​Diablo 2: Resurrected 2.4 Each Act Mercenaries Change Guide


With the launch of Diablo 2 Resurrected on the 14th, I believe that most players are experiencing the fun brought by the game update during this time. In D2R 2.4, not only classes balance has changed, and added new d2r runewords, but mercenaries also changed. Blizzard has made overall improvements to mercenaries this time, updating each stat/skill gains in each difficulty to match, to upgrade Hell difficulty mercenaries and normal difficulty mercenaries have no disadvantage. Below are the changes made to mercenaries of each Act in D2R.


D2R Act 1 Mercenaries Changes - Rogue Archer

Updated the gains to each attribute and skill on each difficulty to make them more consistent so that there is no difference between upgrading Hell Difficulty mercenaries and upgrading Normal Difficulty mercenaries.


Cold Arrow

Adding Freezing Arrow


Fire Arrow

Adding Explosion Arrow


Rogue Archer is getting new ranged skills that increase as she levels up. These new abilities will increase her AoE damage effectiveness, making her a more effective ranged damage dealer.


D2R Act 2 Mercenaries Changes - Desert Mercenaries

Updated the gains to each attribute and skill on each difficulty to make them more consistent so that there is no difference between upgrading a Hell difficulty mercenary and upgrading a normal difficulty mercenary.


Nightmare and Hell difficulties now offer all 6 different aura types in the mercenaries menu, instead of separating them into 3 per difficulty level. The normal difficulty remains the same.


Thorns Aura (Fight - Nightmare)

Thorns Aura level scaling increased and now continues to scale up to max level after exceeding the max threshold.


Desert Mercenaries are already popular, but Blizzard saw an opportunity to add to the gameplay experience, allowing players to hire all six different aura types on Nightmare and Hell difficulty without having to switch between modes. Along with the general improvements to the Thorns mechanic, Blizzard hopes to improve the level scaling to make these aura-type mercenaries more meaningful.


D2R Act 3 Mercenaries Changes - Iron Wolf

Updated the gains to each attribute and skill on each difficulty to make them more consistent so that there is no difference between upgrading Hell Difficulty mercenaries and upgrading Normal Difficulty mercenaries.


Life base value and scaling increase by about 25% (now has life value similar to the Rogue Archer)


Defense base value and scaling increase by about 40% (now has defense similar to Rogue Archer)


Resistance base value and scaling increase by about 20% (now has the highest base resistance compared to other mercenaries)


Cold Skills

Glacial Spikes are now cast more often

Glacier Spike level scaling increase

Frozen Armor replaced by Chilling Armor


Fire Skills

Removed Inferno

Fire Bolt added

Increased chance for Iron Wolf to cast Fire Ball

Added Enchantments - Iron Wolf can cast Enchant on himself and nearby allies now


Lightning Skills

Static Field added

Charged Bolt level scaling increased

Increased chance for Iron Wolf casting Lightning


D2R Act 5 Mercenaries Changes - Barbarian Warrior

Can now gain + barbarian skill bonuses from gear


Updated the gains to each attribute and skill on each difficulty to make them more consistent so that there is no difference between upgrading a Hell difficulty mercenary and upgrading a normal difficulty mercenary.


Life baseline scaling increased (Now has the most life compared to other mercenaries)


Defense baseline and scaling increased and the scaling at higher levels were reduced (now has the highest defense baseline compared to other mercenaries)


Added Battle Cry



Apr-22-2022

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