// config
rage 10
momentum average 1 (no added damage)
vaal smite off
focus off
debilitated off
(check custom mods to see buffs from merc)
(merc item set available)
// regex
t16: "!ents$|^buffs|ced f|m resistances$|from$|ills$|t reg"
t17: "!m resistances$|k damage$|ents$|stab|^buffs|ced f|em$|from$|ss are|ril|ills$|ech$|t reg"
// strengths
strong clear
near unkillable merc
uses a lot of uniques (less crafting)
// weaknesses
high maintenance bossing
many rippy map mods between you and merc
// double dipping smite
attacking out of strike range of a target will still call down lightning, dealing aoe to targets within 8 meters
ancestral strikes will still occur because you're not hitting with the strike part, dealing their usual melee damage
// bossing
10% chance to gain a frenzy charge on hit (90 hits to reach max, ignoring worm kills)
+4 brutality charges gained per enduring cry (2 uses to reach max)
46% chance to inflict brittle (can be finnicky to apply if the stars don't align, as in needing a high roll + critical hit + triple damage proc to get 6% application)
need high value shock for the extra cold damage from helm to reach a suitable damage range for trinity to proc
manual flasking of stormblood for stronger brittle application
// what the merc doin (thunderquiver)
level 26 wrath aura, with 162% inc aura effect, which can never be out of range of you
level 26 precision aura, with 80% inc aura effect, which can never be out of range of you
curse with punishment and enfeeble on hit
spawns a worm every 2 seconds, allowing for on kill effects like charges, adrenaline and onslaught
tanky with 81% ele res, 75% chaos res, 75% attack block, 53% spell block, 52% spell suppress, 44% pdr, 53% evasion, 1.65% leech
immune to freeze, chill, shock, bleed, poison, and corrupted blood
taunts on hit
// merc skills
lightning arrow
assassins mark
galvanic arrow
vaal lightning arrow
wrath
precision
// merc snapshot
merc quiver resets on log out, so every time you log back in make sure to reequip the quiver (check defense page to see if block chance is 75%)
because it snapshots, within the zone you can replace the bow with one that culls while maintaining the widwhail bonus on rearguard, but this is a hassle to do each map
// interests
+1 frenzy vestigial ralakesh (loses onslaught)
temporal chains, enfeeble, punishment gloves -> squirming terror +1 power charge
call of the void? -> swap out anathema -> remove one curse -> +1 curse and wrath effect on amulet
// other
for bossing swap out ancestral call for endurance charge on melee stun (I forgot to do this in the video)
despite vaal smite of divine judgement having the aura tag, aoe modifiers to aura skills do not apply
bacon of hope on merc ammy prevents auras from ever being out of range from you
pinnacle mods are always in effect on mercs for whatever reason
because momentum support does not gain stages on skill repeats, it is mostly unreliable while mapping, but it will come in handy on bosses
vaal smite is an aura and it will apply to enemies, which is why the body armour has the 12% avoidance mod (miniscule defense layer but seems kinda cool) you do not need this mod
many originator mods gimp damage, sustainability, or hinders merc in some way, so it's annoying crafting maps for this build
merc needs +3 curse so when she applies two curses it doesn't override your assassins mark
for merc links you just want lightning arrow to have multiproj, anything else is a bonus like pierce, return proj, chain, gilded lightning, etc. DO NOT GET ONE WITH ARROW NOVA
outside of rippy t17 mods I haven't seen my merc die once, though it is possible for the merc to go out of range of your purity auras but it's rare and not long enough for her to die
rakiata implicit can be anything, fortify might be better but the damage bonus only applies to the melee part of smite, maybe its better to take attack speed and/or crit chance and not suffer the increased mana cost from whcihever support gem imp
// annoying t17 mods
-20% max res, basically a 3x damage taken multi
monsters block attacks, don't have an attack mastery cluster taken
less effect of flasks, plummets max res, speed and progenesis
runes of searing exarch, a dot and prevents healing, merc doesn't like this
less area of effect, both your and merc auras become smaller as well as smite
reduced maxmimum leech, makes mana leech nonexistent unless you allocate two mana leech nodes bottom right of tree
rare monsters fracturing on death, something about them ignores merc taunt? unsure, they just felt rippy
debuffs expire faster, messes with ailments a bit here
monsters cannot be leeched from, impacts life sustain hard and lose damage while leeching bonuses
monsters dealing extra damage of a random element or monsters penetrate elemental resistances is fine, but both at the same time is definitely scary to run