Mercenaries...

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I know, the most popular mercs by far are Act 2 NM Holy Freeze - for a
lot of classes.

Sorceresses, especially those that use cold (Frozen Orb or Blizzard),
seem to go well with Defiance mercs (Act 2 Norm Defensive)

Skeleton or Golem Necromancers like Might or Thorns (Act 2 NM).

One or two rare builds favour Blessed Aim mercs - particularly the
Vengeance/Holy Shock hybrid "Double Synergist", who uses Vengeance for
combat skill and Holy Shock for the main aura (backed up by Freeze as
alternative aura), because then Resist Lightning (and Resist Cold)
would provide a DOUBLE bonus to elemental damage, at the expense of
NOT having either a Zealot's bonus to AR (Zeal normally goes with the
offensive auras) or a Conviction to cripple a foe's defence
(Conviction usually supports a Vengeance attack.)

Next most popular after the Act 2 mercs seem to be Act 3 Cold, mainly
because their Blizzards can freeze enemies.

So, what I'm asking is...

Who uses something ELSE as a Merc?

Just occasionally, you'll see an Act 1 Rogue - nearly always an Ice
Arrow. Or, perhaps, you'll see a Sorceress being accompanied not by an
Act 2 merc, but an Act 5 Barbarian. But they seem to be rare.

- Who here uses Act V Barbarians?
- Who here uses an Act 1 Rogue? Double bonus points if you use a Fire
Arrow rogue rather than Ice Arrow. For myself I actually like the Ice
Arrow rogues to go with my avengerdins.
- Who here uses an Act 3 Fire or Lightning merc, rather than a Cold
one?
- Who here uses an Act 2 Blessed Aim or Prayer merc?

Jonathan.
 
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On Sun, 23 Jan 2005 20:27:04 -0000, "Jonathan Ellis"
<jonathan@franz-liszt.freeserve.co.uk> wrote:

> - Who here uses an Act 1 Rogue? Double bonus points if you use a Fire
>Arrow rogue rather than Ice Arrow. For myself I actually like the Ice
>Arrow rogues to go with my avengerdins.

>Jonathan.

Guilty as charged, on almost *all* of my characters, and at least one
of my Ancestral Recall characters uses the Fire Arrow Rogue (only
because she'd gotten to too high a level by the time I noticed).

ald
reply via email to ald_007_1999 at yahoo dot com
 
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> - Who here uses an Act 3 Fire or Lightning merc, rather than a Cold
> one?

My last char used a Lightning merc. Give him a sword with IAS on it, and he
throws out a LOT of lightning. (Due to the bug that makes some lightning
spells affected by IAS instead of FCR.) I was playing a Necro, so using
Lower Resist made him rather useful. Only problem was it was hard to level
him, as he never got most of the kills, since he was surrounded by over a
dozen skeletons/magi. But I'm pretty sure he was softening up a good number
of the enemies for the skeletons to take them down.

I have used pretty much every merc type at one point or another, with the
possible exceptions of some of the Act mercs. (Don't think I've ever used
Blessed Aim or Defiance. I did Prayer at least once.) I also don't think I
ever seriously used either an Act 1 or Act 3 merc of the fire variety, but
I've definitely used Cold Arrow Rogues. (It's the first one you get, so I
often keep them forever rather than getting a new one later on.)

Darrel Hoffman - Lvl 27+2 Game Guru
(But then, this is me talking - the guy who plays Nekkid chars and other
dumb stuff like that...)
 
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"Jonathan Ellis" <jonathan@franz-liszt.freeserve.co.uk> wrote in message
news:ct11am$r23$1@newsg4.svr.pol.co.uk...

> - Who here uses an Act 3 Fire or Lightning merc, rather than a Cold
> one?
> - Who here uses an Act 2 Blessed Aim or Prayer merc?

I have a cold/light sorc that uses a fire rogue, a es/fo sorc that uses a
prayer merc, and I really want to try an act 3 light merc with spirit sword
and sheild to see just how fast the lightning can come out.

