Brother Island (Guild Hall>Deluge>Tempest Temple>Brother Island) - This zone is great because there are almost no Kill on Sight mobs, allowing you to wander freely. 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. You can manage your merc's appearance clothing via your persona window. 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 A: Yes they do! When do I have to upgrade him? I didn't realize how good this zone was until I was recently leveling and grouped with a guy who dragged me out here. I also ding to 57 at this camp in the video including the sweet ding noise and a cringey. 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. That is how GMs check. Once you zone in there is a monster bridge. See the New Player FAQ for more detailed information. Bastion of Thunder (62-68)(PoK>Plane of Tranquility>Torden, Bastion of Thunder) - The giants and bees of Thunder are excellent exp. The south camp is the three rooms near the Nobles Causeway zone line. Depending on your classes ability to swarm pull, these zones gain a lot of extra life for swarm pulls for SKs and the like. AFK/Mercenary Leveling Guide for Everquest Levels 1-85. Question - - AFK Merc XP guides? | RedGuides: EverQuest Multi-boxing Journeyman is an order of magnitude better than Apprentice and is only available to people who pay for Everquest. He drops a key to access the first black reaver room and open up access to the second floor. They have low HP and don't hit very hard. You can go higher, but it isn't really worth it IMO. Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. Finally, heres the math on why I believe this guide has value. The shades there are the highest level normal mobs in the zone. Healer mercs also have a few extra perks, what I mean by this is rezzing and buffing! 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. Swarming, pets, class specific abilities all change everything drastically. A NOTE ON GEAR: If you do not go through the Mines and get your tutorial set, I recommend spending any money you can get your hands on for some Simple or Rough Defiant gear. 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. Fire, it depends, the stronger DS doesn't outbalance it's weak tankage. 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. #everquest #project1999 #sinnycool 2 MINUTE SPAWN AFK CAMP to 60 / Everquest Project 1999 green / Update since V5.5 patch what changed? The key is the respawn time for the zone. The Mercenary Liaison in Cresent Reach is due east of you, if you follow the path you'll run right into him. Will continue editing as I play through on different characters. I avoid the crystalline horrors as they sap mana like wild. The mobs are around level 28-29, so it's a lot of exp for your level. 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. Press J to jump to the feed. Based on the information provided my first thought was that the begging skillup RNG was better on higher level NPCs than lower level. All the living creatures run, so you might be in trouble without a root or snare. Buy the 950 Point Mount that provides levitation. 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. Don't know how popular that still is, but it's still not hard to get anything done. When you suspend a merc you must wait 5 minutes to bring him back into the world. It is SUPER useful for your entire leveling experience. 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. A: Your merc will start costing you 2g every 15 minutes at level 14. 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. 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. However, this guide is designed to overcome the boring grind (your definition, the reader) that every player eventually faces. Rengar is an aggressive early jungler, with really good skirmish potential during early game, so you want to get as many opportunities to take over the game in the first 10 minutes of the game. There is another soldier camp down here in the dead center south of the zone, by the Sarith zoneline. Mercenaries (EQ2) :: Wiki :: EverQuest II :: ZAM It's a hot zone occasionally and of the Alaris zones that cycle as hot zones, I think it's the best. To begin with, you will want to get yourself attuned to Dead Hills, which is the zone with the easiest HAs. You will be murdering said spiders and slimes and other animals. 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. ALTERNATIVES: Hills of Shade(78-85)(PoK>Steamfont Mnts>Loping Plains>Hills of Shade) - This place is heaven for paladins and might be faster for them than Ashengate. Everything is very social. 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. Ah yes. What i mean is if you do Field of Scale, you'll have the rank IV merc, not the III or II. you will only be able to select an Apprentice Mercenary. It's a matter of gear and group/box team composition. If not, stay outside. All of the nameds are completely unlinked from the other mobs. You also must be out of combat. This ability, when activated, transports you back to your starting city. The money is amazeballs though, so if you have a group or are comfortable with your box setup, murder giants. Mercs make leveling a million times easier so you can catch your friends and start playing with them! Theres an important point to be made about this guide and why its successful. 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. You will need invisibility, levitation, or balls of steel. A guide specifically for Clerics and Paladins is my next endeavor. everquest afk mercenary leveling guide 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 . A properly set up box group can do everything but the final mission easily. 