Mercs will benefit from:
Mercs will not benefit from:
This is a list of the merc levels you will have to pick from based on Act and Difficulty Level (Expansion Only). Note that you can't buy a merc whose level is higher than your own:
*A minion is any creature a player controls, except a hireling or a golem.
When defending, hirelings take 100% from all sources except other Hirelings, which is 25%.
They tend to stay out of harm's way reasonably well, so life leech isn't mandotory, but a little bit certainly helps. Increased Attack Speed can help (check speed calculator). These mercs are good at activating Chance to Cast mods without being in the thick of the battle. Blinding, fleeing, amplify damage, etc.
Get him a big damage polearm. Mods to look for are: Crushing Blow, li fe leech, +life, resistances, Faster Hit Recovery, Chance to Cast amp damage or decrepify, Slows Target (especially on Holy Freeze merc).
You want +skills and Faster Cast Rate. Everything else is secondary because they tend to survive fairly well on their own unless you let them get swarmed. The new Spirit runeword is good for their weapon. You would need +strength on your helm/armor to let them use a Spirit shield since the lowest strength requirement on a 4 socket shield is 156 on a Monarch (146 if ethereal). They top out at 153 str at level 98 and have 137 str at level 85, just to give you an idea.
This chart assumes they were hired in Normal difficulty. These numbers now reflect the synergy bonuses when applicable.
*Inferno is bugged to do half the listed damage. **The number in parentheses is the number of bolts.
Get a big 2-handed sword. They do the listed damage for both 1 hand and 2 hand swords, so the 2 handers will almost always win out. Life leech, FHR, resistances, etc are also good. They're about the same as A2 mercs except for the weapon differences.