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Unread 07-09-2007, 06:22 PM   #1
Cyst
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Level your character to level 8, or 9 on the island, or in your newbie zone. From here lock your experience (disable combat xp's) to do the following.

  1. Get your harvesting skills up.
  2. Harvest for the appropriate rares for your class to upgrade into mastercrafted at level 12, including spells or combat arts.
  3. Start a tradeskill that benefits your class so that you can use up the materials you harvest while looking for rares.
  4. Raise your tradeskill to 21 which can be very quick and easy to do. You do this so you can harvest tiers higher than your character level.
  5. Start the secondary tradeskill "TINKERING" which will be very beneficial to a new character.
  6. Build a group of equal level players to finish every possible level 10-13 quest, maybe even 14 and 15 quests WITHOUT turning them in. Note: This does not require a full group and can be done with two or three players.
  7. Level to 10 via NPC kills. You'll unlock your character here for the very last time, once 10 relock your combat xp's.
  8. TURN IN ALL OF THOSE LEVEL 10+ QUESTS YOU HAVE SAVED.
  9. Spend your Achievment points wisely.
  10. Gear up for the 12-19 PvP and questing. This is where all that harvesting for your rares pays off.
  11. Keep your experience locked from this point on, only leveling via quests so you benefit from the ever increasing AAs you'll get.

This will allow you to enjoy each tier of the game if you prepare for it. Make sure to keep your tradeskill level high enough that you're able to harvest the next tier(s) while below the average level that hunts there, like...15 Swash / 30 Alchemist , 15 Warden / 30 Tailor , 15 Wizard / 30 Sage, et cetera, et cetera. Tier 2 and Tier 3 will be less painful to you if you're prepared for it.

Other good advice and guides.

http://forums.station.sony.com/eq2/posts/list.m?topic_id=371826

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Unread 07-09-2007, 06:31 PM   #2
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Sticky ftw!
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Unread 07-09-2007, 06:40 PM   #3
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Sticky'd for a while..  Great information for those that are seeking the killing arts. ~Gnobrin!
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Unread 07-09-2007, 06:51 PM   #4
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Too bad advice like this couldn't be given to all new players coming to the PvP server via in-game means. The PvP population would grow, and be fun for the rest of us.
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Unread 07-09-2007, 06:59 PM   #5
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  • Build a group of equal level players to finish every possible level 10-13 quest, maybe even 14 and 15 quests WITHOUT turning them in. Note: This does not require a full group and can be done with two or three players.

I would like to add to this. If you can learn your way around and find people willing to show you, you can move to all the newbie areas and complete those quests too while below level 10. BUT, you'll have to stop earning experience at level 8, not 9 so that you don't level off of discovery experience. What I would do is stop at level 7 and go get the discoveries so they put you to level 8, and later will not give you experience.

This will allow you to do the 10-13 quests in Antonica, Freeport, Darklight Forest, and Greater Faydark.

And example of how to get around...

From Qeynos take the carpet from Qeynos Harbor to Sinking Sands and the carpet there at the docks to Butcherblock. While in Butcherblock commit suicide on a red mob and choose the respawn point "Greater Faydark". From there go left down the road avoiding mobs to the zone to Greater Faydark.

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Unread 07-09-2007, 11:37 PM   #6
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Very good guide, and right to the point.  It will take some time and work to accomplish, but the pay off at the end is well worth the trouble.  Being able to compete throughout the life of your character is well worth it. Also once you get going, its alot easier to continue the trend of upgrading your gear to Mastercrafted and getting your spells all up to A3's. 

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Unread 07-10-2007, 07:05 PM   #7
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The pvp server need a trainer in the newb areas with the tag that will give you these instructions. SMILEY
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Unread 07-10-2007, 11:11 PM   #8
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But dont forget to tell them - if they do these things, they will be called twinks and levellockers by some people on this forum SMILEY

And they should not equip themselves too good. It can happen that their 6 years old daughters could kill with their toons other newbs 4 levels lower, that just lost their pvp protection SMILEY

