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Everquest 2 Beginner Class Guide – Shaman

Posted on 2009-01-08 by sirstarNo comments


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Overview

The class system of Everquest 2 is divided into 4 arch-types, and then further divided into alignment specific classes, making a total of twenty-four different classes available. Shamans are in the Priest sub-class, and have an affinity for channeling the spirit world to buff and heal their friends and debuff and damage their foes. The two Shaman sub-classes are Defiler and Mystic.

Defiler

Defilers are the evil oriented sub-class of the Shaman class. This restricts the races that may play the Defiler class to the neutral and evil races. These include Arasai, Iksar, Sarnak, Ogre, Troll, Ratonga, Dark Elf, Human, Erudite, Barbarian, Erudite, Gnome and Half Elf. Defilers are able to wear chain armor and their primary stat is wisdom. They are able to take a fair amount of damage from enemies, but in soloing situations, the Defiler must heal himself almost every time. Defilers are able to equip Hammers, Spears, Staves, Great Hammers, Great Spears and Symbols for weapons and can equip Bucklers, some Round Shields and Symbols for shields. Defilers are offensively oriented and have a rather high amount of DD (Direct Damage) spells, DoT (Damage over Time) spells and debuffs, all to weaken the enemy and allow the Defiler to heal any damage taken. They also have a series of direct heals and a series of Ward spells. Wards prevent a certain amount of damage while active on the player. If the amount of prevented damage isn’t used up, the remaining damage that would potentially be prevented is instead healed.

Mystic

Mystics are the defensive, good counterpart to the Defilers. They are only able to start in Kelethin and Qeynos. Due to this, the only races able to choose Mystic are Barbarians, Humans, Erudites, Half Elves, Kerran, Gnomes, Wood Elves, High Elves, Dwarves, Fae, Frogloks and Halflings. Like Defilers, Mystics are able to wear chain armor and have the ability to use great and normal Hammers, great and normal Spears, Staves and Symbols. Their shield selection is the same also and their primary stat is wisdom. Mystics aren’t made to deal large amounts of damage to enemies. They are more designed to cast buffs and wards to keep party members alive. Mystics have a wide range of healing spells, Wards, cures, buffs for all stats and even a fair amount of resurrection spells. Due to this, Mystics are widely sought after in groups and can easily heal well enough to keep the entire group alive. They also have spells that reduce the attack speed of enemies, which also effectively reduces the amount of healing a Mystic must do to keep his tank alive. Original Post.
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Everquest 2 Beginner Class Guide – Rogue

Posted on 2009-01-08 by sirstarNo comments


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Overview

The class system of Everquest 2 is divided into 4 arch-types, and then further divided into alignment specific classes, making a total of twenty-four different classes available. Rogues are in the Scout sub-class, and are a forceful and straight forward brand of melee class. The two Rogue sub-classes are Brigand and Swashbuckler.

Brigand

Brigands are the evil oriented Rogue sub-class, and are only able to start in the cities of Freeport, Neriak and Gorowyn. This limits the amount of classes able to play this race to Human, Half Elf, Erudite, Barbarian, Kerran, Gnome, Ratonga, Dark Elf, Iksar, Sarnak, Ogre, Troll and Arasai. Scout classes, are able to wear chain armor and their primary stat is agility. They deal high amounts of damage and their chain equipment allow them to survive possible agro switches. Brigands are able to use Swords, Spears, Axes, Rapiers, Daggers, Bows and thrown weapons. They are able to use Round Shields and Bucklers, but most Brigands dual-wield to maximize their DPS (Damage per Second). Brigands are a straight forward brand of Scouts. They have a vast array of melee attacks, oriented around debuffing their enemies. Like other Scout classes, they have many attacks that require them to be either behind or flanking their target. Most of these can be accomplished while soloing with the use of stuns and stealth.

