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.
If you have access to the runes.
Crafted Blood Torso and Helm can help with keeping the hirelings alive if you do not have some of the better runewords and uniques.
When I start playing unmodified D2 I will need to get used to the weaker hirelings. Most mods I play the hirelings have better skills and or full equipment slots and gear made for them.
The Act 1 Rogues are the easiest to keep alive since they like to stay out of melee combat range most of the time(on occasions they do like to commit suicide by running straight into a unique pack). Focus on giving dexterity and flat damage and enhanced damage to them. If you can give them Faster Run Walk will also help with the attack since they like to move around a lot and the faster they move the faster they will stop moving and then fire. I find they work well with summoners especially if you have the "Faith" runeword. The increased IAS will help the summons attack faster.
Act 2 Hirelings will likely depend on what build you are and on what kind of risks the hireling will take on. You will want a nice amount of leach and damage to help keep him alive. getting + life items will help. I like the Blood Crafts for the helm and torso sometimes you can get a nice roll on the mods, For the most part the best choice is a unique or runeword in those spots.
Act 3 Hirelings are the most difficult to use since they rarely use the melee attack and uses spells. You will want to give them items with -% to enemy element(based on the Hireling type) resists, +all skills, and Faster Cast Rate. They work well with Summoners. The Cold Mage will not work too well for the Necro summoner and or uses CE a lot.
Act 5 Barb, Likely the best tank since he has a very fast life regeneration and a large life pool. Can still use some of the high end runewords
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The increased IAS will help the summons attack faster.
IAS only increases the attack speed of the character "giving" the aura (in this case, the merc), but it does still increase the damage and AR. (though in this case, it's probably better for a summoner to have a Might merc with Pride for the Concentration Aura, and then the player equips a Beast for Fanaticism. That way, the skellies have all 3 damage-enhancing auras. ) Anyway, Faith is probably going to be the better option above HoJ or Ice either way.
A problem I've found with my Paladin:
I like to use Charge to close distance quickly, then start Zeal-spamming all around. Sometimes when I charge, my Paladin freezes in place. He's not frozen from some game mechanic (not from some cold damage of any sort), he literally just freezes in place and I can't issue any commands to him. It looks like a bug in the game. Anyone know what this is?
Edit: Also, the wiki page on Zeal has a typo - The Attack Rating +% for lvl 8 says "820".
This is a bug that is related to the charge skill itself I think. My barbarian gets stuck in it sometimes when he's charged by the walking corpses. There is something that triggers it though, probably some attack, because I've yet to ever experience it on any caster, while I've had it happen several times in the last few days with my barbarian.
The only way it seems to solve itself is if I'm charged again, else I'm just stuck
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It's a bug that occurs when you're struck by an attack while charging. They supposedly fixed it in 1.13, but it didn't really seem to work. I've had the same problem.
EDIT: Apparantly I'm mistaken:
"Fixed an issue where the Paladin's Charge ability would become locked out if Holy Shield faded while charging."
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.
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Can multiple types of Sorceress shields stack? For example, can you have Energy Shield and Frozen Armor on at the same time? I'm guessing no, but wanted to make sure.
Well...you can only have one type of Ice armor active at once. Otherwise, you can have ES and/or Thunder Storm active along with your Ice armor of choice.
I've been checking out the differences between Cold Sorc builds that focus on Blizzard, and builds that focus on Frozen Orb.
Though Blizzard seems to do more damage, Frozen Orb can be cast faster, and consumes less mana. In addition, it seems difficult to hit highly mobile/fast enemies with Blizzard, whereas Frozen Orb is an attack that travels (and can at least clip fast moving enemies).
Is the damage difference really that big? Is one build easier to play than the other?
You can deal nice damage with FO if the orb is aimed well. With correct aiming you can get a monster to take more than one hit. Blizzard is a skill that will target a spot randomly. If a blizzard shard hits it will do nice damage but can be frustrating when facing a single small monster if the shards keep missing. Blizzard is very good against large packs or monsters that are larger since the randomness of the strike location is less important.
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You can deal nice damage with FO if the orb is aimed well. With correct aiming you can get a monster to take more than one hit. Blizzard is a skill that will target a spot randomly. If a blizzard shard hits it will do nice damage but can be frustrating when facing a single small monster if the shards keep missing. Blizzard is very good against large packs or monsters that are larger since the randomness of the strike location is less important.
So against a moderate group of monsters, Blizzard still does better damage?
Is the damage difference really that big? Is one build easier to play than the other?
It's very much dependent on what you want to do. Blizzard has a much greater damage potential, even if we assume that you can land every single FO perfectly. Which you won't. However, in order to reach that damage potential you have to invest heavily in the Blizzard synergies. If you're going dual element, FO will always be a better choice than Blizzard. And you can't really do a single element FO build, because you'll be done at around lvl 50 or so :confused:
Mana cost really isn't an issue. I always play Sorc with sub-par gear, I never put points into vitality and I still manage to spam my skills regardless of what I pick. Mana is more of an issue at the early levels, but after around 40 it should no longer be that big of a problem.
