(N)EverQuest Scrolls

Sarnak Courier Cycle in Lake of Ill Omen

by on Apr.18, 2004, under Equipment

a goblin brawler
a sabretooth cat
greater scalebone
a Sarnak youth
a goblin skirmisher
greater skeleton
a Sarnak courier

PH names may not be capitalised as here on track, will have to check. Sometimes a common mob can spawn as the PH; use track to check this. I have seen Iksar brigands and marauders, Sarnak flunkies, sabertooth tigress in the cycle – none of the other mobs, including goblins, so far. The mobs listed above, if they appear, will always be part of a courier cycle, however.

Spawn points are in the area between the windmill and the lake. There are several courier cycles in the area; the ones to the west, closer to the Sarnak fort, are reported not to drop the ring. Two cycles exist between the windmill and the goblin ruins at the lake, one mostly north of the ruins, and one all south of it onto the hill next to the windmill. So far I have only taken a ring from the north of the two cycles.

The best strategy seems to be to look for goblin brawlers and skirmishers first, then greater skeletons/scalebones and sabretooth cats. Sarnak youths (and the occasional flunkie) will be attacked and killed by goblins – as will the courier, if you don’t watch out. Finally chase down the iksars in that valley. Mobs will spawn on the hills to the west, and out the stream to the north, but seem to roam in towards the valley. The exact spawn points seem random, but the northern mobs all spawn at or north of the line of pillars, and the southern spawns are all south of this.

The courier drops… Goblin Gazughi ring, instant clicky invis to animals, essential tool for charm classes.

Leave a Comment :, , more...

Powerleveling

by on Jan.03, 2004, under Leveling

Classic PL rules

  • kill mobs that are high dark blue, white or yellow to your PLee, exp is faster than killing higher mobs that your PLee can’t damage;
  • use a DS on either you or the PLee;
  • someone in the party needs to be able to heal the PLee (for most methods);
  • you want mobs that don’t run; undead are perfect, but you can get by with killing snared mobs that turn if you have to.

Then it comes down to techniques; I can think of 4 different ways to PL.

1) Damage shield on PLee. PLee is buffed as best as may, and has a damage shield – druid, mage, cleric or potion, they all work (so does wiz DS, but it is a lot weaker than the rest). A regen buff of some sort helps a lot, too. PLee pulls multiples, and switches to do (usually melee) damage on each mob to claim the experience, although spell casting and cermaic band damage can work. Getting this damage in can be hard, which is why having mobs at a close level helps, minimising resists. The PLee will need healing. Advantage is that PLee will get decent melee stats, especially defense. The only disadvantages are that you can’t do this with casters at high levels, and that exp is slightly slower than technique 2.

2) DS on PLer. DS yourself, cast non damaging spells or taunt to lock aggro on you, and have your PLee do 1 point of damage by melee, spell, or ceramic band. You have to turn your back to avoid riposte damage on the mob, and can only readily hold aggro on singles. Don’t have a pet up unless you have pet hold. If the PLer has AE spells (rains, tremor, etc), this makes damaging a large group easier. This is fastest, but not effective for keeping up melee skills.

3) Mem wipe. Kill the mob down to < 5% however you can; then mem wipe the mob and let the PLee finish it. It is best to have mobs that turn when low and don't run, or have a root/snarer (this has to be a non-damage root or snare if it is from the PLer). You need good judgement to get the mob low enough. Bards can use fading memories, necro/SK/monk can FD, enchanters mem wipe and clerics Atone. This can be slow, as multiple casts will be needed, and mobs regen fast when it succeeds; some mobs cannot reliably be mem wiped by spell or FD. Pet classes can tell their pet to get lost when the mob gets low enough; this has the same effect.

4) Buffing. Max buff the PLee, then heal as he kills normally. This is slow at low levels, but becomes effective at higher levels. You will need a large HP buff at a minimum, mana regen for casters, hp regen, and str/dex/agi for meleeing. Note that a pet is not level restricted for buffs; they can take Virtue and other high level buffs.

