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| Playing around with an enchanter alt, mainly for jewelcrafting purposes, I finally got around to trying the mercenaries. Here's the basics: There are two sorts of merc, healers and tanks, and a wide variety of races... don't know that there's any difference between races except for looks. Each sort comes in two skill levels, Apprentice and Journeyman (they are supposed to be adding Master in later, but its not implemented yet, even on Test), and five tiers. The Apprentice comes with two "stances"; Passive, which is basically an off switch, and "balanced" which is supposed to be not too aggressive or too laid back. Apparantly the Journeyman has more stances, allowing you to better fine tune his behavior, I haven't experimented with these yet. The Journeyman is also supposed to be better at his job, higher mana pool, more spells, more skill, better AC, whatever. Again, I haven't played with that yet. Then there's the Tiers. This is basically a "confidence" level. Mercenaries are NPC party members, not like Pets, they can and do mess up, and the worst thing they can do is get scared and run away on you. The higher the Tier, the less likely they are to run. Lets talk more about that confidence thing. Here's my understanding of how this works. Mercs look at how many mobs they are on the aggro list for. After twenty seconds, if it looks bad, they check to see if they panic. If they do, they drop to the bottom of the aggro list (so they don't train your mobs away) and run a short distance away, no longer doing their job. Every tic after this, they check again to see if they regain courage, if they do, they come back to work. Mitigating factors for this confidence check are things like slow and mez; if you pull six mobs but mez four of them within 20 seconds, even the lowest tier merc won't blink. OK, so what do they DO? Well, the tank will apparantly try to tank for you, or at least DPS. Dunno, didn't experiment with this yet. From what I've heard, it sounds like this is about as successful as someone shrouding to a tank class and tanking, only less willing to listen to orders. But then there's the (for me) Gold: Healer. The healer is a sort of cleric, who will buff and then do a reasonable job of healing, using HOTs and direct heals and trying to keep out of the way. My biggest problem was that my merc healer was constantly going LOM while keeping me at full health all the time, I'd prefer one more conservative and keeping me above 50% HP. Ah well, sure better than nothing. I ran the cheapest merc, Apprentice Tier one. He only ran away twice, both times when I had multiple DB to me mobs on me... and plenty of times when the situation was even more dim, he stayed. So lets talk costs. OK, my Ench was only level 32 when he hired one, it cost about 100pp to hire, and then about 1pp every ten minutes to keep around. There's an option to turn him off when you're not using him (suspend) but then its five minutes or so before you can get him back. If you go AFK for an extended period of time, apparantly he'll turn himself off for you after a while. Other observations. Mercs use the same aggro system as PC's do, NOT the one pets use, which means you may have to work to get mobs off the merc. Mercs can and do Die. If they do, you can get them back, but there's a five minute or so delay before you can do that. I guess they go AFK BIO on death or something. And the oddest and most annoying thing to me so far, they seem to be immune to mez. I was fighting in TOFS, and ran into some mobs that chain mezzed both me and my pet, and then proceded to eat merc alive. If they'd mezzed him too, we'd have all been fine, but despite landing Tash and Malo and DoTs on him, and despite mezzing me and the pet at least a dozen times each, they never once mezzed the little guy, so he ended up dying to green mobs that I could have killed in my sleep...well apparantly NOT in my sleep! Materials, 39 enchanter, Test |
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Lance Berg <emporer@NOSPAM.dejazzd.com> writes: Initially, you can only hire an Apprentice or a tier 1 Journeyman. I'm told you can "unlock" access to better (and more expensive) mercs by progressing through the new expansion, but I haven't done that yet. Mercs don't take a share of the loot (other than their salary), but do take a share of party experience, including adding to the total party xp just like a player character would. Your merc thus "levels up with you", i.e. your merc is usually the same level as you (with occasional hiccups when you ding, or shroud/unshroud, etc.). Also of note: they count toward the size of the party, so two player characters plus a merc can take an LDON mission, and can use Leadership skills such as the HoTT window (and the party leader gains LXP, too). The tier 1 journeyman still has just two stances. I don't know how much higher tier I need to get access to more. Higher tiers of course cost more to hire and maintain. The tank actually does okay. It's not a great tank, but it stands up almost as well as my Anguish-geared monk. If I tell the merc to tank, I can pull a mob past it and it will grab aggro instantly before I even get hit once. (I think