If you need to learn more about your class, see our Class Guides for builds and info. Pretty good for running if you botch pulls. OPTIONS(96-100): To me at this point, there is no best place to go. The other big benefit is that you get Marks of Valor, which can be spent on gear in Ethernere Tainted West Karana. This room is very popular as it has access to 4 nameds (3 goblins in or very close two the big room and 1 beetle down a side corridor) and if you get lucky can very quickly have you loaded down with a full set of tier 2 EoK visible gear as well as a bunch of really good nonvis items and augs. At around 91, head to the southern portion of the zone and start killing critters and ghosts. Watch out for the clerics if you don't have a solid interrupt. Some of the Shissar are undead, but most aren't and they have high HP and hit hard to boot. Select the first HA he gives you, Into the Hills. He will assist the main assist of the group, or you if its just you and him. South of the citadel are the drachnid tunnels. Just pick that one and level there. Once inside, just follow your map and keep heading back until mobs start getting close to your level. So now if you and a friend want to do an LDoN you'll have a group of 4 and will have no need to find a 3rd for the LDoN. Murder the "of Fire" mobs from 65 to 68. This or a rogue are the only ways to proceed and get access to the high level mobs on the second floor. There is a big black stone in the bottom right corner of the zone. If you're actually grinding, the entire cave and temple area will give you a lot faster progress just walking through, changing your speed and pull-numbers depending on your level (at the beginning, just pull 2-4 at a time, later on you can start pulling entire sections). At around 66 if you're clearing those areas efficiently, head over to the Muramite Proving Grounds zone line. stobe the hobo death scene 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. These Mercenaries are much more weak than a Journeyman Mercenary however I guess one plus is they cost a lot less every 15 minutes! The run to it is also very short. The north and east pathways are the ones to focus on. Hitting Ctrl+R to walk is very good idea here. Tank Mercs can kill a red con in about 2-3 minutes (If its REALLY red to you). If you have an enchanter mez the adds and then hold them for one minute after each kill. ALTERNATIVE: Crypt of Decay (60-65)(PoK>PoTranquility>Ruins of Lxanvom aka Crypt of Decay) - If you are a paladin or have a cleric, go straight up to the Knights and Magus. Also during cooldowns they will use agro reducing abilities. PL ALTERNATIVE: 'Hatching a Plan' mission next to PoK standalone bank. Start killing everything around the front of the zone. This is Tier 4 for Veil so things hit hard, but not that hard. Everything has changed with the Seeds of Destruction expansion. In both places, just clear the zone. Yeah that is no where near as good as it used to be. They are kinda tough to pull single, but normally are no more than 2-3 at a time. Don't ask me for how you do each HA. You might not even need to spend 10 dollars, since DBG gives you 500 Daybreak Cash a month. 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. AFK XP gains are so increadibly low/slow that it isn't even worth the time or effort, even if that time is being stolen. In the event Trakkanon is up, he will probably eat your face, so stay out of his room if he is until that friendly farmer shows up to farm him. This area is great if you're a paladin as you can slay the undead and stun out the worst of the damage from the Erudite necromancers. A NOTE ON GEAR: Up til now, the Defiant sets of gear have been pretty spectacular. IF YOU'RE NOT BRAND NEW AND KNOW WHAT YOU'RE DOING/NEW PLAYERS AFTER YOU FINISH MINES: 1-(14-18) Crescent Reach (You zone out of Mines and are automatically transported here. There are some sporali that are best left alone since this isn't a hotzone anymore and some birds/birdmen in the northwest corner, but otherwise it's undead elves and humans. Worth about half a level in that range. Hey no time like today. 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, For example say you shrouded to level 10 Your mercenary will be free again. You will need help doing it though. Additionally, the mobs in Wall of Slaughter have a larger agro radius than the Plane of Fire mobs which helps. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. Also keep in mind that if you hire a mercenary from a female Mercenary Liaison then your mercenary will be a female. You can use the find command (CTRL + F) to locate such vendors. NOTE: IF THE FABLED CREATURES ARE UP, DO NOT ATTACK THE BLACK REAVER. Start off killing drakes, snakes, and spiders. Your Mercenary can come in two skill levels Skill Levels Apprentice - on par with single group geared players, on spells and abilities that have a rank, it will have rank 1. Still do! The mob level goes up to 92-94. At 70 though, it starts to seriously lose it's luster. You're Not Done at . (25% was in Overthere when it was a hot zone.) It's a hotzone some of the time which is awesome and the rest of the time it has a crazy high dungeon experience bonus (maybe. Gaesigs and Heligs on the water side come to mind on this. At level 5 it gets its second ability, with third obtained at level 15. Can I keep him when I shroud? As someone who is just coming back on the test server, I am going to use