5) Grouping. Group with the PLee, provided they get experience, and kill green mobs quickly that are at least dark blue to the PLee. The PLee can cast or melee normally, or just sit back and soak up experience, depending on the mobs. This works well if the PLee can contribute effectively and safely – as a priest class healing a pet, for example. A 49 PLer can group with a 33/34 PLee – 49, because that is the highest level you can be and still cast all your buffs on someone much lower. A 65 PLer can group with a 44 PLee.

The first four techniques work up to about level 40 or so, possibly 45 to 50 depending on class, after which you really want to try to group the PLee while you kill greens; your share of the exp will be lost when doing this, but is generally faster than having the PLee do the killing themselves. A caster PLed with a DS to level 40 has a big advantage over casters levelled normally: maxed defense. Be aware that only spells up to level 49 can be freely cast on low level characters. Spells above level 49 follow the rule: (spell level)/2 + 15.

Best Technique

For low levels, a DSed PLee works the best for fast experience and melee skills, up to about 40-50. The DS can be cast by the PLee or PLer, or applied by a potion. From 46 up, grouping in PoP zones is the most effective, thanks to PoP ZEMs.

Powerlevelling by class

Classes that can cast a DS: druid, ranger, mage, wizard, enchanter. Necros have a self DS at level 16. Some items provide a clickable DS, but may not be easy to attain for a low level character – 8th coldain ring and up, humming orbs (no drop require smithing skill 188+), golem shards from Ssra (lore), etc.

For a druid, cast Skin Like Nature, Storm Strength, Chloroplast and Shield of Thorns (24 point DS). Share Form of the Great Wolf is a good idea for outdoor zones for the attack increase. If you are powerlevelling a pet class, cast your highest available HP and strength buffs on the pet; unlike players, pets are exempt from the level 51 buff restrictions. Try to only heal between pulls; if you heal during a fight, you are very likely to pull one or more mobs onto you. If this happens, just cast Skin of Thorns (which you will already have memmed) on yourself, and wait for it to die. If the mobs run, snare the last one of a group when it is low.

A cleric can pull mobs with Mark of Retribution (level 54, 20 point DS) or Mark of the Righteous (level 65, 34 point DS), then optionally put Mark of Karn (level 56, 6 point reverse DS) or Mark of Kings (level 64, also 6 point reverse DS) on the mobs (it isn’t certain that MoK actually does anything other than remove some types of damage shield from its target – but it should). Buff with Temperance, and any pet with Virtue. Heal as appropriate. This is remarkably effective, provided that you are using mostly single target fights; which really means from level 30+.

Shamans and beastlords have similar capabilities; the main difference is that beastlords can use Spiritual Light (minor mana/hp regen), but not any more powerful HP regen, and shamans vice versa – plus shamans can haste low levels. Buff the PLee with everything possible; HP, sta, dex, agi, str; then slow the mob and heal. This isn’t as fast as druid/cleric methods at low levels, say below 10/20, but the haste/slow combination pays off very well at high levels – 45+.

Enchanters are overlooked for PLing, but have some excellent tools for the task. Haste and slow, of course – but the level 29 (research only) damage shield Feedback (?? points) makes the low levels easy. Mana regen helps for casters, but the lack of healing, beyond runes and the Berserker Strength line, makes priest classes the best bet for PLees, as they can take care of themselves to a degree. At higher levels, they can use charm to knock down a string of mobs to very low hps, then mem wipe for the PLee to kill. This has to be handled very carefully, both because charm is risky, and because many mobs regen extremely rapidly once mem wiped; so the PLee must be careful to actively take aggro as the mob is wiped.

Leave a Comment more...

Enchanter non-vendor spells

by on Jan.01, 2004, under Spells & Abilities

Take a look at Mythiran Tower or EQTraders for detailed information on spell research.

