act3 merc equipment?

psmuk

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Oct 17, 2005
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act3 merc equipment?

hi all,
im making myself a rift-a-din so gonna have dual dreams and full conviction aura, now i want to use an act3 lightning merc now i know your all gonna say go with an act 2 or act1 rougue but i always use those mercs and ive never made an act3 merc so i wanted to know what was the best gear to use with him..i was gonna put duel dreams on him and either vipermagi or ormus and maybe an azurewrath.....is this gear gonna be good with him or is ther better stuff i should use thx
 
2xspirits+shako+vipermagi

or maybe

2xdreams+dragon+hoj

these are just 2 of many possible options

:shocked:
*priit2
 
Dual-Dream is only really worth it on a Pally or a Sorc.

If cost wasn't an issue, I'd probably get a Lightning guy and give him something like Griffon, 'Spirit' sword, eth 'Spirit' Monarch, and 'CoH'. Otherwise something like PCrown/Shako, 'Spirit' sword, Lidless, and 'Stealth'/Vipermagi.

I've seen people use Azurewrath on them for the Sanctuary aura. I guess it's good for CS runs... never tried it myself.
 
thnx for replies, so basically the more +skills he has the more damage he would do as apposed to elemental damge from items such as dream,oh and one more thing will +% to lightning skill damge also increase his damage and will fcr items effect him too?
 
Sword should either be

1) Lawbringer for sanctuary aura
2) Cressent moon for -35% light resists
3) Ali baba for MF
 
thnx for replies, so basically the more +skills he has the more damage he would do as apposed to elemental damge from items such as dream,oh and one more thing will +% to lightning skill damge also increase his damage and will fcr items effect him too?
Yes, yes, and yes. Hence why I chose the items I did.



 
thnx phat, so im gonna give him spirit sword and shield shako and gonna get 15% light ormus and facet it...reckon he will do some good damage with full conviction on
 
Summons and Mercenaries are interesting in that +skills will actually boost their synergies, too. For instance, if you have a slvl 1 Firebolt and a slvl 1 Fireball, and you have +9 skills, the end result is a slvl 10 Fireball with 1 point synergy (the slvl 1 Firebolt). If a mercenary had that, then the end result would be a slvl 10 Fireball with 10 points synergy (the slvl 10 Firebolt after +skills). As a result, the +skills really boost a Merc's damage. If you can get your hands on a +3 Lightning or Charged Bolt Ormus, go for it, because it'll really crank the damage up.

I tend to prefer Cold Mercs to Lightning Mercs, since they deal slightly better damage, they have the Freezing Armor (which is handy for when they get swamped and saves on the cost of reviving), and because they freeze their enemies. In that case, be on the lookout for a +3 Ice Blast or +3 Glacial armor. Also, since the Fire Mage's spells (Inferno/Fireball) don't synergise each other, Fire Wolves deal pathetic damage and should be avoided at all costs.

The best Merc Rig is dual-spirits (be sure to make the Spirit Shield in an ethereal monarch or you'll never have enough strength to equip it), an Ormus with a bonus to a skill they use, and Griffons (for Lightning) or Nightwing (for Cold). If they're short on strength to equip the Spirit Shield (they won't have enough strength until they're in their 90s), stuff a PAmethyst into their armor or hat.

Also, yes, Mercs do benefit from FCR. I forget what their exact breakpoints are, but I'll look them up and post them sometime tomorrow for you. Another little thing you can do to speed up their firing rate is to get them some Faster Run/Walk (seriously). Since they spend so much time running around after they fire, a little bit of FR/W will get them where they're going quicker, so they can start firing again quicker. It really does speed up their killing speed. Stealth is a PHENOMINAL A3 Merc armor, because it's cheap and it's legitimately uber (FCR and FR/W).
 
Summons and Mercenaries are interesting in that +skills will actually boost their synergies, too. For instance, if you have a slvl 1 Firebolt and a slvl 1 Fireball, and you have +9 skills, the end result is a slvl 10 Fireball with 1 point synergy (the slvl 1 Firebolt). If a mercenary had that, then the end result would be a slvl 10 Fireball with 10 points synergy (the slvl 10 Firebolt after +skills). As a result, the +skills really boost a Merc's damage. If you can get your hands on a +3 Lightning or Charged Bolt Ormus, go for it, because it'll really crank the damage up.

I tend to prefer Cold Mercs to Lightning Mercs, since they deal slightly better damage, they have the Freezing Armor (which is handy for when they get swamped and saves on the cost of reviving), and because they freeze their enemies. In that case, be on the lookout for a +3 Ice Blast or +3 Glacial armor. Also, since the Fire Mage's spells (Inferno/Fireball) don't synergise each other, Fire Wolves deal pathetic damage and should be avoided at all costs.

The best Merc Rig is dual-spirits (be sure to make the Spirit Shield in an ethereal monarch or you'll never have enough strength to equip it), an Ormus with a bonus to a skill they use, and Griffons (for Lightning) or Nightwing (for Cold). If they're short on strength to equip the Spirit Shield (they won't have enough strength until they're in their 90s), stuff a PAmethyst into their armor or hat.

Also, yes, Mercs do benefit from FCR. I forget what their exact breakpoints are, but I'll look them up and post them sometime tomorrow for you. Another little thing you can do to speed up their firing rate is to get them some Faster Run/Walk (seriously). Since they spend so much time running around after they fire, a little bit of FR/W will get them where they're going quicker, so they can start firing again quicker. It really does speed up their killing speed. Stealth is a PHENOMINAL A3 Merc armor, because it's cheap and it's legitimately uber (FCR and FR/W).

wow thanks ssog that was just the onfo i was looking for....ive read alot of threads on these forums and you always give very indepth and sound advice, respect man



 
Enigma is a great armor for the act3 merc as it'll boost the str all you need, give lots FRW, MF, ohh and +2 skills.

If you use a fire merc look at hexfire.
 
wow thanks ssog that was just the onfo i was looking for....ive read alot of threads on these forums and you always give very indepth and sound advice, respect man

Always happy to help.:smiley:



 
I suggest that you consider lawbringer, azurewrath and cresent moon over a spirit sword.

Lawbring and azurewrath give sanctuary aura which is great against the undead. It can protect you and your merc and looks great with the sparkles delimiting the aura. There are large numbers of undead in the game and OKs in A4 and A5 have the deadly IM. Sanctuary helps lots.

Cresent moon give -35% to lightning resist which will, at minimum, increase your damage by 35%. If the monsters have like resists it will help more. This assumes that the monsters are not light immune.
 
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