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Mercenaries in Diablo II: Resurrected Season 6
来自 Tharid
[Last Updated]:
2024/02/22
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In Diablo II: Resurrected, Mercenaries (also called mercs or hirelings) fight along your side as you make your way through Sanctuary.
This guide will present everything you need to know about Mercenaries, their abilities, optimal equipment, and class-specific Mercenary choices.
About Mercenaries in Diablo II: Resurrected
In Diablo II, Mercenaries, also called mercs or hirelings, are non-playable characters (NPCs) that have been designed as an additional way to provide character customization and optimization.
During Diablo II Classic, almost nobody used mercs in day-to-day gameplay. They were severely undertuned, lacked customization options, and players weren't able to take them to other acts than the one they were hired in.
That changed with the release of Lord of Destruction, D2's first and only expansion. Blizzard North buffed merc stats, damage, and defenses - all because they wanted players to give equipment to their trusty hirelings.
Since then, mercenaries have always been an important part of end-game character builds. And not only that: Single builds can profit from a multitude of different mercenaries and equipment load-outs, adding a whole new customization layer to Blizzard's ARPG classic.
With the release of Diablo II: Resurrected, the Mercenary system is one of the few Blizzard has touched on in terms of balance and adding new gearing options in the form of runewords. Most noticeably, Patch 2.4 introduced a couple of great new runewords for Mercenaries, which you can check out below:
Mercenary Changes with Patch 2.4
Hiring Mercenaries in Diablo II: Resurrected
Players can hire mercenaries after completing the Blood Raven Quest in Act I Normal. Kashya will automatically provide you with an Act I mercenary, a bow-wielding Rogue of the Sisterhood of the Sightless Eye. Every other act will provide you with a "mercenary" quest if you choose to skip the quest in Act I.
From there on, mercs can be hired and resurrected from the following NPCs in all five acts, with Tyrael only offering the resurrect option:
Act I - Kashya
Act II - Greiz
Act III - Asheara
Act IV - Tyrael (only resurrect)
Act V - Qual-Kehk
Controlling Mercenaries in Diablo II: Resurrected
In terms of control,
players are not able to tell their mercenaries what to do
.
Several community members tried to decipher the mercenary AI over the years and successfully showed that mercs are not too smart when it comes to advantageous behavior in battle, making optimal item builds even more important.
By pressing the O button, players will get access to their mercenary's inventory screen
. In general, mercenaries are able to wear helmets, body armor, and weapons. For any specific item restrictions, please refer to the mercenary tables below.
You can quickly hand your mercenary a potion by holding Shift and pressing one of your belt's potion hotkeys
. You can also drag and drop a potion over the merc's avatar on the top right of your screen.
Mercenary Abilities and Effects
Each type of mercenary represents the storyline and flavor of the act they're hired in, showcasing the influence of classical RPG elements on Diablo II's overall design philosophy.
Act I Mercenaries: Rogues of the Sisterhood of the Sightless Eye
Difficulty
Type/Ability/Aura
Level Range
Equippable Items
Normal
Cold: Cold Arrow/Inner Sight
Fire: Fire Arrow/Inner Sight
9-13
Helms, Armor, Bows
Nightmare
Cold: Cold Arrow/Inner Sight
Fire: Fire Arrow/Inner Sight
44-47
Helms, Armor, Bows
Hell
Cold: Cold Arrow/Inner Sight
Fire: Fire Arrow/Inner Sight
75-79
Helms, Armor, Bows
As the somewhat weak starting mercenaries in Act I, the Rogues (also called archers) have had a rough time establishing themselves as a viable mercenary option. However, several classes and builds can and should use Act I archers to maximize their potential.
Besides the ability to use either Cold or Fire Arrow as their main attack, all archers use the Amazon ability Inner Sight. This area-of-effect spell around the archer will illuminate monsters and significantly lower their defense for a period of time. That again makes those monsters more vulnerable to physical damage.
Act II Mercenaries: Desert Warriors
Difficulty
Type/Ability/Aura
Level Range
Equippable Items
Normal
Combat: Prayer
Defense: Defiance
Offense: Blessed Aim
9-13
Helms, Armor, Polearms, Spears
Nightmare
Combat/Thorns
Defense: Holy Freeze
Offense: Might
44-47
Helms, Armor, Polearms, Spears
Hell
Combat: Prayer
Defense: Defiance
Offense: Blessed Aim
75-79
Helms, Armor, Polearms, Spears
It is safe to say that Greiz's Desert Warriors of Act II have been the most popular mercenary choice over the last two decades. The main reason for that is the fact that they are able to grant six different Paladin auras, adding a ton of damage, defense, or utility for players and their parties. Besides their aura, Desert Warriors use the Amazon ability Jab, a quick triple attack.
In essence, three of the six auras see regular use in both early- and end-game play.
First off, Nightmare Act II's Defense Holy Freeze mercenary does a great job at slowing down approaching or fleeing enemies. It also slows attack speed and deals a small amount of cold damage while adding cold damage to attacks.
