Mercenaries were added with the Seeds of Destruction expansion in October 2008. They are player-controlled NPC's which act as group members.
| Contents [hide] |
Mercenaries are NPC's for hire that will aid adventurers in their heroic endeavors. Their levels and abilities will scale appropriately and they will think and act for themselves with limited player guidance. They are designed for extra support or extra muscle in PvE encounters.
Unlike player pets, these NPC's are not directly controllable by players, though the player can give them general orders, but rather function like a normal party member including taking up a group slot and taking a share of the experience.
Mercenary Liaisons can be found in all starting cities and will allow you to hire mercenaries based on their race. The Liaisons within the Plane of Knowledge and Oceangreen Village will allow you to hire mercenaries of any player race. These merchants can be found using the Find ability.
| Seeds of Destruction |
|---|
| The Seeds of Destruction expansion is required to access this content. Live: October 21, 2008 |
Healer Mercenary: Healer mercenaries prefer to heal their owner and others in the group rather than engage directly in combat. These mercenaries can also resurrect players upon death.
Tank Mercenary: Tank mercenaries prefer to melee. They will taunt if it is set to the main tank role. Though it will still attack and behave as a secondary tank if it is not set as main tank.
DPS Mercenaries: DPS mercenaries lend good DPS to a group or a solo player encounter. Currently there is a Rogue-type and a Wizard-type.
Mercenaries can be suspended like a pet. There are some zones that will automatically suspend your mercenaries upon entering the zone.
There are currently three classes of mercenaries: Healer, Tank and DPS. The Healer and Tank mercenaries are similar to the Cleric and Warrior classes, the two most needed classes in the game. The DPS classes available are similar to the Rogue and Wizard classes.
The Healer and Tank classes having been seen to be viable alternatives to grouping (as opposed to being preferred over grouping), the DPS class has now been added to the original two. Between them these provide viable alternatives to grouping (please see bottom of this page to see added DPS mercenary details).
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. Alternatively, the DPS class can be used to flesh out a duo for faster kills.
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.
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. My (now) level 47 trio of warrior/shaman/necro have had a total of one death (shaman) between them. 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.
Mercenaries can be hired from various Guardians in the Plane of Knowledge as well as from NPC's in starting cities. You can use the find command (CTRL + F) to locate such vendors.
Your Mercenary can come in three skill levels, and of those three levels, they are further subdivided into 5 tiers.
Completion of Oceangreen theme gives Journeyman Rank II
Completion of Kithicor theme gives Journeyman Rank III
Completion of Field of Scale theme gives Journeyman Rank IV
Completion of Rathe theme gives Journeyman Rank V
I.e. if you complete only the Rathe theme you will have Journeyman rk 5 available for purchase, but not rk 2, 3 or 4.
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.
The healer merc has no 'dont 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.
You can assign your Mercenary Tank the "Role" of "Main Tank", however, you cannot make them the "Main Assist".
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.
[3] 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 dont wait until the mob arrives or even enters melee range of the group. I would even pull with a bow from 250 range and run the opposite direction and the tank mercs, (not hired by me,) would still race out to greet the incomming 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.
For testing, I stood in the middle of a roamer-zone in Kunark and bow-pulled mobs clockwise from around our tight group of 3+3. 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 100 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.
You will need to carefully consider this when fighting indoors because they will race through doors and over walls go get at any mob aggroing the group, ESPECIALLY if the mob has targed their owner.
I left no-one as designated main-tank since my group was warrior/shaman/necro with mercs of cleric/tank/tank. 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. Otherwise the merc will follow the puller out to the pull area and start engaging any mob with aggro OUT THERE.
(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 dark elf one also /hides between pulls.
The following hotkeys can be used to direct your mercenary:
/mercassist on - Turns on Mercenary assist.
/mercassist off - Turn this off.
/mercassist - this activates the merc when /mercassist is on.
/stance passive - puts the merc in a passive stance.
/stance aggressive - this puts your merc in the aggressive stance.
New Types of Mercs:
Human = Added Wizard and Rogues to Human
Drakkin = Added Wizard and Rogues to Drakkin
Half Elf = Added Wizards and Rogues to Half Elf
Dark Elf = Added Wizard and Rogues to Dark Elf
Vah Shir = Added Wizard and Rogues to Vah Shir
Gnome = Added Wizard and Rogues to Gnome
High Elf = Brownie Rogues, Wizards to High Elf
Wood Elf = Orc Wizards, and Wood Elf Rogues
Erudite = Kobold Rogue, and Wizards to Erudite
Guktan = Old Froglok Rogues, and New Guktan Wizards
Dwarf = Goblin Wizards, and Dwarf Rogues
Iksar = Goblin Wizards, Old Froglok Rogues
Troll = Added Orc Rogues, Old Froglok Wizards
Ogre = Added Wizard and Rogue Lizardman
Halfling = Added Bixie Wizards, and Halfling Rogues
Barbarian = Added Orc Wizard, Barbarian Rogues
|