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everquest afk mercenary leveling guide

This disparity increases with levels. Stance: You're allowed to set the stance that you want your mercenary to be. Second I want to point out that while boxing isn't a must, and subbing isn't a must, it makes this game exponentially easier. Then it starts to slow down. There are some high level mobs there for the Berserker epic 2.0. The center of the zone is all undead. Without further ado. With EverQuest free to play, returning players can easily add additional accounts. Mob HP is ridiculously low since this is a vanilla zone and these levels go by without much attention having to be paid. Making it doubly worth it. Or at least a bunch of boxes with healer mercs. Thread starter kyle123; . The North Camp is the second camp when you reach level 77. 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. This will easily take you to 56-57. 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. ALTERNATIVES: 30-35 Goru'Kar Mesa (PoK>Blightfire Moors>Goru'Kar) - Almar used to suggest this place as a prime place to level. ALTERNATIVE: 8-20 Kurn's Tower (Crescent Reach>Blightfire Moors>Plane of Knowledge>Field of Bone>Kurns) - I really like leveling here with paladins, clerics, necros, and SKs. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. Kill lots of rotdogs and snakes. 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. At 77 take the quest Reducing the Threat - Wereorcs and head a little northwest toward the Hills of Shade zoneline. See the New Player FAQ for more detailed information. You essentially get all the levels while doing things you would do anyway. 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. Kill the wereorcs. They will drain half your exp and do very little damage. Set Hotkey: Set the current stance you have selected as a Hot Key. Changing the email on the account seems to get it 'unstuck' and future attempts appear to work. Recently, the daily adventures have been moved to Plane of Knowledge and are received from Clayton Teek. At 65 I like to head up to the second levels and kill the higher level guys there. Begin murdering worgs, turning the quest in every 20 worgs. Lots of mobs to kill here. Lceanium (100-107) - There are a couple of decent camps here that I have used. 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. 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. I played a cleric for 9 years until I finally left. I will annotate directions to the zones. At first, just wait. It looks pretty though. When do I have to upgrade him? Classes with undead slaying/controlling spells can crush this place even harder and faster and thanks to that can really increase this zones effectiveness. At about 52, head further into the zone, through the aquaduct area and start killing rotting peasants, nihilists, and commoners. Right click anywhere on this box and select "Puller" as your Main Roll. You can stay here until you ding lvl 83. Ah yes I always forget about this. https://www.eqprogression.com/zone-leveling-guide/ PirateKilt 1 yr. ago You should easily average about 25% of an AA for each of the light blue mobs while at the South or North Camp. To top it all off, it's also a hot zone!! Don't fight the ones in the fields as the majority of them are cleric mobs with big heals and a resistance to stuns. All rights reserved. You can come here a little earlier if you want, but ensure you have some form of crowd control handy. That said, some of the zones have been made hot zones. (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. 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. 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. They complete heal and can do it 7 or 8 times in a row. The easiest armor sets to get will probably be the sets from Hardcore Heritage. Once you have some level 30 Mercenaries, you will want to level your future Mercenaries while grinding through tasks. 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. They are very easy to pull individually, especially on the left side. So make this the exception to my disdain of HA leveling. I believe the camp is called Library Camp commonly. There is a castle structure there. Stay close to the friendly dragorn and watch out for nameds until 85. 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 very best stuff is random world drops from Empires of Kunark mobs, with nameds dropping them more frequently. 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 also must be out of combat. The Dead Hills Gribble HA's have been removed from rotation, though they are still the easiest and most reliable way to get through the levels. your mercenary comes equipped with the armor and weapons he needs. 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. Also you don't have to worry about paying them until around level 12. That is a great point. 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. Third, get yourself maps immediately. The mobs here are level 67. This guide has been updated in 2022 and is up to date with Visions of Vetrovia and the new 125 level cap! So max out at lvl 82 and grind all your final AAs here. For a better experience, please enable JavaScript in your browser before proceeding. 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. That said, the HAs are the only thing that scale. 