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#77 Aug 06 2007 at 4:15 PM Rating: Good
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Mana regen cap can be brought to 25 or so with AAs. Haven't played in a while but that's the last number I remember it going up to. I can still picture where the AAs for them are in the old window, curse this new blasted AA window - HP regen does have a cap, there are AAs in the last expansions tab to raise your hp regen cap on gear (again curse this new blasted AA window)

Edited, Aug 7th 2007 2:16am by Srakeats
#78 Aug 13 2007 at 1:50 PM Rating: Good
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223 posts
Did not know that, thanks.
#79 Aug 18 2007 at 1:59 PM Rating: Excellent
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Quote:
I would say Shaman and Beastlord. Both are able to solo quite efficiently, and both are of good use for groups due to their buffs. (Raiding may be a different thing, though...)


Once Shamans have their pets and their cannibilization ability, they rock at solo (learn to use your heal over time spells on yourself and you are set). Rooting and dotting (root/rot) is the shaman's favorite method of solo killing. Mages and Beastlords are also excellent soloists thanks to their incredible pets and their melee abilities. Druids and rangers kite (meaning they irritate a mob enough to keep them chasing them while they plink away at them with dots and arrows.. running for their lives all the while) with snares, dots and arrows.

As far as the question of raids, shamans are definitely sought after for slowing, healing and dps. (Shaman dots are second only in dps to the necromancer btw.) A successful raid will have a fairly balanced selection of all types of classes.

Honestly there are few classes that cannot solo now. The addition of the heal, haste, and mana regen potions combined with the damage shield, buff potions and other goodies available from merchants and shamans, it's possible to successfully solo with any class. The trick is simply to find where to do it most effectively for your race/class.

I don't recommend everyone piling into crescent reach to do newbie quests and such, not exclusively. Explore! Norrath is a beautiful world and even the old world zones hold surprises and fun for everyone willing to explore them. Walk through Hollowshade Moore in the evening and watch Norrath setting in the night sky. Wander around Nektulos Forest (watch out for the guards though, they are evil) and bash a few skeletons. Chase frogloks around the swamp of no hope. The newbie quests in Crescent Reach are a lot of fun to do and you will earn some interesting gear for the levels (some of the zones in TSS are simply gorgeous). There are just so many things to see in Norrath; take your time, enjoy the scenery and have fun.
#80 Aug 24 2007 at 2:22 PM Rating: Decent
OK, I want to try my first role-playing game. Everquest looks good to me, based on what I read. Question- If I buy
    Everquest I: The Anniversary Edition
will it include the game or does this package only include the various expansion packs?
Thanks,
Bill
#81 Aug 25 2007 at 12:15 PM Rating: Good
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223 posts
It includes the game and all expansions- in fact, you can download the game for free... but your account won't be flagged for any of the expansions.

edit: just as a note, this info is outdated, it no longer contains all expansions.

Edited, Dec 31st 2007 5:31pm by Groogle
#87 Oct 24 2007 at 3:33 PM Rating: Default
Just wondering if anyone still plays. I havn't played since the Gates of discorde expansion. I played a cleric am thinking of starting again and since I cant even remember my old account info I will be starting fresh. Will there be any noob groups? Or will I come in and find only twinks and lvl 75+ raiding guilds? and what classes are needed on on what server. I am in oregon. Thanks for responses.
#88 Oct 26 2007 at 2:39 AM Rating: Good
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223 posts
Yes, people still play.

It seems on Antonius Bayle there is a lack of Shamans and Tanks. Can never have too many!
#91 Dec 05 2007 at 3:38 PM Rating: Excellent
Actually, I've been playing up new toons, and I've found it hard to avoid getting into a group.

As long as you're on the gloom > KT > Palludal > MM or HHK ... and so on... fast leveling track, you will find people your level to group with. Or at least I have.

The game's not dead. It has changed, but I'm surprised at how many lower lvl toons I'm seeing. I was prepared to solo up, and I keep getting groups!
#92 Dec 30 2007 at 6:12 AM Rating: Excellent
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449 posts
- New item modifiers are available in Secrets of Faydwer zones:
- Damage Shield Mitigation: Reduces the amount of damage taken from damage shields on your opponent.
- Heal Amount: Increases healing spells by the total amount of the modifier. This is a base value that is scaled to the casting time of the spell so quick casting spells get less and longer casting spells get more.
- Spell Damage: Increases damaging spells by the total amount of the modifier. This is a base value that is scaled to the casting time of the spell so quick casting spells get less and longer casting spells get more.
- Clairvoyance: Gives a chance to gain mana equal to the total amount of the modifier when casting spells.

