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#1 Apr 28 2004 at 1:42 PM Rating: Decent
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OK, I have searched back aways, and didnt really see anything about the following kinds of questions:

1. What does it matter if you lose, does it hurt your rewards or standing with the NPC? Like do I care if our little strattegy experiment hands us a failure?

2. For starters I would like to tinker with the easiest adventure types, and after we get the hang of it, move on to the more difficult. Would someone give me an idea of how that sequence works? At this point we are not even sure what are all the options, just a hand wavy comment would be fine.

3. we have three accounts, but sometimes when I want to play, the rest of the family are doing 'important' RL things, is it feasible to 2-box or 3-box these things? I have had no problems 3-boxing in regular zones, but some of the adventures I have already been in, got pretty hectic from time to time.

This is enough to open the ball. If anyone chimes in here, I am sure it will bring up other questions. :)

Karlowin Fennon Ro
#2 Apr 28 2004 at 1:49 PM Rating: Decent
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If you lose, it only hurts your standings and you get no adventure points. The adventure points are what you are looking for so you can upgrade your equipment.

The adventures as i see them start off,


Butcherblock camp ---Easiest
North Ro camp
East commonlands
Everfrost
South Ro -----Hardest

Imho , iwould not 2 box or three box any of these if i was looking to win.

Others might have different ideas then me , but this is just my opion.
#3 Apr 28 2004 at 1:51 PM Rating: Decent
1. Losing affects nothing but your EGO and postion on the "Leaderboard". You still gain Experience from the adventure. If you finish in the extra half hour given you still get half the points.

2. Four types of adventures. Collection, Slaughter, Rescue, and Assasinate. By far the Rescue and Assasinate are the most difficult, due to needing to clear 50% or so of the dungeon before the mob you need to rescue or kill shows up on track (and you should have someone that can track to make it easier on you.) Slaughter is straightforward, kill x many mobs in the time given. Collection is random, used to be terrible, but recently seems to be the adventure of choice as a full group can roll through a dungeon and complete a collection in 30 minutes...

3. I don't see why you could not 3 box. you need healer, someone to do crowd control, and a tank.

Due to the way the adnventures are geared toward the group you are in most adventures can end in success. The failures I have had have all been due to losing a group member, not having crowd control and wiping, some of the first collections, and some of the assisinates where when we finally got to the mob we had very little time to finish, resulting in a "rush" at the end which always led to a wipe and thus a failure... go figure
#4 Apr 28 2004 at 1:53 PM Rating: Good
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(1) Aside from not getting any points, there's no downside to losing. Well, that "you suck!" sound is kind of annoying.

(2) There's two difficulties possible: Normal and Hard. You set it in the "Request Adventure" window prior to hitting the button to ask for a mission.

The actual adventure types are: Kill X many mobs (pretty easy), Collect X items from the mobs (usually the easiest), Kill a boss mob and rescue a prisoner.

Rescues suffer from buggy pathing and most people avoid them. Flawlessly clearing to the prisoner just to have him get hung up on a corner and poof isn't much fun. Boss kills are kind of fun with a group of friends, especially at low levels where most of the dungeon is a pushover anyway. In the higher levels, the boss can be pretty tough and people tend towards the easier wins of slaughter or collect.

(3) I don't multi-box, so I don't know. Give it a shot and find out. I'd stick with collects since you'll have the best chance of winning.
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#5 Apr 28 2004 at 1:57 PM Rating: Good
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I'd personally rate the camps, easiest to hardest:

Mistmoore (BB)
Ruj. Hills (EC)
Miragul's (EF)
Takish'Hiz (N. Ro)
D. Guk (S. Ro)

I'd be willing to flipflop EC and EF -- depends really on if you get an easy EF zone or one full of caster goblins and holgresh. Ruj is mainly melee mobs or priest types who are easy so long as you stop them from CHealing. I'd rather be hit with Wrath of God or Retribution than Ice Comet.
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#6 Apr 28 2004 at 2:30 PM Rating: Good
1. What does it matter if you lose, does it hurt your rewards or standing with the NPC? Like do I care if our little strattegy experiment hands us a failure?

nothing other then standing on the point chart list.

others have mentioned why you want those points. FYI post 50, LDoN has been mega nerfed for xp so any LDoN group post 50 is only there for loot and points. you will get more xp in T1 and better zones.

2. For starters I would like to tinker with the easiest adventure types, and after we get the hang of it, move on to the more difficult. Would someone give me an idea of how that sequence works? At this point we are not even sure what are all the options, just a hand wavy comment would be fine.

adventure types are only a few.

