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View Full Version : *New* Mercs....


Evanair
01-10-2012, 12:51 PM
<p>So I just got done running all over Qeynos (all over... every zone) as well as flying within all of Kelethin, includnig the buildings.Are these new merc's rare spawns?  Because there are NO mobs in kelethin with the Merc Flag and just the standard ones in Qeynos Harbor that have always been there.</p><p>***Edit... Found them... Nice job putting them in random places *lawls* ***</p>

Evanair
01-10-2012, 12:57 PM
<p>** Deleted Post ***</p>

Onurissa
01-10-2012, 01:06 PM
<p>Only one i was able to find was the monk in NQ...is there other new ones?</p>

Gninja
01-10-2012, 01:08 PM
<p>Each starting city should now have 2 in them as well as Qeynos and Freeport getting one new one each. For a total of 10 new mercs. All of them are setup that if you hire them in their home city the next time you need to hire them they should show up in Qeynos if you are good or Freeport if you are evil.</p>

Onurissa
01-10-2012, 01:11 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>Each starting city should now have 2 in them as well as Qeynos and Freeport getting one new one each. For a total of 10 new mercs. All of them are setup that if you hire them in their home city the next time you need to hire them they should show up in Qeynos if you are good or Freeport if you are evil.</p></blockquote><p>Ahh thank you for the response and so fast too <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I shall go take a better look then.</p>

Brigh
01-10-2012, 01:11 PM
Does the brigand still have more hp than the guardian? Does the paladin still not heal / ward himself/others and wears paper? (was hoping all the bugs would be fixed before releasing new mercs)

Gninja
01-10-2012, 01:16 PM
<p>There was a good amount of tuning done to the old ones while making these new mercs. Also fixed a mitigation issues that was affecting all of them including tank mercs. All mercs should also have proper resists now as well.</p>

Absynthia
01-10-2012, 01:50 PM
<p>Gninja, were there any new Elite added today? and are the two original elites still in game? Lots of folks seem to think they were removed when the wiz/warlock were taken out for their retraining <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Any hints on how to spot them if they are still ingame? Thanks bunches, little gnomeypants.</p>

Onurissa
01-10-2012, 02:11 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>There was a good amount of tuning done to the old ones while making these new mercs. Also fixed a mitigation issues that was affecting all of them including tank mercs. All mercs should also have proper resists now as well.</p></blockquote><p>Awesome maybe i can actually get a TANK merc for my baby Inquistor <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

yohann koldheart
01-10-2012, 02:20 PM
<p><cite>[email protected] Bayle wrote:</cite></p><blockquote><p>Any hints on how to spot them if they are still ingame?</p></blockquote><p>if you see one on your screen ,   SUPRISE !!!!  you spotted one .</p>

Gninja
01-10-2012, 02:43 PM
<p>The two elite mercs are still in game, they were never removed and we have not added any new ones with this update.</p>

Tayne
01-10-2012, 02:46 PM
<p>*holds Gninja up by his ankles*</p><p>WHERE IS KENNY?!</p>

Brigh
01-10-2012, 02:56 PM
<p>Guess what? The brigand still has more hp and mit than the SK (guessing same for other merc tanks; will be checking guardian again). I will test the SK to see about tanking + spells = brig dps + tanking.  How about allowing mercs to not cower before x2's? I think it is stupid that one measly green 38x2 sent my brigand into cower mode in The Trembling Lagoon (now have a 3 day lockout dying to the 38x2 3-group epic tae ew since he didn't do his job when I had two of the three on me while he cowered not giving any dps to the named in the group while the other two healed the named).</p><p>edit: still have the bug where buffs placed on your merc vanish every time you zone, and the merc always defaults to "Protect Yourself" every time you zone /sigh</p>

Felshades
01-10-2012, 03:08 PM
<p>I don't think they were intended to be used to solo (even old) raid content.</p>

Gninja
01-10-2012, 03:13 PM
<p>The brig merc does not have as much confidence as the tank mercs. Tank mercs can have targets on them up to epic X3 before they get the "in over their head" debuff. By the way the cower is purely visual they do not become stunned or stop fighting all together when they get that debuff they just lose a percentage of their stats which makes them less effective.</p>

Gninja
01-10-2012, 03:14 PM
<p><cite>Brigh wrote:</cite></p><blockquote><p>edit: still have the bug where buffs placed on your merc vanish every time you zone, and the merc always defaults to "Protect Yourself" every time you zone /sigh</p></blockquote><p>We are working on this right now. We are also looking into the bug where mercs will suspend when zoning into a laggy zone.</p>

Iad
01-10-2012, 03:19 PM
<p>I have had weird issues with my merc suddenly running after a mob that was agro several minutes prior, but is no longer even close to be in range of agro. Is this being looked in to as well?</p>

Absynthia
01-10-2012, 03:20 PM
<p>Thanks Gninja for your super speedy replies to this thread! HUGS</p>

Gninja
01-10-2012, 03:21 PM
<p><cite>Iad wrote:</cite></p><blockquote><p>I have had weird issues with my merc suddenly running after a mob that was agro several minutes prior, but is no longer even close to be in range of agro. Is this being looked in to as well?</p></blockquote><p>You fought an npc then broke the encounter then left the area and it rengages several minutes later?</p>

Gungo
01-10-2012, 03:22 PM
<p>I am still confused why some mercs have adepts spells most have expert spells and a few have masters ( I presume the rare mercs)</p>

Tempted
01-10-2012, 03:23 PM
<p>assassin merc is not casting hate transfer or apply posion.</p>

Gungo
01-10-2012, 03:32 PM
<p>I have 20 mercs unlocked at the efp docks.</p><p>This does not include the two elites. Naga(brig) or billy doll.</p><p>There are still 5 class type mercs not represented. Bruiser, fury, beastlord, illusionist, coercer.</p><p>Is this correct?</p>

Gninja
01-10-2012, 03:36 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>I am still confused why some mercs have adepts spells most have expert spells and a few have masters ( I presume the rare mercs)</p></blockquote><p>The only things mercs having adept vrs master spells affects is hit percentage. Their spells were adjusted to do more damage if they were intended to do more damage. Most if not all healers use adept spells because they do not affect their heals but make thier combat/spell hit percentage lower.</p>

Brigh
01-10-2012, 03:47 PM
<p>Why do mobs run after mercs as if they were players only when one or both of the "Protect" buttons are pressed (it seems)? If I only have Follow on and the merc runs past mobs, then they don't attack the merc.  I also notice mobs seems to sometimes attack me when I am doing nothing at all (sent merc to attack a zombie that was farther than another zombie; closest zombie runs to me; attacked heroic lions in zek, did nothing at all, but one of them decides to turn to me and attack, with SK merc).</p>

Youngone31
01-10-2012, 04:04 PM
<p>The merc need a stay command . It is hard to perform certain pulls when the merc stays with me every where I go. The healer merc received the beaten of it life for healing me on a pull.</p>

Brigh
01-10-2012, 04:08 PM
<p>Just opened a Deadly Trap with the SK merc and it took off 61% of their health. Better than the 95+% being taken off before today with the brigand as my duo merc.</p><p>edit: Apparently even the SK is afraid of 3-4 "heroics" on them...they should be ashamed of themselves.</p>

Iad
01-10-2012, 04:44 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p><cite>Iad wrote:</cite></p><blockquote><p>I have had weird issues with my merc suddenly running after a mob that was agro several minutes prior, but is no longer even close to be in range of agro. Is this being looked in to as well?</p></blockquote><p>You fought an npc then broke the encounter then left the area and it rengages several minutes later?</p></blockquote><p>I believe it has only happened with mobs that I completely ignored while traveling, but still drew agro, not mobs I was trying to fight. It has happened at least 5 times in the past few days to me while expiercing, my beastlord pet also goes back after mobs sometimes (I think the pet only goes after mobs if I received the agro and not if the Merc does). I can lose agro on an encounter, and minutes later they'll just take off running toward the mob (I check the merc's location on the map and sometimes the merc is really far away). If I fight a mob while the merc and or pet are going back for a mob, they come back to assist me, but once the encounter is over, they go right back to running after the mob. It seems to be random.</p>

CorpseGoddess
01-10-2012, 05:51 PM
<p>Is there a fury merc?  If so, where?</p>

Elskidor
01-10-2012, 05:54 PM
<p><cite>Brigh wrote:</cite></p><blockquote><p>edit: Apparently even the SK is afraid of 3-4 "heroics" on them...they should be ashamed of themselves.</p></blockquote><p>I've always seen the SK as a scaredy cat and a shameful to tanks since early eq1 lol. Remember grouping with SKs in the early days that would FD on his group if he was almost about to die and wipe us all. SK..afraid of his own shadow.</p>

redwoodtreesprite
01-10-2012, 05:54 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>The brig merc does not have as much confidence as the tank mercs. Tank mercs can have targets on them up to epic X3 before they get the "in over their head" debuff. By the way the cower is purely visual they do not become stunned or stop fighting all together when they get that debuff they just lose a percentage of their stats which makes them less effective.</p></blockquote><p>So which mercs cower a lot? I haven't tried mercs yet, but if they will suddenly start cowering if a  wandering group of arrow ups triggers and attacks me and the merc, they seem pretty worthless.</p>

