Mercenary Generalist Questions Thread

Hi everyone!

I've had a blast starting Mercenary, currently in Act 3 and I chose to go with Witchhunter. Playing on PS5, and it's been relatively smooth (some bugs here or there, nothing too bad.) I'm looking at building a freeze/ignite setup, with hopefully the loop of Freeze with Permafrost -> Ignite with Frag Rounds or Explosive grenades once I get Frostfire. Any thoughts

Here's some basic questions / things that might be of interest to everyone playing this class.

1) Am I correct in the assumption that as a two-handed weapon, xbows benefit from passives from the 2 handed node south of starting point? Have you picked it? Tooltip shows that I have no skills that benefit this, so just checking.

2) Does attack speed do anything with single use skills? (Permafrost, Frag, etc.) I've read somewhere it effects reload speed, but not sure.

3) Does Fast Forward support work with grenade fuse timers? Logically it should, but the difference feels so small that I'm not sure.

4) Will skill effect duration increase the fuse? I'm looking at building a
freeze/ignite setup, with which the ailments would like to be longer but if skill effect duration ups the time for boom, I think it might be a no go.

5) What other skills are people using in their setup? I'm looking at Frost bomb, but am rapidly running out of slots. Currently running PF Rounds, Frag, GasG, ExpG, Art.Ballista.

6) What is the best weapon swap in your opinion for Merc? I've just got a shield, I feel like we could do something more there. If I could print items, I could try building two different xbows and use the other to freeze while the other ignites, but I feel like this is just a pipe dream.

7) Potential auras besides heralds:

Arctic Armor
Combat Frenzy
Wind Dancer

Did I miss something?

Last bumped on Dec 9, 2024, 9:05:33 AM

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