Available types are Tanks, Healers, Melee DPS, Caster DPS, and Support mercenaries. Chapterhouse of the Fallen (96-100)(PoK>Freeport>Commonlands or Once you do attunement quest from Shard's Landing, Guild Hall>TP to Shard's Landing>Portal to Chapterhouse) - I love this zone as a paladin. I normally always see people using SKs with mage DS in like fortress mech to do the same thing. PL ALTERNATIVE: 'Hatching a Plan' mission next to PoK standalone bank. I don't know personally, just putting it here on their recommendation. The run to it is also very short. Q: Can I bring my merc on a LDoN or my guilds CoA raid? When your Mercenary dies the button will change to Revive. Go. 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. Any necro will out dps a merc by a factor of 2 at least and up to a factor of 6 or 7. If you went to another zone first and are coming here after 55, then just zone in by dropping into the big hole and coming up at the very back of the zone. Based on the information provided my first thought was that the begging skillup RNG was better on higher level NPCs than lower level. They will be indifferent to you to start. This means that you'll have to pay the re-hire charge to get your merc back. What i mean is if you do Field of Scale, you'll have the rank IV merc, not the III or II. The south camp is the three rooms near the Nobles Causeway zone line. /autoskill allows you to toggle combat skills to automatically active while attacking (formerly unlocked at 61). 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. 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. I have added it in now. You dont really explain where things are/how to get there. Nameds drop a pretty good belt and necklace. The good news is money is now weightless! If you haven't done the others, they are still accessible. Crafting Mercenaries costs 100 Coins (Rare), 300 Coins (Epic), or 500 Coins (Legendary). One thing you can't beat is the money though. The north camp is the three rooms near Muramite Proving Grounds. 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. 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 designed for extra support or extra muscle in PvE encounters. Depending on how fast you're going this place is wonderful to 38, but tapers off to just decent after that IMO. 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. If you have an enchanter mez the adds and then hold them for one minute after each kill. Also stay away from the center bottom left of the zone. 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. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. The Rogue merc does melee damage where as the Wizard merc will nuke, all pretty basic. At 35, push into the area around frenzied ghoul and up toward Ghoul Lord. 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. The other room is basically in the exact same spot except on the left side of the map. You must log in or register to reply here. . A: You must be carrying the plat on you in order to pay your merc. I didn't realize how good this zone was until I was recently leveling and grouped with a guy who dragged me out here. everquest afk mercenary leveling guide everquest afk mercenary leveling guide Home Realizacje i porady Bez kategorii everquest afk mercenary leveling guide. The gear drops here look incredible too. The north and east pathways are the ones to focus on. Currently, most returning players are forced to molo (solo with a merc) from level 1 to 80+. The experience and potential money are fantastic though. 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. They tank for you, heal for you, or dps for you. If you're a returning player you can find Mercenary Liaison's in PoK. At around 91, head to the southern portion of the zone and start killing critters and ghosts. Llux's guide to warrior swarming v3. Thread starter kyle123; . 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. Once you reach the wasps that are over there, start killing the wasps. Will continue editing as I play through on different characters. The center of the zone is all undead. 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. 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. With fire. This is Tier 4 for Veil so things hit hard, but not that hard. ALTERNATIVES: 25-32 Crypt of Dalnir (PoK>Field of Bone>Warsliks Wood>Crypt) - Really love this zone. Chat Combat Corpse/Looting General Graphics Group Guild Pet Raid Sound Spell Task Track References What commands do you wish you knew a long time ago? In comparison to their equivalent in Underfoot, the mobs are vastly easier. When you zone in, the area you are in has mobs level 88-91ish. The South Camp is the starting point. (Using ISBoxer is useful to this; please reference my other guide for info) It doesnt matter what the composition is of your 3 box team. It is easy to get overwhelmed at lower levels, especially with the ratmen who frequent the middle of the zone. As pay to play, you really don't break for AAs, just turn on autogrant and there you go. Otherwise its like an ooze and a tidemage or a trio of warpriests. See the New Player FAQ for more detailed information. 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! When first starting out a healer merc may seem logical, well it's not. 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). It may not display this or other websites correctly. 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. After 75, you get much stronger gear so you can quickly kill the minotaurs at the minotaur fort. All the gear that levels up with you from 75 to 105 makes life hugely easier. They will drain half your exp and do very little damage. Use mostly water pet in Classic era. They are all undead. Kill the wereorcs. The other major reason is Alternate Advancement Auto-Grant. Another semi decent camp would be the Gorgons in the top left of the zone. You will be teleported to Ethernere Tainted West Karana and now attuned to the Dead Hills. While it is fastest to level in Hotzones, it is always good to have options on where to level. From level 1-100 and from Luclin to Call of the Forsaken, all AA's but crafting are given to you for free. The final reward is Journeyman Rank 5 mercenaries. If you dont want to deal with killing them, run down until you see the trees and start killing mosstrooper treants. 