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Newbie LDoN QuestionFollow

#1 Feb 23 2004 at 11:06 AM Rating: Decent
Until a few months ago, I hadn't played EQ since Velious was first introduced. A few old friends and I re-activated our accounts and created new characters and started adventuring together again.

We'd like to try LDoN with a group of four (Barb Warrior-27, Frog Paladin-22, Barb Shaman-26, and HE Enchanter-20). Warrior and Shaman are twinked; Paladin and Enchanter are moderately equipped. We prefer to adventure without finding a random 5th or 6th people to round out the group.

What are my chances of successfully completing LDoN adventures (by difficulty)?

Do you gain Adventure points for failed adventures?

Thanks!
~dirge
#2 Feb 23 2004 at 11:15 AM Rating: Decent
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Low lvl LDoNs are super easy. Can be done with a group of 3 if you know what you are doing. The four of you could do a normal adv easily. I wouldn't try hard w/o a full group, or at the very least, a random cleric/druid.

Yes, you can get adv points for failed, you have to complete the adventure within the 30 mins allotted after failure, to receive half points for the adventure. At lvl 20, you only get 1pt per success anyway, so.....go figure.

Hope this helps.
#3 Feb 23 2004 at 11:53 AM Rating: Decent
Thanks :)
#4 Feb 23 2004 at 12:36 PM Rating: Decent
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I would stick to normal adventures with that group, you are missing a cleric and hard bumps all creatures up 5 levels and increases resist chances. I did a pick up group of 5 last night without a clc (got tired of waiting for one after 35 mins) with a low to mid 40s group - 40 pally, 44 war, 43 rogue, 45 wiz and my self (45 chanter) in MM collect if I remember correctly. We finished with time to spare, but had several med breaks for pally and I (I was pacifying in addition to slowing, haste clarity etc) and were LOM throughout.

We picked up a 42 clc and feeling (over) confident, went for hard collect, thinking the pally would soothe and I would have extra mana for nuking. Pally's soothe would not hold on higher mobs (they were red to him and white to me), we got an add on first pull with pally taking one and war the other (negating mez), someone hit a bitten victim in the mess and we had scavengers in the mix along with a vamp who alternated between complete healings and dots - 3 dead on first pull. Regrouped and tried again with limited success - we killed mob but rogue hit a trap that wiped party. Next pull the clc went LD and 2 of us died on next pull. We ended up with 10 of 20 in normal time and then wiped twice more trying to finish for minor. I died a total of 5 times in hard after no deaths without clc in normal.

While the group mechanics could have been smoother, the fact that we won the first one should give you pause for small group doing hard.
#5 Feb 23 2004 at 1:24 PM Rating: Decent
I have heard hard can get difficult to do after lvl 35 or so. Before then, hard is still pretty easy. If you have a level spread where the highest in group are the slower and tank, everyone else is below them... the hard will end up with everything being dk blue to the ones that need to land spells and yellow/red to the rest. The healer only has to land spells on tank (no resists) but if your dps comes from nukers, they may get resisted if not on the higher range of the group levels in hard.

My suggestion, try a few normals, and if you walk over then in ease, move to hard.
#6 Feb 24 2004 at 9:28 AM Rating: Decent
Again, thanks for the tips :) I'm still waiting for one player to pick up LDoN and one to get more comfortable with crowd control (Enchanter, plus a little more practice for the paladin and shaman, too). I have some other questions, though:

If the lowest level in the group triggers the adventure, does that set the level, or is it a party average? Ex: The low 20's enchanter triggers the adventure geared for 20th level characters; the high 20's get a lot less XP, but enable our partners to catch up AND get more familiar with dungeon fighting. Or does it average us out to a level 24 group?

Second question (or set of questions). Most of our gear has type 7 augment slots. All the list of augments I've seen are notoriously void of type 7 augments. How rare are these? Do we have to be 50+ to see augments drop? Are most of the augments resistances?

Likewise, how common/rare are type 4 (proc) augments? Are they only available through adventure points, or do they drop?

Last question... I was told that adventure points are only usable at the camp associated with a particular dungeon theme. Is there a particular theme with fewer casters? I was told Miragul's is thick with casters.
#7 Feb 24 2004 at 10:21 AM Rating: Excellent
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1. Average.

2. Not sure at that level, very common later on.

3. I've never seen them drop, only bought as far as I know.

4. Sort of true, once you have sufficient points in ALL themes you can spend the points anywhere; until then you have to spend the points where you earn them. Miragul, Tak and Guk are pretty popular with casters of various sorts.
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#8 Feb 24 2004 at 1:00 PM Rating: Default
The only problem i could with your 4 group( how are you gonna snare in the long run. I did this with my brother exactly however we did it with a war cleric a druid and a chanter. Im sure it would have been better with a post 29 wizard instaead of a druid but a back up healer is always nice....


