Thompson Center Encore 209x50 Magnum Muzzleloader, Mike Minogue Related To Kylie, Lamborghini Aventador Svj 0 100 Mph, Articles E

So I will fix that. At level 5 it gets its second ability, with third obtained at level 15. When your Mercenary dies the button will change to Revive. At 35, push into the area around frenzied ghoul and up toward Ghoul Lord. I'M NOT QUITE READY FOR EOK/ROS (100-105) - This is very much dependent on gear and group. Also you don't have to worry about paying them until around level 12. They hit a lot harder and have a lot of HP, so if you have trouble go back to spiders and other critters until 76-77. Kor-Sha Laboratory (105-110) - Only really worked 2 camps in this zone. At 56, head toward the bottom. It's cheap and easy to get and you probably can get large amounts of it just as you level. Pretty much everything is undead and the zone is very easy to get to. If you hit "M" you can see your map. At around 66 if you're clearing those areas efficiently, head over to the Muramite Proving Grounds zone line. 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. Not game breaking to say the least. Create a free website or blog at WordPress.com. JavaScript is disabled. Everquest 2 Leveling Guide 1-125. Llux's guide to warrior swarming v3. A: Your merc will Dismiss himself. Some players are reporting trouble verifying their email address. At about 52, head further into the zone, through the aquaduct area and start killing rotting peasants, nihilists, and commoners. The good news is money is now weightless! There is a sparkly pad to his left, which if you step on and wait will let you teleport to PoHate) - I dislike this place solo. 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. When you first zone in, the closest mobs are farmers and tired farmers. The sarnak forts have three named's and sometimes the Ancient Denmother that is spawned for the Honed Wurmslayer quest wanders by if someone spawns her and doesnt kill her, especially around the southern fort. Changing the email on the account seems to get it 'unstuck' and future attempts appear to work. Or at least a bunch of boxes with healer mercs. Click it. With a group of actual people, this place is awesome though. 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. Lots of good loot and the spider camp and kobold village are pretty easy. Posted on February 24, 2013 by Almost Gaming. When you rez your mercenary you will immediately be charged the Upkeep cost on him. Also his armor and weapons will get better as he levels up. Also, once the room is broken, stand closer to the back wall of the room rather than the hallway. This zone is a lot better when you factor those in. From PoK>Gulf of Gunthak>Dulak's Harbor, Board the ship Stormwave or talk to the teleporter guy if it's all broken>Dead Hills. You can come here a little earlier if you want, but ensure you have some form of crowd control handy. This is a list of all the / type commands which can be used in Everquest. Keep clearing around til you hit 48-49. Pathing will get you killed. Nameds here hit like runaway freight trains though. 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. After Blightfire, I am assuming you start in Plane of Knowledge. Not really a particular place to camp in the zone, though the area outside with the warbeasts or over on the side of Rubek Oseka would be ok (provided you can deal with underwater combat). 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. Mobs are spaced out and very glass cannony. 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. You can do 2 pathings in this patch (13.1B): There is a big open courtyard almost as soon as you zone in. They have low HP, but can hit hard with spells and melee. Your tank merc can solo any reds from levels 1-60. I know there are a LOT of mobs you can access off this area, but have no idea what nameds if any are common here. It's also a hot zone and that makes it really worth it. If you're a returning player you can find Mercenary Liaison's in PoK. You cannot shroud to level 10 and keep a level 50 mercenary however. Let the mercenary do all the work for you. Check the sidebar of the subreddit for where to get them. The north camp is the three rooms near Muramite Proving Grounds. At around 91, head to the southern portion of the zone and start killing critters and ghosts. It may not display this or other websites correctly. Make sure you clear both the left and right sides of the first courtyard. if you are wanting to go fully afk do it in instances it is much safer imo, hmmm.. there was hatching a plan or something like that, only decent one i can think of right now. You may finish them and have 30-45 minutes to wait. if your merc adds about 20% damage to your party then your exp will be about 60% of what it could have been solo. 