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POLL: What do you think of Mercenaries?Follow

#77 Dec 20 2008 at 2:42 AM Rating: Excellent
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After reading through all the posts here, there is one thing that nobody mentioned. The fact that everyone playing this game pay their money to play it, therefore they choose how they want to play it. I understand that some people have been hindered by the addition of mercs due to lack of groups, but for others, it has been a great addition to allow them to explore the game more in depth while still playing how they want to, being solo.

While EQ is a social game, that doesn't necessarily mean that you have to group to be social, chatting with people in chat channels is just as social as chatting with them in the group channel. I used to love grouping with strangers, getting to know them etc, but as the game has gotten older (and myself in the process) I have found that the game can be much less enjoyable at times by doing this. Getting into groups that have... let's say, less than educated people just destroys the fun in the game for me. And there are many different ways this can happen, such as the hotzone only players that have leveled so fast, they have no clue how to play their class. Experience mooches who are busy watching TV and at best turn auto attack on and look away. There are so many things I can list that just annoy me while playing that I find it worthless to bother with.

Then you get situations where you are trying to get an item for your toon, or an alt. If you can take this mob with your toon(s) and mercs, this provides more profit for your time involved, rather than camping for hours on end, just to have to roll against others who have no use for the item other than to sell it in bazaar, whereas you are trying to get the item to not have to PAY people like that for that item.

All in all, I feel the mercs are a great addition to the game. It has opened many doors for people to enjoy the game in more ways that provide more enjoyment for them. I do feel a little bad for some people missing out on some groups, but at the same time it is no different than the warriors missing out on groups for years because so many other classes can do their job as long as the mob isn't a raid mob that defensive is required, or wizards/druids losing out on jobs years ago when PoK was added, making the benefit of a porter becoming a non-issue.

In the end, if you truly feel the mercs have ruined the game, think back on how you have played the game and look at features you have used that make the game better for you, and realize that most likely that feature has caused issues for somebody else in the past. Not everyone can be pleased all the time, and in the end, we all have the ability to cancel our accounts if the game has been ruined for us.
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#78 Dec 20 2008 at 8:11 AM Rating: Excellent
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gbaji wrote:
I'm still vacillating between whether to go cleric or warrior. My biggest problem in most fights isn't staying alive, but how long it takes to kill stuff. So a warrior would seem like a good idea. But then again, with a cleric I could take more powerful opponents (but veeeeeerrrrrry slowly).
Personally, I'd go warrior unless your intent is to farm higher level mobs for drops which you couldn't normally solo. Long, low DPS fights drain the soul, especially when that's how you're grinding experience.
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Now if they create a rogue or ranger merc who can add significant DPS (and snare in the case of the ranger), I'd be dancing a jig about this.
I believe they're planning for a DPS mercenary, most probably a wizard type since that would be easiest to implement. I suppose you could do a berzerker type as well. I doubt, though I could be wrong, that we'll see mercenaries who use detrimental spell effects on mobs such as snare, DoTs, slows, resist debuffs, etc. The closest they came was allowing cleric mercs to dispel buffs on mobs and they already nerfed that.

I'd say that, out of all the classes, rogues benefit the least from mercenaries as a soloer. Even with a cleric, they're not tanks and with a warrior they can't fight anything that requires combat healing. I haven't even bought my rogue a mercenary because both styles feel equally useless. I haven't bought one for my bard for the same reason -- a warrior won't really last against tougher mobs using only my regen songs and a cleric is only useful if I'm getting hit. I guess I could use a cleric and then farm greenies just to raise up my defense skills.

However, I suppose it's worth saying that mercenaries aren't exclusively supposed to be soloing tools. Rather they're there to fill missing archtypes so a rogue and his warrior buddy can pop a cleric merc and have a functional group or a druid and a rogue can pop a warrior merc rather than play the "I'll kite while you run around behind the mob" game (God, I always hated that), etc. Prior to that, your best option (aside from "wait for a human player") was one of the pathetically underpowered shrouds.