Another popular choice is Nightmare Act II's Offense mercenary. Its Might aura boosts overall physical attack damage, making it a great pick for physical damage builds like Zealadin or Frenzy Barbarian.
Last but not least, the Prayer aura provided by the Combat mercenary from Normal and Hell Act II can provide great life regeneration if you don't get any use out of Holy Freeze or Might.
Prior to patch 2.6, the Blessed Aim aura would overwrite the Attack Rating increase on the Amazon's Penetrate aura, making it useless to one class that needed it most. This is no longer the case, making this an even more attractive mercenary for various flavors of Bowazon. This aura may get more use going forward.
Act III Mercenaries: Iron Wolves
Difficulty
Type/Ability/Aura
Level Range
Equippable Items
Normal
Lightning: Charged Bolt, Lightning
Fire: Inferno, Fireball
Cold: Ice Blast, Glacial Spike, Frozen Armor
9-13
Helms, Armor, Swords, Shields
Nightmare
Lightning: Charged Bolt, Lightning
Fire: Inferno, Fireball
Cold: Ice Blast, Glacial Spike, Frozen Armor
44-47
Helms, Armor, Swords, Shields
Hell
Lightning: Charged Bolt, Lightning
Fire: Inferno, Fireball
Cold: Ice Blast, Glacial Spike, Frozen Armor
75-79
Helms, Armor, Swords, Shields
The Iron Wolves of Kurast belong to an almost ancient clan of mercenaries led by Asheara. While wielding sword and shield, they are true experts in the use of elemental magic.
Act III's mercenaries are available in three different types - Lightning, Fire, and Cold.
Similar to the Desert Warriors of Act II, cold magic is king when it comes to the most popular Act III mercenary choice. Glacial Spike serves as a great control tool because it freezes enemies around its impact location. End-game experts have also been using Act III Cold mercs for their great knockback utility thanks to the Lawbringer runeword.
Both Lightning and Fire archetypes have been utilized by builds with only one type of elemental damage (such as Cold Sorc) against monster immunities.
Act IV: No Mercenaries
People always wonder why Act IV has no mercenaries for hire. Just recently, David Brevik, one of Diablo II's founding fathers, mentioned that several key pieces of Act IV were scrapped due to time constraints:
Act V Mercenaries: Barbarians
Similar to the Rogues of Act I, Harrogath's Barbarians have been trying to fend off the demonic armies knocking on the outpost's heavy doors.
To decimate their foes, they use the Barbarian skills Stun and Bash, which both add a great amount of combat control. For the longest time, the Desert Warriors of Act II outshined their Barbarian counterparts of Act V as the go-to melee mercenary pick. And while they can't support players through powerful auras, they're still a great pick if you're in need of a front-liner with high life regen and total hitpoints.
Difficulty
Type/Ability/Aura
Level Range
Equippable Items
Normal
Nightmare
Hell
Stun, Bash
Stun, Bash
Stun, Bash
28-32
59-62
80-84
(Barbarian) Helms, Armor, Swords
(Barbarian) Helms, Armor, Swords
(Barbarian) Helms, Armor, Swords
Mercenary Item Builds in Diablo II: Resurrected
In this section, we will go over different build options for all types of mercenaries.
It is important to say that your choice of mercenary should always complement your playstyle. Most builds will allow you to use all kinds of merc builds, adding flexibility to situations you might find yourself in based on the content you're doing at the time. Some builds, like Summoner Necromancer, will narrow down the choice of mercenary for you.
As already said, the Desert Wolves of Act II are a great choice if you just want to have a decent mercenary for all situations. But with different items and runewords come different options that also include Act I, 3, and 5 mercenaries!
Act I Mercenaries Item Builds
In general, Act I Rogues can be used as both support and damaging mercenaries. Melee and minion builds can profit from runeword-based auras and CtC-procs ("Chance to Cast").
Base Items
Rogues can only wear bows, so there are really only two options in terms of base weapons for runewords. Both the
Blade Bow
and the
Great Bow
offer very fast attack speed and relatively low attribute requirements.
Blade Bow
Two-Hand Damage: 21-41
Required Dexterity: 119
Required Strength: 76
Required Level: 45
Bow Class - Very Fast Attack SpeedGreat Bow
Two-Hand Damage: 12-52
Required Dexterity: 107
Required Strength: 121
Required Level: 51
Bow Class - Very Fast Attack Speed
Rune Words
Faith
Weapons
Missile Weapons
'OhmJahLemEld'
Required Level: 65
Level 12-15 Fanaticism Aura When Equipped
+1-2 To All Skills
+330% Enhanced Damage
Ignore Target's Defense
300% Bonus To Attack Rating
+75% Damage To Undead
+50 To Attack Rating Against Undead
+120 Fire Damage
All Resistances +15
10% Reanimate As: Returned
75% Extra Gold From Monsters
Socketed (4)
Faith
is the runeword that turns every Rogue into a physical damage support machine. Most importantly, the socketed bow provides the Fanaticism aura, a Paladin ability that increases damage, attack speed, and attack speed rating.
