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 Post subject: Act 3 Wolf Merc Question
PostPosted: Mon Jul 19, 2010 12:52 pm 
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Joined: Mon Jun 28, 2010 2:18 am
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I have "necro" wolf merc and I'm wondering if I will give him wand with + necro skills or some weapon +skills he will take profits from it?


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 Post subject: Re: Act 3 Wolf Merc Question
PostPosted: Mon Jul 19, 2010 12:54 pm 

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I believe he will benefit from the + skills, but I believe there is a cap to how many + skills you can give your merc.


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 Post subject: Re: Act 3 Wolf Merc Question
PostPosted: Mon Jul 19, 2010 12:59 pm 
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So U say that there is no point giving wands to merc? Only some + all skills swords or something?


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 Post subject: Re: Act 3 Wolf Merc Question
PostPosted: Mon Jul 19, 2010 2:25 pm 
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i believe the theory is that they benefit from +skills that they use. example - a wand with +3 teeth would boost their teeth, but an item with +1 necromancer would not. I haven't personally tested that out though.

They do most definitely benefit from +all skills though (such as +1 to all skills) and they should benefit from -magic resistance on gear.

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 Post subject: Re: Act 3 Wolf Merc Question
PostPosted: Mon Jul 19, 2010 3:17 pm 
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they get the boost of +skills of its an oskill. IE. the oskill charged bolt on the light staff gives a massive damage boost to light mercs cb damage. + all skills also works and there is no cap to how many they can have. I use ondals staff, perf faceted templars, perf faceted griffs 2 bk rings silkweaves (SS trecks are also awesome for the beetle reanimates) mancers gloves and belt for the res buff or arach and hellmouths. Just keep his FCR above 140%

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 Post subject: Re: Act 3 Wolf Merc Question
PostPosted: Mon Jul 19, 2010 3:19 pm 
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i didn't notice a big impact when i tossed the unique lightning staff on my merc, but I am not sure I would notice much anyways. Anyone else noticed a big improvement from one of those elemental staves for a merc?

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