Sorry, Demron - no offence, only joking SMILEY

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Unread 07-11-2007, 01:56 AM   #9
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I love you Shinnar.
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Unread 07-11-2007, 10:42 AM   #10
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i c/p'd this from my clan's forum when they asked me about pvp, and making a new toon on it. imo it adds more flavour about playing with/avoiding level lockers, rather than just competing with them new players can easily get themselves to the same standard fairly easily by harvesting your own rares for armour, and selling the adepts you find on the broker.. You can sell the rares you dont need for a very good price usually too, due to no rares flooding the market because there are a lot of people who need a lot of rares (and for their alts too) Level lockers will have all their skills at ad3 or higher, which makes them quite potent. They will probably have good hp as well as mastercrafted (harvested rare) armour, or better (generally better) If you try to take these guys out with adept 1 skills, and crap armour you are wasting your time as they are at the top of their game.. BUT on the plus side, they usually only hunt for pvp, so they only spend time in zones with enemy faction in it: eg - CL, Ant, TS, SH If you want to avoid lockers (and this is if you want to grind to 70, and not really pvp your way there(you wont find that the situation really changes at all from 10 until 70, but the 70s have a lot more 'lockers' there, and will be incredibly well geared, and not remotely as easy to close the equip/skill gap on) SO to the point at hand... Level lockers dont usually spend times deep in zones, nor in unpopulated zones. This is something you can use to your advantage. Also, twinks rarely kill for anything except faction, they arent interested in griefing your group, so make yourself an unwanted target and you are unlikely to experience the hassle. if you group - find yourself an instance to level in.. avoid contested zones like Ruins of Varsoon, stormhold and WC; although WC IS better than SH due to fewer named, and an instance, and its harder to follow a group down due to a lot of respawns, and largely a linear zone (its not like it has many circling points or branches like SH does) Stay out of the way in bigger zones, if you want to grind, the corners of the map are likely to offer you feeding away from stealthing tracking pvp groups. Avoid the gryfons if you can, they are havens for gankers. I can only suggest if you solo to find solo mobs that you would have to particularly go to, to find.. varsoon's island springs to mind in antonica, although not completely as the gryf still flies over it.. dervishes in CL are good (Far SW) or crabs NE antonica.. basically if you dont want to twink, and have problems killing twinks, then avoid them. They sink their time into making their low level toons as well equipped as possible; both AA-wise and equip/level-wise.. If you dont want to compete with them, then you will find that you cannot
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Unread 07-11-2007, 12:36 PM   #11
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Ulvhamne@Nagafen wrote:
The pvp server need a trainer in the newb areas with the tag that will give you these instructions. SMILEY

Now where did I see that before ...... oh yeah, there it is.  SMILEY

http://forums.station.sony.com/eq2/...topic_id=367968

There are some great folks out there who will gladly take some of their time and/or resources to help out a lower-level newbie.  But the number is small.  Check the responses to OOC questions that are obviously from new players; some folks on the server will reply with useful information, and some will act like pricks.  With a helpful community, this could run on for years.  Or it could burn out much more quickly.  We do have some control over that, in how we set an example.  Telling a newbie to man-up ain't gonna help.  Too bad there aren't any SOE staff available in-game to help newcomers on occasion.  Or maybe a PvP tutorial incorporated into the "here's your sword, the pointy end goes that way" island intro.  Hell, an NPC standing next to Murar Shah with "Enemy Combat Trainer" over his head and a mini-quest would work wonders.  Add a line in for Murar (and his counterparts) to ask them if they've spoken to Vlad the Trainer before they leave their refuge, and require a "click yes or no" type response to move on.  Explain to them "You know, enemies of our State are more wily and physically more powerful than your average goblin" with one of those annoying pop-ups that explains PvP damage is nerfed when compared to NPC, so your CA's, Spells and gear need to be upgraded as fast and efficiently as possible.  Then send them out to harvest a node and when they return, a message something like "If that had been a rare, you could make much better gear or upgrade your attacks substantially by tradeskilling, or even sell it on the open market for a profit!"

Have the NPC also explain the basics about Achievement Experience, something similar to the above scenario.  Maybe send the player out on another harvest and have an NPC 'Gank Squad' set 3 levels higher than them pop out of nowhere and beat them senseless.  When they go back he asks what happened and their multiple choice responses could lead to a reply like "Well, I hate to say it but life's not fair, and there's safety in numbers, whether it be a Guild or a group."  Something to get them looking in the right direction.

Interaction like that, a non-essential mini-quest for experienced players that could be skipped, would level the lowbie playing field a lot.  It wouldn't have any effect on those who already play, but newbies would have more information about just what they're getting themselves into.  Assuming they don't just rush out into the world and learn the hard way, that is.  But it would let them know it's a much different world out there.  Having a PVE training ground and game intro in a PvP/PVE world doesn't make it any easier.  I mean, my Jeweler alt is a level 7 Templar, with APP 1's and less than half a set of island gear can run out into the Peat Bog and drop an even-con monster without going below 90% health and 85% power.  Yellow con might drop my health to 80%, if it resists a lot.  It gives a false sense of what to expect, and running into the situations that lurk outside the castle walls would ... well ... suck.  Again, just some thoughts on what could be done.  Changes like that would be outside the normal game interaction for experienced players, but could swing things over to help newbies without having to "carebear" PvP. 

