this makes no sense, how can an a1 merc use Faith, Phoenix and flickering? so an a2 merc with Pride, Dragon, and Dream which 2 would be active?atari wrote: 3 years agoAccording to maxroll mercs can provide up to 2 auras. Stacking more auras leads to the deactivation of one of them. So Faith, Flickering Flame and Phoenix is a bad idea.
29
replies
19668 views
Description
Can be used to make Runewords:
Scrodo wrote: 3 years agothis makes no sense, how can an a1 merc use Faith, Phoenix and flickering? so an a2 merc with Pride, Dragon, and Dream which 1 aura from items would be active, seeing as he already has 1 aura from himself?atari wrote: 3 years agoAccording to maxroll mercs can provide up to 2 auras. Stacking more auras leads to the deactivation of one of them. So Faith, Flickering Flame and Phoenix is a bad idea.
No idea why I wrote Phoenix instead of Dragon. I've never tested a merc with more auras as I don't have the items/runes for that it's just what I read at maxrolls mercenary guide (last point in summary).Scrodo wrote: 3 years agothis makes no sense, how can an a1 merc use Faith, Phoenix and flickering? so an a2 merc with Pride, Dragon, and Dream which 2 would be active?atari wrote: 3 years agoAccording to maxroll mercs can provide up to 2 auras. Stacking more auras leads to the deactivation of one of them. So Faith, Flickering Flame and Phoenix is a bad idea.
I've just test it.atari wrote: 3 years agoNo idea why I wrote Phoenix instead of Dragon. I've never tested a merc with more auras as I don't have the items/runes for that it's just what I read at maxrolls mercenary guide (last point in summary).
pm me here (d2. Io) for trade
Mercs normally can't provide more than two auras. This limitation was added primarily to correct an aura stacking exploit that players used via act 3 mercs. However, I recall a glitch where all auras a merc had available would be displayed when entering a new game regardless of the limit.
The aura that was equipped last will take priority while the innate aura is always active.
so a1 merc has no innate aura, so it goes in order of equipped? in my eg^Khegan wrote: 3 years agoMercs normally can't provide more than two auras. This limitation was added primarily to correct an aura stacking exploit that players used via act 3 mercs. However, I recall a glitch where all auras a merc had available would be displayed when entering a new game regardless of the limit.
The aura that was equipped last will take priority while the innate aura is always active.
For the necro summons i found the act 3 merc (the fire one) best for them: they cast Enchant on the skeletons/ golems (that add a good fire damage) and AR (helps them to hit the enemies). If the mobs are imune to fire or physichal, i cast amplifie damage (and after the firts enemy dies, Corpse Explosion). If not, cast low resist and the minions and the merc (and you, if you have some poison or another elemental damage) do fine against the majority of the monsters.Nate wrote: 3 years agoThat’s a good question, the problem with raised skeletons is their attack rating is ... well... hot garbage.mockingbirdreal wrote: 3 years agoWhy use merc Act 1 for your necro ?
People use usually Act 2 Might aura.
The best ways to make them more effective is to increase their attack rating, attack speed and movement speed. The act 2 Blessed Aim merc gives them like +300% attack rating which increases their chance to hit (although it’s still lowish). Their attack speed is nerfed because they are restricted to attacking every 30ish frames, so increasing their attack speed-which reduces their actual attack speed and the frames between attacks is really handy. And increasing their movement speed really helps, this reduces how long it takes them to get from one target to another (Harmony is awesome for this, but telestomping works too).
So if you want to improve your Skellys the priority should be to first off try and increase attack speed, second movement speed and last increase their damage (assuming you have max Skellies possible).
The act 2 might merc is best suited to buff chars or summons who already hit often, like player characters, the merc themselves and Valkyries.
The fanatism aura is a good balance of attack speed, attack rating and damage, plus its good for other characters such as my barbs, Amazon’s, etc. So it’s an economical rune word for us offline players, all things considered.
Hope that makes sense, and sorry I don’t have the references to back it up, but it’s out there!
Just wanted to say that there is NO merc aura limit in this game!
Theoretically, a merc can have up to 4 auras (act 1 is limited to 3).
Theoretically, a merc can have up to 4 auras (act 1 is limited to 3).
Just to add on this, here is a d2io discussion that concludes with a Schnorki example of 1 merc with 4 active auras:DasNarf wrote: 3 weeks agoJust wanted to say that there is NO merc aura limit in this game!
Theoretically, a merc can have up to 4 auras (act 1 is limited to 3).
forums/is-there-a-limit-of-auras-for-th ... 66927.html
It also includes a discussion regarding the aforementioned "2 auras" text in the maxroll merc guide.
My grail tracker is for offline SC. I also play offline HC and recently some occasional online SC NL.
Similar pages
Advertisment
Hide ads
Greetings stranger!
You don't appear to be logged in...
99
Who is online
Users browsing Forums:
DotNetDotCom.org [Bot],
leox,
PetalBot [Bot],
Sogou [Spider],
Trang Oul and 208 guests.
No matches
Scrodo
2