merc can be a wonderful meatshield. or he is a madman non-cold iron wolf that turns groups of enemies into dust. or a fire rogue leaving puddles of fire below them that they wont bother walking out of
now that i already did a bit of detective work, i wanted to put some into this one too. for starter on the enchant thing, i think as one of my friends said it, its mostly used for the attack rating, with the added damage being similar to what you might find on some magic weapons. deffo also shows below why thats so important. and reminds me of a time in act 2 nightmare, i was fumbling around with exceptional weapons, all seemed good but none of them hit reliably. then i found a “strange crystal sword”, one of those with ridics attack rating, was all it did. was way more lethal than the exceptionals. talk about hit chance problems
h ttps://drive.google.com/file/d/16dKnZEtyKDXf55NPPqTBo34_WSP5M5Zw/view?usp=sharing
here are some (many) thoughts to the ‘winged axe and winged knife’ recording
i added the two throwing weapons, level 99 item level (didnt think of it at creation), and whatever weapon came out of imbuing them was what i used. i did also put sorc to level 99 forgetting it would impact the hit chance positively
my stats were set to 100 strength and 200 dexterity. besides that, i had no equipment, no charms, no merc, nothing that would help on the damage or hit chance. just the weapons themselves. fighter merc would also have helped keeping them still so that half the time would not be spent backing up, but in a hurry i went with the bare approach
the winged knife was doing a little better despite having less lightning damage and only a little more physical damage. probably because of its attack rating bonus to undead
i didnt remember this before i started recording, but zombies on hell have 50% physical resistance as well as their cold-i. most of the damage i think just came from the added lightning damage. i think any version of throwing weapons (any weapon for that matter) with a large amount of added elemental on it would have worked well. before i tried the rare throwing weapons, i went with normal rarity ones and they worked fine towards fallen. but for zombies, the need to counter their physical resist and high defense to counteract their regeneration is a definite must i didnt consider
i think its also important to say that, in general, these are hands on alternatives that makes loot more interesting for casters. its not a perfect alternative to their innate abilites, but they are cost free in terms of mana and can be lying on the ground at any moment. if you dont know what to use your secondary weapon slot for, its an opportunity. its up to you if you want to devote time into using them. which is much less time together with a merc and a few helpful charms than it would be like in the video - was about a minute each to kill them both alone
i also still think its amazing you can use normal attack to kill stuff, even on hell. that you can face near top difficult situations with unconventional approaches and somehow you come out on top. and for me it really just goes to show, the game is not an adversary to you if you chose to make a build with no offensive/attack skills in it. if you want to be a paladin who runs entirely on different defensive auras, the game allows it. you can choose to kill swift and fast, but you can also choose to be the tankiest mother who has a solution to any danger up their sleeves. any skill combinations on the tree is possible, and the developers wanted to make sure none of your choices stopped you from succeeding, all in a true dnd fashion. yeah you can also make your merc the actual hero
its not the case for those arpgs, where skills level together instead of being picked from the same scarce points that forces a divide in what you pick
this battlemage approach will be very efficient to use through normal and nightmare, where it does not just barely chip away some health. unless you plan to rush or get rushed and want to have safe alternatives that dont pull on your mana reserves, it helps you progress through most of the game where enemy resistances can still also be an issue, and where you might run out of mana when you least need it. whipping out an alternative on the spot is just a lot more fun than fumbling up a teleport for provisions to get back in the game
by the end of the all, if you acquire the means to kill immune enemies, the points put into dexterity will still contribute to your defense and block rate, and it will still keep the options open for using unique weapons and runewords. the battlemage can not be internalized forever