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Level or AAs?Follow

#1 Sep 21 2011 at 2:04 PM Rating: Excellent
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Hi all :)

I asked this question in another post but I think it got buried in another subject, so here goes:

I am currently a level 78 Druid with average gear and 120 AAs. I have MUCH better gear awaiting in my bank, but I need to be level 80 or above to use it. I know I need a LOT more AAs but my question is - should I level on up to 80 to use the better gear or stay at 78 with average gear (it's not bad, just not exceptional) and work AAs first? Is there any "ratio" or average calculation for how many AAs one should have at any given level, ie. if the recommendation is to first gain more AAs, what is a good amount before leveling again?

As always, many thanks in advance :)
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Terrillian Mistfyre
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#2 Sep 21 2011 at 3:21 PM Rating: Excellent
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Depends on your goals, playstyle, etc.

Example: I play very little with big gaps in between (occasionally a year here or there). My main has been level 70 for a very long time. I now have almost a full set of level 71 req gear put together... but I am destroying content for xp atm when I do play. My low (200ish) AA count is now approaching 600AA and the effort is way less (with the same xp boost) now that I am overpowering stuff a bit (or a lot depending on the zone).

You've kind of levelled past the sweet range I am enjoying right now (really old content as hotzones gives me great xp for example).

But, if you have camps that are really effective it might be worth sitting there to get at least 500AA done. My power increase was tremendous over that range.

This argument can work the other way though... if your set of gear you have will boost your power enough to make you more effective at 80 (vs. how you do as a 78) you might as well get to 80 then sit a while. At some point I will move up to 75 rather than burn AA on less-desirable options.

Some will chime in "level to max then AA" or "level to 85, then mix it up and group with others" but that depends on your ability to group with others and what content you really want to be doing.
#3 Sep 21 2011 at 3:56 PM Rating: Excellent
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Re: "the sweet spot" - yes, had only planned to level to 75 per advice from a guildie and then work on AAs but, as described in other posts, the trip I took with him to hit 75 escalated in practically the blink of an eye. I didn't plan on going to 78, but there I am...lol.

It is a bit of "either/or" and I can see benefits to both. When I return to game in a month or so I'll check out the gear to see if it is worth leveling up for. I think some of it is level 80, then other pieces are 81 and higher. If I only have a piece or two of 80 gear, then going for AAs seems to be the best route for me.

Thanks for your input, snailish :)
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Terrillian Mistfyre
Owner/Operator of The Redhead Express

Intellectually honest, not politically correct
#4 Sep 21 2011 at 6:21 PM Rating: Decent
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from: https://everquest.allakhazam.com/forum.html?forum=1&mid=1273736758268196651&page=1#2
Yther wrote:
Fast leveling:
Yea, upto whatever level you start working on AAs, the game is pretty much about leveling. Me personally, I generally start on AAs around 51-55, to get the basics, and get a few banked while leveling for the grind at 59-60 for some of the best ones available then. Then another grind, usually at The Farm, a camp in Dragonscale Hills (SoF expansion), where the 3 repeatable quests get you about 1AA or more per quest at 65 with lower amount of total AAs. Although not necessary to get AAs at this level, it does help for later on, and the farm is one of the best places to grind them out. However, with that said, it will get boring if you do many toons this way. But with a good group, and if you don't spend alot of time there at higher levels, it may not get boring, as you can get a few 100AAs there at 65 within about 8-12hrs (100% AA of course).

Although not necessary, getting a good build up of basic defensive, offensive, and class-specific AAs around 65 is good start at getting prepped for the harder and higher level zones and expansions, especially as Defiant gears' benefits start waning around level 70, and by 75 you'll definitely want to be looking into other sources for gear.

The main game is now 70-85. Leveling is not bad until around 76+ then it start slowing down alot, assuming you don't spend time on AAs. If you start on AAs, it'll be slower before that. Most people would say by 70 you need at least 100-200 AAs, and 500+ by 80, or definitely by 85, if you're an AA minimalist. My general goal with the AA system and bonus, is 1000+ by 80, and 1500+ by 85, but I like AAs, and they make a world of difference.


from: https://everquest.allakhazam.com/forum.html?forum=1&mid=1287074241318162323#4
Yther wrote:
Cached thread from thedruidsgrove about AA recommendations.


from: https://everquest.allakhazam.com/forum.html?forum=1&mid=1280954189247933068#2
Banedorm wrote:
At what level will you get AA's the fastest?

