tampa03cobra
Member
- Joined
- Mar 5, 2016
- RedCents
- 49¢
Hey all,
With the blessing of double faction I believe it's a great time to dust off some of those things that people acquire from outdated content that stay relevant today and give you that extra little boost towards being "uber". Usually most people (myself most of all) end up spacing these things out because they involve boring grinding that no one really wants to do. Thanks to the bonus, you can now spend half as much time to reap the benefits.
Anguish BP:
For Shadowknights
Think another mini epic 2.0 click, while this one is limited to a smaller lifetap/number of charges, it has still saved me countless times when shit got a little hot swarming half the valley/sarith.
http://everquest.allakhazam.com/db/item.html?item=34341
For Necromancers
This robe will give you a nice clicky damage boost you can work into your rotation. Given the potency of DOTs these days this little diddy can be a nice little DPS boost to weave into your DOT making. I am currently "legit" leveling a necro trying to experience old content and this is something I'm working on today, this combined with the epic seems like it will be good times! This effect does stack with the bonus from the epic 2.0!
"Increases the damage your duration damage spells will do for a short period of time."
http://everquest.allakhazam.com/db/item.html?item=36207
Normally people just pop instances of anguish and kill the trash then leave and begin again, but this involves a ton of running. Unfortunately the Loyalists of Dranik don't put much stock in how big of an asshole you wipe out when it comes to doling our credit. Whether you kill some grey con Kyv in Dranik or Overlord Mata Muram himself, you get a sweet ass like 1 point adjustment. My advice is, Dranik Scar is great for this, especially with double exp. Any Kyv, Noc,/ any other discord funky looking beast will give you the faction bump. Thanks to double faction, you get.. you guessed it, 2 per kill!
See this entry about this faction http://everquest.allakhazam.com/db/faction.html?faction=388
It's possible these are useful for other classes as well, but to be honest I haven't done much research, but I'm happy to provide the link below!
Silk - http://everquest.allakhazam.com/db/quest.html?quest=2992
Leather-http://everquest.allakhazam.com/db/quest.html?quest=2982
Chain-http://everquest.allakhazam.com/db/quest.html?quest=2991
Plate-http://everquest.allakhazam.com/db/quest.html?quest=2993
------------------------------------------
Dragons of Norrath:
So for those of you who were heroic toons, don't worry about this next part because you already have this (makes it worth the money just for that). There was an expansion released after Omens of War called Dragons of Norrath or (DON) for short. This expansion features two factions unrelated to anything else in Norrath, your classic good and evil structure. These factions are located in Lavastorm, as well as a neutral third faction you can use to do quests for to build up your faction with either side. The whole point to this exercise is, your character will be granted innate bonuses (similar to what you get for the Muramite proving grounds trials). You get the bonuses for each tier of progression you complete for either side. Part of the progression is tied to.. wait.. you guessed it, faction!.
*NOTE* Don't be an idiot like me and choose one side, then find out the only person you know that can request the raids is ally with the other side. When you first start getting faction points with one side or the other, it drops your faction considerably with the opposite side. So if you plan on having someone else request the raids, make sure you make the right choice. Or else your talking probably 10-15 missions to get back where you started (at apprehensively).
Seriously.. you saw that right? Nod to yourself.. and lets move on.
The details for progression are listed:
Good Norrath's Keepers-http://everquest.allakhazam.com/db/quest.html?quest=3061
Evil Dark Reign-http://everquest.allakhazam.com/db/quest.html?quest=3062
Each mission requires at least 2 real toons (mercs don't count), raids require 6 people in group like most others. Each raid/mission you complete will give you a token you turn in. This normally awards 10 points of faction, but for this time period you get 20 points! If you don't have enough faction to turn the tokens into your preferred faction, seek out the neutral faction to the south and find the NPC for your chosen group and turn it into him/her. I believe evil races can still do good faction and vice versa. These groups seem to be isolated from the rest of Norrath's various griefs and beefs. No internet in this hellish low rent cave neighborhood they live in I guess (or probably 1.5 MBPS DSL for $99.99 a month).
As you progress you will be gifted with the following innate AA abilities (they have different names but are almost identical, so only listing the keepers versions here):
Keepers:
The new ability "Gift of the Keepers" gives a maximum stats increase of 10 per stat.
You get 1-2 AAs and the Special AA "Valor of the Keepers" which adds 250 hp/mana/end to your base stats.
You get 1-2 AAs and the Special AA "Embrace of the Keepers" which increases your buff slot limit.
You get 1-2 AAs + the Special AA "Power of the Keepers" (increases chance of critical hits/spells, heals, and DoTs)
You get 1-2 AAs and the Special AA "Sanctity of the Keepers" (increases spell resist caps).
As you can see, anything that boosts your stat caps, base HP or crit/resists is worth doing. I promise you that guy or gal in your guild who you saw do something and you wonder why with the same AA number and gear they always seem to be a bit better than you? It's little things like these that really add up over time.
