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 Post subject: Things to do at 65 ?
PostPosted: Sat Nov 27, 2010 7:58 pm 
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So, this is about the point I stopped playing back in the day, so I'm not very familiar with what kinds of interesting things there are to do at this level?

I'd still like to go finish the bosses in Kael, and some more dragon content in Velious (ToV, Sleepers, etc...). I just don't know what the equivalent of those kinds of things are in the PoP and later expansions.

Any suggestions?


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PostPosted: Sat Nov 27, 2010 8:24 pm 
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Planes of Power progression, and early GoD progression are both good.

Sunderock Springs and The Steppes should also provide some good hunting.

Epic 1.5's are doable at 65, although I'm not sure we can do them with our numbers.

65 LDoNs are pretty good too- and the weapons at least are probably still worthwhile. Similarly, I think you can start DoDH progression.

Muramite Proving Grounds in OOW might be doable with a full group at 65, but it's tuned more for the high 60s. The first set of OOW armor should be doable to some degree.

The Buried Sea pirate missions should be doable at 65- I think the first armor set from them is available then. Smugglers Energeiac and then Buccaneer's Energeiac are available at 65.

Samanna's a good place to get guides to older content, and Rasper's guides are good for current stuff (both linked in the Helpful Links thread).

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 Post subject: Re: Things to do at 65 ?
PostPosted: Sat Nov 27, 2010 8:27 pm 
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More thoughts:

The Farm camp in Dragonscale hills should be doable at 65 (I know my SK can solo there with difficulty). And there are a series of 3 quests up the hill that will give SoF faction.

What to do and When as well as [urlhttp://www.paullynch.org/eqblog/?p=350]Quests and Things to Do[/url] are two good places to look for more ideas.

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PostPosted: Sat Nov 27, 2010 8:59 pm 
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I wouldn't mind skipping GoD entirely. That expansion sucked **** right out of my *******.

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PostPosted: Sat Nov 27, 2010 9:32 pm 
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NephyrS wrote:
Planes of Power progression, and early GoD progression are both good.

Sunderock Springs and The Steppes should also provide some good hunting.

Epic 1.5's are doable at 65, although I'm not sure we can do them with our numbers.

65 LDoNs are pretty good too- and the weapons at least are probably still worthwhile. Similarly, I think you can start DoDH progression.

Muramite Proving Grounds in OOW might be doable with a full group at 65, but it's tuned more for the high 60s. The first set of OOW armor should be doable to some degree.

The Buried Sea pirate missions should be doable at 65- I think the first armor set from them is available then. Smugglers Energeiac and then Buccaneer's Energeiac are available at 65.

Samanna's a good place to get guides to older content, and Rasper's guides are good for current stuff (both linked in the Helpful Links thread).


Hmmm.. Doesn't quite have the same ring to it as say... killing giant dragons :p


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PostPosted: Sat Nov 27, 2010 10:08 pm 
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Diamondeye wrote:
I wouldn't mind skipping GoD entirely. That expansion sucked **** right out of my *******.


Bah, GoD was the best expansion evar!

Seriously, I think it had some of the best designed raids to date, although Demiplane of Blood was close.

Sadly, there's no more killing of giant dragons until we level a bit more- PoP and up raids require a good bit more outleveling to really do with a group or two.

That said, we could certainly work through some of the lower PoP progression with a group at 65, and some of them are about as cool as dragons.

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PostPosted: Mon Nov 29, 2010 1:19 pm 
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I know GoD has some nice 65 level spells I'd like to get on Duff. Not sure if the runes are single groupable though.


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PostPosted: Mon Nov 29, 2010 1:22 pm 
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Here is the quest

http://everquest.allakhazam.com/db/ques ... quest=2849

I've never spent any time in these zones, but at 65, I'd venture to say this would require a group.


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 Post subject: Things to do at 65 ?
PostPosted: Mon Nov 29, 2010 1:36 pm 
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You can come out to KT with me help me get my highland sludge.

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Last edited by Rorinthas on Mon Nov 29, 2010 1:59 pm, edited 1 time in total.

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PostPosted: Mon Nov 29, 2010 1:57 pm 
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Midgen wrote:
Here is the quest

http://everquest.allakhazam.com/db/ques ... quest=2849

I've never spent any time in these zones, but at 65, I'd venture to say this would require a group.

