01-10-2004, 09:02 PM
For me, the usual main concern in equipping a mercenary is making sure he will stay alive. If he kills things for me too, that is a bonus. This particularly applies to Act 2 mercenaries, who are usually selected for an aura that my character needs.
The first two posters have made some good points and have very carefully avoided too many specifics in gear suggestions.
If you, like me, live and play in the low-rent areas of Battlenet, where the runes for Delerium (and other tasty treats) are not handy, one low end item that is useful for keeping your mercenary alive is the lowly Woestave.
Two-Hand Damage: (14-16) To (54-62) (34-39 Avg)
Required Level: 28
Required Strength: 75
Required Dexterity: 47
Durability: 55
Base Weapon Speed: [0]
+20-40% Enhanced Damage(varies)
50% Chance Of Open Wounds
Slows Target By 50%
Hit Blinds Target +3
-50 To Monster Defense Per Hit
Freezes Target
Prevent Monster Heal
-3 To Light Radius
Damage is very low, but it can be upgraded to Bec-de-Corbin with easily found runes, after which damage will be merely low. On the other hand, the other mods on the weapon make it very useful for both overall damage and the all important 'keeping him alive' front.
I have a Prayer mercenary at clvl 85 who still uses this (socketed with an Amn), and he stays alive and praying for me and my minions through most encounters, including End of Act Bosses. The only combination that nails him is a Doom Knight pack with Oblivion Knights cowering behind them casting Iron Maiden. And that combination puts fear into the hearts of many a hero. :ph34r:
The first two posters have made some good points and have very carefully avoided too many specifics in gear suggestions.
If you, like me, live and play in the low-rent areas of Battlenet, where the runes for Delerium (and other tasty treats) are not handy, one low end item that is useful for keeping your mercenary alive is the lowly Woestave.
Two-Hand Damage: (14-16) To (54-62) (34-39 Avg)
Required Level: 28
Required Strength: 75
Required Dexterity: 47
Durability: 55
Base Weapon Speed: [0]
+20-40% Enhanced Damage(varies)
50% Chance Of Open Wounds
Slows Target By 50%
Hit Blinds Target +3
-50 To Monster Defense Per Hit
Freezes Target
Prevent Monster Heal
-3 To Light Radius
Damage is very low, but it can be upgraded to Bec-de-Corbin with easily found runes, after which damage will be merely low. On the other hand, the other mods on the weapon make it very useful for both overall damage and the all important 'keeping him alive' front.
I have a Prayer mercenary at clvl 85 who still uses this (socketed with an Amn), and he stays alive and praying for me and my minions through most encounters, including End of Act Bosses. The only combination that nails him is a Doom Knight pack with Oblivion Knights cowering behind them casting Iron Maiden. And that combination puts fear into the hearts of many a hero. :ph34r:
And you may call it righteousness
When civility survives,
But I've had dinner with the Devil and
I know nice from right.
From Dinner with the Devil, by Big Rude Jake
When civility survives,
But I've had dinner with the Devil and
I know nice from right.
From Dinner with the Devil, by Big Rude Jake