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#1
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![]() I hate not being able to play p99 as much as I used to [You must be logged in to view images. Log in or Register.] That having been said, I have enjoyed reading the forums while I can not play. It has made me a better Everquest player overall.
For example, I learned how to make a target cycling key on here. That helped tremendously while I was solo'ing in the bear pits and would get 4 or 6 mobs. Watching solo artist video's taught me how to use the different views to look behind walls and target mobs. Also, reminded me that gnomes can see through walls. I made a shaman last weekend and a player showed me that using the lvl1 buff spell that I started with is a better heal than I had at that lvl. And that it stayed that way until lvl20ish? I have a low lvl mag and know there is some kind of trick to giving him a torch? That is a protip I don't understand. Between my 4 rl friends that play, we have a powerful toon of almost every class. What is some advice you would give someone like me who is trying to become "better" at everquest? What protips can you think of off the top of your head? PVP advice is okay too, but my red characters are low lvl's so I won't need those tips until the summer I imagine. | ||
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#2
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![]() I find that reading spell descriptions has always given me more power as a player. Whether it was on live, or on our wiki here, familiarizing yourself with the spells of every class helps you find ways to take advantage of new situations.
Experimenting with new spells and skills goes along the same lines. Sometimes I will go to lower level zones just to test the effect of a certain spell or skill on pulls or CC, ect. Experimenting with the game and how it reacts to anything that is not cookie-cutter player activity will give you an edge.
__________________
Grelwin, Grelroc, Grelfu, Greltwin
60 Halfling Druid 57 Iksar Shadowknight 60 Iksar Monk 20 Halfling Druid === OMNI === | ||
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#3
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![]() You can move while casting with any class, as long as you're back in the same spot (/loc) where you started casting the spell when it finishes casting.
IE: You can stand in a corner, start casting, run around the room and get back to the corner before the spell completes casting and it will cast the spell still. | ||
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#4
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![]() I don't know why this is needed, but I've been asked daily in game:
How to drag multiple corpses: 1. Make a hotkey reading /target X player's corpse /corpse /target Y player's corpse /corpse 2. Make a second hotkey reading: /target A player's corpse /corpse /target B player's corpse /corpse 3. continue making hotkeys until you've accounted for all folks you intend to drag 4. Walk slow or sneak and start carefully pressing the keys to ensure all bodies are following. | ||
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#5
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![]() Quote:
1. There is a torch quest yielding a Torch of Alna. This torch when equipped will improve the power of 1-49 fire pets 2. Equip a torch and go underwater and the graphic will bug out and give you a badass staff looking item in your hand replacing the torch | |||
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#6
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![]() http://www.project1999.com/forums/sh...d.php?t=178483
This is a post made just a bit ago. There is a ton of solid advice in it. | ||
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#7
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![]() Rogues who learn about evasion and aggro-management are rogues who can do more for a group. It can be very easy to see a rogue as someone who stands there behind the mob with auto-attack on and hits backstab when the button pops up again, but the reality is that you have the skills to keep aggro off you and on the tank. Even something as simple as waiting a few seconds for the warrior to establish their aggro makes a difference. Many rogues only learn the hard way that pets cannot hold aggro off them, another one of those learning experiences...
Also, while it's not a tip in and of itself, every enchanter starting their journey should read Xornn's Guide to Enchanting[1] and Xornn's Enchanter Spell Guide [2]. Even if you find your own style later, it gives you a strong starting point. And every player needs to understand how the Root effect changes aggro. The casters need to know how they are changing the battlefield (making it more dangerous if their placement is bad) and the melee need to understand just how far away you need to be to stay out of attack range, not to mention how evasion (rogues) and taunt (tanks and rangers) gets replaced by relative distances from the target.
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Mentathiel Rogue and haunter of level-inappropriate dungeons
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#8
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![]() Quote:
Ability menu: 1 - Hide 2 - Disarm 3 - Pickpocket 4 - Intimidation 5 - Sense heading Evade hotkey + extras: /attack off /do 1 /do 2 /do 3 /do 4 /do 5 /attack on | |||
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#9
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![]() How do you make a target cycling key? As a Bard trying to keep 3 mobs all mez'd with a group in a small room and bodies on the floor, clicking to target can mean a missed mez and a dead group! Being able to cycle through the mobs with keys would make a huge difference!
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#10
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![]() Quote:
You can change these keys through the options->keys->target menu. Use Alt+O to bring it up. | |||
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