It's still confusing, you slipslide everywhere, mobs are invisible, pathing is terrible, and you get vertical aggro. You can stay here until you ding lvl 83. everquest afk mercenary leveling guide. Whatever you do, don't try and fight in the cave to the Commonlands exit. 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. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register. Welcome to EverQuest! A discussion community about the greatest MMO of all time! I just wanted to see why you felt AFK Merc killing was assish and if you felt the same about AFK killing. Considering how easy it is to level on live these days, just paying for one month while you level to 110 is plenty. You will be murdering said spiders and slimes and other animals. There are two main camps that you'll use. After 75, you get much stronger gear so you can quickly kill the minotaurs at the minotaur fort. The goal is to get the three Clean Up the Farm quests from Siggik at the gnome camp near the Steamfont zoneline. 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. Yeah that is no where near as good as it used to be. That area is considered Tier 1 for the expansion. 38-44 especially will come in a matter of hours. From the time your mercenary dies to the time you can Rez him is 5 minutes, just like when you'd suspend him. Get invisibility on a character who can rez or has a healer merc at least. Wall of Slaughter has repop time of 10 minutes and 40 seconds. The mobs here are level 62-64. At level 5 it gets its second ability, with third obtained at level 15. It's some kinda Gnomish backpack thing. Start off near the entrance, then push up to the area around the house. To begin with, you will want to get yourself attuned to Dead Hills, which is the zone with the easiest HAs. 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. This is a picture of the window you'll see when first purchasing a Mercenary. !1111, (You must log in or sign up to reply here. Sadly neither zone is a hot zone. When it isn't, it's a nice place for a change of pace, but I think exp is better elsewhere. My next endeavor is to actually give Underfoot and Seeds of Destruction another run through and see if there are any additionally effective areas there I missed. The South Camp is the starting point. High enough that 2 rangers headshotting with an SK tanking and wizard also spamming nukes with shaman support couldn't exhaust all the mobs before they repopped. BACK TO ACTUAL ZONES THAT CHANGE!! Also, the first AA you should grind on your player toons are to max Combat Stability and then max Combat Agility. 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. 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. You do have to be careful if Hardcore Heritage is going on cause this zone could be boosted up into the 70s-80s range if the event is ongoing. A: No. Feel free to tell me how terrible my suggestions are, as long as you leave a different/better idea. Erillion, City of Bronze (95-100)(Guild Hall, Buy a Stone of the Shard's Fall>TP to Shard's Landing>Erillion) - This place is pretty easy and is the easiest option here by far. Also you don't have to worry about paying them until around level 12. 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. Clerics especially can race through here with their undead killing spells. They complete heal and can do it 7 or 8 times in a row. Gaesigs and Heligs on the water side come to mind on this. You can go higher, but it isn't really worth it IMO. It will have HP, Mana, and Endurance on par with characters that do not have the gear to acquire rank 2 spells and abilities. This zone is a lot better when you factor those in. Q: I'm the puller for my group but my merc won't stop attacking it when its all the way out in the middle of no where. 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 Once level 4-5, go over the bridge to the north and kill young pumas, bears, and more drakes. This page contains every Leveling Guide that I have written for Everquest. Create a free website or blog at WordPress.com. BEST (68-78): Dragonscale Hills (68-78)(PoK>Steamfont Mountains>Dragonscale Hills) - SEE NOTE ON MERCENARIES BELOW FOR WAYS TO BOOST THEIR EFFECTIVENESS A LITTLE. Any of the weapon and armor loot from nameds will sell for 300-400 plat. If you are an Everquest Free to Play player then you will be unable to select a Journeyman Mercenary. At 82 or straight away if you have a group, head down through the mansion to the basement area. It'll give an Undead oriented hunting guide. I've done it in as fast as 30 minutes before. I would suggest just not coming here. Fun times. He will eventually spawn a named which will very likely take you 30 minutes to kill, but isn't really hard otherwise. ). 48-55 kill the mutant floaty guys, shades and crazy humans. Frontier Mountain (BEST AREA FOR 100-108) - The giant fort has one named who drops a ring that is pretty in demand. Based on the information provided my first thought was that the begging skillup RNG was better on higher level NPCs than lower level. If you're actually grinding, the entire cave and temple area will give you a lot faster progress just walking through, changing your speed and pull-numbers depending on your level (at the beginning, just pull 2-4 at a time, later on you can start pulling entire sections). Buy the 950 Point Mount that provides levitation. The final camp here I am aware of is back inside the castle area on the way to the back of the zone. If you have an enchanter mez the adds and then hold them for one minute after each kill. Posts: 1,338. Look at my map in comparison to your map to see the location. Read More! They have low HP and don't hit very hard. Kor-Sha Laboratory (105-110) - Only really worked 2 camps in this zone. The estimated downtime is expected to be approximately 5 hours for the website and services, and 10 hours for servers. Also please note the races that can be clerics are the only races allowed to be healers, same goes for tanks. Check the sidebar of the subreddit for where to get them. Or will he take it out of my bank? 