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Weapon/Shield and Dual Claw Kicker
Author: eclipsedk
Version: 1.10
Page 1

Index
1. Introduction
1.1 Abbreviations
1.2 I want to duel on non-ladder now

2. Breakpoints

3. Advantages
3.1 Weapon/shield build
3.2 Dual claw build

4. Disadvantages
4.1 Weapon/shield build
4.2 Dual Claw build

5. Dual claw or weapon/shield build
6. Explanation and clarification of Dragon Talon
6.1 Important notice about off-hand claw when dual wielding
7. Attack types blocked by Weapon Block

8. Dragon Talon and special effects
8.1 Open Wounds
8.2 Deadly Strike and Critical Strike
8.3 Crushing Blow

9. Mercenary selection
9.1 Leveling your mercenary

10. Equipment introduction
10.1 Equipment socketing

11. Weapon/shield build
11.1 Martial Arts Tree
11.2 Shadow Disciplines Tree
11.3 Traps Tree
11.4 Skill/builds summary
11.5 Leveling advice
11.6 Stat point distribution
11.7 Weapon
11.8 Inventory
11.9 Equipment/build summary

12. Dual claw build
12.1 Martial Arts Tree
12.2 Shadow Disciplines Tree
12.3 Traps Tree
12.4 Skill/builds summary
12.5 Leveling advice
12.6 Stat point distribution 
12.7 Weapons
12.8 Inventory
12.9 Equipment/build summary

13. Why not max fade
13.1 Weapon/shield resistances with low level fade
13.2 Claw/claw resistances with low level fade
13.3 Conclusion on Fade

14. Why to max Venom

15. Maxed Mind Blast or one maxed trap

16. Strategies and tactics introduction
16.1 Basic player versus player information

17. Weapon/shield strategies and tactics

17.1 Amazon
17.1.1 Jabber / Bow / Lightning Fury
17.1.2 Lightning Fury / Lightning Strike / Charged Strike

17.2 Assassin
17.2.1 Trapper
17.2.2 Kicker
17.2.3 Whirlwind

17.3 Barbarian
17.3.1 Berserk/Whirlwind
17.3.2 Throw/Whirlwind

17.4 Druid
17.4.1 Hurricane aka. wind druid
17.4.2 Fireclaw bear/wolf
17.4.3 Rabies bear/wolf
17.4.4 Fury wolf
17.4.5 Rabies/Fury wolf

17.5 Necromancer
17.5.1 Poison and Bone Necromancer

17.6 Paladin
17.6.1 Smite/Charge
17.6.2 Blessed Hammer/Smite/Low-level Charge
17.6.3 Zeal/Charge
17.6.4 Smite/Fist of Heavens
17.6.5 Fist of Heavens
17.6.6 Blessed Hammer

17.7 Sorceress
17.7.1 Meteor/secondary spell
17.7.2 Blizzard/secondary spell
17.7.3 Lightning/secondary spell
17.7.4 Frozen Orb/Thunder Storm

18. Dual claw strategies and tactics

18.1 Amazon
18.1.1 Jabber / Bow / Lightning Fury
18.1.2 Lightning Fury / Lightning Strike / Charged Strike

18.2 Assassin
18.2.1 Trapper
18.2.2 Kicker
18.2.3 Whirlwind

18.3 Barbarian
18.3.1 Berserk/Whirlwind
18.3.2 Throw/Whirlwind

18.4 Druid
18.4.1 Hurricane aka. wind druid
18.4.2 Fireclaw bear/wolf
18.4.3 Rabies bear/wolf
18.4.4 Fury wolf

18.5 Necromancer
18.5.1 Poison and Bone Necromancer

18.6 Paladin
18.6.1 Smite/Charge
18.6.2 Blessed Hammer/Smite/Low-level Charge
18.6.3 Zeal/Charge
18.6.4 Smite/Fist of Heavens
18.6.5 Fist of Heavens
18.6.6 Blessed Hammer

