Finally the yeti caves are a decent camp as well, offering two named yeti and if no one is doing the cockatrice then those two nameds as well. Very easy to set up a spot and pull away on the gorillas and birds. From level 1-100 and from Luclin to Call of the Forsaken, all AA's but crafting are given to you for free. 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. Ah yes I always forget about this. A NOTE ON MERCS: At 75, you can do the Korascian Warrens progression. You need the three accounts, so you can create a sustainable merc team. The same nameds you can get from the lake are here, though I believe a named giant is the most common one. You will be teleported to Ethernere Tainted West Karana and now attuned to the Dead Hills. Stay near the zone lines until 85, then push out. Bastion of Thunder (62-68)(PoK>Plane of Tranquility>Torden, Bastion of Thunder) - The giants and bees of Thunder are excellent exp. Go left from the giant hole in the ground after zone in until you get to a pond. J5 mercs are far better, can take harder hits, heal bigger, and hit harder. Mercenaries are the answer to Everquests "grind" and Must-Group to level. 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 . Sad really. Playing live has a few benefits. Prince Nightclub Minneapolis, Most Hat Tricks By Nhl Defenseman, Breaux Bridge Baseball, Panettone Trifle Recipe Jamie Oliver, Affirmed Housing San Jose, Horoscope Balance Surlendemain, Is Shoresy Wayne In Letterkenny, How To Get Bright Dust Vermintide 2, Their levels and abilities will scale appropriately and they will think and act for themselves with limited player guidance. That spot is, like, the ideal afk spot. Balanced: This stance is exactly how it sounds. When you suspend your mercenary the button will change to Unsuspend. Inside the hut talk to Mercenary Mdjal to hire a mercenary. Cooling Chamber does have a lot of undead in it for Paladins and Clerics. Select the first HA he gives you, Into the Hills. Posts: 1,338. Another semi decent camp would be the Gorgons in the top left of the zone. There is also Defiant armor sets which give you incredible stats over a range of levels and are incredibly useful from 1-70. It's a very good zone with lots of low HP mobs, but it is definitely the best for Clerics and Paladins. Is it really AFK XP if the only people gaining any experience are the mercs that are doing the work? All rights reserved. You cannot shroud to level 10 and keep a level 50 mercenary however. Healers have a chance of actually rezzing you! 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. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. Also if you abandon at any time before you get your reward you can reset - otherwise 4 hour lockout. The mobs are around level 28-29, so it's a lot of exp for your level. Just pick that one and level there. 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. Use mostly water pet in Classic era. Hey no time like today. Q: Can I bring my merc on a LDoN or my guilds CoA raid? I like to use to portal room for quick evacuation. They do not have much in the way of HP, but can hit hard. 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. Crafting Mercenaries costs 100 Coins (Rare), 300 Coins (Epic), or 500 Coins (Legendary). Best thing though are the nameds. You will need invisibility, levitation, or balls of steel. The mobs hit very hard and you can get overwhelmed very quickly. Otherwise its like an ooze and a tidemage or a trio of warpriests. To level up your Mercenaries, simply take them on bounties - they get XP for each fight you beat. Nameds here hit like runaway freight trains 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. Dismiss: Permanently get rid of this mercenary. I would recommend this place only if you have a group of actual people. Without further ado. A: You must be carrying the plat on you in order to pay your merc. It's some kinda Gnomish backpack thing. everquest afk mercenary leveling guide. ALTERNATIVE: I really think City of Mist is the single best spot for this level range. You will need help doing it though. . Once you are 75, start murdering Giants. From the time your mercenary dies to the time you can Rez him is 5 minutes, just like when you'd suspend him. They are kinda tough to pull single, but normally are no more than 2-3 at a time. Some of them heal and can be a massive pain in the ass unless you have an interrupt of some sort. Just start at the entrance and work your way down. 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 west is a mess and quickly drops away forcing you to gate out one way or another. Stay near the entrance until 49-50 then move toward the "disco" areas until about 52. All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. Go in all the buildings. Keep clearing around til you hit 48-49. Don't know how popular that still is, but it's still not hard to get anything done. 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. Fear Itself (88-93)(PoK>Feerott, the Dream>House of Thule, Lower>House of Thule, Upper>Fear Itself) - Even before this place was a hot zone, I loved this place. Dwarves are normally friendly, so ignore them as well. If you have an enchanter mez the adds and then hold them for one minute after each kill. A single heroic 85 is all that is really needed to roll over the content though, which shouldn't be hard to find on any server you're on. Really good guide. Assist: Your merc will help DPS. 