16 Mesmerisation p26 L&R Tasarin’s Grimoire
20 Berserker Strength p30 TG
20 Illusion:Iksar quest
20 Color Shift p312 TG
24 Strip Enchantment p390 TG
24 Tepid Deeds p 8 & 9 Velishoul’s Tome
29 Feedback p 108 & 109 VT
39 Wandering Mind Velious drop
44 Tashania coin quest
44 Boon of the Clear Mind FV/OT turn in result
44 Leviathan Eyes LoY quest
49 Allure Nitilim’s Grimiore p378 & 379
50 Improved Invisibility Velious drop
51 Theft of Thought Kunark drop
51 Everlasting Breath Luclin drop
51 Levitation Luclin drop

Leave a Comment : more...

Cleric epic

by on Dec.03, 2003, under Quests

See the guides at Caster’s Realm, Clerics of Everquest, EQ Cleric.

The 3 raid force parts can be handled in a straight sequence, provided all the other parts have been handled first and that Ragefire is up in SolB; these can be dealt with solo or with the aid of a small group. This all is written assuming that the quest is being done by a 51 cleric, but with allowance for higher levels.

First, get an Enduring Breath item. You can either camp the Taskmaster in Echo Caverns to get three Shissar organs, or Shissars in the Grey, for the Katta quest, or kill Hadden in Qeynos Hills enough times to get a Fishbone earring. You can handle the TM (just) or Hadden at 51, but the Grey is higher level and would require a group. Shissar Revenants around the temple also drop the organs (Allakhazam says only the Stalkers do), roughly one organ per circuit of the temple.

Next, two parts can be camped solo – you need to call in assistance for one of them.

Lord Bergurgle in Lake Rathetear. Level 40, casts CHeal. You can kill the placeholders easily solo, but will need assistance for him – you pull him to land for easier casting and stun lock to prevent healing; an Enduring Breath item will be required for the quest. He pops at 2800, 150, in front of Deep, 28 minute spawn cycle; the entrance is at 2804, -911. The hand in from this to Shmendrik Lavawalker may require assistance – one melee should be sufficient, but this can be done seperately, and a 3 hour delay may be required between 2 parts for the best chances of success (walk-throughs differ on this). A higher level cleric (60+) can solo both parts of this camp easily. I have seen Natasha aggro on the elemental, so splitting the camp is advisable unless you can guarantee to KS Natasha.

Lord Gimblox, in Solusek’s Eye (SolA). Level 30, should be easily soloable. Location -796, -367; this is in a room close to the Fire Goblin King (to the east of him). Place holders are a large fire goblin and a fire goblin shaman. Spawn cycle is 19 mins.

Then come the parts that need group support, and these can all be done in sequence after the solo/duo parts.

Following the Bergurgle hand in, you must kill a level 55 Plasmatic Priest in the Temple of Solusek Ro. A group will be required to pull and kill him safely. One 60+ melee and a cleric can do this. The usual way to to pull him to the zone for the handin, having either the puller to zone out or a mem blur/atone; however, I have killed him in situ without problems.

To summon Ragefire, you need first to gather 4 Pearlescent Shards from Skyfire. These drop from any mob, 1% chance. The best way to get these is to take a team in, and clear the zone; a druid levelling in Skyfire at low 50s would expect to get 1 per level gained. This should be an attractive proposition, as Skyfire mobs can drop low 50s Kunark spells, both druid and cleric (and necro and others in theory), and excess of these can be handed in in Firiona Vie for some other spells. Details of what spells can be found would be attractive… I know that Death Pact and Yaulp IV are possible drops, and Heroic Bond, Unserving Hammer of Faith, are possible from the turn ins. I have soloed at 60+ these mobs (as a cleric), but it is very slow.

Three parts need a raid force to accomplish – killing Ixiblat Fer in Burning Woods (level 62), killing the Overking in Chardok (level 63) and killing Ragefire in Skyfire Mountains (level 55 as human, then level 62 as dragon). I won’t go into possible strategies here, but I’m guessing at least 3 groups of 55+ will be required for each. If you have a 60+ team, Ixiblat and Ragefire both need less than a full group; Chardok can be done with one group of 65s, but is easier with two. The Chardok part is possibly worth combining with Enchanter and Warrior epics (if anyone still does the Warrior epic, that is). Ragefire is a triggered spawn, by a hand in made in Nagafen’s Lair (SolB); the hand in mob is on a 24 hour spawn cycle, and you may need the fire giants cleared to get in safely; some can see invis. This will require a reasonable group at lower levels. Once in, the cleric can camp in reasonable safety from the end of the ledge. The easiest entry is from SolA and levitate over the lava; then kill approx 3 fire giants to reach the spawn point.

