It saves them in the thick of battle when I am too busy healing myself to feed the mercenary too. I always do my best to equip my Act 2 mercenaries with some form of life steal, whether it comes from his hat or whether it comes from his weapon. Read this with a shovel of salt, most stuff that I say about D1 & D2 tends to end up being shown to be wrong. You might be able to pay a high level character to buy you a magic armet (or get one with a different character & do the crafting there as well, be warned that you might get something with a high level req though) ditch the helm, a decent sallet will give you more defense and the +mana is useless. Besides, you're not even getting the AR bonus. I've never found that a merc needs AR (this is probably wrong, infact, I guarantee you that it's wrong, I just tend to find that it makes little difference when I'm playing, mostly because I rarely have high AR items to give to my mercs to test), so, other than that the sigons is useless. Hmm, about the only achievable thing that I've suggested is the blood craft helm, a lot of my mercs wear them. Don't suppose you have Sur Cham Amn & Lo, do you? Hand of justice is pretty powerful. Weapons, well, an amn rune for lifesteal could be an option, but it seems like a waste of a socket, same for a nef/knockback. If you can get hold of one, a Rockstopper or a vampiregaze (although that has lots of stuff that is useless to a merc, so it's a bit of a waste.) Or a crown of ages (I suspect that if you had one of these, you'd be wearing it) Noggin covering I tend to go with a blood craft helm, lifesteal and a chance for double damage, as well as some potentially good random stuff.
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