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'''Mercenaries''' ('''Mercs''') were added with the ''[[Seeds of Destruction]]'' expansion. They are player-controlled NPCs which act as group members. | |||
'''Mercenaries''' ('''Mercs''') were added with the ''[[Seeds of Destruction]]'' expansion. They are player-controlled NPCs which act as group members. | |||
* [http://everquest.allakhazam.com/wiki/EQ:Mercenaries Allakhazam's Mercenaries wiki page] | |||
==In-Game Description== | ==In-Game Description== | ||
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Mercenaries can be suspended like a pet. There are some zones that will automatically suspend your mercenaries upon entering the zone.}} | Mercenaries can be suspended like a pet. There are some zones that will automatically suspend your mercenaries upon entering the zone.}} | ||
== General Information == | ==General Information== | ||
There are currently four classes of mercenaries: Tank (warrior), Healer (cleric), Melee DPS (rogue), Caster DPS (wizard) | There are currently four classes of mercenaries: Tank (warrior), Healer (cleric), Melee DPS (rogue), Caster DPS (wizard) | ||
Mercs are to be constantly tweaked to be sure they are viable as an alternative to grouping (as opposed to being preferred over grouping). In other words, they should only be desired as a last option. | Mercs are to be constantly tweaked to be sure they are viable as an alternative to grouping (as opposed to being preferred over grouping). In other words, they should only be desired as a last option. | ||
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===Race=== | ===Race=== | ||
The race of your merc has no effect upon anything other than appearance. | The race of your merc has no effect upon anything other than appearance. | ||
{{cquote| | {{cquote|The model differences are purely aesthetic.||| [http://forums.station.sony.com/eq/posts/list.m?topic_id{{=}}142726 Maddoc the Wayfarer, Assistant Lead Designer]}} | ||
=== Name === | === Name === | ||
The name of your mercenary is determined by SOE. If you wish to choose the name of your mercenary, you may do so by using a Potion of Mercenary Amnesia purchased from the Marketplace with Station Cash. The normal SOE naming regulations that characters must follow apply to your mercenary's name. The potion names the mercenary slot, so if you have multiple mercenaries, you need a potion for each one you wish to rename. If you dismiss the mercenary and get another one, that one will retain the name you have given the previous one, as long as it uses the same "slot". | The name of your mercenary is determined by SOE. If you wish to choose the name of your mercenary, you may do so by using a Potion of Mercenary Amnesia purchased from the Marketplace with Station Cash. The normal SOE naming regulations that characters must follow apply to your mercenary's name. The potion names the mercenary slot, so if you have multiple mercenaries, you need a potion for each one you wish to rename. If you dismiss the mercenary and get another one, that one will retain the name you have given the previous one, as long as it uses the same "slot". | ||
==Purchasing a Mercenary== | ==Purchasing a Mercenary== | ||
Mercenaries can be hired from various Guardians in the Plane of Knowledge as well as from NPCs in starting cities. You can use the find command (CTRL + F) to locate such vendors. | Mercenaries can be hired from various Guardians in the Plane of Knowledge as well as from NPCs in starting cities. You can use the find command (CTRL + F) to locate such vendors. | ||
== Ranks == | ==Ranks and Tiers== | ||
Your Mercenary can come in three skill levels, and of those three levels, they are further subdivided into 5 tiers. | |||
* Skill Levels | |||
** Apprentice - on par with single group geared players, on spells and abilities that have a rank, it will have rank 1. It will have HP, Mana, and Endurance on par with characters that do not have the gear to acquire rank 2 spells and abilities. | |||
** Journeyman - On par with single group geared players, however, have rank 2 spells and abilities, slightly better damage mitigation, etc. Also Journeymen are less likely to "Lose confidence" then an Apprentice(see below) | |||
** Master - On par with raid geared players, additionally, have rank 3 spells and abilities. Currently, Master mercenaries are not in the game. It is unknown if they will ever be added. | |||
* | * Tiers | ||
** | ** Tier 1 - has a ~25% chance to "Lose confidence" in your group based on the number and /con of the mobs being fought. Adds and Crowd control methods will additionally modify this percentage. Once confidence is lost, the mercenary is effectively worthless in a fight, unless crowd control methods come into play, creating a chance for it to regain its confidence. | ||
** | ** Tier 2 - has a ~20% chance to "Lose confidence" in your group. | ||
** | ** Tier 3 - has a ~15% chance to "Lose confidence" in your group. | ||
** Tier 4 - has a ~10% chance to "Lose confidence" in your group. | |||
** Tier 5 - has a ~5% chance to "Lose confidence" in your group. | |||
===Unlocking higher level mercs=== | |||