Swashbuckler

Swashbucklers are the goodly counterparts of Brigands. They are able to start in both Kelethin and Qeynos. This reduces the amount of races able to choose the Swashbuckler class to High Elves, Wood Elves, Fae, Frogloks, Dwarves, Halflings, Humans, Half Elves, Erudites, Barbarians, Kerran and Gnomes. Swashbucklers are also able to wear Chain armor and like Brigands, their primary stat is agility. They are able to use all of the same weapons and shields as Brigands, and like-wise they are better of dual-wielding. Swashbucklers have the ability to use poisons on their weapons to increase the damage they are able to deal.
Swashbucklers are a flamboyant and arrogant brand of Scouts. Their most powerful abilities are often the first they employ, with a wide variety of attacks useable from the Stealth. They are most effective in party situations and have attacks that reduce the attack speed of their enemies, inflict DoT (Damage over Time) effects, and increase their own attack speed to quickly dismantle opponents. Original Post.
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EverQuest II (EQ2) Introduction

Posted on 2008-12-28 by adminNo comments


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EverQuest II (EQ2), based upon the popular EverQuest, is a fantasy massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment (SOE) and shipped on 8 November 2004. It features graphics and gameplay vastly updated from its predecessor as well as NPCs that use audio for speech. EQ2 Game Trailer YouTube Preview Image EQ2 Gameplay YouTube Preview Image Story EverQuest II is set on the fictional world of Norrath five hundred years after the The Planes of Power storyline of the original EverQuest game. The gods withdrew from the world in retaliation for mortal incursions into their planes. On Norrath itself, Dark Elves and the Orcs destroyed much of Faydwer; while the Ogres, Goblins, Orcs, and Giants ravaged Antonica. Transport and communication to the moon Luclin were cut off. The storyline says that 100 years ago, the continent of Antonica was ripped apart into smaller islands, which are now called the Shattered Lands. The oceans became impassible, preventing contact between the continents of Norrath. Fifteen years ago, the moon Luclin exploded and parts of the Shattered moon remain in the sky. EverQuest II takes place in what is called the Age of Destiny. In this setting, Queen Antonia Bayle of Qeynos is a benevolent sorceress who welcomes all goodly races to her city to help rebuild Norrath. The Overlord of Freeport, Lucan D'Lere, a centuries-old fallen paladin, rules the evil races in his plans of conquest.  Gameplay Within EverQuest II, each player creates a character to interact in the 3-D fictional world of Norrath. Within the game, the character can adventure (complete quests, explore the world, kill monsters and gain treasures and experience) and socialize with other players. The game also has a 'tradeskill' system that allows players to create items for in-game use. In the creation of a character, the player may choose the character's race and class. Various classes have specialized abilities that are complementary to their class. (Monks will get mainly melee combat abilities that use their fists or fist weapons, or a Warlock will get mainly spell abilities that do large amounts of spike damage but cost a lot of mana.) EverQuest II enables social interaction with other players through grouping and through the creation of guilds. Like players, guilds can gain experience and levels, partially from players completing special tasks called Heritage quests, but primarily from guild-oriented quests and tasks called "writs," and gaining guild experience by killing epic monsters. Higher guild levels open up special rewards unavailable to non-guilded characters, and cause certain other rewards to cost less. These rewards include housing options, mounts, house items, apparel, and special titles. Although EverQuest II focuses on player versus environment (PvE), dedicated player versus player (PvP) servers were added in February 2006. Gameplay differences between EQ2 and the original EverQuest Many gameplay choices were made in order to stop old, sometimes undesirable, tactics that emerged in EQ; a major difference is the concept of "locked encounters". Currently a group or a solo player can set an option to lock encounters. When encounters are locked, only the player or group who becomes linked to that encounter is involved, which stops kill stealing. Other players cannot assist in the encounter unless the player who locked it uses a special "/yell" command for help, after which the encounter rewards neither loot nor experience. "Trains" (encounters pursuing fleeing players to a zone line, and then attack uninvolved players), a problem in Everquest, are no longer a problem in EQ2. Encounters will not agro on (attack) uninvolved players until they first return to their original location. Encounters returning to their spawn point are also immune to attack until they return there. To stop kiting, players in combat lose all their movement speed enhancements except the special "sprint" ability, which costs a considerable amount of power to use, although some classes have speed debuffs that slow the enemy, thus making kiting a viable option. Because certain player classes such as Rangers and Mages have limited effectiveness in close melee range, many of these players have discovered another method of pseudo-kiting by running backwards and firing a missile weapon at the enemy. The enemy lands fewer attacks, but can take significant damage depending on the type of ammunition or missile weapon used, and the skill level of the user.  Setting EverQuest II is set in what is called the "Age of Destiny" on the world of Norrath, 500 years later than the setting of the original EverQuest. The game world has been drastically affected by several cataclysms (see Story, above) since the original EverQuest. The planes have closed, the gods temporarily left, and the moon Luclin has been destroyed (and partially rained onto the face of Norrath). Remnants from the original EQ's Norrath can be found throughout the Shattered Lands. Players arrive in one of five tutorial areas: The Queen's Colony, The Outpost of the Overlord, The Nursery in Greater Faydark, Hate's Envy in Darklight Woods, and Timorous Deep in Kunark, and then move to one of five cities, Qeynos or Kelethin (the 'good' cities) or Freeport, Neriak, or Gorowyn (the 'evil' cities). All of the other cities in the world were destroyed, taken over (Ak'anon, Kaladim, and a few others), rendered inaccessible (Halas), or have banished all outsiders (Felwithe and Rivervale) in The Shattering. The original player cities that were present at the game's launch (Qeynos and Freeport) are divided into multiple zones, with the playable races each having their own special section (Village) of these cities. The player cities introduced into the game at later dates (Kelethin and Neriak) are smaller than the original cities, and as such each 'newer' city is completely contained within one zone. Players from Qeynos or Kelethin are not welcome in Freeport or Neriak and vice versa unless they choose to betray their city via the Betrayal Questline. Players are allowed to begin the Betrayal Questline from level 10 onwards. The game world features wide geographical and ecological variety. In EQ2, players can ride trained griffons on predetermined routes over the Shattered Lands, or acquire a horse, flying carpet, warg, rhino or a floating disk so that they can travel more swiftly throughout much of the game world. "Mariner's Bells" are scattered across the land allowing instant transportation across various areas of the world. With the inception of the Kingdom of Sky expansion, the Ulteran wizard spires teleport you up into Kingdom of Sky, with spires in different zones taking you to different areas of the expansion. With the Echoes of Faydwer expansion, Wardens and Furies (the Druid classes) gained the ability to teleport individuals to one of five druid rings, with two more added in the Rise of Kunark expansion. Likewise, Warlocks and Wizards (the Sorcerer classes) gained the ability to teleport themselves or their groups to one of three wizard spires. EverQuest II also includes instanced zones—parallel copies of some zones where characters in one 'instance' of the zone cannot interact with the characters or MOBs of any other 'instance' of that zone. Races and classes

