Yasmin Wijnaldum Diet, Can You Melt Sprinkles In The Microwave, Tornado Warning Montgomery County Tx, Articles E

Changing the email on the account seems to get it 'unstuck' and future attempts appear to work. THIS GUIDE ASSUMES YOU ARE PAY TO PLAY. Additionally, the mobs in Wall of Slaughter have a larger agro radius than the Plane of Fire mobs which helps. With hundreds and hundreds of zones to choose from, and classes with wildly different abilities and skills, there is no perfect way to level. They will drain half your exp and do very little damage. More of the same, except a larger portion of the zone is friendly. This amounts to tens of thousands of AA's. For that space in between, look up how to acquire Tier 1 group armor from House of Thule. These can quickly take you to 64-65. Rangers and rogues used to like to come Headshot/Assassinate grind here. This zone is also a hot zone some times so it can go even faster than it already is. These levels will go by in a flash, but watch out for the spiders. Two paid accounts gives you a tank and healer you don't every really have to pay attention to. A: When you shroud the mercenary is suspended, when you have enough money to pay for the mercenary you may unsuspend him. Erillion, City of Bronze (95-100)(Guild Hall, Buy a Stone of the Shard's Fall>TP to Shard's Landing>Erillion) - This place is pretty easy and is the easiest option here by far. I will provide some quick ideas if that's not the direction you wanna go. 1; 2; Next. Since I'm max level/AA, I guess I have only one reason I would afk XP to earn Merc AAs. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. When do I have to upgrade him? There are three nameds you can kill here for a good variety of loot. Outside the city are critters which can be pretty easily just wander killed. It's still pretty decent at the 80-82 range, though there are better places. The Fortress Mechanotus Zones(75-85)(Guild Hall>Buy Dragonscale Faycite>TP to Dragonscale Hills>Fortress Mechanotus>Gyrospires/Meldraths/SHIP/Steam Factory) - This area isn't one of my favorites and I haven't spent a considerable amount of time hunting in them. Murder the "of Fire" mobs from 65 to 68. Currently, most returning players are forced to molo (solo with a merc) from level 1 to 80+. See below for the final bit of the guide. Everquest 2 Leveling Guide 1-125. Really good guide. These levels will come steadily and you will very likely never be overwhelmed. In this Project 1999 EQ video I show a 6 minute spawn camp that can take you all the way to level 60! From the time your mercenary dies to the time you can Rez him is 5 minutes, just like when you'd suspend him. The shades there are the highest level normal mobs in the zone. Your tank merc can solo any reds from levels 1-60. There is another soldier camp down here in the dead center south of the zone, by the Sarith zoneline. There are a lot fewer mobs as you go up in levels and it's much easier to head to City of Mist at 42-43 and crush out the last few levels really fast. There are numerous groups in Empires of Kunark, but lets say you're not feeling up to that yet. For a quick fix, try switching to a different email address and verifying that (you can switch your email back afterwords.) The only issue there is you need to be capable of farming Remnants of Tranquility from TBM missions and HAs. That said, the HAs are the only thing that scale. Feel free to tell me how terrible my suggestions are, as long as you leave a different/better idea. It's the only level range I feel that you should be here to the exclusion of anywhere else. Burn AE (On some): This stance causes your mercenary to focus primarily on damage with AE spells, Always assisting the main assist, Passive: Your merc will not attack anything. 13-28 Estate of Unrest (PoK>Butcherblock Mountains>Dagnor's Cauldron>Unrest) - This is a good place for undead killers, but in my opinion the run out to it is too far and the exp is better in Blightfire. I strongly recommend you choose a guide from this list though as these will be the guides I will continue to roll out updates to as time goes on. These things are amazing exp up to 62, at which point you need to go to the back and drop down into the froglok slave tunnels. Loping Plains(75-80)(PoK>Steamfont Mountains>Loping Plains) - At 75 come here and head around past Bloodmoon Keep. You essentially get all the levels while doing things you would do anyway. per mob. You can actually come here about 60-61 and kill in the area around the zone in/out. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. Undead mobs for your paladins to slay and lots of Dark Elves to murder. Will be updating soon to include Ring of Scale. Otherwise its like an ooze and a tidemage or a trio of warpriests. I played a cleric for 9 years until I finally left. There are plenty of other sets from House of Thule and Veil of Alaris that can be had relatively cheaply, so do your research and check them out. Kill all of it. The exp is ludicrously fast thanks to low HP mobs and repeatable quests. #1 I was wondering if anyone knew of any AFK XP guides using 3 mercs besides this one: http://www.almostgaming.com/everquest/afkmercenary-leveling-guide-for-eq1 Some of the spots seemed to be too volatile/too risky in terms of number of mobs for my liking. The key to AFK grinding is to not die rather than maximize exp per hour. Dive to the bottom and click the big rock. In comparison to their equivalent in Underfoot, the mobs are vastly easier. Moving on, on the right hand side it will show you his Race, Type, Confidence and Proficiency. You should be able to walk out of here with a very serviceable weapon for your class, the majority of spells and abilities, and armor in almost every single slot. Just be careful as everything has a huge aggro range and the pathing can mess your world up. Edited in general directions to each zone and a blurb about the benefits of being on a live server. It's cheap and easy to get and you probably can get large amounts of it just as you level. Recently, the daily adventures have been moved to Plane of Knowledge and are received from Clayton Teek. Favorite area is the Queen's castle area. That said, I have seen plenty of people level characters solo and F2P. You should be able to clear through here without too much hastle. NB Loot is rubbish but you don't have to buy any armor until 65. While it is fastest to level in Hotzones, it is always good to have options on where to level. The water and earth giants are the easiest giants, and the fire giants aren't too bad. Frontier Mountain (BEST AREA FOR 100-108) - The giant fort has one named who drops a ring that is pretty in demand. Stay near the entrance until 49-50 then move toward the "disco" areas until about 52. It is highly recommended that you do this. Your toon classes are irrelevant. Some of the Shissar are undead, but most aren't and they have high HP and hit hard to boot. Will continue editing as I play through on different characters. Any of the weapon and armor loot from nameds will sell for 300-400 plat. Just pick that one and level there. Owning any current expansion will also unlock these features. For a better experience, please enable JavaScript in your browser before proceeding. I do solo leveling all the time for the challenge of it. Q: How much better could a Mercenary possibly make leveling? The old school Journeyman Rank 5 mercenary questline takes place here if you want to do it. Fewer mobs for AA/Exp grinding but still very nice and slightly easier for a small group. Sarith, City of the Tides (94-98) Sarith is probably the best place to farm nameds ever. I will edit that stuff in. It is packed full of Erudites, undead, and gelatinous cubes. Look at my map in comparison to your map to see the location. Made a handful of edits as of 1/13/2017. Erudin also has a LOT of undead which are very concentrated in a few areas, making Paladin swarming much easier as well. Also, the first AA you should grind on your player toons are to max Combat Stability and then max Combat Agility. High enough that 2 rangers headshotting with an SK tanking and wizard also spamming nukes with shaman support couldn't exhaust all the mobs before they repopped. So I will continue making changes as I see what works best and for who. Just be kind and patient. These Mercenaries are much more weak than a Journeyman Mercenary however I guess one plus is they cost a lot less every 15 minutes! Your destination is the top right corner buildings, which contains a ton of animated hands. at 17 or if you came out here from CR at 18ish, a little south of the rats/snakes and kill gnolls. There is also a pair of undead graveyards here that can offer some decent exp in this range for Paladins, but the mob density is all that and you're better off in another zone. If you have a reliable interrupt though, pull like a madman and just prioritize those. The mob density is incredible and you can clear the first three levels of the tower at a breakneck speed. Murder the Rallosians, crystal golems, and frogs. Spend 48-52 in the area around where you zone in and the northern areas of the zone. The mobs are around level 28-29, so it's a lot of exp for your level. With a group of actual people, this place is awesome though. unsure if they removed it or not). I have masochistic friends who swear by it though. Llux's guide to warrior swarming v3. As aforementioned if you are a Free to Play(F2P) player you will only be able