In addition to that, the 10% Reanimate as Returned proc on kill chance spawns skeletons that can serve as an additional way to distract dangerous monsters and bosses.
Wrath
Weapons
Missile Weapons
'PulLumBerMal'
Required Level: 63
30% Chance To Cast Level 1 Decrepify On Striking
5% Chance To Cast Level 10 Life Tap On Striking
+375% Damage To Demons
+100 To Attack Rating Against Demons
+250-300% Damage To Undead
Adds 85-120 Magic Damage
Adds 41-240 Lightning Damage
20% Chance of Crushing Blow
Prevent Monster Heal
+10 To Energy
Cannot Be Frozen
Socketed (4)
Wrath
is another runeword support runeword that complements a physical-based build.
The built-in Decrepify curse slows and weakens enemies against physical attacks, making it a perfect match for melee or Wind Druid builds.
With enough attack speed, all monsters will sooner or later be cursed by your Rogue!
Ice
Weapons
Missile Weapons
'AmnShaelJaeLo'
Required Level: 65
100% Chance To Cast Level 40 Blizzard When You Level Up
25% Chance To Cast Level 22 Frost Nova On Striking
Level 18 Holy Freeze Aura When Equipped
+20% Increased Attack Speed
+140-210% Enhanced Damage
Ignore Target's Defense
+25-30% To Cold Skill Damage
-20% To Enemy Cold Resist
7% Life Stolen Per Hit
20% Deadly Strike
3.125-309.375 Extra Gold From Monsters (Based on Character Level)
Socketed (4)
Similar to
Faith
, the
Ice
runeword provides an offensive aura, in this case, Holy Freeze. This aura helps a ton against sped-up monsters, and the CtC Frost Nova will almost always help if you're facing faster enemies.
Harmony
Weapons
Missile Weapons
'TirIthSolKo'
Required Level: 39
Level 10 Vigor Aura When Equipped
+200-275% Enhanced Damage
+9 To Minimum Damage
+9 To Maximum Damage
Adds 55-160 Lightning Damage
Adds 55-160 Fire Damage
Adds 55-160 Cold Damage
+2-6 To Valkyrie
+10 To Dexterity
Regenerate Mana 20%
+2 To Mana After Each Kill
+2 To Light Radius
Level 20 Revive (25 Charges)
Socketed (4)
Harmony
is a very interesting runeword for Rogues. The Level 10 Vigor aura has one and only one purpose: To speed up your game! The aura adds stamina, stamina regen, and, most importantly, 36% movement speed. If you're looking for high-octane gameplay paired with decent mercenary damage thanks to tons of elemental damage,
Harmony
might just be your mercenary's runeword of choice.
Treachery
Chest Armor
'ShaelThulLem'
Required Level: 43
Assassin
5% Chance To Cast Level 15 Fade When Struck
25% Chance To Cast level 15 Venom On Striking
+2 To Assassin Skills
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold From Monsters
Socketed (4)
This chest armor runeword is the go-to for almost all mercenary builds. It adds a ton of IAS (increased attack speed) and a 5% chance to cast Level 15 Fade when struck.
Fade is a defensive Assassin ability that increases all resistances, and the fact that
Treachery
procs a Level 15 Fade means that your mercenary will carry this buff for over four minutes, adding tons of defensive value.
Chains of Honor
Chest Armor
'DolUmBerIst'
Required Level: 63
+2 To All Skills
+200% Damage To Demons
+100% Damage To Undead
8% Life Stolen Per Hit
+70% Enhanced Defense
+20 To Strength
Replenish Life +7
All Resistances +65
Damage Reduced By 8%
25% Better Chance of Getting Magic Items
Socketed (4)
Chains of Honor
is a great armor runeword if your mercenary doesn't rely on defenses. The added lifesteal as well as the absurd amount of resistances make this a solid pick for any Rogues that stand behind a melee character during battle.
Unique and Set Items
In terms of unique and set armor items, we're looking for defensive stats and utility.
Riphook
is really the only viable end-game weapon alternative if you're missing runes. It adds attack speed and damage while causing a slow and Open Wounds, a hefty damage-over-time effect.
Andariel's Visage
is a great all-around pick for any mercenary thanks to the 20% increased attack speed and the life stolen per hit. A great budget helm in the Life Steal department is
Vampiric Gaze
.
Giant Skull
is a cheaper alternative if you're looking for Knockback utility. If you're out for a tanky build,
Crown of Ages
adds tons of defensive value thanks to the Damage Reduced modifier.
While most mercenaries should wear runeword chest armors, there are also some great unique armors in store for them. A well-rolled
Shaftstop
for example will make every mercenary a happy NPC thanks to its defensive stats. Both
Skin of the Flayed One
and
Spirit Forge
provide life-related modifiers and enhanced defense for solid survivability.
