Everquest how many mercs can you have




















With a DPS Merc, the biggest concern can be aggro. However, paired with a good Tank Merc that can maintain aggro, the DPS Merc may not have any concerns with dying due to over-nuking. So, setting them to Burn see Stances may not be a big issue, except maybe for their Mana. When using more than 1 Healer Merc, a bit more consideration comes into play. If they are both set to the same Stance, they may actually be casting the same things at the same time, meaning they are all most literally acting as a single Healer Merc.

Basically, you may not be benefitting from 3 of the same heals cast on you at about the same time. The next two heals landing right behind that first heal, will essentially heal you for zero. For this reason, you may want to alternate the stances of the Healer Mercs so they are more likely to cast different things at different times. You may also consider unblocking Promise and Heal Over Time spells, as well at least, temporarily Like a Player, there is a cap on how many Merc AA's you can save up.

The most you can 'bank' save in unspent Merc AA's is one-half your current Level, based on every 10 Levels. Before Level, the cap is ten So, at Level 60, you can bank 30 Merc AA's, and this will not change until you reach Level 70 and it goes up to Level 80 to 89 is 40; Level 90 to 99 is 45; Level to is 50; Level to is 55; and so on. Some of the categories are generic they apply to all Merc types , while some are specific they apply only to a specific Merc type.

At least initially, it is advisable to focus on the AA's that primarily benefit the Merc type you use the most. The most Merc AA's you can bank save is As you earn Merc AA, it will seem very, very slow You may sometimes see two options Character Experience or Mercenary Experience. One would logically think the way to go is with the pure Mercenary Experience in order to get the most Merc XP possible. However , this is not the case at all! Also, be aware that you must have your Mercenary active in order to get the Merc XP.

When undertaking Overseer quests specifically for Mercenary Experience, keep in mind the time it takes to complete each quest.

While you are restricted to the quest choices currently available to you, you may also note that quests can take 6 hours, 12 hours or 24 hours or longer in rare cases.

Keep the time required in mind, in conjunction with the Mercernary Experience reward. Example, two 2 6-hour quests that grant In 6-hours you can get a total of 1. Of course, if you are not able to be in-game 6-hours later, this is a moot point. In that case, the longer quests may be the better option. Mercenaries cannot wear gear like a Player can, nor can they be given gear like a Pet can. Merc Gear comes in four variations, that best suit one of the four types of Mercs, even though any Merc type can utilize them.

In your Inventory window, there is a tab called "Merc. On this tab you will see four slots You can drop "Merc Gear" into these slots. If you do, your active Merc will benefit by the stat increases the gear offers. Ideally, you want a set of the four for each Merc type, so you can swap them out manually , depending on which Merc type you are currently using. There is also Level restricted Merc gear. Elaborate, then Elegant, then Extravagant and then Vigilant.

Merc Gear has been obtainable in various ways, such as No Trade Gear from a Group Vendor sold items using expansion-specific specialty coin earned from Missions and more recently as an expansion-related MOB drop uncommon, but tradeable. Using the best available Gear for the Merc type that you are currently using is always a good idea.

Spell blocking can be essential, especially when using a Healer Merc, and particularly when using just one Healer Merc meaning another player in the group is not also using a Healer Merc. It does seem that Healer Mercs are not as attentive when a Heal Over Time or a Promised heal is ticking away, and they may not cast a direct heal on you in time to prevent your death. For this reason, if you are using a Healer Merc and see such things being cast on you, you may want to right click the icon in the buff window or song window and add it to your Blocked Spells.

This will prevent the Merc from casting such spells on you and forces them to use the faster and quicker direct-type heals. However , if other players in your group do not also have them blocked, the Merc will continue to cast them anyway. While you can remove buffs on your Merc, you cannot Block Buffs on your Merc, like you can with Pets. It is possible to transfer your Merc to another Player, or for another Player to transfer their Merc to you. This means you are handing over that Merc It will no longer be available to you.

It appears this transfer ability originally may have had something to do with a Player running low on funds to pay the Merc and could give it to another Player who did have funds to pay the Merc it would seem simpler to just give the other Player some Platinum, imo. This can, however, be useful in some situations.

For instance, let's say you are in a group using your Healer Merc. There is room for another Merc in the group In order to transfer give a Merc to another Player, you must:. There are limitations on transferring a Merc to another Player, as follows:. You gave away the merc, not the slot. NOTE: Mercs that have images are in-game verified. Some are limited to only certain Merc types, as noted below. Contract name. Some may vary by appearance i. Old School vs. New School graphics, some may vary by Mercs types available i.

All images are of Journeyman Tier V Mercs. Prize items are a possible award from from a specific type of Marketplace item, like one of the LoN Legends of Norrath Card types. 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.