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Unread 07-11-2007, 01:25 PM   #12
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Bloodfang@Nagafen wrote:

Explain to them "You know, enemies of our State are more wily and physcially more powerful than your average goblin" with one of those annoying pop-ups that explains PvP damage is nerfed when compared to NPC, so you CA's Spells and gear near to be upgraded as fast and efficiently as possible.

This is one thing I just don't get and really disagree with. I mean, that on the island is really a joke. All this mob nerfing leads new players to think they're good and then they step out into the world in their island gear and get killed PvP in like 2 seconds.

Making the game easier, especially with regards to the PvE portion, does NOT help new players Learn 2 Play.

Edit to add following:

And yes, we really really need a PvP tutorial on the island. Somebody please twink up a group of goblins that roam the island looking for newbs to gank. Remake the island so that tradeskill is no-zone and some npc there has a very visable quest feather.

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Unread 07-11-2007, 01:40 PM   #13
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Oh, I think we're on the same track as far as the monsters on the Island being drastically underpowered and giving newbies a false sense of empowerment.  Hence the comment along the lines of PC's being much more of a threat than NPC's.  Any class on the island can take out a yellow with ease, even if they've just been created 13 minutes earlier.  Meanwhile a pack of greys can roll a red in PvP. 

Even 400 year old maps had areas marked "Danger, there be Dragons Here".

Oh, by the way, very good tutorial on the original post. 

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Unread 07-11-2007, 11:37 PM   #14
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Thanks for the guide can't believe there haven't been more flames but contrary to the belief that twinking is killing the server I think it is actually breathing new life into it as the last time I checked Naggy was Red (heavy) when I logged in. I asked this on the crafting channel but is it only necessary to take your crafters to about 30 ( provisioners aside) to provide yourself with the gear you will need? Thx
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Unread 07-12-2007, 01:12 PM   #15
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How do you start a secondary tradeskill? I have characters that are well above level 21 in their tradeskill, and haven't found out how to do this yet.
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Unread 07-12-2007, 01:14 PM   #16
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Stabbath wrote:
How do you start a secondary tradeskill? I have characters that are well above level 21 in their tradeskill, and haven't found out how to do this yet.
Go to the Butcherblock docks or Kelethin and look for the Tinkerer or Transmuting trainers.
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Unread 07-12-2007, 01:15 PM   #17
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Stabbath wrote:
How do you start a secondary tradeskill? I have characters that are well above level 21 in their tradeskill, and haven't found out how to do this yet.
Talk to the master tinkerer or transmuter on BBM docks or in kelethin
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Unread 07-12-2007, 01:17 PM   #18
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Fodslad wrote:
Thanks for the guide can't believe there haven't been more flames but contrary to the belief that twinking is killing the server I think it is actually breathing new life into it as the last time I checked Naggy was Red (heavy) when I logged in. I asked this on the crafting channel but is it only necessary to take your crafters to about 30 ( provisioners aside) to provide yourself with the gear you will need? Thx

No the level 30 was an example of what a level 15 should try to attain. If you balance your questing and crafting you'll always have crafting vitality to get it up, and do use your crafting potions you get through /claim while you have vitality. If you keep your crafting one tier or two tiers above your character level you can harvest those zones while most who level there will not be able to attack you without calling others to do so.

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Unread 07-12-2007, 08:52 PM   #19
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Not sure if its been said yet but I will say it.  Harclaves and upper tunnels is your friend.  From 20 to 50 you can live in the upper tunnels only porting out to bank and work an hq when you get the appropriate level. It sounds lame to say it but hiding in instances is the only way to completely avoid twinks and lockers.  You can make a lot of money as well doing this so when you get to 50 you can afford those masters and add 3 upgrades as well as a set of mc gear when you hit 52.  Honestly untill then you are wasting your money as if you do it right you will blast to 50 in the tunnels.
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Unread 07-15-2007, 02:23 PM   #20
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What is the benefit of tinkering?  So far I know that transmuting enables creation of powders for adornments.  Those powders can be purchased on the broker.  Although it is probably cheaper to make them yourself, and you can sell the extras on the broker.  I do not yet know of other benefits of transmuting and I do not yet know of any benefits of tinkering.