Yther wrote:
At whatever level you can kill the hardest (upto about 7 levels above you, above that the difficulty vs. experience gained ratio tends really fast toward much more difficult). I find 65 at the farm camp in DSH to be one of the fastest places to gain AAs, but there are many others, depending on gear, current AAs, tactics, etc. Farm is just easy, especially with a tank merc, even with crappy gear, and a low dps toon.

AA XP is the same for a white con at any level. There is just a scaled bonus for low total AA count. And some mobs, as well as, zones, and other factors give experience modifiers. Level on its own has nothing to do with experience rate for AA now. Only reason level would possibly even matter, is due to availability of certain gear, spells, disciplines, and/or AAs.

Might want to look at this thread for more details:
https://everquest.allakhazam.com/forum.html?forum=1&mid=126428051345149414


Re: Veteran Rewards and LotD http://forums.station.sony.com/eq/posts/list.m?topic_id=135831

At your AA state and level, I'd work on AAs to get at least a few hundred before leveling. Then depending on how good of an upgrade the gear is, whether to get any more at that level or level on up. With such a low amount of AA, there are many places that should offer descent AA xp. Even at your level, the farm in DSH as mentioned above should still be good due to the quest XP not varying by level. At 78, your tank merc should be able to handle killing the mobs there without any help from you, except for the named ones.

The Druid's Grove AA guide linked above is a good guide for grouping (or molo with a tank merc). Even solo, I'd go with most of the recommendations, but possibly put a little more emphasis on Combat Agility and other Avoidance / Dodge improving AAs. I generally try to kepp CA (Combat Agility) maxed on all toons no matter what class, and even just the first 3-6 ranks will make a huge difference.

Yther Ore.
#5 Sep 21 2011 at 9:18 PM Rating: Excellent
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Wow! That was an amazing amount of info and insight re: leveling and AAs. Thank you, Yther. :)

I went to the farm in DSH once with a group of level 80's when I was about 71 or so and got killed by an AoE or was stunned or something. It was another one of those groups I don't like - multiple pulls at once and "fast & furious" fighting.

Since that was the only time I was at the farm and managed to die in a group, I have avoided it solo/molo thinking there is no way I could kill anything there alone. Your post indicates it was easy for you at 65. Were there specific mobs you pulled there? On FV the farm in DSH seems to be a popular spot for groups from my guild so ever finding it non-camped might be tricky, but seems worth checking out.

Yther wrote:
The main game is now 70-85.


*sighs* and from what I hear the new expansion will raise the top level to 95.

Maybe I'll just work on trade skills. *grins*
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Terrillian Mistfyre
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Intellectually honest, not politically correct
#6 Sep 23 2011 at 12:20 AM Rating: Decent
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I don't know about how camped the farm is on FV, but on most servers, you can find it empty some of the time. If you can try it out molo, it still should be good exp. If not, if you can get to or have some one show you how to get to C2 (Castle 2) in Plane of Fire, the mobs should still be dark blue there, and mostly single-able and completely single-able using harmony line of spells on the pairs and few triples. Although at 78, the merc can probably handle multiples with some healing. While still dark blue cons, the AAs here are pretty good, with the low AA bonus. Post 1000 AAs, other tougher spots are probably better, but it's still not horrid.

Rangers well into the 80s, still (or used till the Headshot AA got nerfed to only procing on the current target even for AE spells), get descent AA xp here (C2 in PoF).

A few other things about the farm, the mobs aren't too bad as long as you stay away from nameds; stick to the quest mobs of doombugs (come in pairs or triples), crows, and scarecrows; there's another camp S-SE of the farm with doombugs around a large skeleton somewhat buried, near a windmill; watch out for the mechanical guardian, he can kick you for upto 16K if you get under or in front of him. With your style of not liking fast paced groups, I definitely would wait to group there until you try it molo a few times to see how it goes, and get used to it, As most groups there do pull fast, even if they only do one pull (1 scarecrow or crow, or 2-3 doombugs) at a time. But most well geared by 80+ can handle trains of varying size. Another good spot is worgs and/or wereorcs in Loping Plains. They're a descent amount tougher than the farm, but a little better xp, and quests for them as well, alot more camp spots too. And don't take this as you need to do any of this stuff, it's what I've found to be good and fast, and relatively easy compared to the xp gained.