Leave a Comment : more...

Bloodmaw Charming

by on Nov.13, 2003, under Leveling

A very nice spot to practice charming for enchanters, druids and shamans is at the kodiak caves in Great Divide. Bloodmaw, a named kodiak, is your pet, and a remarkably safe one. He is a level 20 undercon with 32k hit points, and will be green at the time you charm him. The other kodiaks seem to range from about level 30 to 37.

I take the Plane of Knowledge stone to GD, cast levitation on myself (or air elemental form for an enchanter), and invis, then run more or less due south west to reach the kodiak caves. The cave you want is the middle of the three all on the same level. Head in (still invis), and straight across the cross roads; Bloodmaw is along with a gnome captive in a room at the back. Take a look around the cave while you are here. A few kodiaks spawn along the main passage and wander around and out, and there are caves to the left and right with several spawns in.

I use a ceramic band, and don’t bother with KEI; I rarely need a break for mana reasons without KEI. If you don’t have a ceramic band, mem a low level damage spell to use to pull.

When you are settled in, charm your pet. For an enchanter, always tash it first, before charm. There’s no need to do anything else. Haste or shielding won’t make much difference to your kill rate. A couple of things you should know about Bloodmaw: he seems to have a very slow regen rate; this may be just a function of his large hit points pool. If he dies, he won’t respawn for several hours (he is usually back up the next day). He is also a quest NPC. If someone comes in to do the quest, I ask them to wait for my current pull to complete, then let them go ahead. Unfortunately, he despawns after the quest hand in. One thing worth remembering is that a level 39+ cleric can heal Bloodmaw; it will take several casts of complete heal while you have him charmed. As a cleric can’t invis, you will need to bribe and fetch your helper.

When I am settled, I head back to the crossroads looking for a kodiak; at first, most will be very red to you. I pull with my ceramic band or low level spell (low MR, so resists are rare, even with the reds). One thing to watch is that kodiaks WILL get stuck in the walls unless you are very careful about guiding them through the tunnels. This means that you WILL take a few hits. If they get stuck, they will pop on you after a few minutes and take a big chunk out of you, usually while you are fighting another kodiak. With limited running around space, this is bad. When they are engaged, root the mob. If you are an enchanter, tash and slow the mob; if you have a druid, snare it; if a shaman, slow it. Keep the mob rooted whenever it breaks. Don’t snare the mob on the pull; they are naturally slow, and they seem to get stuck in the walls a lot more when snared. Snare also generates a lot more aggro, which can mean that you have to kite around Bloodmaw’s chamber for a minute while he builds up aggro.

One other thing to watch is where you sit in the cave. If you are on the room wall at a couple of spots, you will sometimes see an aggro message for a kodiak, which will warp on top of you sometime in the next 5 minutes. Be ready if this happens.

This camp gives extraordinary experience, with very little loot. I was getting between 2 and 6% per kill from 30 (mostly 6%) to 35 (mostly 2%) before the charm nerf; after the nerf a quick test with a level 29 shaman showed him getting around 2% per kill at 29. You will find kodiak pelts (plain ones, not suitable for the coldain ring quest), kodiak claws and kodiak bracers, all of which sell for a few platinum. A rare spawn, Icetooth, who is level 37 and a significantly tougher fight (he can take almost 10% off Bloodmaw’s hit points), also drops a pelt or some claws, which can sell in the Bazaar. I found it very boring, and had to get out into the light in Dawnshroud after a few levels. It is an easy camp for druids, as they can snare their pulls (I do this after engagement) to make breaks easier to handle. For this reason, as well as he inevitable damage you will take from a break at close quarters, my enchanter liked to partner with a druid here.

Leave a Comment :, more...

