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ErQ 2 Fury Guide-5.The Raiding Fury

Monday, April 26th, 2010

5. The Raiding Fury
5.1. Introduction

Raiding is one of the main reasons that I play any MMO and it is a very important
part of EQ2 as well. There’s simply nothing much like bringing in a bunch of your friends
to lay waste to some mob and then pilfering its treasures. While Furies are not a part of
the holy trinity of classes required for a raid, they bring something that no one else can
bring and, often underestimated, a well-equipped Fury is a huge raid asset. There are
some disadvantages that we face, but we have a myriad of skills and abilities that,
provided the proper usage and group composition, shine magnificently and make us an
incredible raid-oriented support characters.

ErQ 2 Fury Guide-4.5.-6 Locations

Monday, April 26th, 2010

Levels 44-50
Zones: Permafrost, Everfrost, Solusek’s Eye, Cazic Thule
Description:
Everfrost and Cazic Thule Temple will be the worst of the two choices, although if
you do the Heart of Fear quest from CT, you can get access to a zone called Sanctum of
Fear, which gives massive amounts of experience (but has an 18h lockout on completion).
The EF mobs that you can go for will mainly be the numfoots around the world tree and
the cougars nearby. Anywhere else is basically a waste of time and I would not bother
with it.
Cazic Thule spots that you should camp are the pool of dread room inside of the
temple and the crossroads above the temple in the middle of the three pyramids. There is
no good spot to camp for the Pool of Dread room so you may get adds from time to time,
but it should still be great experience for you.
If you do the Heart of Fear access quest, go to Sanctum of Fear with a steady
group (preferably with a Templar as backup healer) and kill mobs in that zone. The trick
for this zone is to prox aggro those beginner groups while everyone else hugs the
opposite wall. Then, have your tank pull those mobs on the ramp using a bow or spell
(not prox). After that, two waves of 4 ++ level 47/48 lizards will roam down, but should not
aggro you if you hug the walls. Take those two waves out and then have the tank go and
pull the next group on the ramp and do the same. After that, move the group to the first
ramp and have the tank walk up to the next ramp, then back down. Mobs should spawn
and come down (usually 2-4 ++ mobs will come, all are different encounters). Proceed up
the ramp in this fashion. If your group isn’t strong enough to fight like this, you can have
the tank pull everything down like you did the first few encounters, but that can take a
while and mobs sometimes get stuck in the floor. I would be careful with regens since
these can be tough mobs. Let the Templar take care of most of the healing.
Next up is Permafrost, which is probably one of my least favorite zones, but one
that has a good xp potential. It is very small and there is a lot of worthless junk around
and it just isn’t a very fun zone at all, but if you stay on the ground floor and kill the ++
constructs that roam around, the experience can be quite good. There are also a lot of
named mobs that spawn around the zone so you can wander around and clear the giants
at the various levels hoping for named to spawn. Never go down the caves with wolves in
it as the experience is horrific. There is also a long quest for a necklace if you go into the
castle and then left at the platform (where Vision of Vox spawns). There are a bunch of
statues and you can inspect the nameplates. When you complete one, come back and go
to the next statue. After you complete all statues, you summon an easy encounter using
the horn in the middle room and then you get to choose from 1 of 4 necklaces that are all
orange at 50. The named mobs that spawn around the zone are for a quest for Dreyak’s
Chamber which starts from a giant (you must speak hiant language) on the northernmost
iceberg going left out of Permafrost in Everfrost. Whirlwind will fade very early and do
little damage in this zone, so you will want to use Swarm+Strike instead in most cases.
Solusek’s Eye is a very fun and beautifully crafted zone, but it is rather difficult to
access (being very deep inside of Lavastorm) and many groups do not come here. If you
reach SolE, though, there is a green glowing gear nearby that, if you approach, will flag
you for teleportation between there and a similar gear in the Shrine of Thunder at the zone
in. There are plenty of quests within and lots of mobs with decent loot and good
experience. It is a huge zone, too, very much unlike Permafrost. You should just wander
around carefully like you do in Perma, but there are a few good rooms to camp such as
the Castigator room (which is a left into a big room with 3 groups, 2 guards, and a few
wanderers at the junction right before the circular elevator that goes down into the giant
ramp area). He doesn’t drop very good loot, but the spawn time is good enough to make
it a campable room and they are not difficult mobs, especially once you have them
debuffed. Your magic DDs and fae flames will do pitiful damage in this zone, but it isn’t
much of a hinderance – I refrain from doing Strikes unless you can get the Widdershins
Staff (reward for HoF access quest completion) to go off on the mob. If you get your
Untamed Shroud to level 47+(inspect the spell), nothing in this zone can see you – so it is
vital for corpse recoveries and moving quickly down to the better XP areas.