But again, it may not fit your style. Kiting in Icefall, as mentioned should be descent xp as well. With such low total AA, although prob not to your style, pulling trains and using PB AEs on them be a good way to go as well, as you can kill alot of barely light blue mobs pretty quickly, but using no merc, or a clr merc would probably be better in that situation, as a tank merc wn't keep aggro with the AEs on all of the mobs. However, if you can get used to getting the merc to get aggro on each pull, you can chain pull, then AE, after using a DS defensive proc spell like Fernspur on the merc.

Since the druidsgrove link is no longer working, here's another, not as thorough, but basically same ideas: http://forums.station.sony.com/eq/posts/list.m?topic_id=58342

Of those listed, Call of the Wild is not as great with the new Incarnate Anew spell as it used to be. Innate Camo can be put off a while and just get Shared Camo instead, unless you play alot with chanters or bards or other's that charm alot (Camo breaks charm). Definitely get some Combat Agility, it'll keep you from getting hit as much, and by alot for the first 6 ranks. Spell Casting Subtley is a excellent line (and the other aggro reducing lines) of AAs to keep up. Then the healing ines, if you do much healing, and the dot crits and spell duration lines, if you do much dotting, and the nuke crit lines if you do much nuking. Innate Regen and Mana Regen (Mental Clarity) lines also great to keep up.

Planar Power and Innate Enlightenment are both good to raise stat caps. Natural Durability rank 3 will raise your base (unbuffed) hitpoints by 10%.

Yther Ore.
#7 Sep 23 2011 at 8:27 AM Rating: Excellent
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I think I'm going to print out your responses and create an EQ binder of info like I had back in the day when I printed out the maps on EQ Atlas pre-inworld maps. Thank you for your time and providing such excellent, detailed info!!


Yther wrote:
I don't know about how camped the farm is on FV, but on most servers, you can find it empty some of the time.


I think our guild hall's porting stone is permanently set to DSH...lol. I even heard people laughing about that in guild chat. I've also seen a lot of people looking to group in DSH in General chat. No idea how that zone got so popular on our server. Not sure if this has anything to do with it, or where our guild plays a lot, but it began as a DE guild (didn't know that until I'd joined) and the two main classes in guild are SK's and necros.

At any rate, I can check it out here and there and should find a little corner I can experiment on my own there.

Yther wrote:
If you can try it out molo, it still should be good exp. If not, if you can get to or have some one show you how to get to C2 (Castle 2) in Plane of Fire, the mobs should still be dark blue there, and mostly single-able and completely single-able using harmony line of spells on the pairs and few triples. Although at 78, the merc can probably handle multiples with some healing. While still dark blue cons, the AAs here are pretty good, with the low AA bonus. Post 1000 AAs, other tougher spots are probably better, but it's still not horrid.


Oh..thank you :) I would not have thought of returning to PoF. I was there once long ago with a higher level friend and recall the mad dash to the tree that was the zone out. I popped in there in my late 60's when I got tired of looking at the giants in BoT and...ummmm....now there's a LOT of "burning trees." Took me awhile to figure out which one was the zone out...lol. I just played around the edges near zone in and since most of the mobs were immune to my fire line of spells (duh), I just left. No idea there was a Castle there. A place I will definitely check out.


Yther wrote:
A few other things about the farm, the mobs aren't too bad as long as you stay away from nameds; stick to the quest mobs of doombugs (come in pairs or triples), crows, and scarecrows; there's another camp S-SE of the farm with doombugs around a large skeleton somewhat buried, near a windmill; watch out for the mechanical guardian, he can kick you for upto 16K if you get under or in front of him.


That's EXACTLY where the group I was in was fighting - close to the windmill side where the quest is given and the pulls were all of what you named above. *AND* being pulled in bunches. Since I've never grouped much in my EQ "career" and in the past would often partner with other druids or shamans, I'm used to the "stealth" method of playing: Especially in a new area stay in camo or, if stationary, be in "Hide" mode - check the mobs on track - move to an area that was a good pull-to spot - then sneak out in camo, snare, DoT, root, or kite. Tank types seem to be more "fearless" and just run around tagging everything in sight, which makes it a bit harder to know what the "assist" mob should be. (Didn't know about the expanded target window until just before my current hiatus.) And when I did find the currently-targeted mob, it was usually dead by that time. Gah!!! Then comes the bragging about "I just pulled 10,000 mobs." That has absolutely the opposite effect on me. My thought is...that was STUPID!!!! lol And while you tanks are having a lovely time pulling the zone - you're not giving any thought to your healer/buffer or warning that a mob with an AoE is being pulled, which is how I die in groups.