Rampage – from EQClerics board

by on Oct.15, 2003, under Hints & Tips

Here are the FACTS about Rampage

1. Rampage only hits ONE person. You will see a lot of folks claiming a Rampaging mob can attack more than one player at a time. They are dead wrong. All rampage that exists today in Luclin and all previous expansions attacks only ONE player, period. This is the second most common misconception about rampage.

2. Rampage IS a proc. Rampage procs off of the normal attacks made by the mob you are fighting. If that mob isn’t hitting anyone, you won’t see any rampage messages. Also, because Rampage is a proc, DEX debuffs and other spells that decrease proc rate can indeed lower the rampage rate. Slows also reduce rampage rate because they reduce the rate of the normal attacks that proc rampage in the first place.

3. Rampage NEVER hits the person who is currenlty being attacked by the mob. Your main tank will never be taking rampage damage while he has aggro on the rampaging mob.

4. Rampage is a SINGLE attack cycle. The person who is being hit by rampage will be hit by one of the mob’s normal attacks. This attack can be blocked, dodged, parried, and riposted normally.

5. Rampage DOES have a range, and that range IS different from the mob’s normal melee range. This range differs from mob to mob. Some mobs can hit you with their rampage attacks literally no matter where you are in the zone; they have unlimited rampage range. Other mobs have rampage range that is barely larger than their normal attack range. Rampage range usually is larger than melee range.

6. Rampage does NOT follow line of sight rules. For normal attacks, if the mob can’t see you, it can’t hit you. Rampage works differently, and it will hit you even if you are hiding behind objects. If you are in range, you will be hit.

7. Rampage DOES NOT key off the main hate list. This is the most common misconception about how Rampage works. Any mob that can rampage has TWO hate lists, not one. The mob itself keys off of the main hate list just as every other mob in the game always has. The second hate list is for Rampage, and it works VERY differently from the normal hate list. Understanding how this second hate list works is the key to managing rampaging mobs.

Here are the rules for how the rampage hate list works. These rules determine where the rampage damage goes.

1. The order of the rampage list is based upon the order in which players gain aggro. As soon as you attack the mob, heal someone who is being attacked by the mob, or do anything else that causes the mob to aggro, you will be placed in the next spot on the rampage list.

2. NOTHING will get you off of the Rampage list except for Memwipe. Period. Feign death MAY get you off the rampage list IF you are lucky enough to score a memwipe when you feign, and we all know that’s a crapshoot at best. Even death does NOT ALWAYS remove you from the rampage list; many rampaging mobs will start beating on someone who died to rampage the instant they are resurrected. Rumblecrush is notorious for this particular behaviour, so plan your battle rezzing with care and make sure you rez the dead outside rampage range.

3. Nothing you do will move you up or down the rampage list. Taunt, evade, jolt, and other methods of controlling aggro such as chain snaring, stunning, hate giving and hate taking spells, as well as all weapons with hate generating procs all have NO EFFECT WHATSOEVER on your position in the rampage list. Chain healing and chain nuking also have absolutely no effect on positions in the rampage list, although they will get you to the top of the main hate list fairly fast.

The list forms in the order the mob aggros people, and it stays in that form, never changing EXCEPT to remove those who have scored memwipes with Feign Death. You CAN clear the list by repeatedly casting memblur and memwipe on the mob you are fighting, BUT remember that this will also clear the main hate list and that can cause all kinds of problems.

Leave a Comment more...

Cleric non-vendor spells

by on Sep.30, 2003, under Spells & Abilities

39
Turning of the Unnatural
Remove Curse

44
Celestial Healing
Temperance (LoY)

50
Improved Invis to Undead

51
Death Pact (used for turn in)
Sunskin (turn in)
Pure Blood (LoY)

52
Word of Vigor (turn in)
Heroic Bond (turn in)
Upheaval (drop, and druid FV turn in, and used for cleric turn in)
Epitaph of Life

