16 thoughts on “Venturing into Everquest 2

  1. “You see shiny glows, you can pick them up, you get stuff to add to your collection tabs. I actually have no idea if there’s a point or not.”

    Once you complete the collection you can hand it in to a collector NPC for a reward. I think I managed one of the level 10 ones in my recent ramblings in the game.

    “Spells get resisted a lot. Well, maybe not a lot but every time it would really be useful.”

    This is the thing that’s putting me off at the moment. I have a Ratonga Warden, and it’s a string of miss, resist, parry, block, miss, parry, resist, etc. I guess this sort of thing is less of a problem in a group, and more pronounced when solo. I’ll be interested to hear how the pair of you get on with it though. Having just looked back in to LotRO to compare, the characters there hit a lot more consistently, at least in the early levels.

  2. Good luck with EQ2! It’s cool that you’re trying it. It’s actually a very, very good game and the devs have worked hard to pull it back from the edge of failure (it was just awful and buggy as hell when it came out and got smashed by WoW).

    I used to adore the graphics and character models but I don’t think they have aged well. 5 years ago they looked hot but now they just look a bit meh.

    The Sarnak starting area is probably the best so you’ve picked a good race. You can level up to 20 before you have to leave and it’s a fun experience. After that I’d recommend checking out some of the open dungeons like Fallen Gate and Stormhold, they are great fun.

  3. Resists and hit/misses are very very dependent on your skill levels, as I discovered. In that sense, the recruit-a-friend xp bonus (which is 100%), especially on top of rest xp (another 100%) can be a bad thing, because it doesn’t take long to outlevel your skills. So your subjugation skill, for instance — the one that controls how often your root is resisted — will be X out of a possible Y, and so you’ll be resisted far more often than you’d like.

    On the bright side, that will fix itself in time. Mort and I have RAF duos and by the time they were in their 20s/30s, skills were pretty much up to the levels they should be. Logically, combat art/spell effectiveness is optimal when maxed for your level. With the warden, I just spammed a root every single fight we had, and eventually the subjugation skill started going up. Same with all the other ones. Note that fighting stuff at or above your level seems to give far more skillups (also fairly logical).

    All the same, for classes who rely on NOT being resisted (and it’s much worse for casty classes than fighty ones), those lower levels can be a real pain in the arse until you start levelling a little more slowly and your skills have a chance to catch up.

    My biggest problem was with weapon skills, which were woefully behind since in the duo the warden mostly CCd and healed and Mort’s ranger did the vast majority of the damage. Then I discovered the training dummies in the guild hall, and a few sessions whapping that around let me catch those up too.

    When you get your run-speed buff, you may be glad to know it stacks with the J-cloaks. ;)

    Oh, and as for mentoring, you’ll use it eventually if one of you gets higher level than the other (it happens). XP is split in a weird way when group members aren’t all the same level, and back in 2006 it seemed like whoever was higher would get far more xp than whoever was lower (which always seemed pretty weird to me since it only widens the gap). Mentoring allows the higher char to “brake” somewhat while letting the lower char get a bit more xp and thus catch up. Mort and I now routinely mentor if one of us levels before the other – it also helps to keep us close in terms of xp.

    I’ve added you to friends and will keep an eye out for ya. Or you can just mail me when you work out what night you’re playing. :D

  4. Be warned that smart loot is only universal through level 20. After that, you start getting a greatly decreased proportion of stuff you can use. The good news is that you can sell the Adept I scrolls for other classes for decent coin on the broker.

    Also, I don’t think I ever actually did the mentoring thing, but I’m pretty sure that both group-ees get the same bonus.

    As to crowd control, check your character sheet to see how your casting skills are. Debuffs are off of Ordination skill, while CC is based on Subjugation skill. You don’t even GET any spells that use Subjugation until you’re somewhere around level 6-8, at which point your skill is starting at 5/30 or worses. You really need to spam your non-damage spells in situations where they aren’t needed in order to keep them up to par. I think this is an idiotic aspect of the game, and is a big reason why I prefer the Warden, the Fury’s more melee oriented counterpart.

    All that aside, welcome to EQ2! Are you two playing on LDL, or did you stick with an EU server?

  5. We’re on LDL, so we need to say hi to everyone there. I’ll do a post about it all soon, but Spinks has summed it up really well. We especially liked having pets very early on and I LOVE collections so far. But I’m finding it weird to be a tank :-)

  6. “But I’m finding it weird to be a tank :-)”

    Hey, there’s this really good WordPress blog I know with all these tanking tips and guides. The name escapes me at the moment, something like ‘spanksvole’, but I’ll let you know if I remember it.

