• You've discovered RedGuides, an EverQuest multi-boxing and scripting community 🧙‍♀️⚙️. We want you to play several EQ characters at once, come join us and say hello! 👋

  • A TLP without truebox has thawed (Very Vanilla ready)
    Frostreaver

Question - Best way to PL end game?

Joined
Nov 26, 2014
RedCents
206¢
Wondering peoples strategies-fellowship of course, but as far as team makeups.

Tank in group, healers out of group with a couple of mages pets beating on mobs and ae's raining down?

Not looking to create an army of 20 mages to completely demolish everything in site lol but would be fun to hear how people set up groups or any other tips/tricks they have for keeping damage in one group to PL others!
 
TBH, I'd be interested to in this, for me I don't so much PL at end game, other than my traditional route which is to level three toons to 59, used to use the Hatchery Wing: Hatching a Plan mission but that's just been nerfed into the ground, so will need to find an alternative method to easily get to 59, after 59 I hand over to my 85 SK and 85 Ber that I have sat in Atiikii for a day or so till 75, after that I just group them with a Clr, SK and Ber in the Frontier Mountains at my sweet spot and sit and read while kiss levels them to 106, then just equip them in a full set of Conflagrant and balance the group out and grind AA's till I'm happy then dive into Chardok to power up to 110, then good to hammer RoS content.

Only issue is you need to be careful macroing in Frontier Mountains now, the GM's (and normies) have wised up to all the AFK macroing that retards do in FM (Yeah looking at the moron thats been sat at Bi'Faak for 24 hours solid afk macroing, way to go spud), I got accosted by a GM last night but since I was actually sat at my keyboard I had abit of fun with the GM before he realised I was pulling his leg pretending to be an advanced Turing bot LOL, from what he said people were now reporting the AFK macroers on my server with more regularity, but alot of it's down to less people running around so you tend to stick out more.
 
I thought I'd add some more info for peeps, while not vital, it's pretty good idea to be having your toons practise their skills while your PLing them, I personally use the most excellent Cskillup macro written by Maskoi it's totally invaluable for this and works perfectly for casters. I'm going to mess around later this week and see if an old old PL spot I used to use is viable to use to hit 59 pretty fast, it does require a bard as part of the group to be power levelled initially as it's uses a druid and/or an SK using their damage shield to kill the mobs.
 
I've never really messed with the fellowship stuff. I just pl the character to the range of a heroic sk and then group them with that heroic sk until they're 80 in Fort Mech with a bit of out of group help then at 80 I let them group with a higher level group in neriak with some out of group dps and pull trains.
 
best PL group I have ever done is this... 9 man team...
Team 1
Warrior or sk pullertank
Cleric
Chanter

Team 2
Cleric with Team 1 TANK on extended 5 or 6 to "get targets" set to heal tank at 99 with the fastest casting and fastest cooldown heal you can
max wiz
max Wiz
Max Wiz
Max Wiz
any toon that I need PLed like NOW!

Team builds itself, start with tank, cleric, chanter and 3 wiz.... then swap to team 1 and team 2, add the additional wiz and cleric and max them... then profit pl
 
and fellowship is the bomb! have 2 other teams and have 11 of them capped sharing to the 1 PL, never runs out of fellowship
 
Yeah wiz are okay... but if you want to join the big leagues swap em for zerk!

I routinely use a very similar strategy to Raz and it works like a charm.

If you have 105/110s to PL a toon, 4 zerk + sham + PL toon with sk/clr/brd + healer merc as the tank grou.

If you only have a few toons to use, sk/brd/zerk + mercs are a powerful trio. SK + Bard are unstoppable by themselves if ya use em right. Zerk is just dicho melt dps, and when you add more zerks mobs last less than 10s.
 
Fellowship is the big one. You can triple your exp rate with a constant vitality feed to the PL toons.

Full group bonus is extra exp per kill.
As of this update, groups now gain 20% to 80% "group bonus" experience for having two to five members.
Full, six-person, groups now see an additional bonus. Their experience is only divided five ways, yet they still gain the 80% "group bonus." For those who think in terms of pie charts, it amounts to a larger piece of a larger pie.
----------
Oct 12, 2010, an additional bonus for grouping with players rather than mercs was added:

  • Added an additional experience bonus for grouping with other players. Mercenaries will not add this new bonus. Each additional player added to a group will add a higher bonus up to the group maximum. A group of six players will receive approximately 22% more experience per kill than a group made of three players and three mercenaries.

