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Will Treachery's CTC Fade Work on a Merc?

kinlaw

11/3/2013 12:42:00 PM

Is there a list somewhere which details which mods will and will not work on
a merc?

TY

kinlaw


16 Answers

Aulë

11/3/2013 3:04:00 PM

0

On 11/3/2013 7:42 AM, kinlaw wrote:
> Is there a list somewhere which details which mods will and will not work on
> a merc?

There probably is, but a quick search ("d2 merc fade") reveals only the
consensus answer to your topic title: yes.


kinlaw

11/3/2013 4:48:00 PM

0


"Aulë" <aule.vala@gmail.com> wrote in message
news:l55ojr$d00$1@dont-email.me...
> On 11/3/2013 7:42 AM, kinlaw wrote:
>> Is there a list somewhere which details which mods will and will not work
>> on
>> a merc?
>
> There probably is, but a quick search ("d2 merc fade") reveals only the
> consensus answer to your topic title: yes.
>
>

thank-you

kin


Shiflet

11/3/2013 11:26:00 PM

0

On 11/3/2013 6:42 AM, kinlaw wrote:
> Is there a list somewhere which details which mods will and will not work on
> a merc?

Yes, Treachery's Fade works on a merc. Basically, most mods work on
mercs. Ones that don't are things that grant skills or charges of skills
that have to be cast, like Enigma's Teleport, Infinity's Cyclone Armor,
or CtA's Battle Orders. You can give a merc a CtA, but he's not gonna BO
you unfortunately, and a merc with Infinity isn't gonna be buffing
himself with Cyclone Armor charges. +Mana, +Energy, and +Vitality, and
related skills like Vita based on Clvl or +Mana Per Kill do not work on
mercs either, as mercs do not have mana, vita, or energy.


Aulë

11/4/2013 12:28:00 AM

0

On 11/3/2013 6:26 PM, Shiflet wrote:
> On 11/3/2013 6:42 AM, kinlaw wrote:
>> Is there a list somewhere which details which mods will and will not
>> work on
>> a merc?
>
> Yes, Treachery's Fade works on a merc. Basically, most mods work on
> mercs. Ones that don't are things that grant skills or charges of skills
> that have to be cast, like Enigma's Teleport, Infinity's Cyclone Armor,
> or CtA's Battle Orders. You can give a merc a CtA, but he's not gonna BO
> you unfortunately, and a merc with Infinity isn't gonna be buffing
> himself with Cyclone Armor charges. +Mana, +Energy, and +Vitality, and
> related skills like Vita based on Clvl or +Mana Per Kill do not work on
> mercs either, as mercs do not have mana, vita, or energy.

Also, I recalled something about plus skills vs. plus skill tabs, so I
looked that up and found this, which may well answer every merc question
you can conjure:

http://diablo.incgamers.com/forums/showthread.php?306061-Ultimate-Merc-...

Aulë

11/4/2013 12:41:00 AM

0

On 11/3/2013 11:47 AM, kinlaw wrote:
> "Aulë" <aule.vala@gmail.com> wrote in message
> news:l55ojr$d00$1@dont-email.me...
>> On 11/3/2013 7:42 AM, kinlaw wrote:
>>> Is there a list somewhere which details which mods will and will not work
>>> on
>>> a merc?
>>
>> There probably is, but a quick search ("d2 merc fade") reveals only the
>> consensus answer to your topic title: yes.
>>
>>
>
> thank-you
>
> kin
>
>

Oh, and in addition to the link mentioned after Shiflet's reply, there
is also this, which appears related to the other. Maybe that one was
cribbed? The rampant misspellings in the other led me to think so, but
I don't know which came first. I can't imagine the AB leaving up
plagiarized info, so I would guess theirs was first:

http://www.theamazonbasin.com/d2/iguides/merc_re...

Same info, it appears, but laid out nicely.

Shiflet

11/4/2013 1:05:00 AM

0

On 11/3/2013 6:28 PM, Aulë wrote:

> Also, I recalled something about plus skills vs. plus skill tabs, so I
> looked that up and found this, which may well answer every merc question
> you can conjure:
>
> http://diablo.incgamers.com/forums/showthread.php?306061-Ultimate-Merc-...



That's a thorough guide...though it incorrectly states that Might mercs
boost Wind Druid damage. Even though Tornado is physical, it is not
boosted by Might or other +damage auras.