Riphook
Razor Bow
Two-Hand Damage: (22-25) to (61-70)
Required Dexterity: 62
Required Strength: 25
Required Level: 31
Bow Class - Very Fast Attack Speed
30% Increased Attack Speed
180-220% Enhanced Damage
7-10% Life Stolen Per Hit
30% Chance of Open Wounds
Slows Target By 30%
+35 To Mana
Giant Skull
Bone Visage
Defense: 350-477
Durability: 40
Required Strength: 106
Required Level: 65
10% Change of Crushing Blow
Knockback
+250-320 Defense
+25-35 to Strength
Socketed (1-2)
Andariel's Visage
Demonhead
Defense: 310-387
Durability: 20
Required Strength: 102
Required Level: 83
15% Chance To Cast Level 15 Poison Nova When Struck
+2 To All Skills
20% Increased Attack Speed
8-10% Life Stolen Per Hit
+100-150% Enhanced Defense
+25-30 To Strength
+10% To Maximum Poison Resist
Fire Resist -30%
Poison Resist +70%
Level 3 Venom (20 charges)
Crown of Ages
Corona
Defense: 349-399
Required Strength: 102
Required Level: 83
Indestructible
+1 To All Skills
+30% Faster Hit Recovery
+50% Enhanced Defense
+100-150 Defense
All Resistances +20-30
Damage Reduced By 10-15%
Socketed (1-2)
Shaftstop
Mesh Armor
Defense: 599-684
Durability: 45
Required Strength: 92
Required Level: 38
+180-220% Enhanced Defense
+250 Defense vs. Missiles
+60 To Life
Damage Reduced By 30%
Skin of the Flayed One
Demonhide Armor
Defense: 342-397
Durability: 58
Required Strength: 50
Required Level: 31
5-7% Life Stolen Per Hit
+150-190% Enhanced Defense
Replenish Life +15-25
Attacker Takes Damage of 15
Repairs 1 Durability In 10 Seconds
Spirit Forge
Linked Mail
Defense: 380-449
Durability: 26
Required Strength: 74
Required Level: 35
Adds 20-65 Fire Damage
+120-160% Enhanced Defense
+15 To Strength
+1-123 Life (+1.25 Per Character Level)
Fire Resist +5%
+4 To Light Radius
Socketed (2)
Act II Mercenaries Item Builds
As already said, Act II mercenaries are the most popular merc choice in Diablo II. Their aura support adds a ton of much-needed utility for many different builds, and the fact they're engaging in melee combat turns them into excellent tanks for end-game content.
Base Items
Over the years, the Act II Mercenary base item discussion has reached incredible heights, only to reveal one truth: Attack speed is king!
Both Giant Tresher and Thresher might look weaker in terms of raw damage numbers than other elite polearms, but the increased attack speed in combination with the general choice of runewords and/or unique items return the most optimal results.
Giant Thresher
Two-Hand Damage: 40-114
Required Dexterity: 140
Required Strength: 188
Required Level: 66
Polearm Class - Normal Attack SpeedThresher
Two-Hand Damage: 12-141
Required Dexterity: 118
Required Strength: 152
Required Level: 53
Polearm Class - Normal Attack Speed
Runewords
Insight
Weapons
Polearm, Staff
'Ral Tir Tal Sol'
Required Level: 27
Level 12-17 Meditation Aura When Equipped
+35% Faster Cast Rate
+200-260% Enhanced Damage
+9 To Minimum Damage
180-250% Bonus to Attack Rating
Adds 5-30 Fire Damage
+75 Poison Damage Over 5 Seconds
+1-6 To Critical Strike
+5 To All Attributes
+2 To Mana After Each Kill
23% Better Chance of Getting Magic Items
Socketed (4)
Insight
is the most well-known mercenary runeword. Its Level 14 Meditation aura may be the reason why Act II mercs became "meta" in the first place, adding an insane amount of mana regeneration to builds like Cold Sorc or Hammerdin. The 23% Magic Find can also prove useful during leveling!
Pride
Weapons
Polearm
'ChamSurIoLo'
Required Level: 67
25% Chance To Cast Level 17 Fire Wall When Struck
Level 16-20 Concentration Aura When Equipped
260-300% Bonus To Attack Rating
+1-99% Damage To Demons (Based on Character Level)
Adds 50-280 Lightning Damage
20% Deadly Strike
Hit Blinds Target
Freezes Target +3
+10 To Vitality
Replenish Life +8
1.875-185.625% Extra Gold From Monsters (Based on Character Level)
Socketed (4)
Another very popular polearm runeword is
Pride
. Why? Because Hammerdins love the Concentration aura - and everything else that the runeword provides. Deadly Strike, Blind, Freeze, and insane damage bonuses are everything an offensive Act II merc needs in life.