Adding outside DPS would be next. For 6-man group (tank/heal/cc/DPSx2/PLee) the first 2-3 outside DPS toons you add will roughly half your kill time, then you need to add 4-6 more DPS to half it again. Diminishing returns at like 12+ toons total though, because mobs start dropping so fast. Going beyond that even at a fast respawn camp is tricky. Respawn timer or pull distance/speed becomes the limiting factor. Maybe a custom pulling macro that keeps 5+ mobs in camp or multiple pullers that ignore Xtarget count and pull from different directions could support a bigger killing team.

Assuming you put your two top DPS toons in the exp group, none of the outside DPS should KS often. You could set some DPS (monk/bst/nec) to auto-feign via KA once per mob if needed.

Raz's setup of 4 DPS in the exp group is even better.

There are also some 100% exp bonus potions from a anniversary quest if you plan ahead for next year. /claim had a few free exp potions on my older accounts.

Raids cut exp rate to about 1/3 of normal. So you'd need a very, very high kill rate to justify using them.
 
Last edited:
Fellowship is the big one. You can triple your exp rate with a constant vitality feed to the PL toons.

Full group bonus is extra exp per kill.
As of this update, groups now gain 20% to 80% "group bonus" experience for having two to five members.
Full, six-person, groups now see an additional bonus. Their experience is only divided five ways, yet they still gain the 80% "group bonus." For those who think in terms of pie charts, it amounts to a larger piece of a larger pie.
----------
Oct 12, 2010, an additional bonus for grouping with players rather than mercs was added:

  • Added an additional experience bonus for grouping with other players. Mercenaries will not add this new bonus. Each additional player added to a group will add a higher bonus up to the group maximum. A group of six players will receive approximately 22% more experience per kill than a group made of three players and three mercenaries.

Adding outside DPS would be next. For 6-man group (tank/heal/cc/DPSx2/PLee) the first 2-3 outside DPS toons you add will roughly half your kill time, then you need to add 4-6 more DPS to half it again. Diminishing returns at like 12+ toons total though, because mobs start dropping so fast. Going beyond that even at a fast respawn camp is tricky. Respawn timer or pull distance/speed becomes the limiting factor. Maybe a custom pulling macro that keeps 5+ mobs in camp or multiple pullers that ignore Xtarget count and pull from different directions could support a bigger killing team.

Assuming you put your two top DPS toons in the exp group, none of the outside DPS should KS often. You could set some DPS (monk/bst/nec) to auto-feign via KA once per mob if needed.

Raz's setup of 4 DPS in the exp group is even better.

There are also some 100% exp bonus potions from a anniversary quest if you plan ahead for next year. /claim had a few free exp potions on my older accounts.

Raids cut exp rate to about 1/3 of normal. So you'd need a very, very high kill rate to justify using them.

I do all of this, except I haven’t bothered to setup chain pulling because it’s just easier to pull with my tank (SK). I think if I did setup chain pulling my exp rate would obviously go up significantly (it’s already great with fellowship and extra outside dps toons). If you do that you should be able to build a toon to max level and max aa’s with one Krono.
 
Another good tip for XP grinding, is to do it in a dungeon, I'm not sure what the ZEM's are these days, but I definitely get better XP in EoK dungeons vs the open area's
 
Another important factor is that you're at an efficient camp. It's been a couple of years since I actively played on live so forgive me if this has been nerfed, but Dead Hills was the place for me. Could consistently hit around 290-300 mob kills per hour since the mobs respawn so fast and pulls are always very close.
 
Another important factor is that you're at an efficient camp. It's been a couple of years since I actively played on live so forgive me if this has been nerfed, but Dead Hills was the place for me. Could consistently hit around 290-300 mob kills per hour since the mobs respawn so fast and pulls are always very close.

I’ll never understand why DBG kept the mob respawn timers in Dead Hills so fast. At lvl 100 it was THE best place to PL.
 
Question - Best way to PL end game?

Users who are viewing this thread

Back
Top
Cart