Mercenaries and adaptive occupations
Ice arrow Rogge
Melee classes that need confidence runes to provide fanatical aura, such as revenge paladin and Amazon with wind power.
Offensive Marine Corps (normal difficulty)
Occupations that need hit rate very much, such as martial arts assassins.
Defensive Marine Corps (Normal Difficulty)
A defense-oriented occupation with low requirements for aura, such as hammer paladin.
Combat Marine Corps (Normal Difficulty)
The same defensive marine corps.
Offensive Marine Corps (nightmare and above)
Classes that rely heavily on melee output, such as pure summoning necromancer and double hot paladin.
Defensive Marine Corps (nightmare and above)
Occupations that need to control the venue and enhance their viability, such as pure skating.
barbaric
Aggressive occupations, such as barbarians, hammer paladins, etc.
Other mercenaries have no choice value. Usually the player will choose the mercenary in the second act. Let's elaborate:
Detailed explanation of mercenaries in Mi Shan
In the second act, mercenaries are divided into three types: attack, defense and fighting, but the aura of ordinary class is different from nightmare. Like hell classes, there are six types (but not all of them are useful).
First of all, the mercenaries trained all the way from the ordinary level are a little worse than those directly hired by the hell level (for example, the same offensive type, after being hired by the ordinary level, is a little worse than directly hiring a level 80 to the hell level). Also, generally speaking, the higher the mercenary level, the higher the skill level of aura, the mercenary level is above 90, and the aura level can reach 20.
Normal and Hell Attacks: Bless aiming at aura and greatly improve the accuracy of physical attacks.
General and hell defense: resist aura and greatly strengthen team defense.
Ordinary and hell fighting type: pray for aura and increase the speed of team blood return.
Nightmare attack: aura of strength, greatly enhancing the physical attack power of the team.
Nightmare defense type: sacred frozen aura, freezing monsters around to increase sense of security. Note that even cold immune monsters will be frozen, so this mercenary's field control ability is super powerful!
Nightmare fighting type: acupuncture aura, rebound monster physical damage (this is useless, it is almost impossible to passively wait for the monster to kill himself).