ErQ 2 Fury Guide-4.5.-4 Locations

Friday, April 23rd, 2010

Levels 34-38
Zones: Rivervale, Runnyeye, Obelisk of Lost Souls
Description:
Rivervale and Runnyeye have a better population usually, but Obelisk of Lost
Souls is a generally unknown area with fairly good loot and many rooms with glowing
shard and enchanted bone ?’s. OoLS is surprisingly good experience, too, but it does
require 2 quests in order to access the inner sections. The four named mobs (from the
quest on the scroll by the skeleton) can be found at these LOCs (they have PH’s):
Na -33, 630, 317 & -25, 613, 260
Zej 130, 640, 400
Gron -10, 615, 410
Kul 90, 625, 250
One inside, there is another quest to summon the creator so that you can open the
second door. You will see the zone out to Feerrott, but that cannot be used until you do
the quest “Mark of the Adumbrate” from the Feerrott at the Safe Haven (follow left wall
around to a little alcove with wizard spires and merchants). The only other way to get out
of OoLS is to use your “Call of …” spell. Just wander around in OoLS killing mobs and
spawning named beasts and you should easily gain experience and have lots of loot to
vendor. It is a bit safer than Runnyeye and less crowded than Rivervale.
Rivervale is some incredible xp at certain spots, however. Deep in at the Lamia’s
(take 3 lefts on the road, then a right, then another left and follow it around to a huge
NB/Lamia area) is a great spot for the high 30’s. You will want to dispel the dots that
these mobs use immediately and keep your tank full of regens, though, because these
mobs can be tough at times and they have been known to drop tanks and entire groups
rather quickly if you wait too long in healing.
Shakey’s camp is another good spot. It is 4 lefts on the road and is on the left.
Shakey (named scarecrow) spawns quite often with decent loot. You can camp on the far
wall with no adds or interruptions usually.

ErQ 2 Fury Guide-4.5.-5 Locations

Friday, April 23rd, 2010

Levels 40-43
Zones: Rivervale, Obelisk of Lost Souls, Cazic Thule
Description:
If you are in Rivervale, then you are doing bees outside Drafling Tower or lamias.
Nightbloods should be bad experience by now, but lamia’s are fast kills and you can chain
pull them really easily into camp and wipe lots of them out. There are also tons of bees
outside drafling tower and it is an excellent spot, but it requires a better group than one
needed for Lamia’s.
Obelisk is still good in the main area at these levels, but you might try venturing
past creator door. There aren’t many camp spots past there, unfortunately, but there is a
spot where an event has a chance to drop 2 master chests every 30 minutes.
The first area you get to past the creator door is the Labyrinth and it is usually
closed off at the other end until you kill the Labyrinth of Shadows (which spawns within).
Once those doors are open, you want to head through them and find some doors which
are on a corner in the back area. There will be steps down and then you will go through
another door into a large area with a mob called The Keeper of Nihility. Buff up and have
your tank run up and hail, then slowly step back. Kill those mobs and then 2 nightbloods
spawn. Dispatch them and then kill the Keeper. The NB’s and the Keeper have a chance
to drop master chests with really nice loot. You can go back to labyrinth and kill those
shadow things and then return every 30 minutes for that named mob.
I would not recommend venturing past here, though, since there really aren’t more
xp spots left except the Aenthenaeum of Shadows, which is through the porter, the two
doors, and then past the door on the left as you enter the hall. If you don’t make it back to
the Nihility room before it spawns, however, you will be stuck behind that door and you will
have to evac to get back to Nihility.
Cazic Thule is a fairly decent spot, but the inner temple is fairly useless at these
levels since the mobs will fear you and send you warping through the map. If you have a
tank that can root itself (such as guardians and monks) then you should be fine, though,
as mobs will not fear someone that is rooted with such spells. The best spot for these
levels is up the stairs and all the way in the back, behind the main temple. There is a tiny
safe spot where you can camp and pull spiders and goo as well as some Evil eyes and a
named. If Venekor isn’t up (he spawns in the middle of the three temples, on the ground)
then you can camp there. Mobs will wander by but they don’t aggro generally.