Edited, Dec 20th 2008 10:13am by Jophiel
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#79 Dec 25 2008 at 10:11 PM Rating: Decent
You dont have to pay that much every 15minutes just at the first



edit: this was in response to the guy who said you had to pay 180pp

Edited, Dec 26th 2008 1:13am by Technetium
#80 Dec 26 2008 at 1:29 AM Rating: Decent
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It's going to be 180pp per minutes at higher Tiers for sure. I just got a Journeyman Tier II Healer at level 79 and it's 50pp per 15 minutes.
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#81 Dec 28 2008 at 5:55 AM Rating: Decent
I'm a recently returning player and I've found that having an on hand cleric has been a real help in getting me up to level 50 over the course of a week. Back when I played before in Everquest Classic era this was a full games worth of levels. It's also let me solo almost the full way as a Monk who otherwise would not do so well on my own.

I feel it's a bit of a double edged sword in that people aren't grouping so much anymore leaving a player like me in the lurch who doesn't do so well on their own, but then having the merc allows me to pick up that slack.

So I guess with or without it doesn't make a difference to me, it just determines whether I am playing with real people or not. Without the mercs I would be in a big group playing with real people. Mercs negate the need to group and then allow me to have a group at the same time.

The BIG problem though is keeping up with the cost. I'm level 50 now and it's costing me 20PP every 15 minutes which is a bit of a siphon on the ol' bank. There's times when the cost is not so bad, I'm getting nice loot and can maintain a steady income on top of paying the merc, and then there's times when I check my inventory and I'm 200 - 300PP down on what I thought I was.

TO SUM UP: I'm pretty indecisive about the necessity for them but they definitely are helpful.
#82 Dec 29 2008 at 7:39 AM Rating: Good
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Quote:
The BIG problem though is keeping up with the cost. I'm level 50 now and it's costing me 20PP every 15 minutes which is a bit of a siphon on the ol' bank.


Depending on where and what you're hunting, you might try keeping the healer merc suspended and unsuspend them only long enough to heal you between battles. It will save you money and allow you to get all of the experience for the mobs you're killing. The downside ... you have to survive the battle to unsuspend the merc, and once suspended you won't be able to unsuspend for a little while (about 5 minutes at 50th level).

This worked fine for my monk in zones with room to get away from the mobs' spawn points and then FD, or zones with guards I could run to for help in a pinch. In tighter zones with wider aggro radius and no help available (like the Imps in Nagafens Lair) I kept the healer up.
#83 Jan 01 2009 at 3:38 PM Rating: Default
i Think the mercenaries need to be scaled back a bit i know all of the tank classes like having them around but as many people there are to a server you should be able to find a group. IF not then go to using a merc but i come from test and i am a cleric and if my dad isnt home i never get a group because everyone prefers a merc because they dont like the "human Error" factor and that said the fact that people are now siding with mercs instead of other real people is why i think that they should be scaled back a little. not nerf or removed from EQ permanently but they are making EQ a solo game and imo if it keeps up the way it is people like me that like to group with real people and have fun are going to leave
#84 Jan 01 2009 at 5:37 PM Rating: Decent
While I can see the benefit (eating some of the extra $$ in EQ), IMHO I think Mercs are destroying EQ.

People don't need groups anymore. I've seen people 2 or 3 boxing plus a merc on each, who will be afk while camping in some zone with the mercs killing and healing and the toons getting the levels.

My stance - I will not have a merc. I'd sooner solo and take my time than have some merc.
#85 Jan 03 2009 at 8:19 PM Rating: Decent
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Some observations after using Mercs extensively from level 70 to 80 on my Monk and Mage.

A Tier 1 Journeyman Healer/Tank is a lot better than a Tier 5 Apprentice.

They have a lot more Mana and HP the Rk. II Spells/Discs they use are much more efficient. I just got a Tier 2 Journeyman and she is even better.