18.7 Sorceress
18.7.1 Meteor/secondary spell
18.7.2 Blizzard/secondary spell
18.7.3 Lightning/secondary spell
18.7.4 Frozen Orb/Thunder Storm

19. Thanks to

1. Introduction

Hello, I'm eclipse from the European realm. Since the first day of LOD I have fancied assassins, one of the reasons being that they are very versatile and can cope with almost any situation. I wrote a guide for a dual claw assassin in 1.09 but since the new patch has hit the realms a lot of changes have happened, both good and bad.

One of the main differences in PvP is that leeching has been nerfed to 1/10th of the amount it was back in 1.09. So now the days of the super leeching characters, that return to full health after one successful shot are over. Also the cap for physical damage reduction has been changed, so that all characters can now have a maximum of 50%.

In this guide I won’t be taking in account any of the rules from the different dueling leagues that are out there, due to the fact that the rules are very different from league to league. What I will be taking into consideration is what is bad mannered and not among common duelers, some things can be discussed whether they are bad mannered or not. If such an item is available to this build I will notify you about this and leave the decision up to you and those you duel with, don't come telling me that I encourage bad manners, because I'm do not.  

A last thing to mention is that I have orientated this guide toward ladder play with concern of the items, if you want to duel on non-ladder I suggest you should read section 1.2 where I have made a more detailed description about equipment for non-ladder.

Enjoy the guide.

1.1. Abbreviations

Allres - Resistance to all
AR - Attack Rating
ATDo X - Attacker Takes Damage of X (in integer)
BM - Bad Manner
BoS - Burst of Speed
CB - Crushing Blow
CBF - Cannot be Frozen
CR - Cold Resistance
CS - Critical Strike
CTB - Chance to Block
DEX - Dexterity
DF - Dragon Flight
DS - Deadly Strike
DST - Death Sentry Trap
DT - Dragon Talon
EIAS - Effective Increased Attack Speed
FBR - Faster Block Rate
FCR - Faster Cast Rate
FHR - Faster Hit Recovery
FPA - Frames Per Attack
FPS - Framer Per Second
FR - Fire Resistance
FRW - Faster Run/Walk
IAS - Increased Attack Speed
LL - Life leech (in percent)
LR - Lightning Resistance
LS - Lightning Sentry
MA - Martial Arts
MAX - Maximum Damage
MB - Mind Blast
MDR - Magic Damage Reduction (in integer)
MF - Magic Find
MIN - Minimum Damage
ML - Mana leech (in percent)
Mods - Modifiers
NGR - Energy
OH - Off-hand (The claw that DOESN'T transfer effects to kicks)
OW - Open Wounds
PDR - Physical Damage Reduction (in percent)
PR - Poison Resistance
PvM - Player versus Monster
PvP - Player versus Player
RepL - Replenish Life
R/W - Faster Run/Walk
SM - Shadow Master
SD - Shadow Disciplines
STR - Strength
VIT - Vitality
WB - Weapon Block
WoF - Wake of Fire
WSM - Weapon Speed Modifier
WSM - Base speed

1.2. I want to duel on non-ladder now

After having seen several posts about people being a bit confused about what to do when they are 'stuck' on non-ladder where neither Shadow dancer nor upgraded gore riders are available I thought of adding this section.

First off I should say that the kicker build won’t be as effective with semi good boots, however the damage will be the same. You should look for myrmidon greaves, these are the determining factor. Your options to gain a pair of decent kicking boots are these.

1) Look for 'white' myrmidon greaves and have them imbued by Charsi with Act I quest 5; you might just get fantastic mods.

2) Look for rare myrmidon greaves and hope for great mods.

3) Re-roll your rare myrmidon greaves for better mods with either of the following recipes.