Depends. I had to read the link to refresh my memory, but when this was current content, we had a guild monk that could solo named in KT (took all his discs, so it was a once in long while kind of thing), and back then, I was a tank numerous times for a groups.

I suspect with Defiant gear and a merc, many classes could solo in KT at 65 and take down the named for the runes.

Chaos runes would be a different story I think, since they are from what were back then raid mobs. I know the zoo event dropped a couple each time, but I don't know if that is group-able at 65. A group could probably take the Crag Queen, but I don't recall if that drops chaos runes or not. Its really hard to keep things in perspective of power from that long ago.


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PostPosted: Mon Nov 29, 2010 2:04 pm 
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By GoD, defiant gear starts to pale compared to raid gear of the same level.

I remember trying to one group the raid named even at 70 in GoD and OOW raid gear, and it being quite a hard fight.

There's no way we can do Zoo, or even the M'Sha's as a group at 65, and I think the AEs will be quite hard on the mercs.

We might be able to start working through the Ikkinz Trials.... But we should start with Tipt and Vxed, cause if we can't finish those we don't have much of a shot in Ikkinz.

Crag Queen wasn't really groupable until 75 (in raid gear) best of my memory... She hits around 4k or so, and that will flatten any of our tanks, or even our merc tanks without a larger contingent of healers, etc.

I'm not sure if the mercs will stay and fight raid mobs like that, or will run away and leave us on our own.

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PostPosted: Mon Nov 29, 2010 2:34 pm 
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Dude... space aliens.

We can take her out with battlecruisers and rail guns. :mrgreen:

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PostPosted: Mon Nov 29, 2010 2:50 pm 
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We're getting into content I don't know anything about. If we wanted to hunt for these runes are they dropped in open zones that we can try single grouping in, or are they all raid / trial / quest areas?


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PostPosted: Mon Nov 29, 2010 2:56 pm 
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The runes are in both open zones, and trial/quest areas. Probably best to do the trials and quests, means we can work through progression at the same time we hunt for runes- that, and we're ensured name spawns.

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PostPosted: Mon Nov 29, 2010 3:13 pm 
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I hadn't really paid much attention to where Defiant falls off, but in going back and looking at some of the Txevu and Tacvi drops, yeah, it not a good comparison. Defiant has much better Mod2 stats, but doesn't compare well on AC and HP, though you could make some of it up with purity augs and power sources.


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PostPosted: Mon Nov 29, 2010 3:17 pm 
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This is where I get lost. Purity ? Power sources? Strangely spelled content?


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PostPosted: Mon Nov 29, 2010 3:27 pm 
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If you notice on the visible slot Elaborate Defiant gear, there is a Purity stat, which I think is by default 40. This was added in Burning Sea if I recall correctly, and continues through House of Thule.

From at least Secretes of Faydwer on, the group level gear has a Purity stat of 50, and raid level gear has a Purity stat of 75.

You can increase the purity of visible armor with purity augments that typically range in values from 5 to 25.

The purity of the item dictates how much the stats from the Power Sources affect your armor, as a percentage of the stat that equals the purity level.

For example, looking at [u]this chart[u], you see that the Pure Energeian Metal Orb is worth 25AC. If you are using a group level BP with 50 base purity and a 25 purity aug, for a total of 75 purity, the BP will gain 75% of the 25 AC from the metal powersource, or 18-19 AC.

And that is per slot, so all 8 visible slots at 75 Purity would be an extra ~150 AC.

The amount of purity that you have also dictates how quickly your power source drains. With all my visible slots at 100 purity, I can typically go a couple weeks or so before I have to use a new power source.


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PostPosted: Mon Nov 29, 2010 3:37 pm 
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Ladas wrote:
I hadn't really paid much attention to where Defiant falls off, but in going back and looking at some of the Txevu and Tacvi drops, yeah, it not a good comparison. Defiant has much better Mod2 stats, but doesn't compare well on AC and HP, though you could make some of it up with purity augs and power sources.


Aye, it's primarily the AC for tanks that really drops off. Focus effects are also better on raid gear, of course, but I think it's mostly the AC that's the large hit, and AC is hugely important in GoD with very high-shifted DIs on the mobs there.

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