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12 replies   1007 views
2

Description

We all value and love our rogues, emilios, barbs, and to a lesser extent those weird dudes from act 3, but we all have the feeling they could be a little better don't we?
Let's discuss how to improve them while leaving them in a supporting role. My ideas would be
1) improve pathfinding and targeting. my heart bleeds every time the rogue shoots 20
Arrows
into a wall, or calmly stands two screens away while i struggle
2) give them vitality, energy and mana - mostly an asset, but in part also a liability since mana needs to be managed
3) give them sashes, gloves and
Boots
. a nice boost, a way to reach the critical breakpoints, and a use for all those ethereal items we waste!
4) give each of them five useful and synergetic skills, and two starting skill points so that they max all slvl to 20 out at clvl 99. it really hurts to see lvl 50
Inner Sight
..

Ideas for skills

Rogue
Inner Sight
,
Slow Missiles
, Avoid, and either
Fire Arrow
+
Exploding Arrow
, or
Cold Arrow
+
Freezing Arrow


Emilio
Jab
,
Critical Strike
,
Polearm Mastery
or
Spear Mastery
(you have to pay attention which weapon type he uses),
Mind Blast
, and one of the auras

Act 3 fire guy
Warmth
,
Enchant
,
Fire Mastery
,
Fire Bolt
, fire ball

Others .. don't know much about :)

Thoughts? Would we love to see it in a future patch, could it come?
5

Can be used to make Runewords:

7
We all value and love our rogues, emilios, barbs, and to a lesser extent those weird dudes from act 3, but we all have the feeling they could be a little better don't we?
Let's discuss how to improve them while leaving them in a supporting role. My ideas would be
1) improve pathfinding and targeting. my heart bleeds every time the rogue shoots 20
Arrows
into a wall, or calmly stands two screens away while i struggle
2) give them vitality, energy and mana - mostly an asset, but in part also a liability since mana needs to be managed
3) give them sashes, gloves and
Boots
. a nice boost, a way to reach the critical breakpoints, and a use for all those ethereal items we waste!
4) give each of them five useful and synergetic skills, and two starting skill points so that they max all slvl to 20 out at clvl 99. it really hurts to see lvl 50
Inner Sight
..

Ideas for skills

Rogue
Inner Sight
,
Slow Missiles
, Avoid, and either
Fire Arrow
+
Exploding Arrow
, or
Cold Arrow
+
Freezing Arrow


Emilio
Jab
,
Critical Strike
,
Polearm Mastery
or
Spear Mastery
(you have to pay attention which weapon type he uses),
Mind Blast
, and one of the auras

Act 3 fire guy
Warmth
,
Enchant
,
Fire Mastery
,
Fire Bolt
, fire ball

Others .. don't know much about :)

Thoughts? Would we love to see it in a future patch, could it come?
7
Don't forget the Act 5 Barb Merc. He shines for some builds.
7
It would be interesting if they added +1% to
Pierce
per level, so that bows other than Mist could be used. This would provide an additional incentive to reach 99lvl so that rogues have a 98% chance of
Pierce
.
7
User avatar

Schnorki 5429Moderator

RotW PC
Give all mercs a single grand charm slot so they can be given a sunder.

Rework the AI of essentially all of them but especially A1 and 3. Looking at merc behavior next to e.g. a bound Heph is just painful.
(The same applies to druid pets, give them that same updated behavior! Getting tired of wolves just casually strolling across the screen instead of actually attacking something)

Beyond that, A2 and 5 are fine as is imo.

A1 could use some more run speed and should - as part of the AI rework - stick closer to the player so something like Faith doesn't constantly drop out of aura range. Slight dmg boost at the same time to bring 'em closer to A2/5.

A3...A3 needs help. Bad. Give them mastery skills and synergies. Give them
Conviction
(fire),
Meditation
(cold) or
Salvation
(lightning). Give them...something...they're just terrible. A fraction of the utility of the others with a fraction of the dmg is kind of a pointless mix.
7
Schnorki wrote: 1 month ago
Give all mercs a single grand charm slot so they can be given a sunder.

Rework the AI of essentially all of them but especially A1 and 3. Looking at merc behavior next to e.g. a bound Heph is just painful.
(The same applies to druid pets, give them that same updated behavior! Getting tired of wolves just casually strolling across the screen instead of actually attacking something)

Beyond that, A2 and 5 are fine as is imo.

A1 could use some more run speed and should - as part of the AI rework - stick closer to the player so something like Faith doesn't constantly drop out of aura range. Slight dmg boost at the same time to bring 'em closer to A2/5.

A3...A3 needs help. Bad. Give them mastery skills and synergies. Give them
Conviction
(fire),
Meditation
(cold) or
Salvation
(lightning). Give them...something...they're just terrible. A fraction of the utility of the others with a fraction of the dmg is kind of a pointless mix.
I mostly agree but A3 mercs should not have
Conviction
. Such powerful auras like
Conviction
and
Fanaticism
should not come for free but only with powerful gear. I think A3 needs much more damage, for sure. Cold merc could use blizzard if the targeted is at least a champion, fire merc uses
Meteor
, light merc uses Static.
7
User avatar

Schnorki 5429Moderator

RotW PC
mikelessar wrote: 1 month ago
[..]
I mostly agree but A3 mercs should not have
Conviction
. Such powerful auras like
Conviction
and
Fanaticism
should not come for free but only with powerful gear. I think A3 needs much more damage, for sure. Cold merc could use blizzard if the targeted is at least a champion, fire merc uses
Meteor
, light merc uses Static.
Imo giving up a "useful merc" for it is cost enough. :)
Though it was just one random idea either way.