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. A lot of factors can go into a group or solo play. At that point start pushing through the shopkeepers to the south or go up the ramp to kill the masters and grandmasters. At 55-62 move to very center area of the zone and kill bigger shades and vampires. I came back and my toons went from level 3 to level 10!!! In order to hire a mercenary meet at least one of the following conditions: Own the Age of Discovery expansion (having purchased when it was a new release). Find Tyrinam and take the Reducing the Threat - Worgs quest. The old school Journeyman Rank 5 mercenary questline takes place here if you want to do it. The easiest armor sets to get will probably be the sets from Hardcore Heritage. Resplendent Temple is awful in my opinion, with it being nearly impossible to pull singles, and Pillars of Alra is hard to get to (you have to run through a lot of angry Alarins who can see invis in Resplendent Temple) and easy to get yourself killed in, for much the same reason. It's one of the two expansions that made me quit EQ for any length of time. 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. Undead mobs for your paladins to slay and lots of Dark Elves to murder. You might not even need to spend 10 dollars, since DBG gives you 500 Daybreak Cash a month. With EverQuest free to play, returning players can easily add additional accounts. Considering how easy it is to level on live these days, just paying for one month while you level to 110 is plenty. At 65 I like to head up to the second levels and kill the higher level guys there. Your toon classes are irrelevant. Watch out for the nameds. The only issue there is you need to be capable of farming Remnants of Tranquility from TBM missions and HAs. Making it doubly worth it. Once you have some level 30 Mercenaries, you will want to level your future Mercenaries while grinding through tasks. Neriak Fourth Gate (accessed off Neriak Third Gate or from ETWK if you've done attunement) - One of my favorite zones for grinding these levels out. 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. Click here for more information. You will need invisibility, levitation, or balls of steel. He will eventually spawn a named which will very likely take you 30 minutes to kill, but isn't really hard otherwise. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. Abstruse armor is very serviceable. The same nameds you can get from the lake are here, though I believe a named giant is the most common one. Also keep in mind almost everything here summons. Go left from the giant hole in the ground after zone in until you get to a pond. The key issue is that there are gobs of wandering mobs. Watch out for the clerics if you don't have a solid interrupt. A NOTE ON MERCENARIES AT 85: At 85, to assist players utilizing a Heroic Character (a character which is automatically leveled to 85 for you and given subpar but serviceable gear, a mount, and other goodies. 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. To level up your Mercenaries, simply take them on bounties - they get XP for each fight you beat. With a group of three actual players though, you can steamroll this place for GOBS of experience. When it isn't, it's a nice place for a change of pace, but I think exp is better elsewhere. Healers have a chance of actually rezzing you! You won't be able to use it until 10 or 15 respectively, but you don't need it before then. When do I have to upgrade him? Glass cannon mobs, simple pulls, a real honest to god tank can easily take 2-3 at a time. I don't know personally, just putting it here on their recommendation. Fun times. It's called No Heroism Without Fear and begins at Investigator Drolmer. Find something else. Stay near the zone lines until 85, then push out. WHY PLAY LIVE? and barrel your way to the second city. Yet, player groups are hard to come by in the 60 to 80 level range. I avoid the crystalline horrors as they sap mana like wild. Right click anywhere on this box and select "Puller" as your Main Roll. I will edit that stuff in. Fire, it depends, the stronger DS doesn't outbalance it's weak tankage. The key is the respawn time for the zone. When you suspend a merc you must wait 5 minutes to bring him back into the world. See below for the final bit of the guide. The doombugs normally come in packs of 2 or 3 and aren't social with crows or scarecrows, who normally are single pulls but are social with each other. Q: If the Mercenary dies do I have to buy another one? Same goes for a male Mercenary Liaison. Youre looking to create a merc team of Tank/ DPS/ Healer. It is highly recommended that you do this. Made a handful of edits as of 1/13/2017. I would recommend this place only if you have a group of actual people. But the real advantage is when you want to grind out AAs while also leveling from 65 to 80. Valdeholm (PoK>Blightfire>Goru'Kar>The Steppes>Icefall Glaciar>Valdeholm) - I absolutely love this place for these levels. More of the same, except a larger portion of the zone is friendly. The mobs have varying levels of HP, but don't hit that hard in comparison to even other TDS content. 