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. The North Camp is the second camp when you reach level 77. The gear starts becoming available at 75 and is bought with Marks of Valor from Ethernere Tainted West Karana. I have masochistic friends who swear by it though. I could have done slightly better there - the swarming flies gave me a surprise, and I had to remake my pet (SK) mid-lesson. It's the only level range I feel that you should be here to the exclusion of anywhere else. I'M NOT QUITE READY FOR EOK/ROS (100-105) - This is very much dependent on gear and group. Posts: 1,338. 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. It's a very easy zone to level in without much drama. Once you get going quickly with the HAs from Gribble, you can throw in some of the HAs from Skulk. This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. 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. You never have to upgrade your Mercenary, he will level with you. Assist: Your merc will help DPS. The exp is ludicrously fast thanks to low HP mobs and repeatable quests. End of Underfoot (Volska's/Convorteum)(88-92) - You can level here if you feel like pulling your toenails out, but I don't recommend it. It's a very good zone with lots of low HP mobs, but it is definitely the best for Clerics and Paladins. Confidence is how many mobs you can pull above your level and the mercs without him running away. Entire house is pretty much open at 26. You need the three accounts, so you can create a sustainable merc team. For that space in between, look up how to acquire Tier 1 group armor from House of Thule. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. 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. Kill these guys, turning in the quests as you finish them and then getting them again, until 75. I will lay out a few spots to hit in this range. You can push to 86-87 here by going into the west corridors, but the exp falls off a cliff at 83. 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. 1 of 2 Go to page. There are two main camps that you'll use. #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. They do not have much in the way of HP, but can hit hard. Posted on February 24, 2013 by Almost Gaming. You can do 1-40 in about 12 hours of playing. Erudin also has a LOT of undead which are very concentrated in a few areas, making Paladin swarming much easier as well. 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. 54-60 Plane of Nightmare (PoK>Plane of Tranquility>Plane of Nightmare) - Things hit very hard here. Kor-Sha Laboratory (105-110) - Only really worked 2 camps in this zone. All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. 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 . This ability, when activated, transports you back to your starting city. It's some kinda Gnomish backpack thing. I also ding to 57 at this camp in the video including the sweet ding noise and a cringey. 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 can pull 3-4 at a time easily and pretty quickly kill them all, moving out toward the docked ships to get higher level guys. I'd suggest even if you go this method, you still use MQ2 with afk tools to answer tells while you are away. You will be murdering said spiders and slimes and other animals. Stay near the zone lines until 85, then push out. It was something I have wanted to do for a while but never had the time to do. Chelsith Reborn (98-102)(Guild Hall>Buy Shadowed Sand of the Twilight Sea>TP to Twilight Sea>The Scarlet Desert>The Grey>Chelsith Reborn or Once you do attunement quest from Shard's Landing, Guild Hall>TP to Shard's Landing>Portal to Chelsith Reborn) - I had never tried this place until recently, and I think it's awesome. Giving out the daily HA tasks? 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. You're Not Done at . This is the furthest zone you can get to without progression unless they've removed requirements. The mobs hit very hard and you can get overwhelmed very quickly. It's cheap and easy to get and you probably can get large amounts of it just as you level. There are 2 nameds plus a named treant you can easily access if no one else is killing them. 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. There a couple of hallway corners that are mostly safe as well, but you have to kill to them and that can be dangerous. 48-55 kill the mutant floaty guys, shades and crazy humans. At 20, open your map and begin trekking out toward the Stone Hive zone line. ALTERNATIVE: I really think City of Mist is the single best spot for this level range. Making it doubly worth it. Youre looking to create a merc team of Tank/ DPS/ Healer. Inside the hut talk to Mercenary Mdjal to hire a mercenary. 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. Q: What level do Mercs start charging me money? These will take you to 67-70ish, though only paladins should really try and go to 70 here via swarming. 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. 