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The grand Oktoberfest & the National Day of Germany are approaching! People from Munich , Germany and other beer-lovers would gather together in the city, drink beer and celebrate this annual prosperous festival. Happy Beer Festival! During the days, we will launch series promotion activities.
When you’re level 70 (or nearly!), leveling up seems to be even more difficult. How to level up quickly and efficiently? Here’s my advice.
In order to progress past level 70, you need to have the Rise of Kunark expansion. This is where you will spend nearly all of your adventuring time from here on out. Luckily the developers took mercy upon us and packed this expansion with enough content that the average player will likely never even see it all. This also means that the zones are huge and there are so many quests, you may have some trouble keeping them all straight. That’s what we’re here for, to give a guiding light and a little bit of hand holding!
Rise of Kunark is comprised of 5 major zones, 4 of which are targeted to the top tier player. The zones you’ll be playing in are as follows (listed lowest level to highest):
Kylong Plains
Fens of Nathsar
Kunzar Jungle
Jarsath Wastes
These are all overland zones and contain mostly soloable content. The heroic areas (note: City of Mist isn’t a zone, it’s a heroic island within Kunzar Jungle) contained within RoK:
Karnor’s Castle
Chardok
Sebilis
City of Mist
Charasis: Vault of Eternal Sleep
Charasis: Maiden’s Chamber
Chelsith
Soloing could not have been made easier. I made my way from 70 to 80 completely solo (outside of raiding which doesn’t do much for experience gain). I also didn’t have a lot of playtime so I needed to maximize my XP gain while minimizing my downtime. This is easily accomplished with quests. Starting out in Kylong Plains you can find all you need to get things moving on the docks. Grab everything you can because a good portion of the quests you will get from any one area will all likely be for the immediate surroundings keeping your playtime focused. You won’t have to do excessive running around, but you will be doing some so your first order of business will be doing quests while traveling.
Grouping is more or less limited to one of the many heroic zones. There are areas in the overland zones that are heroic, but they are few. Smaller groups should utilize the quest sharing options and work on those together in the overland zones, and larger groups should definitely take advantage of their numbers and hit the heroic zones where they may reap the reward of better experience gain. If you happen to spend a lot of time grouping, you’ll surely shoot through the top tier of levels, but unfortunately, you’ll miss a good amount of the excellent content this expansion has to offer!
level 65-70: RoK can be utilized in your mid to late 60s, so don’t be shy about making your way to the new lands a bit early. During this time you will focus most of your gameplay around the docks in Kylong Plains, Teren’s Grasp, and Highton. Teren’s Grasp is especially important to gain a good amount of faction with if you don’t wish to be traveling to and from the main cities all of the time. This town has everything you need: mender, broker, banker, merchants, trainers, crafting stations, etc all available to you if they like you!
The quests in Kylong Plains will quickly move you through the zone and up in levels with surprising speed. Don’t expect to spend too much time here outside of faction gaining and the sokokar quests.
level 70-75: In your early 70s you’ll find yourself quickly outgrowing Kylong Plains and desperately in need of more action. Say hello to the Fens of Nathsar! I happen to love this zone and spent the majority of my T8 time here. There is a crazy amount of quests that can be done, and truly just not enough levels (and time) to do them all.
The first thing that you’ll notice in this zone is that no one here likes you. That’s okay! With a quick quest or two amongst the major factions you can walk through most areas without being attack. You’ll find that the faction areas such as Sathir’s Span, Bathezid Watch, and Riliss all have at least one NPC outside of the town that will give quests for positive faction.
Concentrate on quests for each area, complete the bulk of them. If you are looking to simply move though levels and not needing to worry about factions and the desire to do ALL the quests, then the most effective way to do this is by grabbing several quests at a time. Once you can no longer do that move on to a new area, rinse, and repeat!
For good old fashioned grinding, my fave areas were the Mines of Nurga and Bellywhumper Burrows. Just remember to grab any relevant Lore & Legend quests if you’re going to be out killing things for fun!
For Mid 70s grouping, give Chardok a try. It has the nice feel of a large overland zone, yet it is still primarily heroic. There is a whole lot of room in there to move around and it’s fairly easy to avoid other groups in zone.
level 75-80: Mid 70s will take you to Kunzar Jungle. Just as with the Fens of Nathsar, faction counts! Zone into Kunzar via the path from Riliss for the lower level area near Jinisk. This will be your starting quest area and a good place to set up camp so build faction here! Some of the better quest lines are at Jinisk, Dalnir’s Wheel, and Tabernacle of Pain. You’ll find a few that are heroic, but they are always worth grabbing a couple of other people for.
Small and large groups will find much fun in the City of Mist. It’s a challenging area, and will likely take more than just a duo or trio to get too far in, but it’s solid experience. If you choose to spend much time here, be sure to do the quest line from Tabernacle of Pain as three of their heroic quests will take you in here anyway.
I didn’t do a whole lot of grinding in Kunzar since I was very focused on doing guild writs, but the bits I did were centered on the Murkdweller area and that seemed like smooth and steady sailing.
Getting closer to 80, you’ll really want to head off to Jarsath Wastes, which is a shame because you end up feeling like you just didn’t get enough time in Kunzar Jungle. It’s okay though, all those quests are still there if you’d like to go back and do them for achievement experience and coin!
