How many mercs can you have in eq




















Even more importantly, the healer merc has apparently have pre-purchased all his spells. I watched him change from casting Valor on everyone to casting Temperance on everyone and pets. Oh, and my healer merc started casting Temperance when the owner dinged lvl His mana pool, dmg mitigation, etc was also continually increased as his owner advanced in levels.

Efficiency: I never had any merc run away afraid. Granted all three of my mercs were all Apprentice 5, which was plenty efficient for me since I take care to be careful anyway. The mercs take care of you if you watch the healer mana bar and dont over pull.

Us six often had two yellow mobs, a white mob and a blue mob all at the same time and handled them all with just slows and cripples for mitigation. Special mercenaries are unlocked via other means, usually involving an expenditure of real money. Bayle Marks are purchasable via the Sony Marketplace and will pay for 15 minutes of upkeep on a merc.

Also purchaseable in the Marketplace is the Potion of Mercenary Amnesia which will allow you to change your merc's name to one of your own choosing.

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. 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.

It is possible this trick works by simply bypassing the confidence check altogether. This trick will allow the owner of healer merc to take control of a bad situation by preventing their merc from running. Note: unexpected adds each have a chance of causing a merc to lose confidence and flee: If you can act before the add s apply themselves to the hatelist aggro , you can prevent the mercs from fleeing by simply setting them to passive, then active again after the add s aggro.

They will continue to fight as if no additional mobs had joined the battle. If you don't act quickly enough, and the mercs flee, then just try your best to kill a couple of the mobs out of the bunch until their numbers are back down to that of the initial pull; at which point the mercs should rejoin the battle.

You can boost your mercenaries' strength and overall usefulness in the form of gear four slots: ear, neck, shoulder, belt. For a look at the mercenary AA window, click here. Mercenaries will gain AA experience with you you'll have to have them spawned in order for them to gain experience , and gear can be purchased from Mercenary Morloro map in the northwestern Qeynosian camp of the Ethernere Tainted West Karana.

This gear is sold for Marks of Valor, which is rewarded from doing Heroic Adventures. Set Active : Set the current stance you have selected Set Owner : Set your current target to your Mercs new owner Info: Gives you the information about your merc.

Dismiss : Permanently get rid of this mercenary. When your Mercenary dies the button will change to Revive. When you suspend your mercenary the button will change to Unsuspend.

When you suspend a merc you must wait 5 minutes to bring him back into the world. You also must be out of combat. Stance : You're allowed to set the stance that you want your mercenary to be. Each Stance has different focuses and allow the mercs to be more or less reactive. You can only have a single mercenary active at a time. If you wish to switch to a different mercenary, you will need to dismiss your mercenary and go to a liaison to hire another one.

This step can be bypassed by buying additional mercenary slots with Station Cash. You can buy up to five additional mercenary slots. Healers are very similar to Clerics, in that they cast a lot of the same buffs and spells. They are not as good as a real PC as the AI is not as skillful as a person has the potential of being. That being said, they are better than not having a healer in general.

A healer will buff your group, keep the group healed as needed, primarily focusing on their owner and then the MA.

Also, you need to remember that your healer merc will heal its owner first. I had my warrior hire the cleric while the shaman and necro hired tanks. The only time ever that my mercs died was when I was fighting no less than seven mobs and had five more adds throughout the fight.

The healer merc kept my tank its owner healed to full, even when the other two tank mercs were at 20 and 10 and zero health. The healer merc has no 'don't heal the necro' button either. He was continually doing celestial heal on the necro right before I was about to nuke tap and DOT tap health from the mobs. The healer merc does a good job of healing whomever is most wounded amongst non-owner group members including pets and other mercs. Important: Your healer merc will decide what to do without you telling him.

My healer merc knew when mobs arrived with buffs on and he was the one that dispelled the mob buffs!!!! In addition to that, he started blasting away with Condemnation-whatever if no one needed healing. He swithches on his own between 'Balanced', and 'Passive'. Meaning you can manually put him to passive if you want him to just sit there, but he sits and meds when he needs to and always stands during a fight. So if you want him to be at full mana for a big fight, you need to sit quietly in a corner and let him finish buffing and everything before you pull.

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 designated the Main Tank of the group, and they seem to be able to use their discs to the groups advantage. If another group member is assigned Main Tank, the mercenary tank will try to keep just under the MT on the hate list. Tip : you can "control" the tank and tell it what mob to focus on by setting it as main tank, and setting yourself as main assist.

