Level 12-17 Meditation Aura When Equipped +35% Faster Cast Rate +200-260% Enhanced Damage +9 To Minimum Damage 180-250% Bonus to Attack Rating Adds 5-30 Fire Damage +75 Poison Damage Over 5 Seconds +1-6 To Critical Strike +5 To All Attributes +2 To Mana After Each Kill 23% Better Chance of Getting Magic Items
Insight is popular among casters because of the relatively cheap runes necessary for its creation, as well as for the Meditation aura it provides. Instead of wielding it themselves, most players let their Act 1 or Act 2 mercenaries carry it.
As of Patch 2.4, Insight can also be built in Missile Weapons.
Insight is popular among casters because of the relatively cheap runes necessary for its creation, as well as for the Meditation aura it provides. Instead of wielding it themselves, most players let their Act 1 or Act 2 mercenaries carry it.
As of Patch 2.4, Insight can also be built in Missile Weapons.
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Deleted User 632
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An Act 2 Mercenary with Prayer aura and holding Insight will have a double healing effect as Prayer is a synergy also activated through Meditation.
With Cure helmet on top you can get up to triple healing power as Cleansing shares the synergistic healing effect as well.
Some necromancers create Iron Golems from an Insight weapon, retaining the possibility of equipping the hireling with another weapon with an aura. Thanks to low required runes, even if the golem dies, the loss is negligible.
Due to the cheap rune price and relatively easy-to-find base weapons it is common to re-roll Insight to find a Lvl 17 Meditation aura roll on it (1 in 6 chance)
Blizzard wrote:Developer Comments: Insight is a popular Rune Word, and we feel that allowing it on ranged weapons will promote more build possibilities that complement the skill and mercenary changes seen above.
Blizzard's comment regarding the patch 2.4 change that now allows Insight to be built in Bows and Crossbows (Missile Weapons).
TLDR: the level of Critical Strike has a similar impact on damage output as the amount of enhanced damage.
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Deleted User 632
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_DarkMaster wrote:
A1 mercs are capped at +3 Critical Strike from oskills, so as long as you have +3 CS on her then she's maxed. This applies to CS from both Insight (+1-6 CS) and Peace runewords (+2 CS).
In a simple calculation, thanks to the 1-6 to Critical Strike, the "effective Enhanced Damage" can vary from 248% (200% + Level 1 - 16% CS) to 425.6% (260% + Level 6 - 46% CS).
Mod: that's a bit of a tricky way to show this. I leave it but better refer to the graph above.
While you could build Insight in any polearm base, you should think twice about making it in a Colossus Voulge because it's the only base your merc can't wield together with Cure due to its high strength requirement (that is unless you are opting for a non-Fortitude armor with + strength on it). Cure is arguably the best-in-slot headgear for Act2 mercenary wielding Insight.
A slvl 12 Meditation aura will provide a +575% bonus to mana recovery rate.
Each additional slvl will increase the bonus to mana recovery rate by 25%. Thus, a slvl 17 Meditation aura will provide a +700% bonus to mana recovery rate.
I like to make low-level Insights in a Bill, as an ethereal Bill can be wielded by an mlvl 27 Desert Mercenary, and Bills will gain 4 sockets from Larzuk regardless of where they are found (assuming Recipe: Normal Quality Weapon of Same Type was not involved).
If your Act 2 Merc is using Twitchthroe (which is one of the better low level armors for damage), Merc may use an Ethereal Battle ScytheInsight on level 27 (an Ethereal BillInsight can be used on Level 27 without any Str/Dex bonus)
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