In Jarsath, the big area where you will spend time is the Danak Shipyards. There are quests around there, Howling Stones, Ganak’s Battlement, and the Skleross Encampment. Honestly, the quests are as plentiful here as in Fens and Kunzar, so anticipate not heading here until level 78 or so. If you utilize the masses of quests in the lower zones then you won’t end up being stuck at level 79.5 with nothing to do but grind or buy collection quests.
There is more grouping zones are this point and you may enjoy Sebilis (which seems to be a popular choice), Charasis, or Celsith. Close to or right at level 80, you’ll want to be sure you find out the requirements for your epic weapon quest line. There will surely be factions or quest lines that you will need to have completed in order to get started.
The great thing about RoK is the ability to follow quests to one outpost or camp to another. If you are in a new zone and aren’t sure of where to start, the best thing to do is follow the road and you will surely come upon someone who will give you a quest and this will likely keep you going through out the zone and through your levels with some ease!
Besides leveling up you also need to farm some gold and equipments. Otherwise, even you are level 80; you may not become a powerful character.
Guild is an important factor in most of the MMORPGs. In everquest2, the guild system is excellent, I hope to tell you give a rough idea about it.
What are Player Guilds in EQ2?
Player guilds are organizations within the game that allow for more organized group and raid play as well as guild perks and camaraderie. Player alignment or faction no longer matter within a guild and guilds may have members from any city of any alignment on the PvE servers. On PvP servers, there is an aligned requirement.
What are Status Points in EQ2?
Status points used to be specific to guilded characters in EQ2, but this is no longer the case. Un-guilded characters may earn and spend status for various things such as mounts and housing, but many of these things still require guild involvement and minimum guild levels. In order to earn status, you will need to complete city writs or heritage quests.
What are “City Writs”?
City writs are tasks given by the city in which you reside to gain. These tasks are simply small and easy quests that don’t yield much in reward other than status points and experience for your guild.
Who and Where are the City Writ NPCs?
Please see the TTH City Writ Guide for this information.
How do the Guild’s Level and my Character Level affect the City Writ quests I receive?
Guild level makes no difference, but tasks will be suitable for your character’s level.
Should I focus on completing writs for a single faction or all of them?
For the cities that offer various factions, truly the best way is to work on all factions. If you gather one task for each faction, you can often times find those tasks to be in the same areas and easily completed together. This gives you more status and more experience for your guild in a shorter amount of time.
What is Guild Experience in EQ2?
Guild Experience is measure of your guild’s overall contribution to the well-being of the city.? This is handled in much the same manner as adventuring through a level progression system. As your guild members accrue more guild experience, your guild level will rise.? As the guild level rises, this will unlock more prestige rewards that the guild will have access to for their contributions.
How does the game calculate Guild Experience?
Earned status is now divided by the number of unique accounts in your guild (minimum of 6, maximum of 24). For example, if a guild member, belonging to a guild of more than 24 people (alts are not included) completes a heritage quest for 30000 personal status points, 1250 points will go to the guild. If a guild of only 6 members (alts not included) completes the same heritage quest, 5000 points will go to the guild.
What does the Guild’s level influence?
The following occurs as the Guild rises in level:
More status rewards become available on the nine social status merchants.
The coin and/or status cost of status rewards will decrease as the guild levels.
Hallmark Raids become available at certain guild levels.
Certain NPCs in your home city may treat you differently.
What does my Faction level influence?
As you complete city writ quests, whether as a Follower or Patron, your faction standing will increase with the group you’re doing the quests for.? As your faction with this group rises, it will unlock more status rewards with the city merchants. Also, when you’ve completed a number of writs for any particular faction, you’ll receive a prefix, such as “Squire” for the Fighter faction.
Is there a penalty for having less then 24 members in a guild?
Not really. If you have less than 24 members, all incoming personal status points will be divided by the number of members the guild actually has. The minimum number is 6 and the maximum is 24. The idea is pretty simple. While a guild will make more status per writ and heritage quest, the guild with 24+ members will have more people to complete writs and heritage quests. All guilds will be different depending on how active the members are. An active guild of 6 could definitely out level a casually played guild of 40.
Is there a penalty for having more then 24 members in a guild?
No. Read the question above. It would actually benefit a guild of 24 to bring in more people since 24 is the largest amount guild status can be divided by.
Can I choose not to participate at all?
Of course! But along with the personal benefits of having status such as lower costs for housing, guild specific mounts, and the upcoming guild halls, its worth helping out as much as you can.
What happens if I leave the guild?
The following things will occur:
You retain your personal status points.
The experience a member earned for the guild is subtracted out and lost only if you’ve been a member for less than 7 days. Otherwise, your contribution resides with the guild.
Can I take my guild contribution points to another guild?
No.? Any experience you contribute to a guild is tied to that guild.
Can I lose my personal status points?
No.? You cannot lose your personal status points. You can spend them though. Personal status points can be spent at a city merchant or a horse trader for specific mounts.
Status & Faction Rewards
You will find City Merchants and/or Guild Merchants in every city in which players may reside. These merchants will help you in spending your status. You can get anything from clothing to titles to mounts with your status. Keep in mind that even with all the status in the world, many items have minimum guild levels in order to purchase.
You can use your gold to my some unique items from the Faction Merchants and City Merchants.
Who and Where are the Faction Merchants?
Faction merchants are typically located near their corresponding writ givers in each of the player cities.
Who and where are City Merchants?
City Merchants can be found
Qeynos
1.? Qeynos Harbor:? City Merchant Rabbleson of Merchant Potsby – SE side of the archways that lead to the docks.
