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Offline DarkkatgirlTopic starter

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Act 5 Mercs
« on: March 13, 2006, 06:29:14 pm »
I've noticed alot of people (high levels 70+) online on CE Europe using ACT 5 mercs.  Are they good now?  Whats changed about them, does anyone know?
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Offline DrowElf

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Re: Act 5 Mercs
« Reply #1 on: March 13, 2006, 06:49:15 pm »
The Act5 Mercs have the Conviction Aura when from nightmare (lets rock) or hell (come get some) difficulty.

Offline DarkkatgirlTopic starter

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Re: Act 5 Mercs
« Reply #2 on: March 13, 2006, 07:03:22 pm »
Ahh so they are usefull now ^.^  now only if they could use Whirl Wind or Battle Orders....
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Offline dareczek

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Re: Act 5 Mercs
« Reply #3 on: March 14, 2006, 07:36:40 pm »
I think the ONLY usefull merc is rogue from act1. Thoses from act5 are being killed with a single monster hit on hell difficulty... And a rogue - sometimes I think she is immortal^^

Offline Phoenix

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Re: Act 5 Mercs
« Reply #4 on: March 14, 2006, 08:08:50 pm »
All mercs are useful, in this mod. You should choose your merc depending on the aura you need and the character you play. If you use Battle Orders and equip your merc with a strong weapon and enough lifeleech he will only die on Iron Maiden ;)

Offline Olfmo

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Re: Act 5 Mercs
« Reply #5 on: March 14, 2006, 08:12:00 pm »
yeah right the only useful merc is the rogue....

actually my act5 barbarian lived for about 15 complete cgs dungeon games until he died by iron maiden

it always depends on your character build which merc is the best one and even then everybody has a different opinion :)

Offline webwalker

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Re: Act 5 Mercs
« Reply #6 on: March 14, 2006, 10:31:58 pm »
@ DarkKatGirl:  I scratch behind the ears, you purr?

Act 1 mercs are rather powerful, especially when you note that any merc can use any weapon that is not class-specific (and act-5 mercs can use barb-specific hats and belts).  This means that the rogue can wield a Doom rune-word Thunder Maul (after being made ethereal and made easier to use with Oil of Skill) so she can have a Holy Freeze aura.  Also she can use a Faith rune-word bow, so she has a Fanaticism aura.  Etc.  Act 1 mercs use a skill depending on the difficulty  they're in.  In Normal/PoC they always use fire/cold arrow.  In Nightmare/LR, they always use frozen/exploding arrow.  In Hell/CGS they always use freezing or immolation arrow.

By contrast, the act 2 merc uses the aura determined by the difficulty where you hire them.  Thus an offensive merc from hell always uses fanaticism.

Act 3 mercs have a set of spells that they use determined by their level (you're 24 and he's 23 then he won't use Blizzard yet.)

Act 5 mercs have a conviction aura, but it's fairly weak.

Offline Olfmo

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Re: Act 5 Mercs
« Reply #7 on: March 14, 2006, 11:26:05 pm »
i beg to differ about the conviction aura

it may not be the highest but with a good equipment it's very useful if you can't use uber belt for having it on your own


offtopic question: what does "purr" mean? from the context i'd guess it's the sound a cat makes if you scratch it and it enjoys it?
i am just curious cause i never heard that word before :D

Offline webwalker

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Re: Act 5 Mercs
« Reply #8 on: March 14, 2006, 11:56:50 pm »
You've agreed with me about the conviction aura: it needs a boost to become really significant?

Yes, "purr" is the soft-growl sound of a contented cat.

Offline Olfmo

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Re: Act 5 Mercs
« Reply #9 on: March 15, 2006, 12:14:25 am »
actually no i think the aura is strong enough

a high level conviction merc has a lvl 11 conv aura
with + skills from some items it is at about 20
would it be much higher i think it was too strong for a merc

Offline DarkkatgirlTopic starter

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Re: Act 5 Mercs
« Reply #10 on: March 15, 2006, 05:20:19 am »
Here is a question not too far off topic that some of you CE gods can help me with (since I do not know all the new changes with the mod yet).  Is there anyway with Items/rune words to give a merc 2 or all 3 of these auras?

