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1asdfasdf1
07-30-2019, 11:04 AM
What are some of the fun things you've done (solo or duo preferably) that aren't the typical XP or farming experience? Anything that involved a bit of lateral thinking. Not necessarily exploits, just ways of interacting with the game mechanics that aren't so obvious.

Examples:


letting a runner go (on purpose) to have it pull the whole zone
fearing to avoid summons


I'm always curious what people come up with in this game.

Videri
07-30-2019, 11:55 AM
My friend Rimidal on TAKP once pulled an add on purpose and mezzed it to prevent a named from fleeing at low hp so he would have time to kill it without getting trained. I had never thought of using additional monsters to prevent flee.

1asdfasdf1
07-30-2019, 12:05 PM
My friend Rimidal on TAKP once pulled an add on purpose and mezzed it to prevent a named from fleeing at low hp so he would have time to kill it without getting trained. I had never thought of using additional monsters to prevent flee.

Nice, I had never thought of that either. :O

7thGate
07-30-2019, 12:34 PM
While duoing sirens in the easternmost siren temple in SG, there's 5 around the edges that can be single pulled easily. After they're killed though, there's one more that can be retrieved by a rogue in the southern turret; the rogue can sneak past the see invis servants, walk up the the turret, and push the siren out the window to get it on the ground floor to separate it enough from the stuff inside that it won't get a CHeal through the wall. Its a little finicky because of zaxis stuff being iffy at times, and if the server has it up in the turret when you drop down to chase it it will path back through the temple and produce a huge train to kill you, but its a neat way to pick up an extra mob in a camp cycle.

I would XP in the Great Divide sometimes by dragging one of the frost giant elites over to the dwarves and kite it past stuff until it had 5 coldain/tracking wolves on it. It would kill all of them and end up at about ~10-20% life, and I would train it over another coldain or two if it ended up high. Then I would melee it down from 10% or less once it finished killing all the NPCs.

I also solo the shardwing courier for XP in west wastes; I did a review of potential high XP quests and tested some, and Fjokar Frozenshard's quest has a turnin of about 1.5% of level 59. Its just barely soloable for me with root nets, slow poison and either external buffs or bandages, but between the kill and the quest it gives about the same XP as 45 minutes or so in an XP group, and I'm in the WW area for stuff all the time anyway. Can do the quest turnin as a rogue with just sneak while max KOS to giants.

Jimjam
07-30-2019, 01:25 PM
Train a merchant on to sand giant. When the sand giant is low HP disengage the merchant (fear, root or memblur and calm) then memblur and kill the badly injured sand giant for full XP.

That's how I helped level my static's cleric while we were waiting on AC for jboots. It was so fast and used so little mana it felt like cheating.

1asdfasdf1
07-30-2019, 02:22 PM
Train a merchant on to sand giant. When the sand giant is low HP disengage the merchant (fear, root or memblur and calm) then memblur and kill the badly injured sand giant for full XP.

That's how I helped level my static's cleric while we were waiting on AC for jboots. It was so fast and used so little mana it felt like cheating.

If you aggro a merchant, how do you get them to attack the giant?

Jimjam
07-30-2019, 05:31 PM
As a cleric? You mem blur it. Or train the giant to a merchant. The dark elf merchants in South Ro will kill any giant they find.

I think rooting them next to each other works (for having them aggro each other) too.

waltjig
07-30-2019, 05:35 PM
My friend Rimidal on TAKP once pulled an add on purpose and mezzed it to prevent a named from fleeing at low hp so he would have time to kill it without getting trained. I had never thought of using additional monsters to prevent flee.

+1 for this big baller strat

Silvurwolf
08-12-2019, 11:50 AM
used to have a 60 dru 58 sham and 58 ench and sometimes a 59 necro to join a little group killing guardian wurms.

druid harmonies and pulls with dispel or whatever, run it west to the wall with pillars where its safe, harmony any adds and have the ench blur them. keep kiting it until its snared and slowed, send in the enchanter pet (one of the drakes i forget which specific one) and just damage shield, heal, and dot. if charm breaks wurm summons shaman, druid snares broken pet and enchanter gets it and sends it. trick is to make sure its slowed snared before you damage it, and there you go! farming high value spells and in a group of 3 and some being sub 60

it was easier when we had a necro because his pet would be able to tank a few initial hits before the shaman was summoned, IMO a mage would be the best addition. also druid can just Evacuate if it gets wild

pretty neat IMO considering no torpor, lots of resists and stuff but it worked and we made some great money and had a blast. favorite part was just coming up with a plan that might work and then trying it out until it did

also important note is heal as little as possible, after the fight just break pet, snare it, blur it, let it regen the %5 a tick and by the time the next wurm is over he should be good to recharm