CorpseGoddess
01-10-2012, 06:02 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>I have 19 mercs unlocked at the efp docks.</p><p>This does not include the two elites. Naga(brig) or billy doll.</p><p>There are still 6 class type mercs not represented. Bruiser, wizard, beastlord, illusionist, coercer.</p><p>Is this correct?</p></blockquote><p>19 at the docks?  Do you mean that there's 19 mercs there?  Because I don't see that many.</p>

Valentina
01-10-2012, 06:08 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>I have 19 mercs unlocked at the efp docks.</p><p>This does not include the two elites. Naga(brig) or billy doll.</p><p>There are still 6 class type mercs not represented. Bruiser, wizard, beastlord, illusionist, coercer.</p><p>Is this correct?</p></blockquote><p>19 at the docks?  Do you mean that there's 19 mercs there?  Because I don't see that many.</p></blockquote><p>He/She means when they go to the merc hall that is at the docks.  Once you've hired a merc they will show up in the merc hall for one-stop rehiring (rather than trying to find them sprinkled back throughout the city/cities)</p>

Loendar
01-10-2012, 06:14 PM
<p>I'm clearly not supposed to understand how to control these things.  I've never played a pet class so I'm not sure if it is me or something the mercs are doing BUT myself and three other real people went into Iceshard Keep last week and we popped a coupe mercs: Dirge and Swashbuckler.</p><p>The Swashbuckler was mine (I'm the tank) and I set him to follow the healer, assist me and protect noone.  I also toggled off his protect self.</p><p>I stepped forward to get the named giant at zone in to come down and within seconds the Swashy took off like a bat outta hades up the stairs and not only dying horribly but also aggro'ing the other two giants up there.  I had never even touched any of my keys other than moving forward/back to activate the aggro pull.  Needless to say all of our new friends came down and, though we won, it was annoying.   I then set him to assist (no protect) the wizard so that, in theory, he wouldn't attack anything until the wizard did.  Sadly - he still decided he knew best and pulled entire rooms for us as soon as I proximity pulled anything. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>Top that off with both the Dirge and Swash (and later we tested the Brigand) doing an extremely tiny amount of damage (1200 to 3000 on the parse) and we just ended up dismissing them and four manning the zone.  Suffice to say - I was.. underwhelmed.</p>

Banditman
01-10-2012, 06:17 PM
<p>Mercs:  Programmed by everyone's favorite MMO star, Leeroy Jenkins.</p>

Gninja
01-10-2012, 06:24 PM
<p>Using the assist drop down means he will attack what you attack so if you throw an arrow at something to pull it they will engage as well. I would suggest if you are the tank using a merc you should set them to follow another group member and assist someone else in group that way they dont engage till that person does and you are free to pull at will.</p><p>Also there is a Wizard merc in Qeynos.</p>

CorpseGoddess
01-10-2012, 06:39 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>I have 19 mercs unlocked at the efp docks.</p><p>This does not include the two elites. Naga(brig) or billy doll.</p><p>There are still 6 class type mercs not represented. Bruiser, wizard, beastlord, illusionist, coercer.</p><p>Is this correct?</p></blockquote><p>19 at the docks?  Do you mean that there's 19 mercs there?  Because I don't see that many.</p></blockquote><p>He/She means when they go to the merc hall that is at the docks.  Once you've hired a merc they will show up in the merc hall for one-stop rehiring (rather than trying to find them sprinkled back throughout the city/cities)</p></blockquote><p>Ah, thank you, Valentina.  That makes sense now.  Do you by any chance know if there's a fury merc in the game, and where I might find them?</p>

Elomort
01-10-2012, 06:45 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>*holds Gninja up by his ankles*</p><p>WHERE IS KENNY?!</p></blockquote><p>Bad Jayne, Bad. Put him down!</p>

Valentina
01-10-2012, 07:09 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Ah, thank you, Valentina.  That makes sense now.  Do you by any chance know if there's a fury merc in the game, and where I might find them?</p></blockquote><p>Sorry, I am actually at work, so I have been unable to log in and see the classes of the new mercenaries.  The old mercs did not have a warden or fury amongst them.  it sounds like there is now a warden merc (that is not healing correctly) so I suspect there is a fury as well (probably in one of the 'evil' cities). <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Brigh
01-10-2012, 07:13 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>Using the assist drop down means he will attack what you attack so if you throw an arrow at something to pull it they will engage as well. I would suggest if you are the tank using a merc you should set them to follow another group member and assist someone else in group that way they dont engage till that person does and you are free to pull at will.</p><p>Also there is a Wizard merc in Qeynos.</p></blockquote><p>The problem is (if you didn't fix this among the many fixes that are needed to mercs) if you set a merc to assist someone else in the group, they NEVER DO IT.</p>

yohann koldheart
01-10-2012, 07:14 PM
<p><cite>Youngone31 wrote:</cite></p><blockquote><p>The merc need a stay command . It is hard to perform certain pulls when the merc stays with me every where I go. The healer merc received the beaten of it life for healing me on a pull.</p></blockquote><p>there is a stay command,  put the merc whare you want it to stay and set it to follow none on the merc window and he will stay put.</p><p>that helps out alot with positioning.</p>

Wolfmyth
01-10-2012, 07:16 PM
<p>So, how are low-mid level good players supposed to get into Neriak and pickup the Nerco merc, who is clearly better then the Conj merc easily obtained in Halas.</p>

Nrgy
01-10-2012, 07:31 PM
<p><cite>Wolfmyth wrote:</cite></p><blockquote><p>So, how are low-mid level good players supposed to get into Neriak and pickup the Nerco merc, who is clearly better then the Conj merc easily obtained in Halas.</p></blockquote><p>Quaff a Bravery potion ...</p>

gourdon
01-10-2012, 07:33 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>Using the assist drop down means he will attack what you attack so if you throw an arrow at something to pull it they will engage as well. I would suggest if you are the tank using a merc you should set them to follow another group member and assist someone else in group that way they dont engage till that person does and you are free to pull at will.</p><p>Also there is a Wizard merc in Qeynos.</p></blockquote><p>If the merc could be instructed to either tank or avoid aggro, then this kind of stuff wouldn't be necessary.  Technically, the player could also use the back off and attack buttons to manage their merc, but that is kind of annoying.</p><p>What are the chances that we might get some control over our merc's leash?</p>

Elomort
01-10-2012, 07:52 PM
<p><cite>Wolfmyth wrote:</cite></p><blockquote><p>So, how are low-mid level good players supposed to get into Neriak and pickup the Nerco merc, who is clearly better then the Conj merc easily obtained in Halas.</p></blockquote><p>Come in the door from DLW.</p>

Loendar
01-10-2012, 07:52 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>Using the assist drop down means he will attack what you attack so if you throw an arrow at something to pull it they will engage as well. I would suggest if you are the tank using a merc you should set them to follow another group member and assist someone else in group that way they dont engage till that person does and you are free to pull at will.</p><p>Also there is a Wizard merc in Qeynos.</p></blockquote><p>I did figure that out and moved him to another player after the first pull (though I should again mention that I took NO action other than moving forward to activate the name - certainly nothing that should have sent Swashy into his death.)</p><p>Even setting them to assist another player didn't stop them from running in willy-nilly and aggro'ing extra stuff.  We were laughing about the fact that the giants must have paid them more than I was to kill us all.</p><p>And - there wasn't a Wizard merc in Qeynos when I did this.  But are you telling me that now to indicate that I should be using him for DPS instead of any other merc?</p>

Valentina
01-10-2012, 08:05 PM
Yeah, the assist and protect settings have seemed pretty wonky for mercs since they were released. For my part, I turn off all assist and protect abilities (as well as the standard pet defend toggles), and just create a macro to send the pet in that I can tie to one of my own commands. Not great, but it's basically what I have to do with dogdog... why should I expect a sentient humanoid to do better? <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />

Elomort
01-10-2012, 08:11 PM
<p><cite>[email protected] wrote:</cite></p><blockquote>Yeah, the assist and protect settings have seemed pretty wonky for mercs since they were released. For my part, I turn off all assist and protect abilities (as well as the standard pet defend toggles), and just create a macro to send the pet in that I can tie to one of my own commands. Not great, but it's basically what I have to do with dogdog... why should I expect a sentient humanoid to do better? <img src="/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" /></blockquote><p>This is what I have done on my BL, Illy and Necro.</p><p>I have created a macro for attack and back-off and the merc/warder work the same way with the same button. </p><p>I quickly lost trust of Stamper's ability not to pull the whole room when he felt like griefing us.</p>