I never really find nasty swords, so I don't use barb mercs except for one
that accompanies a leap barb, and that team isn't going to make it past
nightmare.
 
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ald <103175.3500@compuserve.com> wrote in
news:ab38v0ta3b1as7821dofs0kh0qsmdhbbpr@4ax.com:

> On Sun, 23 Jan 2005 20:27:04 -0000, "Jonathan Ellis"
> <jonathan@franz-liszt.freeserve.co.uk> wrote:
>
>> - Who here uses an Act 1 Rogue? Double bonus points if you use a Fire
>>Arrow rogue rather than Ice Arrow. For myself I actually like the Ice
>>Arrow rogues to go with my avengerdins.
>
>>Jonathan.
>
> Guilty as charged, on almost *all* of my characters, and at least one
> of my Ancestral Recall characters uses the Fire Arrow Rogue (only
> because she'd gotten to too high a level by the time I noticed).
>
> ald
> reply via email to ald_007_1999 at yahoo dot com
>

Hey, I never knew we were supposed to trade in or rehire new mercs in
Act II. So, I've used my Act I merc solely. I think she's throwing
fire arrows. She's done well. Why would I need to change if she's
keeping up with me? What's the purpose of rehiring mercs and having to
relevel them?

Diane
 
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On Sun, 23 Jan 2005 20:58:58 GMT, Diane <kirchbabe1@verizon.net>
wrote:

>Hey, I never knew we were supposed to trade in or rehire new mercs in
>Act II. So, I've used my Act I merc solely. I think she's throwing
>fire arrows. She's done well. Why would I need to change if she's
>keeping up with me? What's the purpose of rehiring mercs and having to
>relevel them?
>
>Diane

Well, you get auras from the Act 2 mercs, the much more useful ones
coming in NM (Holy Freeze being the most notable, as the original
poster pointed out). Also, some characters don't have the built-in
tank that the Amazon has, and really need one.

And you're not *supposed* to, it's an option. Like I said, I almost
never do, but I have a weird affinity for the Rogues ;-)

ald
reply via email to ald_007_1999 at yahoo dot com
 
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Might mercs are quite useful too for melee chars, especialy
for Frenzy Barbs.
In my opinion HF mercs aren't THAT GOOD.
Killing monsters in hell difficulty or killing NM Ancient's
with melee weapons is quite difficult without a MIGHT
merc, unless you use twinked chars.


"Jonathan Ellis" <jonathan@franz-liszt.freeserve.co.uk> schrieb im
Newsbeitrag news:ct11am$r23$1@newsg4.svr.pol.co.uk...
>I know, the most popular mercs by far are Act 2 NM Holy Freeze - for a
> lot of classes.
>
> Sorceresses, especially those that use cold (Frozen Orb or Blizzard),
> seem to go well with Defiance mercs (Act 2 Norm Defensive)
>
> Skeleton or Golem Necromancers like Might or Thorns (Act 2 NM).
>
> One or two rare builds favour Blessed Aim mercs - particularly the
> Vengeance/Holy Shock hybrid "Double Synergist", who uses Vengeance for
> combat skill and Holy Shock for the main aura (backed up by Freeze as
> alternative aura), because then Resist Lightning (and Resist Cold)
> would provide a DOUBLE bonus to elemental damage, at the expense of
> NOT having either a Zealot's bonus to AR (Zeal normally goes with the
> offensive auras) or a Conviction to cripple a foe's defence
> (Conviction usually supports a Vengeance attack.)
>
> Next most popular after the Act 2 mercs seem to be Act 3 Cold, mainly
> because their Blizzards can freeze enemies.
>
> So, what I'm asking is...
>
> Who uses something ELSE as a Merc?
>
> Just occasionally, you'll see an Act 1 Rogue - nearly always an Ice
> Arrow. Or, perhaps, you'll see a Sorceress being accompanied not by an
> Act 2 merc, but an Act 5 Barbarian. But they seem to be rare.
>
> - Who here uses Act V Barbarians?
> - Who here uses an Act 1 Rogue? Double bonus points if you use a Fire
> Arrow rogue rather than Ice Arrow. For myself I actually like the Ice
> Arrow rogues to go with my avengerdins.
> - Who here uses an Act 3 Fire or Lightning merc, rather than a Cold
> one?
> - Who here uses an Act 2 Blessed Aim or Prayer merc?
>
> Jonathan.
>
>
 