1. slaughter. this is kill X number of mobs in the 90min time slot. IMHO these are most often the simplest and you can almost always win if you have a high DPS group.

2. collection. this is collect X amount of a specific type of NO DROP worthless item that you destroy as soon as you win. IMHO this was nerfed and screwed up for a while, but seems to of been fixed. prob. #2 in ease of success.

3. rescue. this is a royal pain as you have to fight your way to the guy, kill 60% of the mobs, then get him out alive. bad part is he will attack things, thus making it harder to keep him alive. really want a ranger for this as they are the only ones with high enough tracking skill to tack the full zone.

4. assasin. this is go in and kill X named boss mob type. these are rather easy if you have a strong group, but 1 slip up and your group will die fast and hard on the boss mob. IMHO #3, and 4 are toss up on dificulty. most groups do not like #3 at all and will skip them at all cost.

3. we have three accounts, but sometimes when I want to play, the rest of the family are doing 'important' RL things, is it feasible to 2-box or 3-box these things? I have had no problems 3-boxing in regular zones, but some of the adventures I have already been in, got pretty hectic from time to time.

if you are realy realy good at 3boxing you might be able to pull it off, but i would not try it. as for 2 boxing i was good enough to 2box my wiz/war combo on several advents.

#7 Apr 28 2004 at 2:58 PM Rating: Decent
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Perfect! Thanks a bunch for your info and advice.

Like on a mid-term, if there's no penalty for guessing, just try everthing, heh, you might get lucky.

take care all, and good hunting.

Karlowin Fennon Ro

#8 Apr 28 2004 at 5:28 PM Rating: Good
I routinely 2-box in LDoN, but only with friends. I'd love to play just one, but often we don't have the healing power so I 2-box the cleric. In my guild are a couple other 2-boxers and virtually any two of us (both 2-boxing: thus 4 toons) can win normal difficulty missions consistently. Right when our avg. group level hit 58 we got bumped into a higher tier and we did have some trouble, but that doesn't last long since the exp is so much better at that point that the lower level people shoot up through levels and you wind up spending lots of time in the middle/upper part of the range getting relatively low exp.

There are two types of "high score lists". I can't believe we have high score lists in a MMORPG, but oh well. The leftmost one is based on your raw number of victories. Given a tie, the person with the lesser number of losses is listed first. If both wins and losses tie, they are listed in some order (maybe alphabetical? Or the more recent person first?) with the same number. The righthand ranking is from win percentage. On my server, the top 100 is dominated by people who win without loosing - ever, thus they all have at or near 100% win percentage. How do I know this? One of my guildies was all excited about this and we did cartloads of missions in one zone until we all achieved over 1490 points there. Took a while but he is high up on the win % list for that zone. I personally wish they would toss the whole "high score" thing because I would like to include people. If we start a mission with 4 people, if a guildie comes online say 10 min into it, I'd love to be able to quit to pick him/her up. But sadly not if you are trying to preserve your perfect 73-0 record.

Any mechanism to do this would rock. Say: they join in the first 30 min, but only get 2/3 the points? You issue a special command as group leader to invite them to the dungeon and they accept or decline it (obviously you have to have an open spot in your group). Or you can quit the mission within the first 30 min and not take an official loss - you name it. Or of course they could dump the high score list.

As for mission difficulty, you should try normal missions first but I would encourage you to do "hard" missions if you have the group for it. (Your group leader selects "hard" from the difficulty pull down tab when requesting a mission). I don't have first hand pre-level 50 experience with LDoN, but I have heard the missions are pretty easy to win but you get jack for points. Ergo, your best option may be to just focus on leveling up. By taking a hard mission you may more then double the ammount of exp per kill you get - so maybe you loose the mission, but get more exp then you would normally would and thus level quicker to a point where you do get pretty good points per mission.

Beware of the level tiers. Each tier is 5 levels wide and dictates the level of the mobs you fight. You can jump up to the next tier by selecting a hard mission. We seem to get about 50% more points for doing the next hardest tier. Basically, if you average group level is from, say 53-58, you get predominantly level 50-51 mobs (I think it is around the mid level minus 5 but I may be off here). Maybe your avg. group level is 53.1 - this mission may be fairly tough for you, but if your avg. group level is 57.9, it may be trivial.

Further, a single person dinging or a small change to your group can bump you into the next tier. If you've done a great mission and, say, someone dings and your group level hits 58 (avg) but then you go back all excited and select a "hard" mission, you just jumped up 2 tiers! You're fighting level 58 mobs in stead of 48 mobs from last mission and probably not too happy. At that level, you may start having trouble landing any stuns to interrupt gating/complete healing mobs, any casters of low level will have serious trouble landing many spells, etc.