3A) 1 Perfect Skull + 1 Rare Item + Stone of Jordan = 1 High Quality New Rare Item of the same type
This formula has the possibility of creating a higher quality Rare Item than the following formula. ilvl = int(.66 * clvl) + int(.66 * ilvl) That is, the ilvl will be equal to .66 times your clvl (rounded down) plus .66 times the input item's ilvl (also rounded down).

3B) 6 Perfect Skulls + 1 Rare Item = 1 Random Low Quality Rare Item of the same type
You can use this formula to get another chance at a Rare Item of the same type. ilvl = int(.4 * clvl) + int(.4 * ilvl) Player level matters. This formula will not work on items larger than 3x2.

4) Craft for a nice pair of myrmidons greaves with the following recipe.

Safety Boots
Magic Myrmidon Greaves + Ort Rune + Perfect Emerald + Any Jewel
+ (10-30)% Enhanced Defense
Fire Resist + (5-10)%
Magic Damage Reduced By (1-2)
Damage Reduced By (1-4)

5) Upgrade a pair of nice greaves/war boots to myrmidon greaves with the following recipes.

5A) 1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare Armor = Exceptional Rare Armor
The item type is upgraded.

5B) 1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare Armor = Elite Rare Armor

The item type is upgraded.

2. Breakpoints

Breakpoints are the thing that determines your speed of performing an action, the amount of times you can manage to cast a spell or perform an animation is determined by

(25 frames/second) / (frames/animation) = animation/second

So if you take 11 frames to complete an animation you can do

(25 frames/second) / (11 frames/animation) = 2.27 animation/second

Faster Hit Recovery

This is the amount of frames it will take for your character to reach "upright standing" position after having received a successful hit.

0% - 9 frames
7% - 8 frames
15% - 7 frames
27% - 6 frames
48% - 5 frames
86% - 4 frames
200% - 3 frames
4680% - 2 frames

I suggest heading for either 48% or 86% depending on your choice of equipment.

Good means of gaining FHR
ED/FHR jewel - 7% (per jewel - Don't use a jewel unless it has other good mods)
Shael rune - 20% (per rune)
Bartuc's Cut Throat - 30% (per claw)
Crafted belts - 10, 17 or 24%
Shadow Dancer - 30%

Faster Cast Rate

This is the amount of time it takes your character to complete a spell casting, the higher the amount the faster you'll cast the spells.

0% - 16 frames
8% - 15 frames
16% - 14 frames
27% - 13 frames
42% - 12 frames
65% - 11 frames
102% - 10 frames
174% - 9 frames

The only good sources of FCR for kicker assassins:

Ring - 10% (per ring - Preferably with leech on too, leech is more vital than FCR)
Amulet - 5-20% (A good one would be +1-2 skills, +7-20 FCR, +leech, +stats these are very rare)

Faster Block Rate

This is the rate at which you will block attacks, the more attacks you're able to block per second the less times you will get hit during a fight.

0% - 5 frames
13% - 4 frames
32% - 3 frames
86% - 2 frames
600% - 1 frame

There aren't really any good sources of FBR for dual claw assassins except for Guardian Angel, but this armor is only good use vs. elemental attackers it's no use searching for FBR if you're dual claw wielding.

Increased Attack Speed

All weapons have a basespeed, depending on the basespeed they will require a certain amount of IAS to reach their maximum attack speed. Below is listed the most common breakpoints for achieving maximum kicking speed.

WSM [-30] Slvl 1 BoS + 19% IAS
WSM [-20] Slvl 3 BoS + 29% IAS
WSM [-10] Slvl 2 BoS + 40% IAS / Slvl 4 BoS + 29% IAS
WSM [0] Slvl 5 BoS + 40% IAS / Slvl 9 BoS + 29% IAS

For further breakpoints I refer to fuzzbox IAS table located at DiabloII.Net

Blocking

For blocking with a shield the total amount of blocking is determined by

Total Blocking = (Blocking * (Dexterity - 15)) / (Character Level * 2)
Blocking = A total of the Blocking on all of your items. (e.g. the shields base chance to block)

For blocking with weapon block the blocking percentage is determined by the skill level and is not altered by any sources of 'increased chance to block' like amulets, eld runes etc. The breakpoint for weapon block is listed below.