2.? South Qeynos:? City Merchant Jowling – second story of The Herb Jar (vial symbol on the map)
3.? North Qeynos:? City Merchant Tatterhorn – inside the armor shop, Call to Arms.
4.? Eldarr Grove:? City Merchant Mirthmire - inside Antonica’s House of Pottery (bow & arrow symbol on the map)
Freeport
1. West Freeport: City Merchants Balex and Chiron - across from the Blood Haze Inn
2. South Freeport: City Merchants Saraphon and Valokis - near the West Freeport and Big Bend zones.
3. East Freeport: City Merchants Progenitus and Polycethes - Second floor of Seafarer’s Roost.
4. North Freeport: Merchants Crateria and Caphion - Inside the Jade Tiger’s Den.
Gorowyn
Western Platform: Merchant Shulzel - Insdie the Assembly of Gorowyn.
Neriak
Southern Pod: Merchant Jander - Inside a house near the docks.
Kelethin
Merchants Celea and Aothis - Inside the bank.
Maj’Dul
Inside any of the court faction houses.
What types of things can guild members purchase from Status Merchants?
The status reward inventory that guild members have access to at Status Merchants are similar to the ones that one might have at Faction Merchants.? The main difference in the rewards is the way they are “flavored”.
Some examples of this would be:
A nice painting to hang in your home;
A nice new uniform to wear around town;
A cool piece of furniture that others could admire.
A cool title with a thank you letter from a faction for all of your hard work on behalf of the city.
What if I completed the Betrayal Quest?
Betrayal has no effects on your guild standings and will only affect your personal factions.
What are the “Hallmark” Guild Raids?
This is an additional raid that is unlocked as the guild levels.? The city gives the guild organization a special commission to seek out and destroy particular enemies.? Once unlocked (assuming the necessary guild level is maintained) the guild can complete the raid once a week.? All guild members can participate in “Hallmark” raids.
Hallmark raids will reward in-game items but not to the significance of normal adventuring raids.? They are intended to be an added “bonus” for guilds aiding their city.? The toughest fights in the game are still found and un-locked in the traditional manner.
Hallmark raids do not give out the best loot.? Instead they are fun gatherings that the guild can take part in.? Think of them in the same manner as a quick “pick-up” raid that gives the members who are just logging in something quick and fun to do.
Since live update 16, guild quest raids now scale according to player level and reward additional status!
Age of Conan Hyborian Adventures offers several options for players to engage in as they enter the elder game, but few of those choices are as exciting and fun as the massive Player vs Player (PvP) siege battles. However, not knowing the basics of how sieging works when you walk onto the battle field can be a fatal mistake for your army. Learning on the fly doesn’t always cut it and can cost your guild a victory as you learn how the mechanics work.
Step 1: Declaring an Attack
The first thing you must do in order to lay siege to an enemy keep is enter the Border Kingdom in which the target keep resides. There are three possible choices.
The first step in sieging an enemy is to declare an attack.
Border Kingdom Cimmerian End: The Cimmerian Border Kingdom entrance is located in the northern section of the Lachesh Plains at coordinates (1224, 1941).
Border Kingdom Aquilonian End: The Aquilonian Border Kingdom entrance is located in the northern region of Poitain at coordinates (746, 1720)
Border to Kush: The Stygian Border Kingdom being the oddball had both a different name and location. The entrance can be found in the northwest of the Lotus Swamp at coordinates (166, 985).
Upon entering the Border Kingdom your intended target is located in you will be able to open the Massive PvP window that is located in your player search window. The very same window you would use to look for a group or find a PvP mini game, but once you enter the Border Kingdom you will be given a new window with a calendar. This will list the current keeps in the area and when they are vulnerable to attack. From here you will click on your intended target to bid for the rights to attack. I say bid because if someone else wants to attack the same keep during the same window you will bid against them and the guild with the most PvP points will win the rights to attack. PvP points can determine who wins the rights, but it will also remove all the points of that guild. It is my understanding that this was done to ensure more guilds are given the chance to attack rather than a small number monopolizing the rights to invasion. So no hoarding those points folks. Unless you really have someone you want to hit.
If your guild wins the rights you will be given a notification message. All you do from there is ready yourselves for war. As it stands currently a guild can declare as close to one minute before the vulnerability window starts. This is not exactly liked by any of the people I have talked to. Most of the people I know would like to see an attacking guild have to declare at least one hour in advance rather than the one minute. Thus giving the guild time to rally and know if they are being attacked instead of heading to the keep and waiting around an hour to see if anyone shows up. If no one declares by that time the defending guild will get a pass until their next window.
Step 2: Buy Lots of Siege Equipment
You can buy siege engine plans from your keep.
Let’s say you win the rights to an attack. You will of course need the proper equipment. After all, what good is a siege if you can’t blow some stuff up? In order to invade an enemy keep or construct a battle keep for that matter you will need to possess a tier 3 city keep. Inside that keep you will find a siege merchant that can sell you an assortment of fun little toys that make a lot of noise. The merchant sells items such as trebuchets, superior trebuchets, catapults and so on. You will want to make sure your members buy plenty of these. Without them you are not getting into any enemy stronghold. As it stands in the game currently you have 2 options for acquiring siegery. You can use the merchant in your battle keep to stock up or you can use the Architect tradeskill. I highly advise the merchant because as it stands at the moment the architect tradeskill is way too expensive to make siege weaponry. As of the writing of this guide you can buy a superior trebuchet for 20s from the siege merchant as to where it would cost you well over a gold to craft one. And as it stands I have not noticed much of a difference between the two when my guild actually tried it in a siege. Never enter a siege without enough siege equipment. Doing so will doom you to failure.
