The solution to both of your takes is to buff other characters and add a super hard....
Most other characters are in a good spot relative to the game's difficulty. I suppose something like Druid, melee Barbarian could be buffed to be in line with most other classes, but I want D2 to be a grounded game. If you want crazy action and OP builds you can play something like Path of Exile. Diablo 2 is supposed to be old school, a bit hardcore, a bit of a struggle at least until you unlock your end game potential.
Hehehe ... so you finally got onboard with the CoH also <3
I swear that I am not trying to annoy you !!!
I'm not giving you the satisfaction of directly answering your question
Will buy any 3 minor keys for an Ist - message me.
My free items are for players who play on xbox only and are intended for new players or ones who can't afford much. Its sad I even need to stipulate this ...
BiS merc gear for end game farming is not Andarial's/Fortitude or Andarial's/Treachery or Andaria's/COH. It is Cure / Gladiator's Bane.
Cure
1) In D2R, your merc's main job is to be a walking aura farm, not to kill things. Gives you a very useful aura for all characters, not just ES Nova sorc. However, based on my experience it also IMPROVES THE MERC'S SURVIVABILITY vs. Andarial's or leach helms. The benefit of leach is more than offset by not having cursed Amplify Damage DOUBLING the merc's damage taken pretty much non stop, as well as the reduced poison duration. And of course it very much improves your own survivability as well.
When you fly around with TP killing boss packs every couple seconds and the Amplify Damage curse lasts for ~1 minute, without Cleansing you are cursed nearly all the time. Cleansing I believe reduces curse duration much more than the stated 39% reduction due to how the game applies it. I haven't timed it, but in practice it seems to reduce it to 7-10 seconds.
Note - the formula for Amplify Damage duration from monsters in hell is 5 + (3*slvl), where slvl = mlvl/5 + 1. So for a level 90 monster it is 5+(3*(90/5+1)) or 62 seconds.
Gladiator's Bane
2) Perhaps the more controversial take. Gladiator's Bane lacks all the things you typically look for in a merc armor - Life Leach, Resistances, Percent Damage Reduction, IAS, Increased Damage. But in my experience, it is "best by test". Maybe it's the 30% faster hit recovery, or maybe it's the cannot be frozen, or maybe it is the 50% poison duration reduction, or maybe it is the 20 integer magic damage reduction, or maybe it is the 20 integer physical damage reduction, or maybe it's the insanely high defense - but I find when my merc wears this, he stays healthy better than with the other options. If you want to max out resistance, you can do so with an Um rune or jewel in a socket, but I haven't found that to be necessary for most uses. Relatedly, integer physical and magic reduction are extremely underrated, they effectively provide an average pct damage reduction of around 20-25% in hell against your typical enemy.
Combined, these options have zero leach, but when your character is high level and kills things fast, the merch barely has time to leach. And if you watch it, Merc regen is somehow amazingly fast even without Prayer, the leach is simply not necessary.
My hot take is that D2 is a lesser game with Warlock in it. It's awfully balanced, it's allowed to have superuniques as pets unlike Necromancer and have them scale with players in the lobby which is ridiculous, and being able to wear 2-handed weapons plus offhand is inherently broken as well... I'm pretty sure that every awful, arrogant, toxic person I have met in games was a warlock. But that might well be on account of small-minded, abusive people leaning towards any build that is OP so they can force their will upon everybody else. Just to be sure, I don't want to call all warlock players these names, but the other way around, if that makes sense.
I'm speaking of things like enabling PVP and griefing and spawn camping the entire group, soloing bosses and stealing all the loot before anyone could reach them, splitting from XP groups killing all the elites and champions or attempting to spawn the Herald in order to solo him. It's also inherently annoying and offputting to have a warlock in the group simply dominating everything with his DPS, with no fault to the player. The mere understanding that Warlock players do not share the same experience with regular old well-balanced, struggling classes is jarring. You simply have a god class and most lobbies have at least upwards of 4-6 Warlocks. Even if Blizzard manage to balance Warlock well, I might never get over my resentment towards that class.
Honestly, my recent experiences agree with much of this. Absolute power corrupts absolutely, so to speak. Warlock has nothing slowing it down at all which is a weird thing to think about in this game. Being completely and utterly out of balance means there's so much less to the game. You can go anywhere, kill anything, outperform anyone. I have a recent example, even - in a p8-ish game with TZ trav, I took my under-geared WW horker to kill the council. I got like two of them down when a 'lock teleported over and one-tapped all the council members like it was a normal P1 game. Just voop-voop-voop and everything was dead. Makes it all the sweeter that a Lo dropped from one and I snagged it because he was too busy being a douche. >:| That's myFortitude, ya proper cnt.
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Nahana
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