Golem choice?

If you want to slow bosses, Decrep and one-point CG is enough. If you like give your merc an (upped) Kelpie Snare (75% slow). Don't use the Holy Freeze merc; Might is more useful and you would have problems with shattering corpses.

I guess shattering corpses means I lose out on the chance to get their rares and coin, as well as to raise them as skellies or revive them, right? Or do shattered corpses still leave their loot?

I'm really loving my freezy rogue merc. The Countess in the first act was gone so fast I didn't even get a chance to see her. She just got shattered after a couple shots.

However, the HP on my rogue made her get wiped out pretty fast against Andariel. I love having her for ranged, since I was thinking of doing without skellies for the most part. Being golem-centric, and pumping corpse explosion and/or poison nova. I guess a non-ranged merc will have notably better survival rate?

It's hard to give up a merc who is working so well for me. Can someone tell me why a merc with might is best, and what act/where I find them? I just started Act II.


 
What act do you find the might mercs in? And won't they die a lot, and expensively, if they're up in the face of all the bad guys and you don't have many skeletons to be targets? I was wanting to try a golemancer who uses either poison or corpse explosion or a bit of both.
 
If you want to have a really strong Golem, then you'll need to invest heavily into all the Golem skills (save Iron Golem, but you'll probably end up using the Iron Golem). This means you won't have much left for the Poison Spells (which need good gear and maxed synergies).

CE is an option though.
 
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