![]() ![]() ![]() The lower the difficulty = the more overall stats the mercenary will have. The main objective of the combatant type mercs would be to provide with different curses, mods such as knockback and slow%, and other buffs/debuffs which will cripple your enemies.Īpart from the various auras given to Act 2 mercenaries which would require you to hire the mercenary from a different difficulty, no other mercenary should be hired from any difficulty other than Normal Difficulty. The main objective of the defensive type mercs would be to stay alive, mainly providing a type of aura to enhance your character further, or provide as a meat shield. They can provide an elemental or physical alternative to killing mobs, if your character has only 1 type of damage dealing. The main objective of the offensive type mercs would be to hit hard, be self-sustaining and the overall killers of the build. The offensive (killer), the defensive (tank / supporter) and the combatant. In this build you will see 3 main streams of hirelings. Your choice will vary around 2 factors - faster or more powerful? The CS has the slowest attack here, with the highest average damage of 91. The Champion Sword might be faster, but with an average damage of 77. The CB has the best overall stats of 86 average damage along with WSM 5, making it the best of all 3 choices. Listed below are the recommended 2-handed swords for creating the various runewords. Long Sword Req Strength: 55, Req Dexterity: 39ĭimensional Blade Req Strength: 85, Req Dexterity: 60 ![]() Instead, a simple "as low as possible" requirements weapons will be listed below. WSM will not be an issue here since the Act 3 Ironwolves are mages who cast and do not use melee / ranged attacks. Sticking to the Polearms here would be a better idea, in general. I would hardly recommend giving the mercenary a runeword based on a WSM 20 weapon such as the War Pike, despite the high average damage. In the Spears division we can see the Ghost Spear being the only viable option here. In the Polearms division we can see the Giant Thresher having the fastest base speed, along with the Thresher, only to surpass the latter with an average damage of 77, the Thresher only having 76 (76.5 which is rounded down). Listed below are the recommended polearms and spears for creating the various runewords. The Great Bow is one of the two fastest basic bows usable for an Act 1 mercenary, with an average of 32 damage, followed by the Blade Bow with an average of 31 damage. ![]() Remember that Act 1 mercenaries are not Amazons themselves, meaning Amazon class-specific bows will not be written here, such as the Matriarchal Bow and the Grand Matron Bow, since they cannot be used by Act 1 rogue mercenaries. Listed below are the recommended bows for creating the various runewords. The types of weapons below offer either the best possible dps, or the lowest requirements (mainly for support characters), or the highest WSM available. The choices that were made below make the best possible specific types of base weapons to create your various runewords in. In example, the Polearms section has a selection of 18 specific polearm types, such as the Cryptic Axe, the Colossus Voulge and the Great Poleaxe which will detail on further along. The main use of this guide is for PvM purposes.ĭPS: Damage Per Second (average damage overall)ĬB: Crusader Bow, Colossus Blade, Crushing BlowĮvery section / specified type of weapons has its own variety of weapons to choose from. As we all know, PvP mercenaries are considered BM in all matters of dueling, however a small section of PvP mercenary setups was posted along with the guide. This guide is presented to show you the best possible mercenary builds for a PvM character. This guide was done under the approval of JayPee, the original author of Various Mercenary Builds. ![]()
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