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 Betreff des Beitrags: Added High-Level Set Items for Mercenaries in D2R
Ungelesener BeitragVerfasst: Mo 21. Feb 2022, 20:53 
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Diablo 2 players are well aware that the mercenaries from Act 2 are almost always the most advantageous option when battling monsters. In addition to introducing new skills and runewords to Acts 1, 3, and 5, Patch 2.4 is expected to make general improvements to mercenaries across the game's entire universe. There are numerous changes made to mercenaries in Diablo II: Retribution, and the following is a comprehensive list of all of them.

Players will be able to enjoy completely new gameplay during the ladder season as a result of the 2.4 Patch, which will, as you are aware, introduce new D2R Diablo 2 resurrected ladder items for sale and items into the game. Aside from that, mercenaries, who play a significant role in the game's narrative, will also benefit from the most recent advancements in this field.

Mercenaries on Acts 1, 2, 3, and 5 now have access to buy D2R Runewords such as Plague and Pattern, which they can use to their advantage. On the other hand, the great weapon runeword - 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 (among other useful effects). According to the developer, the D2R 2.4 patch will also include the addition of more cheap D2R ladder items that will be intended for use by mercenaries.2.4 No Cast Delay Orb Firwall Sorc is So Hot and Cold in Diablo 2 Resurrected / D2Raoeah.com
Added High-Level Set Items for Mercenaries at the End of the Game - As a result of the changes and improvements made to sets in the 2.4 patch, it is highly likely that even more high-level set items will be made available to mercenaries at the end of the game in the near future.

A number of changes to the way mercenaries are balanced, including the addition of spells and stat buffs, are planned for future release, and some of the new Diablo 2 resurrected items will be made applicable to them in the process. Mercenaries in Acts 1, 3, and 5 are expected to be more effective in the future, which will allow for a greater variety of player usage than is currently possible. With each level completed, Act I mercenaries gain access to new abilities; on the other hand, as they progress through the game's levels, Act 3 mercenaries gain access to more stat upgrades. Additionally, despite the fact that they do not yet have access to Battle Cry, the Act V mercenary will gain more hit points than the other mercenaries during the course of the game. Every one of the Mercenary of Act II's six abilities will be accessible at any level of difficulty, which will be a great source of excitement for everyone involved in the game. To use a Power Mercenary, for example, there will no longer be any need to enter Nightmare Mode to do so. In Act I of the Mercenaries, the Rogue Archer's skill level changes dramatically. The changes are intended to make the archer more effective in AoE combat while also increasing the archer's overall damage output. A change has been made to the amount of stats and skills gained in each level of difficulty, so that there is no longer any advantage gained from leveling up a mercenary in difficulty Hell when compared to leveling up a mercenary in difficulty Normal. The same is true for leveling up a mercenary in difficulty Hell as it is for leveling up a mercenary in difficulty Normal. Examples of how to improve your game include adding a Freezing Arrow to the Cold Arrow and an Explosion Arrow to the Fire Arrow. As shown below, the skills and abilities of the characters change in Act II - Desert Mercenary.

This process has been completed successfully if it was previously necessary to conduct a systematic search through a specific difficulty in order to locate the mercenary of your choice. On the two most difficult difficulty settings, all mercenaries will be present, which is the most difficult setting. Mercenaries leveling in Hell no longer have a competitive advantage over mercenaries leveling in Normal, thanks to the fact that the rate at which stats and skills are gained has been adjusted for each level of difficulty.

As opposed to the previous version, which only had three categories for each difficulty level, the Nightmare and Hell difficulty levels now have six different aura types available in the selection menus for each difficulty level. There is no change to the current state of affairs to report. Thorns' Aura (Fight - Nightmare): Thickness of the aura:The aura of the thorns has a thickness of this magnitude. It has been revised upward to accommodate this change, and it will now continue beyond the highest threshold, up to and including the maximum level of Thickness of Thorns, in order to account for the increased risk. In Act III - The Iron Wolf, there are some changes to the Mercenary Skill. When it comes to Act 3, the mercenary's goal is self-explanatory: he wishes to increase his effectiveness in high-difficulty environments. There is no longer any advantage to leveling up a mercenary in Hell versus leveling up a mercenary in Normal as a result of the changes made to the gain of statistics and skills at each level of difficulty. In addition, the staggered distribution of basic health points has been increased by a factor of 25%, and the basic health points themselves have been increased by a factor of 25% (life is now identical to that of the Rogue Archer). Improved basic defense, combined with its staggering, has resulted in an approximately 40% increase in total defense (the defense now ranks on par with the Rogue Archer in terms of overall strength). Basic resistances have increased by approximately 20% across the board, and the phasing of those resistances has increased by approximately 20% as well (basic resistance is now the highest of all mercenaries). The introduction of the Static Field ability, as well as an increase in Charged Bolt Level Scaling, are among the improvements made to Lightning Skills. The Iron Wolf's chance of successfully employing the Lightning Cold Skill has been increased, giving him a better chance of success in his endeavors. The casting frequency of Ice Spike has been increased, as has the level scaling of Glacial Spike, both of which have been improved. Increases have also been made to the scaling of Frozen Armor Levels. With the removal of Inferno from Fire Skills and the addition of Fire Bolt, the likelihood that Iron Wolf will cast Fire Ball has increased by a factor of two, as has the likelihood that Iron Wolf will cast Fire Ball. The Iron Wolf now possesses an Enchantment, which protects him, the player, and any allied creatures who are in close proximity to him as a result of this modification. The Mercenary Skill has been renamed Mercenary in Act V - Barbarian Warrior to reflect this change.

Despite the fact that the barbarian from Act 5 is frequently overlooked by players, he has the potential to win the affection of some of them. Despite the fact that he will be significantly more resistant (he will have significantly more hit points than other mercenaries) than he was previously, his Battle Cry will be able to weaken monsters, which will be a significant improvement over his previous abilities.


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