I thought up some runewords as a means to help address the poor state of act 3 mercs despite the changes already made to them. I made up these runewords in another topic but I decided to make my own post showcasing them here. They would not only be useful for act 3 mercs, but players as well.
The problem with a3 merc is their gear choices. They can’t use pally shields and being stuck to swords has always limited them. Now that frenzy barbs exist and have the stats to equip most useful swords like plague and last wish, there’s very little else than to juice their already bad damage.
Pretty much the best way i see blizz devs helping fix a3 mercs is making new runewords or gear that gives fire, lightning, and cold mastery as O skills in them. Probably new highlevel shield runewords with 6-10 mastery/20fcr/-10-15 res. They should also allow hotos to be made in swords as well but that’s a tangent for another time.
Like the new helmets and sunder charms, they would follow the same template of covering every damage:
Gluttony (FalGul)- poison shield (2 runes so necros can use them in heads and because not many 2 rune runewords).
20-30 str
20fcr
25fhr
15-25% poison skill damage
50% chance to cast lvl 21 lower res when hit
20% chance to cast lvl 50 poison explosion when you kill an enemy.
25% chance to cast lvl 32 teeth when you kill an enemy.
5% max poison res (gul)
(Updated).
Fal adds 10 str but the rune word could boost that to 20-30 (these mercs lack strength) hence the Fal. All these secondary runes fit the theme of a specific damage type.
Note: I am going to only add my thoughts on what should be the core affixes of these shields and any further input or ideas for other are welcome.
Lust (FalVex)-fire mastery one
6-10 fire mastery
20-30 strength
25% Chance to cast a lvl 20 blaze when hit
-10-15% to enemy fire resistance
20fcr
25 faster hit recovery
15% chance to cast lvl 5 attract when hit.
Sloth (FalOhm)- cold mastery one (give it holy freeze aura since Doom is the only other thing that can give holy freeze).
1-2 cold mastery
8-12 holy freeze aura
20-30 strength
20% chance to cast level 20 cyclone armor when hit.
10-20% cold skill damage
20 fcr
25 fhr
Envy (FalLo)-lightning mastery
6-10 lightning mastery
20-30 strength
15% chance to cast lvl 20 thunderstorm when hit
25% chance to cast lvl 30 nova when hit
50% chance to cast lvl 20 teleport on attacking.
6-10 telekinesis
20fcr
25fhr
Sorry, there’s no way to make this shield so that javzons and dream pallies cant take it and become even more unstoppable so it has the teleport on hit, kind of like the oculus. This would be when you hit you teleport. A3 mercs hardly ever attack and when they do its when they are surrounded. It works for them. Remember this isn’t necessarily for your busted builds. A3 mercs hardly swing but a small chance if they get surrounded which is why this is actually useful for them while not making zons monsters in the process. Im sure someone could game this runeword but it wouldnt be fun lol. Might make FoH or a shockauradin overpowered though. I’m not sure.
Greed (FalSur)- magic based shield dun dun dunn. Shield would give magic resistance and -enemy magic resistance.
10-50% magic resistance
-10-25% enemy magic res.
20fcr
25fhr
20-30 str
6-10 to berserk
Lvl 8-12 sanctuary aura when equipped.
100-150% extra gold dropped.
Has to have brutal odds and lopsided so that pvpers can negate busted magic damage and pvmers the bad sunder charm. Getting 50% res and 25% damage would be very difficult (1/1000 odds) hence the name. The berserk and sanctuary is also there to help melee builds like shapers that have little alternatives to phys immunes. Ever since the sanctuary aura fix it has become an almost necessity to counter undeads and barbarians have an unfair advantage among melee being able to have berserk as well as dual wield a grief and a lawbringer to render undeads laughably easy.
Vanity (FalBer)-phys based.
20-30 str
Indestructible
10-15% phys reduction (ber+rw)
66% chance to proc lvl 1 amp when hit
50% chance to cast lvl 5 corpse explosion on kill
10% chance to convert enemy on hit.
Lvl 10-15 thorns aura.
20fcr
25fhr
The conversion is there to balance the potential opness of the shield for players while pose little risk for the merc. Some builds will be able to use this shield but it will be a risk between corpse booms and converting enemies. It seems odd but fits the name and the thorns balances out enemies that wind up converted. The conversion needs to be done to make sure the multi hit builds dont become too op and to reduce risk of conversion you want to use high damaging attacks.
Well, what do you guys think?