Weapon Block Level - % Chance to block
10 - 50%
15 - 55%
19 to 20 - 57%
21 to 22 - 58%
23 to 25 - 59%
26 to 30 - 60%
>30 - 61%

This guide is optimized for using 60% chance to block at all times when using dual claws or 75% chance to block when using shield.

3. Advantages

3.1 Weapon/shield build

  • Capable of 75% chance to block when standing still and walking.
  • Harder to gain resistances compared to dual claw build.
  • Higher damage than dual claw build.
  • 50% PDR is easily obtained.
  • Lots of weapons to choose from.

3.2 Dual claw build

  • Capable of 60% chance to block when standing still and running around.
  • Can block almost any type of attack, including elemental/magic attacks.
  • Higher protection versus elemental attackers.
  • Easier to gain high chance of inflicting open wounds.
  • Higher amount of life than weapon/shield build.
  • Easier to gain resistances.

4. Disadvantages

4.1 Weapon/shield build

  • Reduces blocking to 1/3 of the maximum when moving around.
  • Lower amount of life than dual claw build.

4.2 Dual claw build

  • Maximum of 61% chance to block if the gear shouldn't be sacrificed.
  • Lower damage than weapon/shield build.
  • Harder to obtain 50% PDR.
  • Less weapons to choose from.
  • Low efficiency versus melee attackers.

5. Dual claw or weapon/shield build

After having been asked the question about which build is the strongest numerous times, I have decided to write this section about it. First of all let me clarify that both build have their strengths and weaknesses. From experience with both build I can now surely say that the best mage slayer build of the two (caster slayer) is the dual claw build.

The dual claw build obtains resistances much easier than the weapon/shield build and has quite high chance of blocking elemental attacks where as the weapon/shield build can't block elemental attacks at all with a shield. The dual claw build's damage is however noticeably lower than the weapon/shield build's. The damage difference is ranged, depending on the build, from 200-400 lower damage which is quite a lot.

The weapon/shield build's advantage in this comparison is that it has the better overall performance and is much more versatile than the dual claw build. The weapon/shield build is much stronger versus melee attackers where the dual claw build is quite weak. The lack of elemental protection is where the versatility comes into the picture, with the weapon/shield build you are able to switch for dual claws and have a lower chance to block elemental attacks but at least it's better than none at all.

To conclude this section, there are only a few words more. If you want a mage slayer and your main goal is to hunt caster characters and have fun with that you should go for the dual claw build, should you however want to duel melee characters and have a decent chance, then you should go for the weapon/shield build as it can hunt both classes with good performance.

6. Explanation and clarification of Dragon Talon

There is a lot of talk about what dragon talon does and doesn't to sum it all up and clarify it all read this section.

Dragon talons maximum attack speed is 7 frames for the initial kick of 7 frames. After the initial kick each subsequent kick reaches a maximum speed at 2 frames.

When determining the speeds for dragon talon and dual wielding claws, you should use the average WSM of the two claws. So if you have a WSM -30 and a WSM -10 claw, you will have an average of [(-30)+(-10)]/2 = WSM -20.

For each 6 levels in dragon talon you will receive 1 extra kick, so level 6 is 2 kicks, 12 is 3 kicks and so forth.

