Hireling information

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Dec 8, 2009
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Hireling information

As far as i can tell, the skills the hirelings use will increase in level as they level up...does anyone know the formalue for this?

For the act 3 hirelings, is there any real way to increase the damage they do besides leveling them up? A level 20 fire sorc takes 5-6 fireballs to kill a single normal act 3 monsters...a rogue hireling with a decent bow takes 1-2 shots. Its really dissapointing....

On a somewhat similar note, is there any reason to use act 5 barbarians over act 2 mercs whom have the useful auras?
 
Re: Hireling information

I uploaded an Excel file to MediaFire with the hireling stats.

Act III mercs need mostly
* Faster Cast
* + All Skills

They are weak mercs, especially the Fire variant. Cold has its own special uses, and Lightning can be made to work reasonably well (but the lightning mage is still 'underpowered variant material').


Act V mercs: well, if you have a much better sword than spear/polearm, I guess they can be an option. Also, if you like to pack MF gear on the merc, the Act V guys can use the IK helm. Another thing they are good at is one-on-one fights vs the game´s random bosses (not act bosses). Their Bash and Stun makes them able to often defeat really strong bosses.
 
Re: Hireling information

Awesome file.

Holy freeze frequency for the act 2 nightmare merc is...10? Does it mean that it only freezes 10% of the time or something?

Besides can stuff like faster cast rate even spawn on stuff like helms and swords...?
 
Re: Hireling information

I've got plenty of circlets/coronets with faster cast rate. Don't know about swords.
 
Re: Hireling information

FCR can`t spawn on swords, but Spirit (If you`re using RWM) has 25-35FCR and Crescent Moon has -eLR which will be good for your A3 Light merc.
 
Re: Hireling information

What is Spirit/RWM/ELR?
Spirit is a 1.10 Runeword. Though it can only be used on the Realms, or if you have a mod installed when playing single player. This is called RWM: Rune Word Mod. Check the stickies for more information about this.

Spirit
Weapons
+2 To All Skills
+25-35% Faster Cast Rate (varies)
+55% Faster Hit Recovery
Adds 1-50 Lightning Damage
Adds 3-14 Cold Damage 3 Second Duration (Normal)
+75 Poison Damage Over 5 Seconds
7% Life Stolen Per Hit
+250 Defense Vs. Missile
+22 To Vitality
+89-112 To Mana (varies)
+3-8 Magic Absorb (varies)

-eLR = minus enemy lightning resistance. Or in other words: a stat to lower your enemies lightning resistance. We tend to abbreviate a lot of things around here :whistling:


 
Re: Hireling information

Im still in normal and most of the runes ive found arent very helpful :(.

At any rate, does % damage taken goes to mana work on mercs? As they seem to have infinite mana...
 
Re: Hireling information

Im still in normal and most of the runes ive found arent very helpful :(.

At any rate, does % damage taken goes to mana work on mercs? As they seem to have infinite mana...
Indeed, it doesn't work. Mercs don't need mana to cast things.


 
Re: Hireling information

Holy freeze frequency for the act 2 nightmare merc is...10? Does it mean that it only freezes 10% of the time or something?

No, it´s the frequency for his 'activate the aura' action. Take a level 73 merc as example. Every time he makes a "decision" what to do when he sees a monster, he has:
- a 30/190 chance to use Attack
- a 150/190 chance to use Jab
- a 10/190 chance to activate his HF aura
(the number 190 is of course the sum of the frequencies)

The aura stays on once it´s activated, of course, until the merc dies or you exit the game.



 
Re: Hireling information

Wouldnt it be best to set the aura chance to 190/190 then? Then he would instantly activate the aura instead of taking(in some cases) several minutes to do it.
 
Re: Hireling information

No as the merc has only one decision cycle. Now if Blizzard would code it so that act II mercs has two decicion cycles then...

Ulla
 
Re: Hireling information

What happens if the aura is arleady on and the merc hits the "turn on aura" decision? He just does nothing?
 
Re: Hireling information

This explains a lot about those times when my merc would seemingly be standing around doing nothing - while his boss was being pummeled by the denizens of hell ...
 
Re: Hireling information

If only Act 3 mercs had Cold/Fire/Lightning Mastery, they could've been so much better. Same for Act 5 mercs, they should've been able to equip different kind of weapons and have weapon masteries. But they don't.
 
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