Character races

Players must choose a 'race' when creating a character. The choice of races include human, ogre, dwarf, wood elf and dark elf (and others which were available in the original EQ) along with new options such as the Kerra (a cat-person similar to the Vah Shir of the original EQ), the Ratonga (a rat-like people) and with the purchase of an expansion, fae and Arasai. The Froglok race was originally locked until a special server-wide quest was completed to make them playable. Some races are restricted to either Qeynos or Freeport, based on their alignment, but can turn traitor and move to the opposing city.
Races by Starting City (Alignment)
Qeynos (Good) Kelethin2 (Good) Freeport (Evil) Neriak3 (Evil) Gorowyn4 (Evil)
Barbarian Dwarf Erudite Froglok1 Gnome Half Elf Halfling High Elf Human Kerra Wood Elf Dwarf Fae2 Gnome Half Elf High Elf Wood Elf Barbarian Dark Elf Erudite Gnome Half Elf Human Iksar Kerra Ogre Ratonga Troll Arasai3 Dark Elf Iksar Ogre Ratonga Troll Barbarian Erudite Gnome Half Elf Human Kerra Sarnak4
1 Introduced on 27 May 2005 with a questline that was initially required to unlock the race. 2 Introduced with the release of the Expansion, Echoes of Faydwer. 3 Introduced with Game Update 35. (You must have Echoes of Faydwer to make an Arasai, but you may start in Neriak as another race without it.) 4Introduced with Rise of Kunark Expansion. Characters created in Timorous Deep are considered evil by other entities in the game, but the city itself is neutral as a mercenary city.