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. I don't like them and only do them if guildmates beg me to. Kill these guys, turning in the quests as you finish them and then getting them again, until 75. Look at my map in comparison to your map to see the location. I played a cleric for 9 years until I finally left. Once inside, just follow your map and keep heading back until mobs start getting close to your level. your mercenary comes equipped with the armor and weapons he needs. Third, get yourself maps immediately. Then go and start slaughtering crows, scarecrows, and doombugs. They do not have much in the way of HP, but can hit hard. Once that's done, go through the doors and head to the second level. Welcome to EverQuest! The other major reason is Alternate Advancement Auto-Grant. 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. Start in the tunnels and then work your way through the area around the ghoul assassin. You can conceivably go to 80, but it slows down and there is better exp to be had elsewhere. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. 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. The north and east pathways are the ones to focus on. NB Loot is rubbish but you don't have to buy any armor until 65. There are two main camps that you'll use. If you're having trouble making your mercenary level with you suspend him and go AFK for a few minutes. Q: Mercs sound great, but I'm just coming back to the game and they sound expensive. At 45, start killing the spiders and gargoyles on the ground, then slowly work your way up. i.e. Passive: Your merc will not attack or heal anything. So if a named is in a room with a bunch of other mobs, pull the other mobs and don't worry about the named unless you proximity aggro it. The final two zones drop Glowing Reis, which gives you good armor from 85-90. I have added it in now. See the New Player FAQ for more detailed information. Edited in general directions to each zone and a blurb about the benefits of being on a live server. Set Active: Set the current stance you have selected, Set Owner: Set your current target to your Mercs new owner, Info: Gives you the information about your merc. 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. Coming from The Mines, start killing gnolls until 12. Create an account to follow your favorite communities and start taking part in conversations. Efficient: This stance causes your Mercenary to focus primarily on efficiency and preservation of resources. If you have an enchanter mez the adds and then hold them for one minute after each kill. Here are some suggestions as to how to use these areas to hit max level. Although inadvertently getting trained is a risk youre going to take if youre afk; regardless of what xp zone youre in. I will lay out a few spots to hit in this range. The Call of the Forsaken expansion introduced mercenary equipment, gear you can put on your mercenary . At 8-9 go to the last cave that is next to the little paddle thing on the lake and kill bears. Keep clearing until you reach the bridges over water in the northern most area. unsure if they removed it or not). In other words that means all those levels that you can't find groups, you can use him for. Thread starter kyle123; . you will only be able to select an Apprentice Mercenary. To top it all off, it's also a hot zone!! There are also a ton of really good twink weapons to be had here, which can sell for tons of plat depending on what server you're on. The respawn rate is also ludicrously high. The money is amazeballs though, so if you have a group or are comfortable with your box setup, murder giants. Ignore the giant black golem and Nortlav and head up the stone tunnel killing gargoyles and golems until you get to the castle full of gargoyles and ghosts. Contents 1 Slot changes 2 Buying 3 Items 3.1 Call of the Forsaken 3.1.1 Chest 3.1.2 Head 3.1.3 Primary 3.1.4 Secondary It's a very good zone with lots of low HP mobs, but it is definitely the best for Clerics and Paladins. Also assuming you don't have access to a Druid or Wizard. Turn in the quest as you complete it. This will easily take you to 56-57. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. 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. You can actually come here about 60-61 and kill in the area around the zone in/out. They are pretty well all headshotable by 63. You will need help doing it though. I realize that I didn't add directions, just general sense of direction. Really good guide. Fifth, Daybreak gives you an option to accept some 25% experience potions instead of your monthly 500 Cash. Burn (On Some): Your merc will focus primarily on damage, always assisting the main assist. You'll need a high level to help you with the missions and quests. The mobs here are level 67. Mercs make leveling a million times easier so you can catch your friends and start playing with them! Crafting Mercenaries costs 100 Coins (Rare), 300 Coins (Epic), or 500 Coins (Legendary). The optimal quest guide lists Old School RuneScape quests in an order that allows new Members to progress in an order that minimises the amount of skill training. For AFK leveling/ AA grinding, you want to station your toons in one room and just sit there. After 75, you get much stronger gear so you can quickly kill the minotaurs at the minotaur fort. 