Crede
08-12-2019, 01:14 PM
Anytime you’re charming and fear kiting, Keep your pet around 10% hp if possible. They will flee on breaks instead of coming after you. Did this a lot with my bard as well solo charming.

This is a bit off OPs question but about 6 years ago I had a unique xp situation. It was a full group on my enc in FV. It was 2 necros, 2 Druids, and 2 enchanters w/charmed Pets. We were set up on the flat area of east wall in front of the drolvarg temple entrance. Had both Druids chain pulling snared mobs to camp. And the rest of us with 4 pets were keeping them feared and obliterating everything that moved. We had 2-3 mobs in the camp at all times, and it was the only time I’ve ever preferred being in a full group. Some of the most fun I’ve ever had.

Lojik
08-12-2019, 05:49 PM
Is this just for priests or any class?

On my shaman it was fun using the cazic neck (fear undead.) It was awesome from low 40s to 53 or so on spectres and spectral keepers in TT. Spectres in feerott would tend to keep turning inside the caves, and they move slow so fear isn't a big deal. The keepers are low hp but nuke, but they use long casting wizard nukes so 2.0 second fear (spamable) is no problem interrupting. They also don't social aggro, and you can pull them into where ganak is for easier pathing. This would have been really fun with other toys like jbb and blight hammer, but I was poor.

Fear also interrupts even if the enemy is rooted. Pretty useful if you're doing vkr and want to prevent slow on party members.

Crede
08-13-2019, 10:43 AM
Is this just for priests or any class?

On my shaman it was fun using the cazic neck (fear undead.) It was awesome from low 40s to 53 or so on spectres and spectral keepers in TT. Spectres in feerott would tend to keep turning inside the caves, and they move slow so fear isn't a big deal. The keepers are low hp but nuke, but they use long casting wizard nukes so 2.0 second fear (spamable) is no problem interrupting. They also don't social aggro, and you can pull them into where ganak is for easier pathing. This would have been really fun with other toys like jbb and blight hammer, but I was poor.

Fear also interrupts even if the enemy is rooted. Pretty useful if you're doing vkr and want to prevent slow on party members.

Never knew this, seems kinda OP. Is this classic?

Jibartik
08-13-2019, 04:17 PM
My friend Rimidal on TAKP once pulled an add on purpose and mezzed it to prevent a named from fleeing at low hp so he would have time to kill it without getting trained. I had never thought of using additional monsters to prevent flee.

I love this strat a lot, but of all the classes that need to worry the least about a fleeing mob (meaning they have like many, many reliable and often, instant ways to stop it) its the one that can do this trick lol

Wallicker
08-13-2019, 05:55 PM
If splitting a room full of healers and you don’t have mez/calm you can pull a really weak mob get it low and watch them burn all their mana healing the scrub through the wall then kill them. Great way for a melee to split a room with annoying shamans who slow and heal

AegnorP99
08-14-2019, 01:38 PM
I used a few less obvious kite methods with my wizard that were kinda fun, though still pretty simple. Both require a good clicky robe nuke.

1. Snare a mob, run to a corner, click robe, kite the mob while the cast timer moves, get back to the corner right as the nuke goes off, immediately re-cast and kite, etc. It took me a long time to realize you just need to start and end your cast in the same location to prevent an interruption, but it's a pretty neat trick when you get the hang of it. Having to re-root every couple casts is annoying!

2. This one requires a bio orb in addition to a clicky robe. Just snare a mob, blind it with the orb, robe nuke while mob runs around aimlessly, re-blind and re-nuke until it's dead. Works really well as a ghetto fear in open areas.

Like I said, both are pretty simple, but wizards are super straight forward and don't have a ton of tools, so I did the best I could!

