Quote (Vilpin @ Aug 3 2012 03:34am)
I don't understand how you can prefer that setup on a hdin ^^
Imo: Fortitude, Insight, Andys is best (...)
Because hammerdin's merc is useful only to kill magical immuned by himself. He cannot help to pierce magic resistance (unlike infinity merc for light char).
So you want a high physical damage ouput on your merc. That's why Reaper (decrep/leech) + Guillaume's (CB/DS) + Treach (ias).
Notice that Insight on merc is mainly a waste (imo) since you have native meditation + redemption (or on your CtA).
Also notice that hammerdin provides a high level concentration, that's why treachery is more helpful than fortitude.
Quote (Vilpin @ Aug 3 2012 03:34am)
(...)
and for skelemancer you should use Pride for conc aura and ofc Might a2 merc
Exactly what I said (yes Might merc, was obvious?).
Quote (Master_Zappy @ Aug 3 2012 03:45am)
If your still mfing then, Obediance, Non eth reapers,Insight and Lawbringer along with eth Kelpie's/bonehews/hone are your bread and butter Merc sticks.Strategy and Guides > Extensive Mercenary Builds Guide > By Synonymhttp://forums.d2jsp.org/topic.php?t=42086445&f=87imo
On "low %ed" merc (like holy freeze, with only ~260%ed from strength + jab), fortitude has a better output than treachery.
And the extra %lr seems to be designed for killing light immuned (most of them deal light damage, like Lightning enchanted uniques, souls...).
Infinity merc are immuned to hostile conviction (except Uber Meph), so they don't need any stacked res. Plain 25-30@res > hypothetic 60@res.
For Might merc (~460%ed total on jab), treachery indeed is not far from fortitude (but still slightly weaker), and much cheaper.