Mazra
01-10-2012, 08:18 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>I'm clearly not supposed to understand how to control these things.  I've never played a pet class so I'm not sure if it is me or something the mercs are doing BUT myself and three other real people went into Iceshard Keep last week and we popped a coupe mercs: Dirge and Swashbuckler.</p><p>The Swashbuckler was mine (I'm the tank) and I set him to follow the healer, assist me and protect noone.  I also toggled off his protect self.</p><p>I stepped forward to get the named giant at zone in to come down and within seconds the Swashy took off like a bat outta hades up the stairs and not only dying horribly but also aggro'ing the other two giants up there.  I had never even touched any of my keys other than moving forward/back to activate the aggro pull.  Needless to say all of our new friends came down and, though we won, it was annoying.   I then set him to assist (no protect) the wizard so that, in theory, he wouldn't attack anything until the wizard did.  Sadly - he still decided he knew best and pulled entire rooms for us as soon as I proximity pulled anything. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p><p>Top that off with both the Dirge and Swash (and later we tested the Brigand) doing an extremely tiny amount of damage (1200 to 3000 on the parse) and we just ended up dismissing them and four manning the zone.  Suffice to say - I was.. underwhelmed.</p></blockquote><p>Wait, your Dirgebot was doing minor damage?  Really?  I had a dirge for a while on my Guardian and finally got rid of him because he was putting out so much DPS that I couldn't keep threat over him, no matter how much threat transfering/reduction I put on him.  The two of us were 3-rounding things 3-5 levels higher in level as well being ^ or ^^ elites/heroics.  Did the dirge get a dps reduction with this patch as well?  I would really like to get my Bucket back, but I don't want to have to deal with fighting him over who the tank really is.</p>

Valentina
01-10-2012, 08:28 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>I'm clearly not supposed to understand how to control these things.  I've never played a pet class so I'm not sure if it is me or something the mercs are doing <strong>BUT myself and three other real people went into Iceshard Keep last week and we popped a coupe mercs: Dirge and Swashbuckler.</strong></p><p>The Swashbuckler was mine (I'm the tank) and I set him to follow the healer, assist me and protect noone.  I also toggled off his protect self.</p><p>I stepped forward to get the named giant at zone in to come down and within seconds the Swashy took off like a bat outta hades up the stairs and not only dying horribly but also aggro'ing the other two giants up there.  I had never even touched any of my keys other than moving forward/back to activate the aggro pull.  Needless to say all of our new friends came down and, though we won, it was annoying.   I then set him to assist (no protect) the wizard so that, in theory, he wouldn't attack anything until the wizard did.  Sadly - he still decided he knew best and pulled entire rooms for us as soon as I proximity pulled anything. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p><p>Top that off with both the Dirge and Swash (and later we tested the Brigand) doing an extremely tiny amount of damage (1200 to 3000 on the parse) and we just ended up dismissing them and four manning the zone.  Suffice to say - I was.. underwhelmed.</p></blockquote><p>Wait, your Dirgebot was doing minor damage?  Really?  I had a dirge for a while on my Guardian and finally got rid of him because he was putting out so much DPS that I couldn't keep threat over him, no matter how much threat transfering/reduction I put on him.  The two of us were 3-rounding things 3-5 levels higher in level as well being ^ or ^^ elites/heroics.  Did the dirge get a dps reduction with this patch as well?  I would really like to get my Bucket back, but I don't want to have to deal with fighting him over who the tank really is.</p></blockquote><p>Per the person's post, this was last week, so it would be the same dirge merc you played with (i.e. prior to any dps adjustments that may or may not have occurred with this morning's patch)</p>

Brigh
01-10-2012, 09:09 PM
I'm having issues with, "You may not order your mercenary to attack the selected or implied target". With the merc standing right on my location and the mob right on me I was getting this. I moved up some stairs (Temple of Solusek Ro), and still didn't work. The merc would only attack once I put on Protect Me.

Odys
01-10-2012, 10:22 PM
<p>I never got issues with stomper against even 3 ^^^ blue heroics, indeed it was distincts 3 encounters and beasties having few open AOE stompy bravely offtanked one ^^^.</p><p>So i m quite surprised to hear that a paladin is less brave than dear stompy the bold.</p>

Mazra
01-10-2012, 11:17 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>I'm clearly not supposed to understand how to control these things.  I've never played a pet class so I'm not sure if it is me or something the mercs are doing <strong>BUT myself and three other real people went into Iceshard Keep last week and we popped a coupe mercs: Dirge and Swashbuckler.</strong></p><p>The Swashbuckler was mine (I'm the tank) and I set him to follow the healer, assist me and protect noone.  I also toggled off his protect self.</p><p>I stepped forward to get the named giant at zone in to come down and within seconds the Swashy took off like a bat outta hades up the stairs and not only dying horribly but also aggro'ing the other two giants up there.  I had never even touched any of my keys other than moving forward/back to activate the aggro pull.  Needless to say all of our new friends came down and, though we won, it was annoying.   I then set him to assist (no protect) the wizard so that, in theory, he wouldn't attack anything until the wizard did.  Sadly - he still decided he knew best and pulled entire rooms for us as soon as I proximity pulled anything. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p><p>Top that off with both the Dirge and Swash (and later we tested the Brigand) doing an extremely tiny amount of damage (1200 to 3000 on the parse) and we just ended up dismissing them and four manning the zone.  Suffice to say - I was.. underwhelmed.</p></blockquote><p>Wait, your Dirgebot was doing minor damage?  Really?  I had a dirge for a while on my Guardian and finally got rid of him because he was putting out so much DPS that I couldn't keep threat over him, no matter how much threat transfering/reduction I put on him.  The two of us were 3-rounding things 3-5 levels higher in level as well being ^ or ^^ elites/heroics.  Did the dirge get a dps reduction with this patch as well?  I would really like to get my Bucket back, but I don't want to have to deal with fighting him over who the tank really is.</p></blockquote><p>Per the person's post, this was last week, so it would be the same dirge merc you played with (i.e. prior to any dps adjustments that may or may not have occurred with this morning's patch)</p></blockquote><p>Perhaps the Dirge got a nerf last week then or some other time since I put him on ice.  I just tried him again today, though with my SK, and he was putting out MUCH less DPS than he did.</p>

Elomort
01-10-2012, 11:38 PM
<p><cite>Brigh wrote:</cite></p><blockquote>I'm having issues with, "You may not order your mercenary to attack the selected or implied target". </blockquote><p>Ugh I hate that long-standing bug on my Necro and Illy too.</p><p>Some dungeons just don't work and you can only body pull yourself then let your pet protect you.</p>

melaine_dvarvensplitter
01-10-2012, 11:52 PM
<p>What Mercs are in Qeynos?</p>

Slayacissa
01-11-2012, 12:20 AM
<p>Merc locations:</p><p>Qeynos Harbor -  wizard, pal, troub, swash, temp, monk</p><p>Freeport - warlock, sin, brig, dirge, inq, guard</p><p>Neriak - near entrance from dw - sk, necro</p><p>Gorowyn - city svs complex - zerk, defiler (no cure on abilities)</p><p>Kelethin - Jysolin Pub - ranger, warden</p><p>Halas - Coldwind Hall - conjy, mystic</p><p>Classes no merc available:</p><p>Beastlord, Bruiser, Fury, Coercer, Illy</p>

Prrasha
01-11-2012, 12:46 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>defiler (no cure on abilities)</p></blockquote><p>There's a question... do the mercs have any abilities not on their lists when you /hail to hire them?  I checked them all out (at level 90), and the temp/inq have both single and group cures, the mystic and warden have single but not group, and the defiler has neither.  True?  Intended?</p><p>Also, in the other thread Gninja said "The warden mercenary is a ranged healer."  But the warden has no attacks at all.  What does it matter if they're ranged or melee if they don't attack?  (Or does it have a hidden nuke or two?)  The mystic also has no attacks (though both have their deaggro, I'm sure that'll come in handy with autoattack-only DPS), and the defiler has only one.</p>

Mermut
01-11-2012, 01:14 AM
<p><cite>Prrasha wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>defiler (no cure on abilities)</p></blockquote><p>There's a question... do the mercs have any abilities not on their lists when you /hail to hire them?  I checked them all out (at level 90), and the temp/inq have both single and group cures, the mystic and warden have single but not group, and the defiler has neither.  True?  Intended?</p><p>Also, in the other thread Gninja said "The warden mercenary is a ranged healer."  But the warden has no attacks at all.  What does it matter if they're ranged or melee if they don't attack?  (Or does it have a hidden nuke or two?)  The mystic also has no attacks (though both have their deaggro, I'm sure that'll come in handy with autoattack-only DPS), and the defiler has only one.</p></blockquote><p>Warden as a ranged healer?!?! Ack, even the developers don't realize that wardens are much better in melee range. No wonder so many people think they suck if they insist on ranging with their wardens <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>

Gungo
01-11-2012, 03:39 AM
<p><cite>Gninja wrote:</cite></p><blockquote><p>Using the assist drop down means he will attack what you attack so if you throw an arrow at something to pull it they will engage as well. I would suggest if you are the tank using a merc you should set them to follow another group member and assist someone else in group that way they dont engage till that person does and you are free to pull at will.</p><p>Also there is a Wizard merc in Qeynos.</p></blockquote><p>Ya i found it after thanks. Ran right by him in the hallway.</p>

