everquest afk mercenary leveling guide
1 High-Level Character Outside Group 1.1 50% Killing 2 Damage Shield Power Levelling 2.1 AE Damage 2.2 Damage Shields 2.3 Executing the Strategy 2.4 Levelling Path 2.5 Other Tips 3 Swarming 3.1 Swarming Path 3.2 Ghetto-Swarming 4 Headshot 5 Twinking 5.1 Weapons 5.2 Haste 5.3 Hitpoint Regeneration 5.4 AC and Hitpoints 5.5 Potions The first camp is in the large room in the bottom right side of the map. Make sure that the Tank Merc has been assigned the role of Main Tank. You do have to be careful if Hardcore Heritage is going on cause this zone could be boosted up into the 70s-80s range if the event is ongoing. The mobs are around level 28-29, so it's a lot of exp for your level. They are however allowed into LDoN's. everquest afk mercenary leveling guide. You will decimate all. They tank for you, heal for you, or dps for you. Everquest, Everquest Leveling Guides Since leveling speed in Everquest is determined by Hotzones, which changes every now and then it's hard to find a leveling guide for Everquest. To top it all off, it's also a hot zone!! Own the Kunark Ascending expansion, which also allows the mercenaries to be trained and equipped with stat gear. Stay at the entrance until you get to 80, then you can push into the north pathway. It was something I have wanted to do for a while but never had the time to do. These levels will come steadily and you will very likely never be overwhelmed. From where you zone in, drop down and kill everything in and around that structure that DOES NOT SAY "WOULD TAKE AN ARMY TO DEFEAT". EverQuest Leveling Zones for Each Level Reaching higher levels can be determined by your zone, so let's start from the beginning with zones 1-10. This is a list of all the / type commands which can be used in Everquest. Their levels and abilities will scale appropriately and they will think and act for themselves with limited player guidance. Not much changes between 'minor' expansions in each leveling guide and you'll notice that the biggest change between leveling guides is Seeds of Destruction. These will take you to 67-70ish, though only paladins should really try and go to 70 here via swarming. They are designed for extra support or extra muscle in PvE encounters. ALTERNATIVES: Arcstone(67-75)(Guild Hall, talk to portal crystal vendor and buy Arcstone Spirit Sapphire) - I really recommend this place to people with Undead control or slaying abilities. 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. Your merc will also use buffs that are in his level range to buff you and your group. It isn't bad, but you start looking at 2-3 mobs per 1 percent. 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. 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. Also see the alphabetical command list or emotes . . Assist: Your merc will help DPS. They respawn pretty quick and are higher level than most of the zone, so better exp longer. I'M NOT QUITE READY FOR EOK/ROS (100-105) - This is very much dependent on gear and group. Still do! The number of mobs for straight grinding is also really impressive. The exp is also really nice 75-80. However I think the mercenary's could be a little more mercenary, The other better thread on this!!!11!!!111111111111!! © Copyright 2008-2022 Almar's Guides. Pretty good for running if you botch pulls. at 17 or if you came out here from CR at 18ish, a little south of the rats/snakes and kill gnolls. You will be teleported to Ethernere Tainted West Karana and now attuned to the Dead Hills. Pretty much every single thing in The Grounds wants to eat your face, so there is less confusion and thus it's more popular. True - but depending on the area / level / buffs needed you can set up for AFK and go out to work for the day - then come home and spend your time grinding. 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. You can stay here until you ding lvl 83. Head through the city in the mountain area toward Blightfire Moors. 85% of the zone is undead. One or two nameds are easily accessed from here. The run isn't terrible, but all of the SoV outdoor zones are enormous so it's further than it looks. ALTERNATIVES (48-62): 46-58 Old Sebilis (From City of Mist>Emerald Jungle>Trakkanon's Teeth>Old Sebilis) - How much range you get out of this zone is dependent on if it's a hot zone or not IMO. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. Grieg himself is often camped but if he is up be careful. That is a great point. Let the mercenary do all the work for you. You can get yourself a mercenary for free to help in your leveling. 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. Killing mass numbers of light blue mobs is particularly easy with this merc setup and a player toon. If you have a reliable interrupt though, pull like a madman and just prioritize those. Lots of nameds spawn here, so be careful if you don't have a good group or a good box team. Same goes for a male Mercenary Liaison. A: Yes they do! 