Adventurer classes

There are four "archetypes" in EQ2 - Fighter, Scout, Priest and Mage. When EQ2 was launched, a player chose the character's archetype during the initial character creation and then chose a 'class' at level 10 and a 'sub-class' at level 20. This system was changed in Live Update 19 in January 2006 so that a character's final class is chosen at creation. While archetype>class>sub-class system is no longer explicitly defined in the live game, it still defines the roles of classes. Broadly, in a group situation, any priest can be a healer, any fighter can be a suitable tank, any mage or scout can deal damage, with the mage classes typically being able to deal more damage than a scout class, but being more fragile. Evil classes, such as the Assassin, are only available in Freeport, Neriak, or Gorowyn, while good classes, such as the Paladin, are available in either Qeynos or Kelethin. Neutral classes, such as the Guardians, are available in all cities. Ivory background means the class is available in all cities, light blue background means Qeynos and Kelethin only, reddish background means Freeport, Neriak, and Gorowyn only.
Fighter Warrior Berserker
Guardian
Crusader Paladin
Shadowknight
Brawler Monk
Bruiser
Scout Bard Troubador
Dirge
Predator Ranger
Assassin
Rogue Swashbuckler
Brigand
Priest Druid Fury
Warden
Cleric Templar
Inquisitor
Shaman Mystic
Defiler
Mage Sorcerer Wizard
Warlock
Summoner Conjuror
Necromancer
Enchanter Illusionist
Coercer

 Betrayal

Betrayal is a process allowing the player to change from a good or evil alignment to the opposing one, and convert to the good or evil counterpart of their current class. In this manner, one can play a traditionally evil-only race, betray their city of origin in favor of a good-aligned city, and play a good-only class. Naturally, the reverse is also possible-betrayal of a good-aligned city in favor of an evil one in order to access an evil class with a good race.

 Artisan classes

A character can also undertake a tradeskill profession, completely separate from his/her adventuring profession. The tradeskill professions branch at levels 10 and 20, just as adventuring classes used to. The Echoes of Faydwer expansion introduced two secondary tradeskills. These go alongside the primary tradeskills, and a character can switch to the other secondary tradeskill at any time (starting from scratch). Characters do not gain separate experience points for these tradeskills; maximum skill level rises with the primary tradeskill or adventuring level.
Tradeskill Class Tree
Archetype Class Subclass Products
Artisan Craftsman Carpenter furniture (including altars), strongboxes, and repair kits
Provisioner food and drink
Woodworker bows, arrows, throwing weapons, wooden shields, staves, totems, and musical instruments
Outfitter Weaponsmith metal weapons
Armorsmith chainmail and platemail armor, metal shields
Tailor cloth and leather armor, backpacks, thrown-weapon bags, hex dolls, and with the Echoes of Faydwer expansion, cloaks.
Scholar Alchemist potions, poisons, and fighter skill upgrades
Jeweler jewelry and scout skill upgrades
Sage priest and mage spell upgrades
Secondary Tinkerer Tinkered contraptions, such as automated parachutes, environmental suits, summonable robotic pets, mounts, and water-breathing devices.
Transmuter Breaks certain valuable equipment down into in magical components which can be used to create adornments and tinkered items.

Voices

The game uses actual voices for NPCs. The actors used for these parts included Hollywood stars such as Heather Graham(as Queen Antonia Bayle) and Christopher Lee (as Overlord Lucan D'Lere). Actor/gamer Wil Wheaton, Actor Dwight Schultz and Actress/mathematician Danica McKellar are also part of the cast. According to SOE in October 2004, EverQuest II featured 130 hours of spoken dialog recorded by 1,700 voice actors.More dialog has been added since release as part of regular game updates. In September 2005, EverQuest II: Desert Of Flames added player Voice Emotes.