Figured the addition of auras (or curses) would largely be an alternative, rather than an addition to the "give them actual dmg" idea. So even with
Conviction
, you'd get
Conviction
with limited effect radius against groups (as the merc's AI would still have them keeping their distance) on a merc that does comparatively little dmg and doesn't tank anything vs. say an Infinity A2 merc that yes, isn't free, but would also be vastly superior due to running in to cover more targets with the aura radius, bringing solid dmg himself if/when needed and being a tank all at the same time.
Plus you could always just keep the
Conviction
level a bit lower for balancing purposes. Doesn't have to be Infinity+.
7
I'd be happy if we could equip more than just a chest armor and
Helm
(apart from weapon/shield). Anything to give them better survivability.

For that matter why are all of us running around pantsless? Do demons and undead never bite your legs? Give us leg coverings!
7
OP
wulfen777 wrote: 1 month ago
Don't forget the Act 5 Barb Merc. He shines for some builds.
I don't forget, just never tried him so don't have much to say.. out of the top of my head, would be nice to make one of them a walking Call To Arms, so that we can try something fresh on swap.. and additional gear pieces / better skill synergies would help with survivability against ubers and heralds wouldn't it?
7
OP
also thought about
Pierce
as a skill instead of avoid.. since it's a support role with some survivability issues e.g. against ubers, corrupted rogue archers or stygian witches, my preference would be avoid
and you could always add some
Pierce
with
Razortail
:)
deathertier wrote: 1 month ago
It would be interesting if they added +1% to
Pierce
per level, so that bows other than Mist could be used. This would provide an additional incentive to reach 99lvl so that rogues have a 98% chance of
Pierce
.
7
OP
also thought about the sunders, maybe even coupling to the sunder in player's stash.. undecided about that, might make them a bit too powerful, would need testing

and i agree that the mercs are mostly fine, my point is to make them a little bit better.. doesn't lvl 50
Inner Sight
or
Fire Bolt
disturb you? :)

as for the act 3 guy, i wouldn't go the aura path, it's too generic imo. on the other hand, full synergies with five skills and fcr from aracnid's mesh,
Magefist
and double Spirit and maybe
Ormus
or vipermagi would give him 1k+ on
Enchant
dmg and 5k+ on
Fireball
@ ~3 casts / second, which is quite respectable isn't it?

i'm sure we can also construct something interesting with the lightning and cold guys from the sorc toolbox
Schnorki wrote: 1 month ago
Give all mercs a single grand charm slot so they can be given a sunder.

Rework the AI of essentially all of them but especially A1 and 3. Looking at merc behavior next to e.g. a bound Heph is just painful.
(The same applies to druid pets, give them that same updated behavior! Getting tired of wolves just casually strolling across the screen instead of actually attacking something)

Beyond that, A2 and 5 are fine as is imo.

A1 could use some more run speed and should - as part of the AI rework - stick closer to the player so something like Faith doesn't constantly drop out of aura range. Slight dmg boost at the same time to bring 'em closer to A2/5.

A3...A3 needs help. Bad. Give them mastery skills and synergies. Give them
Conviction
(fire),
Meditation
(cold) or
Salvation
(lightning). Give them...something...they're just terrible. A fraction of the utility of the others with a fraction of the dmg is kind of a pointless mix.
7
OP
Would giving mercs full 40 slots for charms while cutting their inherent life by ~20% and res by ~33% (1 res point per lvl instead of 1.5) be a good idea?
more customization, but more labor
and let's admit it, we all get a lot of charms we'd love to keep, but the stash is full :D

i wouldn't allow anni, torch and renewed sunder, but latent sunders would be okay
7
@gangseng: With all your ideas and motivation to overhaul Uniques, Rare and Magic Items, Mercs, etc., maybe you should send Blizz a job application... ;-)
7
I really like how PD2 did it.

They all got their own aura. And they got stronger spells like Blizzard. Barb mercs got
Battle Orders
and so on.

Moreover, any merc now can wear gloves, belt and boots. This really opens up gear options.

In D2R I downright hate the fact that 90% of all players are using A2 merc with the same two weapons and that one single helm.

Too many builds that are centered around ONE merc weapon (Insight, Infinity, Faith), how sick is that?

I am trying to give other mercs a chance, I even have two Ironwolves in my department. But to be honest, they suck badly even when you have a build that is oriented in using Ironwolves, like my Poisonmancer with his
Lower Resist
curse or my Infinity-wielding fire Summoner.

In general, the ranged mercs don't do enough damage to compensate for their lack of tankyness and their weaker aura options.

If I were designing merc revamps, I would use item slots to compensate for aura and skill strength. Mercs having weaker or more specialised auras would have more item slots than, let's say, a Might Aura or
Conviction
merc.

One example for this:

A5 Barb merc gets Might aura, and may wear boots and belt.

A1 Rogue merc gets Resist Fire aura and may wear boots, belt, gloves and amulet.

A3 Ironwolf gets Resist Lighting aura and may wear boots, belt, gloves and two rings.

For low items I also accept: Perfect Amys,
Ral
,
Hel
, Tokens, Keys. Please don't offer runes lower than
Pul
(with the named exceptions).
9

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