Also Herioc stats have been added to items, these increase your stats over the stat cap
- Heroic Intelligence: Increases mana pool, mana regen, and the maximum amount of mana regen an int-based caster can have.
- Heroic Wisdom: Increases mana pool, mana regen, and the maximum amount of mana regen a wis-based caster can have.
- Heroic Strength: Increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have. Also increases damage done by melee attacks and improves the bonus granted to armor class while using a shield.
- Heroic Stamina: Increases hit point pool, hit point regen, and the maximum amount of hit point regen a character can have. Also increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have.
- Heroic Agility: Increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have. Also increases the chance to dodge an attack, grants a bonus to defense skill, and reduces falling damage.
- Heroic Dexterity: Increases endurance pool, endurance regen, and the maximum amount of endurance regen a character can have. Also increases damage done by ranged attacks, improves chance to successfully assassinate or headshot, and improves the chance to riposte, block, and parry incoming attacks.
- Heroic Charisma: Improves reaction rolls with some NPCs and increases the amount of faction you gain or lose when faction is adjusted.
#93 Dec 30 2007 at 6:22 AM Rating: Good
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449 posts
The EQ expansion cycle has been changed and I figure here is a good place to note that - EQ will release one expansion a year from now on. It will always be a level cap increase. At release it will cost $40 or so, but within a month *at least for SoF* it will dropp to 20 or so. Every expansion will include the previous expansions, so if you're behind or just starting buy the newest one for $20 and you'll be set.
#94 Dec 31 2007 at 2:21 PM Rating: Excellent
In order to keep this thread as useful as possible, I'm going to cull some posts that are somewhat off-topic, out-dated, have already been incorporated in to the first post, or contain no useful information. Please don't take offense if your post poofs, just trying to keep this as usable a resource as possible.



Edited, Dec 31st 2007 5:28pm by Groogle
#95 Dec 31 2007 at 2:45 PM Rating: Excellent
feel free to throw a shoe at me if you think I nuked too much -- all posts are still recoverable. I just figured (coupled with PM's from three people about it) that the thread could use a little gardening. I didn't nuke any info-containing posts; hopefully this makes the thread a little more usable.
#96 Jan 01 2008 at 2:27 PM Rating: Decent
Is there a server that is newbie friendly?
#97 Jan 15 2008 at 5:41 PM Rating: Decent
I was wondering the best combo to duo with. going to return and bring a friend along. i was thinking shammy with necro. and I know it's all based opinion but i'm talking about a duo that i can duo higher up mobs not just trash. thanks in advance

Edited, Jan 15th 2008 8:41pm by bowkite
#98 Jan 25 2008 at 4:37 PM Rating: Default
I started to play EQ in 1999 and played for about 4-5 years seriously until raiding felt like a second job. I had learned to live with many of the really irritating things that would happen both in game and in billing. A year later I wondered why I still paid when I never played so I quit. I've blipped in from time to time when SOE offered a freebie or during the short time I had a station pass rather than just played EQ.
Like many folks out there my husband and I started feeling nostalgic and decided to give EQ a try again. We reactivated our accounts and sure enough, everyone was there and still dressed but we had been away so long we realized that we needed to relearn the game (a few stupid deaths will do that). We also had rl friends playing on a different server than our mains so decided to make new characters on that server while we relearned and then decide whether to transfer the mains to that server. We decided to combine relearning with a new race, the Drakkin, that had been introduced in an expansion we didn't have (there were several we didn't have!) so we bought 2 copies of SoF and added them to our accounts. Funny thing...a month after we first activated our old accounts we get another charge on our credit card. When I spoke to (if you can call it that...I waited while he read) a SOE representative in live chat I was informed in what looked like a "cut-and-paste" job that the "30 day subscription included" is ONLY FOR NEW ACCOUNTS! It does say this on the back of the box in print about one-third the size of the font on the front for "30 day subscription included". I guess they were afraid if they put it underneath that on the front then current subscribers wouldn't buy it. My question of why existing accounts don't get a free month since it costs a current player the SAME PRICE was never addressed in his response. We caught the account that hadn't billed yet and cancelled them both but I doubt I will play on my account the next month I had to pay for.
I am remembering some of the reasons I quit now. EQ is never as good as it sounds from SOE. I've played several online games and stuck with some of them through expansions that came with that same "30 day subscription included", which was tacked on to my CURRENT account! I guess the other companies figured if you paid the same price, you should get the same deal. I know that what I have to say makes zero difference because SOE is a juggernaut and they are doing great with merging servers due to low populations (I remember server splits to keep up...backwards progress?) but I feel better if someone else reads this before they buy so they are forewarned that they won't get any free month unless they start a new account.
#99 Jan 25 2008 at 8:36 PM Rating: Decent
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Keeghan wrote:
I've played several online games and stuck with some of them through expansions that came with that same "30 day subscription included", which was tacked on to my CURRENT account! I guess the other companies figured if you paid the same price, you should get the same deal.


