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Old 11-19-2017, 01:15 AM   #1
Tunon

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I would agree. I do need better gear. However, I have Templar guildmates with full raid gear and upgraded spells that can't solo the zone. (and those who can... it takes over 2 hours.) When DPS guildmates go into the zone they can clear it in 30 minutes. I plan to find a buddy... why would I need a buddy to do a solo zone when a DPS class would not?
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Old 11-19-2017, 02:44 AM   #2
Steelviper

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Good point, I found the solo zones to be rather easy as a dps class (Necromancer) with the best quest armor / collection jewelry I could get, max infused since platinum is limitless in Beta, sitting at about 20m health, 48k Potency + 70 Fervor (before the Solo zones buff), but I've seen many people without the meta knowledge of the class possibilities expressing difficulties to do the zones.
What I can recommend at this point is, get all the solo gear off the crate on the starter island in Plane of Magic, where the ulteran spires portal is, get all the orange adorns, plus the new white max health / potency adorns, do some reforging on your gear (if you do have the Feature - Marketplace purchased), spend some time looking at your stats and figuring out what can be improved. If you do a few things right, even as a healer you should end up somewhere in the 17m health and 40k potency area, and having some easer time in Solo zones.

But yes, Everquest II is, even with the new expac, rather unforgiving to the players new to the game, as it's always been.
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Old 11-19-2017, 02:52 AM   #3
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Best gear you can get from beta buffer and max infusing is a bad test though.. because that isn't want people will have to run the zones with when the expac goes live..

That being said, I ran it with my coercer, and though I was forced to bring in a healer merc to be able to survive the bosses, it is doable.. just slow.
I do feel like they're more concerned about t1 dps doing the zone 'too fast' and not taking into account what making things take longer means for other classes. My coercer is generally taking 2-ish minutes for 'solo' bosses and 5ish minutes for 'encounter' bosses.. that does make the zones rather long.
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Old 11-19-2017, 08:16 AM   #4
Tunon

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Completing the signature line is impossible to solo as a Templar. You can't even kill the trash if you are free to play. After paying for an account you will be able to kill trash until you get to the first zone in signature quest line (Plane of Innovation: Masks of the Marvelous (Solo)). Even with the buff and beta gear the trash kills the merc within 3 hits. After clearing the trash in the first area (which takes over 30 minutes) I am unable to damage the named at all.
I have been able to complete all the faction lines... however, cannot progress on the signature line to get the reward.
Is there something I am missing?
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Old 11-19-2017, 08:48 AM   #5
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Not sure on your claim on the ability of a free to play player, but I don't doubt it. With your spell and gear tiers caped its gonna be tough. When you switched ( I assume ) from ftp you were only able to upgrade your gear, not your spells ( again another assumption ). I will say as a healer ( I play one as well ) this is going to be a tough xpac I would recommend finding yourself a questing buddy if your not a high DPS class.
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Old 11-19-2017, 04:46 PM   #6
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That is why I ran with three sets of gear, my "old" gear from KA, the gear from the box ( the one next to the sig line NPC that one is rumored to be staying when PoP hits live ) and lastly the scaling beta set. I have run the line on my channeler and my SK to completion. Some with my Illy and BL. My channeler is the one I will be running with someone just so I can get through the questline in a reasonable amount of time. A zone that takes an hour is not really fun as it is tedious and considering you will need to be able to run the zones again and again for the tokens is going to rather suck until gear upgrades happen. Spell tiers will be easy to get.
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Old 11-19-2017, 06:07 PM   #7
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Absolutely
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Old 11-19-2017, 06:38 PM   #8
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I find the solo zones way over-tuned. I cannot complete them on my SK with gear obtained through from overland quests and faction merchants. Sure buffing to the hilt with the beta buffer will allow me to complete them and get the beta reward, but it does not bode well for how I will do on live. Not everyone has maxed out on PG adorns etc. Save that level of requirement for the heroic versions, the solo zones should be doable by all classes with quest granted gear.
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Old 11-25-2017, 02:41 PM   #9
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The whole idea of these "solo" zones being basically heroic ones and boosting you up through a buff is rather questionable anyway. Solos before were always meant to be soloable, or run them duo in worst case, and obviously being a blow-through on heroic gear.
This expac they're not true solo zones anymore. Sure I get the design idea behind being in outer planes and basically a weak wimp until you're buffed up, but the balance with the player + buff vs. the heroic enemies in the solo zones is terrible, the mobs would need to be toned down to be doable by people without best Kunark Ascending heroic / raid gear, otherwise where's the fun in playing this expac? Fun should come first, creativity after, or you'd end up with lot of people being frustrated and you can imagine what happens with a game which is not fun.
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Old 11-26-2017, 05:48 PM   #10
Mohondas

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I took my Templar through the signature line beginning at level 100 (with a brief pause to level up to 105 so he could even zone into the first solo instance), and completed the line at 107. Solo'd the whole thing with no merc. I was unable to kill the Avatar of the Sun within the time limit, but that is not needed to progress through the sig line - you do need it for the solo mission completion however.

Several steps were quite tedious due to low Templar DPS, but the change to Divine Light combined with Exorcise helped a great deal for mass trash pulls, and most of the trash could simply be bypassed or leashed.

The only named encounter that was particularly challenging (other than Avatar of the Sun) was killing off the multiple Verlixa illusions before time ran out. Definitely needed to choose when to use the Ascension spells to burn through the later sequences. Using a mercenary, or switching to something other than Thaumaturge, likely would have sped things up and left more margin on the fights.
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