I still wish I could find a reason to use something other than an act 2
merc. Right now, every character of mine uses an act 2 merc except my
Werewolf barb, I gave him an act 5 merc with an eth Last Wish. I mainly
only did that cause I had the LW and I wanted to put it to use, and
since my Wolfbarb doesn't have much CB(eth Tomb Reaver as my weapon, so
the only CB I have is from Gores), the mass CB on the merc weapon, along
with the Lifetap, comes in handy at least. If I get around to making my
Riftadin, I'll probably use an Act 1 merc so I can get Fana from Faith,
but otherwise, I just keep coming back to act 2 mercs.

kinlaw

11/6/2013 3:51:00 AM

0

>
> Oh, and in addition to the link mentioned after Shiflet's reply, there is
> also this, which appears related to the other. Maybe that one was
> cribbed? The rampant misspellings in the other led me to think so, but I
> don't know which came first. I can't imagine the AB leaving up
> plagiarized info, so I would guess theirs was first:
>
> http://www.theamazonbasin.com/d2/iguides/merc_re...
>
> Same info, it appears, but laid out nicely.
>


Thanks, that makes a nice read.

kin



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kinlaw

11/6/2013 3:52:00 AM

0


"Shiflet" <rshiflet@charter.net> wrote in message
news:l56m2s$9qh$1@dont-email.me...
> On 11/3/2013 6:42 AM, kinlaw wrote:
>> Is there a list somewhere which details which mods will and will not work
>> on
>> a merc?
>
> Yes, Treachery's Fade works on a merc. Basically, most mods work on mercs.
> Ones that don't are things that grant skills or charges of skills that
> have to be cast, like Enigma's Teleport, Infinity's Cyclone Armor, or
> CtA's Battle Orders. You can give a merc a CtA, but he's not gonna BO you
> unfortunately, and a merc with Infinity isn't gonna be buffing himself
> with Cyclone Armor charges. +Mana, +Energy, and +Vitality, and related
> skills like Vita based on Clvl or +Mana Per Kill do not work on mercs
> either, as mercs do not have mana, vita, or energy.
>
>

Thanks

kinlaw



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kinlaw

11/6/2013 3:55:00 AM

0


> I still wish I could find a reason to use something other than an act 2
> merc. Right now, every character of mine uses an act 2 merc except my
> Werewolf barb, I gave him an act 5 merc with an eth Last Wish. I mainly
> only did that cause I had the LW and I wanted to put it to use, and since
> my Wolfbarb doesn't have much CB(eth Tomb Reaver as my weapon, so the only
> CB I have is from Gores), the mass CB on the merc weapon, along with the
> Lifetap, comes in handy at least. If I get around to making my Riftadin,
> I'll probably use an Act 1 merc so I can get Fana from Faith, but
> otherwise, I just keep coming back to act 2 mercs.
>


Same here, with the one exception of my barb uses a rogue. Dunno why, still
have not ever found the runes to make Faith, which would be a good reason to
do so. Maybe for the the reason that all my other mercs are A2's.



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Shiflet

11/6/2013 3:04:00 PM

0

On 11/5/2013 9:54 PM, kinlaw wrote:

> Same here, with the one exception of my barb uses a rogue. Dunno why, still
> have not ever found the runes to make Faith, which would be a good reason to
> do so. Maybe for the the reason that all my other mercs are A2's.

Yep. A2 mercs are just too good compared to the others. Sturdy, can do
impressive damage, give an aura, with multiple options for a second aura
from the weapon...barring very specific build requirements(need Fana
from Faith, want Lifetap and can't use Dracs...) there's just really no
reason to go with something else. Blizz shoulda given the other mercs
something to do to at least provide more incentive to use them, let the
Barb mercs cast Shout and/or Warcry, give the rogues Freezing/Explosive
Arrow(and maybe a chance for their arrows to Pierce), and just make the
A3 mercs do real damage and refine their spell set. Give the cold mercs
say, Glacial Spike and Blizzard, Fireball and Meteor for the fire mercs,
Lightning and Chain Lightning for the lightning one maybe...and give
them the potential to deal at least a couple thousand damage if well
geared, like all three other mercs can do. Currently act 3 mercs will be
doing less than 1k damage even with the best, most optimal gear, whereas
my one barb merc hits for up to 7k, and the least damaging act 2 merc I
have still has a max damage of over 3k. And high end rogues will be
doing that sort of damage as well.