53
Yaulp IV (used for turn in)

54
Reckoning (used for turn in)
Unswerving Hammer of Faith (turn in)
Mark of Retribution
Remove Greater Curse

55
Stun Command
Fortitude

56
Paralyzing Earth
Mark of Karn
Judgement

57
Word of Restoration
Aegis

58
Enforced Reverence
Naltron’s Mark
Blessed Armor of the Risen
Hammer of Divinity

59 (drop)
The Unspoken Word

60
Aegolism
Word of Redemption
Banishment of Shadows
Divine Intervention
Blessing of Aegolism
Marzin’s Mark
Hammer of Souls
Ancient High Priests Bulwark
Ancient Gift of Aegolism

61
Faith
Symbol of Kazad
Ward of Gallantry
Tarnation

62
Sermon of Penitence
Greater Immobilize
Virtue
Blessing of Reverence
Supernal Elixir
Condemnation

63
Mark of Kazad
Hammer of Damnation
Supernal Light
Sound of Might

64
Petrifying Earth
Destroy Undead
Mark of Kings
Word of Replenishment
Catastrophe
Imbue Valor
Aura of Reverence

65
Yaulp VI
Pacification
The Silent Command
Armor of the Zealot
Mark of the Righteous
Hand of Virtue

Leave a Comment : more...

Magician Quests in the Temple of Solusek Ro

by on Sep.22, 2003, under Equipment

Magicians actually get some decent quests from here, unlike most other classes. Druids and beastlords get none, enchanters and necromancers yield items that are superceded by newbie quest items; but magician focus items are (almost) essential.

Quest giver for the focus items is Vira.

Broom of Trilon

  • Star ruby
  • Griffon feather (West Commonlands or North Karana; may also be a standard vendor item? Arcane Academy, WFP?)
  • a broom (Najena/Feerrott – magicians, darkbone skeletons, alligators)
  • cyclops toes (E Karana, S Karana, Rathe Mountains, Ocean of Tears)

Shovel of Ponz

  • a shovel (as above)
  • Gargoyle eye (Mistmoore, OOT)
  • Hill giant toes (EK, NK, WK, RM, WC, Gornit/OOT)
  • ruby

Torch of Alna

  • a torch (as above)
  • Fire drake scale (Lavastorm)
  • Fire giant toes (SolB, Gornit/OOT)
  • fire emerald

Stein of Ulissa

  • a stein (as above)
  • Mermaid scale (sirens, OOT)
  • ice giant toes (Everfrost, Permafrost, Gornit/OOT)
  • sapphire

Magicians in Najena – 2 in Drelzna room, 2 by signpost, 2-4 in Rathyl anteroom, 2 in Najena’s room, plus 2 in room at end of left passage? Coordinates: (-21,-23), (343,89), (133,-146), (119,-131), (-148,-51), (-11,100), (358,219), (358,173), (-146,-70). Don’t forget the goblin magicians.

Circlet of Mist
ac5 wis3 int3 agi3, light source. For Joyce:

  • Globe of Mist (festering hag, Unrest)
  • Water ring (aqua goblin tidal lord, Dagnor’s Cauldron)
  • Ring of Evoluoy (alligators, Feerrott)
  • sapphire

Clay Bracelet
ac4 mr5, eye of zomm. Rune of Clay x 4: 3 gnome necros in RM (Brindlegrob, Sindlegrob and Findlegrob), and goblin headmaster in OOT. Findlegrob: tower near Lake Rathe zone; the other 2 are in a tower near Feerrott zone.

Earthen Boots
ac5 sta5 hp15, invis vs animals.

  • Stone marker (glyphed guards, Mistmoore)
  • Heart of stone (stone skeleton, RM)
  • Soiled boots (tonta knight, UGuk)

  • cats eye agate

Robe of the Elements
ac9 int4 fr5 cr5, summoning haste II.

  • fire goblin skin (SolA, fire goblins)
  • frost goblin skin (Perma, goblins in King room, maybe elite guards)
  • twice woven cloak (LFay, faerie guards)
  • Scroll: elemental armor
Leave a Comment : more...