I've met the mechanical guardian...lol. It was inside (I'm assuming) that NPC that I was leveled up so quickly by a guildie. He was already inside, or in the zone, and I was grouped with him. He told me when I arrived to just get near the guardian and click OK, or whatever the message is, to enter. I did so and got the message "Do you want to enter or be kicked?" I had to laugh - I immediately thought of the scene in "My Cousin Vinny" where Joe Pesci is trying to get the money from the guy who stiffed his gf while playing pool and the guy says "Do you want me to kick your a**?" Joe Pesci's response was hilarious - (paraphrased) "Oh, a counter-offer. Hmmm...getting the money, having my a** kicked; that's a tough one. I'll be honest with you, I could use a good a**-kicking." In this situation, I decided whatever kicking was (my guildmate hadn't told me about that) didn't sound good.

Thus it was when I had to purchase spells that was in Fortress Mechanota and in the same zone, I thought "Cool! I know where that is and how to get in, thinking it was the Mechanical Guardian. This time I didn't get a message, I found myself instantly kicked for 1600 hp. I was lucky it wasn't higher!! I thought, "Why didn't I get the message? Maybe I stood in the wrong spot!!" and tried again and again got kicked. Decided at that point to research how to get into "Fortress Mechanota" to see what I was doing wrong and discovered it is a different zone.


Yther wrote:
Another good spot is worgs and/or wereorcs in Loping Plains. They're a descent amount tougher than the farm, but a little better xp, and quests for them as well, alot more camp spots too. And don't take this as you need to do any of this stuff, it's what I've found to be good and fast, and relatively easy compared to the xp gained.


This seems to be the second most popular zone for my guild...heh. I've only been there when I've had to see the NPC who sells certain Druid spells. From your explanations, I can see why a lot of my guild members, and apparently a good portion of the FV population, likes to fight in DSH & Loping Plains.

Yther wrote:
Kiting in Icefall, as mentioned should be descent xp as well.


I was introduced to Icefall and the spider area my last time on EQ and duo'ed with a wizard. It was the most fun I'd had since I returned to EQ so definitely plan to return. :)

Thank you for the awesome recommendations for spending my AAs. I look at them and have no clue, except certain obvious ones I chose.

Cheers!



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Terrillian Mistfyre
Owner/Operator of The Redhead Express

Intellectually honest, not politically correct
#8 Sep 25 2011 at 10:08 PM Rating: Decent
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Directions to C2 in PoF from: https://everquest.allakhazam.com/db/classes.html?class=10&mid=1245432031248498229#2
Yther wrote:
Spirit of Eagle and Invis. From zone in, hug right wall, go up as high as possible. Avoid the horses (they're undead and see invis). When you see the stone wall, back up just a bit and get as high as you can. Use the in-game map if you have to, and look up and run straight to the corner of the wall, and you will land on the top of the wall, you simple follow the steps down to the bottom, run across the opening to the other steps, up those, but don't go outside that wall. There are two raid birds that see invis, hug the right side of the wall, on the birds side. Climb up the next wall, and stay high and hug it. Follow it all the way around until you see the Castle. Watch out along the way, for See Invis, and stay up high.

Once to the Castle (C2) check for see invis in the field, when clear, run out, and wait for the patrolling guards to be clear of the entrance then run in there. Find a camp spot in there (there are lots).


http://www.mapfiend.net/map/pofire

Basically the zone in (zone out also) is in north most part of the NE (top-right) section. C1 is the area between the two walls outlined in light blue on the map (W of C1 is where the 2 raid birds are). C2 is in the south most part of the SW (bottom-left) section.

If I recall evac spot is the same as the zone in, and the zone out tree, is the tree between the first and second huts (or whatever) going from east to west (EDIT: 'er from west to east -- I hate facing south on the cmputer, makes me mix up east and west 1/2 the time :D ).

Yther Ore.

Edited, Oct 24th 2011 1:05pm by Yther
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