Music

The music for the game, over ninety minutes' worth, was composed by Emmy award winning composer Laura Karpman and recorded by the FILMharmonic Orchestra Prague under her direction. Karpman has said of the music in the game: "Every place has a theme, its own separate, unique feeling - from a quasi-African savanna to a Babylonian city. Every cue in EQ2, with the exception of the attack cues, is like a main title of a movie. A more cinematic experience for the player was one of our goals." . Purchasers of the EverQuest II Collector's Edition received a soundtrack CD as part of the package. The most recent expansions, Echoes of Faydwer and Rise of Kunark, included many themes from the corresponding zones in the original EverQuest, arranged by Inon Zur. With the recent Rise of Kunark expansion came a major update to the combat music. A new system was added with 14 contextual combat themes. The strength of the enemy or enemies and tide of the battle determine the tone of the combat music. The previous combat music consisted of just a few linear pieces. Expansions and Adventure Packs
Title Type Released Date
The Bloodline Chronicles Adventure Pack 21 March 2005
The Splitpaw Saga Adventure Pack 28 June 2005
Desert of Flames Expansion 13 September 2005
Kingdom of Sky Expansion 21 February 2006
The Fallen Dynasty Adventure Pack 14 June 2006
Echoes of Faydwer Expansion 14 November 2006
Rise of Kunark Expansion 13 November 2007
The Shadow OdysseyUNIQ3ddd4c6ce7cc34b-nowiki-00000004-QINU2UNIQ3ddd4c6ce7cc34b-nowiki-00000005-QINU Expansion 18 November 2008
With Everquest II, Sony Online Entertainment introduced the concept of Adventure Packs. Adventure Packs are meant to be smaller "mini-expansions" to the game, adding a plot line with several zones, new creatures and items to the game via digital download. These smaller Adventure Packs come with a smaller fee ranging from US$4.99 to US$7.99. However, recently the development team has decided to release free zones and content instead of making adventure packs. Some recent releases include a new starting city, Neriak, with a new starting race, Arasai; and new high level dungeons The Throne of New Tunaria and the Estate of Unrest. Expansions usually cost in the range of US$29.99 to US$39.99 and are shipped in boxes to stores, but can also be downloaded through a digital service. The retail versions often come packaged with a bonus feature such as a creature that the player can put in their in-game house. Expansions generally introduce many new zones with many plot lines, new features, many new creatures and items, new cities, and often come with a boost in the level cap or a new player race. While it may be easier to download the expansions digitally, traditional retail offers more content.
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PvP Newbie Guide by Kust (In Depth)

Posted on 2008-12-02 by adminNo comments


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 So you just dinged level 10, and it is finally time for you to start your meteoric rise to fame as the baddest, meanest, most feared player in all of Norrath. You shun the safety of the city walls and hunger for your first victim. There, you’re in luck, an even con, and presumably your first victory, is standing just a few steps away. You approach the fight with the confidence of an immortal Greek God and begin your assault.   