The effects are transferred to Dragon Talon attack:

X% Life Leech
X% Mana Leech
Elemental Damage
Magical Damage
Chance to cast X on striking
Crushing Blow
Open Wounds
Prevent Monster Heal
Ignore Target Defense
Hit Blinds Target
Hit Causes Monster to Flee
Hit Freezes target
Hit Slows Target

The following modifiers is not transferred to Dragon Talon's attack:

Deadly Strike
Critical Strike
+Max Damage (both on and off weapon)
+Min Damage (both on and off weapon)
+X% Enhanced Damage (only on weapon)
+X% Chance to cast X on attack

Damage of dragon talon is determined by the formula

MinDamage= (str + dex - 20) / 4 * (100 + skill_bonus) / 100 + BootMinDam * (100 + (str * StrBonus / 100) + skill_bonus + non_weapon ED) / 100.

MaxDamage=(str + dex - 20) / 3 * (100 + skill_bonus) / 100 + BootMaxDam * (100 + (str * StrBonus / 100) + skill_bonus + non_weapon ED) / 100.

This equation needs to be worked left to right following the mathematical order of operations. Drop decimals when you get them from division.

If you want the formulas explained in detail I refer to jrichard's thread about kicking, it can be located here. .

Here’s the list of boots and their damage:

Name Min
Damage
Max
Damage
Strength
Bonus
Leather Boots 3 8 120
Heavy Boots 4 10 120
Chain Boots 6 12 120
Light Plate Boots 8 16 120
Plate Boots 10 20 120
Demonhide Boots 26 46 120
Sharkskin Boots 28 50 120
Mesh Boots 23 52 120
Battle Boots 37 64 120
War Boots 39 80 120
Wyrmhide Boots 65 100 120
Scarabshell Boots 60 110 120
Mirrored Boots 50 145 120
Myrmidon Greaves 83 149 120


An excel chart for calculating damage can be found in the files section.

6.1 Important notice about off-hand claw when dual wielding

When dual wielding claws, the only effects, which are transferred to the kick, are those of the right hand claw; your left, the assassin’s right hand - also referred to as your off-hand claw. Effects on the secondary claw will NOT be transferred to the kick this does also apply to any amount of IAS on the off-hand claw, however IAS from gear will still count to you total IAS when dual wielding.

7. Attack types blocked by weapon block

After patch 1.10 was released weapon blocks abilities was changed a lot, now it no longer just blocks melee attacks but it will also block various types of elemental attacks, making it very useful against casters. Below is the list of elemental attacks that are blockable and unblockable.

Class-based Elemental Skill list (note: some monsters use the below skills, like Fetish Shamans using Inferno):

Name Min
Damage
Chain/Lightning/Sentry/Phoenix Strike Blockable
Wake of/Inferno/Artic Blast Unblockable
Blade Fury  Blockable
Blade Sentinel Blockable
Blade Shield Blockable
Poison Nova Blockable
Teeth Blockable
Bone Spear Blockable
Bone Spirit Blockable
Blessed Hammer Blockable
Fist of the Heavens Blockable
Smite Blockable
Fireball Blockable
Firebolt/Hydra Blockable
Phoenix Strike/Meteor Blockable (only impact damage is blocked, residual flames unblockable)
Firewall Unblockable
Blaze Unblockable
Blizzard Blockable
Ice Bolt/Frozen Orb/Phoenix Strike Blockable
Fissure Unblockable
Hurricane Blockable
Molten Boulder Unblockable

8. Dragon Talon and special effects

8.1 Open wounds

In patch 1.10 open wounds have changed a lot, so far its causing a lot of pain and drains your life very quickly, I suggest utilizing this, and I’ll do that later on in this guide.

Open wounds causes the player affected by it to loose life for a given amount of time, it works far better than poison as it can't be resisted. The only way to reduce the effect of open wounds is to use health potions or replenish life. As replenish life would take insane amounts to counter high level open wounds, health potions are the only way. And in PvP health potions is bad manner, so there is basically no way of countering the effect of open wounds in 'legit' PvP.

The player affected by open wounds loose life according to this formula

Duration: 200 frames (8 seconds - There are 25 frames per second).