Magician non-vendor spells

by on Sep.20, 2003, under Spells & Abilities

24 (triv 62): .Everfount (words of transcendence)
Summoning Water (words of dimension, ice of velious)
Summoning Fire (words of dimension, jade shard)
.Summoning Air (words of dimension, pearl shard)

29: Greater Summoning Earth (words of coercion, gloves of rallos zek)
Greater Summoning Water (words of coercion, flame of vox)

34 (triv >92): Minor Conjuration Fire (words of duress, breath of solusek)
Minor Conjuration Air (words of duress, breath of marr)
Summon Shard of the Core (Velious drop)

39 (triv 142): Lesser Conjuration Earth (words of convocation, gloves of rallos zek)

44: Elemental Maelstrom (Velious drop)
Primal Remedy (LoY quest)

49 (triv 182): Greater Conjuration Air (words of bondage, wing of xegony)
Greater Conjuration Fire (words of bondage, breath of ro)
Greater Conjuration Water (words of bondage, tears of prexus)

50: Monster Summoning II (Velious drop)

51: Scintillation (FV reward)
Gift of Xev (Kunark drop; FV turnin)

52: Vocerate Fire (FV reward)
Bristlebane’s Bundle (Kunark drop; FV turn in)
Transom’s Elemental Infusion (Kunark drop)
Elemental Empathy (LoY quest)

53: Boon of Imolation (FV reward)
Vocerate Air (FV reward)
Quiver of Marr (Kunark drop; FV turnin)

54: Scars of Sigil (Kunark drop; FV turnin)
Vocerate Water (Kunark drop)
Bandolier of Luclin (Kunark drop)
Veil of Elements (Luclin drop)
Phantasmal Armor (Luclin drop)

55: Wrath of the Elements (Velious drop)
Burnout IV (Velious drop)
.Pouch of Quelious (Kunark drop)
Rage of Zomm (Kunark drop)
Call of the Hero (Kunark drop)

56: Dyzil’s Deafening Decoy (Kunark drop)
Muzzle of Mardu (Kunark drop)
Mass Mystical Transvergence (Luclin drop)

57: Eye of Tallon (Kunark drop)

58: Velocity (Kunark drop)
Greater Vocaration Fire (Kunark drop)
Transoms Phantasmal Projection (Luclin drop)

59: .Manastorm (Kunark drop)
Greater Vocaaration Air (Kunark drop)

60: Malestrom of Electricity (Luclin drop)
Monster Summoning III (Velious drop)
Banishment (Kunark drop)
Aegis of Ro (Kunark drop)
.Mala (Kunark drop)
Greater Vocaration Water (Kunark drop)
Ancient Shock of Sun (Luclin drop)
Ancient Burnout Blaze (Luclin drop)
Shock of Fiery Blades (Luclin drop)
Transon’s Elemental Renewal (Luclin drop)

61: Belt of Magi’Kot
Blade of Walnan
Flameshield of Ro
Summon Platinum Choker
Summon Runed Mantle
Summon Sapphire Bracelet
Summon Spiked Ring
Summon Glowing Bauble
Shield of the Arcane
Ward of Xegony
.Elemental Barrier
Summon Steel Bracelet (Rallican’s Quest)

62: Xegony’s Phantasmal Guard
Fist of Ixiblat
Talisman of Return
Burnout V
Servant of Marr
Imbue Earth (??)

63: Blade of the Kedge
Summon Jewelry Bag
Black Steel
Child of Ro
Malosinia
Elemental Silence
Maelstrom of Ro

64: Girdle of Magi’Kot
Detroy Summoned
Planar Renewal
Shield of Maelin
Maelstrom of Thunder
Imbue Air (??)

65: Rathe’s Son
Sun Vortex
Imbue Fire (??)
Imbue Water (??)
Call of the Arch Mage

Leave a Comment : more...

How to play a cleric? At 53?

by on Sep.20, 2003, under Uncategorized

[edited from my posts on EQ Cleric forums]

I normally agree with all the posts about how to learn a class you have to play one up through the levels as a main. But I’m not sure that I do for a cleric. The reason being that cleric style changes a lot at key levels.

