everquest afk mercenary leveling guide

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. A player could easily gain the same amount of XP they got from 2 or 3 hours of AFK'ing pet/merc XP exploting if they spent 10 good minutes at the keyboard. Try and kill at least one Captain of the Guard. A: When you shroud the mercenary is suspended, when you have enough money to pay for the mercenary you may unsuspend him. It isn't the fastest ever, but the money is pretty great and there is rarely anyone here on live. It's a hot zone occasionally and of the Alaris zones that cycle as hot zones, I think it's the best. 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. The south camp is the three rooms near the Nobles Causeway zone line. The nameds drop pretty sick gear and hit WAY easier than the ones in the Nightmare zones. Never a good idea to go fully afk. A: Your merc will Dismiss himself. 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. 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. I fully admit that there are abilities some classes have that completely lower the bar for entry to a zone or extend the life of a zone a couple of levels. Your destination is the top right corner buildings, which contains a ton of animated hands. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. Jewel of Atiiki(74-78)(Guild Hall>Buy Katta Castrum Powerstone>TP to Katta Castrum>Jewel) - Farming the efreeti here is fun and easy. The only issue there is you need to be capable of farming Remnants of Tranquility from TBM missions and HAs. A: Oh yes he did! The key is the respawn time for the zone. Lceanium (100-107) - There are a couple of decent camps here that I have used. Start in the tunnels and then work your way through the area around the ghoul assassin. A discussion community about the greatest MMO of all time! Confidence is how many mobs you can pull above your level and the mercs without him running away. I came back and my toons went from level 3 to level 10!!! Nameds drop a pretty good belt and necklace. The mob density gets much thicker in both places, so it can be dangerous. If you took my advice and are at least two boxing, go inside the cave. 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. It'll give an Undead oriented hunting guide. Gaesigs and Heligs on the water side come to mind on this. The Foundation is one of them and might be worth heading to. 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. Posted on February 24, 2013 by Almost Gaming. 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. These Mercenaries are much more weak than a Journeyman Mercenary however I guess one plus is they cost a lot less every 15 minutes! In the second city, kill Doomfire mobs until 70. There are two main camps that you'll use. 54-60 Plane of Nightmare (PoK>Plane of Tranquility>Plane of Nightmare) - Things hit very hard here. The north and east pathways are the ones to focus on. When you suspend your mercenary the button will change to Unsuspend. You can stay here until you reach level 77. At 70 though, it starts to seriously lose it's luster. The run isn't terrible, but all of the SoV outdoor zones are enormous so it's further than it looks. At 35, push into the area around frenzied ghoul and up toward Ghoul Lord. Air sucks for dps and tanking in classic, can be useful in groups against casters, in Lower Guk for example. Go left from the giant hole in the ground after zone in until you get to a pond. Direwind Cliffs is nothing but killing drops throughout most of it. What that means is he just won't do anything. With fire. In comparison to their equivalent in Underfoot, the mobs are vastly easier. Passive: Your merc will not attack or heal anything. The mobs hit very hard and you can get overwhelmed very quickly. This ability, when activated, transports you back to your starting city. The final camp here I am aware of is back inside the castle area on the way to the back of the zone. 48-62 - The Hole (Ruins of Old Paineel)(PoK>Paineel>The Hole) - I used to recommend this as a go to zone, but the ZEM got nerfed and it's not as good. That's all I have for now folks. After Blightfire, I am assuming you start in Plane of Knowledge. It is highly recommended that you do this. 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. These are also really nice for Rangers to headshot since they are rootable and don't summon. I'd suggest even if you go this method, you still use MQ2 with afk tools to answer tells while you are away. 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. Blightfire Moors is also a hotzone sometimes, so this could go even faster if you're lucky. They are designed for extra support or extra muscle in PvE encounters. At 20, open your map and begin trekking out toward the Stone Hive zone line. 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. When your Mercenary dies the button will change to Revive. More of the same, except a larger portion of the zone is friendly. 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. A bunch of the missions and HAs are actually really fun too if done once or twice. Your merc will balance his abilities in defending and attacking the enemies pulled to him. You are using an out of date browser. Some are also scattered amongst the buildings, just use "Find" to locate them. They are in the places where the guards used to be. You can push to 86-87 here by going into the west corridors, but the exp falls off a cliff at 83. Those are raid mobs and will have mechanics you won't be able to deal with even if you could fight them. 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. Everything has changed with the Seeds of Destruction expansion. Otherwise, the area around his spawn point has the highest level mobs in the zone and yields great exp even up to 60 if you're patient. When you get a new mercenary, it starts at Level 1 with only a single ability. If nothing else, have a friendly enchanter give one of their big mana regen buffs to your healer merc. Go through a little valley into the south side of the zone though and it becomes Tier 2. Finally, heres the math on why I believe this guide has value. 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). One or two nameds are easily accessed from here. Pathings. Stay close to the friendly dragorn and watch out for nameds until 85. ). This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. Make sure you break the room and kill the first wave of mobs slowly. From the time your mercenary dies to the time you can Rez him is 5 minutes, just like when you'd suspend him. You will be doing these three HAs on a loop for a while. All the living creatures run, so you might be in trouble without a root or snare. Also assuming you don't have access to a Druid or Wizard. 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. EQ progression has a nice zone by zone guide up to OoW expansion, recommended level for the zone with a rating for the quality of exp there and best of all a map highlighting the mob levels in different areas of the zone usually with a star showing best hunting spots. The orcs hit a little harder and stun more and as you push back, there are higher level drakkin. 