Make sure your groups have their own equipment as well. Some keeps have multiple siege spots outside the walls while others have more inside. So you will want to have several camps blasting the keep at once if possible. Siege mounts can also be useful for pushing back the enemy or protecting siege equipment, but as of the writing of this guide they are only very mildly effective against structures.
Step 3: Assemble Your Army
Now that you have the rights to attack and a nice assortment of siegery you need the most important element to a proper invasion. You need an army. Gather as many people as you can to lay siege to the enemy keep. The current intended amount of battle for siege keeps are 48 vs 48. You never know how many the enemy is going to have so gather your guild and allies if possible and form up early. You should have a clear line of communication established. Many guilds use a Ventrilo voice chat server, but some may still use the text. Either way, make sure your communication method is clear and your battle plan understood. Otherwise you’re in for a legendary butt kicking.
Siege modules can be used to create siege tents.
Step 4: Establishing Your Siege Tent
Upon arriving at your enemy’s keep you will need to establish your siege tent as soon as the attack window begins. You will want to be in position and ready to raise the tent at the one or several siege modules depending on what keep you are attacking. From the keeps I have experienced the outer walls can have as few as one module and as many as three. However, once you breach the main gate there are several modules inside the keep that you can establish siege tents at to lay waste to your enemy’s stronghold. To raise your siege tent all you need to do is click on the siege module. The tent will be raised and then you can set up your siege weapon and start blasting.
Step 5: Using Your Siege Weapons
Once your siege tent is up you can set up a siege engine such as a trebuchet or catapult providing you have plans for one in your inventory. Each siege module/tent can support one siege engine at a time. If you are the one who has set up an engine at a tent you will have two ways to attack. The first is a siege targeting module that will be placed in your inventory. You can add this icon to your hotbar to fire your engine. The second is a pet command window in your user interface. This works like a summoned pet and if you abandon an engine you can use this to dismiss it so any of your allies can establish a new one if need be. It’s a good practice to dismiss anything you aren’t using so your army can quickly set up any new attacks when needed without having to figure out who the engine belongs to as engines do not show who they belong to currently.
This icon will be used to operate your siege engine.
Your engine works much like an area of effect spell. When you click on the attack icon you will be given a large green circle that you can use to target objects and even enemies with. If a siege engine strikes an enemy it will often times knock them back from the splash effect. Siege engines as it stands are the main method for destroying walls and buildings. If you enter a siege without enough siege engines you will fail, so it is important for you to bring plenty. In any given siege you want to have a minimum of about 30 engine plans on hand with various members of the attack force.
Step 6: Sieging the Inner keep
Once you breach the outer wall you will need to lay siege to the inner city. Inside are more siege modules that you can establish additional siege tents to bombard the city from. If you have the numbers you will want all inner siege points going at once to do as much damage as possible. You will need defenders to protect your siege engines as the defenders will be mainly concerned with stopping you from using them. Your main goal once inside should be to defend your siege engines at all cost. They are your key to victory and if the defenders can destroy them and stop you from blasting their keep you will fail. The main goal and path to victory comes from razing your enemy’s buildings, walls, and keep to the ground.
Step 7: Earning Points for Victory
Earning a victory in a siege is a challenging goal, but if you have a solid attack plan you can come out the victor. When you attack an enemy keep there is a point system that determines who will be the winner. The defending team will begin with over 3500 points and the attackers begins with 0, but as the siege commences these points will change. When you destroy a defending wall, tower, or building you will receive a given amount of points and the defenders will lose points. Your main point gains in a siege will come from the destruction of all enemy structures. Killing enemy players will provide points as well, but they will by no means get you enough to win. In order to win you must destroy as many enemy structures as possible. As an attacker this is your goal. Killing defenders is a secondary option and should only be done mainly for defending your siege weapons. Any time you pursue an enemy and shift your focus from destroying buildings to killing them you are playing into their hands. Defenders only need to hold you off until the siege time limit ends while you need to close the point gap. Focus your attacks one destroying as many structures as possible.
Win or lose, always leave a lasting impression.
Step 8: Ending the Siege
There are two ways to end a siege. The first is to allow the two hour siege time limit to end and the second is to raze the enemy keep to the ground. As an attacker you will want to make sure your team has the point lead before you destroy an enemy keep. Even if you raze most of the keep structures and then bring down the keep itself you can still lose if you haven’t gotten the point lead. This is a good feature as it makes destroying the enemy structures a key part in the siege rather than going in strait for the kill.
This guide is only a rough idea about pvp, but there are some basic requests, such as a high level and good items. That’s the foundation of victory. If you don’t have them, you should go back to farm enough some good items or enough gold to buy some. And I recommend you to form a team in which the members you familiar with. Good luck!
Here are some tips that every player should be required to know to join in a team in Guild wars.
1: Never try to fight a larger team than you are in.
If you are alone, do not try to solo a group of 2 or more people. A really good player with the right build can solo two people, but no more. If you try to 1v5, who do you think will win?
2: Kite
Kiting is a fancy term for moving away from damage. Kiting is the best defensive tactic in the game. Without a speed boost, a melee character’s damage drops to zero when you’re moving away from him. Even with a speed boost, he can only do about 40% his of regular damage to you. Lowering damage is a good way to not suck, because damage makes your health go down. If you’re not already aware (I’m sure someone isn’t), you die when your health goes below 1.