Infinity
Weapons
Polearm
'BerMaBerIst'
Required Level: 63
50% Chance To Cast Level 20 Chain Lightning When You Kill An Enemy
Level 12 Conviction Aura When Equipped
+35% Faster Run/Walk
+255-325% Enhanced Damage
-(45-55)% To Enemy Lightning Resist
40% Chance of Crushing Blow
Prevent Monster Heal
0.5-49.5 To Vitality (Based on Character Level)
30% Better Chance of Getting Magic Items
Level 21 Cyclone Armor (30 Charges)
Socketed (4)
Infinity
and its Conviction aura perfectly support elemental-based builds like Javazon. It decreases elemental resistances, and similar to
Pride
,
Infinity
adds a ton of damage potential on top. The increased movement speed also enables better mercenary movement - an important NPC soft skill in late-game farming!
For armor runewords, nothing beats
Treachery
.
Chains of Honor
, however, comes in as a great budget alternative.
Treachery
Chest Armor
'ShaelThulLem'
Required Level: 43
Assassin
5% Chance To Cast Level 15 Fade When Struck
25% Chance To Cast level 15 Venom On Striking
+2 To Assassin Skills
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold From Monsters
Socketed (4)
Chains of Honor
Chest Armor
'DolUmBerIst'
Required Level: 63
+2 To All Skills
+200% Damage To Demons
+100% Damage To Undead
8% Life Stolen Per Hit
+70% Enhanced Defense
+20 To Strength
Replenish Life +7
All Resistances +65
Damage Reduced By 8%
25% Better Chance of Getting Magic Items
Socketed (4)
Unique and Set Items
In terms of unique weapons, the Desert Wolves of Act II have great alternatives if you're aiming for raw damage. An Ethereal
Reaper's Toll
can do terrible things to your enemies, especially if you combine it with other Deadly Strike items like
Guillaume's Face
. Both
Tomb Reaver
and
Hone Sundan
are solid damage alternatives if you're not in need of aura support.
Similar to Act I Rogues, Desert Wolves can choose between different solid unique armors, while the helmet "meta" is dominated by
Andariel's Visage
,
Giant Skull
and
Vampiric Gaze
.
The Reaper's Toll
Thresher
Two-Hand Damage: (34-40) To (408-479)
Durability: 65
Required Dexterity: 114
Required Strength: 104
Required Level: 75
Polearm Class - Normal Attack Speed
33% Chance To Cast Level 1 Decrepify On Striking
+190-240% Enhanced Damage
Ignore Target's Defense
Adds 4-44 Cold Damage
11-15% Life Stolen Per Hit
33% Deadly Strike
Requirements -25%
Tomb Reaver
Cryptic Axe
Two-Hand Damage: (99-125) To (450-570)
Durability: 65
Required Dexterity: 103
Required Strength: 165
Required Level: 84
Polearm Class - Very Fast Attack Speed
+60% Increased Attack Speed
+200-280% Enhanced Damage
+150-230% Damage To Undead
+250-350 To Attack Rating Against Undead
All Resistances +30-50
10% Reanimate As: Returned
+10-14 Life After Each Kill
+50-80% Better Chance of Getting Magic Items
+4 To Light Radius
Socketed (1-3)
Hone Sundan
Yari
Two-Hand Damage: (95-107) To (193-217)
Durability: 28
Required Dexterity: 103
Required Strength: 165
Required Level: 84
Spear Class - Very Fast Attack Speed
+160-200% Enhanced Damage
Adds 20-40 Damage
45% Chance of Crushing Blow
Repairs 1 Durability In 10 Seconds
Socketed (3)
Guillaume's Face
Winged Helm
Defense: 217
Durability: 40
Required Strength: 115
Required Level: 34
+30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike
+120% Enhanced Defense
+15 to Strength
Orphan's Call
Whitstan's Guard
Magnus' Skin
Wilhelm's Pride
Guillaume's Face
Giant Skull
Bone Visage
Defense: 350-477
Durability: 40
Required Strength: 106
Required Level: 65
10% Change of Crushing Blow
Knockback
+250-320 Defense
+25-35 to Strength
Socketed (1-2)
Andariel's Visage
Demonhead
Defense: 310-387
Durability: 20
Required Strength: 102
Required Level: 83
15% Chance To Cast Level 15 Poison Nova When Struck
+2 To All Skills
20% Increased Attack Speed
8-10% Life Stolen Per Hit
+100-150% Enhanced Defense
+25-30 To Strength
+10% To Maximum Poison Resist
Fire Resist -30%
Poison Resist +70%
Level 3 Venom (20 charges)
Crown of Ages
Corona
Defense: 349-399
Required Strength: 102
Required Level: 83
Indestructible
+1 To All Skills
+30% Faster Hit Recovery
+50% Enhanced Defense
+100-150 Defense
All Resistances +20-30
Damage Reduced By 10-15%
Socketed (1-2)
Shaftstop
Mesh Armor
Defense: 599-684
Durability: 45
Required Strength: 92
Required Level: 38
+180-220% Enhanced Defense
+250 Defense vs. Missiles
+60 To Life
Damage Reduced By 30%
Skin of the Flayed One
Demonhide Armor
Defense: 342-397
Durability: 58
Required Strength: 50
Required Level: 31
5-7% Life Stolen Per Hit
+150-190% Enhanced Defense
Replenish Life +15-25
Attacker Takes Damage of 15
Repairs 1 Durability In 10 Seconds
Spirit Forge
Linked Mail
Defense: 380-449
Durability: 26
Required Strength: 74
Required Level: 35
Adds 20-65 Fire Damage
+120-160% Enhanced Defense
+15 To Strength
+1-123 Life (+1.25 Per Character Level)
Fire Resist +5%
+4 To Light Radius
Socketed (2)
Act III Mercenaries Item Builds
While not "meta", the Iron Wolves of Act III can provide great utility for spellcasters, particularly Cold Sorcs.