I kind of wish they would put the level of your mission there in place of the "normal" and "hard". When we're at the upper end of a tier, we usually want to try hard missions because of the increased exp, but if anyone dings we don't know if we are already at the next tier or not. I tried making a little table here with level and tier but it doesn't seem that anyone knows for sure.

Some of my numbers here may be off. If anyone can fix them please do and I'll edit the post.
#9 Apr 29 2004 at 11:52 AM Rating: Decent
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Veery interesting....

thank you :)

Karlowin Fennon Ro
#10 Apr 29 2004 at 12:09 PM Rating: Decent
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Good advice above generally, especially with regard to ease of different types and difficulty of zones.

I am a little surprised about the posts regarding trying to 3 box a LDON. Although I have 2 accounts and generally have no problem 2 boxing regular EQ, I have not attempted it in LDON - the 2 main characters (chanter & healer) usually require close to full time attention for most if not all of the adventure. I would recommend against trying to 3 box with other people unless you warn them in advance and I would really recommend against trying to 3 box a LDON by yourself using the min number for the group if you are trying for wins.

Note that there is a significant difference between Normal and Hard (mobs are 5 levels higher than normal and expect a lot more resists, etc).

Final note, I have found that you can get a Mistmore LDON group almost anytime with a short wait, but that Tak and EF groups are rarer and that I almost never get tells for Ruj and have only done 1 Guk LDON out of 125 or so ones I have done.
#11 Apr 29 2004 at 2:39 PM Rating: Decent
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Agreed about 3 boxing, I gleaned that from the advice above. In regular out of doors, the 3rd character (cleric) can just sit there most of the time, and from talking around I got it that NOBODY just sits around in an LDON :)

Just starting out with the question, I wasnt sure, so i threw it out there for feedback.

The responses in this thread have been REALLY good, informative, useful, crammed with info, and other than actually going in there, I feel pretty well advised (sorted out?) at this point.

Thanks again to everyone, you have been great.

Karlowin Fennon Ro
#12 Apr 29 2004 at 3:05 PM Rating: Decent
Can anyone suggest a link where you can find what can be purchased from the adventure merchants? Something with how many points the item costs as well as any effects.
#13 Apr 29 2004 at 3:50 PM Rating: Decent
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With regard to the LDON items - www.therunes.net has a full listing by camp, along with a lot of other good info.
#14 Apr 29 2004 at 8:00 PM Rating: Decent
Thanks much
#15 Apr 30 2004 at 1:32 AM Rating: Decent
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I regularly play 2 characters in LDoN. Together with a third we very rarely lose. However we have limitations.

The group has to include some means of either CC or single-pulling.

One combo is Cleric/SK (Me) and Enchanter.
The Other is Paladin/Druid (Me) and Wizard.

I can play the Sk actively and the cleric fairly passively. SK has good lock on aggro and the enchanter uses pacify to single pull and stun/mezz when we get jumped. Enchanter usually pulls to gain aggro and get the pet involved since we need the dps.

In the Paladin combo I use the Paladin to pacify pull and the druid is fairly passive although used for snaring and add-kiting. With the wizard we have a lot of dps and it works well.

We only do collections. Neither combo has the dps to do a slaughter, assassinate or rescue.

And combo 1 misses out on named because we have no tracker.

Oh and I am task-switching as opposed to true 2-boxing.

You do have to watch for the level switch as you progress. We have mostly done Rujarkan (EC). When it switches to the next set of mobs it becomes very hard as all spells are resisted and the mob con rises to white for some group members. At that point we switch to Mistmoore for a few adventures and then return to Rujarkan once we have a level or two to make our spells stick.
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#16 Apr 30 2004 at 1:36 PM Rating: Good
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I two box LDoN all the time with my Cleric and Chanter. This combination is bit difficult to pull of but I have not lost yet with a full group. Here is what I do for that combination. I put Cleric for auto follow the Chanter. I use the Chanter to move around and select the target for slow and CC. I limit my Cleric to just heals and maybe cures. When the mob is pulled, I use the Chanter to slow right away if Pally/SK is the tank. If it's a Warrior, I start off with celestial heal to the Warrior while he's building aggro then use the Chanter to slow. Usually there isn't enough time to do much else other than occasional nukes from the Chanter or the Cleric. I use F-Keys to select the group member for heals and use /assist to select the mob. I have not tried the hard LDoN with two boxing but easy ones are pretty simple to do.

Taushar
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