Jibartik
08-14-2019, 01:39 PM
If splitting a room full of healers and you don’t have mez/calm you can pull a really weak mob get it low and watch them burn all their mana healing the scrub through the wall then kill them. Great way for a melee to split a room with annoying shamans who slow and heal

haha ok now this one I havent heard before but I love the moxie :cool:

Benanov
08-14-2019, 03:14 PM
I love this strat a lot, but of all the classes that need to worry the least about a fleeing mob (meaning they have like many, many reliable and often, instant ways to stop it) its the one that can do this trick lol

Pulling green trash will also work. The mob doesn't have to be mezzed, it just has to be nearby (it doesn't even have to have aggroed) and you'll have no runners. Whether this is good or bad is pretty situational.

The

If splitting a room full of healers and you don’t have mez/calm you can pull a really weak mob get it low and watch them burn all their mana healing the scrub through the wall then kill them. Great way for a melee to split a room with annoying shamans who slow and heal

This is friggin' genius.

Fear also interrupts even if the enemy is rooted.

I knew about using fear to prevent healers (I try to fire off a heal at about 45% when soloing) but didn't realize it'd work on rooted mobs too. Then again, Shadowknights can't root all that often.


My contribution to this thread is in Kurn's tower, Spook the Dead / Fear is amazingly effective crowd control. The undead are completely antisocial and won't bring any friends. You can simply fear off all the extras and hit them when they come back. It's not incrediblye out of the box, but it blew my mind the first time I saw someone else do it.

Izmael
08-14-2019, 03:16 PM
If you have two mobs you need to split but you can't do it through regular means (calm, FD, etc...), you can aggro some other (ideally low level) mob that will be assisted by the target mobs and kite him into the assist range of one mob, but just outside of the assist range of the other.

Assist aggro only spreads once, one mob will come, the other will stay there.

stebbins99
08-14-2019, 03:34 PM
Damn there is some sweet stuff in this thread!

Videri
08-14-2019, 03:34 PM
If you have two mobs you need to split but you can't do it through regular means (calm, FD, etc...), you can aggro some other (ideally low level) mob that will be assisted by the target mobs and kite him into the assist range of one mob, but just outside of the assist range of the other.

Assist aggro only spreads once, one mob will come, the other will stay there.

Very nice. Splitting for classes that can't split.

Wallicker
08-14-2019, 07:19 PM
Someone in ALS told me one the other day I didn’t know...if you are going to fight a SK mob wait til it’s casting and engage it then, it will use its HT but it won’t work since it’s already casting a spell

Benanov
08-15-2019, 02:17 PM
Someone in ALS told me one the other day I didn’t know...if you are going to fight a SK mob wait til it’s casting and engage it then, it will use its HT but it won’t work since it’s already casting a spell

I would suspect they'd just fire it off later.

If you've got a disposable pet (SHD for sure, which is how this trick gets is name), you can always use the "bone shield" trick. Best place to test it out is against Prince Ragnar in the Warrens.

Pull with low aggro at a distance (siphon strength or a bow / javelin), wait a few seconds, then send in your taunting pet. If it suddenly evaporates: congratulations, Jibober did his best Ranger impression.

Your goal is to do this without pulling any of the green trash in the Prince's court.

Harder to do against the King.

Wallicker
08-15-2019, 10:09 PM
It wasn’t theory craft, it’s proven. If a sk mob is mid cast and you get within melee range his HT will be effectively wasted and no he won’t cast it on you later unless you fight him for an hour. This trick is amazing for non pet classes soloing a sk or people who don’t have HeBs or stalking probes on them.

Wendak
08-16-2019, 06:41 AM
I didn’t read the whole thread so hopefully this isn’t a repeat. On the launch of Blue my friend and I both decided to play Shaman. It was a bit awkward of a duo at times since we didn’t cover each others weaknesses.

From level 34-42 or so we decided to do Hill Giants in Rathe Mtns. They dealt too much damage to slow tank them as we would be healing too much. And root rotting was annoying with root breaks. We came up with a method to balance our aggro by using flash of light.

One would pull with disease DoT and the second shaman would hit it with poison DoT. We send both pets in with taint off. We would be spaced really far apart. One person would sit and get aggro, the second person would stand. When the hill giant got close to the sitting person, they would stand and the opposite shaman would sit. The hill giant would ping pong back and forth between us while alternating who was sitting. In order to maintain aggro we would have to use flash of light to build aggro.