It will attack anything you target, and gain agro on that mob. This is good for situations where the healer or dps has taken agro and the tank is not intercepting fast enough.

Example: When I pulled a mob with my toon, the tank mercs ran out to greet the mob before it arrived at the group. They don't wait until the mob arrives or even enters melee range of the group. I would even pull with a bow from range and run the opposite direction and the tank mercs, not hired by me, would still race out to greet the incoming mob when it arrived in the mercs own assist range of about 75 or so.

I had to pull a mob from behind us while the tank mercs were busy to our front in order for the mob to arrive at the group location. In this case the tank mercs would race back to the group to taunt the new mob off of a group member, and bring their mob with them in tow.

In this case, if both mercs were fighting a single pull, they would not leave their mob until the new incomming mob was in about 50 range or so. First mob aggroed and arrived within 75 range and both mercs took off out to get it. While both were engaged, I bow-shot the next mob 45 degrees off to the right. As that 2nd mob started arriving to our group, it was greeted by one of the tank mercs while range out.

This is because mercs engage aggro'd mobs according to range from the merc and not range from the puller. Now the one merc who grabbed aggro on the 2nd pull turned around and raced back to the first merc on the first mob. Now both mercs were on the first mob and the 2nd mob was beating on the tagger. Then I pulled another mob from 90 degrees off to the right. As the 3rd mob started arriving, one of the mercs ran over to tag it and pull it back to finish off mob 1. So now both mercs had 3 mobs aggroed and they all were far out to our right front.

SO, I pulled another mob from exactly behind us. It arrived at the group and I proceeded to get aggro with all three of us. Then the two mercs brought their three mobs all down off the hillside and both of them came back to fight for aggro on the 4th mob. I did this intentionally, because I wanted everyone and everything back at our base.

Had I not got melee aggro with both the necro and the shaman, then one of their mercs might have stayed on the hill and not come back. Since tank mercs go all out to protect their owners, I knew both would come back. This meant that both of the the two tank mercs were fighting for control over every mob and neither was worried about getting over-aggro. They both engaged every mob, unless I had pulled 6 hehe, and continually kept trying to taunt every mob off of their owner first, their owner's pet next, and then other group members next, and then member pets last.

The necro's own tank merc seemed to be the one to save the necro pet the most often. If your puller has a tank merc, then the puller will have to switch the merc to 'Passive' every pull. Then switch back to 'Aggressive' when back at the camp. You could also turn off the "Auto Assist" and instead use the "Call Assist" to have the mercs engage the mob when it is back in camp. In my experience, setting the puller to the "puller" role prevents the mercenaries from rushing out too soon to engage.

The exception to this is if someone other than the puller, say a Ranger opens up with the bow at max range. The Mercenary knows that it can't engage the puller's mob until it gets so close but as soon as someone else in the group enters the hate list, all bets are off, as the mercenary ignores distance for all but the puller regardless of who owns it.

Melee, Rogue-type These are very similar to Rogues, in that they employ some of the same tactics and abilities. Once again they are not as good as a real PC as the AI is not as skillful as a person has the potential of being. That being said, they do a decent amount of damage, and will position themselves opposite to the designated main tank if you designate one so that they do maximum damage from behind the mob. They also appear to keep at maximum melee distance and I haven't seen mine take agro from the Main Tank.

A DPS Rogue type Mercenary will add an aura to your group to improve accuracy and will prime their weapon with poison. The Caster DPS mercenary is similar to the wizard class.

It has some very powerful damage spells, including area of effect AOE spells if set to the appropriate stance. Because of the high amount of damage they can deal you need to be careful that they don't pull "agro" from your tank because like a real wizard they are relatively fragile and won't take a lot of damage before they die. In the Plane of Knowledge, there are mercenary liaisons for all of the player races within EverQuest. In some cases, where a race cannot be a particular class, these liaisons offer a mercenary of a different race for that class.

All mercenaries function the same, regardless of race. Certain special events, beta tests, claims, Legends of Norrath cards, and marketplace items give access to other types of mercenaries. If the Mercenary dies the "Suspend" Button on his window will turn to "Revive" and you'll be able to rez your Mercenary. When you rez your mercenary you will immediately be charged the Upkeep cost on him. Everyone is either on tlp, or hates people and boxes content, it also seems people use the weak excuse they wont group outside of their own guilds.