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! You can stay here until you ding lvl 83. Direwind Cliffs is nothing but killing drops throughout most of it. I typically use them around 55-70 when your merc starts running out of steam but before you really pick up major power boosts. The amount of experience you get varies upon level, but I know in the level 100 range, you get around 8-10% of a level per completion, as well at 1-2% for kills. At level 5 it gets its second ability, with third obtained at level 15. Roughly 80% of the mobs are rootable and headshottable so this is a really nice zone for AAing with a ranger. Edited in general directions to each zone and a blurb about the benefits of being on a live server. To upgrade your mercenary you have to complete SoD progression lines. Efficient: This stance causes your Mercenary to focus primarily on efficiency and preservation of resources. A FABLED VERSION OF THE NAMED WILL EVENTUALLY APPEAR AND ROFLSTOMP YOU SINCE HE WILL BE AROUND LEVEL 75. You are using an out of date browser. The boost they provide isn't significant but it is really nice and certainly speeds up the lower levels. 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. It's accessible at level 75, so you can have J5 mercs 10 levels early. Mercs make leveling a million times easier so you can catch your friends and start playing with them! per mob. By the time you reach 110 you should be able to clear all of those with a good group by the time the first one is available. 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. Buy the 950 Point Mount that provides levitation. Field of Scale theme - Journeyman Rank IV. Then it starts to slow down. Grieg himself is often camped but if he is up be careful. At 20, open your map and begin trekking out toward the Stone Hive zone line. You can get yourself a mercenary for free to help in your 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. Kill these guys, turning in the quests as you finish them and then getting them again, until 75. With EverQuest free to play, returning players can easily add additional accounts. You can manage your merc's appearance clothing via your persona window. The Simple and Rough sets will leave you well off. Make sure you break the room and kill the first wave of mobs slowly. Fifth, Daybreak gives you an option to accept some 25% experience potions instead of your monthly 500 Cash. The north camp is the three rooms near Muramite Proving Grounds. The south camp is the three rooms near the Nobles Causeway zone line. Just get access to the second of his HAs, Artifacts of Great Importance. Loping Plains(75-80)(PoK>Steamfont Mountains>Loping Plains) - At 75 come here and head around past Bloodmoon Keep. Do her missions as well. 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 temple is a pretty decent camp spot if you have to sit somewhere, though the wall of fire that obscures you view kinda sucks, and you can pull to a wall as well without much difficulty. If you have that key from earlier or a rogue to pick the lock, go inside that building. 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. Kill them all. NOTE: Doing the progression for Call of the Forsaken and The Broken Mirror will net you some incredible rewards. 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. The exp is ludicrously fast thanks to low HP mobs and repeatable quests. 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. Thank you! 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. Try and kill at least one Captain of the Guard. Moving on, on the right hand side it will show you his Race, Type, Confidence and Proficiency. It gives you access to Journeyman mercs and probably over 10k AAs at this point in Auto-Granted AAs. It's still pretty decent at the 80-82 range, though there are better places. It's also a hot zone and that makes it really worth it. With a group you can pull them pretty easily and have access to a HUGE number of mobs. 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. How do I fix this? 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? Swarming, pets, class specific abilities all change everything drastically. He couldn't have made it THAT easy. /autoskill allows you to toggle combat skills to automatically active while attacking (formerly unlocked at 61). There are some high level mobs there for the Berserker epic 2.0. These Mercenaries are much more weak than a Journeyman Mercenary however I guess one plus is they cost a lot less every 15 minutes! If you hit "M" you can see your map. You will need an invis item or supply of Cloudy Potions though as there are a lot of living creatures between you and the undead section of the zone. Find Tyrinam and take the Reducing the Threat - Worgs quest. Q: I'm the puller for my group but my merc won't stop attacking it when its all the way out in the middle of no where. Look at my map in comparison to your map to see the location. It's still confusing, you slipslide everywhere, mobs are invisible, pathing is terrible, and you get vertical aggro. Dive to the bottom and click the big rock. You essentially get all the levels while doing things you would do anyway. 