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  1. #1

    Default Observations on life in Norath - part 1


    Greetings. I started playing EQ2 again a couple of months ago, after a long hiatus. I’ll just through out some random thoughts of things that have worked well, and the bits of good advice I received here.

    My team is a guardian, conjurer, troubadour, warden, mystic, and illusionist. It’s a “good” team, based in Qeynos. I’ve been playing since level 10 with experience gain “turned off”, so I can maximize AA gain. I just hit level 42 last night, and have around 58 AA points per character.

    Obviously, I pull and tank with the guardian, and try to make sure the mobs are in melee range of all characters. Since there is no “5-second rule” like in WoW, there is no real disadvantage to having your casters melee when not casting. I use the conjuror’s caster (fire) pet – more on that later.

    I haven’t turned on experience since level 10, so my leveling has been exclusively through discoveries and quests. This has allowed me to see in detail all the quests and zones so far – Qeynos and sewer zones, Antonica, Thundering Steppes, Nektropos Castle, and now Zek the Orcish Wastes. I love the atmosphere and stories, so I really wanted to not blow through levels too fast. I honestly think I’ll keep experience turned off all the way to level 80 – there is just so much in the game that it’s staggering.

    I’m running 5 characters with graphics on the lowest “Extreme Performance” setting, and my main character on the same machine with the second-highest graphical settings. That way, I can enjoy the appearance of the environments and character models without dragging my system to its knees. I have a quad-core Athlon 6600 processor, 8GM of RAM, and a fast drive, running Vista 64. While I hate Vista with the white-hot intensity of a thousand suns, the system runs fairly well in that configuration. I’m using InnerSpace Suite, again at the advice of other users here.

    Some of the advice I received here when I was planning my return was VERY good. I’ll highlight it here for the benefit of newer players, along with observations of my own on what has worked well or not so well.

    Dual healers (+)

    I wasn’t originally planning to go with 2 healers. Wow – that would have been rough. 2 healers allow me to take on pretty tough encounters and not be so absolutely precise with my timing. The mystic’s wards combine with the warden regens to keep my tank upright in almost any circumstance. I will absolutely use dual healers in all future 6-man teams.

    Power regen (+)

    Between the troubadour and the illusionist, power regen is fantastic. I honestly haven’t run out of mana a single time, even on long encounters. Last night I got into a heated battle with Emperor Fyst in that orcish castle in the north end of Zek (I can’t recall the name). He kicked one of my healers down into the courtyard, and I still survived what turned out to be a very long battle with over half-power left on all characters. Simply put, the power regen from the troubadour and illusionist virtually generate more power than I can spend. I don’t even both with drinks – although the nicer drinks bestow stat buffs as well as power regen.

    Varying travel speeds (–)

    I have different races in my team, and I used RAF for the last 4 accounts (I already had 2 accounts from my prior playing time). The good news is that all 6 characters either have the RAF mount or the journeyman’s cloak – both of which give a good speed buff. The bad news is that my “leader” – the guardian – is a little faster than the mounted characters, so over time my team spreads out and can even break follow. It’s not game breaking, but is something I would try to avoid if I could do everything over again.

    Fire conjuror pet

    I was originally planning on using the air (scout) pet. But someone here – I think it was Khatovar – suggested the fire pet instead. I haven’t tested him quantitatively against the air pet, but my team is set up to maximize caster damage – so the fire pet is putting out some serious damage. He can’t take a beating at all – if he pulls agro he goes down in a few seconds – but I generally don’t lose agro with my guardian. The only real problems are when I jump the gun a bit on pulls.

    Adept III vs Master spells/skills

    In general, I try to get master spells for each class’s defining skills (taunts for guardian, damage & pets for conjuror and illusionist, damage for troubadour, heals for warden and mystic, and buffs for everyone). But in some cases, the master spell is either not available or is prohibitively expensive. In those cases, sometimes the Adept III spell can be had for a significant discount and is virtually as good. Since I have a good variety of tradeskillers, I can make my own spells for the scout (jeweler), and casters (sage). So while Masters are the gold standard, I can always get at least Adept III for any critical spell or skill.

    Travel (+)

    Between the bard’s run speed buffs and the item buffs from my mounts & cloaks, my run speed is fantastic. Also, I have the in-zone evac with both the troubadour and warden, so I have 2 separate evacs on 15-minute timers. I did the Splitpaw Saga quests enough to get that item that lets you teleport to the gnoll lair in Thundering Steppes. And I have 2 of the “Circle of” warden spells. So travel is extremely efficient. I rarely have to run for more than a few minutes – unless I’m going to a very out-of-the-way location like Nektropos Castle. In short, travel is a non-issue with this team.

    Group invis (+)

    The illusionist’s group invisibility spell is FANTASTIC. Even though many mobs see through invis, the majority do not. I only use it in dungeons, and it’s a very helpful time-saver to skip through junk mobs like those guardians in Ruins of Varsoon. Combine that invis with the scout’s tracking skill makes for some very efficient name farming. I can move through a dungeon from named mob to named mob, skipping all the annoying junk in between.