Gungo
01-11-2012, 03:42 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Merc locations:</p><p>Qeynos Harbor -  wizard, pal, troub, swash, temp, monk</p><p>Freeport - warlock, sin, brig, dirge, inq, guard</p><p>Neriak - near entrance from dw - sk, necro</p><p>Gorowyn - city svs complex - zerk, defiler (no cure on abilities)</p><p>Kelethin - Jysolin Pub - ranger, warden</p><p>Halas - Coldwind Hall - conjy, mystic</p><p>Classes no merc available:</p><p>Beastlord, Bruiser, Fury, Coercer, Illy</p></blockquote><p>I am very surprised we havent gotten an enchanter merc.</p>

ranga
01-11-2012, 07:12 AM
<p><cite>Brigh wrote:</cite></p><blockquote><p>Guess what? The brigand still has more hp and mit than the SK (guessing same for other merc tanks; will be checking guardian again). I will test the SK to see about tanking + spells = brig dps + tanking.  How about allowing mercs to not cower before x2's? I think it is stupid that one measly green 38x2 sent my brigand into cower mode in The Trembling Lagoon (now have a 3 day lockout dying to the 38x2 3-group epic tae ew since he didn't do his job when I had two of the three on me while he cowered not giving any dps to the named in the group while the other two healed the named).</p><p>edit: still have the bug where buffs placed on your merc vanish every time you zone, and the merc always defaults to "Protect Yourself" every time you zone /sigh</p></blockquote><p>Of course they will cower in a 'Fear' zone lol</p>

ranga
01-11-2012, 07:41 AM
<p><cite>yohann koldheart wrote:</cite></p><blockquote><p><cite>Youngone31 wrote:</cite></p><blockquote><p>The merc need a stay command . It is hard to perform certain pulls when the merc stays with me every where I go. The healer merc received the beaten of it life for healing me on a pull.</p></blockquote><p>there is a stay command,  put the merc whare you want it to stay and set it to follow none on the merc window and he will stay put.</p><p>that helps out alot with positioning.</p></blockquote><p>Of course, an anchor button like regular pets would be the best option. Devs??</p>

Axyrem
01-11-2012, 10:28 AM
<p>the only usefull merc is the inquisitor in FP. The casters are all AI/Pathing bugged and have far to many skills. They just cast them one after another.</p><p>AoE spells on single mobs and single target spells on Encounters. The whole merc AI code is far to simple and not logical.</p><p>The worst is the "cowering" from even 5 to 10 level lower heroics....  even the DPS merc´s cower..</p>

Firecracker
01-11-2012, 12:38 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>The brig merc does not have as much confidence as the tank mercs. Tank mercs can have targets on them up to epic X3 before they get the "in over their head" debuff. By the way the cower is purely visual they do not become stunned or stop fighting all together when they get that debuff they just lose a percentage of their stats which makes them less effective.</p></blockquote><p>Umm... I hired a SK merc yesterday and she did this twice on me. One in the 30's RE with 3 yellow up mobs on me and the other time was in Steamfront with a 1 group of 3 down mobs and part of another group of the same hardness. Also she stop fighting so ... Does this need to be fixed or is that intended for heroic mobs to cower down and stop fighting all together for the SK merc? (the Sk merc was the only time I've seen this on atm but not to say the other tank mercs don't but at the time of this happening our health was above 80% or more before this happened.)</p>

Gninja
01-11-2012, 01:00 PM
<p>The SK merc has the same confindence as the other tank mercs. Its a threshold value they have. Tank mercs can take on close to epic encounters(x4) but not quite so if the total number of creatures being fought equals up to that number with higher tier creatures costing more points then they will cower. And again just because they cower does not mean they stop doing everything it just lowers their effectiveness.</p><p>In regards to the Warden merc being ranged vrs up close and personal: It is emulating a warden with no AAs and is meant to be a pure healer that doesn't intentionally put itself in harms way and take ripostes etc. It is strictly a survivability mercenary. It has nothing to do with how players can play that class if they so choose.</p>

Nrgy
01-11-2012, 01:07 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p><yawn></p><p>In regards to the Warden merc being ranged vrs up close and personal: It is emulating a warden with no AAs and is meant to be a pure healer that doesn't intentionally put itself in harms way and take ripostes etc. It is strictly a survivability mercenary. It has nothing to do with how players can play that class if they so choose.</p></blockquote><p>I think the entire idea of a healer merc that only range heals is awesome ... I'll have to check them out tonight ... If they can cure with any degree of acceptibility then I'll be switching immediately.</p>

Gninja
01-11-2012, 01:09 PM
<p>The warden merc can cure but it has full priority given to healing over curing so they will likely only cure if your health is at a reasonable level or their heal spells are in refresh.</p>

Nrgy
01-11-2012, 01:12 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>The warden merc can cure but it has full priority given to healing over curing so they will likely only cure if your health is at a reasonable level or their heal spells are in refresh.</p></blockquote><p>I can live with that ... any chance of getting a clicky box or dropdown for priority customization, ie personna?</p>

Gninja
01-11-2012, 01:17 PM
<p><cite>Nrgy wrote:</cite></p><blockquote><p><cite>Gninja wrote:</cite></p><blockquote><p>The warden merc can cure but it has full priority given to healing over curing so they will likely only cure if your health is at a reasonable level or their heal spells are in refresh.</p></blockquote><p>I can live with that ... any chance of getting a clicky box or dropdown for priority customization, ie personna?</p></blockquote><p>If there are certain roles you want a merc to fill and that doesn't mean "Can do everything better than all other mercs" then I can take a look at adding new mercs in the future.</p>

Nrgy
01-11-2012, 01:22 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p><cite>Nrgy wrote:</cite></p><blockquote><p><cite>Gninja wrote:</cite></p><blockquote><p>The warden merc can cure but it has full priority given to healing over curing so they will likely only cure if your health is at a reasonable level or their heal spells are in refresh.</p></blockquote><p>I can live with that ... any chance of getting a clicky box or dropdown for priority customization, ie personna?</p></blockquote><p>If there are certain roles you want a merc to fill and that doesn't mean "Can do everything better than all other mercs" then I can take a look at adding new mercs in the future.</p></blockquote><p>What I mean is closer to the effect that someone, you for lack of a better target, decide what the casting priority will be on each and every Merc for each and every situation.</p><p>Take the Mercs with single and encounter targets for example.  If a player could checkybox priorititize encounter higher than single target for one fight and switch that same merc to prioritize single target spells/CA's over encounter for the next fight.  Allowing the player to simpley use the Mercs spells/CA which best suit the encounter they are working on rather than having one size fits all situation.</p><p>example for the Warden, since we're talking about it here.  If two players each have a Warden, it would be cool if one player could prioritize heals and the other could prioritize cures.  Since we asume by prioritizing abilities we're talking about cast order and possibly positioning.</p>

Rijacki
01-11-2012, 02:40 PM
<p><cite>Nrgy wrote:</cite></p><blockquote><p><cite>Gninja wrote:</cite></p><blockquote><p><cite>Nrgy wrote:</cite></p><blockquote><p><cite>Gninja wrote:</cite></p><blockquote><p>The warden merc can cure but it has full priority given to healing over curing so they will likely only cure if your health is at a reasonable level or their heal spells are in refresh.</p></blockquote><p>I can live with that ... any chance of getting a clicky box or dropdown for priority customization, ie personna?</p></blockquote><p>If there are certain roles you want a merc to fill and that doesn't mean "Can do everything better than all other mercs" then I can take a look at adding new mercs in the future.</p></blockquote><p>What I mean is closer to the effect that someone, you for lack of a better target, decide what the casting priority will be on each and every Merc for each and every situation.</p><p>Take the Mercs with single and encounter targets for example.  If a player could checkybox priorititize encounter higher than single target for one fight and switch that same merc to prioritize single target spells/CA's over encounter for the next fight.  Allowing the player to simpley use the Mercs spells/CA which best suit the encounter they are working on rather than having one size fits all situation.</p><p>example for the Warden, since we're talking about it here.  If two players each have a Warden, it would be cool if one player could prioritize heals and the other could prioritize cures.  Since we asume by prioritizing abilities we're talking about cast order and possibly positioning.</p></blockquote><p>Or a slider for 2 abilities that are 'opposite' to each other. For a healer merc, a slider for cure/heal to give one priority over the other.  For dps & tank mercs, a slider for offensive/defensive. The sliders could even affect stats as well as just spells/CAs cast.</p>

