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 wont 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 wont 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.
.
Heres 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 assassins 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 Ill 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 wont 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 wont 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
wont 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 wont 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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