Advanced players' guide

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So, you've killed mobs and leveled up and you think you are pretty good? You are, but there might be a few more things you can do to make your character even stronger.

Here are some tips to "pump you up!"

You might think old content doesn't have much use these days. But even if older zones have crappy loot and no xp, there are still some things that you can only get in the older zones.

Muramite Proving Grounds group trials

At level 100, after spending all the AAs, you might think the highest you can get your resists is 775. But that is wrong, you can get them up to 825.

There are six MPG group trials that can be done in any order. Each trial completed raises your resist cap. Completion of all trials results in a total of 50 to resist cap. It's +8 resist cap for the first five trials, and the last one you do gives +10 resist.

As of Aug 21, 2013, there is no longer a lockout timer on the MPG trials. [1]

Given levels currently, it's trivial to molo/solo these, however I'd recommend hooking up with others to help out. As with any group mission, there's a minimum requirement to request the instance (2 or 3 players in this case).

Completing any of these will grant you a level in the Special AA "Trials of Mata Muram", granting resistance bonuses. Entering Muramite Proving Grounds or the Plane of Knowledge will synch up your Trials of Mata Muram resist bonus AAs and grant any you may be eligible for.

Dragons of Norrath progression

Main article: Dragons of Norrath progression

Dragons of Norrath progression will get you:

  • Level one: 2 AA points, +10 to all stats and +10 to all stat caps.
  • Level two: 2 AA points, a 3% increase to HP, a 200 increase to Mana, and an unknown increase to Endurance, and a level 69 spell for your class.
  • Level three: 2 AA points, and an extra buff slot.
  • Level four: 2 AA points, and a 3% increased chance to critical heal, critical hit and critical DD / DoT.
  • Level five: Increased chance to resist detrimental spells.

Gyrospire Relocation Device

The Gyrospire Relocation Device will get you out of trouble, instantly.

You obtain it by doing the Gyrospire Relocation Research quest.

Chalandria's Fang

Chalandria's Fang is an item that will summon poison once every 20 hours. The poison for all level 100 classes except rogues is Chalandria's Bite XVIII. Rogues may get a different (better) poison, however this needs to be confirmed. Lower level toons (exact level / reward is to be discovered) get a lesser poison.

It is a Legends of Norrath Spider Queen scenario loot item. Every year the Spider Queen scenario is supposed to returns. Originally, it was during the Living Legacy event. However, it returned in May 2016. See Legends of Norrath > Monthly scenario rewards for more information on when it is believed to be scheduled for returning, as well as other scenarios.

If you win the scenario, you get Chalandria's Fang as the EQ loot item. Chalandria's Fang and the poison can not be traded.

With the end of Legends of Norrath, the only way to obtain this item now is to hope it appears in the Marketplace at times. It is part of the Legends of Norrath: Storm Break collection, so there may be a chance to obtain it by purchasing prize cards for that collection.

Type 3 augmentations

Main article: Type 3 augmentations

Mobs that mez you

If you are having trouble fighting mobs that mezmerize you, try using a Crimson Potion. They are sold by Mirao Frostpouch (Poison Supplies) in the Plane of Knowledge. After you use one, you should be automatically breaking any mez on you for three minutes. Some have reported that, if you have a buff on you that regenerates health, you need to remove that buff in order for it to break mez.

Hero's Special AAs

Main article: Hero's Special AAs

Expansion based class extensions still in use

Over the years, extensions to the different classes have been a part of the expansions coming out, in this paragraph there is a short introduction aimed at the new/returning player, who might want to see what is still relevant to pursue, if they intend to level up to the end game.

Epics

See main article here. Epics came out with expansions INSERT EXPANSION NUMBERS WITH LINKS HERE, and are for most classes obsolete, with a few exceptions Currently, the epics still being favored by end game players are: Class || Group || Raid || Comment Bard LINK TO BARD EPIC ARTICLE || to some degree || Extensively during Burns || Note that the Bard Epic will interrupt /melody, and therefore requires some attention and timing

Dichotomic

Dichotomics came out with TBMand are a number of spells or abilities that grow more powerful, as progression elements through the expansion unlock more powerful versions of the spell/ability.

The range of power of the dichotomics are 1 to 6, with the 6th being about 25% more powerful than the 1st.

Below is an overview of the abilities, and the community's input on whether it is still being used (current expansion: RoS)

Class Group Raid Comments
Shaman always always The Shaman Dicho is Roar of the Lion, and is a popular melee buff
Cleric ? ?
Druid in use in use
Beserker always always
Beastlord always always
Rogue always always
Monk always always
Bard ? ? Bard dicho will deplete the bards mana bar if part of the regular melody, which means that it either has to be weaved in, or used for special occasions
Ranger in use in use Latest expansion did not include Summers (link)
Warrior always always
Paladin individual preference individual preference The community did have conflicting opinions with regards to using paladin dicho, versus using the spell gem to mem an extra group heal
Shadowknight in use in use
Wizard always always, minus fire immune mobs It is not a large DPS gain for wizards, good in 80% of use cases
Magician never never The magician Dicho never got to work, it parses less damage than a nuke, and makes the pet unusable as a tank. It came out at a time where Magicians where undergoing power adjustments, and was therefore never brought to a state where it was accepted by the community.
Necromancer always always
Enchanter in use always

Alliance

Alliance spells came out with EoK (link).

They are mainly for raid players, as they require 1-3 more players of the same class as the caster (not including the caster) to function.

They are typically "raid strength", among the most powerful effects in the game, and also requiring some finesse for them to be used effectively. They refresh once a minute, and function by placing a buff on the mob, which will typically last 18 sec (3 tics). Only one Alliance pr class can be in effect at a time.

Below is a list of the classes Alliance spell, and a short comment on how to use it effectively.

Class Main effect Minimum number of Others Comments
Shaman ? ?
Cleric ? ?
Druid ? ?
Beserker ? ?
Beastlord ? ?
Rogue ? ?
Monk ? ?
Bard ? ?
Ranger ? ?
Warrior ? ?
Paladin ? ?
Shadowknight ? ?
Wizard +43k - +48k pr nuke (after crit) --> +2,4M - 2,7M 1 (2) ?
Magician ? 1 (2) ?
Necromancer ? ?
Enchanter ? ?

Unity

Class Main effect Minimum number of Others Comments
Shaman always always The Shaman Dicho is Roar of the Lion, and is a popular melee buff
Cleric ? ?
Druid ? ?
Beserker ? ?
Beastlord ? ?
Rogue ? ?
Monk ? ?
Bard ? ?
Ranger ? ?
Warrior ? ?
Paladin ? ?
Shadowknight ? ?
Wizard ? ?
Magician ? ?
Necromancer ? ?
Enchanter ? ?

Acknowledgments

This information was gathered from several sources. Some of the best ones listed below.

References