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"Ralf Baumhoefer" <fcbayern_owp@yahoo.com> wrote in
news:41f41b3b@news.ginko.net:

> Might mercs are quite useful too for melee chars, especialy
> for Frenzy Barbs.
> In my opinion HF mercs aren't THAT GOOD.
> Killing monsters in hell difficulty or killing NM Ancient's
> with melee weapons is quite difficult without a MIGHT
> merc, unless you use twinked chars.
>
>

Well, my question is: How do you know what kind of merc you're hiring when
all it says is "offensive" "defensive" "combat"?

Diane
 
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Jonathan Ellis wrote:

>Who uses something ELSE as a Merc?
>
> - Who here uses Act V Barbarians?
> - Who here uses an Act 1 Rogue?

Ok, I'm just gonna rattle off what I use with each of my currently
active characters (except my martial arts assassin, who is my rune
mule, and a character I choose to keep in normal in order to see games
to give excess items away to new characters). Some of these may be
less than ideal:

Meteor sorc - act 5 barb
Blizzard sorc - act 2 holy freeze
Javazon - act 2 holy freeze
Hurricane druid - act 2 holy freeze
Frenzy barb - act 1 cold rogue
Hammerdin - act 1 cold rogue
Skellimancer - act 2 defiance

I was using a might merc with the skellimancer until last evening,
when someone gave me some extra items and suggested that I try out the
defiance merc instead.
 
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Diane wrote:

>Well, my question is: How do you know what kind of merc you're hiring when
>all it says is "offensive" "defensive" "combat"?

According to:
http://www.diabloii.net/townsfolk/mercs2.shtml

Normal and Hell Difficulties:
Combat - Prayer
Offensive - Blessed Aim
Defensive - Defiance

Nightmare Difficulty:
Combat - Thorns
Offensive - Might
Defense - Holy Freeze
 
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FuManchu <FuManchu@smellus.net> wrote in
news:bq78v0pd3dnle0pq6gpgep9khnutc0r44c@4ax.com:

> Diane wrote:
>
>>Well, my question is: How do you know what kind of merc you're hiring
>>when all it says is "offensive" "defensive" "combat"?
>
> According to:
> http://www.diabloii.net/townsfolk/mercs2.shtml
>
> Normal and Hell Difficulties:
> Combat - Prayer
> Offensive - Blessed Aim
> Defensive - Defiance
>
> Nightmare Difficulty:
> Combat - Thorns
> Offensive - Might
> Defense - Holy Freeze
>

Ah, ok thanks. Now I have to decide what kind of assassin I'm having
and what kind of merc to go with her.

Diane
 
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In article <er68v0pg1oqqfife4bkbfen8csaj2i4rhp@4ax.com>,
FuManchu <FuManchu@smellus.net> wrote:

[Big snip]

>Skellimancer - act 2 defiance
>
>I was using a might merc with the skellimancer until last evening,
>when someone gave me some extra items and suggested that I try out the
>defiance merc instead.

What was their reasoning for that? I personally prefer a Might merc for my
skelliemanicer due to the extra killing speed it provides them. I've heard
some arguments for Blessed Aim mercs, but as for Defiance... More def to
the skellies? Who cares? If one goes down, you just raise a new one,
they're pretty cheap.

Good luck levelling up the Defiance merc. 😉

Regards,

Patrick.
 
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Jonathan Ellis wrote:
> Who uses something ELSE as a Merc?
>
> - Who here uses Act V Barbarians?

