View Full Version : Prayer Merc equipped with 'Insight'
BildBenny
19-09-2006, 22:55
Did a search but I couldn't find what I was looking for among the hundred's of results.
Does 'Insight' work with mercenaries with the Prayer Aura? I mean, does the Mercenary's Prayer Aura stack with the Meditation Aura from 'Insight'? Double healing?
Thanks in advance.
MageChick
19-09-2006, 23:03
I've been told yes, but honastly never tried it and can't prove it.
PhatTrumpet
19-09-2006, 23:48
Yes, it does. That's what I'm currently running on my untwinked Light Sorc over on West.
Ax2Grind
20-09-2006, 00:13
Only a Paladin, with at least one point in Prayer (it's not a true synergy, but that's a different issue), or an act two normal/hell combat warrior can have a replenish bonus when using Insight. Anyone else using it, say in a staff, would only receive the regeneration, but only players would normally benefit from Meditation anyway, since minions have no mana base. In the mercenary's case, though, he gets the double bonus simply because he's wearing it. So, double his Prayer replenishment for partied players and himself, Prayer-only for all other party members.
BildBenny
20-09-2006, 00:43
Thank God! That's +42 Life Healed every second! Supposing the Merc is CLVL 75+, ofc.
Thanks guys!
Thank God! That's +42 Life Healed every second! Supposing the Merc is CLVL 75+, ofc.
Thanks guys!
I always thought you merc would reach lvl 17, so that would be 2x19=38 life healed. Is this incorrect?
I believe only might caps at that number. Not totally sure though.
It does work.
Make an ES sorc and give an Insight to your prayer merc. Serious surviveability.
It's a great merc for any PvM caster really - useless for melee as you leach life so fast and you don't need meditation.
All my caster characters have used this combination since I discovered it. Makes general surviveability soooo much easier. It's like permanantly drinking mana and health potions every second of the game.
If you're in a group your team will LOVE you.
thegiantturtle
20-09-2006, 16:53
I always thought you merc would reach lvl 17, so that would be 2x19=38 life healed. Is this incorrect?Normal combat mercs have prayer capped at 18(lvl 75).
Hell combat mercs have prayer capped at 16 (I don't know the level).
Nightmare offensive mercs have might capped at 20 (lvl 95).
Also, +All skills items will increase a merc's native aura. For the purposes of how prayer and meditation work, it will also increase the healing that is shared to meditation.
Delreich
20-09-2006, 17:04
Hell combat mercs have prayer capped at 16 (I don't know the level).
75. Any caps for A2 mercs in LOD will kick in at 75 (55 in classic).
For completeness, all Normal/Hell auras are capped at 18/16,
HF is capped at 16 and thorns is capped at 15.
thegiantturtle
20-09-2006, 17:35
75. Any caps for A2 mercs in LOD will kick in at 75 (55 in classic).
For completeness, all Normal/Hell auras are capped at 18/16,
HF is capped at 16 and thorns is capped at 15.Maybe I'm looking at an out of date resource, but I see all Act 2 Hell mercs as having a level 16 aura once they've reached the level it turns on. Is that wrong?
Delreich
20-09-2006, 19:33
Maybe I'm looking at an out of date resource, but I see all Act 2 Hell mercs as having a level 16 aura once they've reached the level it turns on. Is that wrong?
No, that's what I meant. 18 for normal, 16 for hell.
thegiantturtle
20-09-2006, 20:34
No, that's what I meant. 18 for normal, 16 for hell.We're still not on the same page. Normal Act 2 mercs start their aura at aura_level 1. Hell Act 2 mercs start their aura at aura_level 16.
Delreich
20-09-2006, 23:54
Oh, you meant like that... yeah, they only have the lvl75 row. Dunno how that work at lower levels.
BildBenny
22-09-2006, 03:44
For specific details on all kinds of Mercs, there's sticky in the Sorceress part of this forum. =)
If there is an expert on prayer aura out there or just a general D2 expert, I would like these very straight forward questions answered, because there is a lot of confusion and ambiguity out there about them.
1. Do prayer auras stack? I have heard from one source that they do, because of the fact that prayer is a ping aura. However, I have not heard any confirmation from a second source. To clarify my question so I can get a straight forward answer, I am talking about two prayer auras; I am not talking about cleansing and prayer or meditation and prayer. I'm talking about if you had 8 prayer mercs in a game would you have healing x 8 or healing x 1.
2. Does insight give a prayer merc double prayer. Has it been tested and confirmed without a doubt?
3. Is the healing you get from cleansing or meditation in any way inferior to the healing directly from prayer? I know in the description of those two auras it says X healing every 2 seconds. Is that simply a statement of how prayer works, or is the prayer healing every second?
4. Similar to question 1, do multiple meditation auras stack? Seems to me that meditation is also a ping aura, and so if prayer stacks meditation would stack. That would give you a potential of healing x 16 just from mercs with insight.
1. IIRC 8x healing (which is very sweet early on)
2. The mercs aura acts as a synergy for the weapons aura, making it heal the same as the mercs does. (Making it double healing)
3. They're the same with regards to healing
4. Meditation doesn't stack.
Prayer is a weird aura. It uses mana, skills from gear act as synergy, and they stack.
come back zinc
11-02-2008, 23:06
I can confirm all of those points. Prayers do stack; Meddy does not. Meddy will give you the prayer bonus.
Cheers.
AgentMarth
12-02-2008, 23:40
I also love this setup. If my merc uses Insight, its a Prayer Merc.
I still want to be in a game with 8 high level Prayer Merc's, with like 8 Clerics/Abbots and basically be invincible with what, something like 600+ life healed a shot?