I think the descriptions are misleading. The only difference between the tiers is NOT just confidence level. A Tier 2 Journeyman has more Mana and HP than a Tier 1 Journeyman.
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#86 Jan 04 2009 at 5:17 PM Rating: Decent
I three boxed and now with the mercs I dont have to box never wanted to box but do not like sitting around looking for group all time either if mercs would have come out 3 years ago would never have boxed I like them because if you are not lvl 80 or 85 you cant find a group and to get in a good guild have to be high lvl and so many aas it is pointless when you cant raid every day so I think they help the people who arent uber
#87 Jan 10 2009 at 9:51 AM Rating: Default
well, thres alot of things that need to be done to keep the mercs "smart" first off the lvl (apprentice or journeyman) will determine how well it gets outa the way when pet tanking, also , a healer merc thats of good lvl has certain "stances" that are used to stop the CH a FD monk or HoT the puller . those "roles" have to be set or you are killing your selfs, it also takes a good merc owner to set passive or active (or other) at the time its needed, if a monk is FD pulling within 50Feet then the monk needs to get away lol... mercs are the single best thing that sony has done to EQ since pop (verant) IMO
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#88 Jan 10 2009 at 12:34 PM Rating: Decent
Awesome now I can solo LDON and other mission type like them pretty much with help of a guildy or friend of coarse because you need three for them. But having a merc sure makes it allot easer. And all I do have him up to get the mission then suspend him.
#89 Jan 11 2009 at 1:20 PM Rating: Decent
I love them. They are completely game changing. Now you can take any class and be able solo light blues or higher while your waiting for a group. If you're in a group and need a tank or a cleric, just pop a merc. While I agree that they aren't as good as a good cleric or tank, they get the job done.
#90 Jan 11 2009 at 7:23 PM Rating: Decent
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I just finished Oceangreen Hills progression for Void B and Bayle's Heraldic Crest Aug with a Bazaar geared Monk/Mage duo and 2 mercs.

They can do more than tide you over while you wait for a group.

Edited, Jan 12th 2009 3:24am by Reyla
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#91 Jan 12 2009 at 3:11 PM Rating: Default
hello everyone. I am a avid pvper from Zek(obvious).I have played eq now close to 6 years and my wife close to 2 years.The mercs in pve situations are a great addition to the game no doubt!
But for the pvp aspect of the game it is killing what we like best, thats kicking asses and taking names.The healing mercs are ridicoulous to take down or dot or nuke ,cant be stunned,and have a insane amount of mana for heals.Although a nice addition, it takes poor pvp classes and makes them invulnerable and good pvp classes almost impossible to stop.I know it would be wrong to say get rid of mercs on zek( from a tech standpoint)but we would love to see an item added to all new players that silence the mercs in your pvp range only. Thus making the merc suspended during combat.This is just not my wife and I that are posting this but my whole guild (killers paradise)and what we have come up with(like to see happen).The whole idea for pvp is a bunch of ppl trying to make the best toons as possible and pitting them against other players(which healing mercs now make impossible).From a blue server standpoint they dont care but we on zek surely do. We have spent alot of time and effort making the best toons possible, to be the best pkers around and all of our time has been spent in vain since mercs have came out. Although brutal we enjoy the insanity that zek has to offer( plz rectify this situation)we do not want to play on a blue server. ty for listening and plz bring back zek! oh 1 more thing bring back plat loots plz =)Signed helspawnz and pebblesx
#92 Jan 15 2009 at 12:57 PM Rating: Decent
After playing our 65 Berzerker & 65 Shaman we were having difficulty finding a place to level without contracting the death disease. Getting groups seems to be almost impossible so we had started new characters to be able to play without the permanant frustration of getting dead.

For us, the Mercinaries are a blessing. We are able to play our 65s again and it's a nice feeling to fall in love with the game all over. In our opinion, Sony did good with this one :o)

As a random thought, we wouldn't mind if Sony found it in their hearts to expand the bank again *wink*
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#94 Jan 19 2009 at 10:58 AM Rating: Decent
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First, very nice discussion here on both sides of the issue. I would have chosen an option between the top two, becuase I don't believe it's the best thing that ever happened to EQ, but it's way up there for me.

I initially was excited about the tank merc, as our normal group make up consisted of myself (enchanter), ranger, mage, wizzie and a druid. The Mage can usually keep up with heals on his pet, but the druid would patch heal if needed. Our main problem was with stealing agro from the pet due to our over-nuking wizzie :). I thought the tank merc would be a great 6th for us to hold agro. As it turns out, the tank merc was not all that good, and takes a bit more to control than a healer merc. Adding the healer merc turned out to be better for us (patch heals, rez, buffs, etc.).

Now when I solo, I used to either have to find older content with light blue to green mobs that didn't hit for 2K a pop, or root rot (without snare) which takes forever. Now I can solo in newer content, although not without some risk. The healer merc allows me to charm mobs and stay alive long enough to get early breaks under control. In fact, I am now going to buy those AA's to finish my Total Domination (charm strength).