I've used Act V Barbarians with a FO Sorceress and a Trapper Assassin.
IMO they're good because a) they have heaps of life, b) they can use any
1H or 2H sword, and c) they don't get left behind when levelling in
Normal, as Act II mercs are wont to do.

> - Who here uses an Act 1 Rogue? Double bonus points if you use a Fire
> Arrow rogue rather than Ice Arrow. For myself I actually like the Ice
> Arrow rogues to go with my avengerdins.
> - Who here uses an Act 3 Fire or Lightning merc, rather than a Cold
> one?
> - Who here uses an Act 2 Blessed Aim or Prayer merc?

I like to use Prayer mercs when playing a Necromancer.

Watchman :)
--
'Anyone who isn't confused doesn't really know what's going on'
 
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On Sun, 23 Jan 2005 20:27:04 +0000, Jonathan Ellis wrote:

> So, what I'm asking is...
>
> Who uses something ELSE as a Merc?
>

I use act 5 merc for my FO/CL sorc and my fury druid.
Act 2 blessed aim merc for my avenger.
Act 1 frozen arrow for my zealot.

And of the same.

I use act 2 might for my skelliemancer and the rest of them uses act 2
holy freeze merc.

--
Sonni
 
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> - Who here uses Act V Barbarians?

None so far.

> - Who here uses an Act 1 Rogue? Double bonus points if you use a Fire
> Arrow rogue rather than Ice Arrow. For myself I actually like the Ice
> Arrow rogues to go with my avengerdins.

My Zealot has a cold Rogue. Mainly because I wanted to do something
different. I kept the one I got in normal difficulty for the Blood Raven
quest and babysitted her all the way to hell (i get an extra bonus for
that, right?). Quite a few times I was close to replace her with an Act
2 guy, but resisted. I'm glad I did, that way I had a Rogue ready to try
out the new runewords (Harmony, Edge) a few days after they were
released. I got a nearly perfect Edge in a Ward bow (380% ed to demons,
yesss). I gave her a helmet and armor filled with min or max damage
jewels and one IAS jewel. With lvl 24 Fana, she deals 316-1363 (!)
physical damage (75 poison already substracted) and fires 2.7 arrows per
second (9 fpa). I don't know how to add in the ED bonus against Undead
and Demons, but you can see with the naked eye that it makes quite a
difference.

My Trapper had a Rogue too to help out against LIs while questing. After
becoming Guardian, she was replaced by a might merc.

> - Who here uses an Act 3 Fire or Lightning merc, rather than a Cold
> one?

Only for fun. Oh my low level Paladin project was based on a cold
wizard. Mainly because all other Mercs are next to useless if you want
to play in Act 5 Hell at around level 60 :).

> - Who here uses an Act 2 Blessed Aim or Prayer merc?

My Blade Fury Assassin has one. When using a non claw weapon (ethereal
Gimmershred ATM), it's almost impossible to get a decent AR without a
Blessed Aim merc.

---
Hannes
 
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In article <35k5gvF4mmqntU1@individual.net>,
Hannes Brunner <bruhan12@web.de> wrote:

>My Trapper had a Rogue too to help out against LIs while questing. After
>becoming Guardian, she was replaced by a might merc.

Huh? Why a Might merc? My Trapper used a Holy Freeze one, to slow down
monsters so they stay in the traps lightning/CE radius longer.

I couldn't think of any alternative really, although now that I think of
it, the Might merc enhanced his own, and the Shadow Master's, damage of
course... Does this work better than the HF Merc, in your experience?

Regards,

Patrick.
 
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On Mon, 24 Jan 2005 12:46:38 +0100, Hannes Brunner <bruhan12@web.de>
wrote:

>My Zealot has a cold Rogue.

Interesting, as my Zealot (last incarnation, on my old machine, IIRC
he was somewhere in Act 3/Normal in AR (hmm, maybe more, even at
"players 8" he shouldn't have made level 51 quite *that* early)) is
about the only character that I've seriously considered switching
*from* the cold Rogue with (A friend convinced me to hire a Barb with
my highest level MP Bowazon, a decision I still regret whenever I play
her). How did you convince her to stay out of the battle long enough
to level up?