Firecracker
01-11-2012, 02:41 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>The SK merc has the same confindence as the other tank mercs. Its a threshold value they have. Tank mercs can take on close to epic encounters(x4) but not quite so if the total number of creatures being fought equals up to that number with higher tier creatures costing more points then they will cower. And again just because they cower does not mean they stop doing everything it just lowers their effectiveness.</p></blockquote><p>IDK, the cowering thingy is just a bit off when considering when a merc seems to do it... I can see possibly when I was in RE since I was trying to take on 3 arrow up heroic mobs but in Steamfront against a group arrow down mobs? I don't think so for they should of been easy to drop. What ever triggers is not why you said it should be doing it since they were not epic mobs if you ask me.</p>

melaine_dvarvensplitter
01-11-2012, 07:37 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Merc locations:</p><p>Qeynos Harbor -  wizard, pal, troub, swash, temp, monk</p><p>Freeport - warlock, sin, brig, dirge, inq, guard</p><p>Neriak - near entrance from dw - sk, necro</p><p>Gorowyn - city svs complex - zerk, defiler (no cure on abilities)</p><p>Kelethin - Jysolin Pub - ranger, warden</p><p>Halas - Coldwind Hall - conjy, mystic</p><p>Classes no merc available:</p><p>Beastlord, Bruiser, Fury, Coercer, Illy</p></blockquote><p>Thank you!!!!!! Thanks so much...</p><p>just wish we could park our mercs in our house so we could switch mercs on the fly depending on whats needed <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Gninja
01-11-2012, 08:47 PM
<p><cite>melaine_dvarvensplitter wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>Merc locations:</p><p>Qeynos Harbor -  wizard, pal, troub, swash, temp, monk</p><p>Freeport - warlock, sin, brig, dirge, inq, guard</p><p>Neriak - near entrance from dw - sk, necro</p><p>Gorowyn - city svs complex - zerk, defiler (no cure on abilities)</p><p>Kelethin - Jysolin Pub - ranger, warden</p><p>Halas - Coldwind Hall - conjy, mystic</p><p>Classes no merc available:</p><p>Beastlord, Bruiser, Fury, Coercer, Illy</p></blockquote><p>Thank you!!!!!! Thanks so much...</p><p>just wish we could park our mercs in our house so we could switch mercs on the fly depending on whats needed <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>If you hire them from say Kelethin the next time you need to hire them you can go to Qeynos and they will be there. You only have to hire them the first time from their original city. I know its not quite as convenient as in a house or guildhall but at least they end up being centrally located.</p>

Brigh
01-11-2012, 09:53 PM
G: Feature suggestion... Give mercs the option of using disable blue AE...I noticed that the SK will aggro multiple mobs around her you may not necessarily want to bother with.

Odys
01-11-2012, 10:16 PM
<p>Waht is weird is that those dudes are wearing full rygor and probably x2 jewellery, They do have 180% potency and crit bonus. You cannot achieve that with the first wave of heroic instances.</p><p>They also have red adornment, the necro has one that turn their aoe life drain into a group heal, stomper has the red adorn that makes tenacity groupwide.</p><p>Stomper also have 533 dps mod, i wonder how. Since it is capped  (probably at 200) it's not so amazing.</p>

bks6721
01-11-2012, 10:39 PM
<p><cite>Gninja wrote:</cite></p><blockquote><p>The warden merc can cure but it has full priority given to healing over curing so they will likely only cure if your health is at a reasonable level or their heal spells are in refresh.</p></blockquote><p>IF a merc won't cure mandate then its not worth much imho</p>

Gninja
01-11-2012, 10:42 PM
<p><cite>Brigh wrote:</cite></p><blockquote>G: Feature suggestion... Give mercs the option of using disable blue AE...I noticed that the SK will aggro multiple mobs around her you may not necessarily want to bother with.</blockquote><p>None of the mercs should have blue AEs at all. They were all changed into ecnounter AEs.</p>

bks6721
01-11-2012, 10:52 PM
<p>I wish we had the ability to hire more than one merc, obviously only one recalled at a time though.  That way group rolls could be filled in a little more accurately.   Seems everyone I run into has the Inq merc.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Odys
01-11-2012, 11:14 PM
<p>Mercenaries are not balanced at all.</p><p>Stomper : Red adorn for group tenacity, group cure, st target cure, verdict, 2 reactives, mitgation debuf, UGLY. </p><p>Miss curetouch : no group cure, usual HOT, no roots, no nuke, no genesis, no spores, ... indeed almost nothing, LOVELY.</p><p>On top of that the lovely elf does not have her epic weapon, and that probably make her useless.</p><p>There is a reason why warden were given a powerfull mana regen epic weapon, warden have to spam heals to compensate the lack of efficiency of thoses heals. A druid healstorm/tempest is always on (unless the druid got really something essential and long to do). This means high mana usage.</p><p>The epic weapon was designed for that.</p><p>I don't see many people swithing from stomper to miss curetouch (she is wrongly named since she hasonly a st cure). Well indeed may be for romantic and RP reasons <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Odys
01-11-2012, 11:17 PM
<p><cite>[email protected]en wrote:</cite></p><blockquote><p><cite>Gninja wrote:</cite></p><blockquote><p>The warden merc can cure but it has full priority given to healing over curing so they will likely only cure if your health is at a reasonable level or their heal spells are in refresh.</p></blockquote><p>IF a merc won't cure mandate then its not worth much imho</p></blockquote><p>Hum Stomper cured mandate on ascent keymob, i m almost sure. Indeed crusader faith does not work under mandate so it was certainly mister stompy.</p>

Brigh
01-12-2012, 02:03 AM
<p><cite>Gninja wrote:</cite></p><blockquote><p><cite>Brigh wrote:</cite></p><blockquote>G: Feature suggestion... Give mercs the option of using disable blue AE...I noticed that the SK will aggro multiple mobs around her you may not necessarily want to bother with.</blockquote><p>None of the mercs should have blue AEs at all. They were all changed into ecnounter AEs.</p></blockquote><p>Well the SK girl sure does cause nearby mobs to attack her from time to time.</p>

bks6721
01-12-2012, 05:03 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Gninja wrote:</cite></p><blockquote><p>The warden merc can cure but it has full priority given to healing over curing so they will likely only cure if your health is at a reasonable level or their heal spells are in refresh.</p></blockquote><p>IF a merc won't cure mandate then its not worth much imho</p></blockquote><p>Hum Stomper cured mandate on ascent keymob, i m almost sure. Indeed crusader faith does not work under mandate so it was certainly mister stompy.</p></blockquote><p>Stomper is the only healer merc that I've had cure mandate effectively.   That new warden will take up to 30 seconds to cure you.</p>

Elskidor
01-12-2012, 06:21 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>  Seems everyone I run into has the Inq merc.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Well yeah. Inqs are overpowered, so of course the merc will be too. How good are the brawler mercs?</p>

Nrgy
01-12-2012, 06:34 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>  Seems everyone I run into has the Inq merc.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Well yeah. Inqs are overpowered, so of course the merc will be too. How good are the brawler mercs?</p></blockquote><p>I use the Templar Merc, but then again I'm not wearing a paper dress.</p>

Odys
01-12-2012, 09:38 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>  Seems everyone I run into has the Inq merc.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Well yeah. Inqs are overpowered, so of course the merc will be too. How good are the brawler mercs?</p></blockquote><p>Well dev actually play activelly at leat one inquisitor, that explain why stomper is designed with much sense. They clearly don't play a warden otherwise the lovely curetouch would be designed with more sense.</p><p>I agree that Inquis are probably quite overpowered, to compete others have to play much more wisely. The fact tahat stomper behave correctly also means that nothing is as simple as an inqui bot.</p><p>Anyway they should really work on the warden mercenary she is way underpowered if compared to stomper. The balance of power is not as bad between real players.</p>

MackGee
01-12-2012, 10:13 PM
<p>I've been using merc's often, primarly healer types.  I'm a necro and I've been using the mercs to help cure & heal some of the harder content.  I've been testing and it seems the mercs will not cast a direct heal on my pet.  They will cure my pet, but not heal it.  Digging through the parse I only see incoming heals on my pet from a merc when they are group heals or wards.  I can let the merc fight along side my pet, my pets health will drop, weather it drops fast or slow I see no healing from the merc.  I would like the merc to be able to "Protect" & "Assist" my pet.  I only have the name of my toon on these drops down menus.  Is the merc mechanic desinged this way or was it an oversight?</p>

Katttara
01-13-2012, 05:13 AM
<p>Just adding a thought here. Wanting to get access to all mercs on any toons and try them out, but evil toons have unfair advantage over good toons. This seems to happen a lot in this game and its rather , um for lack of a better word, distasteful.</p><p>IE: Mercs in Kelethin and Halas can be gotten to by evil toons. Mercs in Neriak cannot. They are next to guards.</p><p>The way I see it, all mercs should be accessable to any class, that way they all can be experienced. But at the VERY least, all except perhaps Freeport and Qeynos should be accessable to all. Perhaps reconsider where they are placed?</p><p>Its bad enough that all my good toons cannot experience anything of a revamped city like Freeport (and evil was placed first), or all the new quests. Can we add more balance with the merc accessability then?</p>

Griffildur
01-13-2012, 11:27 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>  Seems everyone I run into has the Inq merc.  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Well yeah. Inqs are overpowered, so of course the merc will be too. How good are the brawler mercs?</p></blockquote><p>Well dev actually play activelly at leat one inquisitor, that explain why stomper is designed with much sense. They clearly don't play a warden otherwise the lovely curetouch would be designed with more sense.</p><p>I agree that Inquis are probably quite overpowered, to compete others have to play much more wisely. The fact tahat stomper behave correctly also means that nothing is as simple as an inqui bot.</p><p>Anyway they should really work on the warden mercenary she is way underpowered if compared to stomper. The balance of power is not as bad between real players.</p></blockquote><p>What is it with you and wardens ? Everything is OP in your book except warden. If you can't play a warden , fair enough, not everyone can, play something you can manage. Try the OP inq although i am willing to bet we'd see you back complaining how weak they are. Or even better stop playing healers altogether.</p>