    Heroic opportunities (?)

    I used HOs continually when I played before – both solo and in my duo teams where I can individually controlling each character. With this 6-man team, however, I can’t keep track of which skill is necessary next – so HOs almost always expire when I trigger them. I would love some advice from other players on how you make sure these are triggered. Especially because I have most of my buttons on macros, they don’t flash when it’s time to use them – so I don’t know what step is next required. I know how helpful these HOs are – but I’m not taking advantage of them currently.

    Lag when selecting targets / using assist (-)

    Because of the lag involved in the assist command, it’s virtually impossible for me to target a mob with my tank, pull it, and trigger attacks with the rest of my team without spamming the “attack” button. The pets, especially, don’t pick up the targets fast enough for that first attack command. And when I spam the attack button, I’m continually turning off the attack on my tank. I can’t tell you how many times I’ve looked down on my tank’s display to notice that I have attack turned off. No timed attacks = less damage = less agro = stooped. If anyone has any suggestions on how to make this process smoother, I’d love to hear them.

    (continued in part 2 - I'm being too verbose)



  2. #2

    Default Assist

    Lag when selecting targets / using assist (-)

    Because of the lag involved in the assist command, it’s virtually impossible for me to target a mob with my tank, pull it, and trigger attacks with the rest of my team without spamming the “attack” button. The pets, especially, don’t pick up the targets fast enough for that first attack command. And when I spam the attack button, I’m continually turning off the attack on my tank. I can’t tell you how many times I’ve looked down on my tank’s display to notice that I have attack turned off. No timed attacks = less damage = less agro = stooped. If anyone has any suggestions on how to make this process smoother, I’d love to hear them.
    It should only be rare occasions that you need to actualy assist your main. The only time I actually use assist is for CC which I rarely use.



    EQ2 will if you target your guardian with all other toons cast benificial spells on the guard and hostile actions onto the guards target automatically. This includes pet attacks.



    As to your guard stopping attacking I would have to look the exact macro up tonight but I think "/autoattack 1" in the macro should leave it on, "/autoattack 0" will turn it off which I have on my group follow key.
    <Chaotic Menagerie>

  3. #3

    Default

    Wow - that was pretty simple. I haven't tried it yet, but it seems logical. Just keep my tank targeted and all spells will intelligently hit either the tank or the tank's target.

    Also, I don't have /autoattack in a macro. I just have the first button on each toolbar set to that default "attack". I'll bet if I change it to a macro with "/autoattack 1", it will turn on attack and leave it on, even if I hit it again.

    Thank you for both of those. I appreciate it.

  4. #4

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    Hey - gratz on enjoying the game + the lore

    Re locking adv exp - from my own personal experience (have 15 x 80s now and starting to get quite a few 200aa's) I have found that there is an exp lag between about the high 40s to about the low 60s - this may cause you some angst with very slow leveling during this time - IMHO, DoF was a pretty boring place but just hang in there as you'll find the exp speeds up again when you hit KoS

    How do you find the conjurer DPS output?

    ...I just hit level 42 last night, and have around 58 AA points per character.
    - One thing to be careful about is hitting the 100AA cap at 70
    - A really simple linear approach I use is: (Current Level - 10) * 100 / (71 - 10)
    - So simply - your current level is 42, the 10 is the first 10 levels where we can't earn any AA, 100 represents the 100AA cap, 71 is the level 70 cap +1 level [lot of ppl get confused and think that dinging level 70 means they can now earn AA - nope - dinging level 71 is what you want), and the last 10 again is the first 10 levels
    - (42 - 10) * 100 / (71 - 10) = 52.46AA at the START of level 42
    - A rough rule of thumb is (Level - 10) * 1.64 gives a good guesstimation

    ...make sure the mobs are in melee range of all characters...
    - 100% agree - all my chars melee - even the casters - all adds up

    Dual healers (+)
    - ONLY way to fly - you'll be very very thankful down the bottom of Guk and beyond
    - You have a good combo as well - fast HoTs + Wards - nice

    Power regen (+)
    - You will find having excess in combat mana regen a necessity when you start fighting epics - some of those fights can last quite a while when your just 6 boxers Vs a x4

    Emperor Fyst
    - Deathfist Citadel (DFC)
    - Don't fight him where he spawns or - like you have found out - your teams will get booted off the edge
    - Remember where you fought High Priest Kuzbak in the little room downstairs? Clear downstairs, bring your team up top, clear ALL the guys upstairs as they will add, leave the end boss, go back downstairs to the High Priest's room clearing any roamers which have respawned, park all your slave down there against a wall or somewhere safe, grab your tank and go up and pull the boss, race down to your team - tank spank loot - no fear of getting booted EXCEPT maybe on the odd occasion the tank may get shot off the edge but should be ok to race back to the room assuming you have cleared all the courtyard mobs first

    ...I don’t even bother with drinks...
    - ok to not bother with drinks leveling up but end game you will need them especially when you start chain pulling