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Yeah, Blizzard is very synergy-heavy. If I don't put many points into Warmth, is mana still a non-issue with Blizzard? (I guess the idea is the harder you hit, the less you have to cast?) Or do you rely predominantly on potions to keep going? The nice thing about an FO build is that you have the points to stick into Warmth. I hate having to chug potions, so having good regen is pretty important to me.
If you hate chugging potions, then I suggest you either get good gear, spend points in energy, or give your mercenary an Insight. Because I chug potions all the time :thumbsup:
And the extra points into Warmth won't really help unless you have a lot of base mana. So that still means good gear or points in energy.
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Frozen Orb makes a decent controlling spell. Let's say I'd only use it for slowing enemies, I don't care about damage. In that case, is necessarty to put more than a couple points into it? As long as the cold duration is sufficient (say, 15 seconds, which is 5 seconds in hell), is there any reason to put more in? What about Cold Mastery, do I even need a single point, or does it not impact the chances of Chill being applied?
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Do you know what Blizzard's chill duration is? It doesn't say in the wiki or the spell tooltip. I assume it's not just the 4 seconds while Blizzard is active.
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If you have access to the runes.
Crafted Blood Torso and Helm can help with keeping the hirelings alive if you do not have some of the better runewords and uniques.
When I start playing unmodified D2 I will need to get used to the weaker hirelings. Most mods I play the hirelings have better skills and or full equipment slots and gear made for them.
The Act 1 Rogues are the easiest to keep alive since they like to stay out of melee combat range most of the time(on occasions they do like to commit suicide by running straight into a unique pack). Focus on giving dexterity and flat damage and enhanced damage to them. If you can give them Faster Run Walk will also help with the attack since they like to move around a lot and the faster they move the faster they will stop moving and then fire. I find they work well with summoners especially if you have the "Faith" runeword. The increased IAS will help the summons attack faster.
Act 2 Hirelings will likely depend on what build you are and on what kind of risks the hireling will take on. You will want a nice amount of leach and damage to help keep him alive. getting + life items will help. I like the Blood Crafts for the helm and torso sometimes you can get a nice roll on the mods, For the most part the best choice is a unique or runeword in those spots.
Act 3 Hirelings are the most difficult to use since they rarely use the melee attack and uses spells. You will want to give them items with -% to enemy element(based on the Hireling type) resists, +all skills, and Faster Cast Rate. They work well with Summoners. The Cold Mage will not work too well for the Necro summoner and or uses CE a lot.
Act 5 Barb, Likely the best tank since he has a very fast life regeneration and a large life pool. Can still use some of the high end runewords
IAS only increases the attack speed of the character "giving" the aura (in this case, the merc), but it does still increase the damage and AR. (though in this case, it's probably better for a summoner to have a Might merc with Pride for the Concentration Aura, and then the player equips a Beast for Fanaticism. That way, the skellies have all 3 damage-enhancing auras. ) Anyway, Faith is probably going to be the better option above HoJ or Ice either way.
I like to use Charge to close distance quickly, then start Zeal-spamming all around. Sometimes when I charge, my Paladin freezes in place. He's not frozen from some game mechanic (not from some cold damage of any sort), he literally just freezes in place and I can't issue any commands to him. It looks like a bug in the game. Anyone know what this is?
Edit: Also, the wiki page on Zeal has a typo - The Attack Rating +% for lvl 8 says "820".
The only way it seems to solve itself is if I'm charged again, else I'm just stuck
EDIT: Apparantly I'm mistaken:
"Fixed an issue where the Paladin's Charge ability would become locked out if Holy Shield faded while charging."
Though Blizzard seems to do more damage, Frozen Orb can be cast faster, and consumes less mana. In addition, it seems difficult to hit highly mobile/fast enemies with Blizzard, whereas Frozen Orb is an attack that travels (and can at least clip fast moving enemies).
Is the damage difference really that big? Is one build easier to play than the other?
So against a moderate group of monsters, Blizzard still does better damage?
Mana cost really isn't an issue. I always play Sorc with sub-par gear, I never put points into vitality and I still manage to spam my skills regardless of what I pick. Mana is more of an issue at the early levels, but after around 40 it should no longer be that big of a problem.
And the extra points into Warmth won't really help unless you have a lot of base mana. So that still means good gear or points in energy.
That said, I will probably build a Blizzard Sorc and just be a dutiful potion-drinker.
Frozen Orb makes a decent controlling spell. Let's say I'd only use it for slowing enemies, I don't care about damage. In that case, is necessarty to put more than a couple points into it? As long as the cold duration is sufficient (say, 15 seconds, which is 5 seconds in hell), is there any reason to put more in? What about Cold Mastery, do I even need a single point, or does it not impact the chances of Chill being applied?
Personally I run with Holy Freeze Merc even though I have a cold sorceress: he's still the best mercenary option.
Nope.
Do you know what Blizzard's chill duration is? It doesn't say in the wiki or the spell tooltip. I assume it's not just the 4 seconds while Blizzard is active.