Forgot to add that rangers could be a good off tank and also berzerker's( however i am finnding that there snare is not always reliable)

Edited, Tue Feb 24 13:33:14 2004 by Darksaber
#9 Feb 25 2004 at 9:27 AM Rating: Decent
Yeah, snare is an issue, but one we don't have an answer to.

To prevent runners, we've got three who can root (paladin, enchanter, and shaman). We've got three with bash/slam (warrior, paladin, and shaman). We've got two with stuns (enchanter and paladin). Unfortunately, that's the best we can do... all stop gap measures, but they've been working in standard dungeons, so far.
#10 Feb 25 2004 at 9:39 AM Rating: Decent
Quote:
Second question (or set of questions). Most of our gear has type 7 augment slots. All the list of augments I've seen are notoriously void of type 7 augments. How rare are these? Do we have to be 50+ to see augments drop? Are most of the augments resistances?


Most random augs found as drops in LDoN are all/all so will fit in anything. As for rarity of drops, by 50 doing mostly LDoN's to level both my characters had most of their equipment slots augmented with stat bonuses from random drops. Sometimes we'd find 3, sometimes we would not see one for 2-3 adventures. Chests and named mobs seem to drop them more frequently. Put them in as you get them, you can always delete them from items when you find/buy better ones, might as well use the +4 fire resist until you find a better aug.

And DON'T mess with chests unless you have the sense/remove trap spells and remove curse... getting a 2 hour duration 20 damage/tick dot sucks :) Chest traps will hit everyone in the dungeon no matter where they are, so don't think you can escape by hiding down the hall.
#11 Feb 25 2004 at 10:44 PM Rating: Decent
Thanks for the tip about chests. Last I read, they hadn't been implemented. Our group will avoid them until we have a detection spell.
#12 Feb 25 2004 at 11:37 PM Rating: Good
Lack of snare is not a major problem, just refine you techniques a little.

Make sure you pull well back into your cleared zone. This is a good displine to stick to in any case.

Then, when the runner starts to run you have plenty of clear space within which to deal with it. Stun is the better option to root, especially as you have both a Chanter and a Pally.

Both the Chanter and the Shaman can cripple the mob as well, which will also stop them from running. Encourage your Chanter to experiment with the weaken and disempower series, in some situations these can be very usefull for a small group.
#13 Feb 26 2004 at 9:43 AM Rating: Decent
Guess it will help to be a bit more specific on chests (Barrels/Crates/Whatever, depends on the dungeon):

There are 3 types: Physical, Magical and Cursed. They can be trapped or locked or both. Or neither, but that's pretty rare. You can smash them with a weapon but that will set off the trap and destroy whatevers inside.

Physical can only be disarmed/unlocked by Rogues and Bards, although bards not as well since they have lower skill caps. If they sense traps and get "You are certain this is not trapped", it is a physical chest and may still be locked, so they can try to unlock it. If they get message saying they can't tell, it is most likely magical or physical. If it tells them it is trapped, they can attempt to disarm it. Have remove curse and cure poison/disease spells loaded :)

If its magical, you need an Int caster (Wiz, Ench, Magician). Wizards are "better" than the other 2 (Like rogues vs. bards for physical). If an int cast tries to cast the detect trap on a physical or cursed chest, you'll get a red "This spell only works on magical items" type message (Like trying to cast ward undead on a non-undead). If it's trapped, you need to cast remove trap. The detection spell requires a reagent bought from the Magus NPC at the wayfarer camps. Once the trap is removed, try and open it, if it's locked cast the open lock spell. You cannot cast remove trap until you successfully cast detect trap, so don't think you can get away with just casting remove trap right away. I tried that already :)

Ditto all that for cursed: Clerics, Shaman & Druids. Clerics are the "best". Necromancers get both the cursed and magical spell versions that shm/dru and mag/ench get.

When buying them: MAKE SURE YOU ARE GETTING THE RIGHT VERSION. In the Adventure merchant window, check the box that says "Show only items I can use" so you don't buy the wrong class version of the spells. Good idea for any class really, would suck to buy an item/aug/spell you can't use, all the stuff is no drop (Although augs can be refunded)

There are three levels of the spells as well. Lesser, regular and greater. Honestly it's better to just save up for the greater versions of all three spells, the lesser and regular versions will stop working on higher level chests.
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