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| == Block spells ==
| | Ideally, a table of spells to block could be added. |
| Ideally, a table of spells to block could be added. Also, a link to autogrant article, if such exists. https://everquest.fanra.info/wiki/Spells,_Songs,_Disciplines,_and_AAs#AA_Auto-Grant ------ unable to make the link pretty — Unsigned comment added by IblisTheMage | |
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| : Thank you for your edit. If you know what spells to block and list them, we could make a table. I've made the link pretty. — [[User:Fanra|Fanra]] ([[User talk:Fanra|talk]]) 11:06, 30 December 2017 (EST)
| | Also, a link to autogrant article, if such exists. |
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| == Past Tier information (no longer valid) ==
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| ===Ranks and Tiers===
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| Your Mercenary can come in two skill levels, and of those two levels, they are further subdivided into 5 tiers.
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| * Skill Levels
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| ** 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. In addition, Apprentice mercenaries have fewer stances than Journeyman mercenaries.
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| ** 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" than an Apprentice(see below)
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| ** Master (not in game) - On par with raid geared players, additionally, have rank 3 spells and abilities. '''While originally Master mercenaries were planned, they were never implemented.'''
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| * Tiers
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| ** 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.
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| ** Tier 2 - has a ~20% chance to "Lose confidence" in your group.
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| ** Tier 3 - has a ~15% chance to "Lose confidence" in your group.
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| ** Tier 4 - has a ~10% chance to "Lose confidence" in your group.
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| ** Tier 5 - has a ~5% chance to "Lose confidence" in your group.
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| ====Unlocking higher level mercs====
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| 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.
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| 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.
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| '''Alternate quest'''
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| 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.
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| * [https://hot.eqresource.com/noheroismwithoutfear.php No Heroism Without Fear]
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