Paladin Freezing Aura
Paladin Might Aura
Paladin Fantaticism Aura
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Offline Olfmo

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Re: Act 5 Mercs
« Reply #11 on: March 15, 2006, 05:57:28 am »
holy freeze aura: act 2 nightmare defensive merc, doom runeword, ring "chiad's halo", "mephisto's claw" gloves
might aura: act 2 nightmare offensive merc, last wish runeword
fana aura: act2 hell combat merc, faith runeword, beast runeword, prowess in battle runeword

that's some stuff to work on, there are more possibilities for auras on your merc, for more information look into the itemlist :)

Offline DarkkatgirlTopic starter

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Re: Act 5 Mercs
« Reply #12 on: March 15, 2006, 06:47:02 am »
My goal was to get that those auras on a ACT 1 merc ^.^

Been looking, seen some possiblities for both oh her but one aura is really low level (with item).  I'll keep researching just picking the brains of the CE experts :-p  but ill definitely look into those combos.
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Offline ZenPdH

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Re: Act 5 Mercs
« Reply #13 on: March 15, 2006, 07:33:07 am »
Imho might AND fana wouldn't be possible on a a1 merc if u don't want to have a lvl 1 might aura (from that low lvl ring, forgot the name), which would be nearly useless.

The combo fana merc (a2 hell combat), might weapon (last wish) and chaids halo would bring out the best result i think.
(But i don't know all the items to, so there might be a better combo)
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Offline Phoenix

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Re: Act 5 Mercs
« Reply #14 on: March 15, 2006, 09:04:27 am »
The combo fana merc (a2 hell combat), might weapon (last wish) and chaids halo would bring out the best result i think.
(But i don't know all the items to, so there might be a better combo)
Might merc with fana weapon and chiads halo is a better combo :P
The damage bonus from might (10%/level) is higher than from fana (8,5%/level).

Offline ZenPdH

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Re: Act 5 Mercs
« Reply #15 on: March 15, 2006, 09:33:34 am »
Ahh, ok.

My intention was the higher lvl of might rw, then fana rw :)
Didn't knew the correct % ;)
It's just one of those days
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Offline Bubonous

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Re: Act 5 Mercs
« Reply #16 on: March 15, 2006, 11:12:06 am »
Might merc, Faith weapon, and Mephisto's Claw with two Chiad's Halo rings for (4 to 6) +2*4 = level 12 to 14 Holy Freeze aura.  Also use Lysiann's Eyecatcher somewhere (character if your damage is important and not just your minions') for the level 20 to 25 Concentration aura.

I don't like to have my attack speed dependent on my merc, so I generally prefer either an Infinity polearm (level 12 Conviction) or Pride polearm (level 17-19 Concentration).

If you use and Act 5 merc, you can put a Prowess in Battle runeword barb helm on him for a level 6 Fanaticism Aura.  With Faith that gives level 18 to 21 Fanaticism.

You could use Lysiann's Eyecatcher+Pride Polearm+Mother's Milk (unique armor, level 1 to 6 Concentration when equipped) for level 39 to 50 Concentration.  I'd skip the Mother's Milk and use an armor that would better protect my merc.

Maybe this will help:

Aura,Level of Aura,Name,Quality,Type of Equip,Level Req

When Equipped               
might,17,Last Wish,runeword,Swords/Axes/Hammers/Druid Hammers,65
concentration,6,Mystery,runeword,Druid Pelts,69
concentration,17 to 19,Pride,runeword,Polearm,67
fanaticism,9,Beast,runeword,Axes/Scepters/Hammers/Druid Hammers,63
fanaticism,12 to 15,Faith,runeword,Bows & Crossbows/Javelins/Throwing,65
fanaticism,6,Prowess in Battle,runeword,Barbarian Helms,70
conviction,4,Daylight,runeword,sorceress orb,65
conviction,12,Infinity,runeword,Polearm,63
might,1,Gemini Coat,unique,armor,12
might,1,Ring of Engagement,unique,ring,3
concentration,1 to 6,Mother's Milk,unique,armor,51
concentration,20 to 25,Lysiann's Eyecatcher,unique,boots,66
fanaticism,1,Razor Strike,unique,bow,55
conviction,5,Athena's Tirade,unique,sorceress orb,78
conviction,1,Star of Bethlehem,unique,sorceress orb,59

