If you're hiring an act 2 merc, yes there is.
Depending which you hire, you can get a different aura.
I always found the defensive merc in nightmare to be the best, it gives a holy freeze aura.
I'm honestly not too sure what each merc gives right now, been forever since I've played, but it's easy enough to find out by hiring one of each and checking auras.
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When comparing the same three mercenaries over the three acts, normal will always be strongest when lvl 99.
Take the rogue mercenary for example, you and two of your friends have the same mercenary at the same level with same exact gear. Your merc will be normal, one friend's merc will be nightmare, and the other friend's merc will be hell. The nightmare merc is stronger than the hell merc, and normal is stronger than both nightmare and hell. The reason that this happens, Blizzard wanted to reward the people who keep the normal merc of their choosing and stick with that merc all through the game.
Some mercenaries such as the act 2 desert mercenaries, will have a different ability in nightmare. I don't know if this different ability applies to all mercs or not, but I will go do a bit of research and post my findings here.
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When you have a skelemancer, you should get the might aura merc, it will increase physical damage dealt by all your skellies! very useful up until you get to PI.
Lt Venom, you missed scyberdragon's post or something?
Usually the act 2 nightmare defense merc (Holy Freeze) is best for most characters. But it always pays to read some pros and cons of the different mercs for any build you're going to make.
For instance, if you want to make a teleporting sorc, the holy freeze merc is actually worthless because the aura takes too long to start working. By that time, you're already teleported away. So the normal equivalent (Prayer) is actually more useful in this case. Just an example to show you that lots of builds require a different way of thinking to see which mercenary is more useful, it's not always the same one.
Thats right.
For summon necros nightmare offensive (might) is the best because it greatly increase the damage of all summons.
For a huricane druid you also don't need holy freeze because your huricane spell already have a very similar effect. Get a might/thorns if you have summons or a prayer one.
What would be recommendations for a Fury druid. I currently have the prayer merc (debating going to the holy freeze) and was just wondering what others have found to be useful.
What would be recommendations for a Fury druid. I currently have the prayer merc (debating going to the holy freeze) and was just wondering what others have found to be useful.
Holy freeze or maybe even Blessed aim. AR becomes pretty important.
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Depending which you hire, you can get a different aura.
I always found the defensive merc in nightmare to be the best, it gives a holy freeze aura.
I'm honestly not too sure what each merc gives right now, been forever since I've played, but it's easy enough to find out by hiring one of each and checking auras.
Combat ______
Defensive ______
In hell Offensive _______
Combat ______
Defensive ______
I was curious because I have act 2 combat merc and I am not sure what aura he has.
Available Auras
Normal:
Combat = Prayer
Defensive = Defiance
Offensive = Blessed Aim
Nightmare:
Combat = Thorns
Defensive = Holy Freeze
Offensive = Might
Hell:
Combat = Prayer
Defensive = Defiance
Offensive = Blessed Aim
Prayer – regens life , Defiance – Increases Armor Class, Blessed Aim – Increases AR , Thorns – deals damage back to attacker , Holy Freeze – Slows Monsters , Might – Increases Melee Damage.
MERC SPECIAL SKILLS
Level-----Skill-----Effect
10-------Might-----130% damage
20-------Might-----230% damage
30-------Might-----330% damage
10-------Thorns----610% damage returned
17-------Thorns----890% damage returned
20-------Thorns----1010% dam. returned
10-------H/Freeze—slow 48%
17-------H/Freeze—slow 53%
20-------H/Freeze—slow 54%
11-------Prayer----Heals 12+
18-------Prayer----Heals 21+
21-------Prayer----Heals 27+
11-------Defiance—170% def
18-------Defiance—240% def
21-------Defiance—270% def
11------B/Aim----225% to AR
18------B/Aim----330% to AR
21------B/Aim----375% to AR
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Take the rogue mercenary for example, you and two of your friends have the same mercenary at the same level with same exact gear. Your merc will be normal, one friend's merc will be nightmare, and the other friend's merc will be hell. The nightmare merc is stronger than the hell merc, and normal is stronger than both nightmare and hell. The reason that this happens, Blizzard wanted to reward the people who keep the normal merc of their choosing and stick with that merc all through the game.
Some mercenaries such as the act 2 desert mercenaries, will have a different ability in nightmare. I don't know if this different ability applies to all mercs or not, but I will go do a bit of research and post my findings here.
Only Act 2 Desert Mercenaries have different abilities in nightmare.
Go to the link to find more good information: http://classic.battle.net/diablo2exp/basics/hirelings.shtml
Thats right.
For summon necros nightmare offensive (might) is the best because it greatly increase the damage of all summons.
For a huricane druid you also don't need holy freeze because your huricane spell already have a very similar effect. Get a might/thorns if you have summons or a prayer one.
Holy freeze or maybe even Blessed aim. AR becomes pretty important.
-Equinox
"We're like the downtown of the Diablo related internet lol"
-Winged