ErQ 2 Fury Guide-4.5.-2 Locations

Thursday, April 22nd, 2010

Levels 25-30
Zones: Varsoon’s, Thundering Steppes
Description:
Giants are still a viable source of experience for the mid 20’s, but they slowly
become green and a waste of your time. There are some giants in the ancient giant valley
that are higher level and yield far more experience, but it can be difficult to get a group
good enough to take these mobs on. If you want to attempt it, though, the Ancient valley
is below that big giant bridge that leads from the griffon area into the giant area in the
west. Just follow the slope down and go to the alcove and you will see lots of undead
giants there.
The next step is Varsoon’s. It should be rather easy to get a group here even as a
low level healer and it is great experience for these levels. The best spot is probably the
clay golems, which can be reached by following the outer rim of the entrance area and
jumping in the cave opposite the entrance, then going straight. If this is too difficult, you
can go right or left from zone in and end up at the same place. You will eventually leave
the caves and get to a structure made out of bones with real floors and walls. Take all
rights here (except do not go through the door to the glimmering goblins) and you will end
up at the clay guardian room that you should camp if it is free.
There is another one across the hall from that room with groups of them, but the
room with the ++ mobs is far better experience. If this room is not available, you can go
down that hall a little farther and right again, then another right to the Tome of Death room
with a bunch of enchanted books and possibly the Tome of Death. Camp in there and pull
the clay golems that wander around.
There are lots of other rooms, but I never found them particularly spectacular and
those two spots seem to be the best experience in the whole dungeon. It may not seem
like much to choose from, though. You should still get great experience no matter where
you hunt and the loot is quite nice as well. I would suggest leaving the caves as soon as
you can, though, as it is not worth your time and not nearly as good or worthwhile as the
xp from the main area.

ErQ 2 Fury Guide-4.5.-3 Locations

Thursday, April 22nd, 2010

Levels 30-34
Zones: Varsoons Enchanted Lands, Nektropos Castle, Runnyeye
Description:
The Varsoon’s locations that you want here are the same as they were for the
previous levels. The experience will be decent in the early 30’s, but you will want to move
on after that. Nektropos and EL are the best choices. Nektropos is an instanced zone
that requires someone in your group to do the access quest “Calling in the Forest”
triggered by going to the J’rais bridge in Nektulos by Commonlands.
Nektropos experience is decent and the loot is good as well if you go up to the
sisters. You want to do the quests as well, especially the ones involving the boar’s heads
in the hallway and in barracks because the Red Eye can spawn a swine mob, which
commonly drops master chests and T5 rare substitutes. When you do the turn in for this
quest, do it one at a time and you can get several versions of him for increased chance of
awesome loot. There are lots of other quests to do in here as well for money and
experience and the sisters on the second floor always drop loot that is usually decent.
To start that event, go to the church and kill the clerics and then the inquisitor and
follow Alexa’s commands. When you first get up to the sister area and leave Elise’s room,
head through the left doorway and keep going around that walkway heading leftward
going through the rooms to kill the sisters. Elise is on the bridge that goes over the
courtyard. The 5th room (Dierdre’s) has a large nightblood that spawns and attacks you,
but you can avoid him by jumping off the staircase – he is rooted and will not follow. Do
not bother killing him, as he doesn’t drop anything.
Enchanted lands mobs to kill in the early levels consist mostly of bears and other
++ heroic encounters (like blightrats by the feral lashers). Do not bother with goblin,
dryad, or lamia groups.
Runnyeye is also a great experience zone with decent loot. The spots where you
want to camp early on are the first clay room and minotaur room (both have named that
drop decent loot). Other than that, any other room is basically the same as another
except for the evil eye areas, which can be fairly difficult for some groups. You will need
to move carefully in Runnyeye since there are lots of wandering mobs in the corridors that
like to jump you. Healing scheme is pretty basic here, but I would suggest dispelling since
some Evil Eyes can silence your tank and make it so that they cannot taunt. There are
also 2 quests (kill 100 goblins, kill 100 evil eyes) for a decent chestpiece and leggings
deeper down.
Debuffing in these areas is generally unnecessary except for ++ encounters. Keep
your dots on the mobs, too, since the swarm line has a nice defense debuff so that your
melee can hit the mobs easier.

ErQ 2 Fury Guide-4.4.Dealing Damage

Wednesday, April 21st, 2010

4.4. Dealing Damage
In order to make the best use of your mana, I would suggest using only your DoT
HO chains and keeping those up. You can nuke, but it is fairly cost heavy, so don’t go
overboard. Also, always, always melee and keep those proc buffs up on everyone
swinging a weapon! About 30-40% of your damage will come from melee and another 20-
30% (or more, depending on group composition) will come from your proc buffs like
Savagery, Bloodlust, and Fae Fire/Flames.
The damage shields are fairly worthless, but I keep them up anyways. The level
50 one (Porcupine) stuns you while it is up and you have to cancel it on your buff bar
before you can move again, but it is fairly decent for taking groups out when you are a
backup healer. I would strongly oppose using it on ++ mobs or small groups or keeping it
up for too long, though, as you can far out damage whatever Porcupine can do by just
doting, nuking, and meleeing. When you are upgrading these types spells, keep this in
mind and always go for your proc buffs, dots, and then nukes.

