Mercenary Runewords, Items, Skills, and Stats in the Diablo 2 Resurrected 2.4For those familiar with Diablo 2, it’s common knowledge that
the mercenaries from Act 2 are almost always the best option. It is anticipated that Blizzard will attempt to change things with patch 2.4, including the addition of new skills and D2 Resurrected items to Act 1, 3, and 5, as well as the general improvement of mercenaries in the game. The following is a list of all the changes made to mercenaries in D2R.
As you are aware, new D2R runewords and items will be introduced into the game with the 2.4 Patch, allowing players to experience completely new gameplay during the ladder season. As well as this, mercenaries, who play an important role in the game, will of course receive an update in this area.
For mercenaries on Acts 1, 2, 3, and 5, some new Runewords, such as Plague and Pattern, are now available for them to use. In contrast, the great weapon runewords – Plague is extremely useful for fast-hitting mercenaries such as Act V Barbarians or Act II Desert Warriors, because it comes with powerful modifiers such as -23% to Enemy Poison Resistance, 25% Chance of Open Wounds, 0.3% Deadly Strike, +1-2 All Skills, and Freezes Target +3 (as well as other useful effects). In addition, the D2R 2.4 patch will include the addition of more Diablo 2 resurrected Runewords that are designed to be used by mercenaries.
Set Items – Due to the changes and improvements made to sets in the 2.4 patch, it is highly likely that more high-level set items for end-game mercenaries will become available in the near future.
Changes in the way mercenaries are balanced, such as spell and stat buffs, are being implemented, and some of the new D2R items for sale will be applicable to them. Mercenaries in Acts 1, 3, and 5 will become more efficient, allowing for a greater variety of player usage than is currently possible. Act I mercenaries gain new abilities, whereas Act 3 mercenaries gain more stats as they progress through the game’s levels. In addition to having access to Battle Cry, the Act V mercenary will also gain more hit points than the other mercenaries. The six capacities of the Mercenary of Act II will be accessible at any level of difficulty, which is a source of great joy for all of us. There will be no more going into Nightmare Mode to use a Power Mercenary, for instance. Rogue Archer’s skill changes in Act I of the Mercenaries. The goal of the enhancements is to make the archer more effective in AoE, but also to increase its overall DPS in general. The gain of stats and skills in each level of difficulty has been adjusted so that there is no longer any advantage to leveling up a mercenary in difficulty Hell when compared to leveling up a mercenary in difficulty Normal, and vice versa. Adding a Freezing Arrow to the Cold ArrowAdding an Explosion Arrow to the Fire ArrowChanges in Mercenary Skill in Act II – Desert Mercenary
If it was previously necessary to systematically search through a specific difficulty in order to find the mercenary of your choice, that process is now complete. All mercenaries will be present in the two most difficult difficulty settings. The rate at which stats and skills are gained in each level of difficulty has been adjusted so that leveling up a mercenary in difficulty Hell no longer results in a disadvantage when compared to leveling up a mercenary in difficulty Normal.
The Nightmare and Hell difficulty levels now include the six different aura types in the selection menu, rather than separating them into three categories for each difficulty level. There is no change to the status quo.
The thickness of Thorns Aura (Fight – Nightmare): The phasing of the Thorns level has been revised upward, and it will now continue to extend beyond the highest threshold, up to and including the maximum level of Thickness of Thorns. Changes in Mercenary Skill in Act III – Iron WolfWhen it comes to Act 3, the mercenary’s goal is self-explanatory: he wants to improve his effectiveness in high-difficulty modes. There is no longer any advantage to leveling up a mercenary in difficulty Hell versus a mercenary in Normal because of the changes to the gain of statistics and skills in each level of difficulty.- An increase in basic health points, as well as a 25% increase in their staggered distribution (life is now identical to that of the Rogue Archer).- An increase of approximately 40% in basic defense and it’s staggering (the defense is now comparable to that of the Rogue Archer). In general, basic resistances have increased by about 20%, and their phasing has increased by about 20% as well (basic resistance is now the highest among all mercenaries). Enhancing Lightning Skills by introducing the Static Field ability; increasing Charged Bolt Level Scaling; and more. A higher chance for the Iron Wolf to use the Lightning Cold Skill has been increased.- Increased frequency of casting Glacial Spike – Increased level scaling of Glacial Spike- Increased the scaling of Frozen Armor Levels. Removing Inferno from Fire Skills and adding Fire Bolt has resulted in an increase in the likelihood that Iron Wolf will cast Fire Ball.- Change to Enchant – The Iron Wolf now possesses an Enchantment that protects him, the player, and any nearby allied creatures. Changes to the Mercenary Skill Mercenary in Act V – Barbarian Warrior
The barbarian of Act 5 is usually overlooked, but he has the potential to win the favor of some players. He will be significantly more resistant (he will have significantly more hit points than other mercenaries) than he was previously, but he will also be able to weaken monsters with his Battle Cry.