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JME
19-04-2007, 18:59
I have played this game for years and every merc I've ever had has been an act2 merc except for one; I used an a1 rogue on my auradin so I could get the fanat aura. I obviously realize how people (as well as I) have preference for act2 mercs because of their inherent aura and all of the awesome runewords such as pride and infinity that are only offered in polearms. However, unless a build really, really shines from these added auras I'm trying to shy away from this now. Obviously, aura mercs for necros, sorcs, zons and barbs are almost a staple for the might/freeze/conviction/conc. However, a wind druid is a bit different imo.

He already has freeze due to hurricane and might doesn't do much for his minions (which I intend to have 1 pt in bear and maxed OS). Like might, pride isn't incredibly useful. This means the main a2 merc that shines, to me, is a defiance merc using a conviction polearm to increase cold damage or an insight for infinite spamming and teleing. However, I really am interested in alternative options since my understanding is the extra defense/convic won't really be all that useful since a wind druid mainly uses physical damage from tornado (am I wrong here). Also, conviction rarely breaks cold immunes.

My thought: A barb merc weilding a big eth cb last wish, glitched eth fort, and eth arreats/delirium/coa...not sure on the helm.

I want to hear from some of the wind druid experts and from those who occasionally stray from the path of the a2 merc. How much will I really be losing out by not using an a2 merc.

PvM only (nobody duels with mercs anyway)

Verashiden
19-04-2007, 19:16
For casters that don't need Convict or HF I tend to go act 2 Prayer Merc with Insight. Heals about 85 life per sec once Prayer goes off >.>.

You won't be losing much really. It's just that for a tank, Act 2 Mercs are generally better. My Hunter uses Act 1 cold Merc.

Strid
19-04-2007, 19:36
You won't be losing much really. It's just that for a tank, Act 2 Mercs are generally better. My Hunter uses Act 1 cold Merc.

Actually, I think Act 3 cold mercs are the real deal if you just want the freeze effect. They are also much more clever than Act 1 IMO. They stay behind you, safely much better, I've found. They are overlooked, though, I think.

As for the original question, you probably would like a good old tank, which is why I'm leaning towards either Act 5 or 2 merc. Conviction won't do you much good, since it takes sooo long to kick in, IMO. and you're using Tornado anyway as primary weapon, so perhaps a Reaper's Toll wielding Might Act 2 Desert Sorcerer? That way, you'll handle PIs really well, and they are going to be a problem unless you're in a team, in which case you should choose something with an aura anyway.

So perhaps: Act 2/Might merc: Eth. Reaper's Toll/Eth. CoH/Eth. CoA BerBer would be ideal, me thinks.

metalinquisition
19-04-2007, 20:16
I agree with Strid about the Decrepify. There are two really great ways to get it cast. Reaper's Toll for the Act 2 mercs of course, and if you get the Defiance merc, it would allow you and your Oak Sage to get hit less often. If you want to do something a little different, you could go with an Act 5 barb wielding Lawbringer. The chance to cast is a bit lower, but it's a much higher level Decrep. Also, you get the always handy Sanctuary aura for those undead critters.

Strid
19-04-2007, 21:19
Good call on the Lawbringer. "Slain Monsters Rest In Peace" is a sweet mod aswell. It lacks a damage mod, but you can put it in an eth. sword, which makes it slightly better. And it's non-ladder aswell as being really cheap (Amn+Lem+Ko).

JME
19-04-2007, 22:27
First of all, thank you for all of the replies and I look forward to more suggestions.

So I understand that a2 mercs are generally better, as I had said, but this is PvM and I just don't forsee too many problems for a decked out wind druid.

So sticking with my hope of using a barb merc this seems handy for PI immunes while my hurricane cold damage wittles down on them a bit:

Lawbringer
3 Socket Swords/Hammers/Scepters
Amn + Lem + Ko
20% Chance To Cast Level 15 Decrepify On Striking
Level 16-18 Sanctuary Aura When Equipped (varies)
-50% Target Defense
Adds 150-210 Fire Damage
Adds 130-180 Cold Damage
7% Life Stolen Per Hit
Slain Monsters Rest In Peace
+200-250 Defense Vs. Missile (varies)
+10 To Dexterity
75% Extra Gold From Monsters

and this seems nice as a good average game setup:

Last Wish
6 Socket Swords/Hammers/Axes
Jah + Mal + Jah + Sur + Jah + Ber
6% Chance To Cast Level 11 Fade When Struck
10% Chance To Cast Level 18 Life Tap On Striking
20% Chance To Cast Level 20 Charged Bolt On Attack
Level 17 Might Aura When Equipped
+330-375% Enhanced Damage (varies)
Ignore Target's Defense
60-70% Chance of Crushing Blow (varies)
Prevent Monster Heal
Hit Blinds Target
+(0.5 per character level) 0.5-49.5% Chance of Getting Magic Items (Based on Character Level)

The PMH, blind target, might aura, merc fade (does this work), and ctc life tap all add to it's general appeal. I've also considered ebotd cb for the added ias and LL although I believe the damage on the eLW would be higher, even with a low roll, due to the might aura.

Also, what suggestions for the helm?

Thank you everyone for you comments, suggestions, and critique.

metalinquisition
19-04-2007, 22:35
I actually have a Last Wish wielding barb merc for my WW barb, and the Fade does work (very well, too). Ethereal barbs are stylish :P And yeah, for some reason, I never really thought of switching out his gear when the situation arrises. You could just keep the Lawbringer in your inventory when those pesky physical immunes show up. CoA 'BerBer' seems like a great helm choice.