3: Pay attention to your immediate surroundings.
If you see a bright, fiery torrent of visual effects culminating at your location, do not stop to take a picture. Get the hell out. AoE is the number one killer of morons in this game. You can make it seem like you aren’t a moron simply by moving out of large, glowy visual effects.
4: Keep an eye on your compass at all times.
First of all, the default compass is too small. Your compass should be big enough that you can make out the pixels on the picture of the map.
Watching your map is the best form of awareness you can have in this game. Glancing at it for half a second tells you where you, your allies, and nearby enemies are, and where each of them is heading. Without your compass, you cannot see large groups of enemies sneak up from behind you. It also lays out important locations, such as shrines.
5: Be aware of what your target(s) is doing.
If you are trying to kill a melandru dervish, don’t do it with Searing Flames. It won’t work. Every day I see at least one person try to Rotting Flesh or Searing Flames or Pin Down a melandru dervish. Likewise, if your target has interrupts on his bar, do not try to cast a 2 second spell near him. This is common sense stuff. Be awake when you play with other people.
6: Read each skill on your bar before entering a mission.
You would be surprised how many players, especially in RA, have no clue what most of their skills do. Assassins: Most of your opening attacks require something. Don’t finish a combo if your first attack misses. Steady Stance warriors: USE STEADY STANCE! I’ve knocked down more steady stance warriors using heal sig than I can count. I’ve seen even more of them knock themselves down. Dervishes: Do not use wearying strike on a full target if you’re not in God Mode. You will be unpleasantly surprised that your next Wild Blow will do 27 damage instead of 92.
7: Keep the party window open and pay attention to it.
The number one reason why idiots don’t use res sig in RA is because they don’t bring one. The number two reason is because they never look at their party window. If you can’t res sig a dead ally within 4 seconds of his death, you shouldn’t be pvping. No, res sig is not a skill that “only helps recover from failure,” it’s a skill that “gives your party 500 health, 15 energy, and 7 extra skills.” Res sig is the most powerful skill in the game, bring it.
8: Know what each profession’s roles are.
If you are a warrior, do not attack other warriors. They have 96 armor most of the time, meaning you’re doing about half your regular damage to them. Kill casters first, they’re squishy. Likewise, if you are a healer, do not tank damage. You will die. The point of being a healer is to make people live, not to absorb damage. Also, healers, never bring resurrect skills. A healer who wastes 3-6 seconds to res a teammate is losing 3-6 seconds of healing, which is all the time a decent warrior needs to score another kill.
9: PvE builds do not work in PvP.
If you just started pvping, but have been pveing for a long time, do not use your favorite pve build. You will lose. If you are totally clueless as to what to run, ask someone who pvps often. Even if it’s a skill-less gimmick, running a bad build that wins is better than running a bad build that loses.
On a similar note, do not run “survival builds” in pvp. Running a build made solely for surviving does two things to your team: You just lost one player worth of support, and you just lengthened the time it takes to wipe by 30 seconds. Not only do survival builds not work, they also waste everyone’s time. Running builds fall into this category. Use builds which either help your team, or hurt the other team.
10: Know how to win the map you’re in.
If you happen to be in a match where wiping the other team is not the main objective, don’t make it your main objective. It’s like playing ping pong only to hit the ball as hard as you can instead of aiming it at the other side of the table. While hitting a ping pong ball 100 feet across the room is amusing, it doesn’t make you win.
This guide is only a rough idea about pvp, but there are some basic requests, such as a high level and good items. That’s the foundation of victory. If you don’t have them, you should go back to farm enough some good items or enough gold to buy some. And I recommend you to form a team in which the members you familiar with. Good luck!
Leveling is a process in almost every MMORPG, but it’s also really boring. How to level up efficiently? Here are some advices for Bagi warrior.
I.)Introduction
The first thing most people think of when they hear ‘Bagi Warrior’ is, a tank. That is mostly true. Bagis are known for their health and defense, although not all choose to follow that path. Others choose to go for power and strength, and although there’s nothing wrong with this, Bagis do not give out as much damage output as other classes. However, what Bagis lack in power, they make up for in survivability. One important aspect that Bagis specialize in is their knockback and stun abilities. Bagis are known to be an annoyance because they can interrupt you in the midst of your skill, canceling it and knocking you back at the same time. Quote on quote, Bagis are known to be the ‘King of PvP’ at end game, so if love PvP, Bagis are an excellent choice to go.
II.) Leveling Guide
*One of the reasons that people have trouble training Bagis is because of the limited skills at lower level. However, it’s quite easy to level a Bagi if you know how to do so.
-From level 1-11, train on the outskirts of Loa or Braiken castle. Training here should be a breeze.
-Once you’ve achieved level 11, enter the Maze of Newbies. This is a excellent solo dungeon that gives you both potions and experience at the same time.
-Once you’ve achieved level 19, you have two choices to train at: at denebe or inside norak/castor cave, 1st floor. Both are equally adequate, but keep in mind denebe is a non-pvp map, and norak/castor has pvp enabled, meaning anyone can player-kill you while your inside the cave.
-At level 25 (or sooner, however you prefer), head to Heiharp and see how you fare there. The best experience you can get is with a party, mainly because it takes less time and less work to kill a group of monsters with a party. It’s up to you to train here until you’ve reached level 34, or you can try Requies, a jungle like map just north of denebe.