>Mainly because I wanted to do something
>different. I kept the one I got in normal difficulty for the Blood Raven
>quest and babysitted her all the way to hell (i get an extra bonus for
>that, right?). Quite a few times I was close to replace her with an Act
>2 guy, but resisted. I'm glad I did, that way I had a Rogue ready to try
>out the new runewords (Harmony, Edge) a few days after they were
>released. I got a nearly perfect Edge in a Ward bow (380% ed to demons,
>yesss). I gave her a helmet and armor filled with min or max damage
>jewels and one IAS jewel. With lvl 24 Fana, she deals 316-1363 (!)
>physical damage (75 poison already substracted) and fires 2.7 arrows per
>second (9 fpa). I don't know how to add in the ED bonus against Undead
>and Demons, but you can see with the naked eye that it makes quite a
>difference.
>---
>Hannes

Sweet! Definitely makes me wish I had the kind of equipment to get
mine up to that ;-)

ald
reply via email to ald_007_1999 at yahoo dot com
 
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Patrick Vervoorn schrieb:
> In article <35k5gvF4mmqntU1@individual.net>,
> Hannes Brunner <bruhan12@web.de> wrote:
>
>>My Trapper had a Rogue too to help out against LIs while questing. After
>>becoming Guardian, she was replaced by a might merc.
>
> Huh? Why a Might merc? My Trapper used a Holy Freeze one, to slow down
> monsters so they stay in the traps lightning/CE radius longer.

I wanted to do solo Hell Baal runs. The idea was to get the first corpse
ASAP to start the CE chain reaction.

> I couldn't think of any alternative really, although now that I think of
> it, the Might merc enhanced his own, and the Shadow Master's, damage of
> course... Does this work better than the HF Merc, in your experience?

I never tried a HF guy with a trapper, so I can't tell. But next time
(season?), I will try a Blessed Aim merc. For Hell Baal runs that is.
Because my trapper has a Tan Do Li Ga on weapon switch to set Baal in
chicken mode with Blade Fury while the traps do their work. The AR bonus
should make the blades hit more often, thus allowing to start throwing
fire bombs earlier in the laying traps - BF - Fire Blast sequence.

---
Hannes

PS: Unless it will require less than 3 month next time until I get my
hands on a Guillaumes Face ...
 
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In article <35k96fF34prphU1@individual.net>,
Hannes Brunner <bruhan12@web.de> wrote:
>Patrick Vervoorn schrieb:

[Trapper with Might Merc]

>> Huh? Why a Might merc? My Trapper used a Holy Freeze one, to slow down
>> monsters so they stay in the traps lightning/CE radius longer.
>
>I wanted to do solo Hell Baal runs. The idea was to get the first corpse
>ASAP to start the CE chain reaction.

Sounds sensible, especially if a lot of the critters in the Worldstone
keep are LI; then you can keep them in the lightning streams as long as
possible: they won't die. 😉

>> I couldn't think of any alternative really, although now that I think of
>> it, the Might merc enhanced his own, and the Shadow Master's, damage of
>> course... Does this work better than the HF Merc, in your experience?
>
>I never tried a HF guy with a trapper, so I can't tell.

Well, it worked quite nice, and my Trapper finished Hell with him. Some
battles were tough (Lister and co took a while, and I lured them out of
the Throne Room one-by-one, and then killed 'em. I dislike the 'parking'
method), and Hell Baal himself took a lot of time.

>But next time
>(season?), I will try a Blessed Aim merc. For Hell Baal runs that is.
>Because my trapper has a Tan Do Li Ga on weapon switch to set Baal in
>chicken mode with Blade Fury while the traps do their work. The AR bonus
>should make the blades hit more often, thus allowing to start throwing
>fire bombs earlier in the laying traps - BF - Fire Blast sequence.