It was honestly a blast.

loramin
08-16-2019, 10:30 AM
I didn’t read the whole thread so hopefully this isn’t a repeat. On the launch of Blue my friend and I both decided to play Shaman. It was a bit awkward of a duo at times since we didn’t cover each others weaknesses.

From level 34-42 or so we decided to do Hill Giants in Rathe Mtns. They dealt too much damage to slow tank them as we would be healing too much. And root rotting was annoying with root breaks. We came up with a method to balance our aggro by using flash of light.

One would pull with disease DoT and the second shaman would hit it with poison DoT. We send both pets in with taint off. We would be spaced really far apart. One person would sit and get aggro, the second person would stand. When the hill giant got close to the sitting person, they would stand and the opposite shaman would sit. The hill giant would ping pong back and forth between us while alternating who was sitting. In order to maintain aggro we would have to use flash of light to build aggro.

It was honestly a blast.

I've used to Flash of Light to serve as a tank in Seb Crypt groups (as a Shaman). It's really the Shaman taunt button, and it's just too bad we just don't have many excuses to use it.

Jibartik
08-16-2019, 10:46 AM
It wasn’t theory craft, it’s proven. If a sk mob is mid cast and you get within melee range his HT will be effectively wasted and no he won’t cast it on you later unless you fight him for an hour. This trick is amazing for non pet classes soloing a sk or people who don’t have HeBs or stalking probes on them.

COOOL I did not know this I love this type of stuff. I don't feel like it's an exploit, well I don't feel its a game breaking one, so its one of those, secrets of the universe that you can uncover with time played.

Like discovering quantum entanglement. You don't know why the spells in this universe work this way, but you did uncover something that you can turn into a computer, or a strategy to win.

This is what I love about EQ :cool:

Wendak
08-16-2019, 06:16 PM
I've used to Flash of Light to serve as a tank in Seb Crypt groups (as a Shaman). It's really the Shaman taunt button, and it's just too bad we just don't have many excuses to use it.

Haha. I MT’d an exp group in Seb once just using root+torpor. Fun stuff.

Wallicker
08-16-2019, 08:18 PM
https://wiki.project1999.com/Insidious_Fever
Shaman aggro spell
1 second cast time yum

loramin
08-16-2019, 09:16 PM
https://wiki.project1999.com/Insidious_Fever
Shaman aggro spell
1 second cast time yum

:) That's my pull spell, for the very rare occasions where I'm racing someone to a mob (eg. the old Seafuries).

Tethler
08-27-2019, 06:16 AM
It's far from a secret, but bards spamming single target mez on mobs to interrupt spellcasters. It's really satisfying against wizard, cleric, and shaman mobs.

falkun
08-28-2019, 08:39 AM
Bard charm wipes all aggro on a mob except for 1 point against the charming bard. Bards should always charm the "next up" mob in camp to kill the current target so the tank doesn't have to overcome built up heal or debuff aggro. You can memblur for everyone by charming, ensuring everyone else does not re-aggro, then mez song while you camp out. Give mob a moment to reset to spawn/bind, and everyone can go on about their life again.

Bard mez push is opposite the caster's view. So you can turn yourself to push the mob where ever you want, like over a ledge.

Bards can run around like rogues in hide/sneak with their invis song/selo's travels + hide + sneak. You still need to watch out for MOB frontal arcs, but sneak stacks with invis song.

Legidias
08-28-2019, 09:29 AM
On the other hand, bard mezzing and spamming aggro song on mob to skyrocket their aggro then warrior taunt = maxed out aggro on warrior and theres not gonna be anything that would shake it

Jibartik
08-28-2019, 10:34 AM
Bard charm wipes all aggro on a mob except for 1 point against the charming bard. Bards should always charm the "next up" mob in camp to kill the current target so the tank doesn't have to overcome built up heal or debuff aggro.

I keep logging onto my bard to not AoE kite and I go to a zone and group up, and then they want me to run around all night pulling and I remember why I dont group as a bard.

If all my group expected of me was to sit my ass down and med my 2 mana per tick mana regen back up from charm/wiping mobs between every fight, I would totally be into that. :cool:

enjchanter
08-28-2019, 05:58 PM
Deposit enough coins into a bard and he will earn xp FOR you

It's crazy