-Once you reach 34, head into the Requies dungeon. This is a solo dungeon that requires you to do several tasks to complete the entire dungeon. Upon completion, you earn an additional 50,000 experience points. You may not be able to complete this dungeon the couple first tries or even until your late 30’s, but this dungeon is by far, the best experience you can get at this stage. Once you’ve reached the low 40’s, this dungeon should be much easier. There’s also an optional boss you can attempt to kill by getting the 3 relics hidden inside the Chamber of Space. Killing this boss rewards you with a very nice ring. I suggest you do this dungeon until 55, since it’s still the best experience you can get.
-Once you’ve reached 55 (or 50), you can do one of three things: train inside of norak/castor cave by yourself or with a party, train inside Parca Shrine, or head out to crespo to train there. Parca Shrine isn’t the best area for experience points, mainly just for commission points. At level 55, crespo may be a bit difficult, unless you find a party to do the commission quest and train as well.
-During your training from 55-60, you should save up on money. Upon reaching 60, you can now enter the Dungeon of Crespo, a party dungeon that has three section (Dungeon C, Dungeon B, Dungeon A) and costs 300k to enter. However, if you go with a party of 6, each party member only needs to pay 50k. This is a quite decent dungeon that gives you experience and different gems that you may find useful, such as medials, rhombuses, elemental damage gems, or elemental resistance gems. You can also continue training in crespo doing the commission quest (s) with a party or just soloing, however you enjoy it.
-Once you’ve reached 65, you can have three options to choose from: continue training in Dungeon C, head out to Draco Desert, or do Dungeon B, which is harder than Dungeon C, because of the higher level mobs. However, it does give more experience and better gem rewards. Draco desert is a different view from crespo, mainly because it’s a desert, unlike the snow you constantly see in crespo. I wouldn’t advise doing the 65 commission quest, because it’s just a waste of money. I suggest doing dungeon B from 65+.
-Once you’ve reached 70 (Hurray!), continue training in Dungeon B or head out to Draco desert where it’s a bit easier to solo train here while also doing the level 70 commission for money and adventure points.
-Upon reach the big 75 (halfway there), you can attempt doing Dungeon A, which is the hardest of the three sections, but also gives better experience and gems. However, if you find it a bit hard, continue doing dungeon B.
To be continued until I’ve past this .
III.) Stat Guide
*There are a lot of different ways a Bagi Warrior can go, and here are the pro’s and con’s of going ‘pure’ builds:
-A strength Bagi:
A strength Bagi has good damage and is very good for PvE (Player versus Environment), but lacks in PvP mainly because of the low health and shield.
-A dexterity Bagi:
A full dexterity Bagi has good attack rate, block rate, and guard rate. It’s decent but PvE, but this build isn’t very successful in getting far.
-A heal Bagi:
A full heal Bagi has excellent defense and a lot of health for survivibility. This build is perfect for PvP, but lacks in damage.
-A spirit Bagi:
A full spirit Bagi has a lot of mana to utilize, but this build isn’t very good, PvE and PvP wise.
Now that we’ve gotten past all the ‘pure’ builds, let’s discuss the popular builds:
-A str/heal Bagi:
This build is both good for PvP and PvE due to the decent damage that’s put into strength, and the decent heal to ensure survivability and defense. Suggested points per level: 3 strength/2 heal. When you’ve reached the level to wear your next weapon, put the entire 5 points into dexterity in order to wield it.
-A heal/str Bagi:
This build is similar to the str/heal build, except this build is more focused towards survivability and defense. Suggested points per level: 3 heal/2 strength. When you’ve reached the level to wear your next weapon, put the entire 5 points into dexterity to wield it.
-A pure strength Bagi:
This build is the perfect build for PvE, mainly due to it’s high damage output and quickness in killing monsters. Suggested points per level: 5 strength. When you’ve reached the level to wear your next weapon, put the entire 5 points into dexterity to wield it.
A pure heal Bagi:
This build is the perfect build for PvP, mainly due to the high shield, defense, and health a Bagi has, making it difficult for an opponent to defeat. Suggested points per level: 5 health. Make sure that you do have enough strength and dexterity in order to wear your next weapon.
IV.) Skill Guide
Besides having strength to do damage, increasing the level of your skills helps improve your damage rate as well. You can decide what you wish to improve in, but here are some important factors you may wish to train in:
-At low level, the passive skills, Martial Arts Mastery and Horn Mastery, may not seem useful to you, but at higher level (say, 60+), it comes in handy. I suggest you adding some skill points into these to help you.
-Wild Bash and Double Smash may seem helpful at lower levels, but don’t invest too many points into them, because at higher level, they become quite useless as you have other skills that are more useful.
-Your buffs, instinct speed, instinct power, defensive, magical resistance, physical resistance, and resistance, are very useful. Max them out as soon as you can.
The other skills you have are optional, and it’s up to you to decide whether or not you wish to improve upon them.
If you want be a good Bagis, either a tank or something else, you must get good equipments and arm yourself strongly, so use all to your dil to buy the most powerful items, your will be the focus in your team and nightmare for your opponents.
Author:jacobtheharbin
You must complete the Saving Thrall instance (Old Hillsbrad Foothills) in the Caverns of Time before you attempt The Black Morass.
