13
replies
1148 views
Description
Basically, the question posed by the topic. Just looking at the skill trees, it seems like an Iron Wolf divvying up Enchant to all of one's Raise Skeleton minions could add a fair bit of damage, between the fire damage (which is comparable to the physical damage of the skellies themselves) and the AR boost. Does anyone have any experience using this combination? If so, does the merc do a good job of keeping Enchant up on all of the skellies?
Description by Aelanwyr
Can be used to make Runewords:
Basically, the question posed by the topic. Just looking at the skill trees, it seems like an Iron Wolf divvying up Enchant to all of one's Raise Skeleton minions could add a fair bit of damage, between the fire damage (which is comparable to the physical damage of the skellies themselves) and the AR boost. Does anyone have any experience using this combination? If so, does the merc do a good job of keeping Enchant up on all of the skellies?
Answeredby luizgeo • 6 months ago•Go to post
The thing is that the Iron Wolf does not cast Enchant very often, is something like once or twice per minute. Eventually he will cast on everyone, but it will take a while.
But the main downpoint IMO is that Enchant is fire damage, so Amplify Damage / Decrepify won't help it all.
I would stick to a Might Act II merc, maybe an Act I archer with a Faith or Mist bow. Or Act V merc with Last Wish (if you are rich enough).
But the main downpoint IMO is that Enchant is fire damage, so Amplify Damage / Decrepify won't help it all.
I would stick to a Might Act II merc, maybe an Act I archer with a Faith or Mist bow. Or Act V merc with Last Wish (if you are rich enough).
All trades are Switch only
Active most nights on Switch (Friend Code: 8500-1494-0819) from 0200-0500 UTC+00:00
Thank you 2.4 for making all of my wildest dreams come true!
Active most nights on Switch (Friend Code: 8500-1494-0819) from 0200-0500 UTC+00:00
Thank you 2.4 for making all of my wildest dreams come true!
The thing is that the Iron Wolf does not cast Enchant very often, is something like once or twice per minute. Eventually he will cast on everyone, but it will take a while.
But the main downpoint IMO is that Enchant is fire damage, so Amplify Damage / Decrepify won't help it all.
I would stick to a Might Act II merc, maybe an Act I archer with a Faith or Mist bow. Or Act V merc with Last Wish (if you are rich enough).
This post was marked as the best answer.But the main downpoint IMO is that Enchant is fire damage, so Amplify Damage / Decrepify won't help it all.
I would stick to a Might Act II merc, maybe an Act I archer with a Faith or Mist bow. Or Act V merc with Last Wish (if you are rich enough).
I have an ironwolf with Enchant on my lvl 90 uber Frenzy barb and while the bonus to ar is nice, the fire dmg isn't worth it:
BTW the Fire Iron Wolf is incredible: I use them on each of my melee chars that have a lot of Crushing Blow - i prefer the Enchant over the Might aura. It means less damage, but as my Crushing Blow is really high (at least 60, 70%) it make up for the damage decrease.
The Enchant skill has it's value in AR boost, not as much in the fire dmg it provides.
OP
Bear in mind, though: Raise Skeleton, even at high level, will only deal a few hundred damage (e.g. 800 at slvl 45 Summon Skeleton and Skeleton Mastery). Adding the 257-300 fire damage shown above would be a not-insignificant increase in damage once you consider there are a dozen of them dishing it out.
A slvl 20 Might aura provides +230% damage. Skeletons already have enhanced damage natively from the skill itself, which means that +230% would be applied to the skeletons' base damage (which would be around 200 in the previous example).
But yes, the point about Amplify Damage synergizing better with Might still stands. Well, thanks for the insights, all, particularly regarding the casting frequency. I was just curious if anyone had tried it
A slvl 20 Might aura provides +230% damage. Skeletons already have enhanced damage natively from the skill itself, which means that +230% would be applied to the skeletons' base damage (which would be around 200 in the previous example).
But yes, the point about Amplify Damage synergizing better with Might still stands. Well, thanks for the insights, all, particularly regarding the casting frequency. I was just curious if anyone had tried it
All trades are Switch only
Active most nights on Switch (Friend Code: 8500-1494-0819) from 0200-0500 UTC+00:00
Thank you 2.4 for making all of my wildest dreams come true!
Active most nights on Switch (Friend Code: 8500-1494-0819) from 0200-0500 UTC+00:00
Thank you 2.4 for making all of my wildest dreams come true!