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. NOTE: Doing the progression for Call of the Forsaken and The Broken Mirror will net you some incredible rewards. Mercenaries - Fanra's EverQuest Wiki Everything is pretty spread out and it's dead simple to pull singles or just wander and kill. Really good guide. Pathings. Murder the "of Fire" mobs from 65 to 68. Kill these guys, turning in the quests as you finish them and then getting them again, until 75. Special mercenaries are unlocked via other means, usually involving an expenditure of real money. Coming from The Mines, start killing gnolls until 12. All leveling guides post SoD have a different format and are written for players leveling with Mercenaries. BEST (84-92): The Grounds/Erudin Burning (PoK>Feerott, the Dream>House of Thule, Lower>The Grounds/Erudin Burning) - I love both of these zones. Assist: Your merc will help DPS. They are in the places where the guards used to be. It is packed full of Erudites, undead, and gelatinous cubes. 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. The north and east you can at least run out if you botch a pull. 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. Mercenary Guide | EverQuest 2 Wiki | Fandom There is a fortress full of soldier type Alerans. 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. It was something I have wanted to do for a while but never had the time to do. everquest warrior aa guide - Noble Offshore I will add something in about him. See below for the final bit of the guide. When you come back Re-summon him and he will be your level again. In comparison to their equivalent in Underfoot, the mobs are vastly easier. At 56, head toward the bottom. You can box here, but the zone isn't very conducive to it. It's a very easy zone to level in without much drama. And no, fire pet is not the best dps pet in classic, it's water (and no, it's nuke is not stronger than the water pet's one . Q: What happens if I don't have the money to pay for my merc? Watch out for the clerics if you don't have a solid interrupt. Don't bother with one of the far flung camps. Just get access to the second of his HAs, Artifacts of Great Importance. Do they take up a group slot? For an AFK camp, 100 AA a day isnt too bad. Split or tank em, however your group is set up. There are three total HAs he will give you. All rights reserved. The westside is still gangster though, so you can kill most of the stuff there. It covers a lot of the basics you need to know. But if you just absolutely HAVE to go somewhere else, here are some suggestions. We have updated our Privacy Policy. Be careful about how much you aggro as the prophet's do Complete Heal. You can conceivably go to 80, but it slows down and there is better exp to be had elsewhere. Hearthstone Mercenaries Ultimate Guide - Hearthstone Top Decks - The Gaesigs and Heligs on the water side come to mind on this. Killing mass numbers of light blue mobs is particularly easy with this merc setup and a player toon. 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 essentially a big hole in the ground, but the mobs have low HP and die fast. The final camp here I am aware of is back inside the castle area on the way to the back of the zone. 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. That is a great point. Once that's done, go through the doors and head to the second level. They tank for you, heal for you, or dps for you. A: No. A mercenary's icon will show their archetype and hailing them will tell you their class. Lower HP, but hit hard. 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. Next Last. Also during cooldowns they will use agro reducing abilities. Those are raid mobs and will have mechanics you won't be able to deal with even if you could fight them. Everquest AFK Leveling Missions - MMOBugs 46-67 Veksar (PoK>Firiona Vie>Lake of Ill Omen>Veksar) - If you're a paladin, you really should consider living here through these levels, as most everything is undead. If it's not up on the rotation, skip it. Start off killing drakes, snakes, and spiders. The zone is very well spaced. What that means is he just won't do anything. everquest afk mercenary leveling guide - Acting-jobs.net I'd suggest even if you go this method, you still use MQ2 with afk tools to answer tells while you are away. 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. 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. There is a big black stone in the bottom right corner of the zone. At 12, all start killing gnolls or skeletal ogres. That said, some of the zones have been made hot zones. 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. They hit a lot harder and have a lot of HP, so if you have trouble go back to spiders and other critters until 76-77. (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. There are plenty of other sets from House of Thule and Veil of Alaris that can be had relatively cheaply, so do your research and check them out. AFK/Mercenary Leveling Guide for Everquest Levels 1-85 This is a guide dedicated to leveling your character automatically while either fully AFK or partially AFK. While you're on that sidebar, read the Returning/New Player FAQ. BEST: 28-(35-45) Lower Guk (PoK>Innothule Swamp>Upper Guk>Lower Guk) - Head down to the dead side. At 82 or straight away if you have a group, head down through the mansion to the basement area. Watch out for the nameds. 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. Are You Returning to EverQuest II? | EverQuest II Wall of Slaughter (64-68)(Guild Hall>Buy Chipped Shard of Slaughter>TP to Wall of Slaughter) - Even with this not being a Hot Zone anymore, in this level range with a group this place is pretty great experience. Burn (On Some): Your merc will focus primarily on damage, always assisting the main assist. Otherwise its like an ooze and a tidemage or a trio of warpriests. 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. Burn AE (On some): This stance causes your mercenary to focus primarily on damage with AE spells, Always assisting the main assist, Passive: Your merc will not attack anything. 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. © Copyright 2008-2022 Almar's Guides. your mercenary comes equipped with the armor and weapons he needs. Get invisibility on a character who can rez or has a healer merc at least. You essentially get all the levels while doing things you would do anyway. DO NOT USE FOLLOW HERE. Slash Commands - Zliz's EverQuest Compendium

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