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#11
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![]() necro's don't get charm, chanters do. the first necro snare does'nt really slow a monster down at all, but the one at 12 does allowing for kiting. what i would do would be send in your pet, let him get a few hits in then start DoTing with darkness, poison and then desise to pull aggro away from the pet.
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#12
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![]() You can aggro kite with Engulfing Darkness.
Necros get Charm undead. I had terrible luck with the level 20 version, but the next rank was solid. I never used my pet to tank. Once you get Engulf you can kite. Dooming just makes things easier. As for dots, use your fire line. You can stack them. Vamp Curse and the fire dots help you stay efficient.
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Athiyk Phor`Phalar - Priest of the Hate God.
Daishelo D`Avol - Coercer to the Spires of Innoruuk. http://db.goonquest.com/profiles/317 | ||
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#13
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![]() I just did 10 through 16 in the bandit camp in WK, marked #3 on this map. You may want to wait till you hit 11 or 12 though.
http://www.eqmacwiki.com/eqatlas/westernkaranamap.html When you get there observe which mobs path in and out of camp. There are two that spawn within the camp that you can split if you want, but the roamers will probably be enough for you for now. Ignore the brigands for now, they will be red until you hit 13. Avoid the half elf bandits, they are casters and can eat you up unless you have the mana to fear kite. Ignore the pack of 4 at the bottom of the hill. Generally, pull with Darkness, then hit em with poison bolt. Kite till your pet overtakes threat and let him tank while you sit. If his health is getting low, get in there and tank for him till he has more health than the mob and back out again. Keep Disease Cloud ready, use it only for when you must pull the mob off your pet ASAP before Jobaber dies. It's a hard camp until 11 or 12 (especially since your snare is only 30% till 12). Be sure your pet is the max level that can be summoned, and then give him two weapons. By level 12 you will be running the hell out of this spot. The exp is awesome, by 13 or 14 you can start splitting the two bandits that stay in camp. Just be aware of your surroundings as you are essentially camping roamers. Gate instantly if anything happens fishy. Once you hit 12 just go with Engulfing Darkness and Heat blood. Use poison bolt if your pet is gonna tank the whole thing down and you just want to do a little damage to get the exp (or melee it once if mana is bad). Leach is high mana and kinda high threat, use it only when the mob is snared, you are ready to kite and health is low. You have three resources: your health, your mana, and your pet's health. If one is full, then that's time lost. Switch up kiting, pet tanking and you tanking so you are always generating all 3. Good luck! | ||
Last edited by Wrot; 07-31-2010 at 08:08 PM..
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#14
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![]() Quote:
I really like how you worded this. | |||
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#15
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![]() Dont worry about fear kiting..dotting etc...right now
Do Befallen...and more Befallen...and more Befallen till like 18. Usually high levels camping gynok which dont mind buffing most the time. Orc highway till 20ish. Group in upper guk and more upper guk and more upper guk..should get u to 30 quick | ||
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#16
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![]() I have a piece of my own advice to impart. If you're 29+ and kiting even or tougher cons (ex: giants, guards, etc) I highly recommend using your lower level snare (Engulfing Darkness) over Dooming Darkness. The reason for this is mainly two-fold: Your snares WILL be resisted on a regular basis if your fighting anything stronger than blue cons so you want to make sure you're not wasting mana for the simple utility of snaring. Secondly, Dooming Darkness takes a full 3 seconds longer to cast than Engulfing. When you've got an angry, charging giant you want your snare cast time to be as short as possible or no amount of added runspeed is going to widen out that distance to target. I hope that makes sense.
The difference in snare strength between Dooming and Engulfing is about 5%. The biggest difference between the two spells is Dooming lasts 30 seconds longer. Here's one reason why the shorter duration of Engulfing can be used to your advantage: Start your pull by snaring first, immediately start running away. When your spells become active again throw on your Vampiric Curse (lvl 29 Leach). This is important because if timed correctly you can use the Leach icon on your Spell Effects window to see approximately when your snare will be up. Basically when it starts flashing I know I have about 10 secs left on my snare. I hope these tips help some of you middle aged necros out [You must be logged in to view images. Log in or Register.]
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Dr. Oxoo Xoxx - Necromancer Extraordinaire
Lady Naelvenia <Thunderdome> - Enchanter Deluxe | ||
Last edited by PhelanKA; 08-02-2010 at 03:49 PM..
Reason: Clarified points
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#17
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![]() Quote:
Dervish camp and Kodiaks in WC is a much better and safer bet. At 18 I highly recommend going to East Karanas and solo Crag spiders not only are they fantastic XP but they also drop u between 2-10 silks per kill EVERY TIME. After leveling up from 18 to about 24 in a short amount of time you will also be filthy rich from selling all those silks. Once you're mid to upper twenties try soloing the Warden camp in Upper Guk. It's decent money and good XP as well. It's also challenging in a fun way. and will teach you the finer points of getting your timing down for spawns if you haven't done that before.
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Dr. Oxoo Xoxx - Necromancer Extraordinaire
Lady Naelvenia <Thunderdome> - Enchanter Deluxe | |||
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