Samples of damage

Clvl=1-15: 25*(9*Clvl+31)/256
Clvl=16-30: 25*(18*Clvl-104)/256
Clvl=31-45: 25*(27*Clvl-374)/256
Clvl=46-60: 25*(36*Clvl-779)/256
Clvl=61-99: 25*(45*Clvl-1319)/256

Clvl 10: 11.8 per sec over 8 seconds; a total of 94.5 damage.
Clvl 30: 42.6 per sec over 8 seconds; a total of 340.6 damage.
Clvl 50: 99.7 per sec over 8 seconds; a total of 797.7 damage.
Clvl 70: 178.8 per sec over 8 seconds; a total of 1430.5 damage.
Clvl 90: 266.7 per sec over 8 seconds; a total of 2133.6 damage.

The damage is divided by 4 for a player target. In addition, for a missile versus a player target one should divide the damage by 8 instead. Versus bosses and champions (could be just bosses or special bosses) the damage is divided by 2

All items with open wounds have a percent chance of inflicting it with every hit. Like poison, it is not stacked, but reset with each new successful hit and triggering.

So as you see the open wounds can very quickly drain a players life, this makes it very useful vs. all classes as they can't just run if they get affected but have to stay and fight in order to leech the life back.

8.2 Deadly Strike and Critical Strike

Deadly Strike and Critical Strike both have a chance of triggering a double damage effect. The Deadly Strike effect is applied after all other damage bonuses. Critical Strike and deadly strike exclude each other.

The formula of dealing double damage with deadly strike and critical strike is:

Chance of double damage = CS + (DS/100)*(100-CS)

Let's assume you have 33% DS and 68% CS, the calculation will look like this

Chance of double damage = 68% + (33/100)*32%
Chance of double damage = 68% + 10.56%
Chance of double damage = 78.56%

In all 78.56% and not 101% as the two factors added will give.

But since this is a kicker build it won’t be necessary to get DS or CS gear, since DS and CS does not work with Dragon Talon.

8.3. Crushing Blow

This is a chance of reducing a monster's health by X% in a single blow.

Default: 25%
Vs. Players: 10%
Vs. Hirelings: 10%
Vs. Champions, Uniques, Bosses: 12.5%
With missile weapons: 6.25%

The life removed is also scaled with number of players. So that if a monster has 450% more life due to 8 players (or whatever the value is) the life removed is further reduced by the same amount (450% would equal multiplying by 4.5 so the life removed by Crushing Blow is divided by 4.5).

Physical resistance does apply to Crushing Blow damage, but only if the resistance is positive. Crushing Blow Items stack in most cases. Crushing Blow is calculated after your normal damage. So, after doing the damage that you would normally do, there is a chance you will reduce the health of the monster by X% after that. If you have more than one item with Crushing Blow, the probabilities will be added together. There will be one random check for a Crushing Blow. There is no check for each separate item, so one can not get multiple Crushing Blows in one attack.

Crushing Blow can be very deadly when doing exp runs and leveling you character, it's very vital to you in order to level your kicker build, no matter which you choose.

9. Mercenary Selection

Mercenaries are a very good idea to use if you're planning on leveling alone and questing to gain the extra bonuses from these. When choosing a mercenary you should be looking for the following factors for a kicker.

  • Crowd control
  • Damage
  • Meat shield/distraction

Basically there are two types of mercenaries in the short run that makes a good choice for a kicker. Act I Rogue Scouts and Act II Desert Mercenaries. One could augment that act III or act V mercenaries could also provide this, but I have the following augmentation that these do not provide the suffice amount of help that you're searching for.

Another thing to be aware of is the fact that no mercenary will last long in nightmare/hell if they aren't equipped very well. They must be heavily equipped in order to survive and be of a lot of use.

Act I - Rogue Scouts

These are really great in the beginning, granted at a low level they can add a lot of help. You should equip them with some of the following equipment.

