Another thing I noticed: if I hadn't looked it up, I wouldn't have realized that Concentration affects Blessed Hammer. It's certainly not obvious from the spell description (though the wiki states that half of the aura's bonus is contributed to Blessed Hammer). Was this a change made by a patch, and the game description text simply never updated?
Also: Blessed Hammer seems to be a Physical attack. Does that mean it also fails to damage physical immunes?
The Conc. synergy with BH is kind of weird...unlike other synergies that add to the damage when you put points in it, Conc. has to be your active aura to receive the damage boost. It's kind of a hidden bonus, but I don't know why.
BH does magic damage, of which there are very few immunities. The Greater Mummy in A2&5 Hell are really the only common ones, though there are a couple more monsters that you might run into that are magic immune. But the relative lack of magic immunes is definitely one of the strengths of the Hammerdin.
I do not really see any issues for a Zealot to beat Hell alone. You have one of the best attack skills in Vengeance to deal with Physical Immunes, even with 1 point invested it can deal a lot of damage. The downside is the mana it uses per attack.
Rollback Post to RevisionRollBack
On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
Switched my pally to be a Zealer. Now this is much more interesting! Unfortunate that my weapon sucks, but I'll definitely be sticking with this build.
The builds out there don't offer much on Zeal details. I assume a fast weapon is greatly preferred, since the "zeal lock" is pretty dangerous? The shorter the animation time, the better, right?
Yes the faster the weapon the less time you will be in zeal-lock.
If you can get good crowd control than you do not need to worry too much about the zeal-lock.
Crowd control mods:
Holy Freeze Aura:
Knock Back: I love this when using a 2-handed 5 range spear.
Hit causes monster to flee: If you have a long range weapon you might be able to hit them when they are running away from you.
Freezes Target: Awesome mod. A frozen target is a dead target.
%slow target: Another awesome mod. A very slow monster is going to be a dead monster
Chill: A chilled monster will be shortly a dead monster.
Rollback Post to RevisionRollBack
On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
It also depends on much cold damage gear you have and on what difficulty for the length of the cold (chill effect). I believe some monsters have a better chance of not being effected by the chill effect (likely cold resistance)
Rollback Post to RevisionRollBack
On Strike and supporting Fallout 4 Mod Makers
Some fallout 4 mod makers have had their mods stolen and uploaded and downloaded on Bethesda's site for the Xbox One.
A question about hirelings: Right now I'm still enjoying the company of my original "free Rogue", as having someone ranged accompany my Paladin is nice. What's a good merc to go with the ranged classes (namely, the Bowazon or the Cold Sorc)?
For the most part the Act 2 Hirelings are common due to the aura they use. Plus they can use many of the high end runewords.
I read it's mostly for the Defiance aura? The other auras seem much less useful.
On the topic of sockets - are there limitations to the number of sockets on different items? For example, can 1-hander weapons have more than 3 sockets? (Is it related to the number of squares in your inventory that the item takes up?)
Also, had a question about jewels. While Runes and Gems change their function depend on what it gets socketed into (weapon, armor, helm, etc), a jewel seems to confer the same benefit regardless? So a +max damage jewel socketed into your armor would still confer the damage boost, right?
I read it's mostly for the Defiance aura? The other auras seem much less useful.
Whaaat? Whoever told you that has no idea what they're talking about.
They're generally picked because they can either provide might (for melee) or holy freeze (for just about anyone else) and because they can use several runewords, such as Pride (concentration aura), Infinity (conviction aura) and Insight (meditation aura), thus providing powerful boosts to any character.
On the topic of sockets - are there limitations to the number of sockets on different items? For example, can 1-hander weapons have more than 3 sockets? (Is it related to the number of squares in your inventory that the item takes up?)
This varies from item to item. Check out the Item (Diablo II) to see what the max sockets are for items.
An item can never have more sockets than it takes up inventory slots however, though many items have max slots less than that as well.
Also, had a question about jewels. While Runes and Gems change their function depend on what it gets socketed into (weapon, armor, helm, etc), a jewel seems to confer the same benefit regardless? So a +max damage jewel socketed into your armor would still confer the damage boost, right?
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
They're generally picked because they can either provide might (for melee) or holy freeze (for just about anyone else) and because they can use several runewords, such as Pride (concentration aura), Infinity (conviction aura) and Insight (meditation aura), thus providing powerful boosts to any character.
The Holy Freeze aura only comes from Nightmare? This wasn't clear in the wiki - does that mean that the Act 2 Mercs in Nightmare confer a different aura from Normal/Hell Mercs all the time? Or does that mean that an Act 2 Merc in a Nightmare game (regardless of what difficulty you got him at) will switch his aura to Holy Freeze instead of Defiance?
In addition - Why wouldn't other mercs be able to use the aura-conferring rune words? Are they somehow limited by their stats?
An item can never have more sockets than it takes up inventory slots however, though many items have max slots less than that as well.
Ah, found the "max sockets" part of the item description. Missed it earlier. Thanks!
The Holy Freeze aura only comes from Nightmare? This wasn't clear in the wiki - does that mean that the Act 2 Mercs in Nightmare confer a different aura from Normal/Hell Mercs all the time? Or does that mean that an Act 2 Merc in a Nightmare game (regardless of what difficulty you got him at) will switch his aura to Holy Freeze instead of Defiance?
It means if you must hire him in Nightmare to get it, but it stays constant between difficulties after that. Once hired, a mercenary does not switch auras.
Where did you read it? If it wasn't clear it needs to be changed
In addition - Why wouldn't other mercs be able to use the aura-conferring rune words? Are they somehow limited by their stats?
Because they only work on polearms, which only act 2 mercs can use.
