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What Mercs can and can't handle: Post your resultsFollow

#1 Nov 04 2008 at 11:14 PM Rating: Decent
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I have been testing Mercs non stop since release and I thought we could share hard data from the real world. Without further ado.

Level 80 Tank Merc Journeyman Tier 1
Level 70 Healer Merc Apprentice Tier 5

These two with DPS from an 80 Necromancer and a 66 Air pet tanked and healed Komodokin in Sunderock. He hits for 4000+ so I was surprised they could handle it.

The same Tank merc could tank the real 7th Hammer PoP raid mob but DPS from Mage and I could only get him to 70% before the Cleric merc went OOM. 7th Hammer has 1 million HP roughly and hits for 1500 with a few 800-1000 AEs.

Going to try SoD zones with the 80 Tank merc and will post results later.
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#2 Nov 05 2008 at 1:56 PM Rating: Decent
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There is a big difference between an apprentice and a journeyman healer when it comes to mana. I do not know if it a function of mana pool or focus effects or whatever but my experience with apprentice healers is that they go OOM real quick. Fighting single light blue con mobs they are LOM after two and almost completely out-of-mana after 3-4 mobs.

Upgrading to journeyman healer and setting it to "Efficient" mode you can pull single light-blue cons pretty well non-stop.
#3 Nov 05 2008 at 6:27 PM Rating: Excellent
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sarongor wrote:
I do not know if it a function of mana pool or focus effects or whatever but my experience with apprentice healers is that they go OOM real quick.
One thing is that they feel obligated to HoT you as soon as you're at 99% health. The imp from the Stalwart Servant Vet AA does the same but at least it's not mana-limited.
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#4 Nov 06 2008 at 3:03 PM Rating: Excellent
As an SK somewhere between 75 and 80, I've been playing around with the healer merc. My SK is in a hodgepodge of gear ranging from tacvi (lol) and mpg trial loot (loller!) to FC/Ag loot.

I've found that I can do AG pretty well. I sometimes die on 2 mob pulls, and usually die on 3 mob pulls. I have held down both AO and GG (tho not at the same time :p) with no slower and only a merc for heals. FC is harder; I can do one mob pulls fine, I frequently die on two mob pulls, and three mob pulls are silly to attempt. I can handle six or seven mob pulls in RSS, which is surprisingly good XP since its a hotzone. Running a real cleric (75, tacvi/anguish gear with augs) I would never die in FC/AG. (To be clear, that's all boxing a cultural(LB)/2.0 zerker and a TSS geared monk along with the SK.)

Not having to box a cleric (or find one wanting to go to whatever weird zone I feel like) is terrific.



Edited, Nov 6th 2008 6:07pm by Groogle
#5 Nov 06 2008 at 4:15 PM Rating: Good
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Gee and Here i thought groogle had been retired!

Nice to hear from you.
#6 Nov 06 2008 at 6:34 PM Rating: Decent
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Two Level 71 Healer Mercs, Apprentice 5.

I 2 boxed Vexed with a Monk and Mage and got a typical bad GoD pull of 6 mobs all hitting fast and hard with that crazy GoD DPS and they stuck around and healed us until all mobs were dead. They were all dark blue so I thought for sure they would run away.
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#7 Nov 06 2008 at 10:00 PM Rating: Decent
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Leveling up alts with both tank and healer mercs in a box group. In the 30's in Castle Mistmoore the apprentice tank mercs had incredible dps against these and other old world mobs and would barely be hurt. The apprentice healer merc will go out of mana fairly soon but, the journeyman healer has a much larger mana pool, perhaps twice as much in the low levels.

Anyways, pulling singles was a bit too fast in killing (lt blu, blu, even and some yellow) so I decided to pull trains of 6 to 8 maybe more. It's not that the tank mercs couldn't handle the damage output from all these mobs but, they would occasionally give me the indicator lines followed by nonengagement. Pulling the trains without merc engagement made it much more difficult to handle and if they stuck around it was pretty easy. The healer merc would often get beat on but it wasn't anything he couldn't handle with a couple of spot heals on my part.

It is annoying to have the healer merc cast a hot on someone for losing 4-5% life on a pull or initial engagement losing all but the first tick and a half of healing. Even a journeyman T1 healer displayed this behavior set at efficient. I haven't played around much with Journeyman mercs and their behavior settings to differentiate.
#8 Nov 06 2008 at 10:09 PM Rating: Good
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Gee and Here i thought groogle had been retired!

I actually just reactivated a week or so ago. I am enjoying EQ quite a bit with mercs, which is not something I could say before I quit. I don't have too much time to play since I'm doing research this year as well as school, but EQ really can be a fun game.
#9jeremybalfe, Posted: Nov 25 2008 at 1:15 PM, Rating: Sub-Default, (Expand Post) "research" is code for child pornography. Just ask Pete Townshend. LOL
#10 Nov 26 2008 at 7:14 AM Rating: Good
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Not really a comment on merc power, but I've found they are mixed at best in dungeon settings. Not because they're incapable of healing/tanking, but because they path like pets. My necro's poor healer merc got stuck in Droga the other day and I had to suspend him and then recall to get him unstuck.

So far, the healing ability of the mercs has been impressive. I was able to basically tank the elder murk devourerer in DS the other night and the merc had mana to spare. Last time I tried to take it out it spanked me royally (wasn't prepared for it). My pet is also far more formidable now that the merc is around to keep it healed.

I'd say the best part of it is the built in group factor. My shaman now has a tank to work with, my necro a healer and so on. XP comes in much faster since the downtime is far more limited.
#11 Nov 28 2008 at 8:44 AM Rating: Decent
At a lower level, my 58 Cleric picked up a Apprentice V tank. She proceeded to Nobles/Crusader area in Veksar and he was having no trouble tanking Yellow (Level 59 I see, now that I ding) Crusaders and Nobles, and RED Noble Commanders and such, with well timed CHs from the Cleric. Slow fights, but fun to take down yellows and reds. Sort of like watching rock-em sock-em robots.. I do wish the tank mercs would accept and use skinspike potions and such.

Treewynd & Co.
#12 Dec 04 2008 at 4:48 PM Rating: Decent
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I'm starting to play a little with mercs. I only have two characters above 50, though, as I happen to be a "dabbler," wasting a lot of time in the game world (been playing since the year of launch).

My 51 cleric has had no trouble keeping the most inexpensive tank up and running in a variety of dark blue areas including Wakening Lands, and he has never run on me. I even join up with my regular partner once a week, a wizard, and we have a nice little group that has taken on some nasty pulls.

My 65 enchanter, though is a little tougher to figure out. I've played him with a tank merc and pet up, and we do fine in Plane of Storms, but it's unclear to me if I might be better off with a healer merc or not. In particular, there is some down time between pulls, as the monsters rip through my runes and uproar fairly fast. I wonder if a healer merc would allow the animation to tank, keeping him healthy, but reducing down time?

What would someone who's played enchanters with the mercs more recommend?
#13 Dec 12 2008 at 3:18 PM Rating: Decent
I tried to solo, with journeyman tier III the bonegrinder in FoS, I was able to get mob to 28% before merc ran out of mana. I have a new one now, after getting void E access, will try that again and see if it will be a win.

Ntuok
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