Mercs are still way below a real players skill level therefore its no issue imo, its not like people can do eos mission etc with 4 mercs lets be real Kaliko , May 15, If it weren't for mercs singular , I wouldn't even be playing. No idea why people are against this. How would this effect you if someone else was running around with two mercs up? What's so different with someone running around with one or two boxes and multiple mercs.

To get two mercs requires multi-boxing. These people exist all over the place, why would it matter if I ran around with two mercs sans one full-fledged character? People run around with multiple mercs NOW.

This just removes the requirement of having two or more clients of EQ running. So tell me, why is one ok and the other isn't purely from a game-mechanics perspective? Faerie likes this. Until somebody in this thread comes up with a reason against it, I think your idea is fine - even great! In fact, I don't see any reason to limit the number of mercs you could hire. Why not let people hire 5 mercs and fill out a whole group, or even a full raid of mercs, if they want to spend the money to do so?

And I see no reason to impose a level restriction there is no level restriction on boxing. As has been pointed out, mercs are considerably less capable than real players if you aren't better than a merc at your level, you know you still have a bit to learn. Multi-boxing is way more powerful than having more mercs. So this wouldn't imbalance anything or even change anything that was already in the game. I think the issue would be cost: DB would want to price mercs so that any revenue lost from losing the multiple paid accounts that boxers currently support would be made up from selling more mercs.

I'm guessing the upkeep of any mercs after the first would need to be very high. Honestly, I think you will have more fun and be more powerful if you try to box get a second monitor and it will help you considerably.

Alt-tabbing is But I do not see any problems with your idea at this time. NameAlreadyInUse , May 15, Mercs saved this game people don't want to believe it but they did. Journeymen get nervous around 4 even cons. This is evaluated only when a new enemy adds to the encounter, and then it gives you 10 seconds to get the situation locked down before actually losing confidence. Mitigating effects will come into play here if mobs can be locked down.

Yes, they can generally be susceptible to the same detrimental effects that players are susceptible to. You can, however, dismiss the mercenary if you wish. Can lower-level players use these? Yes, though you will obviously not be able to hire the same type of mercenary a level 85 player can hire. Will they gain levels as I gain levels? Yes, they should scale automatically as you level. Ooh, I have the most brilliant idea! I'm just going to shroud down to level 5 to buy a mercenary cheaply, then unshroud and I'll have a dirt-cheap mercenary at level 85!

To prevent such abuses when you un-shroud or transfer the mercenary to a higher level player, you'll be charged the hire fee again--at the correct amount--for doing so. Will my mercenary run off and aggro mobs like the old-school pets did? No, they will not draw aggro from mobs unless you're actively attacking them. Can stances be changed on-the-fly? Yes, they can. No, it will not. How long will my mercenary stay in the world when I'm not?

It will disappear at the same time you do. So I can keep my mercenary even when I log off? Yes, mercenaries are meant to stay with you indefinitely- that's part of the reason for the previously-mentioned expensive initial hire cost. You're discouraged from actually dismissing them regularly.

Will mercenaries give mercy rezzes rez someone else in my current zone that's not in my group but is desperately seeking a rez? No, they will only rez people in your group.

How often do I have to pay the upkeep fee for my mercenary? Every 15 minutes. Will they charge me even if I'm AFK? Can I filter the mercenary spam?

Yes, the mercenary is set to announce to the group when it's doing things like healing, but it has its own filter system that can be used to deal with those messages as you see fit.

Can mercenaries fizzle? Can I buff my mercenary? Yes, they have the same amount of buff slots that players do taking into account AA's. If I run out of plat, can I transfer ownership of my mercenary to someone else? Yes, if you transfer it to that person before you run out. They will have to pay the upkeep costs though. If they can't, you'll get an error message telling you why the transfer didn't work.

Can mercenaries be used in all zones? No, some zones are mercenary-restricted zones and your mercenary will be automatically suspended when you enter such a zone. Can I rez my mercenary if it dies? Yes, even if you are not a class that has rez spells, although there is a waiting period before that option becomes available meaning you will have to wait five minutes from the time the mercenary dies before you will be allowed to rez it.

How can I get more information on the mercenaries? This isn't enough? There's additional information in the mercenary UI windows. We have updated our Privacy Policy.

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Please enable Cookies by changing your browser options. Toggle Navigation. Download the Game Play Free. Read More! Share On:. Mercenaries Mercenaries are NPCs for hire that will aid adventurers in their heroic endeavors.

There are two classes of Mercenaries available - Tank and Healer.



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