Nrgy
01-13-2012, 12:02 PM
<p><cite>MackGee wrote:</cite></p><blockquote><p>I've been using merc's often, primarly healer types.  I'm a necro and I've been using the mercs to help cure & heal some of the harder content.  I've been testing and it seems the mercs will not cast a direct heal on my pet.  They will cure my pet, but not heal it.  Digging through the parse I only see incoming heals on my pet from a merc when they are group heals or wards.  I can let the merc fight along side my pet, my pets health will drop, weather it drops fast or slow I see no healing from the merc.  I would like the merc to be able to "Protect" & "Assist" my pet.  I only have the name of my toon on these drops down menus.  Is the merc mechanic desinged this way or was it an oversight?</p></blockquote><p>Ummm .. However nice it would be for a Merc to cure summoner pets, the simple fact is that the Necro themselves is a far better pet healer than any Merc, or real player for that matter, ever could be.  As a matter of fact, why would a Necro even 'want' a healer merc?  Should be using a casting DPSing one in my opinion.</p><p><cite></cite></p><p><cite>[email protected] wrote:</cite></p><blockquote><p>Anyway they should really work on the warden mercenary she is way underpowered if compared to stomper. The balance of power is not as bad between real players.</p></blockquote><p>UGh!!  I tried the Warden Merc and was woefully underwhelmed.  I was originally hopeful, especially since Gninja was talking about the Warden Merc in such a fond and knowledgable tone, but alas the 'pure' ranged healer doesn't like to heal much.  Curetouch was barely casting any heals and practically zero cures and she kept running in and meleeing on mobs.  Man, that was a huge disappointment.  After Gninja said they were designed as a range healer I was really excited about trying them out.  All I have to say about the Warden at this point is, Boo! just about sums it up.</p>

Griffildur
01-13-2012, 12:06 PM
<p><cite>Nrgy wrote:</cite></p><blockquote><p> As a matter of fact, why would a Necro even 'want' a healer merc?  Should be using a casting DPSing one in my opinion.</p></blockquote><p>Probably so you can run in any room full of mobs and hit your aoe spells without any care or worry  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.</p>

Nrgy
01-13-2012, 12:10 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Nrgy wrote:</cite></p><blockquote><p> As a matter of fact, why would a Necro even 'want' a healer merc?  Should be using a casting DPSing one in my opinion.</p></blockquote><p>Probably so you can run in any room full of mobs and hit your aoe spells without any care or worry  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" />.</p></blockquote><p>Why would a Necro need a healing merc to do that ... or a group at all for that matter?  They can already do that if they know what they are doing.</p>

MackGee
01-13-2012, 01:07 PM
<p><cite>Nrgy wrote:</cite></p><blockquote><p><cite>MackGee wrote:</cite></p><blockquote><p>I've been using merc's often, primarly healer types.  I'm a necro and I've been using the mercs to help cure & heal some of the harder content.  I've been testing and it seems the mercs will not cast a direct heal on my pet.  They will cure my pet, but not heal it.  Digging through the parse I only see incoming heals on my pet from a merc when they are group heals or wards.  I can let the merc fight along side my pet, my pets health will drop, weather it drops fast or slow I see no healing from the merc.  I would like the merc to be able to "Protect" & "Assist" my pet.  I only have the name of my toon on these drops down menus.  Is the merc mechanic desinged this way or was it an oversight?</p></blockquote><p>Ummm .. However nice it would be for a Merc to cure summoner pets, the simple fact is that the Necro themselves is a far better pet healer than any Merc, or real player for that matter, ever could be.  As a matter of fact, why would a Necro even 'want' a healer merc?  Should be using a casting DPSing one in my opinion.</p><p><cite></cite></p><p><strong><em></em></strong></p></blockquote><p>Like I said he cures just fine, it's heals I'm after.  I tried a couple casting DPS'ers, but they pull aggro too easy from my tank pet.  Dirge is alright to help the tank pet with stoneskins, but for the content I enjoy soloing (VP, SoH, PR) I like using the tank pet.  I can spend more of my own casts DPSing cause he's more hardy than mage.  So what I would like in addition to the nice cures the mercs gives me and my pet, is for the merc to heal my pet so I can spend more time DPSing.</p>

Odys
01-14-2012, 01:49 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>What is it with you and wardens ? Everything is OP in your book except warden. If you can't play a warden , fair enough, not everyone can, play something you can manage. Try the OP inq although i am willing to bet we'd see you back complaining how weak they are. Or even better stop playing healers altogether.</p></blockquote><p>Sorry dude you will be nerfed in any case. Your denial of uberness is a  total waste of time.</p><p>I do well with my warden with the tools and i have and i happen to have aalso an inqui and i actually feel how overpowered they are at low level.</p><p>And don't derail that topic, it's about the warden mercenary which is pathetic.</p>

Griffildur
01-14-2012, 09:14 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><strong><em></em></strong></p><p>Sorry dude you will be nerfed in any case. Your denial of uberness is a  total waste of time.</p><p>I do well with my warden with the tools and i have and i happen to have aalso an inqui and i actually feel how <strong>overpowered they are at low level.</strong></p><p>And don't derail that topic, it's about the warden mercenary which is pathetic.</p></blockquote><p>Any class is OP at low lvl, I expected you to know that. The only part that matters is the end game one, but nice try.</p>

dankaro
01-14-2012, 03:21 PM
<cite>gourdon wrote:</cite><blockquote><p><cite>Gninja wrote:</cite></p><blockquote><p>Using the assist drop down means he will attack what you attack so if you throw an arrow at something to pull it they will engage as well. I would suggest if you are the tank using a merc you should set them to follow another group member and assist someone else in group that way they dont engage till that person does and you are free to pull at will.</p><p> </p><p>Also there is a Wizard merc in Qeynos.</p></blockquote><p>If the merc could be instructed to either tank or avoid aggro, then this kind of stuff wouldn't be necessary.  Technically, the player could also use the back off and attack buttons to manage their merc, but that is kind of annoying.</p><p>What are the chances that we might get some control over our merc's leash?</p></blockquote> I suggested a stay command for mercs in Beta and was basically told it wasn't needed. You can position stop follow no assist no protect then click the mercs attack button to get him going you can also set them to ranged this helps also. things would be a lot simpler though if they'd just give us a stay command. It is very complicated to body pull with a merc.

Attolia
01-14-2012, 07:18 PM
<p>Has anyone else been having problems with the defiler merc spamming his wards out of combat?  After I took the defiler into our first fight, he never stopped casting wards, even when we hadn't been fighting for well over a minute.  By the time I found something else to kill, he was almost completely out of power.  I think he was group warding every time it was available.</p>

Odys
01-14-2012, 08:36 PM
<p><cite>Attolia wrote:</cite></p><blockquote><p>Has anyone else been having problems with the defiler merc spamming his wards out of combat?  After I took the defiler into our first fight, he never stopped casting wards, even when we hadn't been fighting for well over a minute.  By the time I found something else to kill, he was almost completely out of power.  I think he was group warding every time it was available.</p></blockquote><p>That's what warders often do and they don't run out of power due to out of combat mana regen. Stomper too sometimes spam reactives, i don't really now what makes him start to spam.</p><p>I wonder if mana regen is shared, if so may be you had no drink.</p>

Attolia
01-14-2012, 08:59 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Attolia wrote:</cite></p><blockquote><p>Has anyone else been having problems with the defiler merc spamming his wards out of combat?  After I took the defiler into our first fight, he never stopped casting wards, even when we hadn't been fighting for well over a minute.  By the time I found something else to kill, he was almost completely out of power.  I think he was group warding every time it was available.</p></blockquote><p>That's what warders often do and they don't run out of power due to out of combat mana regen. Stomper too sometimes spam reactives, i don't really now what makes him start to spam.</p><p>I wonder if mana regen is shared, if so may be you had no drink.</p></blockquote><p>I just checked, and I had almost a full stack of drink on auto-consume, so that must not be it.</p><p>I've had Stamper on this same character (30s beastlord) for a while, and I never had any problems with him doing this.  I tried using the defiler again, and it's the same...he doesn't do anything until our first fight, at which point he casts group ward every time it's available without ever stopping.  I mean, I stealthed myself and stood still without fighting for several minutes, and he kept merrily warding the group until he went out of power.</p>