While I agree that SOE should wisen up and be more liberal with 30 days on a sub here and there (or a few days when they botch something up as other games do)for the sake of good customor relations --I don't see it as a make or break issue about choosing to play.

I highly recommend to any person starting or returning to EQ to buy Secrets of Faydwer (so you have all the expansions) and play a Drakkin to at least the 50s following the Serpent's Spine zone progression (any race works, but doing the Drakkin adds the layer of challenge that is the progressive breath quest).

Most of the quests are meaningful (reward and lore), mob difficulty varies greatly so you can test your skills, and there is a fair bit of traffic from others levelling up in these zones. This is a good path to get up to speed with the casual game of today (and fun in my opinion).

Hardcore raiding still exists of course, and there is a very large world to solo if that is your thing.
#100 Feb 14 2008 at 1:21 PM Rating: Excellent
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267 posts
I know i started a new thread on this, but here is another excellent reason to come back that should be live within weeks. I am duplicating this here, as it may help some people come back.

The following was posted by Nodyin, a dev in EQ, in the linked thread.

http://forums.station.sony.com/eq/posts/list.m?topic_id=128067

Quote:

Changes to AA Experience


One of the most common topics of discussion on these boards has to do with AAs - gaining them, using them and how many you "need" to be viable in a group or raid setting. As time passes and expansions are released the total number of AAs that are available to each class grows, as does the number of AAs that are considered "core" by each class. Anyone who has played EverQuest for very long can realize how important a few hundred well-spent AA can be for any player of sufficient level. As great as the AA system is, however, it presents an ever growing barrier to new players or current players who might like to try a new class for a different experience or perspective. The hill, to put it simply, is simply too high to climb for many people.

To address this we're going to introduce the same type of experience scaling in the AA system that exists with levels. Just like level 1 is a lot easier to get than level 80 is we're going to change how AA experience works so that the first AAs you earn will come faster than the last AA you earn to reach the cap. This change should make it a lot easier for players climbing the levels to gain key AAs and advance to the point that they can interact with friends (new or old) that have more established characters.

What we've done is put together a very flexible, data-driven system that we can adjust as expansions are released or in response to changing circumstances. The way the system works is that we'll be able to create point ranges (with a minimum number of AAs earned and a maximum number) that will have a multiplier assigned to it. So you'll get the amount of experience you would have gotten prior to this change, but then that experience is increased by this multiplier.

So for AA #XYZ your multiplier might be 2.0. Before the change you would have gotten 500 experience. After the change it would be 500 x 2, or 1000 experience. Simple, right?

The higher you go in AA totals the lower the multiplier will be until eventually it will reach the 1.0 mark and AA experience will return to "normal". AA experience is already normalized by level to be equal to the same number of even-con kills no matter what your level is and this system will work with that. No matter where you are in terms of level you'll see the same bonus based on your AA count.

Based on the data we collected a few months ago and looking at where we're putting the 1.0 mark the vast majority of players will see a boost in the rate that they earn AAs with those at the low end of the AA count seeing the largest boost. As I mentioned above we're able to nimbly change the shape of the curve and as we release new expansions that push forward the total number of AAs that exist we will be changing the shape of the curve, including the point where AA experience returns to normal. So we'll be attempting to continue to support new players and returning veterans going forward with the AA system.

#101 Feb 27 2008 at 9:13 PM Rating: Decent
I have been away for many years. One of the reasons I left was the inhuman spawn times of some quests (I remeber one that had a 36 hour or more spawn time). Did they adjust this? or is it quest hell still? Just curious.
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