AA Points and Level Locking

If you spend any time on a PvP server, you are bound to hear a lot of talk about AA. “How should I spend my AA as an illusionist?” “I am level 15 and I am looking to quest for some AA, where should I go” are some questions you might see, or even have yourself. Although it seems nobody really knows exactly what AA stands for (popular theories include Alternate Advancement or Achievement Award), they are still an important part to building a well developed PvP character. You gain access to AA’s after level 10. You can hit the ‘L’ key to bring up your AA menu. Each class has different AA’s to chose from, and they range from enhancement of particular abilities, to gaining completely new ones. AA points can be gained in many ways, the most popular of which is questing. Any quest that is level 10 or above AND that is green or higher to you will give you achievement xp, which you can monitor by right clicking the xp bar at the bottom of your screen and choosing “Show Achievement XP.” It should be noted, however, that repeatable quests do not give AA once they have already been completed. At low tiers gaining some quick AA is not hard to do; there are a few hotspots where many people do questing circuits for some fast AA. I usually go to the following zones to get my AA: the Caves, Greater Faydark, Darklight Woods, and Antonica. I guess now would be a good time to explain how to travel between the low tier zones of Norrath. Getting From Qeynos to Kelethin: If you start in Qeynos and you need to get to Kelethin or Greater Feydark (Gfay), you can do it in about 5 minutes, and this is how you do it. Go to the Qeynos Harbor docks and find the magical carpet (there are usually several players standing near it.) Click the carpet and it will zone you to the Sinking Sands. You will appear on a large blue platform; head inland until you see another magic carpet under some tents. RIGHT CLICK that magic carpet and chose “Return to Butcherblock Mountains.” You will appear at some docks in Butcherblock Mountains (BBM); attack something more powerful than you so that you can die and chose to respawn across the zone. When you die, respawn near Greater Faydark. You will appear at a small tent under a gryphon tower with a path near it; turn left onto the path and follow it to the Gfay. Now you have reached Gfay and Kelethin is a city that is made up of platforms high up in the trees. Getting from Greater Faydark to Qeynos: If you start in Greater Faydark (Gfay), and need to get to Qeynos, you can do it in about 5 minutes, and this is how you do it. On the western side of the Gfay, you can find the zone to Butcherblock Mountains (BBM). After you enter BBM, attack something more powerful than you so that you can die and chose to respawn across the zone. When you die, chose to respawn at the Butcherblock Docks. At the Butcherblock docks, you need to find a magical carpet. It is tucked out of the way in the corner. You can find it easily by making it so that the water is on your right hand side, and then walking past the two docks that jut into the bay; the magical carpet will be right in front of you then. Click on the carpet and it will zone you to the Sinking Sands. You will appear on a large blue platform; head inland until you see another magic carpet under some tents. RIGHT CLICK that magic carpet and chose “Return to Qeynos Harbor.” Now you have reached Qeynos Harbor. The Caves: The Caves are a great place to start questing for AA; it is a small zone, accessible from the Qeynos bell, with a lot happening in it. I usually begin questing for AA here because it is fast, easy, and there are few Freeporters to interfere with you as you start developing your character. There are several quests waiting for you right as you zone in, get  going on all of them. The quests here are pretty straight forward, and you can usually finish up in a night’s worth of work. In the end you’ll be a few AA the richer. Greater Faydark (Gfay): Greater Faydark is probably my favorite zone; it is a sprawling forest with huge trees, a varied terrain, and an abundance of activity, but aside from its undeniable beauty and allure, it is also a great place to get AA. There are several quests that can be done in Gfay, and happily most of them come from the same 2 places. The first place to find quests is within the treetop city of Kelethin; there are four guilds there that give special guild-quests called city writs. Each guild gives several writs for each tier, and it is a good idea to do the writs in sets of 4 (meaning get 4 quests while you’re in the city, then complete the quests and return for 4 new writs) The next source of quests for Gfay is a small encampment just south of the giant wizard spires; the wizard spires are in the middle of the southern half of the zone and can be seen on the map as a feature in the shape of a large X. I recommend getting the writs from the guilds and the quests from the encampment at the same time because many of the quest goals overlap (for example, killing a certain type of mob may help you complete two quests at once) Questing in Gfay may take a couple of nights, but it is easy because most of the quest-mobs are in fixed locations, so there is not a lot of searching or waiting. Darklight Woods (DLW): Darklight Woods is a free, downloadable bonus zone that can be reached by traveling to the Commonlands vie the teleportation spire, and then heading directly north to a cave entrance. The quests that are found here come from a cluster of tents just west of the center of the zone and a large oak tree that is in the northwest corner of the zone (both spots can easily be found on the map) Like Gfay, the quests here are pretty straight forward, the problem lies in the fact the this zone is typically crawling with PvP opponents, and the cluster of tents where most of the quests begin happens to be the Freeport respawn point. Because of the nature of this zone, with all its PvP, estimating how long it would take to complete the quests would be impossible, but in spite of the challenges, I still recommend questing here.  Antonica (Ant): Ah Antonica. Antonica offers a great number of quests. The only drawback to Antonica is it’s sheer size and finding the quest mobs. Questing in Antonica takes a very long time, and I usually quest here last because it helps to already have a healthy amount of AA before you begin roaming around there. The level 10 – 15 quests can be found at the cabin, which is in Antonica-West, just north of Archer’s Woods. The level 16 and up quests can be found at Windstalker Village, which is in Antonica-East by the lake where the aqueduct system ends. In addition to these quest sources, there are also Far Seas Trade Requisition (FSTR) quests, which drop randomly off of mobs. These quests are done like any other quests, and can be turned in to a lady in the lighthouse when completed. I recommend holding off on turning in your FSTR’s until you are confident that you have found them all, otherwise you will pick up the same ones over and over again and possibly get confused over which ones you have already completed; there are probably around 15 in all, but I don’t remember the exact number. Be prepared to spend a lot of time searching for quest-mobs in Antonica. The one major upside to questing there is that the harvestable nodes are abundant and very easy to spot in the wide open plains, so this is a good opportunity to find some rare harvests. All of the zones listed here have more quests sources than the ones mentioned here, but I outlined only the ones that are conveniently packed together in the interest of gaining AA as quickly as possible. Once you have completed the quests in all of these areas you should have close to 20 or so AA, and at tier 2, that is about average. If you want to go above and beyond, however, you could quest in the evil zones and zones that are off the beaten path, but discussing that would be beyond the scope of this guide. Here are two links that will greatly help you with your questing: http://www.eq2interface.com/downloa...onOfficial.html - This is a downloadable utility that updates your in-game map system with points that show where almost everything is located (If this link changes, as sometimes things on the internet do, try searching for EQ2 Map Updater in Google) http://eq2.allakhazam.com/db/zonelist.html - This is Allakhazam’s EQ2 zone list. This site is great for quest information because it lists the quests from each zone and they can be organized by level. Level Locking: Level locking is probably one of the hardest things for the PvP beginner to understand. For those who don’t know, level locking is accomplished by disabling combat experience, thereby making it so that your character only gains levels experience through questing. Technically while you are level locked, you can still gain adventure levels, but it will take much longer. Almost all PvPers opt to disable their combat experience in order to become more powerful. It is such a hard concept to grasp because it seems completely counter-intuitive; how could keeping a character locked at a low level possibly make them more powerful? The answer has to do with maximizing AA. By making it so that your character does not gain xp from killing mobs, you have the ability to complete a lot more quests for any given level range than you would normally. Imagine you are out adventuring for AA, and your quest-journal is filled with quests that range in difficulty level from green (easy) to red (hard). As you begin to kill mob after mob for your various quests, you happily find that you have gained an adventure level. Not thinking much about it, you continue your questing, and suddenly you ding again. Now you decide to look at your quest journal again, but to your dismay you find that a good portion of quests that were once green are now gray. Those gray quests give no AA (unless you mentor down to someone, but most players like to avoid that), and each gray quest in your log equals a missed opportunity for more AA. That essentially is why most PvPers level lock. There is another group of level lockers who chose to remain at low level long after they have maximized their AA. These players chose to compete exclusively in low tier PvP, which almost always has a healthy population, and they invest large amounts of time and platinum to develop their characters for that specific tier. Unless you are one of these players yourself, it is best to just avoid them, as their investments have made them extremely powerful.  

