Mercenaries: Difference between revisions

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Act 1 Rogue Mercenaries
The following changes have been made to mercenaries in Path of Diablo.
*Now utilize the new Fire Arrow with a burning trail.


Act 2 Desert Mercenaries
Mercenary auras cap at level 18, except where stated.
*All 3 difficulties (Normal/Nightmare/Hell) use the same auras.
*Offensive uses Blessed Aim, Defensive uses Defiance, Combat uses Prayer.  
*Patch: Defensive Auras on Mercenaries have been buffed


Mercenaries hired from Normal difficulty have better stats than those hired from Nightmare or Hell.


Act 3 Iron Wolf Mercenaries
== By Act ==
*No longer cast spells, instead use Vengeance (their own version with reduced multipliers).
*Now use auras.
*Offensive uses Meditation, Defensive uses Cleansing, Combat uses Thorns.
*Patch: Defensive Auras on Mercenaries have been buffed


Act 5 Barbarian Mercenaries
'''Act 1 Rogue Scouts'''
*Now use Might aura.
*Has Pierce.
*Now always use Bash (converts 70% of phys to mag).
*Shoots [[Bow_and_Crossbow_Skills#Fire_Arrow |'''Fire Arrow''']] (has been reworked) or [[Bow_and_Crossbow_Skills#Cold_Arrow |'''Cold Arrow''']].
*No longer can use Stun.
*Casts '''[[Passive_and_Magic_Skills#Inner_Sight |'''Inner Sight''']] (has been reworked).
*Can equip crossbows.


==See Also==
'''Act 2 Desert Mercenaries'''
*The auras are the same in Normal/Nightmare/Hell:
:*Offensive has [[Offensive_Auras#Blessed_Aim |'''Blessed Aim''']]
:*Defensive has [[Defensive_Auras#Defiance |'''Defiance''']]
:*Combat has [[Defensive_Auras#Prayer |'''Prayer''']]


1. [[http://pathofdiablo.com/wiki/index.php/Patch_Notes#Patch_.2310:_Tanzanite]]
'''Act 3 Iron Wolves'''
 
Casts at range ‘Elemental Bolt’ a spell that does 100% Weapon Damage and Elemental Damage (of a random element). The spell scales with %Faster Cast Rate, always hits, always pierces and the elemental damage scales from:
Mercenary level
 
*‘+X to all Skills’ bonuses
*+% to Fire, Cold, Lightning Skill Damage.
*The mercenary's skill level caps at 32 however with skill level bonuses this can go higher. Each level of ‘Elemental Bolt’ adds a passive bonus of +1 Dexterity.
 
Have Defensive Auras:
:*Offensive has [[Defensive_Auras#Meditation |'''Meditation''']]
:*Defensive has [[Defensive_Auras#Cleansing |'''Cleansing''']]
:*Combat has [[Offensive_Auras#Precision | '''Precision''']] (''temporarily unavailable on Normal difficulty'')
* Uses % block chance, blocking with their shield (no block recovery time, animation or sound).  
 
'''Act 5 Barbarian Mercenaries'''
*Uses [[Barbarian_Combat_Skills#Bash |'''Bash''']] exclusively (reworked)
*Has [[Offensive_Auras#Might |'''Might''']] aura. (caps at level 17)

Latest revision as of 08:28, 25 March 2025

The following changes have been made to mercenaries in Path of Diablo.

Mercenary auras cap at level 18, except where stated.

Mercenaries hired from Normal difficulty have better stats than those hired from Nightmare or Hell.

By Act

Act 1 Rogue Scouts

Act 2 Desert Mercenaries

  • The auras are the same in Normal/Nightmare/Hell:

Act 3 Iron Wolves

Casts at range ‘Elemental Bolt’ a spell that does 100% Weapon Damage and Elemental Damage (of a random element). The spell scales with %Faster Cast Rate, always hits, always pierces and the elemental damage scales from: Mercenary level

  • ‘+X to all Skills’ bonuses
  • +% to Fire, Cold, Lightning Skill Damage.
  • The mercenary's skill level caps at 32 however with skill level bonuses this can go higher. Each level of ‘Elemental Bolt’ adds a passive bonus of +1 Dexterity.

Have Defensive Auras:

  • Uses % block chance, blocking with their shield (no block recovery time, animation or sound).

Act 5 Barbarian Mercenaries

  • Uses Bash exclusively (reworked)
  • Has Might aura. (caps at level 17)