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Question - Mercenary Auras
#1
I'm currently in the process of building a powerfully defensive Paladin, but i've run into a what could be a problem if i choose the wrong mercenary.

In Act II (Normal or Hell, not Nightmare difficulty) you can hire mercenaries with either Prayer or Cleansing Auras, i know Prayer automatically has the prayer effect (Duh :p ) but with synergies, player characters can use Cleansing as a free extension onto Prayer (DOESN'T BURN MANA ANYMORE! Hooray! :p ) that not only heals a similar level of damage, but starts to very effectively reduce the ammounts of poison damage you take, and nullify curses, so my question is thusly;

1> Does the Desert Mercenary Cleansing Aura actually heal like a Prayer Aura?

2> And if so, does the effect grow (equivilant of points invested in Prayer) or does only the poison and curse reduction expand? (equiv' points on Defiance)

... And if anyone CAN, 3> Assuming the damage healed with Cleansing increases, does it increase faster/slower/about the same? (comp' to prayer)

Hopefully with this problem sorted out i'll be able to progress further with the design in it's prototype form, then redo it again as a starting character so i don't waste any points this time, discovering ways of compensating early on until you get some of the higher-level skills then feeding this back to you with a comprehensive development guide, as well as an outline of what this design has to offer! Big Grin
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#2
The aura you use or have points in will not acta as a synergy, if it is one for the aura on the merc, for the merc's aura. Your skill point affect your auras only. No one else's.
"One murder makes a villain, millions a hero. "
- Beilby Porteus, Death, A Poem
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#3
....No offense but did you read my question? That was an anology (equivilant), Mercenaries don't get points, i'm not stupid, and i couldn't invest my points on my mercenary even if i wanted to.

What i WANTED to know, boiled down in case you don't have time to read my entire post is

A) Does Mercenary's Defiance Aura heal?

and

B) Does the rate of healing increase?

I think to answer this question you have to have hired a defiance Mercenary and kept it arround long enough to grow atleast one level. Does anyone else have an answer for me?
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#4
yes healing rate increses i believe but the defiance aura gives defense what you want is a norm combat merc act 2 for the praeraura
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#5
*blinks* Ack, i edited the main thread to say Cleansing instead of Defiance and then forget to do it for my replies :p

Should i edit the post or just post the whole thing thread again do you think?
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#6
Act II Hirelings: Desert Mercenaries
The Hirelings of Act II are available from Greiz in Lut Gholein. They specialize in Melee Attacks. If Hirelings have any special abilities, they will be listed in the recruitment window.




Skills: [indent]Combat/Normal Difficulty: Jab/Prayer
Combat/Nightmare Difficulty: Jab/Thorns
Combat/Hell Difficulty: Jab/Prayer
Defense/Normal Difficulty: Jab/Defiance
Defense/Nightmare Difficulty: Jab/Holy Freeze
Defense/Hell Difficulty: Jab/Defiance
Offense/Normal Difficulty: Jab/Blessed Aim
Offense/Nightmare Difficulty: Jab/Might
Offense/Hell Difficulty: Jab/Blessed Aim
[/indent]
Allowed Equipment: Armor, Helms, Spears, Polearms, Javelins (but won't throw)
Notes: These guys are the most party friendly Hirelings because they share their Auras with all of the party, including Minions. The Aura the Hireling uses depends on the Difficulty level you were at and which type of Hireling you hired. You cannot control which of the available Auras the Hireling uses but normally they stick with one.


This is from the Arreat Summit. I hope it will answer your question.
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#7
Don I'm going to go ahead and make a separate post with that info from bnet in the diablo section and sticky it if that's alright with you
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#8
Go right ahead. I'm glad I could help. I will also post info for teh other mercs from acts 1, 3 and 5.

Act I Hirelings: Rogue Scouts
The Hirelings of Act I are available from Kashya in the Rogue Encampment. As Rogues, they specialize in the use of Bows and can be useful for ranged support. If the Rogue Hireling has any special abilities (Fire or Cold arrows), they will be listed in the recruitment window.

Skills: Cold Arrow/Inner Sight or Fire Arrow/Inner Sight
Allowed Equipment: Armor, Helms, Bows (no Crossbows)
Notes: Rogues aren't Amazons so they can't use Amazon Only Items.

Act II Hirelings: Desert Mercenaries
The Hirelings of Act II are available from Greiz in Lut Gholein. They specialize in Melee Attacks. If Hirelings have any special abilities, they will be listed in the recruitment window.