Race and Class Selection

Race Selection - Erudite, Erudite, Erudite: In my opinion race selection for PvP is very easy. If you can look past the baldness, and those unsightly glyphs, Erudites have a huge racial advantage in PvP: Aura Sense. Aura Sense is an Erudite only vision enhancement that allows the user to see what class archetype other players are. The way it works is that characters with magical abilities are outlined by a thin, but clearly visible, glow. A green glow means that the character is a healer type, a blue glow signifies caster types, and no glow means they are fighter types. Knowing which characters are capable of what, especially where most PvPers hide their class type by being Anonymous, is a huge boon in any PvP situation. And if you cannot stomach the base statistics of an Erudite, just know that even at low tier, gear makes it so that race based stats only make up a negligible portion of a character’s over-all stats. In my opinion Aura Vision more than makes up for any small lack in statistics that an Erudite might have. The Player Bombodale has noted that small races, such as the Ratonga and Fea, offer an advantage in PvP because their size makes them harder to target. This can be quite helpful, especially when there are several targets in the area, and your opponent is forced to use the mouse to select targets instead of using targeting buttons. http://www.eqsummoners.com/eq2/crea...n-conjuror.html - This is a Summoner site that happens to have a well laid out table comparing the different races of EQ2. Class Selection: Class selection and class balance is one of the most contentious and fiercely debated subjects in all of Norrath, especially in PvP. Some players believe that the classes are for the most part balanced and that anyone can succeed with any class as long as the take the time to learn and develop their character. Others believe that there are inherent class imbalances and that while some classes are extremely powerful, others are virtually useless. With so many factors affecting a character’s PvP potency, a fair comparison of classes is almost impossible, but I personally believe that there definitely are class imbalances. In my opinion, there are certain classes that, no matter how much gear they have and how many AA, will always be at a disadvantage, and likewise, there are classes that the opposite is true for. A class by class comparison is beyond the scope of this guide, but there are a few things to consider when choosing your class with PvP in mind. Healing: Having the ability to heal is probably one of the biggest advantages contributing to PvP survivability. Armor Type and Mitigation: The difference between a cloth wearer and a plate wearer cannot be overstated. Being able to survive the first surprise volley of melee damage that many classes are capable of will enable you to turn an unexpected ambush to your favor. To see exactly how mitigation works, open your persona window and mouseover the Mitigation number; it should say something like, “You will absorb X% of the damage from a level Y opponent.” Stuns and Stifles: Stuns and stifles are devastating in PvP; having the ability to completely derail somebody’s plan of attack is not only enjoyable, but very beneficial to survival in PvP. Most people know what stuns are; they freeze your opponent for a short duration making it so they cannot move, cast, attack, or do anything for that matter. Stifles are similar to stuns. When someone is stifled, they cannot cast any spells or perform any combat arts; however, they can still move and auto-attack. Burst Damage: Many classes succeed in PvP simply because they can put so much damage on their opponents in such a short time, that their opponent does not even get a chance to fight back. Tracking: Tracking in PvP is quite helpful for obvious reasons. Being able to find your enemies instead of them finding you has many advantages. Roots and Snares: Roots and snares are also important in PvP. Aside from the obvious defensive applications for these types of abilities, they are also quite useful offensively. You will find that many PvPers will attempt to turn tail and flee when it becomes obvious that they are losing a fight; in those moments there are few things more satisfying than having a root or snare, so that you can see the fight to its rightful conclusion. Well, that’s about all that I can think of for this guide. I hope many of you find it helpful in your quest to becoming a serious PvP contender. Please feel free to respond to this post or look me up on Nagafen. My toon names usually begin with Kust. Your first attack lands, but doesn’t do much. Your second attack gets resisted outright. Your third attack lands, but again, doesn’t do much. Uh Oh, you think to yourself, this is not going well… Then your unsuspecting target decides to lash out. A second later a menu comes up asking where you would like to respawn, and you’re scrolling through your combat log wondering, What the hell just happened?
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Buying and selling – a basic guide to the broker

Posted on 2008-12-02 by dunhillNo comments


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Since I see a lot of people asking, both here, ingame and on my guild forums I worte a very basic guide for my guildmates on using the broker for buying and selling. EQ2 has a great system for buying and selling items, The Broker. All the major city zones have a Broker NPC. (In the Qeynos and Freeport villages the broker is in the tradeskill instances).
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EverQuest II Guides » New Players Tip: How to make 30 gold in 30 seconds

Posted on 2008-12-02 by elysionNo comments


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New Players Tip: How to make 30 gold in 30 secondsHow to make money in EQ2.   First, this is not a get-rich-quick scheme. It won’t work. I will explain why later.
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