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Wondering about the level scaling of certain merc skills (Act 3 merc skills to be exact, trying to do some hipster building lol). Is there a resource that tells you what the level of your merc skills should be for a given character level? Looking around and I swear I cannot find anything that gives a clear answer on this
Can be used to make Runewords:
Wondering about the level scaling of certain merc skills (Act 3 merc skills to be exact, trying to do some hipster building lol). Is there a resource that tells you what the level of your merc skills should be for a given character level? Looking around and I swear I cannot find anything that gives a clear answer on this
I'm assuming you want to know the merc skill levels based on the merc's level? Since merc skill level is tied to their own level, not the character's level.
https://www.lurkerlounge.com/spirea/Hir ... tats.shtml
https://www.lurkerlounge.com/spirea/Hir ... tats.shtml
Iron wolve mercenaries gain +1 to their elemental mastery skill every 10 levels. It starts at Level 30.
https://maxroll.gg/d2/resources/mercenary
https://maxroll.gg/d2/resources/mercenary
OP
Yeah exactly, meant character level as in the "character level" of the merc. Not sure why I didn't think to check the Spirea calculator, have used that before for IAS and stuff. Unfortunately in this case it doesn't appear to show the skills that were added in D2R, was mostly interested in the fire sorceror's Enchant skill (guess being more specific in my initial post might have helped)Knappogue wrote: 22 hours agoI'm assuming you want to know the merc skill levels based on the merc's level? Since merc skill level is tied to their own level, not the character's level.
https://www.lurkerlounge.com/spirea/Hir ... tats.shtml
I beg your pardon?mhlg wrote: 22 hours agoIron wolve mercenaries gain +1 to their elemental mastery skill every 10 levels. It starts at Level 30.
https://maxroll.gg/d2/resources/mercenary
Do you have a source for this? And no, the linked article does not mention anything at all about elemental masteries. As far as I know, Iron Wolves don't have access to elemental mastery.mhlg wrote: 22 hours agoIron wolve mercenaries gain +1 to their elemental mastery skill every 10 levels. It starts at Level 30.
https://maxroll.gg/d2/resources/mercenary
I'm in CET (Central European Time), so that's UTC+1 normally and UTC+2 during DST.
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
You can use maxroll's d2planner for this.Antheris wrote: 21 hours agoYeah exactly, meant character level as in the "character level" of the merc. Not sure why I didn't think to check the Spirea calculator, have used that before for IAS and stuff. Unfortunately in this case it doesn't appear to show the skills that were added in D2R, was mostly interested in the fire sorceror's Enchant skill (guess being more specific in my initial post might have helped)
1. Pick mercenary type
2. Set the mercenary's level
3. Check calculations tab for skill levels
Disclaimer: I'm not actually sure if it's 100% correct, but it does list the D2R-specific skill additions.
I'm in CET (Central European Time), so that's UTC+1 normally and UTC+2 during DST.
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
My profile says Ladder, but I play both Ladder and Non-Ladder.
My profile says Softcore, but I play both Softcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
act 3 merc needs a rework, they are worthless. even if you go full aura on them they still suck ass lol.
OP
ShadowHeart - Perfectly answered, thank you
Yep.MintBlancmanche wrote: 10 hours agoact 3 merc needs a rework, they are worthless. even if you go full aura on them they still suck ass lol.
They do zero damage to immunes and can't break them by themselves.
They are slow as fuck.
There's only a few options of having them use aura spending items, namely Flickering Flame and Plague.
The most useful merc in my view is the Lightning Wolf with maxed FCR (Spirit Monarch, Skin of the Vipermagi, Griffon's Eye, Crescent Moon Runeword, Wizardspike or Plague). His Static Field proves impactful at higher player counts.
The Frost Wolf is totally useless and is outperformed by a Holy Frost Desert Merc or an Ice wielding Rogue.
The Fire Wolf's Enchant is only useful for its high AR bonus.
But actually, that's pretty much it.
This merc NEEDS a natural aura or some other specialty more than any other. Give them Conviction or Meditation and we can start talking. Give them access to Sorceress items. Rogue can wear Amazon items, Barb can wear Barb items. Iron Wolf can wear.... swords???
All other mercs have situational benefits. I really like the new Rogue and Barb Merc since they were improved. I have several builds using them.
Iron Wolf has been improved and still sucks.
And one last thing: Forget about those silly guides. I have never used a Shaftstop on a Rogue... and I never will.
I think the better solution would be to give them more damage so they can compete with the other mercs raw damage.DasNarf wrote: 8 hours agoYep.MintBlancmanche wrote: 10 hours agoact 3 merc needs a rework, they are worthless. even if you go full aura on them they still suck ass lol.
They do zero damage to immunes and can't break them by themselves.
They are slow as fuck.
There's only a few options of having them use aura spending items, namely Flickering Flame and Plague.
The most useful merc in my view is the Lightning Wolf with maxed FCR (Spirit Monarch, Skin of the Vipermagi, Griffon's Eye, Crescent Moon Runeword, Wizardspike or Plague). His Static Field proves impactful at higher player counts.