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. IF YOU'RE BRAND NEW OR VERY CASUAL: 1-10 Mines of Gloomingdeep (You start the game here) - This is the tutorial area. Once inside, just follow your map and keep heading back until mobs start getting close to your level. At 56, head toward the bottom. All rights reserved. Same goes for a male Mercenary Liaison. If you have a reliable interrupt though, pull like a madman and just prioritize those. The very best stuff is random world drops from Empires of Kunark mobs, with nameds dropping them more frequently. It isn't bad, but you start looking at 2-3 mobs per 1 percent. Feel free to tell me how terrible my suggestions are, as long as you leave a different/better idea. I didn't realize how good this zone was until I was recently leveling and grouped with a guy who dragged me out here. If you're a returning player you can find Mercenary Liaison's in PoK. 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. I just dislike this place in total. South of the citadel are the drachnid tunnels. As an alternative around 73, you can kill the pixies around the guild hall port 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. Your toon classes are irrelevant. They can take a long time, but with a little research and experience you can get the times down on her missions as well. At 6-7 go into the middle cave and kill pumas. There are only a small handful of places where you have to fight more than one mob if you don't want to. They are in the places where the guards used to be. WARNING: 'Hatching a Plan' mission next to PoK standalone bank has been nerfed into uselessness. Currently, most returning players are forced to molo (solo with a merc) from level 1 to 80+. Head through the city in the mountain area toward Blightfire Moors. A NOTE ON GEAR: Up til now, the Defiant sets of gear have been pretty spectacular. If you are an Everquest Free to Play player then you will be unable to select a Journeyman Mercenary. A great place to solo for a lot of classes at 105 for AAs. For everyone else, exp kinda tapers off around 82. Also you don't have to worry about paying them until around level 12. Watch out for the clerics if you don't have a solid interrupt. 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. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. Classes with undead slaying/controlling spells can crush this place even harder and faster and thanks to that can really increase this zones effectiveness. Q: If the Mercenary dies do I have to buy another one? I have never played F2P so I can't tell you how to negotiate that. When you rez your mercenary you will immediately be charged the Upkeep cost on him. Multiple mercs with heals, buffs, and DPS and you can soar through here. The key is the respawn time for the zone. 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. 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. 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. The north and east pathways are the ones to focus on. 48-55 kill the mutant floaty guys, shades and crazy humans. Kill dragons and drakkin on the north path until 81-82, then shift to the east path. 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 Any commentary is welcome. Burn (On Some): Your merc will focus primarily on damage, always assisting the main assist. 28-35 Kaesora(PoK>Field of Bones>Kaesora) - I think this is a pretty great zone to get a few levels in. The exp here is good. Q: So wait a mercenary is allowed into an LDoN? I will lay out a few spots to hit in this range. Each time I go back I wander for 5 minutes lost until I log again. 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. 54-60 Plane of Nightmare (PoK>Plane of Tranquility>Plane of Nightmare) - Things hit very hard here. I may try again with this guide. What i mean is if you do Field of Scale, you'll have the rank IV merc, not the III or II. For example say you shrouded to level 10 Your mercenary will be free again. 85% of the zone is undead. Favorite area is the Queen's castle area. Coming from The Mines, start killing gnolls until 12. By this point you should have gear that can hold up and healers who know what's what. Just places that are more or less easy. Confidence is how many mobs you can pull above your level and the mercs without him running away. The area is populated by honored citizens, exalted citizens, respected morticians, and dutiful cleaners. Aggressive: If you or any group member is attacked, your merc will attack. Changing the email on the account seems to get it 'unstuck' and future attempts appear to work. It'll give an Undead oriented hunting guide. They are designed for extra support or extra muscle in PvE encounters. Talk to Marla Gaslow. Create an account to follow your favorite communities and start taking part in conversations. Considering how easy it is to level on live these days, just paying for one month while you level to 110 is plenty. EQNext (EverQuest Next or EQN) has been officially announced! 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. We have updated our Privacy Policy. Just be careful as sometimes this zone is level boosted for Hardcore Heritage. (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. Inside Dead Hills, look for a gnome named Gribble Grobblenobber. This will easily take you to 56-57. Nameds drop a pretty good belt and necklace. Still do! Youre looking to create a merc team of Tank/ DPS/ Healer. NB Loot is rubbish but you don't have to buy any armor until 65. The mob density gets much thicker in both places, so it can be dangerous. Welcome to EverQuest! if your merc adds about 20% damage to your party then your exp will be about 60% of what it could have been solo. 