to select an Apprentice Mercenary. BEST IF SOLO AND 58-62: 48-62 - Grieg's End(PoK>Nexus>Netherbian Lair>Dawnshroud Peaks>Grieg's) - This zone is a pretty long haul out, and has a couple of pretty rough pulls to get into the zone if you're here at the lower end of the range. You will decimate all. It looks pretty though. AFK/Mercenary Leveling Guide for Everquest Levels 1-85 This is a guide dedicated to leveling your character automatically while either fully AFK or partially AFK. You can stay here until you reach level 77. You can very very quickly get yourself a full set of 87-92 gear, including the Formal armor set. They aren't that hard and only require a group to do, below is a table of the lines you have to complete and the mercenary tier they unlock. 1. I will lay out a few spots to hit in this range. You must log in or register to reply here. You want the repops to be single pulls and not a three pull, so the timing of your agro and kill cycle on the first way is important. EQNext (EverQuest Next or EQN) has been officially announced! There is a stupid questline that autostarts the first time you go into the zone. Do her missions as well. Don't ask me for how you do each HA. The mob level goes up to 92-94. The mobs are glass cannons. I'd suggest even if you go this method, you still use MQ2 with afk tools to answer tells while you are away. !1111, (You must log in or sign up to reply here. Mobs are tightly packed in some places and lots of classes who can swarm like to swarm here because of it. The gear starts becoming available at 75 and is bought with Marks of Valor from Ethernere Tainted West Karana. There is a new set every 5 levels but it isn't really worth getting more than maybe a set for a healer merc at 75, 85, and 105. I'M NOT QUITE READY FOR EOK/ROS (100-105) - This is very much dependent on gear and group. Fully AFK means you can walk away and not worry about your characters, partially means that you may have to be present in case something The Rogue merc does melee damage where as the Wizard merc will nuke, all pretty basic. At 65 I like to head up to the second levels and kill the higher level guys there. Joined Feb 1, 2009 Messages 62 Reaction score 0 . With a group of three actual players though, you can steamroll this place for GOBS of experience. EMPIRES OF KUNARK & RING OF SCALE - GETTING TO 110 Empires of Kunark is the 23rd expansion. This is Tier 4 for Veil so things hit hard, but not that hard. There is a big black stone in the bottom right corner of the zone. Q: Can I bring my merc on a LDoN or my guilds CoA raid? Worth about half a level in that range. That is a great point. Brother Island (Guild Hall>Deluge>Tempest Temple>Brother Island) - This zone is great because there are almost no Kill on Sight mobs, allowing you to wander freely. There are some high level mobs there for the Berserker epic 2.0. Fourth, never underestimate buffs. Make me want to fire up the game again! The merc trio can easily handle content to level 80 with you solidly playing your main toon (and dragging along the other two characters). HEROIC ADVENTURES BEGIN AKA THE MOST REPETITIVE THING TO DO IN A GAME THAT IS ALREADY REPETITIVE ENOUGH(75-110)(BOX/GROUP REQUIRED): You can begin doing HAs at 75 IF YOU BOX OR HAVE A GROUP (Yes some classes can solo them, but thats the exception rather than the rule and requires a lot of know how). Yeah that is no where near as good as it used to be. I would suggest just not coming here. They don't hit excessively hard and are very good exp from 68-74. This ability, when activated, transports you back to your starting city. Second I want to point out that while boxing isn't a must, and subbing isn't a must, it makes this game exponentially easier. Next Last. Just places that are more or less easy. The number of mobs for straight grinding is also really impressive. He will very likely murder you if you do. Lots of undead for your friendly neighborhood paladins as well. Passive: Your merc will not attack anything. This will easily take you to 56-57. If you have access to it, the TBM Crypt-Hunter gear is comparable to every expansions group gear until 105 and you can upgrade it with augments so that it levels with you in 5 level blocks. A zone you are having a lot of trouble with can be made WAYYY easier if you get a full set of buffs. The mobs here are level 67. Everything has changed with the Seeds of Destruction expansion. He will eventually spawn a named which will very likely take you 30 minutes to kill, but isn't really hard otherwise. The burynai camp to the south of the bottom sarnak fort is also really good as the Orechomper drops a good shoulder and the group level tank face item, Mask of Dust. Please take a moment to familiarize