The Frost Wolf is totally useless and is outperformed by a Holy Frost Desert Merc or an Ice wielding Rogue.
The Fire Wolf's Enchant is only useful for its high AR bonus.
But actually, that's pretty much it.
This merc NEEDS a natural aura or some other specialty more than any other. Give them Conviction or Meditation and we can start talking. Give them access to Sorceress items. Rogue can wear Amazon items, Barb can wear Barb items. Iron Wolf can wear.... swords???
All other mercs have situational benefits. I really like the new Rogue and Barb Merc since they were improved. I have several builds using them.
Iron Wolf has been improved and still sucks.
And one last thing: Forget about those silly guides. I have never used a Shaftstop on a Rogue... and I never will.
physical mercenaries can easily hit for 4k with cheap gear.
act 3 mercs could use Frozen Orb/ Meteor/ Nova instead of Ice Blast/ Fireball/lightning.
of course the mercenary skills needs to be edited so they can hit harder without needing synergies or having to have 20 extra level from gear lol.
bar can use a3 mercDasNarf wrote: 8 hours agoYep.MintBlancmanche wrote: 10 hours agoact 3 merc needs a rework, they are worthless. even if you go full aura on them they still suck ass lol.
They do zero damage to immunes and can't break them by themselves.
They are slow as fuck.
There's only a few options of having them use aura spending items, namely Flickering Flame and Plague.
The most useful merc in my view is the Lightning Wolf with maxed FCR (Spirit Monarch, Skin of the Vipermagi, Griffon's Eye, Crescent Moon Runeword, Wizardspike or Plague). His Static Field proves impactful at higher player counts.
The Frost Wolf is totally useless and is outperformed by a Holy Frost Desert Merc or an Ice wielding Rogue.
The Fire Wolf's Enchant is only useful for its high AR bonus.
But actually, that's pretty much it.
This merc NEEDS a natural aura or some other specialty more than any other. Give them Conviction or Meditation and we can start talking. Give them access to Sorceress items. Rogue can wear Amazon items, Barb can wear Barb items. Iron Wolf can wear.... swords???
All other mercs have situational benefits. I really like the new Rogue and Barb Merc since they were improved. I have several builds using them.
Iron Wolf has been improved and still sucks.
And one last thing: Forget about those silly guides. I have never used a Shaftstop on a Rogue... and I never will.
Last Wish Stormshield Shaftstop flicker, it can cast Static Field. but I only think about it, havent try
Favor Perfect Amethyst over Perfect Skull...
These days, I don't need that much Perfect Skull, it is less encourage to pay in Perfect Skull but it will treat slightly better than Perfect Gems.
These days, I don't need that much Perfect Skull, it is less encourage to pay in Perfect Skull but it will treat slightly better than Perfect Gems.
Hmmm...leox wrote: 8 hours agobar can use a3 merc
Last Wish Stormshield Shaftstop flicker, it can cast Static Field. but I only think about it, havent try
So you end up with an Ironwolf with no additional FCR and you need around +20 dexterity for wearing a LW Phase Blade. My level 94 Wolf has 119 base dex.
Or... you put 5 high runes into a Crystal Sword. Yay!
Whichever way I look at it, it looks bad.
Give that LW to a Barb Merc, add a Lawbringer and you are golden.
You can use a +20 dex shield to run test....
and yes, I also think it may not work. That's why I havent try it.
Even if you set up all correct, or lets say, he use Static Field every tick. It may still not work...light immunity..
and yes, I also think it may not work. That's why I havent try it.
Even if you set up all correct, or lets say, he use Static Field every tick. It may still not work...light immunity..
Favor Perfect Amethyst over Perfect Skull...
These days, I don't need that much Perfect Skull, it is less encourage to pay in Perfect Skull but it will treat slightly better than Perfect Gems.
These days, I don't need that much Perfect Skull, it is less encourage to pay in Perfect Skull but it will treat slightly better than Perfect Gems.
I wasn't referring to masteries perse but rather the maxim of their elemental skills.ShadowHeart wrote: 11 hours agoDo you have a source for this? And no, the linked article does not mention anything at all about elemental masteries. As far as I know, Iron Wolves don't have access to elemental mastery.mhlg wrote: 22 hours agoIron wolve mercenaries gain +1 to their elemental mastery skill every 10 levels. It starts at Level 30.
https://maxroll.gg/d2/resources/mercenary
I still consider Static Field the best Iron Wolf skill, because the monsters having highest amounts of life are not lightning immune. And its range is like 20+ feet, that's not bad.leox wrote: 3 hours agoYou can use a +20 dex shield to run test....
and yes, I also think it may not work. That's why I havent try it.
Even if you set up all correct, or lets say, he use Static Field every tick. It may still not work...light immunity..
I tested that build I was referring to, which brought him to 86 FCR and it worked quite well. Still sucked that he couldn't do anything against immunes. And AI sucks, too. If you are unlucky, the moron decides to fight that one lightning immune monster on the screen for 2 minutes.
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