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#11
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![]() Question: what's the best way to XP as a cleric/ench duo that is lvl13-14? The enchanter has around 140-150 charisma, a far cry from 200-255. The entrance of Najena is nice, but the yellow con ogre guards can completely ruin the party. Kurns up to 20? Lake of Ill Omen after?
Also, general play-style tips would be greatly appreciated. Perhaps I should make a new thread for this [You must be logged in to view images. Log in or Register.]
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#12
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![]() Kurn's up to 20ish works well, you can always go a couple more levels if you want to and don't mind venturing further up/in.
Alternatives if you dont want to travel: 1. Orc highway in Oasis - enough mobs to sink a ship. 2. Nybright sisters in Lesser Fay - if you can get the camp. 3. Unrest trash outside - careful of multiple pulls. 4. Kerrans in Erud's Crossing - still a bit of a journey unless you're playing erudites/humans. 5. Upper Guk - though I don't know it well enough to recommend where exactly. Perhaps crocodiles and graduate to spiders next door when you've levelled a few times. If you want to have the Kunark experience though, Kurn's is a great start [You must be logged in to view images. Log in or Register.] As for strategy, charm I remember being a bit iffy to start with - it gets better as you level into the 20s. Experiment with it but load up on tiny daggers for standard pets too. If mobs are even con/yellow/etc then you'll get a lot of resists and early breaks. If you've got a steady pet that isn't sinking your mana from charm breaks I'd recommend the cleric just keeps the pet healed and keep using it if its good! No exp penalty for the pet doing 90% of the damage because you're grouped [You must be logged in to view images. Log in or Register.] | ||
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#13
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![]() Quote:
And concerning it being dangerous to go afk when you have a charmed pet? Well, when solo you can just make use of a pet in an easily-accessible location and then log out and afk, or log out and come back in if you're in a safe spot and then afk, or break your charm and stun/mez/root/calm/blur/etc. your pet. When in a group, have someone time a root or something so that you break charm it doesn't even get to you before it's locked down, blur it, and afk. If it does break root early or the group doesn't keep him parked for you, at least he won't beeline for you. With tash, mobs that are only like 80-85% of your level basically never break root early (well... I only know about it at 60, but with tash at 60 I cannot ONCE remember a level 50 mob breaking fetter in under 3 minutes unless it got nuked, and even 51s only very rarely break a fetter early). Imo, the hassle of maintaining a charmed pet, whether soloing for xp/cash or grouping, is far outweighed by the power of a charmed pet. And the higher level your enchanter is, the truer and truer this becomes. | |||
Last edited by Tecmos Deception; 03-04-2013 at 09:19 PM..
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#14
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![]() Quote:
Also of course I think charm is awesome and playing enc is awesome, I certainly didn't mean it in the 'charm is annoying so enc is lame' sense. | |||
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