Base Items
All we're looking for in terms of base items for Act III Mercenary weapon runewords are sockets. They rarely deal melee damage, so both Broad Swords and Crystal Swords will do just fine.
Crystal Sword
One-Hand Damage: 5-15
Required Dexterity: 1
Required Strength: 43
Required Level: 3
Sword Class - Fast Attack SpeedBroad Sword
One-Hand Damage: 7-14
Required Dexterity: 1
Required Strength: 48
Required Level: 1
Sword Class - Fast Attack Speed
Runewords
Lawbringer
Weapons
Hammer, Scepter, Sword
'AmnLemKo'
Required Level: 43
20% Chance To Cast Level 15 Decrepify On Striking
Level 16-18 Sanctuary Aura When Equipped (varies)
-50% Target Defense
Adds 150-210 Fire Damage
Adds 130-180 Cold Damage
7% Life Stolen Per Hit
Slain Monsters Rest In Peace
+200-250 Defense vs. Missiles
+10 To Dexterity
75% Extra Gold From Monsters
Socketed (3)
Lawbringer
on an Act III merc provides another viable way to enable a Knockback strategy thanks to the provided Sanctuary aura. Sadly, the CtC Decrepify that only procs on melee damage won't be as effective.
For shields, Iron Wolves can use
Sanctuary
or
Phoenix
. The first offers a tad more raw defenses, while Phoenix adds more regen through the provided Redemption aura.
Phoenix
Weapons, Shield
Axe, Hammer, Mace, Polearm, Scepter, Staff, Sword, Melee Weapons, Missile Weapons
'VexVexLoJah'
Required Level: 65
100% Chance To Cast level 40 Blaze When You Level Up
40% Chance To Cast Level 22 Firestorm On Striking
Level 10-15 Redemption Aura When Equipped
+350-400 Defense vs. Missile
+350-400% Enhanced Damage
-28% To Enemy Fire Resist
+50 To Life
+5% To Maximum Lightning Resist
+10% To Maximum Fire Resist
+15-21 Fire Absorb
Socketed (4)
Sanctuary
Shield
'KoKoMal'
Required Level: 49
+20% Faster Hit Recovery
+20% Faster Block Rate
20% Increased Chance of Blocking
+130-160% Enhanced Defense
+250 Defense vs. Missile
+20 To Dexterity
All Resistances +50-70
Magic Damage Reduced By 7
Level 12 Slow Missiles (60 Charges)
Socketed (3)
Unique and Set Items
Act III mercenaries can use a multitude of unique armor pieces. Since we're almost always trying to support the Knockback archetype, we are looking for utility and defensive modifiers.
Azurewrath
is a great weapon option if you're out of runes, adding Knockback utility through its built-in Sanctuary aura.
Kira's Guardian
,
Steel Shade
and
Veil of Steel
all offer great defense and resistances for the helmet slot, while
Guardian Angel
makes for a great max-resistance alternative to runeword chest armors.
In terms of shield choices outside of
Phoenix
and
Sanctuary
, Stormshield may just be an Iron Wolves' best-in-slot dream - insane defense as well as tons of resistances.