    ...Varying travel speeds (–)...
    - Think we all have found this at one time or another
    - this is the main reason I choose all the same race as I tend to have smuggle running (group stealth) and there's nothing worse than running through a dungeon and hvaing a straggler get caught on a wall then pulling a room or something

    Adept III vs Master spells/skills
    - Personally, NOW I tend not to even upgrade from app1s BUT at the start I did exactly what you are doing - very efficient, just upgrade the characters defining spells (mystic wards, tanks taunts, etc)
    - End game - sure, soon as I ding 71 = full adp3s then fully mastered when I see then on then the market with the exception of any capped spells (you know the ones, they stop at lvl 50 or something - I tend to buy them when I get the spell)

    Travel (+)
    - Bard speed is uber (saves a lot of coinage from not buying mounts too)
    - Droods (read taxis) portals are very nice to have as well - save a lot of zoning
    - Evac is always uber

    ...have 2 of the “Circle of” warden spells...
    - By 42 you could have Ant, Commons, Darklight, BBM, GFay, Steam.

    Group invis (+)
    - uber - hence why I always have a rogue with smuggle
    - the only catch with the illi group invis is he'she has to stand still to cast it - smuggle I can do on the run which actually does save a fair amount fo time when I am pillagaing/cherry picking a dungeon - to make it even faster I use a G5 laser mouse and have smuggle on the wheel flick thingy - 1 quick flick and hey ho I be invis

    Heroic opportunities (?)
    - Lot of ppl don't use believe it or not
    - Having played the game since release I use all the time - I like them - yes, they aren't the most efficient but still - if the Ho's up why not take advantage of it
    - having spells in macros does stop them from flashing when you have a HO up - the only way to find out what to hit is find your class icons and asscoaite them with their spells - like being a tank you'll have a boot - that tends to be a kick, the little sea shell looking thing is a taunt, etc etc - examine a spell and look in the top corners to see its icon

    Lag when selecting targets / using assist (-)
    - always a problem
    - I use a very simple macro on my slaves which I have associated with the '5' key - /assist [insert tank here], /autoattack 1 - spam that a few times and no worries

  5. #5

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    Quote Originally Posted by 'Zamok',index.php?page=Thread&postID=207481#post20 7481
    EQ2 will if you target your guardian with all other toons cast benificial spells on the guard and hostile actions onto the guards target automatically. This includes pet attacks.
    I'm going to have to give this a try.
    I was thinking there was some reason I didn't do this, but I may be confusing it with WoW...



    I'm currently using a key for my Tank to pull with that all other characters have set to assist. It works just right for me, no problems at all.
    Everquest II - <Pain for Glory> on Nektulos Server
    (Shadowknight: Uhmono| Inquisitor: Blyssia | Warden: Wysh | Defiler: Gahealju | Troubador: Moxia | Warlock: Phyrloc) X 51
    (Guardian: Tukilu | Templar: Ajechu | Warden: Fayanna | Conjuror: Akaesia | Troubador: Lollah | Warlock: Onona) X 27-ish[/align]

  6. #6

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    Quote Originally Posted by 'Frosty',index.php?page=Thread&postID=207559#post2 07559
    Quote Originally Posted by 'Zamok',index.php?page=Thread&postID=207481#post20 7481
    EQ2 will if you target your guardian with all other toons cast benificial spells on the guard and hostile actions onto the guards target automatically. This includes pet attacks.
    I'm going to have to give this a try.
    I was thinking there was some reason I didn't do this, but I may be confusing it with WoW...



    I'm currently using a key for my Tank to pull with that all other characters have set to assist. It works just right for me, no problems at all.
    I have my healers using the "target" tank now, seems to work great so far. I might switch my dps to do it as well and see how it goes. The reason I like it on the healers is that they heal whoever my tanks target is targeting.

    edit: I just remembered why i do not use the "target" tank method for my dps, sometimes when i pull multiple mobs! I switch targets from time to time to start building agro on the next victim. So my DPS are still on the last target until i hit the "assist" macro. The only time i really need to do that is if there are multi 3ups in the pull. If its anything less i just ae it all down.
    Currently 5 Boxing 5 Protection Paladins on Whisperwind Alliance
    The Power of Five!!! ( short video )

  7. #7

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    Quote Originally Posted by 'Lyonheart',index.php?page=Thread&postID=207615#po st207615
    I switch targets from time to time to start building agro on the next victim.
    Doh, yeah that's what I do too..so this wouldn't work for me either.
    Not a big deal though since it works the way I'm doing it already..
    Everquest II - <Pain for Glory> on Nektulos Server
    (Shadowknight: Uhmono| Inquisitor: Blyssia | Warden: Wysh | Defiler: Gahealju | Troubador: Moxia | Warlock: Phyrloc) X 51
    (Guardian: Tukilu | Templar: Ajechu | Warden: Fayanna | Conjuror: Akaesia | Troubador: Lollah | Warlock: Onona) X 27-ish[/align]

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