everquest afk mercenary leveling guide
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. K. kyle123 New member. That said, I have seen plenty of people level characters solo and F2P. 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. Same goes for a male Mercenary Liaison. There is a castle structure there. Get a PL, swarm lower level content, do some HAs. 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. Stay away from the air giants though. He will assist the main assist of the group, or you if its just you and him. At 12, all start killing gnolls or skeletal ogres. Frontier Mountain (BEST AREA FOR 100-108) - The giant fort has one named who drops a ring that is pretty in demand. How this guide works: Player Level refers to the "sweet spot" level range for the player to both gain good experience while still being able to be effective (landing spells/melee) This doesn't mean you must be between this level range. The other room is basically in the exact same spot except on the left side of the map. 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. The zone is very well spaced. ). The final reward is Journeyman Rank 5 mercenaries. Just pick that one and level there. The north wall of the citadel is a combination of giants, undead, drolvargs, and cockatrice. Look at my map in comparison to your map to see the location. The mobs hit very hard and you can get overwhelmed very quickly. Additionally, the mobs in Wall of Slaughter have a larger agro radius than the Plane of Fire mobs which helps. The gear isn't great but you will be earning so many Marks that you will be able to outfit yourself completely very very easily every 5 levels. Friends of mine swear by them though, the Gyrospires especially. This is a short guide addressing the need of returning players. Also if you abandon at any time before you get your reward you can reset - otherwise 4 hour lockout. BEST: 38-48 City of Mist(PoK>Field of Bones>Emerald Jungle>City) - This is will very likely be some of the fastest leveling you will do. You will begin seeing worgs, go south down the coastline and look for some elves and humans. 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. Everything is very social. Efficient: This stance causes your Mercenary to focus primarily on efficiency and preservation of resources. JavaScript is disabled. Any of the weapon and armor loot from nameds will sell for 300-400 plat. 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. A guide specifically for Clerics and Paladins is my next endeavor. Please take a moment to familiarize yourself with our privacy practices.If you are a resident of California, please view our California Privacy Disclosure. These levels will come steadily and you will very likely never be overwhelmed. House of Thule armor is pretty damn good for it's level. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. For a quick fix, try switching to a different email address and verifying that (you can switch your email back afterwords.) They hit like Mack trucks but aren't very durable. 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. A: Mercs are actually rather cheap to maintain. A zone you are having a lot of trouble with can be made WAYYY easier if you get a full set of buffs. It's still pretty decent at the 80-82 range, though there are better places. They are all undead. Make sure you clear both the left and right sides of the first courtyard. 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. It's still confusing, you slipslide everywhere, mobs are invisible, pathing is terrible, and you get vertical aggro. There is also Defiant armor sets which give you incredible stats over a range of levels and are incredibly useful from 1-70. Coming from The Mines, start killing gnolls until 12. The westside is still gangster though, so you can kill most of the stuff there. I do solo leveling all the time for the challenge of it. There is a stupid questline that autostarts the first time you go into the zone. At 40 move into the second courtyard area and keep clearing northward. 1 of 2 Go to page. You can do 1-40 in about 12 hours of playing. Just be kind and patient. Mobs run on live side so ignore it. Roughly 80% of the mobs are rootable and headshottable so this is a really nice zone for AAing with a ranger. It'll give an Undead oriented hunting guide. To upgrade your mercenary you have to complete SoD progression lines. It gives you access to Journeyman mercs and probably over 10k AAs at this point in Auto-Granted AAs. Stay at the entrance until you get to 80, then you can push into the north pathway. There are some guides if you wanted to bot it but in general this community does not promote AFK anything. All the gear that levels up with you from 75 to 105 makes life hugely easier. Your merc will also use buffs that are in his level range to buff you and your group. There is a big open courtyard almost as soon as you zone in. 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. From the time your mercenary dies to the time you can Rez him is 5 minutes, just like when you'd suspend him. RUN EVERYONE INDIVIDUALLY OR CALL OF HERO THEM IF YOU HAVE A MAGE. Hitting Ctrl+R to walk is very good idea here. 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. They are essential to following this guide. 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. 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. A mercenary's icon will show their archetype and hailing them will tell you their class. A bunch of the missions and HAs are actually really fun too if done once or twice. Reactive: Your merc will react better depending on the situation. You may finish them and have 30-45 minutes to wait. Playing live has a few benefits. Q: How much better could a Mercenary possibly make leveling? This expansion introduced Mercenaries and basically completely changed the way you level in Everquest. 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. Lower HP, but hit hard. After that though it's single pulls non stop. Fewer mobs for AA/Exp grinding but still very nice and slightly easier for a small group. The money is amazeballs though, so if you have a group or are comfortable with your box setup, murder giants. That is a great point. A: Yes they do! Click it. The burynai camp to the south of the bottom sarnak fort is also really good as the Orechomper drops a good shoulder and the group level tank face item, Mask of Dust. With a group of actual people, this place is awesome though. 