Odys
01-14-2012, 09:28 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><strong><em></em></strong></p><p>Sorry dude you will be nerfed in any case. Your denial of uberness is a  total waste of time.</p><p>I do well with my warden with the tools and i have and i happen to have aalso an inqui and i actually feel how <strong>overpowered they are at low level.</strong></p><p>And don't derail that topic, it's about the warden mercenary which is pathetic.</p></blockquote><p>Any class is OP at low lvl, I expected you to know that. The only part that matters is the end game one, but nice try.</p></blockquote><p>Well we could discuss FACTS.</p><p>One is that HOT do not scale as much as ward/reactives with reuse and recast. We are there facing a rationnal evidence.</p><p>Whatever be a druid haste and reuse it affect only the  first tick of its heals.</p><p>This mecanic, added to others (divine guidance, aoe that interupt/stun-stiffle) have turned inquis into a optimal priest. I could add chiling invigoration and perseverance of the divine. Whatever mystic and druid get is rather pathetic compare to that.</p><p>Other can still play, but they have to fight much harder for a similar result.</p><p>I wonder what proportion of the templars betrayed for inquisitor ? But i know that at raiding time you see approximatively a extreme over-representation on inquisitors.</p><p>If you look at non raiding time you get much more variety, actually the warden and the inquisitor (and a feeded fury)  are the best to solo heal  pick up groups.</p><p>The uberness that you experiment at low level with an inquisitor, especially if you played another healer before, is choking. And since the class get stronger and stronger as it level (stoneskins, clicky cure, semi emergency reactive on semi-long recast ...) it's easy to extrapolate.</p><p>So yes, the devs do play actively inquisitor toon and love them. As a consequence the class has been buffed so extremelly that other look quite pale in comparaison. And mercenary abilities and deployment confirmed my intuition : players were provided with a decent inquisitor (with red adorn focus) and a ridiculous warden (healbot). Actually warden can do nice things even if  we need to work twice harder than inquisitor to be competitve. But Miss Curtouch design prove that the Devs totally ignore what is a warden.</p>

Avirodar
01-14-2012, 10:17 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Well we could discuss FACTS.</p><p>One is that HOT do not scale as much as ward/reactives with reuse and recast. We are there facing a rationnal evidence.</p><p>Whatever be a druid haste and reuse it affect only the  first tick of its heals.</p><p>This mecanic, added to others (divine guidance, aoe that interupt/stun-stiffle) have turned inquis into a optimal priest. I could add chiling invigoration and perseverance of the divine. Whatever mystic and druid get is rather pathetic compare to that.</p><p>Other can still play, but they have to fight much harder for a similar result.</p><p>I wonder what proportion of the templars betrayed for inquisitor ? But i know that at raiding time you see approximatively a extreme over-representation on inquisitors.</p><p>If you look at non raiding time you get much more variety, actually the warden and the inquisitor (and a feeded fury)  are the best to solo heal  pick up groups.</p><p>The uberness that you experiment at low level with an inquisitor, especially if you played another healer before, is choking. And since the class get stronger and stronger as it level (stoneskins, clicky cure, semi emergency reactive on semi-long recast ...) it's easy to extrapolate.</p><p>So yes, the devs do play actively inquisitor toon and love them. As a consequence the class has been buffed so extremelly that other look quite pale in comparaison. And mercenary abilities and deployment confirmed my intuition : players were provided with a decent inquisitor (with red adorn focus) and a ridiculous warden (healbot). Actually warden can do nice things even if  we need to work twice harder than inquisitor to be competitve. But Miss Curtouch design prove that the Devs totally ignore what is a warden.</p></blockquote><p>You should take some time, to both review and ammend the so-called "facts" quoted above.I am amazed that someone can be so oblivious, regarding a topic they are so passionate about. Thread after thread, you create them or derail them into a whine-fest about how miserable your life is as a warden. You ignore numerous other druids (including wardens) stating the class is actually doing very well. You repeatedly present false information under the misguided notion you are stating facts, which is the worst thing you could do for yourself.The fact you take it so personally that an NPC mercenary does not match your idealistic gameplay expectations of a particular class (warden), is sad.</p>

Deago
01-15-2012, 08:03 AM
<p>If Gninja is reading this and feels like answering "or anybody that has some data" at low levels the mercs are losing power so fast and the regen is subpar.</p><p>Not sure if thats intended or if they share the players power pool/regen somehow but would like to know.</p><p>The fun factor in mercs is greatly dimished if one has to sit and wait minutes every few mobs...just saying.  <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p><p>Never had this problem higher up so im guessing its either shared or set in stone to be terrible at low end.</p><p>Thanks.</p>

Lasai
01-15-2012, 10:26 AM
<p>Kinda amused at the whole discussion.</p><p>I played with "Mercs" extensively in GW, still do at times.  They are.. uniquely stupid, even with the abilities in GW to equip, Flag them, turn off skills, micromanage spells/ca's etc.   You can equip skills on Hero mercs in that game.. and I can tell you from that experience that some skills that are uber in the hands of players are a total waste on AI or utter suicide.  Smart players give AI idiot skills.. because they are idiots.</p><p>They remain uniquely stupid here, and why would any player expect the ai helping them to be any smarter than the ai we so easily kill?</p><p>They will never replace the human player.  That is the saving grace of mercs.  Expecting them to be remotely as good as a human player is just sillyness.</p><p>I use the warden.  I get what I expect from her.. limited "help" on things I can "almost" do myself.. and that is how it should be.  To me, she functions fine because I don't expect more than AI behavior and her skill bar is mostly set up to reflect that stupidity.  She is gonna drop Healing Grove if it is up without caring I'm beating on a half dead solo mob..she is gonna spam SOW at every opportunity, but she basically uses the hots and cures "ok" and keeps me alive in places I would not be solo.. and thats all that is expected.</p><p>I really got a laugh from the poster suggesting that the Merc Wardens skills were some reflection of developer intent for the class.  No, it is because she is an idiot.. players shouldn't be.</p><p>Now, a good example of giving an idiot a skill they shouldnt have is Death March for the SK.  I really expected bot AI to recognize conditional thresholds better.. that is one of the things the AI is generally good at.</p>

Deago
01-15-2012, 04:39 PM
<p>Its not the limitation of the developers its the intent.  Imagine how overpowered the mercs would become if they gave them better AI algorithms.  Imagine how much gripe on the boards you would have if the healers had unlimited power and just spammed heals over and over again.</p><p>Just saying..</p>

daminwolf
01-16-2012, 01:43 PM
<p>I've been searching the forums up and down and can't seem to find an answer. Do Mercs charge upkeep fees if the player goes offline? or do they leave group?</p><p>I used my first merc the other night to complete some heroic quests I couldn't find any players to help with and it went pretty good. I wouldn't mind keeping one around for the 25 gold every 30 minutes but wondering when I log off am I still being charged for him? Not a fan of trudging back to town and giving him 5 pp every time I log in and need a hand with something.</p>

Nrgy
01-16-2012, 01:53 PM
<p><cite>MackGee wrote:</cite></p><blockquote><p><cite>Nrgy wrote:</cite></p><blockquote><p><cite>MackGee wrote:</cite></p><blockquote><p>I've been using merc's often, primarly healer types.  I'm a necro and I've been using the mercs to help cure & heal some of the harder content.  I've been testing and it seems the mercs will not cast a direct heal on my pet.  They will cure my pet, but not heal it.  Digging through the parse I only see incoming heals on my pet from a merc when they are group heals or wards.  I can let the merc fight along side my pet, my pets health will drop, weather it drops fast or slow I see no healing from the merc.  I would like the merc to be able to "Protect" & "Assist" my pet.  I only have the name of my toon on these drops down menus.  Is the merc mechanic desinged this way or was it an oversight?</p></blockquote><p>Ummm .. However nice it would be for a Merc to cure summoner pets, the simple fact is that the Necro themselves is a far better pet healer than any Merc, or real player for that matter, ever could be.  As a matter of fact, why would a Necro even 'want' a healer merc?  Should be using a casting DPSing one in my opinion.</p><p><cite></cite></p><p><strong><em></em></strong></p></blockquote><p>Like I said he cures just fine, it's heals I'm after.  I tried a couple casting DPS'ers, but they pull aggro too easy from my <span style="color: #ff0000;">tank pet</span>.  Dirge is alright to help the <span style="color: #ff0000;">tank pet</span> with stoneskins, but for the content I enjoy soloing (VP, SoH, PR) I like using the <span style="color: #ff0000;">tank pet</span>.  I can spend more of my own casts DPSing cause he's more hardy than mage.  So what I would like in addition to the nice cures the mercs gives me and my pet, is for the merc to heal my pet so I can spend more time DPSing.</p></blockquote><p>OK, I see what the problem is now.</p>

Brigh
01-26-2012, 10:10 PM
<p>This thread got pushed back a few pages when other people started asking the same questions <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=513395" target="_blank">here</a>, and now <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=514117" target="_blank">here</a>.</p>

Brigh
01-27-2012, 08:41 AM
I was just looking at the monk merc and wondered why he has no taunt. Is his purpose just to be dps? If so why not just give him full offensive stance instead of Black Widow? I think we should have an option for those merc classes that have option to /merc defensive, /merc offensive, /merc balanced, /merc taunt (toggle? /merc notaunt if not), etc.

