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'''Mercenaries''' ('''Mercs''') were added with the ''[[Seeds of Destruction]]'' expansion. They are player-controlled NPCs which act as group members. The ''[[Call of the Forsaken]]'' expansion introduced [[Mercenary equipment|Mercenary Equipment]] your mercenary can wear. | '''Mercenaries''' ('''Mercs''') were added with the ''[[Seeds of Destruction]]'' expansion. They are player-controlled NPCs which act as group members. The ''[[Call of the Forsaken]]'' expansion introduced [[Mercenary equipment|Mercenary Equipment]] your mercenary can wear. | ||
* [https://www.everquest.com/news/imported-eq-enus-51873 Daybreak Community News: All About Mercenaries] | * [https://www.everquest.com/news/imported-eq-enus-51873 Daybreak Community News: All About Mercenaries] | ||
* [ | * [http://everquest.allakhazam.com/wiki/EQ:Mercenaries Allakhazam's Mercenaries wiki page] | ||
[[File:Guardian Thaowyn (Halfling Mercenary Liaison).png|Mercenaries are purchased in the Plane of Knowledge and in starting cities from NPCs, like Guardian Thaowyn. They may be found using the Find window (Ctrl-F).|thumb|right|250px]] | [[File:Guardian Thaowyn (Halfling Mercenary Liaison).png|Mercenaries are purchased in the Plane of Knowledge and in starting cities from NPCs, like Guardian Thaowyn. They may be found using the Find window (Ctrl-F).|thumb|right|250px]] | ||
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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). | ||
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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== | ||
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 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. | |||
'''Alternate quest''' | |||
There is a new quest, originally designed for [[Heroic Characters]]. It is given by Investigator Drolmer in [[Feerrott, the Dream]], and while originally only open to Heroic Characters, since the April 29, 2014 patch, it is open to all. The reward grants access to Journeyman Tier 5 Mercenaries. | |||
* [http://hot.eqresource.com/noheroismwithoutfear.php No Heroism Without Fear] | |||
==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== | ||
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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]}} | ||
{{Cquote| | {{Cquote|We have noticed a few questions on how your character’s experience affects the Mercenary’s AAs, so we have added more tips inside the game to make sure you know how it works. If you use your Mercenary, you can gain experience to use towards your Mercenary AAs. If you don’t use your Mercenary, you gain nothing towards Mercenary AAs. If you use an experience potion, your Mercenary also benefits from that increase to gain more experience and thus earn AAs faster.||| [http://forums.station.sony.com/eq/index.php?threads/november-producers-letter.205020/ November 2013 Producer's Letter]}} | ||
The maximum number of mercenary AAs you can bank is 20. | |||
== Tips for using mercenaries == | == Tips for using mercenaries == | ||
=== Spell blocking === | === Spell blocking === | ||
Healer mercenaries will have a tendency to use delayed heals and other slow healing spells, which can be problematic, since these can provide insufficient healing, and take time away from the merc to cast good heals. The workaround consists of blocking certain spells on the recipient of the heal spell, be this character or pet. Doing this can significantly increase survivability when relying on mercenary healing. Spell blocking has to be done for spells relevant for current level range; as the hiring character levels up, the mercenary will start to use new spells, and some of these will be of the delayed heal type, or other unwanted heals. | Healer mercenaries will have a tendency to use delayed heals and other slow healing spells, which can be problematic, since these can provide insufficient healing, and take time away from the merc to cast good heals. The workaround consists of blocking certain spells on the recipient of the heal spell, be this character or pet. Doing this can significantly increase survivability when relying on mercenary healing. Spell blocking has to be done for spells relevant for current level range; as the hiring character levels up, the mercenary will start to use new spells, and some of these will be of the delayed heal type, or other unwanted heals. | ||
=== More than one healer merc === | === More than one healer merc === |