In the Black Morass, you and four friends are tasked with defending Medivh from an unknown dragonflight from the future that wants to disrupt the past by killing Medivh as he tries to open the Dark Portal, preventing the Horde from ever reaching Azeroth and, therefore, the Alliance from forming! (If this were to happen, the burning legion would simply have been able to destroy an azeroth in disunity, and the WORLD OF WARCRAFT would cease to exist as we know it!) ?
Back to the task at hand. Your mission, should you choose to accept it, is to defend Medivh through 18 rounds of enemy advances. Medivh has a shield that starts at 100%, and goes down if enemies are attacking him. Each round (except for 6, 12, and 18, which are boss rounds… we will discuss these later) consists of two separate things happening at once.
- A rift opens and an elite, high HP mob called a Rift Keeper spawns from it
- After the Keeper spawns, nonelite dragonkin will spawn out of the portal every 5-10 seconds and head straight to Medivh
The Rift Keeper for each portal comes in different variations. There is a melee version, a warlock version, and a mage version. You need to keep at least two steady DPSers and a tank on the Rift Keeper at all times. It is imperative that you get him down as FAST as possible. There are several reasons for this. First, if you take too long, another portal will open and you will probably wipe. Second, by getting him down as quickly as possible, you keep the number of non-elite adds that spawn to a minimum.
As for the adds, you must have one solid DPSer dealing with them. Be smart when assigning your DPS tasks in this instance. A hunter or pally would be an excellent choice to take care of the adds, because both classes have the ability to tank them with minimal damage taken (hunter has a pet, pally has plate). A rogue, on the other hand, is much better suited to stay on the Rift Keeper at all times, because they have extremely high (and more importantly, sustained) single target DPS.
DPSers,: You cannot slack during this instance or your group will wipe. In other instances, you can jerk off during a boss fight, and as long as you have an excellent healer with a large mana pool, you can still get the job done… it’ll just take a bit longer. In the Black Morass, if you are not producing, your group will wipe because more portals will spawn. This instance rides heavily on the ability of a group’s DPSers. So, attempting the Black Morass without three great DPSers is extremely inconceivable.
Okay, so you made it to round 6. Now you get your first boss, but first, we must discuss Chrono-Beacons. At the beginning of the instance, everyone will get a Chrono-Beacon from the Caverns of Time NPC. When used, this item spawns a huge dragon for about 20 seconds. The dragon will help you kill whatever you spawn it near. However, if the dragon gets too close to a boss, the boss will despawn it. Therefore, use your dragons for:
- Cleaning up adds if they start to get out of control
- Taking out Rift Keepers in rounds 15, 16, and 17. We will discuss this later.
CHRONO LORD DEJA!
This guy is relatively easy. He has an arcane missiles-esque AE attack that hits everyone for around 2k. Tranquility/Prayer of Healing/HoTs, etc. You know the drill. Simply tank him and spank him.
Particularly if you are new at this instance, you will want to use one of your dragons to care of adds during this round, because you will need all three of your DPSers focused on the boss. Placement of the dragon is extremely important. The Chrono-Beacon can be used at a very long range, and its targeting functions much like the Mage spell Blizzard or the Hunter spell Volley. Simply click where you want the dragon to spawn, and he will stay in that general vicinity. So here’s what you do:
1. Boss spawns, tank picks him up and tanks him at the rift. DPS starts immediately… tank has got to be on his game (hunters use your Misdirection)
2. Adds begin spawning.
3. Once there are 3-4 adds attacking Medivh, a designated person uses his or her Chrono-Beacon. They must deploy it very close to Medivh so that the dragon will not venture near the boss and therefore be despawned.
4. The dragon takes care of the adds in very short order, and continues killing adds for about 20 seconds… at which point it despawns.
5. You need to have the boss dead or nearly dead by this point. You can’t waste more than one dragon on any boss round.
(Note that, if you’re really pro, you can get through the boss rounds without using a dragon. Simply kill the boss really fast, then go kill all the adds. If you can save your Chrono-Beacons up in this way, it gives you a lot more flexibility during rounds 13-18, when the portals will be spawning very fast.)
So you beat Deja! Get your mediocre loot. You get a short break to rest up, rebuff, give out the loot, etc. As soon as portal 7 opens, get there and start burning that Keeper down. Don’t screw around or you will waste time and wipe. Portals 7-11 function essentially the same way as 1-5. Don’t screw up or disconnect, and everything will be fine.
TEMPORUS!
Temporus is the second and hardest boss, and he spawns from portal 12. He has a 10% healing reducing Mortal Strike effect that stacks up to 10 times (100% reduced healing). There are several ways to deal with this; all of them are dangerous.
- A lesser invulnerability pot, if chugged at the appropriate second, will ensure that the debuff falls off
- Blessing of Freedom
- An off-tank (unadvisable, because wasting a spot for the OT will leave your DPS too weak)
- You may get lucky and the debuff will fall off naturally
The first two, which are also the two best options, both involve the tank losing aggro. It’s unfortunate that that happens, but you just have to deal. Priests spam fade, hunters FD, rogues vanish, fire mages… You should only have to aggro-clear to clear the debuff once in the fight.
That’s about it for this guy. Use a dragon as before to take care of adds (if necessary) and enjoy your loot. There are a few really awesome drops off this guy. Now rest up and get ready for the hardest part of the instance… portals 13-17.PORTALS 13-17!
These get their own section because they are truly much harder than the boss at portal 18. The reason they are so hard is because they spawn really, really fast.
