Act 2 Merc problems

piolovespunk

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Nov 20, 2009
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Act 2 Merc problems

Hi, I'm having problems with my merc's aura. I have a Nightmare Act 2 Defensive merc, which means he has the Holy Freeze aura. When he activates his aura, it shows beneath him, but not my character. My character holds none of the affects of the aura either as enemies don't freeze when i come near them, but they do for my merc when he decides to join the action.

I've been told unequipping his items and reequipping them will help, but it didn't. Again, I'm not having a problem with him casting his aura, my problem is that when he casts it, it's only on him. Any help would be greatly appreciated!
 
Re: Act 2 Merc problems

Not sure I understand.... Are you saying the merc has the freeze beneath him but the monsters arent chilling? If he isnt high enough then the aura wont stretch far enough away from him to chill monsters you are engaging, if you are far apart. Remember also that the aura pulses, so if you are killing monsters fast enough than they wont chill by the time the aura pulses, as they will be dead! That often happens with the HF merc on my meteorber.
 
Re: Act 2 Merc problems

After re-reading the description of the auras a little more carefully, i think i've found the source of my problem. I was expecting the aura to affect all party members, so when he would cast it, I was expecting him to cast it on himself and my character...although I no longer think thats the case.

Now i feel like a 'Might' merc may be more useful as his aura would affect the whole party (including my character). I'm thinking about switching to a might merc and equiping him with a 'Doom' polearm which would give him Holy Freeze, so then I would have the best of both worlds. What do you think?
 
Re: Act 2 Merc problems

After re-reading the description of the auras a little more carefully, i think i've found the source of my problem. I was expecting the aura to affect all party members, so when he would cast it, I was expecting him to cast it on himself and my character...although I no longer think thats the case.

Now i feel like a 'Might' merc may be more useful as his aura would affect the whole party (including my character). I'm thinking about switching to a might merc and equiping him with a 'Doom' polearm which would give him Holy Freeze, so then I would have the best of both worlds. What do you think?

Holy Freeze only benefits the one who is using it.

To know whether a Might merc would be good for you, we'd need to know what kind of Paladin you have.


 
Re: Act 2 Merc problems

Actually the character I'm referring to is a whirlwind barbarian. Since there's no merc thread, I figured this would be the best place to make the post since i'm trying to learn more about auras. Sorry for any confusion.
 
Re: Act 2 Merc problems

Many people say might + doom, however I don't think that's such a good idea, since doom does take an equipment spot after all.

I'd say hf + reaper's
 
Re: Act 2 Merc problems

I don't get it, what's wrong with it 'taking an equipment slot' on my merc? I like that Doom has the added aura, lots of damage and deadly strike, and minus cold resist. I guess i don't see how it's wasteful. Sounds like a holy freeze merc w/ reapers would have similar stats w/ a little more damage but no 'might' aura?

Unless of course you can't use the 2 auras at the same time, which I'm assuming you can.

I'm also considering going w/ a holy freeze merc and giving him a 'pride' for the concentration aura. I'm not really concerned w/ the damage he'll do, basically i just want to use him to attract enemies into a cluster so i can whirlwind through them. I feel like the damage he'd give me through the aura is more valuable than a high damage weapon for him. Thoughts?
 
Re: Act 2 Merc problems

I think your barb would benefit more from a Might merc too, HF won't do much for him since it doesn't add damage, it's just for extra safety (and barbs are pretty safe anyways). The good thing from Reaper's is the chance to cast Decrepify, since it lowers monster's physical resistance besides slowing them down (thus you'll deal more damage). Pride would be a good choice too, extra damage never hurts :)
 
Re: Act 2 Merc problems

I don't get it, what's wrong with it 'taking an equipment slot' on my merc? I like that Doom has the added aura, lots of damage and deadly strike, and minus cold resist. I guess i don't see how it's wasteful. Sounds like a holy freeze merc w/ reapers would have similar stats w/ a little more damage but no 'might' aura?

Unless of course you can't use the 2 auras at the same time, which I'm assuming you can.

I'm also considering going w/ a holy freeze merc and giving him a 'pride' for the concentration aura. I'm not really concerned w/ the damage he'll do, basically i just want to use him to attract enemies into a cluster so i can whirlwind through them. I feel like the damage he'd give me through the aura is more valuable than a high damage weapon for him. Thoughts?

It's wrong because while he could have both auras with doom, he could have the better of the auras, + a weapon that has some other bonus.

Decrep is basically a must for almost any barb. I'd rather have might + reaper's than might + doom.

Decrep will increase the barb's damage MUCH more than pride will, as well as reaper's also allows the merc to do real damage (allowing him to leech so he can survive and keep casting decrep)


 
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