This will allow any two classes to get together, and instantly have a group with a viable tank and healer, or a Melee to hire a healer to "Solo" or a healer to hire a tank, again to "solo", etc.

There is a platinum cost associated with purchasing a mercenary. There is also a smaller recurring charge associated with upkeep charged every 15 minutes.

You can see the costs before hiring them. The amount you'll pay should be recoverable through normal experiencing and vendor-loot drops. Mercenaries level up as you do. As you both increase in levels your recurring cost will adjust to the new levels. Your Mercenary can come in three skill levels, and of those three levels, they are further subdivided into 5 tiers. 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 SoD group progression. It has been reported that to get a Tier 5 mercenary it is not necessary to do all of the progression but just the "Invasion of Earth" tasks. If you have the puller group role, the healer will not heal you until you are withing [sic] 50 feet of camp camp is the merc's location in the case where it's just you and the merc. So if you need to split, you'll need to do it outside that 50 foot radius. Healer mercs don't pay much attention to the Main Tank group role, except to give them a slight preference as a heal target which doesn't really make much difference, as the MT is usually the only one taking much damage anyway.

Tank mercs pay attention to the MT role if it is assigned to them. They will taunt everything not mezzed and not attacking them when they are MT. If your puller is set to the puller role they will not engage until your puller and the mobs chasing him are within 50 feet of camp. Even so, there can be some "creep" if it's just you and the merc in a group. If you find you are in an area that is tight with enemies it can be helpful to select None or switch the Behaviors to Assist.

See the table below for typed slash commands. You can see your mercenary's basic stats health, power, etc. See the example of Stamper Jerlaf's window above and to the right. To see all of their combat abilities or spells e. Mercenary's Resolve, Bash, etc. You can also give your mercenary slash commands using their abilities. This is similar to the commands used for classes with combat pets.

Mercenaries have a Confidence mechanic. If too many or too powerful enemies are hitting your hired mercenary, the mercenary will cower and lose much effectiveness until the situation changes. Instead their effectiveness is reduced, with Potency being most affected. The original mercenaries are the easiest to obtain and maintain. New and returning players may want to start with these due to the easy access and low cost to maintain them, before going off to seek new or more difficult to obtain mercenaries.

These small zones are located in the pubs of each alignment's city. Some mercenaries are found loitering in the pubs, but a door can be clicked on to find even more. The original mercenaries that were introduced are specific characters found exclusively in Freeport and Qeynos Province District , but it is possible to sneak into other cities and hire their mercenaries.

Once you have hired "foreign" mercenaries, they will appear also in your alignment's Mercenary Den. Additional, easy-to-hire mercenaries can be found in the player cities of Gorowyn, Kelethin, Neriak, and New Halas--all near their pub areas.

There are just a few in those cities, so new players may want to visit Freeport or Qeynos and hire there first. Elite mercenaries are rare and more powerful. The elite mercenaries roam the world until hired, after which that mercenary will despawn for a while from the world, so there will be gaps between players being able to find them.

Elite mercenaries are more expensive than normal mercenaries. They cost 50g upkeep every 30 minutes at level All their spells are mastered, and they do not return to start locations like the rest of the normal mercenaries when dismissed. The re-summon timer for elite mercenaries used to be 5 minutes, but this was changed to 1 minute with the December 17, patch.

These are sold via the Marketplace and come in a varying degree of styles and classes. Players who buy a one are awarded a random mercenary from the mix that is offered. See the Mercenary Crates page for details about this type even if you have or want to buy only one. The Ancient Mercenaries have bonuses when used within Skyshrine.

Ancient Mercenaries cost 25g upkeep every 30 minutes at level After you kill Dozekar, turn in your quest to receive the key.

In one of three zones there you will find and be able to unlock your mercenary. Some mercenaries are unlocked by going to instances related to specific expansions, defeating enemies in instances, and looting the tokens used to unlocked them. Those who enjoy tradeskill quests are able to unlock tradeskill-themed mercenaries.

These are all tied to completing complex quest series, like the quest series for Raffik or the entire Kunark Ascending Timeline for Growf. These Mercenaries are only available for initial hire during the respective Live Events. Fanra , Dec 12, Andarriel , Vumad , Nennius and 1 other person like this. Kimosavi , Dec 12, Bigstomp , Dec 12, Yendar likes this. This post is hilarious. Tank mercs can tank any namer in the expansion with a real healer. Healer mercs can heal solid tanks on namers just fine also.

Mercs were in a really bad spot when TBL came out, now not so much. What you are asking for would just make EQ trivial. Yendar , Dec 12, Sancus , feeltheburn and Yendar like this.



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