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. Each time I go back I wander for 5 minutes lost until I log again. 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. Also stay away from the center bottom left of the zone. 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. You will be murdering said spiders and slimes and other animals. 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. Keep clearing until you reach the bridges over water in the northern most area. The Serpent's Spine Everquest Leveling Guide, Seeds of Destruction Everquest Leveling Guide, Call of the Forsaken Everquest Leveling Guide, The Darkened Sea Everquest Leveling Guide, The Broken Mirror Everquest Leveling Guide, Empires of Kunark Everquest Leveling Guide. The mobs hit very hard and you can get overwhelmed very quickly. When you zone in, the area you are in has mobs level 88-91ish. Leveling/Setup This guide covers zones up to Omens of War. Fifth, Daybreak gives you an option to accept some 25% experience potions instead of your monthly 500 Cash. Everything is gnomes, constructs, slimes, minotaurs, and elementals. Healers have a chance of actually rezzing you! Passive: Your merc will not attack anything. © Copyright 2008-2022 Almar's Guides. Is it really AFK XP if the only people gaining any experience are the mercs that are doing the work? It gives you access to Journeyman mercs and probably over 10k AAs at this point in Auto-Granted AAs. #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. You can push to 86-87 here by going into the west corridors, but the exp falls off a cliff at 83. Dismiss: Permanently get rid of this mercenary. Dulak's Harbor (35-43)(PoK>Gulf of Gunthak>Dulak's) - You can go higher than this by killing cultists and stuff in the tunnels of the zone, but I think the best thing about this place is the mob density for lower levels. This guide is a solution to that problem. House of Thule, Lower Floors(80-85 W/GEAR IF SOLO OR BOX)(PoK>Feerott, the Dream>House of Thule) - The courtyard used to be one of the best grinding spots in the game. Balanced: This stance is exactly how it sounds. A high level KEI type spell coupled with a mercs naturally high regen rate can ensure your merc never runs out of mana to heal you. Otherwise you spawn here if you deselect tutorial on creation) - Go get a tank merc from the drakkin man in the tent with the training masters and spell vendors. Also adding a few notes about Sarith and Resplendant Temple as I spent some serious time in them lately but really just came to my conclusions about them. Roughly 80% of the mobs are rootable and headshottable so this is a really nice zone for AAing with a ranger. There are better places to go. Any of the weapon and armor loot from nameds will sell for 300-400 plat. SOME DISCLAIMERS: First I want to point out that Almar's Guides are pretty good and he lays out a pretty fantastic path to getting to max level and getting geared along with plenty of other advice. The estimated downtime is expected to be approximately 5 hours for the website and services, and 10 hours for servers. Click it. A FABLED VERSION OF THE NAMED WILL EVENTUALLY APPEAR AND ROFLSTOMP YOU SINCE HE WILL BE AROUND LEVEL 75. I was wondering if anyone knew of any AFK XP guides using 3 mercs besides this one: just where ever you pick be careful people still report for that. There is also the named Ancient Dracolich who drops a nice bag if you don't have a bunch of those and a named zombie. 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. I normally just wander here, murdering the Cthulian nightmares that abound. Usually you can kill 5 or more mobs in the 15 minutes it takes between Upkeep's. The north camp is the three rooms near Muramite Proving Grounds. There are two main camps that you'll use. Glass cannon mobs, simple pulls, a real honest to god tank can easily take 2-3 at a time. Finally, heres the math on why I believe this guide has value. They do not have much in the way of HP, but can hit hard. The orcs hit a little harder and stun more and as you push back, there are higher level drakkin. Q: What level do Mercs start charging me money? All EverQuest servers, and all website pages and services, will be taken offline for scheduled extended maintenance and game updates on Wednesday, February 15, 2023 at 6:00 a.m. PST*. There are a few provided for you by the game, but the vast majority of the world is gonna be uncharted and you will need reliable maps. In both places, just clear the zone. The north wall of the citadel is a combination of giants, undead, drolvargs, and cockatrice. Inside the city, the Alarans come in groups of two or three or solo. https://www.eqprogression.com/zone-leveling-guide/ PirateKilt 1 yr. ago The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. If you took my advice and are at least two boxing, go inside the cave. I honestly think it's kinda trash because either you're killing "relatively weak" classified mobs or the creatures just have too many HP, but from 30-35 it's ok. You cannot shroud to level 10 and keep a level 50 mercenary however. Whatever you do, don't try and fight in the cave to the Commonlands exit. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. Additionally, the mobs in Wall of Slaughter have a larger agro radius than the Plane of Fire mobs which helps. This access to at least 2 nameds that I am aware of. everquest afk mercenary leveling guide everquest afk mercenary leveling guide Home Realizacje i porady Bez kategorii everquest afk mercenary leveling guide. The goal is to get the three Clean Up the Farm quests from Siggik at the gnome camp near the Steamfont zoneline. Bastion of Thunder (62-68)(PoK>Plane of Tranquility>Torden, Bastion of Thunder) - The giants and bees of Thunder are excellent exp. Posted on February 24, 2013 by Almost Gaming. With a group of three actual players though, you can steamroll this place for GOBS of experience. I think it takes way too long to kill anything and this is also about the point a merc starts falling off so downtime is way high. It is SUPER useful for your entire leveling experience. Read More! All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. Ive left a trio of toons in the tutorial afk, not for the sole purpose of xpin, but I had something come up and left the keyboard. They don't hit excessively hard and are very good exp from 68-74. J5 mercs are far better, can take harder hits, heal bigger, and hit harder. It's the only level range I feel that you should be here to the exclusion of anywhere else. Once you are 75, start murdering Giants. 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. Sad really. If not, stay outside. While you're on that sidebar, read the Returning/New Player FAQ. You can come here a little earlier if you want, but ensure you have some form of crowd control handy. The left center side of the zone has a lot of undead frogloks (who hit very very hard), zombies, and specters to kill. The Simple and Rough sets will leave you well off. Doesn't apply to certain AAs, like tradeskills, etc, but its plenty sufficient for leveling. This format works best for me and it's much easier to update than what I used to do. They are undead and you will reap them with Slay Undead/Ward Undead line spells. Old Bloodfields (84-88)(PoK>TP to Plane of Time>Portal to The Void>Old Bloodfields) - While it won't be as good as it was as a hot zone, OBF is still a pretty good place to pick up these levels. All rights reserved. I will lay out a few spots to hit in this range. you will only be able to select an Apprentice Mercenary. 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. BEST (78-83): Ashengate, Reliquary of the Scale (PoK>Blightfire>Goru'Kar>Sunderock Springs>Direwind Cliffs>Ashengate) - I want to make it clear that the run out here is nuts. BEST (84-92): The Grounds/Erudin Burning (PoK>Feerott, the Dream>House of Thule, Lower>The Grounds/Erudin Burning) - I love both of these zones. I prefer to stay out of the fields if at all possible. It's one of the two expansions that made me quit EQ for any length of time. In other words that means all those levels that you can't find groups, you can use him for. Look at my map in comparison to your map to see the location. 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). I don't know personally, just putting it here on their recommendation. They complete heal and can do it 7 or 8 times in a row. Just places that are more or less easy. 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. The mobs in four of these level boosted zones drop Glowing Athlai and Othni armor pieces, which can be turned in for armor that is great from 71-80. Also if you abandon at any time before you get your reward you can reset - otherwise 4 hour lockout. I just dislike this place in total. Posts: 1,338. 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. 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. Great post. Turn in the quest as you complete it. 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. 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. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. For a quick example, an Apprentice Tier V mercenary caps out at a 90% rez where as a Journeyman Tier I mercenary will have a 96% rez. 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. But the real advantage is when you want to grind out AAs while also leveling from 65 to 80. PL ALTERNATIVE: 'Hatching a Plan' mission next to PoK standalone bank. Those are raid mobs and will have mechanics you won't be able to deal with even if you could fight them. 