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Returning To EqFollow

#1 Dec 04 2009 at 7:20 PM Rating: Excellent
Hello everyone I am now returning to eq after a long absence. I
am aware eq now has henchmen but my question is are they available at level 1 and can they follow me to all zones new and old??? I am considering making myself either a necromancer or shadow knight since now the henchmen are available that way I can just solo and not sit around hours "LFG".
#2 Dec 04 2009 at 8:06 PM Rating: Excellent
They are available at level one. You don't even have to pay them until level 10 or 12 even.

I'm not sure what merc (tank or healer) would work for a Necro but an SK could use the healer merc obviously.
#3 Dec 04 2009 at 8:52 PM Rating: Excellent
Either one works for a necro. Just matters how you intend to play. The warrior can basically be used as another kiting pet if you so wish. To be honest... I would start with a cleric merc though. This way as you get more comfortable with the necro your pet can tank while your cleric heals. Allowing you to be able to take on bigger mobs in the process. Thus getting more return for your time. As you get bigger and your pet gets tougher you may wanna try switching to a warrior merc for more dps. But since mercs are free at the low levels, try each one out initially and see which playstyle you might wanna do for awhile.
#4 Dec 05 2009 at 2:00 AM Rating: Decent
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Only real problem I see Necro pet might be able to tank light blue dark blue and maybe white mobs but yellow and red very doubtful. I know when I would play a necro whenever I would dot a mob would come after me. I say make a
shadow knight , paladin or warrior if going to play a tanking class since they wear plate and have best defensive abilities. I would say make Mage if playing pet class or better yet Beast-Lord at least they can slow mob down, speed pet up, well as self and can defend them self better than the Mage if pet where to die. I would not worry about using the mercenariness until 50's really need them and can grinned aa's and make money to. I say get to 51 or 52 get at least 75% into level get at least 150 to 200 aa's in the hot zones will help as your progress then at 60 or 61 get 75% into level grinned another 150 or 200, again stop at 70 or 71 grinned 200 to 300 aa's then get to 80 and can work on rest of aa's but spend them wisely, you can do quests and get decent gear. I will say this not the same eq it use to be when wos or anguish was uber gear, LOL find a good guild as well, try to get one doesn't force you to raid 7 days a week or force you to raid when main toon is on been in plenty of those speaking from experience.
#5 Dec 05 2009 at 5:50 AM Rating: Excellent
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My main is a necromancer and I don't have use of the mercenaries (henchmen) since I haven't bothered to buy the expansion. My regular groupmates however use them regularly so I am quite familiar with their impact on the game.

I would suggest using a mercenary would hinder a necromancer's xp more than benefit. If you know how to aggro kite you can basically be gearless and buffless and still have a measure of success. Why would I want to share my xp with a merc?

Having said that, a pocket merc to buff my necro might be worth the cost of unsuspending it once in a while. For the rare situation where I know I am going to be tap tanking (i.e., a summoning boss) then it would be handy too I suppose. I tend to get friends to come along for those instead though.

I have seen merc clerics turn mages into gods, allow rogues to solo to 60 with ease, and tank Nagafen (since without a taunter in the group it can be hard to get aggro back from a merc).

Basically any class that heals likely wants a tank merc. Sure a tank merc is overpowered at least until 60, but I would rather have my real tank working on defensive skills as I level up.

The Mayong server is dominated by SK, monks and mages. There's also an over-representation of rogues and enchanters there. Necros weren't rare there, but they weren't the solo class of choice by any means. Pretty much all of them are running cleric mercs. Since that server is a fresh/reroll kind of server it sheds some light onto what is working now in EQ.

Mercs have made any class a viable solo to 65 at least from what I have seen. Other posters give me the impression you can work mercs into the SoD progression (at least the early tiers) where you will be able to get groups as it looks to be a bottleneck for all characters to pass through at the moment.
#6 Dec 05 2009 at 7:13 AM Rating: Default
Quote:
I have seen merc clerics turn mages into gods, allow rogues to solo to 60 with ease, and tank Nagafen (since without a taunter in the group it can be hard to get aggro back from a merc).


I play a mage as main now and I can attest to their power with, in my case, 3 healing mercs in group. But even without a healer mage is the way to go IMO. Before the mercs I was soloing Vald pit (single pulls) without any healing at all at level 75.

Having done the whole raiding thing with my old main shammy, I looked to make a new start by making a necro. Around level 65 it dawned on me that although necro's can kite the crap out of most mobs, nameds (or mobs that summon in general) were going to be out of the question. So I robbed what gear I could off the necro and made a mage and have never looked back.
#7 Dec 05 2009 at 11:05 AM Rating: Decent
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I would like to add that my first and main character is (was) an enchanter, level 75. I got a tank merc for him when some groupies suggested it. As I understood them more, I decided to get one for my rogue. We all know that rogues can't solo right? That used to be true, to be truly effective, they needed a group so that they could backstab as often as possible. At about level 60, I started looking at his AA's and a healer merc. I've been farming aa's now and I'm at level 70. Most of that time has been 'moloing', soloing with a merc. I have 860 aa's and I have molo'd Gimblax the goblin for the Lavastorm spell progression quest. He conned yellow.

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#8 Dec 05 2009 at 12:39 PM Rating: Decent
I agree 100% Necro are great at kitting but trying to fight named mobs or ones that summon will be a pain not impossible just a pain and hard especially if any adds. Beast lord might be ok, warrior had no magic, even though they are great at raids them sk and pally pretty much same in groups. Pally have the advantage of kicking undead a.s.s. SK can feign dead just encase especially if whole group wipes out LOL, which happens to me all the time LOL pally pacify doesn't always work LOL. I use to play a necro and I guarantee you I do not care who the main tank is put 5 or 6 7 or 8 dots on a mob especially with burning affliction maxed out see how fast you get summoned LOL about only other class gets summon just as much is wizard LOL. I know hard choices I on the one hand wanted pally for undead butt kicking but also wanted sk for feign death and other advantage so either way I went gained something but lost something as well, I made SK sure pally rez is nice but pointless if whole group wipes and no one around to rez. I love sk make awesome tanks, plus have a pet can sac if it comes down to it and 4 or 5 delay if feign death fails sure helps. my order of preference would be shadow knight, paladin, warrior, berserker, ranger, rouge, beast lord and mage, just me though good luck and be sure to spend money on the right decent equipment as well the proper aa's.
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