Azurewrath
Phase Blade
One-Hand Damage: (102-114) To (115-129)
Durability: 65
Required Dexterity: 136
Required Strength: 25
Required Level: 85
Sword Class - Very Fast Attack Speed
Level 10-13 Sanctuary Aura When Equipped
+1 To All Skills
+30% Increased Attack Speed
+230-270% Enhanced Damage
Adds 250-500 Magic Damage
Adds 250-500 Cold Damage
+5-10 To All Attributes
+3 To Light Radius
Kira's Guardian
Tiara
Defense: 90-170
Durability: 25
Required Level: 35
+20% Faster Hit Recovery
+50-120 Defense
All Resistances +50-70
Cannot Be Frozen
Steel Shade
Armet
Defense: 300-345
Durability: 24
Required Strength: 109
Required Level: 62
+4-8% Mana Stolen Per Hit
+100-130% Enhanced Defense
Replenish Life +10-18
+5-11 Fire Absorb
Veil of Steel
Spired Helm
Defense: 396
Durability: 60
Required Strength: 192
Required Level: 73
+60% Enhanced Defense
+140 To Defense
+15 To Strength
+15 To Vitality
All Resistances +50
-4 To Light Radius
Guardian Angel
Templar Coat
Defense: 770-825
Durability: 60
Required Strength: 118
Required Level: 45
+1 To Paladin Skill Levels
+30% Faster Block Rate
+20% Increased Chance of Blocking
+2-247 To Attack Rating Against Demons (+2.5 Per Character Level)
+180-200% Enhanced Defense
15% To Maximum Poison Resist
15% To Maximum Cold Resist
15% To Maximum Lightning Resist
15% To Maximum Fire Resist
+4 To Light Radius
Stormshield
Monarch
Defense: (136-504) - (151-519)
Chance to Block: 67-77%
Required Strength: 156
Required Level: 73
Indestructible
35% Faster Block Rate
+25% Increased Chance of Blocking
+3-371 Defense (+3.75 Per Character Level)
+30 To Strength
Cold Resist +60%
Lightning Resist +25%
Damage Reduced By 35%
Attacker Takes Lightning Damage of 10
Act V Mercenaries Item Builds
If you're looking for raw damage output, the Act V Barbarians might be your best choice. The fact that most end-game sword runewords offer ridiculous damage potential makes them great companions if you're not reliant on aura support.
Base Items
Colossus Blade
Two-Hand Damage: 58-115
Required Dexterity: 110
Required Strength: 189
Required Level: 63
Sword Class - Fast Attack SpeedColossus Sword
Two-Hand Damage: 61-121
Required Dexterity: 95
Required Strength: 182
Required Level: 60
Sword Class - Normal Attack Speed
Runewords
Act V's Barbarians have access to a plethora of weapon runewords.
In essence, the player has to choose between attack speed, raw damage, CtC abilities, and defensive modifiers. In the end, choosing one of these weapon runewords will most likely depend on rune availability, so we've tried to list the four contenders in order of rune rarity.
Armor runewords for Barbarians really are limited to
Treachery
or
Fortitude
- it can't get much better than that.
Grief
Weapons
Axe, Sword
'EthTirLoMalRal'
Required Level: 59
35% Chance To Cast Level 15 Venom On Striking
+30-40% Increased Attack Speed
Damage +340-400
Ignore Target's Defense
-25% Target Defense
+(1.875 per character level) 1.875-185.625% Damage To Demons (Based on Character Level)
Adds 5-30 Fire Damage
-20-25% To Enemy Poison Resist
20% Deadly Strike
Prevent Monster Heal
+2 To Mana After Each Kill
+10-15 Life After Each Kill
Socketed (5)
Death
Weapons
Axe, Sword
'HelElVexOrtGul'
Required Level: 55
100% Chance To Cast Level 44 Chain Lightning When You Die
25% Chance To Cast Level 18 Glacial Spike On Attack
Indestructible
+300-385% Enhanced Damage
20% Bonus To Attack Rating
+50 To Attack Rating
Adds 1-50 Lightning Damage
7% Mana Stolen Per Hit
50% Chance of Crushing Blow
+(0.5 per Character Level) 0.5-49.5% Deadly Strike (Based on Character Level)
+1 To Light Radius
Level 22 Blood Golem (15 Charges)
Requirements -20%
Socketed (5)
Last Wish
Weapons
Axe, Hammer, Sword
'JahMalJahSurJahBer'
Required Level: 65
6% Chance To Cast Level 11 Fade When Struck
10% Chance To Cast Level 18 Life Tap On Striking
20% Chance To Cast Level 20 Charged Bolt On Attack
Level 17 Might Aura When Equipped
+330-375% Enhanced Damage
Ignore Target's Defense
60-70% Chance of Crushing Blow
Prevent Monster Heal
Hit Blinds Target
+0.5-49.5% Chance of Getting Magic Items (0.5 Per Character Level)
Socketed (6)
Breath of the Dying
Weapons
Axe, Hammer, Mace, Polearm, Staff, Sword, Melee Weapons, Missile Weapons
'VexHelElEldZodEth'
Required Level: 69
Indestructible
+60% Increased Attack Speed
+350-400% Enhanced Damage (varies)
+200% Damage To Undead
-25% Target Defense
+50 To Attack Rating
+50 To Attack Rating Against Undead
7% Mana Stolen per Hit
12-15% Life Stolen per Hit
Prevent Monster Heal
+30 To All Attributes
+1 To Light Radius
Requirements -20%
Socketed (6)
Treachery
Chest Armor
'ShaelThulLem'
Required Level: 43
Assassin
5% Chance To Cast Level 15 Fade When Struck
25% Chance To Cast level 15 Venom On Striking
+2 To Assassin Skills
+45% Increased Attack Speed
+20% Faster Hit Recovery
Cold Resist +30%
50% Extra Gold From Monsters
Socketed (4)
Fortitude
Weapons
Axe, Hammer, Mace, Polearm, Scepter, Staff, Sword, Melee Weapons, Missile Weapons
'ElSolDolLo'
Required Level: 59
20% Chance To Cast Level 15 Chilling Armor when Struck
+25% Faster Cast Rate
+300% Enhanced Damage
+9 To Minimum Damage
+50 To Attack Rating
20% Deadly Strike
Hit Causes Monster To Flee 25%
+200% Enhanced Defense
+X To Life (Based on Character Level)
All Resistances +25-30
12% Damage Taken Goes To Mana
+1 To Light Radius
Socketed (4)
Unique and Set Items
Besides the usual armor and helmet picks,
Arreat's Face
is the only class-exclusive choice here. It adds tons of +Skills for an Act V merc that uses both Bash and Stun regularly and just serves as a great all-around pick if you're looking for excellent defense and survivability.
