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Pre Noob to EQ2 need some answersFollow

#1 Mar 17 2005 at 3:20 PM Rating: Decent
OK, I played EQ for about 2 years so i have some insite as to how to play but i have read that there is a cra[/u]p load of new stuff to do and how to run your charicter. So that being said, I will be starting the game on monday.

I read something about downloadable UI's how do i download them and then in trun use them.

Macro's?

The Conning system?

Best 2 man and trio groups?

Also any additional info would be greatful

Thank you much.
#2 Mar 17 2005 at 3:45 PM Rating: Decent
Quote:
I read something about downloadable UI's how do i download them and then in turn use them.

There are a boatload of complete UIs and UI modules available. But more important is SOE's change in attitude regarding UI's... They now support the player's need for 3rd party UI to the point of offering a free set of tools to developers to make 3rd party software compatable with SOE software.

Try this site here for a good selection of 3rd party UI material
Quote:
Macro's?

The game supports and even encourages a wide variety of macros. When you get in-game, you will be able to access the macro window from the main EG button and create hot buttons for any kind of macro you ca imagine. The game also supports emotes and comes with pages of them that you can drag and drop into any convenient hotbutton.
Quote:
The Conning system?

The conning system has been greatly improved so that targeting a mob and then hovering your mouse pointer over the critter's name will yield a wealth of detailed information about the mob and whether or not it would be wise to take a swing at him!
Quote:
Best 2 man and trio groups?

Class balance is very good in EQ2 so you can't go wrong with most any small group. Basic config is usually tank/healer/dps but this is not the only way to skin this particular cat!

Last night, A buddy and I both had our rangers out for a little romp around Antonica. We ran into another friend who plays a tank and the three of us, tank/dps/dps rolled up a good bit of XP taking on heroic, (group), mobs without a death. I offered to go and get my druid but they declined the offer so we continued on as we were...

Anyway, check out the Ideal Trio thread for further detail on small party makeup.

Good luck and welcome to EQ2!

Edited, Thu Mar 17 15:56:36 2005 by OldBlueDragon
#3 Mar 17 2005 at 4:09 PM Rating: Decent
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UI's: Try this site. You download them, follow the provided instructions, and your UI will change. These are all made by individuals, support may not be quick, so proper review and caution is necessary.

Macro's: Not an expert there.

Con System: Like EQ1, the mobs have colors to indicate how easy of tough.
Grey = No exp
Green = 2 levels below
Blue = 1 level below
White = Same level as you
Yellow = 1 level above
Orange = 2 levels above
Red = 3 or more levels above

Monsters, quests, and items all have cons.

As a bonus, SOE added a "level number" tag on the critters name that will tell you exactly what level it is. i.e. 25 Centaur Huntress.
New to EQ2 is the "^" indicators (old con graphic) or "fancy frame" (new con graphic). If a mob has a double-up arrow ( ^ ^ ) above it's power bar, it means it will have considerably more HP that the same named critter with no up-arrows. ^^'s typically mean you need a group to take them.
Same policy applies to the fancy-frame system. The more fancy the frame around the critters name, the tougher it is.
Monsters may now be linked in a group, so if you pull 1, 3 more may follow.

Groups: Tank and Healer is always a safe bet. Berzerker/Warriors have good ability to keep agro, and Clerics have better heals. A Scout archtyoe might be good to help track, Evac (Ranger), and SoW. Any other DPS class will work, in fact there is a thread in this forum of opinions for the Best Trio Group. It all depends on what you like.

Beginning: Like EQ1, you will start with a tutorial on a ship-at-sea that will walk you through the UI and mechanics of moving, talking, fighting, etc. You will gain a level there before being dropped on the Newbie Isle of Refuge with other players just starting out. Here you will complete quests and fight with relative ease getting up to 6th level, practicing crafting, and getting a partial set of armor. You are capped to 6th level, although you can acrue extra exp up to 220%.
Once done on the IoR, you will go to your home city. If you are good you will go to Qeynos. If you are Evil you will go to Freeport. Follow the continuing tutorial and apply for Citizenship. Once you complete the Citizenship quest, you will then get all that exp and ding twice up to 8th level.
You will also be able to obtain a room at the inn to hang out, relax, or conduct selling of your wares. The room costs 5 silver a week for upkeep. You can buy, quest for, or craft furniture and items to place in your room.

Money: Cash is downplayed heavily, as you will not find a single copper on monsters. You can collect their drops and sell it to the vendors for some coin, but not much. You also get coin for completing quests.

EXP: Gained from fighting of course, but you also get exp from completing quests. You will get more exp for fighting a Orange^^ group than a Green solo.

Quests: Almost every NPC has quests. Do as many as you can and you will find that you are becoming well equipped anad gaining good exp. There is a good quest log UI to keep track of up to 50 different quests. Quests con just like monsters. If you have a quest that is White, it is challenging but do-able. If it is Red, it is very hard, nearly impossible. As your level increases, the con of the quest will change to match. Eventually that Red quest will become Green.