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. Go in all the buildings. To begin with, you will want to get yourself attuned to Dead Hills, which is the zone with the easiest HAs. The Call of the Forsaken expansion introduced mercenary equipment, gear you can put on your mercenary . BEST (68-78): Dragonscale Hills (68-78)(PoK>Steamfont Mountains>Dragonscale Hills) - SEE NOTE ON MERCENARIES BELOW FOR WAYS TO BOOST THEIR EFFECTIVENESS A LITTLE. Undead mobs for your paladins to slay and lots of Dark Elves to murder. and barrel your way to the second city. Leveling/Setup This guide covers zones up to Omens of War. 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. Make sure that the Tank Merc has been assigned the role of Main Tank. I would suggest just not coming here. Honestly feel like it's impossible to beat the exp you can get here from 30-35. A: No. It's a matter of gear and group/box team composition. This zone is sometimes a hotzone. Lots of nameds spawn here, so be careful if you don't have a good group or a good box team. Grieg himself is often camped but if he is up be careful. There are four types of Mercs to choose from: Healing, Tanking, Rogue or a Wizard mercs. At that point start pushing through the shopkeepers to the south or go up the ramp to kill the masters and grandmasters. If you are an Everquest Free to Play player then you will be unable to select a Journeyman Mercenary. Q: How does shrouding effect my mercenary? There is a castle structure there. Sad really. NOTE: Doing the progression for Call of the Forsaken and The Broken Mirror will net you some incredible rewards. The best place in this zone is the hobgoblins, which are directly left of where you zone in, at the north end of the canyon. 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. You can conceivably go to 80, but it slows down and there is better exp to be had elsewhere. 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. 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. 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. 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). Also stay away from the center bottom left of the zone. A properly set up box group can do everything but the final mission easily. It's the only level range I feel that you should be here to the exclusion of anywhere else. I didn't realize how good this zone was until I was recently leveling and grouped with a guy who dragged me out here. You can go higher, but it isn't really worth it IMO. They are undead and you will reap them with Slay Undead/Ward Undead line spells. Should be an easy time though. Don't fight the ones in the fields as the majority of them are cleric mobs with big heals and a resistance to stuns. You will be murdering said spiders and slimes and other animals. Velkator's castle houses the highest level guys, mostly golems and gargoyles and you should come here around 52 and stay until about 55. Any necro will out dps a merc by a factor of 2 at least and up to a factor of 6 or 7. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. Lots of undead for your friendly neighborhood paladins as well. Can I keep him when I shroud? 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. They will drain half your exp and do very little damage. When it isn't, it's a nice place for a change of pace, but I think exp is better elsewhere. A guide specifically for Clerics and Paladins is my next endeavor. Roughly 80% of the mobs are rootable and headshottable so this is a really nice zone for AAing with a ranger. Glass cannon mobs, simple pulls, a real honest to god tank can easily take 2-3 at a time. AFK/Mercenary Leveling Guide for Everquest Levels 1-85. The druid is a . The other big benefit is that you get Marks of Valor, which can be spent on gear in Ethernere Tainted West Karana. Most of these zones are hotzones and no matter which set of zones is up at the time, one of them will be a hot zone. 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. Along the way, most players are going to need to grind a few thousand AAs in order to be effective at 80+ when playing their character. Feel free to tell me how terrible my suggestions are, as long as you leave a different/better idea. Whatever you do, don't try and fight in the cave to the Commonlands exit. Once you are 75, start murdering Giants. Depending on your classes ability to swarm pull, these zones gain a lot of extra life for swarm pulls for SKs and the like. 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. Yeah that is no where near as good as it used to be. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. This will easily take you to 56-57. Clerics especially can race through here with their undead killing spells. You can come here a little earlier if you want, but ensure you have some form of crowd control handy. Just get access to the second of his HAs, Artifacts of Great Importance. 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. 1; 2; Next. Purchasing a Mercenary Mercenaries can be hired from various Guardians in the Plane of Knowledge as well as from NPCs in starting cities. 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. The westside is still gangster though, so you can kill most of the stuff there. 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. Rengar is an aggressive early jungler, with really good skirmish potential during early game, so you want to get as many opportunities to take over the game in the first 10 minutes of the game. Also if you abandon at any time before you get your reward you can reset - otherwise 4 hour lockout. Usually you can kill 5 or more mobs in the 15 minutes it takes between Upkeep's. Select the first HA he gives you, Into the Hills. Head through the city in the mountain area toward Blightfire Moors. Stay near the entrance until 49-50 then move toward the "disco" areas until about 52. You will need invisibility, levitation, or balls of steel. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. If you're looking for the old information that used to be on this page you'll find those guides along with all my other EQ content here. It's some kinda Gnomish backpack thing. The reason you select Journeyman is because the Journeyman mercenaries are better, stronger, faster and more advanced (Literally). Mercenary Leveling and Equipment While mercenaries are quite adept at walloping the occasional moss snake, even the most adroit sell-sword can be taught a thing or two by an experienced adventurer. Q: What level do Mercs start charging me money? You get access to mercenaries, which are hireable AI controlled party members. Just places that are more or less easy. 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. It's still confusing, you slipslide everywhere, mobs are invisible, pathing is terrible, and you get vertical aggro. At 6-7 go into the middle cave and kill pumas. Make sure you clear both the left and right sides of the first courtyard. Otherwise its like an ooze and a tidemage or a trio of warpriests. I avoid the crystalline horrors as they sap mana like wild. Let the mercenary do all the work for you. This makes this one of the best places to grind for paladins trying to wrap up leveling or grind AAs. 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.

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