For the record, we always ditch mercs when someone wants into the group.
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#95 Jan 20 2009 at 1:26 AM Rating: Default
I used to duo a now lvl 81 combo of BST and CLR. For comparisment, this got me through the TBS Hand Aug quest reasonably safely. (Though they were in their high 70s then) Now, with the mercs, I have added the healertype to my BST and I have swapped my 81 CLR for my 77 Chanter, and added the tank merc to the chanters account. With this small group, I now solo the SoD content. I have redone the hand aug quest for my chanty with the mercs and to my surprise it only took me two weeks from beginning to start! Where it took me three months the first time around!

The tank merc tanks, the healer heals, the BST/pet offtanks-DoTs and the chanter slows and mezzes any adds. This group has become almost unstoppable and I still have room to add players to my group, which happens regularly. Where I used to sit in GH being bored (I hate grinding and prefer to quest) since the quests I wanted to do were too high for me, I can now enjoy content whenever I want it, without problems and also provide room for my guildies to join my group and check it out too. (I am from a small guild so guildgrouping is difficult too)
#96 Jan 20 2009 at 8:27 AM Rating: Default
I have been using them on a lot of my different characters. I love the ability to be able to gain exp on mobs where I want to get a group while waiting for Guild Members to arrive or waiting for a group. I have been able to fight in zones against mobs where I would only have fought with a group before. Mostly because I don't have to hear the cleric whine about how much mana they're using to keep me alive, lol. I have had a lot better luck with the Healer mercs than some live clerics I've grouped with. They never go AFK, or yell Bio Break, they watch my health better, mostly I think because they're not chatting in General or Guild Chat. The Tanks are great also. They keep aggro VERY well, and I have less trouble healing them than I do a live Tank type. I have better luck with them playing my Shaman than I do playing my Cleric, mostly due to the Shamans ability to slow the mob, but either way I can plow content that I wouldn't try with just myself and another player. A real game changer to say the least.
#97 Jan 20 2009 at 5:05 PM Rating: Good
Agree. It's life support for a game that used to be multi-player.


Leerah/Clearlee of the dead server, Quellious.
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#98 Jan 20 2009 at 9:20 PM Rating: Decent
This is awesome. I always I have a group. I am a tank and i love it. Though on some zones u do need a group. Now can have two ppl and two mercernaries and u have a good group also.
But really this is the best thing that Everquest has done.
#99 Jan 21 2009 at 12:17 PM Rating: Decent
i was away for a very long time, came back before seeds, was frustrated often at the inability to find viable groups to help lvl, even in my own guild. left again but kept up on forum info and decided to give it another shot with the new expansion, best cash spent for game update and best plat spent ingame. my cleric has a tank on demand and my bst has a cleric on call and they are worth every plat i spend to keep them, working my way into the content to unlock the next lvls of them as i keep a tier V apprentice, tried the tier I journey and was disapointed the cleric didnt seem to have as much mana as the app. V. my downtime to med has been cut drastically
#100 Jan 26 2009 at 6:11 AM Rating: Decent
Sitting and waiting to grp is a thing of the past...Mercs are a great back up for missing grp members or helpful in lvling and questing...although they will never replace a real player as they have no real natual insticts nor the fear of death...lol
Anyone of doesnt like the idea of them is either a solo artist or just resentful of the new choices the newwer players have.

Dont be sore guys...you folks who worked so hard to get where you are are better for it...your skills and tactics are more honed than the newer players...give them a chance to get a taste of what you already know.

Be safe all
Merc bring us all closer to the perfection in toons we want to achieve
TY SONY
Eagleswan
85 Shammy
#101 Jan 31 2009 at 2:43 PM Rating: Good
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Although limited in what they can do. The healer mercs have made two boxing a cinch. War and chanter both have one and I can tank most anything, but raid mobs of the newest expansions. Have tried out the warrior merc but they just dont have enough options to control it. They would work well without another tank I suppose. One thing I did notice is they know when to peel. But crowd control with these psychopaths is difficult. They are squishy, worse then my 22k tank anyways. Not sure how well the upper tier journeyman do. They can use AEs too and wake the mezzed. My biggest complaint is that if you spend alot of time in a zone they tend to lock up and not work properly, esp with the rezzes.
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