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. They are very social though and you may need some crowd control. A mercenary's icon will show their archetype and hailing them will tell you their class. Buy the 950 Point Mount that provides levitation. Up to about level 35 a red con gave me 10%-25% XP. At 40 move into the second courtyard area and keep clearing northward. Stay away from the air giants though. If you still need to eat up more time, head back to ETWK via the black portal and go to the camp where you buy gear. 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. Aggressive: If you or any group member is attacked, your merc will attack. Sul Vius, Demiplane of Life - Inside Demiplane of Life, if you head down into the bottom right corner is an area filled with crypts. J5 mercs are far better, can take harder hits, heal bigger, and hit harder. In the event that the bee's are camped, the bixies that ARE NOT IN THE FIELDS are a good secondary camp. For a quick fix, try switching to a different email address and verifying that (you can switch your email back afterwords.) The druid is a . That said, I have seen plenty of people level characters solo and F2P. Talk to Ruppoc Rockjumper and get the quest Thinning Out Their Numbers: Rotdogs and Snakes. Once you are 75, start murdering Giants. Also during cooldowns they will use agro reducing abilities. These can quickly take you to 64-65. 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. Kill everything here until 68ish. Go in all the buildings. The South Camp is the starting point. This or a rogue are the only ways to proceed and get access to the high level mobs on the second floor. The nameds drop pretty sick gear and hit WAY easier than the ones in the Nightmare zones. 1. Kill lots of rotdogs and snakes. So make this the exception to my disdain of HA leveling. 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. Honestly feel like it's impossible to beat the exp you can get here from 30-35. If you haven't done the others, they are still accessible. At 8-9 go to the last cave that is next to the little paddle thing on the lake and kill bears. Also the mercenary will cost the same amount he would to the level that you shrouded to. He couldn't have made it THAT easy. 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. Multiple mercs with heals, buffs, and DPS and you can soar through here. How does it help with boxing? Roughly 80% of the mobs are rootable and headshottable so this is a really nice zone for AAing with a ranger. It's still pretty decent at the 80-82 range, though there are better places. 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 Rallosians, crystal golems, and frogs. All rights reserved. To help you on your leveling journey, this EverQuest Leveling Guide has been updated for all updates and patches as of 2022. Black Reaver included. Great post. Do the research on your own on Allakhazam. They come in 2 flavors: Apprentice and Journeyman, each with 5 ranks. per mob. If you don't mind having to fight your way in every time you zone in, murder farmers. You can hire a Mercenary at any Mercenary Liaison. Otherwise, kill puslings and bubonians. Note: This guide is based primarily on the Hot Zone Wall of Slaughter. Loping Plains(75-80)(PoK>Steamfont Mountains>Loping Plains) - At 75 come here and head around past Bloodmoon Keep. The orcs hit a little harder and stun more and as you push back, there are higher level drakkin. 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 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. I hope this just expands on his already awesome work. These Mercenaries are much more weak than a Journeyman Mercenary however I guess one plus is they cost a lot less every 15 minutes! Once you reach the wasps that are over there, start killing the wasps. The mobs are glass cannons. This is the furthest zone you can get to without progression unless they've removed requirements. The Rogue merc does melee damage where as the Wizard merc will nuke, all pretty basic. It's accessible at level 75, so you can have J5 mercs 10 levels early. Be careful about how much you aggro as the prophet's do Complete Heal. 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. Enter your email address to follow this blog and receive notifications of new posts by email. Posts: 1,338. everquest afk mercenary leveling guide everquest afk mercenary leveling guide Home Realizacje i porady Bez kategorii everquest afk mercenary leveling guide. Healer mercs also have a few extra perks, what I mean by this is rezzing and buffing! Discussion in 'The Veterans' Lounge' started by Smellhound, Jun 21, 2014. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. The key to AFK grinding is to not die rather than maximize exp per hour. While I didnt test this strategy in The Bloodfields, I think that zone also has a fast respawn rate of 10 minutes and 40 seconds, so this strategy should also work there if you can find a similar camp. Usually you can kill 5 or more mobs in the 15 minutes it takes between Upkeep's. It's essentially a big hole in the ground, but the mobs have low HP and die fast. You can manage your merc's appearance clothing via your persona window. It's very simple and zone is your oyster beyond that. 