  7. Welcome to EQ2! I love this game so much. I have a level 80 sarnak shadowknight so I’ll be sure to watch for any SK-related questions that pop up.

    One thing I wanted to clarify about mentoring: the high-level character (the one doing the mentoring) gets 50% less XP, while the lower-level character (the mentored) gets 10% bonus XP.

    So if your partner decides she hates the SK and rerolls, you won’t have to. Just mentor her until she’s your level.

    Collections are outstanding for several reasons. First, they can give you some great items, both gear and house items. Second, turning them in gives excellent XP and AA. And finally, the rare shinies can sell for a lot of gold–even plat.

    Again, welcome to EQ2 and I hope you stick with it. You can find me via Unrest.Grabthar. :)

  8. I think you two will thoroughly enjoy yourselves. I really enjoyed my Fury when I played.

    I recommend Provisioner to one of you – it’s great to have unlimited high quality food and it’s the resources that no one else wants but has to pick to force rocks to appear.

    The only drawback is the one I found when I played Vanguard recently. The social stuff is mainly at top level and it’s a very long way to get there. Hopefully you can find or even start a guild for lower level players. If not, at least there are two of you.

  9. Try the alternate models in the game. They were originally made for the Asian localized version of the game and they look a bit nicer, I think. Except for the ogre models; the original ones are much more scary looking and appropriate, I think.

    I really enjoyed EQ2. I played it with my friends after we got sick of WoW. I enjoyed the more complex gameplay and the character customization. More than a few times my Kerra Necromancer was able to save the party by using my life transferal skills. I wasn’t a main healer, but I worked in a pinch when the healer went OOM after a bad pull. :)

  10. Pingback: New, Old World « Nerf the Cat

  11. Thanks everyone! I think we’re both really looking forwards to seeing more of the game. In some ways, feeling really confused about stuff is quite fun.

    We’re both also very tempted by ratgirl alts, ratongas were a huge hit here.

  12. Pingback: West Karana » Daily Blogroll 6/15 — Just This Once edition

  13. Do avoid Antonica/The Thundering Steppes/The Commonlands as much as possible. Those are some of the original zones and have more or less been left unaltered, and they’re horribly ‘old school’ in wasting your time.

    Y’know the sort of thing… run across the zone to kill something, run back to the quest giver who sends you running back to where you just were to pick up the old shoe the something you killed has dropped.

    And vile, vile spawn times on some named mobs. Last night we waited an hour (literally, I timed it) to kill a particular open-field mob. (Bloodtalon, for those who read this who might play.)

    Also remember when you get a skill, you get it at Apprentice I. The levels go something like Apprentice I, Apprentice IV, Adept I, Adept III, Master 1, Master 2.

    (Someone will correct me if I have that wrong, but numbers are definitely skipped)

    Upgrades to Apprentice IV are player crafted and cheap on the Broker (send an in-game mail to Riowa if you want Shadowknight upgrades; I can do those for you — I’m sure we have someone that can do Fury spells, too!) and you’ll want to do them asap.

    That’s why new versions of skills don’t replace old versions when you get them. If you have 2 skills in the same line, Hit & Pound, and you get Hit at level 8 and Pound at level 12, and you’ve upgraded Hit to Master level, then it might be that Pound at Apprentice I will actually be *weaker* than the earlier, heavily upgraded, skill.

    That said, I agree it’s a pain to have so many skills so early. You’ll have 6 toolbars before long.

  14. To clarify the spell upgrade system (as it stands now — it should be changing tomorrow with GU52):

    – Apprentice I: earned each level
    – Apprentice II: purchased from trainers in cities
    – Apprentice III: no longer exists! (used to be non-pristine player-crafted)
    – Apprentice IV: player-crafted from common harvests
    – – – (Sages for priest & mage upgrades, Jewelers for scouts, and Alchemists for fighters)

    – Adept I: chest drops from mobs (any but grey)
    – Adept II: never existed!
    – Adept III: player-crafted from rare harvests

    – Master I: chest drops from mobs (any but grey)
    – – – Named mobs are more likely to drop them, but you do occasionally get them off non-nameds
    – Master II: earned every so many levels
    – – – Chosen on your Skills (L) > Character Progression tab

    The new and improved tiers:
    – Apprentice (was Apprentice I-III)
    – Journeyman (was Apprentice IV)
    – Adept (was Adept I)
    – Expert (was Adept III)
    – Master (was Master I)
    – Grandmaster (was Master II)

    I think the new naming scheme will be a lot less confusing, especially for newer players.

  15. Pingback: A holiday, a holiday, the first one of the year! Best of 2009. « Welcome to Spinksville!

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