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. Mercs make leveling a million times easier so you can catch your friends and start playing with them! Should be an easy time though. Best thing though are the nameds. For a quick fix, try switching to a different email address and verifying that (you can switch your email back afterwords.) After that though it's single pulls non stop. ALTERNATIVES (48-62): 46-58 Old Sebilis (From City of Mist>Emerald Jungle>Trakkanon's Teeth>Old Sebilis) - How much range you get out of this zone is dependent on if it's a hot zone or not IMO. Stay near the zone lines until 85, then push out. 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. Dive to the bottom and click the big rock. I may try again with this guide. J5 mercs are far better, can take harder hits, heal bigger, and hit harder. 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. Bastion of Thunder (62-68)(PoK>Plane of Tranquility>Torden, Bastion of Thunder) - The giants and bees of Thunder are excellent exp. There is also the named Ancient Dracolich who drops a nice bag if you don't have a bunch of those and a named zombie. Coming from The Mines, start killing gnolls until 12. The exp here is good. Get a PL, swarm lower level content, do some HAs. The run isn't terrible, but all of the SoV outdoor zones are enormous so it's further than it looks. 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. BEST IF GROUPED WITH HUMANS: 48-58 - Plane of Hate (Teleport from Guild Hall. Healers have a chance of actually rezzing you! With fire. That is how GMs check. Leveling up in Everquest 2 is very quick these days compared to before, but . That area is considered Tier 1 for the expansion. You can go higher, but it isn't really worth it IMO. Q: If the Mercenary dies do I have to buy another one? The other major reason is Alternate Advancement Auto-Grant. A: Yes they do! For example say you shrouded to level 10 Your mercenary will be free again. The Droga area is super nice for rangers as the goblins are headshotable. Kill them all. Once inside, just follow your map and keep heading back until mobs start getting close to your level. They are kinda tough to pull single, but normally are no more than 2-3 at a time. These Mercenaries can be good options to level up first unless you have access to some of the most powerful Legendary Mercenaries. Also if you abandon at any time before you get your reward you can reset - otherwise 4 hour lockout. The experience and potential money are fantastic though. 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. Don't bother with one of the far flung camps. ALTERNATIVE: I really think City of Mist is the single best spot for this level range. 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). Best thing about this zone is the simplicity of getting to it. 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. Once you are 75, start murdering Giants. The adds are just too intense. In comparison to their equivalent in Underfoot, the mobs are vastly easier. The exp is also really nice 75-80. All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. It covers a lot of the basics you need to know. Otherwise its like an ooze and a tidemage or a trio of warpriests. per mob. Grouping is still one of the best ways to get experience, but the mercs help you when you can't find a group. If water and earth are camped because this zone is a hotzone sometimes, then run to the back of each wing and take the teleporter down to the bees. I will edit that stuff in. Fifth, Daybreak gives you an option to accept some 25% experience potions instead of your monthly 500 Cash. Mobs run on live side so ignore it. The key is the respawn time for the zone. The respawn rate is also ludicrously high. 1. From level 1-100 and from Luclin to Call of the Forsaken, all AA's but crafting are given to you for free. Two paid accounts gives you a tank and healer you don't every really have to pay attention to. AFK/Mercenary Leveling Guide for Everquest Levels 1-85. All About Mercenaries | EverQuest All About Mercenaries Mercenaries are NPCs for hire that will aid adventurers in their heroic endeavors. 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. Let the mercenary do all the work for you. 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. 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. At 82 or straight away if you have a group, head down through the mansion to the basement area. It isn't the fastest ever, but the money is pretty great and there is rarely anyone here on live. A guide specifically for Clerics and Paladins is my next endeavor. Where it says "Type" select Journeyman (Paying players only) and then select Tier I of which ever you want Healer or Tank. They like to run, so bring a snare. This is no longer a viable leveling method. Great post. The lower level ones spawn outside their cave, with higher level ones as you move back. 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. Hardest part of this zone is not dying in the fields. This means that you'll have to pay the re-hire charge to get your merc back. If it's not up on the rotation, skip it. 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. Just places that are more or less easy. The Call of the Forsaken expansion introduced mercenary equipment, gear you can put on your mercenary . The south camp is the three rooms near the Nobles Causeway zone line. You will be murdering said spiders and slimes and other animals. You can get yourself a mercenary for free to help in your leveling. The north camp is the three rooms near Muramite Proving Grounds. Posted on February 24, 2013 by Almost Gaming. 