Everquest 2's Maverick Hearts

TTH sits down with Sepentius, guild leader of <Team
Maverick> - Oggok Server.

Some say they're overbearing, some say they're off-the-wall, but as
guilds go on Oggok server, <Team Maverick> is probably one of the
tightest. And at the center of the mayhem is an Iksar Berserker named
Sepentius, founder and leader of this energetic guild of around 120
active players. Forget the "Ice Man" and Tom Cruise Top Gun
references; this guild takes its name simply from its
free-spiritedness. And from its accomplishments, you'd never guess that
its leader has never played a Massively Multiplayer Online game before
EverQuest 2.

If there had ever been a recipe for creating a long-lasting guild,
Sepentius would have cheated on all the measurements. "I've been in
about 20 guilds before I started <Team Maverick>. Starting the
guild from scratch was the hardest thing," the guild leader remembers.
"I started this guild when I was level 50, spamming the Commonlands and
Antonica; recruiting every gamer possible. Everyone was level 8-14 I
would say. That was when the mentoring system came out, and I really
took advantage of it."

From those low teens players in early March of 2005, the guild
boasts 17 (original) players exceeding level 50, with eight more ready
to hit the semi-centenary milestone within the week. <Team
Maverick> is one of the few half-year or greater guilds that hasn't
been devestated by a consolidation of casually-guilded, high-level
players into hardcore raiding guilds in the slow months (slow, for
maxed-out players) before the "Desert of Flames" expansion raised the
level ceiling to 60. The derogatory name for this practice is
"poaching"- and Sepentius feels it has no place in the game. "Guild
poaching is wrong, it's mostly using other characters' classes to
accomplish what the original players need done." And the players that
choose to switch loyalties? "I call them scabs, benchwarmers,
second-string." Still, he understands the motivations. "Wanting fabled
gear, raids, and always being LFG... but to leave a guild because 'oh,
I don't wanna wait till 24 are level 50 so we can all raid' is just
wrong."

Who's to blame for the seemingly commonplace, painful breakdowns in
guild communities on Oggok? Sepentius believes part of blame is
attributable to the poor example of several of the guild leaders who've
abandoned their guilds for the seductive charm of the raiding guilds.
"The leader of the old [guild] <Apocalypse> Remma quit on his 150
members for his own personal greedy needs and joined <Nerfed>.
<Phoenix Rising> is more like 12 guild leaders put into 1. All
sorts of guild leaders quit because they couldn't hang...
<Illuminati> and <Saints of Norrath>." Not that guild
leadership is easy. "It really is hard work...the pressure comes from
keeping [the guild members] active; making sure they're all included
and doing something, and having fun most of all. They're
paying money to hand out and have fun in a game they enjoy."

Loyalty among its members and a stick-to-your-roots approach aside,
<Team Maverick>'s hierarchy is also uniquely integral to its
tight stance. "All that have 5,000 standing [status point contribution]
are officers, and everyone was a patron too [before the patch]." To put
this in perspective, a Mav member would have to complete roughly 2 5-15
hour quests for an item of questionable worth in order to attain the
requisite amount of points to become an officer, and the progress of
"guild levelling" would have been slow... nay, glacial...
with 50+ patrons under the old ruleset, which imposed a penalty on
guild experience earned if the number of guild patrons exceeded twelve.
"If I'd had 12 patrons it would have been easy, but I believe that we
are one unit. All deserved their own standing in the guild."

<Team Maverick> has done well with guild level despite their
self-imposed handicap, racking up enough points to place them just one
and a half levels shy of the prismatic-requisite guild level 25. The
overwhelming source of their status points? "I don't care for writs,"
quips Sepentius. "Contested guild raid mobs- mobs that pop in certain
zones on various timers that give guild status points for the kill- are
where a majority of our points comes from. We were averaging about 10
epic kills a day, and I do at least eight raids a week- just on these
contested mobs."

The ride hasn't been altogether smooth for the Mavs, however.
Another unfortunate resurgance in the Oggok guilds is that of
long-departed guild personalities returning to vy for control. It's
happened to <Hands of Time>, and it's happened to <Team
Maverick>. "[Googamoonga] got me started playing online games. We
grew up together, went to the same school and church... I've known him
for 22 years," recounts Sepentius. Googamoonga originally left Team
Maverick because "he wanted to form a guild using my first guild name
idea: <THE GOONIES>." According to Sepentius, Googamoonga
returned after the expansion / combat changes were released on
September 13th and attempted an insurrection of the guild. "He tried to
end the life of the guild. He tried to tell everyone to leave the guild
because I was quiting due to being unhappy about the recent combat
changes." Owing to the Mavericks' character, they stuck together and
the crisis passed as quickly as it arose. Incidently, Sepentius
rejected <THE GOONIES> in favor of <Team Maverick> because
it "sounded more like a fun name for kids" and he wanted something more
in the character of his free-wheeling guildies.

style="color: rgb(255, 255, 255);">"The Last Word" with Sepentius of
<Team Maverick>

Horse Nerfs

Negative

Mentoring

Positive

Nix on "Access Quests," i.e. Zek

Positive

Splitpaw Saga high-reward
zones like Harclave

Positive

SOE's solo / small-group
emphasis

Negative

The "mob challenge" aspect
of the Combat Changes

Negative

The "class balancing" aspect of the Combat Changes

Positive

Station Exchange

Positive

PvP / Dueling / Arenas

Positive

And since the "Combat Changes" are the hot topic, how does Sepentius
feel about the fallout from Live Update 13? "How you feel really
depends on your class. It's hard for me to tank, my dirge hates his run
speed, my guardian and fury quit and made other alts, assassins and
paladins love it, monks did good. It was mostly positive for all but
the original fighters- mobs are doing more damage than our gear is able
to defend against- but I'm dealing with it. Each class is an individual
now; to me it feels like every class has an ability that you're gonna
need. I do like how the [heroic opportunites /skillchain] wheel is more
potent now, because noone can match <Team Maverick> for combo
efficiency."

Finally, I asked Sepentius if he had any words for those who thought
<Team Maverick> was too boisterous / energetic / aggressive for
its own good. The answer: "Team Maverick is the best overall, original,
team-oriented, combo-executing, helping-each-other-daily,
need-before-greed guild EVER!" And we'll quote him on that! Thanks to
Sepentius for sitting down with Ten Ton Hammer, and we wish him and his
guild good fortune on Oggok!


To read the latest guides, news, and features you can visit our EverQuest II Game Page.

Last Updated: Mar 13, 2016

About The Author

Jeff joined the Ten Ton Hammer team in 2004 covering EverQuest II, and he's had his hands on just about every PC online and multiplayer game he could since.

Comments