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This is the mercenary of level 2.
The offensive type is based on attack accuracy, that is, hitting.
The combat type is healed, and the defensive type is plus defense
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The offensive type is plus the shooting percentage.
The combat type is the aura of health regeneration.
The defensive type is plus defense.
They are all the skills of the paladin, and you can check the skills of the paladin to see the effect.
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Mercenaries with nightmare PET is best.
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Offensive Blessing Aim increases the team's accuracy.
The prayer of the battle is the team's automatic return to life.
Defensive Resistance increases the team's defense.
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Diablo 2 is a classic role-playing game in which mercenaries play a crucial role in the progress of the game as the player's right-hand man. However, it can be a little difficult for novice players to choose the right mercenary for them. So, how should Diablo 2 mercenaries choose?
First of all, there are three types of mercenaries: combat, defensive, and support. Combat mercenaries have strong attack power and are suitable as the player's main means of output; Defensive mercenaries have high health and defense to effectively protect the player; Support mercenaries can provide a variety of beneficial skills and buffs, such as increased attack power, mana, etc.
Secondly, players of different classes should choose different types of mercenaries. For example, mage players should choose combat mercenaries, as mages themselves have a weak output; Warrior players, on the other hand, can choose defensive mercenaries to enhance their defenses.
Finally, mercenaries also need to be chosen with their attributes and skills in mind. For example, some mercenaries have abilities that increase the player's fire damage, while others can provide additional health regeneration. Therefore, when choosing a mercenary, players should choose a mercenary that suits them according to their profession and needs.
In short, the selection of Diablo 2 mercenaries needs to consider a number of factors, including the type of mercenary, the player's class, mercenary attributes and skills, etc. Only if you choose a mercenary that suits you, you can better play its role and improve the game experience.
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The names of the mercenaries are randomly generated, and they will change once they enter the game, which cannot represent any problems, for example, this time Asar is offensive, and the next time it may be defensive, and it is possible that there will be no mercenaries with this name next time.
Only the type is reliable.
Normal Difficulty Offensive Type: Blessed Aim Aura (plus accuracy).
Normal Difficulty Defensive Type: Resistance Aura (plus Defense).
Normal Difficulty: Prayer Aura (Increases HP Speed).
Nightmare Difficulty Offensive: Aura of Strength (plus Physical Attack).
Nightmare Difficulty Defensive Type: Hallowed Frozen Aura (Freezes Monsters Slow).
Nightmare Difficulty: Needle Piercing Aura (**Physical Damage).
The Hell difficulty three auras are the same as normal, but weaker than normal. If you want to aim for the aura, you must go to the normal difficulty ACT2 offensive type mercenary, his name will have the word "combat" written after it, you should take a good look. The name doesn't say anything.
Finally, 2 points:
The mercenary's aura isn't there from the beginning, don't look at the lack of an aura and think you've hired the wrong one. If the mercenary level is too low, it won't open the aura.,It's going to open after it's high.,But you have to fight the monster first.,Attack a monster has a certain chance to open the aura.,If you're lucky, you'll open it after a few hits.,If it's not good, it's not open for a long time.。 It won't be closed after it's opened.,Unless you quit the game.,Or the mercenary dies.,The next time you open it, you'll have to fight monsters.。
Even if you have the aura on, it will not have a bonus effect on you in the city, and it will only be available outside the city.
Many veterans often say "Yoneyama", which does not mean that the mercenary with the name "Yoneyama" is special from other mercenaries. It's just a joking name, and the term "Yoneyama" refers to all the spearmen, so you don't have to look for the name "Yoneyama" when you hire them.
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Offense - Blessing aim.
Combat - Prayer.
Defense - Resist.
Nightmare difficulty: Offense - Strength.
Combat - Thorns.
Defense - Holy Freeze.
Hell difficulty (same as normal):
Offense - Blessing aim.
Combat - Prayer.
Defense - Resist.
