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#1
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#2
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Some good items drop in Kurn's, like the iksar berserker club and some shield that is very similar to the shiny brass one. Also, Solist's icy wand sells for like 3k as of this writing and has a random chance to drop off of the icebone skeletons.
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Grallos Rek - 58 ogre shadowknight
Grigorii Grallosovich - 51 human cleric Brallos Rek - 43 ogre warrior Crallos Rek - 35 ogre shaman Timothe - 31 human enchanter Variol Cutthroat - 27 human paladin Telehr - 23 human magician | |||
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#3
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A lot of good advice in this thread. Most,I think, geared toward players who have played before and who will play a fair amount. Some things to consider-
1- You will not be as good at this game as other people. This game takes time to learn. I would not worry to much about sustained dps, as you will pull slowly. Burst Dps,cc, healing is what you want, as you'll pull slowly and probably have bad pulls too. Not dying is important. 2- You will be poor, so avoid gear intensive classes. Particularly melee classes, especially tanks. However, you really should have a tank and paladin is good due to cheaper gear since there are few paladins on the server. Mage is a great dps class that requires no gearing. 3- You will level slowly. It will be painful if you're used to other mmos or if you've never played one. hybrid penalties can make a difference, but mostly play classes you enjoy. The low levels are the most fun imo. Recommended setup- cleric... dwarf? Paladin.. dwarf? mage...eru enc...de monk..hum necro...de can put mage again, but included necro for variety. I would not worry about a porter, as that's not until 29 anyway, and if you're playing once a week that will be forever. You'll have good dps, require minimal gearing, have backup falls,cc, monk can off tank, and few hybrid penalties. If you think sow is a big deal you can swap in druid or shaman somewhere. | ||
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#4
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If you have a bard an enchanter, shaman will be minimally useful. With the four you've picked, your best options are DPS classes (and porter if mobility is important to you).
UGuk is fantastic from L5 until the mid-upper 30s, then lower guk. These two dungeons can take you from 5 to 50+.
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#5
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Bard > druid/shaman for SoW. There is no reason a balanced group cannot exp quickly even if inexperienced. DPS classes are one trick ponies, OP has stated the bard will know what they're doing (so pulls will be better than you anticipate), and the paladin can FOL/stun for solid aggro. Mage and necro are fairly interchangeable, mage will have slightly higher DPS while necro will have more utility, that is a good suggested alternative. The bard is set in stone, the paladin will tank better than an untwinked warrior, cleric can heal and the rest is gravy. The hardest part will be the enchanter learning charming.
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#6
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In terms of where to go at low levels, you can go to Crushbone or Blackburrow starting at level 5, then Unrest from 12 or so onward.
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Member of <Divinity>
Estuk Flamebringer - 60 Gnomish Wizard | Kaam Armnibbler - 55 Ogre Shaman | Aftadae Roaminfingers - 54 Halfling Rogue Aftadai Beardhammer - 50 Dwarven Cleric | Aftae Greenbottom - 49 Halfling Druid Need a port or a rez? Hit me up on IRC! | ||
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#7
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My personal favorite xp group is Enchanter, Shaman, Necromancer, Monk, Paladin, and Rogue.
Defensively the group will have solid HP (Paladin+Shaman buffs). With the necromancer doing most of the healing and the Paladin providing rock solid aggro, the Shaman can concentrate on getting everything slowed ASAP, and the Enchanter can chip in here if needed. Caster mobs are no problem between the Enchanter/Paladin stuns and two hasted pets bashing like crazy. If the shit hits the fan the Paladin and Shaman should be able to keep the enchanter alive as well as a cleric, and if the shit really hits the fan the necro can FD and rez. Offensively this group should be able to manage two charmed pets pretty well (tash, malo, and 2x mez classes) as long as they avoid Chardok where the Necromancer can't charm anything. With solid Paladin aggro the Rogue can go full blast from the start too. I bet this group can hit 300 dps consistently. You could flip the Necromancer for a second rogue without losing much damage (and substantially reducing the group's reliance on charm) but I'm starting to appreciate the flexibility that a Necro brings to a group.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#8
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Hrm, I have never spent much time there except being PLed but it there were a lot of ligh blues and greens at 17... a couple reds tho. I think this zone is one with a large level spectrum, may have to go deep post 17 but spelunking is half the fun.
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