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. You can pull the first floor starting about level 20 and move into the second floor about 24. Mobs are tightly packed in some places and lots of classes who can swarm like to swarm here because of it. The only issue there is you need to be capable of farming Remnants of Tranquility from TBM missions and HAs. At 8-9 go to the last cave that is next to the little paddle thing on the lake and kill bears. This zone is very confusing to get into from the "front door", but if you're coming here at 48 then it's the best place to go. He will eventually spawn a named which will very likely take you 30 minutes to kill, but isn't really hard otherwise. Some feedback as someone who was reading this hoping to come back: What does paying for live do for me? 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. Never a good idea to go fully afk. The old school Journeyman Rank 5 mercenary questline takes place here if you want to do it. Roughly 80% of the mobs are rootable and headshottable so this is a really nice zone for AAing with a ranger. You won't be able to use it until 10 or 15 respectively, but you don't need it before then. The first vendor is level 75, and each vendor after that is available every 5 levels. you will only be able to select an Apprentice Mercenary. If you're having trouble making your mercenary level with you suspend him and go AFK for a few minutes. There is another soldier camp down here in the dead center south of the zone, by the Sarith zoneline. 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 In both places, just clear the zone. There is a big black stone in the bottom right corner of the zone. Do her missions as well. In the event Trakkanon is up, he will probably eat your face, so stay out of his room if he is until that friendly farmer shows up to farm him. That said, I have seen plenty of people level characters solo and F2P. The number of mobs for straight grinding is also really impressive. If you need to learn more about your class, see our Class Guides for builds and info. Slaughter everything you get your hands on that isn't a friendly dragorn. This guide is a solution to that problem. 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. Welcome to our Everquest 2 Leveling Guide! The final reward is Journeyman Rank 5 mercenaries. This repop time is significantly faster than Doomfire, the Burning Lands (Plane of Fire) which is 36 minutes. Pathing will get you killed. Kill everything. Everquest Mercenary Guide Mercenary Guide Mercenaries are the answer to Everquests "grind" and Must-Group to level. Black Reaver included. Once you get there, it's party time. 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. Sad really. 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. IN ADDITION: Recently, much better versions of mercenary gear have been released that make your mercs WAY more effective. NB Loot is rubbish but you don't have to buy any armor until 65. Everything is gnomes, constructs, slimes, minotaurs, and elementals. I strongly recommend you choose a guide from this list though as these will be the guides I will continue to roll out updates to as time goes on. They tank for you, heal for you, or dps for you. Some are also scattered amongst the buildings, just use "Find" to locate them. I can't think of many places where the time taken to get there and get setup to afk xp wouldn't have been better spent just killing or questing for regular xp then logging out. He drops a key to access the first black reaver room and open up access to the second floor. You get access to mercenaries, which are hireable AI controlled party members. Giving out the daily HA tasks? Everything is very social. 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. Crafting Mercenaries costs 100 Coins (Rare), 300 Coins (Epic), or 500 Coins (Legendary). RUN EVERYONE INDIVIDUALLY OR CALL OF HERO THEM IF YOU HAVE A MAGE. South of the citadel are the drachnid tunnels. If you aren't saving for something in particular, consider taking these. 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. It slows down a lot after 46 but is worth sticking out. Playing live has a few benefits. I will add something in about him. Lower HP, but hit hard. /autoskill allows you to toggle combat skills to automatically active while attacking (formerly unlocked at 61). At level 5 it gets its second ability, with third obtained at level 15. By this point you should have gear that can hold up and healers who know what's what. 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. A: No mercs are not allowed in raid zones or most raid encounters. It's Hills of Shade all over again. Thanks for pointing that out. I look at AFK Mercing as if the . 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. Also keep in mind that if you hire a mercenary from a female Mercenary Liaison then your mercenary will be a female. BEST (90-96): Valley of Lunanyn (Guild Hall>Buy Chunk of Argathian Steel>TP to Argath, Bastion of Illdaera>Valley of Lunanyn) - I sincerely hate that this is still true, but the Valley is still hard to beat in this range mostly because of the unique way the zone is setup. The money here is ridiculous. I have masochistic friends who swear by it though. 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. Turn in the quest as you complete it. Edited in general directions to each zone and a blurb about the benefits of being on a live server. Suspend/Revive/Unsuspend: Suspend will temporarily get rid of this mercenary. A: Where it shows your vitals aka Health, Mana, Energy. So I will fix that. Enter your email address to follow this blog and receive notifications of new posts by email. They will be indifferent to you to start. 