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 wrote:Hy, the trap assassin is like a elemental caster or other type of class ? Shapeshifter for tanking ? Thx
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 withWebspinner) would be good.Webspinner
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)
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.
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?
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.
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.