yourself with our privacy practices.If you are a resident of California, please view our California Privacy Disclosure. When it isn't, it's a nice place for a change of pace, but I think exp is better elsewhere. At that point start pushing through the shopkeepers to the south or go up the ramp to kill the masters and grandmasters. How do I fix this? You can come here a little earlier if you want, but ensure you have some form of crowd control handy. Healer mercs also have a few extra perks, what I mean by this is rezzing and buffing! As an alternative around 73, you can kill the pixies around the guild hall port in. Not very fast, but not very hard either. I normally just wander here, murdering the Cthulian nightmares that abound. Roughly 80% of the mobs are rootable and headshottable so this is a really nice zone for AAing with a ranger. Once you reach the wasps that are over there, start killing the wasps. If you don't mind having to fight your way in every time you zone in, murder farmers. ALTERNATIVES: 25-32 Crypt of Dalnir (PoK>Field of Bone>Warsliks Wood>Crypt) - Really love this zone. There are some guides if you wanted to bot it but in general this community does not promote AFK anything. Purchasing a Mercenary Mercenaries can be hired from various Guardians in the Plane of Knowledge as well as from NPCs in starting cities. All of the tier 3 House of Thule zones work here, but I like Fear Itself since it's mostly just a revamped Plane of Fear, which I have fond memories of dying in. Pick one of the two camps and go nuts. 54-60 Plane of Nightmare (PoK>Plane of Tranquility>Plane of Nightmare) - Things hit very hard here. They are all undead. Bastion of Thunder (62-68)(PoK>Plane of Tranquility>Torden, Bastion of Thunder) - The giants and bees of Thunder are excellent exp. Then go and start slaughtering crows, scarecrows, and doombugs. I also ding to 57 at this camp in the video including the sweet ding noise and a cringey. That said, some of the zones have been made hot zones. Prince Nightclub Minneapolis, Most Hat Tricks By Nhl Defenseman, Breaux Bridge Baseball, Panettone Trifle Recipe Jamie Oliver, Affirmed Housing San Jose, Horoscope Balance Surlendemain, Is Shoresy Wayne In Letterkenny, How To Get Bright Dust Vermintide 2, Plenty of zone to go around. Can I keep him when I shroud? Check the sidebar of the subreddit for where to get them. You can very easily start pulling groups of 4-5 by 70 and by 72 can straight swarm pull and still not see your mercs mana fluctuate. If you haven't done the others, they are still accessible. AFK/Mercenary Leveling Guide for Everquest Levels 1-85 This is a guide dedicated to leveling your character automatically while either fully AFK or partially AFK. It's called No Heroism Without Fear and begins at Investigator Drolmer. A NOTE ON MERCS: At 75, you can do the Korascian Warrens progression. Great post. I also feel that depending on which set of hot zones is available at the moment, there are faster places to level through certain levels. Efficient: This stance causes your Mercenary to focus primarily on efficiency and preservation of resources. The Call of the Forsaken expansion introduced mercenary equipment, gear you can put on your mercenary . Inside the city, the Alarans come in groups of two or three or solo. Not game breaking to say the least. The Dead Hills Gribble HA's have been removed from rotation, though they are still the easiest and most reliable way to get through the levels. © Copyright 2008-2022 Almar's Guides. Camp Info AC: 20 Aug Ground Murkglider Eyes Blind Hunter Rekamu MPG, Camp Info AC: 25 Aug Flameshield Stone Pyrilen Riftseeker RSS, EverQuest AFK Leveling (and AA) Guide: Its all about 3 Boxing, Phinigel TLP Server Leveling for Human Paladin Freeport, EverQuest Next Landmark: Alpha First Impressions. When first starting out a healer merc may seem logical, well it's not. Keep clearing around til you hit 48-49. Is it really AFK XP if the only people gaining any experience are the mercs that are doing the work? The difficulty comes in finding a safe spot to set up camp, thanks to terrible pathing and wandering mobs. You can start around lvl 65 or before when the mobs are dark blue if your toons are well geared and have max CS and CA. Sadly neither zone is a hot zone. Just get access to the second of his HAs, Artifacts of Great Importance. The very best stuff is random world drops from Empires of Kunark mobs, with nameds dropping them more frequently. The reason you select Journeyman is because the Journeyman mercenaries are better, stronger, faster and more advanced (Literally). At 53 start heading down into the middle of the zone. Thread starter kyle123; . I also find levitation to be a must as the zone is divided by