Before 39, a cleric is comparable to a druid that can’t nuke/snare, or a shaman that can’t slow – but with bigger heals. It’s nothing like 39+. I used to treat it as a balancing act – keep the group percent hit points at or above my mana percentage – but always keep the enchanter at full. That usually slows down fast pullers who don’t pay attention to caster’s mana.

Be aware of aggro: getting this right is the sign of a good cleric. A mob hitting you makes it very hard to cast heals, and impossible to use Complete Heal. Sometimes you want to pull a mob off another caster, so aggro works both ways. You can get aggro in several ways: healing early, before the mob has taken more damage than you are healing for – which will happen to mobs that aren’t mezzed/rooted on a multiple pull; over healing, when you heal someone to full; or sitting, especially healing then sitting immediately. You can reduce aggro by intelligent timing of heals; never Complete Heal on incoming, heal between mobs, and use heal over time for low aggro when a CH would be too much – you can still follow with a CH, but a few seconds later for less aggro.

From 39 Complete Heal is your main healing strategy; groups work better if they work with a Main Tank, and no one else needs healing. There comes a slight change at 44 with Celestial Healing, the first good Heal over Time. You’ll use this to heal on incoming, to buffer against unslowed mobs without stealing aggro, and generally to heal efficiently where speed isn’t of the essence.

At 53, the best group heal is Word of Vigor, which is as close to useless as the 19 HoT is; I used it specifically only on AoE fights where I wasn’t in the chain, and wasn’t assist healing. The only difference from older cleric strategies is that Remedy is your new small-but-fast heal.

In the quiet times, you buff; don’t do buffs when you’re low on mana in the middle of a pull. Use Heroic Bond if you have 3 or more in the group, otherwise single cast Heroism. Cast symbol on an enchanter and your main tank, or use Temperance. Put Blessing of Faith on all casters.

Cast CH when your tank is somewhere in the 40-60% HP range, you’ll find out when. A hotkey with a message keeps the tanks nerves calmer. Use an anti-fizzle hotkey, where you put the /cast command twice.

You’ll probably use Remedy to heal everyone else. Keep your enchanter at full HPs if you possibly can, let druids, shamans and necros manage their own HPs – but don’t be afraid to heal them if they let themselves get too low, you don’t want them to pull a mob with low HP aggro. Experiment with Celestial Healing, it can be very effective once you know how to use it.

Sit and med the rest of the time, on a horse if you can.

Watch caster mobs, and mem a couple of stuns to interrupt them when they cast – especially gaters and healers. Bash works wonders for this, as well.

Root runners.

If you have excess mana, nuke.

If you can see a wipe coming, call evac *before* anyone dies. If you have to, use DA/DB and leg it for the zone, or try to channel a gate off. I never remember, I’m always trying to cast one last heal on the MT.

In some locations, keep the appropriate cure loaded to deal with slows – getting Pure Blood is a good idea, if you don’t already have it.

Learn to pull, and how to CR – it’s the same skill. Use pacify to split pulls and for CRs, and root then atone on the CRs if you get aggro.

Check your cleric’s skills – you will want to make sure he has decent defense, and will want to raise 1HB, offense and bash. Get a reagent conservation III item, and consider MP III and extended range III, flowing thought and improved healing III/IV if you can.

The rules change completely when you regularly group in PoP zones, and when you reach 56, with Yaulp V and the first decent summoned hammer. From this point, if you aren’t a melee cleric (in normal groups and especially in LDoN) then you’re a waste of space. Sure, sit while you’re figuring out the group, or if mana is in extremis. The 54 pet is less efficient than a nuke for all except long (2 minute plus, I’ll have to calculate it exactly) fights.

At 58/59 new HoT and fast heals make these more efficient, but don’t change the game. 61+, healing strategies change again, as mana pool improves, group heals get better, and fast heals are big enough to act as a CH for many classes.

The only thing I’ll add is that playing cleric as the main from time to time should be considered essential to learning the class – but simply because the cleric’s role is going to change a lot with each couple of further levels.

Leave a Comment : more...

Looking for something?

Use the form below to search the site:

Still not finding what you're looking for? Drop a comment on a post or contact us so we can take care of it!