Helm - 2/3 sockets helm, socketed with +20 poison or +max jewels.
Armor - 3/4 sockets armor, socketed with +20 poison or +max jewels.
Bow - 3/5 sockets bow, socketed with +20 poison or +max jewels.

The only downside about these archers is that they won’t last long beyond act II, because they have a high tendency of getting themselves into trouble and dying. Therefore I suggest using them to aid you leveling/progress to around act III and the ditch her for an act II desert mercenary.

Should you choose a rogue as a mercenary I suggest choosing a cold arrow rogue and equipping her with some of the following gear.

Helm - Vampire Gaze / Stealskull / Crown of Thieves
Armor - Shaftstop / Duriel's Shell
Bow - Windforce / Eaglehorn / Any decent high damage bow

Act II - Desert Mercenaries

These are the best mercenaries in the long run, they provide all the things you're searching for provided you equip them well too.

Might Aura (Offensive) - This mercenary can seriously pack a punch, at decent level and equipped with a nice weapon he can easily solo small groups of monster which is very nice while you're handling other business, like another group. His might aura gives a small boost to your kick damage but it's not a lot, only in the 200-300 range.

This mercenary should be chosen to have a tank and a fighter.

Holy Freeze Aura (Defensive) - This mercenary isn't packing as much damage as the might aura, but he gives you great advantages versus large groups. The holy freeze aura really gives you some more time to react, which can be really nice, like when you're being mobbed by 10+ monsters. Besides from this he can also kill fairly quickly with the right weapon.

Equipping an Act II mercenary isn't very challenging nor very expensive, I suggest the following gear. It's listed in an order of preference with helm and armor, the weapon is up for you to decide since there are so many nice ones.

In the beginning I suggest giving your mercenary a 'low-level' elite pole arm socketed with 'Honor' (Amn + El + Ith + Tir + Sol). This should help him a lot staying alive.

Helm - Vampire Gaze / Tal Rasha's Horadric Crest / Crown of Thieves
Armor - Shaftstop / Ethereal Duriel's Shell / Duriel's Shell

Good weapons of choice

'Crescent Moon' (Shael + Um + Tir)
Use an elite ethereal pole arm for this, REALLY packs a punch.

'Honor' (Amn + El + Ith + Tir + Sol)
Use an elite ethereal pole arm for this, REALLY packs a punch.

Tombreaver - Cryptic Axe
Ethereal version has unbelievable damage.

Bonehew - Ogre Axe
Ethereal version has nice damage, not as good as tomb reaver.

Viperfork - Mancatcher
Insane speed, not superb damage.

Act III - Iron Wolves

They provide crowd control through cold, but they are required to hit their target in order to make any crowd control and they usually get them selves into trouble. The damage is quite low too and in hell the cold duration won’t be very long; overall a poor choice.

However a lightning type mercenary could be an option as the damage can go a lot higher than cold damage, look below.

Should you choose such mercenary anyway for whatever the reasons might be I suggest equipping him with some of the following gear and choose a lightning mercenary.

Helm - Grisson's Eye / Harlequin's Crest
Armor - Shaftstop / Skin of the Vipermagi / Duriel's Shell
Sword - RW Crescent Moon

Act V - Barbarians

True meat shield with lots of health and damage but they provide nothing but a single target damage and in hell they won’t last for a minute versus a crowd of monsters.

Should you however choose a such barbarian I suggest using some of the following gear.

Helm - Vampire Gaze / Stealskull / Crown of Thieves
Armor - Shaftstop / Duriel's Shell
Sword - The Grandfather / Doombringer / Honor / Upgraded swordguard / Any decent high damage sword

9.1. Leveling you Mercenary

Some of the best places I've found to level my act II mercenary are these, all are in hell mode and level 41+ mercenary.

Act I - Countess runs / Black Marsh
Act I - Pit runs
Act II - Canyon of The Magi

Hope this helps out choosing YOUR mercenary, because all mercenaries can work well. It's all about equipment and play style.

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