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. You'll make the amount it takes to pay them and more from those 5 mobs. He will very likely murder you if you do. Worth about half a level in that range. But since I listed Dalnir, I felt I would be remiss to list this place. I came back and my toons went from level 3 to level 10!!! Everquest 2 Leveling Guide 1-125. A NOTE ON GEAR: Up til now, the Defiant sets of gear have been pretty spectacular. A mercenary's icon will show their archetype and hailing them will tell you their class. Loot isn't spectacular but with a decent group, you will shred mobs and the exp will flow like water. The very best stuff is random world drops from Empires of Kunark mobs, with nameds dropping them more frequently. Joined Feb 1, 2009 Messages 62 Reaction score 0 . 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. It essentially serves to let you worry about leveling without stopping for AAs. Press question mark to learn the rest of the keyboard shortcuts. With a group you can pull them pretty easily and have access to a HUGE number of mobs. Two paid accounts gives you a tank and healer you don't every really have to pay attention to. Yeah that is no where near as good as it used to be. Leveling up in Everquest 2 is very quick these days compared to before, but . For example say you shrouded to level 10 Your mercenary will be free again. BACK TO ACTUAL ZONES THAT CHANGE!! When the mob starts to run, you want enough space for your merc team to finalize the kill before aggroing the mobs across the hall in the other room. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. Click here for more information. Just keep in mind that kills here will feel pretty slow since the giants have enormous HP pools and half the mobs have some form of healing ability. 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. Once you get going quickly with the HAs from Gribble, you can throw in some of the HAs from Skulk. Velkator's Laboratory (45-55)(PoK>Great Divide>Velk's) - This place has grown on me a lot. Everything is very social. The gear starts becoming available at 75 and is bought with Marks of Valor from Ethernere Tainted West Karana. Your tank merc can solo any reds from levels 1-60. Or at least a bunch of boxes with healer mercs. Fourth, never underestimate buffs. Kill everything here until 68ish. This is the furthest zone you can get to without progression unless they've removed requirements. After about 12 though, you can speed things up immensely if you're fighting with your tank merc and he can hold aggro way better after 10. This will net you boatloads of exp from achievements and the HAs and some amazing augments along the way. Q: Mercs sound great, but I'm just coming back to the game and they sound expensive. When you get a new mercenary, it starts at Level 1 with only a single ability. There is a stupid questline that autostarts the first time you go into the zone. You need the three accounts, so you can create a sustainable merc team. 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. WARNING: 'Hatching a Plan' mission next to PoK standalone bank has been nerfed into uselessness. The final two zones drop Glowing Reis, which gives you good armor from 85-90. 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! Not very fast, but not very hard either. BEST: (14-18)-30 Blightfire Moors (Crescent Reach>Blightfire Moors) - If you came in at 14, kills snakes and rats that are between the CR zone line and the PoKnowledge book. A zone you are having a lot of trouble with can be made WAYYY easier if you get a full set of buffs. You essentially get all the levels while doing things you would do anyway. Some of the Shissar are undead, but most aren't and they have high HP and hit hard to boot. I have never played F2P so I can't tell you how to negotiate that. Purchasing a Mercenary Mercenaries can be hired from various Guardians in the Plane of Knowledge as well as from NPCs in starting cities. 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. Yet, player groups are hard to come by in the 60 to 80 level range. Not game breaking to say the least. A: Oh yes he did! I normally just move a group through various mobs, killing everything. This means that you'll have to pay the re-hire charge to get your merc back. That said, I have seen plenty of people level characters solo and F2P. If you'd like to see every single zone in the game that I have a guide for, head over to my Everquest Index Page. The other major reason is Alternate Advancement Auto-Grant. EQ Test Server: Play for Free as a Gold Member, A Site Dedicated to EverQuest (EQ) and the upcoming EverQuest Next (EQN), Phinigel TLP Server Leveling for Human Paladin @, EverQuest AFK Leveling (and AA) Guide: Its all about 3Boxing, Camp Info AC: 25 Aug Flameshield Stone Pyrilen Riftseeker @, Camp Info AC: 20 Aug Ground Murkglider Eyes Blind Hunter Rekamu MPG Expansion: OOW . Everything has changed with the Seeds of Destruction expansion. Go. Coming from The Mines, start killing gnolls until 12. Black Reaver included. Pretty much everything is undead and the zone is very easy to get to. Theres an important point to be made about this guide and why its successful. Fortress itself is a very popular zone for Damage Shield leveling due to the density and fast respawn times, so there is a pretty good chance that a high level player will be here doing that for box toons or guildies. As someone who is just coming back on the test server, I am going to use the hell out of this! This amounts to tens of thousands of AA's. per mob. They are a must going forward. The ramps leading down into each area of The Grounds are great camp spots and there are halls and nooks of the various buildings in Erudin Burning that you can set up in without much fuss. Also, the first AA you should grind on your player toons are to max Combat Stability and then max Combat Agility. Entire house is pretty much open at 26. Currently, most returning players are forced to molo (solo with a merc) from level 1 to 80+. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. You can follow it for some exp or ignore it like most people do and just fight out of the prison and then wander the zone killing everything. Just want to provide some info that isn't multiple years old. It's still pretty decent at the 80-82 range, though there are better places. There are three nameds you can kill here for a good variety of loot. Never a good idea to go fully afk. It's called No Heroism Without Fear and begins at Investigator Drolmer. Stay away from the air giants though. Go through a little valley into the south side of the zone though and it becomes Tier 2. He made a name for himself with his amazing storytelling and music all featured in his videos of his train-hopping travels across North America. Go left from the giant hole in the ground after zone in until you get to a pond. So finding a camp could be tough depending on your chosen servers population and the hour of day. We have updated our Privacy Policy. BEST : Plane of Fire (62-68(72))(PoK>PoTranq>Plane of Fire) - Grab yourself a levitate and float your way into the first city area of Plane of Fire. You can box here, but the zone isn't very conducive to it. See below for the final bit of the guide. It does require player crafted items that may be harder to find, but not much harder I think. Kill them all. You can pull the first floor starting about level 20 and move into the second floor about 24. Katta Castrum: The Deluge (Guild Hall, TP using Drowned Katta Castrum Powerstone) - The elementals that are found in this zone now are pretty easy to kill. As of the Terror of Luclin expansion, the best mercenary equipment is "Vigilant", which is obtained in The Burning Lands zones. I dont recommend using one ever unless you know the class to begin with) a questline was added in Feerott, the Dream that unlocks all ranks of Journeyman Mercenaries. Swarming, pets, class specific abilities all change everything drastically. If you've made it this far without a guild, then maybe it's time to look for a real guild with people in it. 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. At 12, all start killing gnolls or skeletal ogres. Start killing everything around the front of the zone. This place is almost nothing but undead. It's a matter of gear and group/box team composition. 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. I would suggest just not coming here. Be careful about how much you aggro as the prophet's do Complete Heal. Also, being a class like Paladin can make leveling in some places way faster. Recently, the daily adventures have been moved to Plane of Knowledge and are received from Clayton Teek. 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. If you don't mind having to fight your way in every time you zone in, murder farmers. I have masochistic friends who swear by it though. For everyone else, exp kinda tapers off around 82. You are using an out of date browser. You can go higher, but it isn't really worth it IMO. This is no longer a viable leveling method. The easiest armor sets to get will probably be the sets from Hardcore Heritage. Also assuming you don't have access to a Druid or Wizard. Here is a quick run down of everything. Lceanium (100-107) - There are a couple of decent camps here that I have used. EQNext (EverQuest Next or EQN) has been officially announced! Q: How does shrouding effect my mercenary? BEST IF GROUPED WITH HUMANS: 48-58 - Plane of Hate (Teleport from Guild Hall. Thank you! These levels will go by in a flash, but watch out for the spiders. Also during cooldowns they will use agro reducing abilities. Stay close to the friendly dragorn and watch out for nameds until 85.
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