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. Only thing that sucks is most of the mobs do AoE damage. The westside is still gangster though, so you can kill most of the stuff there. I updated that page so that it has a link to almost every single EQ guide I have written; laid out for you by expansion & easily navigateable with Ctrl + F. It'll provide a better alternative to people who just want information about a specific zone rather than a leveling guide. Your merc will also use buffs that are in his level range to buff you and your group. The left center side of the zone has a lot of undead frogloks (who hit very very hard), zombies, and specters to kill. 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. Lots of undead for your friendly neighborhood paladins as well. 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. Then drop down via the waterways near the entrance to get to the tunnels and kill there until about 56. It's by far the fastest and is almost as easy as the Gribble missions. Once you get going quickly with the HAs from Gribble, you can throw in some of the HAs from Skulk. IF YOU'RE BRAND NEW OR VERY CASUAL: 1-10 Mines of Gloomingdeep (You start the game here) - This is the tutorial area. The merc will cast a rez (When out of combat) to anyone in your group who is dead. Thanks for pointing that out. You should be able to clear through here without too much hastle. 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. Gaesigs and Heligs on the water side come to mind on this. 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. They tank for you, heal for you, or dps for you. You get to experience every bit of content across 110 levels, hundreds of zones, and 24 expansions. Spend 48-52 in the area around where you zone in and the northern areas of the zone. 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. The Foundation is one of them and might be worth heading to. The gear starts becoming available at 75 and is bought with Marks of Valor from Ethernere Tainted West Karana. Everything has changed with the Seeds of Destruction expansion. The big marquee nameds are almost always camped and killed on a timer, so you probably wont see Maestro or Innoruk up. I recently did another playthrough and used this zone and realized I had forgotten entirely about the bottom half of the zone with the fungus men and golems. Velkator's castle houses the highest level guys, mostly golems and gargoyles and you should come here around 52 and stay until about 55. 38-44 especially will come in a matter of hours. They are undead and you will reap them with Slay Undead/Ward Undead line spells. He is a raid target. Next Last. At no point do I stop for AA's until I am level 110, so there will be no notation about AA grinding. Here is a quick run down of everything. Inside the hut talk to Mercenary Mdjal to hire a mercenary. It's some kinda Gnomish backpack thing. They are very easy to pull individually, especially on the left side. That's all I have for now folks. So much so that I don't even include information on gear until then. everquest afk mercenary leveling guide. He will assist the main assist of the group, or you if its just you and him. Just want to provide some info that isn't multiple years old. ALTERNATIVES: 30-35 Goru'Kar Mesa (PoK>Blightfire Moors>Goru'Kar) - Almar used to suggest this place as a prime place to level. Journeyman is an order of magnitude better than Apprentice and is only available to people who pay for Everquest. A properly set up box group can do everything but the final mission easily. The final camp here I am aware of is back inside the castle area on the way to the back of the zone. You will be murdering said spiders and slimes and other animals. There is a big black stone in the bottom right corner of the zone. Is it really AFK XP if the only people gaining any experience are the mercs that are doing the work? Sadly neither zone is a hot zone. There are some guides if you wanted to bot it but in general this community does not promote AFK anything. The reason you select Journeyman is because the Journeyman mercenaries are better, stronger, faster and more advanced (Literally). If you're a new player then you'll be able to find a Mercenary Liaison right in Cresent Reach (granted if you Start there). They like to run, so bring a snare. He will very likely murder you if you do. This access to at least 2 nameds that I am aware of. It isn't bad, but you start looking at 2-3 mobs per 1 percent. They are designed for extra support or extra muscle in PvE encounters. You're Not Done at . 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. Too many HP, pain in the ass abilities. With hundreds and hundreds of zones to choose from, and classes with wildly different abilities and skills, there is no perfect way to level. The north wall of the citadel is a combination of giants, undead, drolvargs, and cockatrice.