Mercenaries: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
|||
(38 intermediate revisions by 13 users not shown) | |||
Line 1: | Line 1: | ||
The following changes have been made to mercenaries in Path of Diablo. | 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''' | |||
*Has Pierce. | |||
*Shoots [[Bow_and_Crossbow_Skills#Fire_Arrow |'''Fire Arrow''']] (has been reworked) or [[Bow_and_Crossbow_Skills#Cold_Arrow |'''Cold Arrow''']]. | |||
*Casts '''[[Passive_and_Magic_Skills#Inner_Sight |'''Inner Sight''']] (has been reworked). | |||
*Can equip crossbows. | |||
: | '''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''']] | |||
'''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''']] | |||
:*Offensive | :*Combat has [[Offensive_Auras#Precision | '''Precision''']] (''temporarily unavailable on Normal difficulty'') | ||
:*Defensive | * Uses % block chance, blocking with their shield (no block recovery time, animation or sound). | ||
:*Combat | |||
* | |||
'''Act 5 Barbarian Mercenaries''' | '''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
- Has Pierce.
- Shoots Fire Arrow (has been reworked) or Cold Arrow.
- Casts Inner Sight (has been reworked).
- Can equip crossbows.
Act 2 Desert Mercenaries
- The auras are the same in Normal/Nightmare/Hell:
- Offensive has Blessed Aim
- Defensive has Defiance
- Combat has Prayer
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 Meditation
- Defensive has Cleansing
- Combat has Precision (temporarily unavailable on Normal difficulty)
- Uses % block chance, blocking with their shield (no block recovery time, animation or sound).
Act 5 Barbarian Mercenaries