So, with all the new changes from 2.4. We have seen a lot of new ideas come out about the mecenaries. The Act one’s now have a good variety of abilites with insight being available in a bow and the ice rogue being able to shut down groups at a range. Likewise, the new act 5 frezny barb is a very solid addition if you want a physical power house. However, going out into the world I still see the act 2 mercs are dominating player preference. This isn’t a surprise as insight and a might aura are a powreful combo. But, recently I have been using some of the Act 3 mercs and they are actually really strong with certain builds.
The ice one really hasn’t evolved all that much. He has more defense and freezes stuff a littel longer. But, overall he hasn’t changed drasitcally. However, the fire and lightning ones are just great in certain curcumstances. The lighting merc will spam off static field every 10 to 15 seconds in combat. This is amazing if you are a single target attacker as often by the time I reach the 3rd or 4 enemy in a pack they are very close to half health. Lighting isn’t that hard to break and he just does a great AOE damage. Likewise, the fire mer’s fire ball works pretty well against most foes and the level 29 to 35 enchant he brings offers more attack rating than a blessed aim does as well.
If you can make do with out insight they are quite strong and good selections. I was just curious if anybody else was using Act 3 mercs regualarly and what sort of setups you guys found them good for.
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I used a fire one for a bit with my fanaticism zealot and sometimes it’s quicker on a Countess Run than a Act 5 Frenzy and sometimes the Frenzy Merc is just insanely fast if he’s equipped with a Lawbringer. I know the decrepify from Lawbringer can break immunes with its proc but most of the time he melts them without Decrepify ever procing.
I tried taking the fire one into Cows with me but I just can’t keep the cows off him and he dies a lot more often that the Act 5 merc probably due to the decrepify and his taunt ability along with the Taunt procs from Unbending Will.
I didn’t try the lightning one though. That might improve his chances of survival, maybe. I’ll give it a whirl and get back to you.
But as of right now, I think if you’re running a physical dealing character like the zealot, or maybe a Fury Druid or some kind of Barb or Assassin, the Act 5 with a Lawbringer runeword will give you more mileage.
But that’s only my experience. The Act 3 merc is pretty good though.
i usually use the fire one in normal, since his fireball is really strong there, especially if you havent got a good weapon for the other mercs. even nacked he does good damage there.
Fire merc is actualy quite usefull, decent dmg and enchant. Amazing for summoner and melee chars.
i think the main concept for all a3 mercs is viable, its just numbers tuning that prevents them from being good. the general concept (fire:AR boost, Cold: Crowd control/safety, Lightning: AoE dmg) is good. these are weaknesses for melees. the dmg needs an upgrade to something like 6-8k average dmg with best gear. currently lightning is at 2-3k, fire at 4-5k.
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Idk tho we already have overpowered mercs for group play.
What if damage buff would work only for solo play?
I had a rather intersting party last night. I brought my blade Assasin with the Act 3 fire merc. He’s sporting Griswolds armor to get enough strength for a spirit monarch, a shako, and a Azurwrath for +1 skills and a sanctuary aura. Our second member was a summoning zoo druid, maxed out wolves, bear, heart of the wolverine. He brought an Act 2 with might and insight. Last we had a double throw barb. He brought, an act 5 frenzie bart with voice of reason and cresant moon.
Once our barbarian (player) found out my merc was casting enchant on everything that moved he swapped out his Auriat’s face for a wolfhoul helmet just to have the spirit wolf charges. We had a fun time tearing through Acts 4 and 5 on players 3. Sometimes stacking different mercs really makes a party brutally powerful.