oskills               
fanaticism   ,3,Terror,runeword,Necromancer Shrunken Heads,49
concentration,5,Blood Raven's Dispair (helm/armor/bow),whole set,set bonus,77
concentration,1 to 2,Knight's Dawn,unique,shield,29
conviction,10 to 20,The Band of Chaos Empire,super unique,belt,81

Aura/Per level benefit to party after first level:
Might/10% damage
Concentration/12% damage
Fanaticism/7.5% damage, IAS increase (varies)
Conviction/-2% enemy resistances, -% enemy defense (varies)

Offline DarkkatgirlTopic starter

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Re: Act 5 Mercs
« Reply #17 on: March 16, 2006, 03:47:10 pm »
Might merc, Faith weapon, and Mephisto's Claw with two Chiad's Halo rings for (4 to 6) +2*4 = level 12 to 14 Holy Freeze aura.  Also use Lysiann's Eyecatcher somewhere (character if your damage is important and not just your minions') for the level 20 to 25 Concentration aura.

That sounds good but what would be better, Faith weapon for the IAS and +dmg% with the Lysiann's Eyecatcher for 20-25 Concentration +dmg% bonus or just going for Pride and Lysiann's Eyecatcher for a 38-50 Conentration bonus?

Keep in mind I am an Amazon and I enjoy strafe, alot.  I also am not worried about my IAS because unless I can get about 105% more IAS i cant reach the 7/2 cap.  I just want my damage boosted.
« Last Edit: March 16, 2006, 03:49:27 pm by Darkkatgirl »
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Offline Phoenix

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Re: Act 5 Mercs
« Reply #18 on: March 16, 2006, 04:11:01 pm »
Best combination in my eyes for ama is:
Faith-Bow on Ama
Might merc from act2 LR
Pride + Lysiann's Eyecatcher on merc (max Level 44 concentrationaura)

Items with much IAS are:
tempert gloves (up to 80%)
set gloves Magnus' skin/orphans call (80%)
set diadem M'avina's True Sight (107%)
ueber gloves (up to 107%)

Offline DarkkatgirlTopic starter

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Re: Act 5 Mercs
« Reply #19 on: March 16, 2006, 05:28:32 pm »
Wouldnt the Witchwild Bow be better than Faith?
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Offline Phoenix

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Re: Act 5 Mercs
« Reply #20 on: March 16, 2006, 06:19:56 pm »
Did you mean this one?
Witchwild String
Short Siege Bow
Two-Hand Damage: 13 - 30
Durability: 40
Required Dexterity: 80
Required Strength: 65
Level Required: 39
2% Chance to cast Level 5 Amplify Damage on striking
All Resistances 40%
1% Deadly Strike (Based on Character Level)
150% - 170% Enhanced Damage
Fire Magic Arrows

I hope this picture can convince you :P
[IMG]http://www.directupload.net/images/060316/temp/jwWsa7eh.jpg[/img]

If you want much deadly strike you should use these items:
Shattering Blow
Breast Plate
Defense: 26 - 27
Durability: 50
Required Strength: 30
Level Required: 21
120% - 150% Enhanced Defense
1% Chance of Crushing Blow (Based on Character Level)
1% Deadly Strike (Based on Character Level)
5 - 10 to Minimum Damage
5 - 10 to Maximum Damage
15% Increased Attack Speed

Jackal's Laughter
Ring
Level Required: 64
1 to All Skills
16% - 22% Life stolen per hit
7% - 8% Mana stolen per hit
55 - 80 to life
6 to Terror
0.38% Deadly Strike (Based on Character Level)

Highlord's Wrath
Amulet
Level Required: 65
Resist Lightning 35%
1 - 30 Lightning Damage
20% Increased Attack Speed
1 to All Skills
0.38% Deadly Strike (Based on Character Level)
Attacker Takes Lightning Damage of 15

To get "Amplify Damage" on strike you should wear the gloves and the boots from the "Travincals Fate"-Set (10% Chance to cast Level 30 Amplify Damage on striking). An alternative is to cube about 130 dolls on your dollstash to get this skill.

