill
5% Chance to cast level 16 Miasma on Striking
+(31 to 40) to Maximum Damage
+(87 to 103)% Enhanced Damage
+(8 to 9)% to Poison Spell Damage
Slows Attacker by (21 to 25)%
Maximum Life +(4 to 5)%
Requirements -(31 to 35)%
Socketed (5)
Two-Hand Damage: (102 - 110) to (179 - 199)
Required Level: 54
Required Dexterity:
294 to 313
Item Level: 85
Dexterity Damage Bonus: (0.13 per Dexterity)%
Miasma Haunt Duration Increased by 2 seconds
8% Chance to cast level 18 Arachnomancy on Kill
6% Chance to cast level 19 Miasma on Striking
+(41 to 50) to Maximum Damage
+(104 to 120)% Enhanced Damage
+(9 to 10)% to Poison Spell Damage
Slows Attacker by (31 to 35)%
Maximum Life +(5 to 6)%
Requirements -(36 to 40)%
Socketed (6)
) would be good.


Thank you so much, and what about totem necromancer ? It's elemental damage but it "summons" the totems. Necrolyte won't be bad I think.
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NotCube
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nemmate wrote:Thank you so much, and what about totem necromancer ? It's elemental damage but it "summons" the totems. Necrolyte won't be bad I think.

Any A3 merc is good. Bloodmage is also pretty good with totems since totems don't move out of Firedance and they can already act as "tanks" so Bloodmage won't be bothered much by enemies. Another great synergy with Bloodmage (and Abjurer) is Jinn, which is usually maxed for Totemancer, so you don't need as much pierce on his gear as with other builds.

cnlnjzfjb wrote:Nice guide!Need advice for:
1. I heard "Ignore Target's Defense" didn't work on Mercs, is it true?
2. Mercs do get the 100% ele penetration penalty in tier 14/15 like minions and players? If so, how necessary is it to stack extra 100% res for them in tier 14+? Or is it better if we just leave the penalty alone and stack as much Merc hp as possible?

1. In vanila D2, ITD doesn't work against mercs, the same way your ITD doesn't work against bosses. I think this is what you read. In MXL this is meaningless as there's no PvP. When you give mercs ITD gear, it should function the same way it does on a player: making their hit rate 95% as long as their level is near the (non-unique, non-boss) target.
2. Mercs also need to overcap resists in t14+ like players ie. 260 total rainbow resists. They have 70 at base, so they need 190 more.
nemmate
Grubber
301 | 8
NotCube wrote:
nemmate wrote:Thank you so much, and what about totem necromancer ? It's elemental damage but it "summons" the totems. Necrolyte won't be bad I think.

Any A3 merc is good. Bloodmage is also pretty good with totems since totems don't move out of Firedance and they can already act as "tanks" so Bloodmage won't be bothered much by enemies. Another great synergy with Bloodmage (and Abjurer) is Jinn, which is usually maxed for Totemancer, so you don't need as much pierce on his gear as with other builds.

cnlnjzfjb wrote:Nice guide!Need advice for:
1. I heard "Ignore Target's Defense" didn't work on Mercs, is it true?
2. Mercs do get the 100% ele penetration penalty in tier 14/15 like minions and players? If so, how necessary is it to stack extra 100% res for them in tier 14+? Or is it better if we just leave the penalty alone and stack as much Merc hp as possible?

1. In vanila D2, ITD doesn't work against mercs, the same way your ITD doesn't work against bosses. I think this is what you read. In MXL this is meaningless as there's no PvP. When you give mercs ITD gear, it should function the same way it does on a player: making their hit rate 95% as long as their level is near the (non-unique, non-boss) target.
2. Mercs also need to overcap resists in t14+ like players ie. 260 total rainbow resists. They have 70 at base, so they need 190 more.



Thanks so much, for the moment I play with necrolyte with my totems, I hope that later I'll get Lorekeeper later for buffing the damage. But now it's very safety with this merc. I have just the Jinn's like summons, so the debuffs the necrolyte is safer I think.
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cnlnjzfjb
Horadric Mage
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NotCube wrote:1. In vanila D2, ITD doesn't work against mercs, the same way your ITD doesn't work against bosses. I think this is what you read. In MXL this is meaningless as there's no PvP. When you give mercs ITD gear, it should function the same way it does on a player: making their hit rate 95% as long as their level is near the (non-unique, non-boss) target.
2. Mercs also need to overcap resists in t14+ like players ie. 260 total rainbow resists. They have 70 at base, so they need 190 more.


Thx :)

cron