Project 1999

Go Back   Project 1999 > Class Discussions > Casters

Closed Thread
 
Thread Tools Display Modes
  #11  
Old 03-04-2013, 07:07 PM
fugazi fugazi is offline
Sarnak

fugazi's Avatar

Join Date: Jun 2010
Posts: 444
Default

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.]
__________________
  #12  
Old 03-04-2013, 07:47 PM
Swish Swish is offline
Planar Protector

Swish's Avatar

Join Date: Nov 2010
Posts: 19,831
Default

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.]
  #13  
Old 03-04-2013, 09:06 PM
Tecmos Deception Tecmos Deception is offline
Planar Protector

Tecmos Deception's Avatar

Join Date: Jun 2012
Posts: 5,785
Default

Quote:
Originally Posted by Arterian [You must be logged in to view images. Log in or Register.]
I have never played an enchanter, but I've been considering it lately.

Charm seems like a lot of fun, and quite powerful. I have played a necro since live however, and dealing with a pet that isn't permanent is not something I have much experience with.

For all it's positives, does charm ever become tedious?
Try out using charm on your necro and find out for yourself!


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..
  #14  
Old 03-05-2013, 01:55 PM
BurnMage BurnMage is offline
Skeleton


Join Date: Feb 2010
Posts: 17
Default

Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
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)..
I think this is all good advice and I do use it sometimes, but usually being lazy I am just tempted to afk really really quick to grab a beer or whiz. Chances are the pet isn't going to break and I'm just taking the risk heh.

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.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:29 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.