Mercenaries: Difference between revisions

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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 ==
== By Act ==


'''Act 1 Rogue'''
'''Act 1 Rogue Scouts'''
*Now attacks with '''[https://pathofdiablo.com/wiki/index.php?title=Bow_and_Crossbow_Skills#Fire_Arrow Fire Arrow]''' (has been reworked).
*Has Pierce.
*Now has '''[https://pathofdiablo.com/wiki/index.php?title=Passive_and_Magic_Skills#Inner_Sight Inner Sight]''' (has been reworked).
*Shoots [[Bow_and_Crossbow_Skills#Fire_Arrow |'''Fire Arrow''']] (has been reworked) or [[Bow_and_Crossbow_Skills#Cold_Arrow |'''Cold Arrow''']].
*Can now equip crossbows. (bugged in current patch)
*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'''


'''Act 2 Desert'''
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:
*All 3 difficulties (Normal/Nightmare/Hell) now use the same auras:
Mercenary level
:*Offensive uses '''[https://pathofdiablo.com/wiki/index.php?title=Offensive_Auras#Blessed_Aim Blessed Aim]'''
:*Defensive uses '''[https://pathofdiablo.com/wiki/index.php?title=Defensive_Auras#Defiance Defiance]'''
:*Combat uses '''[https://pathofdiablo.com/wiki/index.php?title=Defensive_Auras#Prayer Prayer]'''


'''Act 3 Iron Wolf'''
*‘+X to all Skills’ bonuses
*Now attacks with Vengeance (their own version with reduced multipliers), no longer casts spells
*+% to Fire, Cold, Lightning Skill Damage.
*Now have Defensive Auras:
*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.
:*Offensive uses '''[https://pathofdiablo.com/wiki/index.php?title=Defensive_Auras#Meditation Meditation]'''
 
:*Defensive uses '''[https://pathofdiablo.com/wiki/index.php?title=Defensive_Auras#Cleansing Cleansing]'''
Have Defensive Auras:
:*Combat uses Thorns (Vanilla version)
:*Offensive has [[Defensive_Auras#Meditation |'''Meditation''']]
*Has an additional 15% chance of ignoring direct damage (does not apply to enemy AoE spells).
:*Defensive has [[Defensive_Auras#Cleansing |'''Cleansing''']]
*Still cannot block despite use of shields (cannot be fixed)
:*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'''
'''Act 5 Barbarian Mercenaries'''
*Now attacks with '''[https://pathofdiablo.com/wiki/index.php?title=Barbarian_Combat_Skills#Bash Bash]''' exclusively (has been reworked).
*Uses [[Barbarian_Combat_Skills#Bash |'''Bash''']] exclusively (reworked)
*Now uses '''LvL.4[https://pathofdiablo.com/wiki/index.php?title=Offensive_Auras#Might Might]''' aura.
*Has [[Offensive_Auras#Might |'''Might''']] aura. (caps at level 17)
 
- Mercs hired from normal has better stats than from nm/hell hired mercs

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)