Yes, then again, all of those skeletons will require prebuffing stage of several minutes, which is just inconvenient for nonfrustrating gameplay.Aelanwyr wrote: 6 months ago Bear in mind, though: Raise Skeleton, even at high level, will only deal a few hundred damage (e.g. 800 at slvl 45 Summon Skeleton and Skeleton Mastery). Adding the 257-300 fire damage shown above would be a not-insignificant increase in damage once you consider there are a dozen of them dishing it out.
On paper I agree it looks good :´)
OP
lol, that's the rub, isn't it?Lilithian wrote: 6 months ago
Yes, then again, all of those skeletons will require prebuffing stage of several minutes, which is just inconvenient for nonfrustrating gameplay.
On paper I agree it looks good :´)
Might just have to just give it a try myself, see how I feel about it. Worst comes to worst, I just hire Gulzar back again
All trades are Switch only
Active most nights on Switch (Friend Code: 8500-1494-0819) from 0200-0500 UTC+00:00
Thank you 2.4 for making all of my wildest dreams come true!
Active most nights on Switch (Friend Code: 8500-1494-0819) from 0200-0500 UTC+00:00
Thank you 2.4 for making all of my wildest dreams come true!
If you're using the Iron Wolf merc for his Enchant on your summons then surely Lower Resist would synergise better? And at that point you might as well go all in on Skellie Mages as well. I'm tempted to try this on ladder reset.Aelanwyr wrote: 6 months ago Bear in mind, though: Raise Skeleton, even at high level, will only deal a few hundred damage (e.g. 800 at slvl 45 Summon Skeleton and Skeleton Mastery). Adding the 257-300 fire damage shown above would be a not-insignificant increase in damage once you consider there are a dozen of them dishing it out.
A slvl 20 Might aura provides +230% damage. Skeletons already have enhanced damage natively from the skill itself, which means that +230% would be applied to the skeletons' base damage (which would be around 200 in the previous example).
But yes, the point about Amplify Damage synergizing better with Might still stands. Well, thanks for the insights, all, particularly regarding the casting frequency. I was just curious if anyone had tried it
Lower Resist by itself does not break a lot of imunitiesStofsk wrote: 6 months agoIf you're using the Iron Wolf merc for his Enchant on your summons then surely Lower Resist would synergise better? And at that point you might as well go all in on Skellie Mages as well. I'm tempted to try this on ladder reset.Aelanwyr wrote: 6 months ago Bear in mind, though: Raise Skeleton, even at high level, will only deal a few hundred damage (e.g. 800 at slvl 45 Summon Skeleton and Skeleton Mastery). Adding the 257-300 fire damage shown above would be a not-insignificant increase in damage once you consider there are a dozen of them dishing it out.
A slvl 20 Might aura provides +230% damage. Skeletons already have enhanced damage natively from the skill itself, which means that +230% would be applied to the skeletons' base damage (which would be around 200 in the previous example).
But yes, the point about Amplify Damage synergizing better with Might still stands. Well, thanks for the insights, all, particularly regarding the casting frequency. I was just curious if anyone had tried it
I prefer to stick with aura of the others Merc and get Enchant from Item (mainly Demon Limb and Obedience - with Were Druids I don't use Call To Arms or Teleport, as you have to revert to Human form to cast the skills..., so I use Obedience on swap)
Time Zone: GMT-3
Non-Ladder | Softcore | Expansion
Non-Ladder | Softcore | Expansion
Time Zone: GMT-3
Non-Ladder | Softcore | Expansion
Non-Ladder | Softcore | Expansion
Yeah somebody already mentioned this before that the Sunder charm apparently work on some minions like Skelies for example but doesn't work for all (and it doesn't work for Merc) I think, or something along those lines. I know it sounded very weird when I read about it. However don't know if that is completely true...fredkid wrote: 6 months agoYou may use a Flame Rift when summoning the Minions.
(The "sunder effect" is snapshotted)
Someone much smarter than me already said once: "The real value of something doesn't reflect in a number of how much a seller can ask for it, but on how much a buyer is willing to pay."
Your Minions get the effect of the Sunders that you have equipped when summon them. (your Iron Golem, if you have one, is technically re-summoned each time you start a new game)
(I tested once Bone Break with Skeletons/Golem - they could damage a Wraith)
Your Merc will never get the effect of your Sunders.
(I tested once Bone Break with Skeletons/Golem - they could damage a Wraith)
Your Merc will never get the effect of your Sunders.
Time Zone: GMT-3
Non-Ladder | Softcore | Expansion
Non-Ladder | Softcore | Expansion
Similar pages
Advertisment
Hide adsGreetings stranger!
You don't appear to be logged in...No matches
Aelanwyr
466