Advancing: Different than EQ1. When you begin, you pick 1 of 4 archtypes (fighter, priest, scout, mage). Once you get to level 9 you must find the NPC that will give you quests to pick your next specialty (easy to locate). You will be capped at 9 until you complete the quest and pick your new specialty. Same thing when you are level 19 going for 20. You can't go back and "undo" a choice, so choose carefully.

Spells/Skills: Unlike EQ1, you get your new spell/skill automatically when you level. There are various levels of spells:
Apprentice 1-4 (player made)
Adept 1-3 (loot and player made)
Master (rare loot)
You will start with Apprentice 1 (weakest) and can either buy, craft, or loot upgrades. Vendors sell App2 spells, but don't waste your time since those are not much of an upgrade. You can craft most of your own spells/skills up to App4 with ease.
Unlike EQ1 where you were limited to 8 (9?) spell slots, you will now have as many up as you like in a 12-icon bar. I run with 4 menu bars always open.

Crafting: Great highly detailed system to create almost anythng in the world. You can even do nothing but crafting and become a merchant making a ton of cash. The tutorial on the IoR will show you the basics of tradeskilling.

These are just the basics, and there is a lot more to learn and do.

Bottom line:
- Do as many quests as you can.
- Upgrade all your spells/skill to at least Apprentice 3.
- Have fun!

Good luck :)
#4 Mar 17 2005 at 4:36 PM Rating: Decent
Thanks. And POOF another question.

Can you turn off you exp any time. So to say if i were to load up on my quests at the get go. and turn off my exp to maxamize the quests for money is that a worth while thing until i finish quest? I don't know i want to do all the quests that i possably can. I don't want to do quests and lvl and leave other quests undone.

Just some thoughts.
#5 Mar 17 2005 at 4:41 PM Rating: Decent
yes you can turn off XP, however I dunno if that's all XP gain, or mob-killing XP gain. I would assume it turns off everything, but I've never tried it.

however you will never *gray out* a quest no matter what level you get to.. so that odd little quest you missed becomes a brief moment's diversion from the more difficult things you'll be doing later in your character's career.
#6 Mar 17 2005 at 4:44 PM Rating: Decent
Yes you can turn off adventuring XP any time you like but since quests no longer *grey out* you will never not benefit, (double negative intended), and will still get paid for a quest that would have been trivial to you.
#7 Mar 18 2005 at 6:35 AM Rating: Decent
When did they change so quest dont turn grey?

I had a grey quest only 3 days ago. Was my first grey ever :p
#8 Mar 18 2005 at 4:49 PM Rating: Decent
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1,246 posts
I believe it was in the last patch Smiley: smile
#9 Mar 18 2005 at 5:47 PM Rating: Decent
From the patch notes forum on the SOE boards dated 3/10/05:

Quote:
*** Gameplay ***

- Quests will no longer grey out. The lowest con level for all quests is now green.


Link to Moorgard's post is HERE



Edited, Fri Mar 18 17:51:24 2005 by OldBlueDragon
#10 Mar 18 2005 at 11:09 PM Rating: Decent
aye, Also, I;m not a noob or anything, but what is a macro?
#11 Mar 18 2005 at 11:46 PM Rating: Decent
A macro is any simple or complex command that is tied to a single mouse click or hotkey.

For example:

/gsay incoming %T

is a common simple macro that when triggered will tell all the members of your group what you are pulling back to camp.

/heal %T
/gsay incoming heal on %T please stand still

will cast a heal on the targeted group member and then ask him to stay immobile.

There are hundreds, or maybe even thousands of macros that have been used in EQ and in EQ2. One of my favorites and one which I have loaded on every hot bar is:

/time

This returns the time both in game and in the real world. I like to know what time it is... go figure!

Edited, Fri Mar 18 23:51:44 2005 by OldBlueDragon
#12 Mar 19 2005 at 4:29 AM Rating: Default
I'm an old EQ vet, but still an EQ2 noob, and had a question about weapons. You know how in EQ your weapon had to be listed as "magic" to work on certain mobs? I was wondering if EQ2 had a similar set up. I usually play casting classes so don't really pay attention to the different weapons available to me yet. I'm just asking cause I duo alot with my roommate (a noob ranger at the moment), and usually when we fight something named every time she hits "IMMUNE" pops over the target. Its hard to believe that every named mob in the game is immune to melee damage, and then I remembered the old EQ magic/non-magic weapon thing and wondered if it applied here as well.

If so, what are a couple easy to come by magic weapons for ranger noob (Qeynos)? Also, how can you tell? My warden staff has stats on it so i figure it's magic (if that even applies here), but it doesn't actually say it is. Thanks for any info, just a bit confused.
#13 Mar 19 2005 at 7:06 AM Rating: Decent
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If you want a charactor that will jump right into groups at higher level, go with a healer. Much like EQ1, healers become very important at higher levels. Alot of groups sometimes feel they need 2 groups cause of the massive amount of damage mobs can do once you get past lvl 25ish.
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