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Unread 07-15-2007, 03:17 PM   #21
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Tarlok wrote:
Not sure if its been said yet but I will say it.  Harclaves and upper tunnels is your friend.  From 20 to 50 you can live in the upper tunnels only porting out to bank and work an hq when you get the appropriate level. It sounds lame to say it but hiding in instances is the only way to completely avoid twinks and lockers.  You can make a lot of money as well doing this so when you get to 50 you can afford those masters and add 3 upgrades as well as a set of mc gear when you hit 52.  Honestly untill then you are wasting your money as if you do it right you will blast to 50 in the tunnels.
more than jsut hiding away its a great place to level once u get trust u can port in  run 3 or so things ( inclusing trial of harclaive once per level which is 20 % xp )  and then call out and go do w/e elsel u wana do
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Unread 07-15-2007, 04:04 PM   #22
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IcterusGalbula wrote:

What is the benefit of tinkering?  So far I know that transmuting enables creation of powders for adornments.  Those powders can be purchased on the broker.  Although it is probably cheaper to make them yourself, and you can sell the extras on the broker.  I do not yet know of other benefits of transmuting and I do not yet know of any benefits of tinkering.

You get access to gear that only tinkerers can make AND use.
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Unread 07-15-2007, 04:06 PM   #23
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Ulvhamne@Nagafen wrote:
IcterusGalbula wrote:

What is the benefit of tinkering?  So far I know that transmuting enables creation of powders for adornments.  Those powders can be purchased on the broker.  Although it is probably cheaper to make them yourself, and you can sell the extras on the broker.  I do not yet know of other benefits of transmuting and I do not yet know of any benefits of tinkering.

You get access to gear that only tinkerers can make AND use.

This includes pets, snares, roots, feign death, heals, et cetera.

Imagine a Templar, Inquisitor, or Beserker who can drop a 40% snare and a root on you.

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Unread 07-15-2007, 04:14 PM   #24
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Thanks.  I have a Level 8 Fury.  After I read your post I tackled Tinkering.  He now has 9 skill points.  The second item he could make was a charm for Level 20 Woodworkers, so I was not sure at what point tinkering would help him.  Although he is a Level 33 woodworker.

A druid agreed to open a portal to the Commonlands for me.  But I could not go.  I guess I need to go there first and get a leaf before I can go through a portal.  I managed to take the boat to the N. Forest, but died over and over without reaching the gate to the Commonlands.  The druid said perhaps a wizard could take me through the spires.

I do now see why the Volume 1 Enigma of the So-and-so books are so expensive, if people are using them to complete Level 13 and 14 quests while still Level 8.

I suppose a scout could sneak past all the bears in the forest and reach the gate to the Commonlands.

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Unread 07-15-2007, 04:16 PM   #25
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IcterusGalbula wrote:

Thanks.  I have a Level 8 Fury.  After I read your post I tackled Tinkering.  He now has 9 skill points.  The second item he could make was a charm for Level 20 Woodworkers, so I was not sure at what point tinkering would help him.  Although he is a Level 33 woodworker.

A druid agreed to open a portal to the Commonlands for me.  But I could not go.  I guess I need to go there first and get a leaf before I can go through a portal.  I managed to take the boat to the N. Forest, but died over and over without reaching the gate to the Commonlands.  The druid said perhaps a wizard could take me through the spires.

I do now see why the Volume 1 Enigma of the So-and-so books are so expensive, if people are using them to complete Level 13 and 14 quests while still Level 8.

Die to a mob in Nekt Forest and choose the revive point closest to the Commonlands.. It will say in the text which one it is.
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Unread 07-15-2007, 04:18 PM   #26
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It kept giving me only 2 choices: the port or the bear caves which were on the opposite side from the Commonlands.  I can keep trying.  Although my armor dropped to 20% and I had to leave to mend it.

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Unread 07-15-2007, 04:21 PM   #27
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IcterusGalbula wrote:

It kept giving me only 2 choices: the port or the bear caves which were on the opposite side from the Commonlands.  I can keep trying.  Although my armor dropped to 20% and I had to leave to mend it.

Maybe you have to get further in or something.. Not sure since it's been awhile. I used to travel that way all the time.

/claim gives you a choice for a mending item with five charges.

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Unread 07-16-2007, 11:02 AM   #28
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Another person has started a thread similar to this one.  Some good advice for new players:

http://forums.station.sony.com/eq2/...topic_id=350712

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Unread 07-16-2007, 11:03 AM   #29
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And another:

http://forums.station.sony.com/eq2/...topic_id=371826

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Unread 07-16-2007, 02:20 PM   #30
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Bozidar wrote:

Another person has started a thread similar to this one.  Some good advice for new players:

http://forums.station.sony.com/eq2/...topic_id=350712

Hey, ty dude, that is mine! I actually wrote this guide aaaaages ago, I just bumped it back to the top cos a mate wanted to see it. Somebody has now made a thread with a list of ALL the guides that have been written by players. This should be un-stickied and the new thread with a comprehensive list of helpful guides should be stickied, makes a lot of sense to me SMILEY THIS thread should be stickied!
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