Tan Do Li Ga: for the Slows target by 50%. Hmm, interesting use for an
otherwise quite useless Normal unique Flail. :) Interesting way to fix the
problem I indeed had: a Hell Baal teleporting out of the lightning streams
and/or dodging my firebombs.

>PS: Unless it will require less than 3 month next time until I get my
>hands on a Guillaumes Face ...

And CB Baal to death?

I have about 15 skills points left on my level 80 trapper (I think), I
might have to invest some in some other skills, like for instance Blade
Fury, and at least experiment with it. Hmmm.

Any hints on how to turn a Trapassin into another, Hell viable build? :)

Best regards,

Patrick.
 
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Patrick Vervoorn schrieb:

<snip>

>>PS: Unless it will require less than 3 month next time until I get my
>>hands on a Guillaumes Face ...
>
> And CB Baal to death?

By the merc, yes. I recently tried Obedience, Guillaumes and Duress on
the merc of my Skellimancer - 90% CB is godly. The skellies and revives
protect the merc so well that he rarely dies even without any life
leech. Once the clay golem is at slvl 10 (more than 50% slow), you can
switch to Amplify Damage rather than Decrepify making the battle even
faster.

> I have about 15 skills points left on my level 80 trapper (I think), I
> might have to invest some in some other skills, like for instance Blade
> Fury, and at least experiment with it. Hmmm.
>
> Any hints on how to turn a Trapassin into another, Hell viable build? :)

Dragon Talon maybe? Good AR bonus, damage comes from boots, quite fast.
Hast to be combined with - CB of course. Hmm uped Gore Riders might be a
bit to heavy for a trapper though.

---
Hannes
 
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Patrick Vervoorn schrieb:

<snip>

>>>Any hints on how to turn a Trapassin into another, Hell viable build? :)
>>
>>Dragon Talon maybe? Good AR bonus, damage comes from boots, quite fast.
>>Hast to be combined with - CB of course. Hmm uped Gore Riders might be a
>>bit to heavy for a trapper though.
>
> Well, I was more hinting towards putting a point in Blade Fury, and try
> that. Or am I missing some obvious synergies I should have the points for
> for Blade Fury?

No. But maybe the point that Blade Fury needs a good AR to hit (not
displayed in the LCS, but the same AR as for normal attack is used). If
you use a claw, Claw Mastery is the only skill that help with AR. If non
claw, you have to set up about every piece of your equipment to boost
AR. Goodby magic find ...

---
Hannes
 
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In article <35kgndF4lfrc9U1@individual.net>,
Hannes Brunner <bruhan12@web.de> wrote:
>Patrick Vervoorn schrieb:
>
><snip>
>
>> Well, I was more hinting towards putting a point in Blade Fury, and try
>> that. Or am I missing some obvious synergies I should have the points for
>> for Blade Fury?
>
>No. But maybe the point that Blade Fury needs a good AR to hit (not
>displayed in the LCS, but the same AR as for normal attack is used). If
>you use a claw, Claw Mastery is the only skill that help with AR. If non
>claw, you have to set up about every piece of your equipment to boost
>AR. Goodby magic find ...

Well, the Trapassin also wasn't that much of a Magic Finder (or is that
Findress? 😉, so in that area nothing much would change.

Hmmm, I'll have to dig around my mules to see what I have, and maybe just
for the fun of it, try to turn her into a Blade Fury assassin using
AR-adding equipment. Or try to max claw mastery, but Claws aren't that
interesting for Blade Fury I presume?

Regards,

Patrick.
 
