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Quick Fishymancer Question

Aug 11, 2005
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Northern California
Quick Fishymancer Question

I'm on single-player, running a Fishymancer. (Skel warriors and CE). When I get to Act 2 Nightmare, I'll get a Might-aura merc, but... which Act 2 NORMAL Aura should I utilize until I can get to Nightmare?

I'm thinking Defiance to make sure my Skellies survive longer... or would Prayer be good?
 

DuesNox

Member
Jun 22, 2003
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New Hampshire
I've always used the defensive mercenary, it keeps him and your whole army alive even during those superuniques that we all love.
 

ShadowsFall

Member
Jul 11, 2005
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Camp Pendleton, CA
threeofnineteen said:
I'm on single-player, running a Fishymancer. (Skel warriors and CE). When I get to Act 2 Nightmare, I'll get a Might-aura merc, but... which Act 2 NORMAL Aura should I utilize until I can get to Nightmare?

I'm thinking Defiance to make sure my Skellies survive longer... or would Prayer be good?

I took Defiance over Prayer simply because it was easier just to pick up the potions on the ground and use them as needed. Although I dont know how much it really helps the skellies I liked it mainly because it helped the merc stay alive, and pretty much act as a tank until the skels started getting stronger.
 

seige

Member
Oct 24, 2004
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Tassie
Defensive moron is good. As DuesNox said, it will help your skellies out some as well.
If you haven't I'd have a look at Nightfish's Fishymancer guide. Here

Good luck with him :)

*wonders if I should ask NF for a commission*

- Jas :howdy:
 

bill_n_opus

Member
Apr 10, 2004
2,553
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166
GVRD baby!
What everyone else said.

Actually, your army in Norm and NM should kick total holy ***. Having a shared aura is almost overkill, almost. Having a Rogue is kinda fun as she runs around shooting at stuff that has a good chance of already blowing up/dying before it dies at the hands of the Rogue.

Kinda inefficient ... but fun.