a giant canyon and you spawn on the wrong side of the canyon. It will pick up quite a bit around level 25, and you will get to 30 very very quickly. Go. The Droga area is super nice for rangers as the goblins are headshotable. The left center side of the zone has a lot of undead frogloks (who hit very very hard), zombies, and specters to kill. Kor-Sha Laboratory (105-110) - Only really worked 2 camps in this zone. The idea to help in grinding to where the other players are (level-wise) is to add two additional accounts and create a 3 box team. It's still confusing, you slipslide everywhere, mobs are invisible, pathing is terrible, and you get vertical aggro. Posts: 1,338. The estimated downtime is expected to be approximately 5 hours for the website and services, and 10 hours for servers. At around 91, head to the southern portion of the zone and start killing critters and ghosts. By the time you reach 110 you should be able to clear all of those with a good group by the time the first one is available. Also during cooldowns they will use agro reducing abilities. At 77 take the quest Reducing the Threat - Wereorcs and head a little northwest toward the Hills of Shade zoneline. I've done it in as fast as 30 minutes before. Each time I go back I wander for 5 minutes lost until I log again. Without further ado. It was something I have wanted to do for a while but never had the time to do. I've separated all of them by expansion pack that way people playing on any TLP can easily access a leveling guide relevant to their expansion at any time! ALTERNATIVES: Argath (88-92)(Guild Hall>Buy Chunk of Argathian Steel>TP to Argath, Bastion of Illdaera) - I only put this here because it is a hotzone and because of that, isn't bad. You never have to upgrade your Mercenary, he will level with you. The quests will take you from level 1 to level 10 very easily and outfit you with a full set of gear that is the equivalent of Crude Defiant gear. Healers have a chance of actually rezzing you! The cities are a cake walk, though the wandering mobs on the walls in the second city can really mess up your day if you don't pay attention. Also, once the room is broken, stand closer to the back wall of the room rather than the hallway. This repop time is significantly faster than Doomfire, the Burning Lands (Plane of Fire) which is 36 minutes. K. kyle123 New member. Very easy to set up a spot and pull away on the gorillas and birds. He couldn't have made it THAT easy. At around 66 if you're clearing those areas efficiently, head over to the Muramite Proving Grounds zone line. If you're a damn the torpedos type, you can pull the fire troops around the giant Solusek Ro, who is standing there in all his glory. Welcome to our Everquest 2 Leveling Guide! Black Reaver included. At 55-62 move to very center area of the zone and kill bigger shades and vampires. Talk to Marla Gaslow. EverQuest Cheats & Guides. At 46 you can fight the goblins at the zone in or move up the ramp to the left side of their courtyard and kill the crusaders and sentry's. (Test server people should average 37%.) Air sucks for dps and tanking in classic, can be useful in groups against casters, in Lower Guk for example. I don't know personally, just putting it here on their recommendation. Press J to jump to the feed. Inside Dead Hills, look for a gnome named Gribble Grobblenobber. Assist: Your merc will help DPS. ). Kill them all. Never a good idea to go fully afk. The mob density gets much thicker in both places, so it can be dangerous. Start off near the entrance, then push up to the area around the house. With each level gained, your mercenary earns access to one or more equipment slots for armor or mercenary-only Accolades. He drops a key to access the first black reaver room and open up access to the second floor. When you suspend a merc you must wait 5 minutes to bring him back into the world. The mobs hit very hard and you can get overwhelmed very quickly. A: Where it shows your vitals aka Health, Mana, Energy. When you suspend your mercenary the button will change to Unsuspend. They are in the places where the guards used to be. The final camp here I am aware of is back inside the castle area on the way to the back of the zone. If you have an enchanter mez the adds and then hold them for one minute after each kill. I will annotate directions to the zones. This access to at least 2 nameds that I am aware of. A: Yes they do! Let the mercenary do all the work for you. If you are an Everquest Free to Play player then you will be unable to select a Journeyman Mercenary. This is no longer a viable leveling method. You get access to mercenaries, which are hireable AI controlled party members. I forget about that guy. With an 85 druid can