54-60 Plane of Nightmare (PoK>Plane of Tranquility>Plane of Nightmare) - Things hit very hard here. 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. The mobs are around level 28-29, so it's a lot of exp for your level. Made a handful of edits as of 1/13/2017. 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. THIS GUIDE ASSUMES YOU ARE PAY TO PLAY. There are numerous groups in Empires of Kunark, but lets say you're not feeling up to that yet. So I will fix that. They are very easy to pull individually, especially on the left side. The first camp is in the large room in the bottom right side of the map. 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). Q: If the Mercenary dies do I have to buy another one? They tank for you, heal for you, or dps for you. 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. Everquest Mercenary Guide Mercenary Guide Mercenaries are the answer to Everquests "grind" and Must-Group to level. At about 52, head further into the zone, through the aquaduct area and start killing rotting peasants, nihilists, and commoners. You can go higher, but it isn't really worth it IMO. Enter your email address to follow this blog and receive notifications of new posts by email. The Call of the Forsaken expansion introduced mercenary equipment, gear you can put on your mercenary . This zone is a lot better when you factor those in. It's also a hot zone and that makes it really worth it. A FABLED VERSION OF THE NAMED WILL EVENTUALLY APPEAR AND ROFLSTOMP YOU SINCE HE WILL BE AROUND LEVEL 75. Blightfire Moors is also a hotzone sometimes, so this could go even faster if you're lucky. There are only a small handful of places where you have to fight more than one mob if you don't want to. It's a matter of gear and group/box team composition. I like to use to portal room for quick evacuation. It essentially serves to let you worry about leveling without stopping for AAs. Lceanium (100-107) - There are a couple of decent camps here that I have used. You cannot shroud to level 10 and keep a level 50 mercenary however. Below the bridge is a giant ice lake covered in spiders and slimes. In the second city, kill Doomfire mobs until 70. Also the mercenary will cost the same amount he would to the level that you shrouded to. So finding a camp could be tough depending on your chosen servers population and the hour of day. A properly set up box group can do everything but the final mission easily. 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. Considering how easy it is to level on live these days, just paying for one month while you level to 110 is plenty. 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. Also, once the room is broken, stand closer to the back wall of the room rather than the hallway. Once you're around 96, head toward the big building in the center or the Sepulcar of Order zoneline to kill higher level guys. I recommend you donate to him for his grinding guides as well. Black Reaver included. They like to run, so bring a snare. It will have HP, Mana, and Endurance on par with characters that do not have the gear to acquire rank 2 spells and abilities. Really good guide. 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. I may try again with this guide. Once you get going quickly with the HAs from Gribble, you can throw in some of the HAs from Skulk. J5 mercs are far better, can take harder hits, heal bigger, and hit harder. (Test server people should average 37%.) You need the three accounts, so you can create a sustainable merc team. Depending on how fast you're going this place is wonderful to 38, but tapers off to just decent after that IMO. If you're a returning player you can find Mercenary Liaison's in PoK. The east wall outside the citadel area offers constant spawns of cockatrice and a few yeti, as well as access to the two named cockatrice. 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. Valdeholm (PoK>Blightfire>Goru'Kar>The Steppes>Icefall Glaciar>Valdeholm) - I absolutely love this place for these levels. 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. Mobs are tightly packed in some places and lots of classes who can swarm like to swarm here because of it. Only downside is that it's a hell of a run out to it. There is a quest with the platinum efreeti armor which eventually nets you a Illusion:Specter item that is sick. You can box here, but the zone isn't very conducive to it. Ah yes. You are using an out of date browser. Classes with undead slaying/controlling spells can crush this place even harder and faster and thanks to that can really increase this zones effectiveness. The lower level ones spawn outside their cave, with higher level ones as you move back. Considering you should be killing three mobs every cycle in which each cycle is 10min and 40 secs, you should be killing 15 mobs an hour. I would suggest just not coming here. That is how GMs check. Murder the Rallosians, crystal golems, and frogs. 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. They complete heal and can do it 7 or 8 times in a row. Those are raid mobs and will have mechanics you won't be able to deal with even if you could fight them. You never have to upgrade your Mercenary, he will level with you. 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. When do I have to upgrade him? Recently, the daily adventures have been moved to Plane of Knowledge and are received from Clayton Teek. I avoid the crystalline horrors as they sap mana like wild. The north camp is the three rooms near Muramite Proving Grounds. Currently, most returning players are forced to molo (solo with a merc) from level 1 to 80+. I will provide some quick ideas if that's not the direction you wanna go.
Drysdale Tip Green Waste,
Sunderland Council Driving Jobs,
Villa La Vedetta Wedding Cost,
Phoebe Roberts Artangel,
Articles E
everquest afk mercenary leveling guide
Want to join the discussion?Feel free to contribute!