Levatino
01-27-2012, 12:16 PM
<p>btw i see you can also "dress" your merc what will happen to the items if you dismiss him and bring him back later on? Are the items still on the merc or should they be re-applied?</p>

Brigh
01-27-2012, 12:32 PM
<p><cite>Levatino wrote:</cite></p><blockquote><p>btw i see you can also "dress" your merc what will happen to the items if you dismiss him and bring him back later on? Are the items still on the merc or should they be re-applied?</p></blockquote><p>Nothing happens to the items. All you are doing is putting the appearance on them.</p>

Levatino
01-27-2012, 03:53 PM
<p><cite>Brigh wrote:</cite></p><blockquote><p><cite>Levatino wrote:</cite></p><blockquote><p>btw i see you can also "dress" your merc what will happen to the items if you dismiss him and bring him back later on? Are the items still on the merc or should they be re-applied?</p></blockquote><p>Nothing happens to the items. All you are doing is putting the appearance on them.</p></blockquote><p>ok, thanks for the clarify</p>

Brigh
01-28-2012, 06:32 AM
<p>I would like to add if no one has noticed that on the merc window sometimes it shows a different name than the merc you actually have suspended.</p>

Gladiolus
01-29-2012, 02:54 AM
<p><cite>Gninja wrote:</cite></p><blockquote><p>All of them are setup that if you hire them in their home city the next time you need to hire them they should show up in Qeynos if you are good or Freeport if you are evil.</p></blockquote><p>After using a paladin from Qeynos, I inadvertently dismissed him instead of suspending him. A thorough search in and around the tavern housing the mercenaries in Freeport hasn't revealed my hidden paladin, nor does he seem to be in my home town of Gorowyn. Where should I look for him?</p>

Brigh
01-30-2012, 12:52 PM
<p>I have noticed that Bdorn Alehammer casts Glory on himself and not you. </p><p>This is not going to help anyone if he isn't doing any attacking.</p><p><div><p><cite>Gladiolus wrote:</cite></p><blockquote><p><cite>Gninja wrote:</cite></p><blockquote><p>All of them are setup that if you hire them in their home city the next time you need to hire them they should show up in Qeynos if you are good or Freeport if you are evil.</p></blockquote><p>After using a paladin from Qeynos, I inadvertently dismissed him instead of suspending him. A thorough search in and around the tavern housing the mercenaries in Freeport hasn't revealed my hidden paladin, nor does he seem to be in my home town of Gorowyn. Where should I look for him?</p></blockquote></div></p><p>Did you check inside downstairs with the warlock and assassin?</p><p>In Qeynos the other mercs appear upstairs, etc.</p>

Gladiolus
01-31-2012, 07:26 PM
<p><cite>Brigh wrote:</cite></p><blockquote><div><p><cite>Gladiolus wrote:</cite></p><blockquote><p>After using a paladin from Qeynos, I inadvertently dismissed him instead of suspending him. A thorough search in and around the tavern housing the mercenaries in Freeport hasn't revealed my hidden paladin, nor does he seem to be in my home town of Gorowyn. Where should I look for him?</p></blockquote></div><p>Did you check inside downstairs with the warlock and assassin?</p></blockquote><p>Thank you, I've never seen that basement before, I found him there.</p>

tigressb
02-21-2012, 12:59 AM
<p>I know this thread is a little over a month old, but seemed better to add to it than start a new one.  Anyways -</p><p>I hired the mystic merc from Halas for my guardian (currently level 47).  He not only has no group cure spell, he never uses his single cure.  Ever.  We finished a fight and I had 4 detriments on me and he never once cured me.  At low levels this isn't that bad but this is not cool in the long run.  This makes him completely useless to me, since I have 2 occasional raiders that are healers in my character list and I know curing is often more important that healing, even while soloing. Not to mention if I'm soloing and I get stunned but he doesn't and I'm just sitting there getting killed while he's doing nothing but warding until he's out of power.  I've observed this "soloing" in overland zones like Enchanted Lands while soloing the Foomby Bag hq, as well as "soloing" in Runnyeye.  His confidence level is great at least.  I've pulled 3 encounters (accidentally) of 5+ mobs each and he never once cowered, but he didn't cure me either lol.</p><p>Edited to add, I've had this merc since I created this guardian and he has never cured me.</p>

Tigress
02-21-2012, 01:58 AM
<p>the healer mercs are extremely bad healers. </p><p>my necro has a healer for her merc.  i tried inquisitor, defiler & warden.  the only one that cures with regularity is the inquisitor.  the inquisitor didn't hit the reactives very often.  i switched him out for the defiler bc i read that they pre-ward.  they do pre-ward; however, forget to use them in the fight and dont use their OOPSY heals.  the defiler very rarely cures.  next, i picked the warden bc druid is the "Oh S**t!"healer, surely they will heal.  i haven't played with the warden a lot but when i did, it seemed to work slightly better.  she didn't cure, though.</p><p>been running all weekend as a brigand with defiler merc & paladin with dirge merc.  the defiler has never once rezzed us, even when he's the last man standing.  the dirge will rez us.  the paladin does more curing and, often more healing, than the defiler. </p><p>i understand that they didn't want the mercs to replace players but this is a overboard.   the healer mercs are a good compliment to a weak healer, other than that don't bother.  (necro is a very weak healer and paladin is a weak healer. )  if healer merc is your primary/sole heals, the angel of death will visit you often. </p>

Alenna
02-21-2012, 03:05 AM
<p><cite>Tigress wrote:</cite></p><blockquote><p>the healer mercs are extremely bad healers. </p><p>my necro has a healer for her merc.  i tried inquisitor, defiler & warden.  the only one that cures with regularity is the inquisitor.  the inquisitor didn't hit the reactives very often.  i switched him out for the defiler bc i read that they pre-ward.  they do pre-ward; however, forget to use them in the fight and dont use their OOPSY heals.  the defiler very rarely cures.  next, i picked the warden bc druid is the "Oh S**t!"healer, surely they will heal.  i haven't played with the warden a lot but when i did, it seemed to work slightly better.  she didn't cure, though.</p><p>been running all weekend as a brigand with defiler merc & paladin with dirge merc.  the defiler has never once rezzed us, even when he's the last man standing.  the dirge will rez us.  the paladin does more curing and, often more healing, than the defiler. </p><p>i understand that they didn't want the mercs to replace players but this is a overboard.   the healer mercs are a good compliment to a weak healer, other than that don't bother.  (necro is a very weak healer and paladin is a weak healer. )  if healer merc is your primary/sole heals, the angel of death will visit you often. </p></blockquote><p>I have had no trouble with my mystic merc whom I use for my warlock, ranger, monk, and ill so far. heals fine and gets the job done as long as I don't try to take more hten I can handle on.</p>

Brigh
02-21-2012, 07:19 AM
It seems that the settings you have them on may affect how they heal/cure, but overall the cleric mercs cure more than others, and the shamans seem to like to use group heals over single heals when you are the only one hurt. There are times I stand around with Pin on me waiting for a cure and my little b...witch warden wouldn't cure me so I fired her.

Mystfit
02-21-2012, 09:30 AM
<p>IF there are settings that help a merc be more what they should be, do share!</p><p>Stamper needs a lesson in healing. This weekend our tank went down and rather then rezzing him, he assaulted the mob and attempted to tank it himself which didn't go well.</p>

Brigh
02-21-2012, 10:45 AM
<p><cite>Mystfit wrote:</cite></p><blockquote><p>IF there are settings that help a merc be more what they should be, do share!</p><p>Stamper needs a lesson in healing. This weekend our tank went down and rather then rezzing him, he assaulted the mob and attempted to tank it himself which didn't go well.</p></blockquote><p>That is an obvious Protect Me / Yourself buttons pressed issue, with a possible Assist drop-down selected if it was his merc.</p><p>If you want a healer merc to be healing, you only have Follow xxxx selected, and no buttons pressed.</p>

Kenazeer
02-21-2012, 10:46 AM
<p>The warden merc I have used seems to cure fine. I get lots of "Curring detrimental..." messages at least.</p>

Tunnelcat
02-21-2012, 11:52 AM
<p>Question about the inquisitor, does it constantly have the fanaticism buff running?</p>

Brigh
02-22-2012, 10:33 PM
<p>So I'm standing here with the defiler merc in Guk LC, constantly getting a noxious snare and screaming in my head, cure me you worthless piece of crap!...not to mention heal me as I was down to 20% and had to wait for regen.</p><p>Come on devs! You can do better than this! He was set to follow and protect me, while none of the combat buttons were pressed.</p>

Morrias
02-22-2012, 10:53 PM
<p><cite>Brigh wrote:</cite></p><blockquote><p>So I'm standing here with the defiler merc in Guk LC, constantly getting a noxious snare and screaming in my head, cure me you worthless piece of crap!...not to mention heal me as I was down to 20% and had to wait for regen.</p><p>Come on devs! You can do better than this! He was set to follow and protect me, while none of the combat buttons were pressed.</p></blockquote><p>They aren't trying to give you a replacement for grouping.... o.O</p>

Felshades
02-22-2012, 11:44 PM
<p><cite>Brigh wrote:</cite></p><blockquote><p>So I'm standing here with the defiler merc in Guk LC, constantly getting a noxious snare and screaming in my head, cure me you worthless piece of crap!...not to mention heal me as I was down to 20% and had to wait for regen.</p><p>Come on devs! You can do better than this! He was set to follow and protect me, while none of the combat buttons were pressed.</p></blockquote><p>I heard the defiler doesn't have a cure.</p><p>Havent checked myself.</p>

Brigh
02-23-2012, 11:32 AM
The shamans have a cure. They have poor skill in using it. I spent an hour there and the only time he spoke in group chat was to cure me once of arcane.