To unlock the higher level mercs, you need to do quests. To get the Tier 2 though 5 Journeyman mercs, you need to do the [[Seeds_of_Destruction#Progression|SoD group progression]]. Void B grants you Tier 2, C grants you Tier 3, D grants you Tier 4, and E grants you Tier 5. | |||
It has been reported that to get a Tier 5 mercenary it is not necessary to do all of the progression but just the [[Seeds_of_Destruction#Invasion_of_Earth_.28access_to_Void_E_AND_Korafax.2C_Lair_of_the_Riders_.28the_Discord_theme.29.29|"Invasion of Earth"]] tasks. | |||
==Group roles== | ==Group roles== | ||
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A healer will buff your group, keep the group healed as needed, primarily focusing on their owner and then the MA. | A healer will buff your group, keep the group healed as needed, primarily focusing on their owner and then the MA. | ||
===Buffing=== | ===Buffing=== | ||
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{{Cquote|They only memorize spells appropriate for their level. Though I suppose if you were desperate you could shroud down to force the merc to mem those level spells. Or temporarily transfer ownership to the lower level player.||| [http://forums.station.sony.com/eq/posts/list.m?topic_id{{=}}142183 Steven S. Klug, EverQuest Assistant Lead Programmer]}} | {{Cquote|They only memorize spells appropriate for their level. Though I suppose if you were desperate you could shroud down to force the merc to mem those level spells. Or temporarily transfer ownership to the lower level player.||| [http://forums.station.sony.com/eq/posts/list.m?topic_id{{=}}142183 Steven S. Klug, EverQuest Assistant Lead Programmer]}} | ||
==Tank== | ==Tank== | ||
Tanks are similar to Warriors, in that they use a lot of the same Disc's. As with the Cleric, they are never as good as a real player, however, they are much better than a silk class tanking. | Tanks are similar to Warriors, in that they use a lot of the same Disc's. As with the Cleric, they are never as good as a real player, however, they are much better than a silk class tanking. | ||
They will try to keep Aggro if | They will try to keep Aggro if designated the MA of the group, and they seem to be able to use their discs to the group's advantage. | ||
(Tank mercs can not be designated MA at this time. You get the message that npcs can't be main assist) | |||
Currently, tanks are bugged and they will sometimes wake up mezzed mobs. This bug is known to SOE and they are working on it. | |||
== DPS == | == DPS == | ||
DPS, or damage dealing, mercs have been added. You may choose a rogue or wizard mercenary. | DPS, or damage dealing, mercs have been added. You may choose a rogue or wizard mercenary. | ||
=== | ===Control=== | ||
To control whether or not your tank will attack any mob nearby, use the "Active" and "Passive" commands. You can set a hot key for each. If Active is on, the tank will attack mobs that have aggro on you. If Passive is on, they will do nothing. | |||
==Controlling your merc== | ==Controlling your merc== | ||
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The ''[[Call of the Forsaken]]'' expansion introduced Mercenary Alternate Advancements (AAs). | The ''[[Call of the Forsaken]]'' expansion introduced Mercenary Alternate Advancements (AAs). | ||
{{Cquote|Normally when a mercenary joins your group, it takes a portion of your experience gains from the party. In the past, this experience just went away. In Call of the Forsaken, your mercenaries are finally putting that experience to use. Experience gains taken by a party’s mercenaries will now go towards unlocking Mercenary AA Points. These points and abilities will be stored upon your character, and will be available to all of your mercenaries.||| [ | {{Cquote|Normally when a mercenary joins your group, it takes a portion of your experience gains from the party. In the past, this experience just went away. In Call of the Forsaken, your mercenaries are finally putting that experience to use. Experience gains taken by a party’s mercenaries will now go towards unlocking Mercenary AA Points. These points and abilities will be stored upon your character, and will be available to all of your mercenaries.||| [http://forums.station.sony.com/eq/index.php?threads/call-of-the-forsaken-mercenary-alternate-advancement-and-equipment.203910/ Call of the Forsaken: Mercenary Alternate Advancement and Equipment]}} | ||
== | == Equipment == | ||
[[File:Mercenary equipment.jpg|right|thumb|Sample mercenary equipment.<br />(Image: Sony Online Entertainment)]] | |||
The ''[[Call of the Forsaken]]'' expansion introduced Mercenary Equipment. | |||
{{Cquote|New Mercenary Equipment will also give you incredible options to equip your mercenary in different ways. Are you looking to help your tank mercenary survive tougher fights, or perhaps keep your healer mercenary from running out of mana? In either case, there will be equipment you can discover that can help! Just like Mercenary AAs, equipment will be shared across all of your mercenaries.||| [http://forums.station.sony.com/eq/index.php?threads/call-of-the-forsaken-mercenary-alternate-advancement-and-equipment.203910/ Call of the Forsaken: Mercenary Alternate Advancement and Equipment]}} | |||
[[Category:EverQuest]] | [[Category:EverQuest]] |