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. The final camp here I am aware of is back inside the castle area on the way to the back of the zone. Velkator's castle houses the highest level guys, mostly golems and gargoyles and you should come here around 52 and stay until about 55. Don't know how popular that still is, but it's still not hard to get anything done. For an AFK camp, 100 AA a day isnt too bad. There are three nameds you can kill here for a good variety of loot. Doesn't apply to certain AAs, like tradeskills, etc, but its plenty sufficient for leveling. This place is almost nothing but undead. Keep clearing around til you hit 48-49. Field of Scale theme - Journeyman Rank IV. They complete heal and can do it 7 or 8 times in a row. They hit like Mack trucks but aren't very durable. They come in 2 flavors: Apprentice and Journeyman, each with 5 ranks. Although inadvertently getting trained is a risk youre going to take if youre afk; regardless of what xp zone youre in. NB Loot is rubbish but you don't have to buy any armor until 65. (25% was in Overthere when it was a hot zone.) I like to use to portal room for quick evacuation. Here are some suggestions as to how to use these areas to hit max level. Q: Can I give my mercenary weapons and armor similar to a pet? Click it. So make this the exception to my disdain of HA leveling. You will need invisibility, levitation, or balls of steel. #everquest #project1999 #sinnycool 2 MINUTE SPAWN AFK CAMP to 60 / Everquest Project 1999 green / Update since V5.5 patch what changed? One or two nameds are easily accessed from here. When you suspend a merc you must wait 5 minutes to bring him back into the world. Moloing is effective in the early levels due to overpowered Tank Mercs, but starting in the 60s leveling takes longer and the Tank Merc becomes less overpowered versus the content. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. 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. Fun times. Coming from The Mines, start killing gnolls until 12. NOTE: IF THE FABLED CREATURES ARE UP, DO NOT ATTACK THE BLACK REAVER. Hey no time like today. I don't like them and only do them if guildmates beg me to. Black Reaver included. Once you are 75, start murdering Giants. For a quick fix, try switching to a different email address and verifying that (you can switch your email back afterwords.) You should be able to clear through here without too much hastle. Split or tank em, however your group is set up. Buy the 950 Point Mount that provides levitation. Burn: Your merc will focus primarily on damage, always assisting the main assist. Riftseeker's Sanctum(69-78)(Guild Hall>Buy Chipped Shard of Slaughter>TP to Wall of Slaughter>Muramite Proving Grounds>Riftseeker's) - The mobs here hit hard, have lots of HP, heal, and resist spells, but the experience is awesome. 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. 85% of the zone is undead. In this Project 1999 EQ video I show a 6 minute spawn camp that can take you all the way to level 60! 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). 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. Fewer mobs for AA/Exp grinding but still very nice and slightly easier for a small group. Start killing everything around the front of the zone. Find something else. 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. Their levels and abilities will scale appropriately and they will think and act for themselves with limited player guidance. 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. At 45, start killing the spiders and gargoyles on the ground, then slowly work your way up. Aggressive: If you or any group member is attacked, your merc will attack. Leveling up in Everquest 2 is very quick these days compared to before, but . Also see the alphabetical command list or emotes . I came back and my toons went from level 3 to level 10!!! 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. Where it says "Type" select Journeyman (Paying players only) and then select Tier I of which ever you want Healer or Tank. Once inside, just follow your map and keep heading back until mobs start getting close to your level. Here is a quick run down of everything. Everquest AFK Leveling Missions. Dive to the bottom and click the big rock. Q: If the Mercenary dies do I have to buy another one? 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. Unless you can split pull or mez, you will be fighting two or more mobs on most pulls until you break the spawns up. 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 At 49, get to the very top of the crystal ramps and go through the fake wall and then head up to the upper kobold camp and kill these guys to 52. Third, get yourself maps immediately. Turn in the quest as you complete it. OPTIONS(96-100): To me at this point, there is no best place to go. They can take a long time, but with a little research and experience you can get the times down on her missions as well. This guide is a solution to that problem. Create an account to follow your favorite communities and start taking part in conversations. Is it really AFK XP if the only people gaining any experience are the mercs that are doing the work? You essentially get all the levels while doing things you would do anyway. 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. Two paid accounts gives you a tank and healer you don't every really have to pay attention to. There is a castle structure there. For everyone else, exp kinda tapers off around 82. It gives you access to Journeyman mercs and probably over 10k AAs at this point in Auto-Granted AAs. 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. With a group of three actual players though, you can steamroll this place for GOBS of experience. Or at least a bunch of boxes with healer mercs. When you get a new mercenary, it starts at Level 1 with only a single ability. Stay away from the air giants though. At 8-9 go to the last cave that is next to the little paddle thing on the lake and kill bears. They are kinda tough to pull single, but normally are no more than 2-3 at a time. It's very simple and zone is your oyster beyond that. 1; 2; Next. These levels will come steadily and you will very likely never be overwhelmed.
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