
Act II Mercenaries are often used as tanks and benefit more from defensive armor such as Fortitude This is a solid choice for all Mercenaries except Act III, which cast spells rather than striking with weapons. Treachery is a common armor recommendation if you want a Mercenary that's more focused on DPS than defense. This gives you a 60% resistance to Elemental damage and a hidden 15% Physical resist for 288 seconds (4.8 minutes!). Remove Treachery, put on your regular armor and go on the fight.

If you stand in a fire, you will get hit by damage until Fade procs. While it is worn as full-time armor by some classes, particularly for midgame leveling, it's most often used as temporary armor before a big fight, then switched off to the normal armor before heading off. Of course, it's also popular for Assassins midgame because of the +Assassin skills - more popular for Martial Arts builds than Trapsins. Treachery isn't an endgame BiS for any class, but it's often used by Poison classes such as poison-focused Necromancers and Poison Javazons as a midgame armor. This next section will discuss what classes and specs can make the most out of Treachery, whether you should consider using Treachery with your Mercenary follower, what base items to consider, and where to acquire Runes.īest Classes and Specs for the Treachery Runeword Runewords vary on their suitability for different classes and specs, as well as utility for the various Mercenaries. It doesn't work well with Mercenaries, but they'll get hit anyway in the course of their duties. The pre-buff trait of Treachery is discussed below under Best Classes and Specs.

See the section under Classes to see how this is used this way. It is also used by players, mostly as a pre-buff armor that's taken off before going into serious combat. The Increased Attack Speed and Faster Hit Recovery are also great. 25% chance to cast level 15 Venom on Striking will greatly increase the Mercenary's damage, adding 305-325 Poison damage to the Mercenary's weapons for 176 seconds (just short of 3 minutes, and more than enough time to restore the effect). Treachery is most often used as relatively inexpensive Mercenary armor, when you want the Mercenary to be more offense-focused rather than defensive (in which case, Fortitude is the usual recommendation). 5% Chance To Cast Level 15 Fade When StruckĢ5% Chance To Cast level 15 Venom On Striking