pl 20-65 in about 6 hours with the druid un-grouped and DS'ing whilst PL'd toon does at least of one point of dmg. Q: Do I have to have the plat on me to pay the merc? Hardest part of this zone is not dying in the fields. Whatever you do, don't try and fight in the cave to the Commonlands exit. I have never played F2P so I can't tell you how to negotiate that. Nameds drop a pretty good belt and necklace. Doesn't apply to certain AAs, like tradeskills, etc, but its plenty sufficient for leveling. Gaesigs and Heligs on the water side come to mind on this. Paladins can start swarming around 83 with impunity and shredding through these guys to about 85. Turn in the quest as you complete it. The drachnid are probably the lowest level mobs in the zone, but it gets hard to pull singles and they have a lot of HP. Velkator's castle houses the highest level guys, mostly golems and gargoyles and you should come here around 52 and stay until about 55. Watch out for the clerics if you don't have a solid interrupt. You'll need a high level to help you with the missions and quests. Hitting Ctrl+R to walk is very good idea here. It gives you access to Journeyman mercs and probably over 10k AAs at this point in Auto-Granted AAs. If you don't like the scenery, zone over to City of Dranik. Then it starts to slow down. The mobs have varying levels of HP, but don't hit that hard in comparison to even other TDS content. When you rez your mercenary you will immediately be charged the Upkeep cost on him. IF YOU'RE BRAND NEW OR VERY CASUAL: 1-10 Mines of Gloomingdeep (You start the game here) - This is the tutorial area. They are however allowed into LDoN's. You can do 1-40 in about 12 hours of playing. The north wall of the citadel is a combination of giants, undead, drolvargs, and cockatrice. Swarming, pets, class specific abilities all change everything drastically. Discussion in 'The Veterans' Lounge' started by Smellhound, Jun 21, 2014. Finally, while Heroic Adventures in Dead Hills, Ethernere Tainted West Karana, and throughout The Broken Mirror zones might be the "fastest" way to level, it's stupendously boring and repetitive. Press question mark to learn the rest of the keyboard shortcuts. Pathing will get you killed. Tank Mercs can kill a red con in about 2-3 minutes (If its REALLY red to you). Everquest Mercenary Guide Mercenary Guide Mercenaries are the answer to Everquests "grind" and Must-Group to level. Start in the tunnels and then work your way through the area around the ghoul assassin. Kill everything here until 68ish. A: You must be carrying the plat on you in order to pay your merc. ALTERNATIVES: 30-35 Goru'Kar Mesa (PoK>Blightfire Moors>Goru'Kar) - Almar used to suggest this place as a prime place to level. ALTERNATIVES: Anything in Underfoot (83-90)(Guild Hall>Buy Unrefined Brellium Ore>TP to Brell's Rest>Pellucid/Underquarry/Cooling Chamber/Kernagir) - I seriously dislike Underfoot. There are two main camps that youll use. Slaughter everything you get your hands on that isn't a friendly dragorn. Unless you can split pull or mez, you will be fighting two or more mobs on most pulls until you break the spawns up. Maybe talk about Guard Hanarn or Harnan? They hit like trucks and run though, so bring a snare. Q: So wait a mercenary is allowed into an LDoN? Same goes for a male Mercenary Liaison. It takes a little while to become familiar with the layout and the mission but the mobs are reasonably densely packed and don't run. If water and earth are camped because this zone is a hotzone sometimes, then run to the back of each wing and take the teleporter down to the bees. Don't accidently attack Lhranc if you see him. There are only a small handful of places where you have to fight more than one mob if you don't want to. They are pretty well all headshotable by 63. It is SUPER useful for your entire leveling experience. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. Cooling Chamber does have a lot of undead in it for Paladins and Clerics. This guide has been updated in 2022 and is up to date with Visions of Vetrovia and the new 125 level cap! At 14 you can head out to Blightfire Moors or head to the northernmost part of the zone and kill Nokk skeletons and zombies until 17-18. D damination Level 2 Joined Apr 12, 2015 RedCents 313 Aug 17, 2018 #2 Q: How does shrouding effect my mercenary? Their levels and abilities will scale appropriately and they will think and act for themselves with limited player guidance. I will endeavor to keep this guide as up to date as possible and will revise as I play through zones with different class combinations or get better advice. A: Your merc will start costing you 2g every 15 minutes at level 14. In the second city, kill Doomfire mobs until 70.