the hell out of this! The shades there are the highest level normal mobs in the zone. My next endeavor is to actually give Underfoot and Seeds of Destruction another run through and see if there are any additionally effective areas there I missed. There is another soldier camp down here in the dead center south of the zone, by the Sarith zoneline. Join or Create a guild, enter your guild hall from the guild lobby off PoK, find Zeflmin Werlikanin, buy a Fulligan Soulstone of Innoruk and give it to him. The adds are just too intense. Pick one of the two camps and go nuts. Fun times. There is also Defiant armor sets which give you incredible stats over a range of levels and are incredibly useful from 1-70. That is how GMs check. You are using an out of date browser. (Test server people should average 37%.) Same goes for a male Mercenary Liaison. You should be able to clear through here without too much hastle. I prefer to stay out of the fields if at all possible. Get invisibility on a character who can rez or has a healer merc at least. Once you reach the wasps that are over there, start killing the wasps. Best thing though are the nameds. Burn (On Some): Your merc will focus primarily on damage, always assisting the main assist. Everything is gnomes, constructs, slimes, minotaurs, and elementals. The money is amazeballs though, so if you have a group or are comfortable with your box setup, murder giants. I just dislike this place in total. Do the research on your own on Allakhazam. The mobs have too many HP, hit too hard, and don't give up enough exp. Aggressive: If you or any group member is attacked, your merc will attack. House of Thule armor is pretty damn good for it's level. Swarming, pets, class specific abilities all change everything drastically. You need the three accounts, so you can create a sustainable merc team. Help Home There is a little city area as well on the far side of the canyon that is a good place to set up as well. There is a castle structure there. Also see the alphabetical command list or emotes . 46-67 Veksar (PoK>Firiona Vie>Lake of Ill Omen>Veksar) - If you're a paladin, you really should consider living here through these levels, as most everything is undead. Paladins can start swarming around 83 with impunity and shredding through these guys to about 85. See the New Player FAQ for more detailed information. Healers have a chance of actually rezzing you! Classes with undead slaying/controlling spells can crush this place even harder and faster and thanks to that can really increase this zones effectiveness. I have masochistic friends who swear by it though. Bastion of Thunder (62-68)(PoK>Plane of Tranquility>Torden, Bastion of Thunder) - The giants and bees of Thunder are excellent exp. 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. The Rogue merc does melee damage where as the Wizard merc will nuke, all pretty basic. This access to at least 2 nameds that I am aware of. DO NOT USE FOLLOW HERE. And no, fire pet is not the best dps pet in classic, it's water (and no, it's nuke is not stronger than the water pet's one . Start in the tunnels and then work your way through the area around the ghoul assassin. To top it all off, it's also a hot zone!! Q: How does shrouding effect my mercenary? You can stay here until you ding lvl 83. Here are some suggestions as to how to use these areas to hit max level. Cooling Chamber does have a lot of undead in it for Paladins and Clerics. Since I see a lot of people asking where do I level or is this a good spot for leveling at X, I thought I would jot down this leveling guide. Grieg himself is often camped but if he is up be careful. You'll need a high level to help you with the missions and quests. Never a good idea to go fully afk. They are in the places where the guards used to be. Own the Kunark Ascending expansion, which also allows the mercenaries to be trained and equipped with stat gear. Just be careful about aggro. IF YOU'RE BRAND NEW OR VERY CASUAL: 1-10 Mines of Gloomingdeep (You start the game here) - This is the tutorial area. Make sure you clear both the left and right sides of the first courtyard. The lower level ones spawn outside their cave, with higher level ones as you move back. 85% of the zone is undead. When you complete an HA you are given a three hour lockout timer for THAT PARTICULAR HA. RUN EVERYONE INDIVIDUALLY OR CALL OF HERO THEM IF YOU HAVE A MAGE. Then it starts to slow down. Wall of Slaughter (64-68)(Guild Hall>Buy Chipped Shard of Slaughter>TP to Wall of Slaughter) - Even with this not being a Hot Zone anymore, in this level range with a group this place is pretty great experience. The same nameds you can get from the lake are here, though I believe a named giant is the most common one. Unless you're 4 boxing or uber twinked, killing these will take some time, but about 3 kills will take you from 20 to 21. Edited in general directions to each zone and a blurb about the benefits of being on a live server. They are all undead. 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 Outside the city are critters which can be pretty easily just wander killed. You can very very quickly get yourself a full set of 87-92 gear, including the Formal armor set. Buy the 950 Point Mount that provides levitation. They don't hit excessively hard and are very good exp from 68-74. 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.
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