That being said, act 1 rogues can uses Faith for the fanaticism, but fanaticism creates the biggest bonuses for the one providing it, and since the act 2 merc can use two auras and can take a decent beating if properly geared, they're usually the prime choice.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
It means if you must hire him in Nightmare to get it, but it stays constant between difficulties after that. Once hired, a mercenary does not switch auras.
Where did you read it? If it wasn't clear it needs to be changed
Also: http://www.diablowiki.com/Blessed_Hammer
Damage type is listed as Physical, when I believe BH damage is magical? Someone mentioned that earlier in this thread.
You know, I haven't actually tried to hire a Merc over my default Rogue. I assume the new Merc replaces the old one, but am I able to get the old one back if I change my mind? Does the gear disappear if I don't unequip my Merc before I hire a new one?
You know, I haven't actually tried to hire a Merc over my default Rogue. I assume the new Merc replaces the old one, but am I able to get the old one back if I change my mind? Does the gear disappear if I don't unequip my Merc before I hire a new one?
No you cannot get her back, and yes all gear will disappear when you hire a new one. But for a zealer a might merc will really benefit you more.
Thanks for spotting the BH inconsistency as well, always appreciated
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Also: http://www.diablowiki.com/Blessed_Hammer
Damage type is listed as Physical, when I believe BH damage is magical? Someone mentioned that earlier in this thread.
Both have been fixed. Nice catch on the BH. :thumbsup:
You know, I haven't actually tried to hire a Merc over my default Rogue. I assume the new Merc replaces the old one, but am I able to get the old one back if I change my mind? Does the gear disappear if I don't unequip my Merc before I hire a new one?
You can rehire an A1 Rogue from Kashya, but it won't be the exact same Merc, no. As far as gear goes, you are correct.
PlugY for Diablo II allows you to reset skills and stats, transfer items between characters in singleplayer, obtain all ladder runewords and do all Uberquests while offline. It is the only way to do all of the above. Please use it.
Supporting big shoulderpads and flashy armor since 2004.
Yeah, act bosses do seem to eat them for breakfast. I realize the Might aura would benefit a Zealer more... but I'm too used to my Rogue following me around and sniping stuff. It's my own personal little auto-turret!
Well in that case, get her a bow socketed with the Hand of Justice runeword if she uses fire arrow. Cold arrow rogues should use the Ice runeword instead.
Rollback Post to RevisionRollBack
Just as the Scorpion hunts...
Silently Lurking...
"Nothing is True. Everything is Permitted." ~ Ezio Auditore de Firenze
To post a comment, please login or register a new account.
The Conc. synergy with BH is kind of weird...unlike other synergies that add to the damage when you put points in it, Conc. has to be your active aura to receive the damage boost. It's kind of a hidden bonus, but I don't know why.
BH does magic damage, of which there are very few immunities. The Greater Mummy in A2&5 Hell are really the only common ones, though there are a couple more monsters that you might run into that are magic immune. But the relative lack of magic immunes is definitely one of the strengths of the Hammerdin.
The builds out there don't offer much on Zeal details. I assume a fast weapon is greatly preferred, since the "zeal lock" is pretty dangerous? The shorter the animation time, the better, right?
If you can get good crowd control than you do not need to worry too much about the zeal-lock.
Crowd control mods:
Holy Freeze Aura:
Knock Back: I love this when using a 2-handed 5 range spear.
Hit causes monster to flee: If you have a long range weapon you might be able to hit them when they are running away from you.
Freezes Target: Awesome mod. A frozen target is a dead target.
%slow target: Another awesome mod. A very slow monster is going to be a dead monster
Chill: A chilled monster will be shortly a dead monster.
I read it's mostly for the Defiance aura? The other auras seem much less useful.
On the topic of sockets - are there limitations to the number of sockets on different items? For example, can 1-hander weapons have more than 3 sockets? (Is it related to the number of squares in your inventory that the item takes up?)
Also, had a question about jewels. While Runes and Gems change their function depend on what it gets socketed into (weapon, armor, helm, etc), a jewel seems to confer the same benefit regardless? So a +max damage jewel socketed into your armor would still confer the damage boost, right?
They're generally picked because they can either provide might (for melee) or holy freeze (for just about anyone else) and because they can use several runewords, such as Pride (concentration aura), Infinity (conviction aura) and Insight (meditation aura), thus providing powerful boosts to any character.
This varies from item to item. Check out the Item (Diablo II) to see what the max sockets are for items.
An item can never have more sockets than it takes up inventory slots however, though many items have max slots less than that as well.
Yes.
In addition - Why wouldn't other mercs be able to use the aura-conferring rune words? Are they somehow limited by their stats?
Ah, found the "max sockets" part of the item description. Missed it earlier. Thanks!
Where did you read it? If it wasn't clear it needs to be changed
Because they only work on polearms, which only act 2 mercs can use.
That being said, act 1 rogues can uses Faith for the fanaticism, but fanaticism creates the biggest bonuses for the one providing it, and since the act 2 merc can use two auras and can take a decent beating if properly geared, they're usually the prime choice.
Just a little bit unclear that the aura comes with the difficulty you obtain them at.
Also: http://www.diablowiki.com/Blessed_Hammer
Damage type is listed as Physical, when I believe BH damage is magical? Someone mentioned that earlier in this thread.
You know, I haven't actually tried to hire a Merc over my default Rogue. I assume the new Merc replaces the old one, but am I able to get the old one back if I change my mind? Does the gear disappear if I don't unequip my Merc before I hire a new one?
Thanks for spotting the BH inconsistency as well, always appreciated
Both have been fixed. Nice catch on the BH. :thumbsup:
You can rehire an A1 Rogue from Kashya, but it won't be the exact same Merc, no. As far as gear goes, you are correct.
On topic... mercenaries are a pain!