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. Mobs are tightly packed in some places and lots of classes who can swarm like to swarm here because of it. Also keep in mind that if you hire a mercenary from a female Mercenary Liaison then your mercenary will be a female. Depending on your classes ability to swarm pull, these zones gain a lot of extra life for swarm pulls for SKs and the like. There are also a ton of really good twink weapons to be had here, which can sell for tons of plat depending on what server you're on. I realize that I didn't add directions, just general sense of direction. Two paid accounts gives you a tank and healer you don't every really have to pay attention to. There is a new set every 5 levels but it isn't really worth getting more than maybe a set for a healer merc at 75, 85, and 105. i.e. You can push to 86-87 here by going into the west corridors, but the exp falls off a cliff at 83. The higher the mercenaries confidence level the less chance he has of running away. 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. This is a short guide addressing the need of returning players. Also keep in mind almost everything here summons. Also during cooldowns they will use agro reducing abilities. IF YOU'RE BRAND NEW OR VERY CASUAL: 1-10 Mines of Gloomingdeep (You start the game here) - This is the tutorial area. Coming from The Mines, start killing gnolls until 12. You will be teleported to Ethernere Tainted West Karana and now attuned to the Dead Hills. In other words that means all those levels that you can't find groups, you can use him for. I came back and my toons went from level 3 to level 10!!! I just want it known that this is an imperfect guide, just like every guide. Sad really. Then go and start slaughtering crows, scarecrows, and doombugs. Murder the Rallosians, crystal golems, and frogs. 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. You'll usually be fine pulling 1 or 2 Whites or above, any more and the merc has a small chance of running. 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. Mercs make leveling a million times easier so you can catch your friends and start playing with them! Very simple. You can hire a Mercenary at any Mercenary Liaison. 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. Keep clearing around til you hit 48-49. Thanks for pointing that out. Just be kind and patient. The water and earth giants are the easiest giants, and the fire giants aren't too bad. I don't know personally, just putting it here on their recommendation. But if you just absolutely HAVE to go somewhere else, here are some suggestions. That's all I have for now folks. I prefer to stay out of the fields if at all possible. This is very repetitive, boring, and slow. 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. I normally just move a group through various mobs, killing everything. It slows down a lot after 46 but is worth sticking out. I hope this just expands on his already awesome work. Everything has changed with the Seeds of Destruction expansion. Favorite area is the Queen's castle area. 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. I believe the camp is called Library Camp commonly. These levels will go by in a flash, but watch out for the spiders. Entire house is pretty much open at 26. OPTIONS(96-100): To me at this point, there is no best place to go. Right click anywhere on this box and select "Puller" as your Main Roll. 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. EverQuest Leveling Zones for Each Level Reaching higher levels can be determined by your zone, so let's start from the beginning with zones 1-10. They respawn pretty quick and are higher level than most of the zone, so better exp longer. A: Your merc will start costing you 2g every 15 minutes at level 14. Grieg himself is often camped but if he is up be careful. 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. They will be indifferent to you to start. The gear drops here look incredible too. The final two zones drop Glowing Reis, which gives you good armor from 85-90. Not very fast, but not very hard either. The mobs are glass cannons. By the time you reach 110 you should be able to clear all of those with a good group by the time the first one is available. Otherwise its like an ooze and a tidemage or a trio of warpriests. Click it. There is a castle structure there. Where it says "Type" select Journeyman (Paying players only) and then select Tier I of which ever you want Healer or Tank. He will very likely murder you if you do. Just be careful about aggro. It may not display this or other websites correctly. This will easily take you to 56-57. You may finish them and have 30-45 minutes to wait. The gear isn't great but you will be earning so many Marks that you will be able to outfit yourself completely very very easily every 5 levels. It gives you access to Journeyman mercs and probably over 10k AAs at this point in Auto-Granted AAs. The amount of experience you get varies upon level, but I know in the level 100 range, you get around 8-10% of a level per completion, as well at 1-2% for kills. The North Camp is the second camp when you reach level 77. I've separated all of them by expansion pack that way people playing on any TLP can easily access a leveling guide relevant to their expansion at any time! BEST: 28-(35-45) Lower Guk (PoK>Innothule Swamp>Upper Guk>Lower Guk) - Head down to the dead side. Go in all the buildings. Prince Nightclub Minneapolis, Most Hat Tricks By Nhl Defenseman, Breaux Bridge Baseball, Panettone Trifle Recipe Jamie Oliver, Affirmed Housing San Jose, Horoscope Balance Surlendemain, Is Shoresy Wayne In Letterkenny, How To Get Bright Dust Vermintide 2, These will take you to 67-70ish, though only paladins should really try and go to 70 here via swarming. Go left from the giant hole in the ground after zone in until you get to a pond.