The time 13 opens, you need to be there and your DPS needs to be tearing up. Then get to 14 right away, and to 15 right after that. On 16, you may need to use a dragon if you are getting behind.
You can use your dragon right on top of the Rift Keeper, and he will not despawn it. Only bosses despawn dragons. So, depending on how your group is doing, it’s a good idea to use a dragon on 16 and 17. Hell, even use one on 15 if you still have three left at that point.
At this point you have killed everything and closed all the portals through 17. Nice work. But before you pat yourself on the back, notice that portal 18 has opened and a massive, Nefarian-type dragon is now beating on Medivh’s shield. Before engaging him, stay at a distance and drink up/rebuff. You should still have plenty of Medivh’s shield left, so you have a while to let him beat on it.
AENOUS!
Unlike Deja and Temporus, who stay at their rifts, the final boss will head straight to Medivh and start beating on him. However, also unlike portals 6 and 12, portal 18 does not spawn any adds. Once 17 is closed, you are free of adds forever.
Aenous does hit pretty hard, and he does have a time-stop ability (kinda like Chrom’s), but he is the easiest boss overall (partly due to his lack of adds). It’s really nice to have a pally in your group at this point to help your priest/druid heal, but it can definitely be done without one.
Claim your loot, and talk to Medivh to complete your quest. Now hearth to Shatt’rath and talk to Khadgar to get your Karazhan key!
This guide is only a rough idea about walking through this quest, but there are some basic requests, such as a high level and good items. that’s the foundation of victory. If you don’t have them, you should go back to farm enough some good items or enough gold to buy some. And I recommend you to form a team in which the members you familiar with. Good luck!
When entering the Flyff world, many newbies are at sea. What’s this class? What can/ should I do now? This section of the guide is specifically designed to guide you through the many trials and tribulations of the beginner stage of the game.
When you first create your character and log into Flyff, you will begin as a class called the Vagrant. A Vagrant is the basic class of the game. You will wear light cloth armor and fight with melee weapons while wielding a shield. The Vagrant stage will last until you have reached level 15, at which point you will be able to select one of the following advanced jobs, Mage, Assist, Mercenary, and Acrobat.
Mages are the spell-casters of Flyff and gain the ability to cast magical spells with the use of light cloth armor and their choice of either the staff or wand.
The Assist can major in either offensive attacking with the use of a knuckle weapon, or supporting as a healer with the use of helpful buffs and heals, which increase and ally’s stats and help recover hp.
Mercenaries are the warriors of Flyff. They have the ability to deal lethal damage to foes with the use of either a sword or axe and a shield.
Acrobats can possibly be the most lethal class in the game at times. The use either a yoyo or a bow weapon to attack.
But before you are faced with this choice you must make it through your vagrant stages. When you start out you are probably wondering “where am I? What should I do?” Well the answer to “where am I?” is Flaris. Flaris is the starting point in Flyff and the most basic city in all of Madrigal and Roika Mainland, which is the world Flyff takes place in. In Flaris you will find low level monsters with levels up to lvl 20 outside and some up to the upper 30’s and 40’s inside the dungeon. At first you will want to fight Aibatts. Aibatts Range from level 1-2 and you should fight a few of these till you level up. Congratulations! You are now level 2 and one step closer to achieving greatness! During your killing mobs, you will get the penya they lose, that the money in Flyff, obviously useful.
If you press the H key you will notice that you receive a character info screen with all of your characters stats. You should receive 2 stat points each level. Until 15 I highly recommend adding all stats into Strength, since this will help you will the monsters faster.
If you press K you will see that you received skill points. Even though there are skills available for vagrants I also highly recommend that you save your points for your advanced job skills.
After you have finished setting your stats, you can move onto killing again. Kill Aibatts until you feel tired of them and see that you are receiving little or no exp, or until you reach level 4. At this point you will want to move on to the Mushpang monsters which look like mushrooms with arms. Fight these until you are around level 6, and remember to add your stat points each time you level up. After level 6 you can go fight Puke-Pukes, and yes they are as ugly as their name suggests. You can fight these until around level 9 and still get good exp. Puke-Pukes have the best exp and drop rates for their level until around level 9 or 10, at which point you would want to move on. After reaching level 9 you can head over to the Demian Village, otherwise known as Madren Town on your map. Here you will find the evil children called the Demians. Fight these until you are level 11. After reaching level 11, Head out of Madren Town and north up the hill and to the left until you reach the Lawolves. Fight Lawolves until level 15 because they have really nice drop rates and exp rates as well.
Entering First Job
Once you have reached level 15 reports back to Flaris town and speak with the Job Info Official Who is standing next to [Public Office] Juria in Flaris. She will prompt you to select a job to transform into. Choose wisely based on your personal interests because you’re going to have to live with it the rest of your Flyff life, and you can’t change it. Once you have selected a job you will be prompted to speak with the official for that specific job.
For example, the Magician master is located in Saint Morning. You can get to Saint Morning by talking to [Magic] Marche in Flaris and purchasing the item called Blinkwing of Saint Morning. This item will teleport you to saint morning. When you reach SM, turn to your left and run until you see a big ramp with a lot of houses at the bottom, around those houses you will find your contact who will give your further instruction.
Complete the simple tasks they ask of you and then Congratulations! You are now first job. And until now, you must have a rough idea about Flyff, and begin to now what can you do in this game. But it’s only a start, there are more things waiting for you to be discovered in Flyff.
Author:Chris Pursley