Hmm, I would love to see the max numbers for something like that. Assuming something like level 90 Merc's with Andy's (+2) COH (+2) with Paladins with max plus skills (FCR, res, etc aside) I would venture to guess Shako, Enigma, Sereph's, Hoto, HoZ, SOJ x2, Arach, BC, Skillers, Torch and Anni, Skill shrine (although 8 would be a pita) would be the best setup unless I'm missing rare item things. So +32 on you.
So I may be way off, correct me if i'm wrong (really please do, I wanna know)
But thats 58 from Merc, 113 from yourself.
58 + 113 = 171
171 x 8 = 1368
1368 Life every pulse, damn if thats right, thats alot of life. Throw in some PDR, DR% any very few things would be a risk.
And just checking, but if more than one Insight/Prayer Merc's say 3, you get 58, 58 and 58 right? Not 58 from the highest level Med Merc, and 29/29 from say a 12 Med Insight Merc.
Well, meditation doesn't stack so you can only get double healing from insight once per game.
8 prayer mercs, one with insight, one with infinity
1 cleric running cleansing and shooting holy bolts at anything that gets hit
More than that would likely limit killing ability...
However: 3 palas running the 3 resist auras would buff all resists except poison to 95...
Add in a hammerdin, a barb, a druid and a zealot/smiter with exile and you'd get:
Healing from 8 prayers + from medi and cleansing
lvl 12 conviction
lvl 16 defiance
high BO/Shout/BC (and possibly a high lvl taunt)
lvl 30+ each single res aura
high Oak Sage
lvl 35+ concentration
for the safest party ever.
For the safest party ever get one 'team-mate' to hostile the rest of the team, stack auras from a doom, hoj or whatever. Everyone wears rising sun or blackoak and gets healed up to max health everytime the aura pulses if the aura are stacked enough.
illestkhmai
13-02-2008, 07:20
For the safest party ever get one 'team-mate' to hostile the rest of the team, stack auras from a doom, hoj or whatever. Everyone wears rising sun or blackoak and gets healed up to max health everytime the aura pulses if the aura are stacked enough.
What happens when that teammate is accidently killed :undecided:.
LozHinge the Unhinged
13-02-2008, 16:09
What happens when that teammate is accidently killed :undecided:.
The rest of the team gets free gold! :grin:
redlenin
14-02-2008, 07:55
For the safest party ever get one 'team-mate' to hostile the rest of the team, stack auras from a doom, hoj or whatever. Everyone wears rising sun or blackoak and gets healed up to max health everytime the aura pulses if the aura are stacked enough.
I tried stacking dreams today but failed has this been patched?
redlenin
14-02-2008, 08:01
For the safest party ever get one 'team-mate' to hostile the rest of the team, stack auras from a doom, hoj or whatever. Everyone wears rising sun or blackoak and gets healed up to max health everytime the aura pulses if the aura are stacked enough.
also absorb occurs b4 damage so you need alot of HP/resists not to absorb say 40% of the doom with 2x ravens and not have the remaining 60% from a massive aura kill you
rising sun and blackoak are integer absorb so there's no need to gimp your gear getting it to work, a low holy freeze/holy fire do pathetic damage after pvp penalty even before a standard 75% res.
No longer works on mercs due to a rather crude fix of limiting auras from mercs to 2 does work on players.
And making one guy invulnerable's pretty easy in pvm if you aren't bothered about making sacrifices in other areas, the occasional extra strong fanat mobs excluded.
Having said that I've never tried it and wouldn't really bother.
I tried stacking dreams today but failed has this been patched?
At least on mercs it has.
8 prayer mercs, one with insight, one with infinity
1 cleric running cleansing and shooting holy bolts at anything that gets hit
More than that would likely limit killing ability...
However: 3 palas running the 3 resist auras would buff all resists except poison to 95...
Add in a hammerdin, a barb, a druid and a zealot/smiter with exile and you'd get:
Healing from 8 prayers + from medi and cleansing
lvl 12 conviction
lvl 16 defiance
high BO/Shout/BC (and possibly a high lvl taunt)
lvl 30+ each single res aura
high Oak Sage
lvl 35+ concentration
for the safest party ever.
Pfft... Summon Necro for a pwanage machine of a Meat Shield + CE + Amp/Decrep.
With all those Auras his army would be unstoppable.
Not so great for people with Lag issues though.
Is Holy Bolt any good - I made a noob FoHer once to try it in PvM and it sucked when not killing undead as the HB didn't seem to harm anything apart from Undead critters...
Holy bolt is basically only good for healing. Might do a little damage to the undead, but not much. A FoH pala needs extreme gear to work in PvM. I'm talking 25/-25 scepter and griffon's. Too bad FoH is timered.
Holy bolt is basically only good for healing. Might do a little damage to the undead, but not much. A FoH pala needs extreme gear to work in PvM. I'm talking 25/-25 scepter and griffon's. Too bad FoH is timered.
I found it did no damage at all to demons but was quite effective against undead. Likewise - the holy bolts that come out of the FoH tended to wipe out any nearby undead (baals second wave dropped all in one go for example, or in tombs you FoH one critter and everyting in the screen dies) but the holy bolts did nothing to any non-undead.
I was thinking my dream team 8player squad to balance safety with killing would be:
Hammerdin (damage+conc aura)
Smiter Paladin with high Fanatacism
Multishot Zon
Summon Necro
Druid with good Oak
Barb for warcries
+ Cold+Light+Fire sorcs
Mercs to include a Might Merc with Infinity, A HF Merc with Reapers Toll and the rest Heal/Meditation mercs.
You lose some resists, but the skellies/summons and mages will keep most spells away from you. The Bowazon would be awesome with all those +Damage auras giving about +1000% ED and the range+volume of arrows would wipe out most things within a screen or two in a single volley. You'd have massive life and a broard range of damage and massive heal.
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