10 thoughts on “Lore: Interview with a Mercenary — Vittia Direshadow

  1. This will be both good and bad for grouping I guess, depending which side you are on.

    If you’re having difficulty filling a group, the mercernaries will get a group going instead of disbanding.

    On the other hand, this 4-guildies group I joined tonight, who was LFM may use mercenaries next time and there goes my grouping opportunity.

    People say this was great in EQ1. But this isn’t EQ1. In EQ1 even outdoor “trash” mobs were dangerous. This would be a great help for grinding through the levels when the population isn’t what it used to be.

    But in EQ2, I don’t see this helping new players grind levels at all. It’s not like you’re going suddenly to be able to solo dungeons as a duo. And you don’t need mercenaries at all to do the “golden path” questlines unless you refuse to wear anything but treasured.

    So I think in EQ2 the mercenaries will help fill groups, and soloers are not going to benefit from it as much as they think.

  2. Actually, Flirpy, this would let me solo dungeons as a duo, on my paladin. He’s level 51, and back at 49 he was able to fight in Permafrost by himself, just too slow to be worth the progress. A partner would have let him clear most of it, I’m pretty sure. Would I rather group with people? Definitely. At the level range I’m at though on my characters, that’s not going to happen.

  3. What’s worrying is that mercenaries can probably be summoned to a group as soon as you want them.. no need to wait for zone, or CoV. This makes them even more desirable over real players.

    I’m not complaining though… I can see a 2-3 real player group doing better with mercs than a full player group. It’s easier to coordinate two or three players than six. :/

    And if I understand well, you NEED 3 real players for a six man group.

  4. Even if you have to run to FP to pick up a merc it will be better than LF chanter for an hour. Some places still need more than an SK and an Inquisitor to clear (thank God!).
    Preference for me will be:
    1. Average non-asshat player with > Thurg + and solo DoV jewelry+
    2. Merc for support or 2nd healer role.
    3. Well geared and capable asshat for primary tank, healer or dps role
    4. Try the zone short handed even with very low chance of success
    5. Ultra casual player with purchased or naked toons who want ME to explain what spells they have. Some of these HAVE to be trolls messing with people…NO ONE could be THAT hopeless @90.
    6. Poorly geared asshat who want goes on about how badass they were LAST expac in their fabled armor while they need on any loot (any class, even twice on same item), but never put any on. These guys play like a level 20 noob and keep talking about how WoW is better because its not hard like EQ2. (I’ve only met 2 of these on my server lately & their lotsa alts).

    So, I mainly see mercs taking spots in groups that would normally stay vacant even IF SOE doesn’t nerf them horribly to make the vocal ones in the lower part of my list happy. No matter HOW nerf mercs are empty spots are still an option. The only way those folks will always get groups is if heroic instances REQUIRE a full PC group to zone in and open chests.

  5. They said af Fan Faire that the only way a mercenary would be better than a real player ist when said player was AFK all the time. So…let’s hope for the best. However, this will only solve the “now we need a chanter/bard” problem, maybe the “now we only need a healer” problem…I would not trust any mercenary to tank any of the current high end instances.

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