Offline Bubonous

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Re: Act 5 Mercs
« Reply #21 on: March 17, 2006, 11:46:58 am »
The Eyecatcher is too good to not have on the character (400%-500% enhanced damage in addition to concentration aura, 50% hit slows target, 1% crushing blow/level, hit blinds target+10).  But since I've got two Eyecatchers, I could put the one with the higher level aura on the merc and the higher enhanced damage one on my character.

Since I go solo, I have to deal with physical immunes myself.  I really want Conviction from somewhere.  Not only does it help with  physical immunes, but with anything that has significant defense (since level 12 Conviction reduces defense by 85%).  Perhaps I shall switch to an Act 5 merc and endow him with Last Wish and Prowess in Battle for my Amazon; that will provide only slightly less enhanced damage from auras for me (610 versus 638 max) and it should be better for me considering some other factors.  I calculated 806% for the might merc with Pride+Eyecatcher combo before taking into account +all skills boosting the might aura, but I'm willing to give up some physical damage for a better to-hit rate and elemental damage.  I'm already doing 6K-31K with a 2 frame strafe on my Silence bow; that seems good enough to me.  For a summoning necro I think I'll give an Act 5 an Eyecatcher, Pride, and Prowess in Battle and use Last Wish on the necro.  Now I have to gamble for a good sword for Last Wish.

Offline webwalker

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Re: Act 5 Mercs
« Reply #22 on: March 17, 2006, 01:32:13 pm »
With a bowazon, physical immunes aren't a problem.
1: Build the Zon for *max* physical damage while strafing.  This kills all non-physical-immunes.
2: skill cold & fire arrow, at high levels they convert 50% of the immense physical damage to cold & fire damage respectively.
    The fire damage of the fire arrow is negligible, it's the 1/2 of 24K physical damage that deals with the target.
    The cold damage of the cold arrow follows the patttern of the fire damage of the fire arrow.
3: Build merc to deal out poison damage.
4: skill LF/BU (lightning fury, BU in German) for the few quad-immunes you'll meet.
5: When all else fails, magic damage from magic arrow will take down targets.  Think: felling the mightiest tree in the forest, with a herring.

Offline Bubonous

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Re: Act 5 Mercs
« Reply #23 on: March 17, 2006, 02:26:04 pm »
I've got 100%+ conversion on fire arrow and cold arrow and 50% on magic arrow.  It is still much, much slower than strafe.  I spend more than half my time on physical immunes.  Conviction makes it faster.  I'm synergizing fire arrow with my remaining skill points.  Now it adds around 3000-3500 fire damage on top of the conversion of physical to fire.

Before my might merc turns on his aura:
strafe: 5896-35K
magic arrow: 4721-27K with 57% damage conversion to magic
fire arrow: 7783-30K with 115% damage conversion to fire (presumably capped at 100%)
cold arrow: 5277-28K with 105% damage conversion to cold (capped at 100%?)
This is before a 72% chance of critical strike.

If one must have a fifth damage element, one could put a single point in lightning bolt for its 100% conversion of damage to lightning.  I had hoped I wouldn't have to do that though.  Poison would be the last element I'd get for a bowazon.  Since I don't have Uber boots, I'd have to use charms or charges of level 20 venom from the Venom runeword.

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Re: Act 5 Mercs
« Reply #24 on: March 17, 2006, 06:42:25 pm »
@Darkcatgirl

Start a rouge in normal (buy one, not from quest) Pick cold or fire damage rouge.

Keep her with you through all acts, always put the best items on her.

Tempered, rune word, etc I like bows for my rouges but they can use just about anything.

My rouges usaly live longer than my characters, sometimes killing the the monster that kils me.

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