jalals, gores, dungos angelics + 1 raven until jalals is chammed
gloves are laying of hands
obviously d torch and anni ( resists matter most)
but the BIG new changes... are
armor is now treachery (ias works
weapon is now cranium basher but u can use ribcracker until 89
swap out act 2 merc for act 3 fire merc
give him flickering flame, +2 plague fireball ormus, and lidless
you lose the might aura and the pride from act 2 merc but since u have 90% crushing blow it really doesn't matter
the enchant is a huge AR boost ( lvl 89 merc has lvl 37 enchant ( it would be 38 if my plague didn't roll +1 instead of +2)
and there is a major skill change as well
now u put 1 point each wolf and grizzly
and use prebuff spirit's ( hoto prebuff if u can afford it but thats excessive)
because cranium basher has such a high str req i recommend a -15% req jewel with 40 enhanced damage, that will lower the str req by 40 but you can also just show a hell in it for -20% req.
use prebuff on your summons
your merc will enchant them
they don't do much physical damage but they tank REALLY well and they do good enough fire damage to kill physical immunes
and your merc fireball hits for about 3k
this allows u to have no immunes.
your merc and your pets will deal with phyical immunes
skill points
max fury
max lycanthropy
max werewolf
max oak sage
1 point grizzly and each wolf
(unused pre-req skills are only raven and rabies)
rest of points go into feral rage
NOTICE feral rage skill description is bugged
here is how it
actually works
for each "swing" of feral rage that connects you upgrade your spinny change ball by 1
the max amount of charges you can have is determined by the skill level of feral rage
at lvl 1 you can have max 3
at lvl 2 you can have max 4
all odd levels starting at lvl 3 will NOT all a max charge despitye what the skill indicates'
every EVEN level. will add one max charge ( starting at lvl 2)
the correct life leech value for each lvl can be seen on the advanaced stats tab
if feral rage misses ( due to attack rating miss) you wont get your next spinny orb or refresh spinny orb duration)
but for reference
it is
skill lvl 1 -> 12 life leech (3 feral swings to to reach max life leech )
skill lvl 2 -> 16 life leech (4 swings to to reach max life leech)
skill lvl 3 -> 16 life leech (4 swings to to reach max life leech)
skill lvl 4 -> 20 life leech (5 swings to to reach max life leech)
skill lvl 5 -> 20 life leech (5 swings to to reach max life leech)
skill lvl 6 -> 24 life leech (6 swings to to reach max life leech)
skill lvl 7 -> 24 life leech (8 swings to to reach max life leech)
skill lvl 8 -> 28 life leech (9 swings to to reach max life leech)
you get the idea...
THE TOOLTIP IS WRONG!!!
you can verify this by looking at the advanced stats tab
also keep in mind that life leech works at 50% effectiveness in nightmare and 33% in hell
Total Leech = Total Physical Damage * (Leech%) * (Penalty) * (Drain Effectiveness)
and every monster has a leech value
if said monster leech value is zero... it cant be leeched from... ( you can view each leech value on the arreat summit
example http://classic.battle.net/diablo2exp/monsters/act5-baalsminion.shtml
for example minion of destruction has a drain value of 50 in hell
this means in hell if u have 100% life leech it becomes 33% becuase its hell and then 16.5% becuase minions have 50% leech value
pretty much every type of "skeleton" monster has no leech value. only monsters with "flesh" have one
nm and hell mephy also havw no leech value
and hell diablo has no leech vlaue
you can use dracs "life tap" to steel from monsters with no leech
it grants 50% life leech with no reductions and ignores leech value and hell pentalty