Skills: [indent]Combat/Normal Difficulty: Jab/Prayer
Combat/Nightmare Difficulty: Jab/Thorns
Combat/Hell Difficulty: Jab/Prayer
Defense/Normal Difficulty: Jab/Defiance
Defense/Nightmare Difficulty: Jab/Holy Freeze
Defense/Hell Difficulty: Jab/Defiance
Offense/Normal Difficulty: Jab/Blessed Aim
Offense/Nightmare Difficulty: Jab/Might
Offense/Hell Difficulty: Jab/Blessed Aim
[/indent]
Allowed Equipment: Armor, Helms, Spears, Polearms, Javelins (but won't throw)
Notes: These guys are the most party friendly Hirelings because they share their Auras with all of the party, including Minions. The Aura the Hireling uses depends on the Difficulty level you were at and which type of Hireling you hired. You cannot control which of the available Auras the Hireling uses but normally they stick with one.

Act III Hirelings: Ironwolves
The Hirelings of Act III are available from Asheara in Kurast. They specialize in Lightning, Fire, and Cold spell attacks. The Hirelings special abilities will be listed in the recruitment window.

Skills: Charged Bolt/Lightning or Glacial Spike/Ice Blast/Frozen Armor or Inferno/ Fireball
Allowed Equipment: Armor, Helms, Shields and Swords
Notes: Ironwolves rarely swing their sword so find them a good "caster" sword.

Act V Hirelings: Barbarians
The Hirelings of Act V are available from Qual-Kehk in Harrogath once you have finished his quest.

Skills: Bash and Stun
Allowed Equipment: Armor, Helms, Barbarian Class-specific Helms, One Sword (can't dual wield)
Notes: Find the highest damage possible sword for your Barbarian Hireling.

And heres a little somethign extra for you :p


Hireling Damage
hireling min = [(weapon min)*(str+100)/100]+base min
hireling max = [(weapon max)*(str+100)/100]+base max Bonuses such as Fire or Cold Damage are added to the overall damage after the formula, bonuses such as increased damage % are factored only on the weapon itself and not the Hirelings base damage and goes toward the weapon min and max stat. This won't affect how much the Hireling actually deals if they never use their weapon. The Rogue from act 1 should also be the same except substitute Dexterity for Strength in the formulae.
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#9
i dunno if this guy has his question answered or not, but why doesnt he just buy a merc and make a weapon with lvl 50 cleansing aura on it place it on the merc, get hurt and see if cleansing heals him in (single player+jamella editor)?
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#10
Thank you guys, it does answer my question, but only by exposing that fact that i failed to read the information you guys C&P'd the FIRST time i read it. To explain; I tend to remember Auras' by their icon, not their name, and since [item] of Defiance, reduces poison length my brain said so DEFIANCE must be the name of that aura you can't think of, you Know it's the name of an aura :p

So thank you, the information doesn't answer the question because the question is invalid; you can't get a mercenary with Cleansing.

As for Silver Ice's comment:

I Want to aviod hacking my character as much as possible... if i DO end up hacking my character it will only ever be to do something i could normally do on my own or COULD'VE done (ex. trained points in Defiance inst Prayer), or to generate an item that i would be capable of finding in town anyway, eventually (ie Faithful [armor] of the Centaur, Visionary [headgear] of the Mind)

Not to mention that i already know that it Wouldn't unless i used it, because i have points on prayer and the merc wouldn't... however if the weapon gave like, +20 to prayer, and the merc already HAD a cleansing aura on (I'd have to hack to get a merc with Cleansing anyway :p) Then who knows? THAT sounds like it Might. Just. Work... Maybe.


Anywho, thank you all for your help, it has been invaliable, and as soon as i redo my char with points on Defiance instead of Prayer (So that it isn't wasted when i stop using that aura and start using Holy Shield) OR Hack to move the points arround (Only if i get really lazy.. and it's no longer a test of skill if i put extra points in) I'll come back to bring you back information on my newest idea for a Paladin Type;

'Prayerdin' - Paladin that combines bothe auras and combat skills to become almost impervious to damage, and rapidly recover whatever damage is done to it.

(Yes, i know... 'Prayerdin'.. i said i stopped using prayer... I'm going to outsource it to the mercenary :p it's actually a really cool aura all through normal difficulty setting, but fails when you can't put anymore than 20 points on it :cry2: )
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