Arreat's Face
Slayer Guard
Defense: 302-363
Durability: 55
(Barbarian Only)
Required Strength: 118
Required Level: 45
+2 To Combat Skills (Barbarian Only)
+2 To Barbarian Skill Levels
30% Faster Hit Recovery
20% Bonus To Attack Rating
3-6% Life Stolen Per Hit
+150-200% Enhanced Defense
+20 To Strength
+20 To Dexterity
All Resistances +30
Giant Skull
Bone Visage
Defense: 350-477
Durability: 40
Required Strength: 106
Required Level: 65
10% Change of Crushing Blow
Knockback
+250-320 Defense
+25-35 to Strength
Socketed (1-2)
Andariel's Visage
Demonhead
Defense: 310-387
Durability: 20
Required Strength: 102
Required Level: 83
15% Chance To Cast Level 15 Poison Nova When Struck
+2 To All Skills
20% Increased Attack Speed
8-10% Life Stolen Per Hit
+100-150% Enhanced Defense
+25-30 To Strength
+10% To Maximum Poison Resist
Fire Resist -30%
Poison Resist +70%
Level 3 Venom (20 charges)
Guillaume's Face
Winged Helm
Defense: 217
Durability: 40
Required Strength: 115
Required Level: 34
+30% Faster Hit Recovery
35% Chance of Crushing Blow
15% Deadly Strike
+120% Enhanced Defense
+15 to Strength
Orphan's Call
Whitstan's Guard
Magnus' Skin
Wilhelm's Pride
Guillaume's Face
Popular Build/Mercenary Choices in Diablo II: Resurrected
The best Mercenary choice mostly depends on the character build it has to support. While Minion-based builds want an Act 2 Desert Warrior with Might to buff their summons, spell-casters rely on the defensive nature of Holy Freeze to unleash their full damage potential.
Check out our in-depth Diablo II: Resurrected Build guides to find the best mercenary for your build!
Amazon Builds Assassin Builds Barbarian Builds Druid Builds Necromancer Builds Paladin BuildsSorceress Builds
Mercenary Leveling Equipment in Diablo II: Resurrected
In terms of leveling gear, mercenaries don't have particularly hard-to-meet requirements.
Most builds will make use of an Act II merc during leveling because of their auras, so always be on the lookout for a magic or rare polearm with decent damage modifiers. Weapon sockets are also a big plus because you can put in skulls for that precious lifesteal.
Apart from that, everything that increases survivability works. Try to get as many resists and defense modifiers as possible. Also, aim for an early Insight polearm if you're in need of mana regeneration. Always remember that Vitality doesn't affect mercenaries, while +Life modifiers do.
For all other mercenaries, similar rules apply. The rogues of Act I love decent attack speed and don't need as much lifesteal. The same goes for Act III Iron Wolves, who make great use of the FCR (faster casting rate) modifier.
Mercenary Tips and Tricks in Diablo II: Resurrected
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评论
评论来自
Regaderita
This doesn't cover 2.4 changes to mercenaries.
评论来自
Skjie
Try a frost maiden hireling!
Gwinni is my level 96 barbarian's cold rogue companion. She's been with him all the way up. She now wears Enigma and a godly IAS, FRW, res diadem. She wields Ice grand matron bow. She's fast and deadly.
Anything not immune to cold falls quickly. This is especially nice against uniques immune to both physical and magical damage. Got a bug infestation? Not anymore when Gwinni shoots Freezing Arrow. She struggles against cold immunes, but the barbarian handles those.
She seldom takes significant damage because she has 10,000 defense from Shout, over 4,000 life from Battle Orders, max resists, and dances circles around her opponents who are slowed by Holy Freeze. My barbarian also tanks for her, using Howl and Taunt for crowd control and Battle Cry to reduce monster damage. Clever positioning also shields the rogue. A lot of Gwinni's defence depends on buffs and tanking from my barbarian. The frost maiden rogue merc might not work for other characters.
I've greatly enjoyed having Gwinni as my hireling and can attest that she's a viable choice for my style of barbarian tank play.
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