THE TYRANNICIDES: [revised] An outrageously expensive build for optimal MF-ing.

Yeah I can barely handle the 105% breakpoint, it's almost too fast! I think. I find myself flying into walls alot. If it was a straight race to Mephisto maybe more FCR would be worth it; but there are so many turns and dead ends!
I think the wizardspikes are superfluous but you could use them instead of HOTO's although I think theyre horrible for your BO etc... -CallsignAPOLLO


edit*:In case anyone is curious here is the formula to make a caster amulet. Caster Amulet Magic Amulet
Ral Rune
Perfect Amethyst
Magic Jewel
(5-10)% Faster Cast Rate
Regenerate Mana (4-10)%
+ (10-20) To Mana
 
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Full credit goes to Myx for an awesome little list of items! Items that break the 200%FCR! I don't know if it's worth it; but it's very cool!

Yeah I can barely handle the 105% breakpoint, it's almost too fast! I think. I find myself flying into walls alot. If it was a straight race to Mephisto maybe more FCR would be worth it; but there are so many turns and dead ends!
I think the wizardspikes are superfluous but you could use them instead of HOTO's although I think theyre horrible for your BO etc... -CallsignAPOLLO

True but 2 Echo prefix Knives or daggers would give better BO than the HOTO's and they and the Wizardspikes take up as much room in the stash as 1 HOTO - The 2 Perfect HOTO's don't give as much BO as 2 Echos (See Halciet's post here http://www.purediablo.com/forums/showthread.php?t=126794) and now you have room for the wizardspikes.

EDIT: Sorry you are correct on the HOTOs = 2 Echos for BO (my bad thinking CTA edited above) - but the idea of 2 echos (knifes or daggers) for crys and 2 Wizardspikes for TP stands = + lots more resists, FCR, & Mana and takes less space in stash than 1 HOTO its also cheaper and It's not that much time switching as BO is how often 1 per run right?


 
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Yes but you're not just relying on the HOTO's for BO, you get FCR, more mana etc.. and I wouldn't ry using Echoing daggers and then switching to wizardpikes and then switching to swords because that's just a pain. Right? -CallsignAPOLLO

edit*:Is it me or are you misunderstanding Halciet's post?
 
i think that 2 hoto's give the same bo as echoing isnt echoing +3 warcries which equals six total and HOTO is +3 all skill so 6 total...
 
for your act 2 merc you could try a 3 soc eth tomb reaver with 3 bers in it

Two-Hand Damage: (99-125) To (450-570) (274.5-347.5 Avg)
Required Level: 84
Required Strength: 165
Required Dexterity: 103
Durability: 65
Base Weapon Speed: [10]
+200-280% Enhanced Damage (varies)
+150-230% Damage To Undead (varies)
+60% Increased Attack Speed
+250-350 To Attack Rating Against Undead (varies)
All Resistances +30-50 (varies)
10% Reanimate As: Returned*
+10-14 Life After Each Kill (varies)
+50-80% Better Chance of Getting Magic Items (varies)
+4 To Light Radius
Socketed (1-3) (varies)
(Ladder Only)
(Only Spawns In Patch 1.10 or later)

would give a good boost to mf with a decent roll and I have noticed that mercenaries dont really have a hard time hitting things unless they are under leveled so conviction wouldnt help that much in my opinion
 
I will try that, great idea. However my merc was much slower versus mephisto using EBOTD so I think conviction does help significantly. Still, I'll look into it. -CallsignAPOLLO:scratch:
 
I know the returned pop up what seems a lot more than 10% but not sure how their killing things and MF would work or if you can BO them etc.

Edit: The Tomb Reavers he recommended has a 10% Returned* - Like super necro skells that your merc will generate that fight with him and you.
Edit: all I can find on them is this description:
it produces a 'Returned', which is essentially the monsters in Pindleskin's garden. Occasionally they'll get in a charge/knockback, but they're pretty useless overall due to their slow-arse movement speed.
 
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Can you explain what you just said? It went way over my head :embarassed:

I don't know if they would KILL a boss but I suppose it's quite possible if you kill other things first. The way that works is; anything your minions kill - your mf is applied. Your point is a valid one though because your mercenary's mf WOULD NOT be applied if the summons killed. Mercenary mf is only applied if the mercenary himself kills.
 
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basically if a corpse pop a returned it cant be used for find item, and i actually find that it happens less than 10% of the time for me
 
I would prefer to make the merc do more damage and less mf rather than less damage and more mf.

I prefer this because my character already has high mf and the only thing that kills in this build is the mercenary. Trying to make the mercenary kill as fast and as easily as possible seems like the better strategy.

Along these lines I think I've found the best helm for this mercenary to use. A 2 socket ethereal Giant Skull with 2 15ias/40%ed jewels in it!

Who can afford that, good question.:cry:
 
it would make him kill stuff that isnt an act boss slower because of knock back, I think andy's with a 30fire res/15 ias jewel would be better
 
That idea about the jewel, BRILLIANT!:shocked: :thumbsup: Why didn't I think of that Yetidiah?! Great Idea!:thumbsup: We're starting to pile up quite a few revisions to this guide. I'm lov'in it! I'll start trying to find a jewel like that!:thumbsup:
 
funny enough it would be a perfect ruby jewel of fervor, and if you used tomb reaver you would need andy's for leech, and for a might merc it may actually increase his damage from the +skills
 
I think it would.

What are the best gold finding weapons? 2 Six-Socket swords filled with 'Lem' runes? lol:cloud9: :cloud9: :cloud9: :cloud9:
 
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I think blade of ali baba tulwars would be the best choice, socket one with 2x ist one with 2x lem, then your not limited to boosts of only GF or MF but have a blend of both
 
Hmm interesting, I think I would do stretches of Gold Finding and then mf but I like the items you suggest. I'll have to test that out. Cool cool.:grin:
 
I would prefer ali babas to some runs with lems then some runs with ists

lets say you do 100 runs with a lvl 90 char with 6ist swords and 6 lem swords thats 50 runs each so
50*360mf=18000
50*900mf=45000
or 100 runs with 2ist 2lem ali baba's
100*240mf=24000 50% increase overall
100*600gf=60000 33% increase overall

doing some of each is fairly inefficient if you look at it this way
 
Natural Resistance!

I've finally gotten around to explaining why you should max Natural Resistance with this build!

First of all. There really is nothing else to put the points into; a few more resistances is better than anything else you could use your remaining skill points for in this build.

Remember that every resistance point gained from natural resistance is less you will have to make up for by losing mf and adding other items.

Ok here's the good stuff:Natural Resistance gives Resistances to Lightning, Fire, Cold, and Poison but does not include Magic Resistance.

Level 1. 2. 3. 4. 5. 6. 7. 8. 9. 10 11 12 13 14 15 16 17 18 19 20​

Increase All Ele.Res. % 12 21 28 35 40 44 47 49 52 54 56 58 60 61 62 64 64 65 66 67

The levels correspond to the resistances in the second sequence of numbers.

Basically what this means is that with 1 point in natural resistance, plus +skills you will get 47 res. from the skill. But with maxed Natural resistance, with your mf gear equipped (the least +skills applied) you will get 72 res. ! Thats about 25 res!

More than 1 res. per skill point!:thumbsup:

edit*
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On the off chance that this guide ever gets stickied! Which would be sweet! I would call it "CallsignAPOLLO's MagicFind-OVERLOAD! FindItem-TELE'Barb.!" A.k.a The TYRANNICIDES
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