ErQ 2 Fury Guide-4.5.-1 Locations

Wednesday, April 21st, 2010

4.5. Locations
Levels 20-24
Zones: Thundering Steppes
Description:
You want a giant group. As a solo healer, you need a good bloom and Nemar’s,
but you will have no problem doing these mobs and they are very good experience with
the added chance to drop Giant Idols (for language) which you will need later. The giant
mastery quest is in a little bed at the far northwest gnoll camp in Thundering Steppes
which is near the waterfall entrance from Antonica. If you can, you want to get the giants
in the big crator and possible pull gnolls from behind or other wandering giants. This is
the best spot. A secondary spot is the little isolated area a little north and west of there,
but a named centaur (that doesn’t even drop loot) spawns there and can be a bit of a pain.
Also, there really aren’t any safe spots and you have to wander around a lot.
There are other mobs to kill in groups, but I would not do them, especially centaurs
as they do not start Kill On Sight but will be if you kill even 1 of them and it can make
travel rather difficult during these levels. Everything else is too spread out to be very good
for group fighting.
The only other areas that I would settle hunting are the dead river valleys with all of
the skeletons. Move around/up the rivers as you progress in levels. The experience here
is good, but giant experience and loot is generally better. There are also skeletons
outside of Varsoon’s that are tagged for groups (around Qeynos Tower 4) but they are
rather spread out and a bit of a pain to pull to a group. If you do them, the best spot to
camp is between the orb crater and the large skeleton crater where there is a little dip.

ErQ 2 Fury Guide-4.3.Backup Healer

Tuesday, April 20th, 2010

4.3. Backup Healer
I am more comfortable as a backup healer because I can go all out on my HO’s
and nukes, which is really fun. Since you aren’t really healing, you can open up
immediately with the debuffs and do a regen if/when the mob gets to around 80% or so. It
might not even be necessary, though, unless it is a tough mob or the other healer is
expecting you to help =p. Past that, I just keep my DoTs up through HO chains and hit my
Strike spells every so often and AoE on large groups. You have to be a little careful with
the HO chains since those do create aggro, but you shouldn’t steal it from good tanks.
Keep up with the feasts, but most other healing is fairly redundant.
If the other priest expects you to help out the healing, I suggest using efficient
spells instead of high healing power. Usually this is your Nemar’s and Bloom line. This
way, you have more mana for buffing, debuffing, and dot/nuking.

ErQ 2 Fury Guide-4.2.Main Healer

Monday, April 19th, 2010

There really are no early level tactics aside from relying on Bloom+Regen combo
instead of your instant heals. The mobs will not do much burst damage at low levels,
though, so it is much easier to do than at high levels. Be sure to upgrade your Bloom and
Efflo line and grab Nemar’s as your training option when you hit 20. At level 30, when the
scaling begins to lag, you need to develop some “feel” for the flow of battle and allow
yourself to keep regens up on your tank without expending too many instant heals.
I usually open up with my Bloom as it is a nice, efficient heal that doesn’t cause too
much aggro and then I move onto the regens when the tank has a bit of aggro. You will
sometimes get aggro on group mobs no matter how careful you are, so be ready to drop a
bloom or regen on yourself as well. I then move in with the debuffs (which, surprisingly,
don’t aggro that much). If the mob is a difficult or named ++ mob, I drop the debuffs first
and move onto the bloom+regen scheme, then I do a mossy balm to back it all up. After
that, I do DoT HO chains of cyclone/whirlwind + swarm and keep an eye on the debuffs.
A high level WoR is also a mana efficient use of support heals, but I find that mossy
balm+bloom+regen is more than adequate.
When you reach the 40+ level, you are going to have to rely on your instants a bit
more. Mossy Balm+Bloom+Regen is a great combo, but some of these upper levels have
burst damage that will do 1-2k easily. Therefore, you have to keep a good eye on the
tanks health and keep it pumping up so that he doesn’t go below 70%. If they do, you will
have to spam click your heals in an emergency case and it can be quite nerve wracking.
If the 3 spells aren’t keeping the tank up, fall back on Effloresce (if it is high grade) and if
that isn’t working, switch to your elixirs. Efflo should be more efficient, but it will be a good
2-300 health less if you haven’t upgrade it very far. A high level Efflo is a real treat,
though, and I still use it at 50 as a very efficient secondary heal spell.
I can usually afford to do my HO chains, AoE’s, and melee while being the main
healer, too. You will definitely want to be in melee range for that extra dps. It may not
seem like much, but it adds up quickly. Also, you won’t be affected by your Feast spells if
you are too far out of melee range.
Feasting is an excellent way of healing on multi-mob encounters. You want to cast
this spell when the mob is around the orange/red area, but if you cast it too far in the red,
then it usually won’t go off. Also, it only lasts for about 60 seconds (even though it says
72), so you want to time it well enough that it doesn’t expire before the mob dies. Don’t
forget your feasts as it will save you a lot of power healing those group encounters.