Normal or hellish offensive type is a blessing aim, the name is random, the key is the type.
If you go out of town and go home again, you can refresh the list of mercenaries. Two or three times you can get what you want.
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Recommended for beginners to use Nightmare Defense (Holy Ice Aura).
If you don't feel enough hits, use the attack of normal difficulty (blessing aim) The attack of Nightmare (Strength Aura) is also good, and if you feel lazy, use the ordinary battle (Prayer Aura) to give him an insight (four-hole long handle** 8) Return to blue double aura-
There are also mercenaries on Normal difficulty who have better stats than on Hell difficulty!
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You need to be clear first. The difference in mercenary attributes refers to the difference in attributes of different difficulties, and it is not that low-level training to advanced is more powerful than directly hiring high-level ones. I can give you an example, for example, the archer mercenary in the first act, you hire one from the normal difficulty to level 93, and you hire one from the nightmare to level 93, although the type is the same, but the nightmare level 93 is weaker than the ordinary level 93, which is reflected in the attribute points and skill level.
But if the same difficulty, for example, is in the Normal, you hire a level 4 archer to practice to level 93, and you first practice to level 90, and go back to the normal level to hire a level 93 with the same attributes.
Why do some people say that "those who practice from a low level are more powerful"? Because in the earlier versions of Diablo 2, the mercenaries hired from the ordinary were all very low-level, for example, the archers in the first act were all below level 10, no matter how many levels you had, they would be below level 10 when they came back. In these versions, "ordinary hiring" and "training from a lower level" are the same meaning.
But the later version changed the rules, the initial level of the mercenary is linked to your level, as long as you reach level 90, you can directly hire more than 90 mercenaries back to the ordinary level. So in the current version, you have to figure out that it is an ordinary level of power, not a power from a low-level to a high-level one.
As for the data, I don't have any ready-made ones here, you can see it just from the skill level, I remember that if the second act spearman is hired from normal difficulty, he can reach level 18 by the late aura level, but if he is hired on hell difficulty, the final aura level can only be level 16. You can go to the Internet to look up the relevant data.
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In the previous dark version, the attributes of the mercenaries I carried from the low level would be better, but in the version I know later, there is no difference in the same level. As long as the mercenaries are of the same aura attribute, the same level and attribute are the same.
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It's actually better to hire the Nightmare level, and most people ignore the incredible fact that if a mercenary is leveled up with you from a lower level, there's actually some hidden cultivation in it, which is easier to use than hiring a high-level mercenary, and you can slowly experience it in the game.
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The higher the mercenary level, the stronger the attributes. It has nothing to do with the characters.
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Your mercenaries are hired based on your level.
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In general, except for the second act mercenary, the aura is different on the choice difficulty. All other mercenaries are the same on different difficulties. However, when a mercenary is of the same level and equipped at the same level, the mercenary of the initial high level (at the high difficulty level of the game) is weaker than the mercenary of the initial low level (at the low level of the game) in various attributes including health, strength, agility, etc.
This is the only thing I want to point out, and the other things like skills and so on are very clear.
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There are no special attributes, except that the aura of the spearman is different.
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According to your question, of course, it is the fifth act, because the mercenaries in the third act are not used at all.
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Summoning NEC is easier to use as a mercenary in Act 2, which can add an aura to a skeleton, a mercenary force aura, or a aiming aura.
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The Attacking Spearmen in the Nightmare Act II have an aura of power that increases summon attack damage.
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Each level will give you a mercenary who is easier to use in this level, no matter what role you are, the mercenary is best used with ice type.
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MF is generally an ACT2 pikeman with a nightmare, a sacred frozen aura.
There are also individual ones that use ordinary ones that add an aura of resistance.
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How to say it, if you are a long-range hail output, you have to find a teasing sail to prevent war and make meat, and if you are meat, you have to find a long-range transmission and distribution bend, that's it, I prefer to bring them ice attributes.
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