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. So I will continue making changes as I see what works best and for who. 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 Fortress Mechanotus Zones(75-85)(Guild Hall>Buy Dragonscale Faycite>TP to Dragonscale Hills>Fortress Mechanotus>Gyrospires/Meldraths/SHIP/Steam Factory) - This area isn't one of my favorites and I haven't spent a considerable amount of time hunting in them. We have updated our Privacy Policy. I just dislike this place in total. The nameds drop pretty sick gear and hit WAY easier than the ones in the Nightmare zones. Made a handful of edits as of 1/13/2017. The undead lake is good for paladins and there are a couple of drolvargs mixed in. © Copyright 2008-2022 Almar's Guides. 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. At 6-7 go into the middle cave and kill pumas. You get to experience every bit of content across 110 levels, hundreds of zones, and 24 expansions. Friends of mine swear by them though, the Gyrospires especially. Don't ask me for how you do each HA. Don't know how popular that still is, but it's still not hard to get anything done. 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. Confidence is how many mobs you can pull above your level and the mercs without him running away. In addition, they are packed together. 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. 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. They can take a long time, but with a little research and experience you can get the times down on her missions as well. Q: What happens if I don't have the money to pay for my merc? 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. Your toons are going to get attacked and hit. The boost they provide isn't significant but it is really nice and certainly speeds up the lower levels. 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 actually come here about 60-61 and kill in the area around the zone in/out. When you complete an HA you are given a three hour lockout timer for THAT PARTICULAR HA. The druid is a . 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. I would suggest just not coming here. 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. Everything is all sparkly and golden. This is a list of all the / type commands which can be used in Everquest. This is the furthest zone you can get to without progression unless they've removed requirements. The orcs hit a little harder and stun more and as you push back, there are higher level drakkin. I also ding to 57 at this camp in the video including the sweet ding noise and a cringey. There is a quest with the platinum efreeti armor which eventually nets you a Illusion:Specter item that is sick. A: No. It's essentially a big hole in the ground, but the mobs have low HP and die fast. The cost adds up very very quickly otherwise. Make sure you clear both the left and right sides of the first courtyard. It's cheap and easy to get and you probably can get large amounts of it just as you level. He is a raid target. Burn (On Some): Your merc will focus primarily on damage, always assisting the main assist. The merc trio can easily handle content to level 80 with you solidly playing your main toon (and dragging along the other two characters). At 35, push into the area around frenzied ghoul and up toward Ghoul Lord. For AFK leveling/ AA grinding, you want to station your toons in one room and just sit there. Pretty much every single thing in The Grounds wants to eat your face, so there is less confusion and thus it's more popular. Mercenaries are the answer to Everquests "grind" and Must-Group to level. Talk to Ruppoc Rockjumper and get the quest Thinning Out Their Numbers: Rotdogs and Snakes. There are numerous groups in Empires of Kunark, but lets say you're not feeling up to that yet. Inside the hut talk to Mercenary Mdjal to hire a mercenary. 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. The goal is to get the three Clean Up the Farm quests from Siggik at the gnome camp near the Steamfont zoneline. Q: Do I have to have the plat on me to pay the 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. Same goes for a male Mercenary Liaison. You can push to 86-87 here by going into the west corridors, but the exp falls off a cliff at 83. When first starting out a healer merc may seem logical, well it's not. Healing mercs heal and tanking mercs tank pretty simplistic. Your toon classes are irrelevant. 1 High-Level Character Outside Group 1.1 50% Killing 2 Damage Shield Power Levelling 2.1 AE Damage 2.2 Damage Shields 2.3 Executing the Strategy 2.4 Levelling Path 2.5 Other Tips 3 Swarming 3.1 Swarming Path 3.2 Ghetto-Swarming 4 Headshot 5 Twinking 5.1 Weapons 5.2 Haste 5.3 Hitpoint Regeneration 5.4 AC and Hitpoints 5.5 Potions Entire house is pretty much open at 26. 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. When people return to EverQuest from an extended absence, they always ask wheres the best place to level and grind AAs. 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. When you suspend a merc you must wait 5 minutes to bring him back into the world. Once you zone in there is a monster bridge. 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. I don't like them and only do them if guildmates beg me to. For an AFK camp, 100 AA a day isnt too bad. This zone is also a hot zone some times so it can go even faster than it already is. This ability, when activated, transports you back to your starting city. Dwarves are normally friendly, so ignore them as well. 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.

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