it does a stun. And of course it always times it perfectly.) Running a monk/cleric two-box, I find the tank adds another 50% or so to my DPS, and it means if I need to FD to buy a few seconds for a heal to land, the mob switches to the merc instead of the cleric. At level 81 the tier 1 journeyman is costing me about 130pp per hour, and easily pays for herself. I also sometimes pop out a healer merc on the other half of the two-box, but that one's just a cheapo tier 1 Apprentice for when I want a little insurance. And yes, I'm told the race of the merc doesn't matter. (Else I guess all the merc tanks would be ogres / trolls / iksar for the stun resist and regen.) So just pick one for aethetic reasons. :-) You can buff your merc (and can see the buffs if you expand the bottom part of your target window), but you can't give it weapons or pots to use. Mercs base some of their decisions on the "roles" assigned by the party leader. If the merc is Main Tank she'll try to hold aggro, otherwise she'll just DPS (and perhaps offtank (not sure when it decides to do that). You can't make the merc be Main Assist; a real player has to call the targets. If you're tagged as Puller, your merc won't follow you but will stick with the nearest other party member(s), or will stay put if it's just you and the merc. But if you're travelling invis through an area it's okay to bring the merc along; they don't trigger proximity aggro (though they *can* trigger social aggro once they're in combat). There are definitely still some bugs with mercs; see the official forums for various threads. :-) But overall they work pretty well. -- Don. p.s.: I was amused to see an Enchanter bitching about getting mezzed. Poetic justice? :-) I do wonder whether you could've suspended your merc while you were mezzed to avoid having him die, though of course either way you'd need to wait 5 minutes to get him back. --------------------------------------------------------------------- -- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm -- -- Sukrasisx, Monk 81 on E. Marr Note: If you reply by mail, -- Terrwini, Druid 63 on E. Marr I'll get to it sooner if you -- Teviron, Knight 59 on E. Marr remove the "hyphen n s" -- Wizbeau, Wizard 36 on E. Marr |
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| Yeah, I thought so too. On Test you can no longer suspend or unsuspend mercs during combat, don't know if thats Live yet or not. Also, currently merc apprentice healers only get a 90% rez. On the bright side, the buffs they get are equal to ones a cleric would get at your level... when I dinged 60 my merc got Aego. One trick: if you are happy soloing normally, and really stingy about money, get a healer merc, and unsuspend it only long enough to get fully buffed up when buffs run out. Higher end buffs (temp plus, so thats a pretty moderate version of high end) last a long long time... and since your timer only runs while the merc is active, you can get quite a few recasts out of a single 5 minute charge. Plus of course you won't care at all about merc Confidence, so you can get Tier One. |
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Lance Berg <emporer@NOSPAM.dejazzd.com> writes: Indeed, though I don't usually find that's an issue. If the group is getting that large, chances are the new PC being added will more than make up for the lost merc. It did become an issue once when a party member was bugged (or perhaps just confused); his merc had died or something and even after waiting out the timer he couldn't "revive" the merc, and unless the merc is active you can't dismiss it, so the dead merc was taking up a party slot. Usually, though, I'm happy to just take any comparable-level PC and not bother with the merc as long as I have 3+ to activate leadership skills. Last time I was killing worgs and wereorcs in Loping Plains, which I can do with just cleric+monk but it's a lot easier adding the merc tank, I had a guildie come along with a second high 70s cleric, and that was enough that I just ran my basic two-box plus his cleric, no mercs, and we did at least as well as two-box plus merc tank. (He mostly went into his "battle cleric" stance, with Vow of Victory and so on.) Different point about mercs: last night I think I figured out how to keep them from running off when the party is split up. As mentioned earlier in this thread, your merc won't follow you if you're tagged as Puller for the group. Instead, it sticks near someone else in the party. I've seen my merc go haring off across most of a zone to follow someone who was turning in an update on a task, rather than staying near my cleric as the monk goes off to pull. I *think* what's happening is, at the moment I get tagged as Puller, my merc looks around and picks the closest other party member, and follows that person thereafter. -- Don. --------------------------------------------------------------------- -- See the a.g.e/EQ1 FAQ at http://www.iCynic.com/~don/EQ/age.faq.htm -- -- Sukrasisx, Monk 81 on E. Marr Note: If you reply by mail, -- Terrwini, Druid 64 on E. Marr I'll get to it sooner if you -- Teviron, Knight 59 on E. Marr remove the "hyphen n s" -- Wizbeau, Wizard 36 on E. Marr |
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