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. I normally always see people using SKs with mage DS in like fortress mech to do the same thing. 1 of 2 Go to page. Lceanium (100-107) - There are a couple of decent camps here that I have used. 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. The nameds drop pretty sick gear and hit WAY easier than the ones in the Nightmare zones. As pay to play, you really don't break for AAs, just turn on autogrant and there you go. This page contains every Leveling Guide that I have written for Everquest. These levels will come steadily and you will very likely never be overwhelmed. Own the Kunark Ascending expansion, which also allows the mercenaries to be trained and equipped with stat gear. Worth about half a level in that range. He is a raid target. He will very likely murder you if you do. The mobs have varying levels of HP, but don't hit that hard in comparison to even other TDS content. 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. Your Mercenary can come in two skill levels Skill Levels Apprentice - on par with single group geared players, on spells and abilities that have a rank, it will have rank 1. The key zone for AFK leveling and AA grinding in the 65 to 80 level range is Wall of Slaughter. A discussion community about the greatest MMO of all time! The mob level goes up to 92-94. They come in 2 flavors: Apprentice and Journeyman, each with 5 ranks. I recommend you donate to him for his grinding guides as well. When first starting out a healer merc may seem logical, well it's not. Just be careful about aggro. The Call of the Forsaken expansion introduced mercenary equipment, gear you can put on your mercenary . At 53 start heading down into the middle of the zone. Kill the wereorcs. Your tank merc can solo any reds from levels 1-60. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. You must log in or register to reply here. Next Last. All About Mercenaries | EverQuest All About Mercenaries Mercenaries are NPCs for hire that will aid adventurers in their heroic endeavors. The experience and potential money are fantastic though. Air sucks for dps and tanking in classic, can be useful in groups against casters, in Lower Guk for example. Also his armor and weapons will get better as he levels up. With a group of actual people, this place is awesome though. The other major reason is Alternate Advancement Auto-Grant. Hardest part of this zone is not dying in the fields. Don't fight the ones in the fields as the majority of them are cleric mobs with big heals and a resistance to stuns. While it is fastest to level in Hotzones, it is always good to have options on where to level. Keep clearing until you reach the bridges over water in the northern most area. When you suspend a merc you must wait 5 minutes to bring him back into the world. For AFK leveling/ AA grinding, you want to station your toons in one room and just sit there. 38-44 especially will come in a matter of hours. There a couple of hallway corners that are mostly safe as well, but you have to kill to them and that can be dangerous. Just want to provide some info that isn't multiple years old. All the gear that levels up with you from 75 to 105 makes life hugely easier. Velkator's castle houses the highest level guys, mostly golems and gargoyles and you should come here around 52 and stay until about 55. Also keep in mind almost everything here summons. 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. It was something I have wanted to do for a while but never had the time to do. Loot isn't spectacular but with a decent group, you will shred mobs and the exp will flow like water. 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. 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. Yet, player groups are hard to come by in the 60 to 80 level range. It doesnt matter if you have no interest in playing the new characters when they reach the high end game. 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. Not very fast, but not very hard either. Lots of nameds spawn here, so be careful if you don't have a good group or a good box team. This or a rogue are the only ways to proceed and get access to the high level mobs on the second floor. Q: Mercs sound great, but I'm just coming back to the game and they sound expensive. The reason you select Journeyman is because the Journeyman mercenaries are better, stronger, faster and more advanced (Literally). Also something to keep in mind is if you complete the themes out of order you will not unlock the mercenaries from the theme's below it. Great post. Kill bears, wolves, and snakes near the zone line to Blightfire. Leveling up in Everquest 2 is very quick these days compared to before, but . How does it help with boxing? Clerics especially can race through here with their undead killing spells. They are very easy to pull individually, especially on the left side. But first about the zone. See below for the final bit of the guide. Some of the Shissar are undead, but most aren't and they have high HP and hit hard to boot. Jewel of Atiiki(74-78)(Guild Hall>Buy Katta Castrum Powerstone>TP to Katta Castrum>Jewel) - Farming the efreeti here is fun and easy. Mob HP is ridiculously low since this is a vanilla zone and these levels go by without much attention having to be paid.
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