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Patrick Vervoorn schrieb:
> In article <35kgndF4lfrc9U1@individual.net>,
> Hannes Brunner <bruhan12@web.de> wrote:
>
>>Patrick Vervoorn schrieb:
>>
>><snip>
>>
>>>Well, I was more hinting towards putting a point in Blade Fury, and try
>>>that. Or am I missing some obvious synergies I should have the points for
>>>for Blade Fury?
>>
>>No. But maybe the point that Blade Fury needs a good AR to hit (not
>>displayed in the LCS, but the same AR as for normal attack is used). If
>>you use a claw, Claw Mastery is the only skill that help with AR. If non
>>claw, you have to set up about every piece of your equipment to boost
>>AR. Goodby magic find ...
>
>
> Well, the Trapassin also wasn't that much of a Magic Finder (or is that
> Findress? 😉, so in that area nothing much would change.
>
> Hmmm, I'll have to dig around my mules to see what I have, and maybe just
> for the fun of it, try to turn her into a Blade Fury assassin using
> AR-adding equipment. Or try to max claw mastery, but Claws aren't that
> interesting for Blade Fury I presume?

For a first try, you could use Angelic Ammy and 2x Rings. Adds nearly 2k
to AR @ lvl 80. Enchant equipment (Lava Gout, Demon Limb) is helpfull too.

A BF Assassin usually has maxed Venom. Prebuffered with +3 shadow claws
on switch. Their go your points 😉. On the weapon side, you should more
focus on usefull modifiers, no. 1 being Crushing Blow, again. Runeword
Black in a Devil Star maybe. Or look for elemental damage. Gimmershreds
(yes, their is a use for ethereal Gimmers), Baranar Star, Tiamats and such.

---
Hannes
 
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Jonathan Ellis wrote:
>
> - Who here uses Act V Barbarians?

My hydra/FO sorc recently hired Yrmenlaf The Barbarian (doesn't sound quite
as cool as Conan The Barbarian, does it? :)

> - Who here uses an Act 1 Rogue? Double bonus points if you use a Fire
> Arrow rogue rather than Ice Arrow. For myself I actually like the Ice
> Arrow rogues to go with my avengerdins.
> - Who here uses an Act 3 Fire or Lightning merc, rather than a Cold
> one?
> - Who here uses an Act 2 Blessed Aim or Prayer merc?

My overlord uses a prayer merc.

Devast8or (and my M'avinazon uses a might merc)
 
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In article <35kmh8F4no7s5U1@individual.net>,
Hannes Brunner <bruhan12@web.de> wrote:
>Patrick Vervoorn schrieb:
>> In article <35kgndF4lfrc9U1@individual.net>,
>> Hannes Brunner <bruhan12@web.de> wrote:
>>
>> Well, the Trapassin also wasn't that much of a Magic Finder (or is that
>> Findress? 😉, so in that area nothing much would change.
>>
>> Hmmm, I'll have to dig around my mules to see what I have, and maybe just
>> for the fun of it, try to turn her into a Blade Fury assassin using
>> AR-adding equipment. Or try to max claw mastery, but Claws aren't that
>> interesting for Blade Fury I presume?
>
>For a first try, you could use Angelic Ammy and 2x Rings. Adds nearly 2k
>to AR @ lvl 80. Enchant equipment (Lava Gout, Demon Limb) is helpfull too.

I might have some Angelic stuff around, and definately have Lava Gout and
Demon Limb.

>A BF Assassin usually has maxed Venom. Prebuffered with +3 shadow claws
>on switch. Their go your points 😉. On the weapon side, you should more
>focus on usefull modifiers, no. 1 being Crushing Blow, again. Runeword
>Black in a Devil Star maybe. Or look for elemental damage. Gimmershreds
>(yes, their is a use for ethereal Gimmers), Baranar Star, Tiamats and such.

Hmmm, I finally got to take a look at my Trapassin, but it seems I
remembered incorrectly (it seems the traps needed more synergies than I
remembered :): she has 2 skills points left, which allows me to give her
Blade Fury, but not much more. She already has a pair of +3 Shadow claws
on switch (for casting the Shadow Master I presume?), so that's covered
also.

But this leaves very little room for Venom, so I'll have to indeed get my
nice modifiers from the weapons/other stuff...

But first things first: get my brand new Barb in his IK outfit. 😉

Patrick.