*Not faction related, but if you finish these up and want some additional boosts, do the Muramite proving grounds trials!
I hope you enjoy my first guide, hopefully if they ever unlock these servers I can get back on and find some more things worth doing haha.
With the blessing of double faction I believe it's a great time to dust off some of those things that people acquire from outdated content that stay relevant today and give you that extra little boost towards being "uber". Usually most people (myself most of all) end up spacing these things out because they involve boring grinding that no one really wants to do. Thanks to the bonus, you can now spend half as much time to reap the benefits.
Anguish BP:
For Shadowknights
Think another mini epic 2.0 click, while this one is limited to a smaller lifetap/number of charges, it has still saved me countless times when shit got a little hot swarming half the valley/sarith.
http://everquest.allakhazam.com/db/item.html?item=34341
For Necromancers
This robe will give you a nice clicky damage boost you can work into your rotation. Given the potency of DOTs these days this little diddy can be a nice little DPS boost to weave into your DOT making. I am currently "legit" leveling a necro trying to experience old content and this is something I'm working on today, this combined with the epic seems like it will be good times! This effect does stack with the bonus from the epic 2.0!
"Increases the damage your duration damage spells will do for a short period of time."
http://everquest.allakhazam.com/db/item.html?item=36207
Normally people just pop instances of anguish and kill the trash then leave and begin again, but this involves a ton of running. Unfortunately the Loyalists of Dranik don't put much stock in how big of an asshole you wipe out when it comes to doling our credit. Whether you kill some grey con Kyv in Dranik or Overlord Mata Muram himself, you get a sweet ass like 1 point adjustment. My advice is, Dranik Scar is great for this, especially with double exp. Any Kyv, Noc,/ any other discord funky looking beast will give you the faction bump. Thanks to double faction, you get.. you guessed it, 2 per kill!
See this entry about this faction http://everquest.allakhazam.com/db/faction.html?faction=388
It's possible these are useful for other classes as well, but to be honest I haven't done much research, but I'm happy to provide the link below!
Silk - http://everquest.allakhazam.com/db/quest.html?quest=2992
Leather-http://everquest.allakhazam.com/db/quest.html?quest=2982
Chain-http://everquest.allakhazam.com/db/quest.html?quest=2991
Plate-http://everquest.allakhazam.com/db/quest.html?quest=2993
------------------------------------------
Dragons of Norrath:
So for those of you who were heroic toons, don't worry about this next part because you already have this (makes it worth the money just for that). There was an expansion released after Omens of War called Dragons of Norrath or (DON) for short. This expansion features two factions unrelated to anything else in Norrath, your classic good and evil structure. These factions are located in Lavastorm, as well as a neutral third faction you can use to do quests for to build up your faction with either side. The whole point to this exercise is, your character will be granted innate bonuses (similar to what you get for the Muramite proving grounds trials). You get the bonuses for each tier of progression you complete for either side. Part of the progression is tied to.. wait.. you guessed it, faction!.
*NOTE* Don't be an idiot like me and choose one side, then find out the only person you know that can request the raids is ally with the other side. When you first start getting faction points with one side or the other, it drops your faction considerably with the opposite side. So if you plan on having someone else request the raids, make sure you make the right choice. Or else your talking probably 10-15 missions to get back where you started (at apprehensively).
Seriously.. you saw that right? Nod to yourself.. and lets move on.
The details for progression are listed:
Good Norrath's Keepers-http://everquest.allakhazam.com/db/quest.html?quest=3061
Evil Dark Reign-http://everquest.allakhazam.com/db/quest.html?quest=3062
Each mission requires at least 2 real toons (mercs don't count), raids require 6 people in group like most others. Each raid/mission you complete will give you a token you turn in. This normally awards 10 points of faction, but for this time period you get 20 points! If you don't have enough faction to turn the tokens into your preferred faction, seek out the neutral faction to the south and find the NPC for your chosen group and turn it into him/her. I believe evil races can still do good faction and vice versa. These groups seem to be isolated from the rest of Norrath's various griefs and beefs. No internet in this hellish low rent cave neighborhood they live in I guess (or probably 1.5 MBPS DSL for $99.99 a month).
As you progress you will be gifted with the following innate AA abilities (they have different names but are almost identical, so only listing the keepers versions here):
Keepers:
The new ability "Gift of the Keepers" gives a maximum stats increase of 10 per stat.
You get 1-2 AAs and the Special AA "Valor of the Keepers" which adds 250 hp/mana/end to your base stats.
You get 1-2 AAs and the Special AA "Embrace of the Keepers" which increases your buff slot limit.
You get 1-2 AAs + the Special AA "Power of the Keepers" (increases chance of critical hits/spells, heals, and DoTs)
You get 1-2 AAs and the Special AA "Sanctity of the Keepers" (increases spell resist caps).
As you can see, anything that boosts your stat caps, base HP or crit/resists is worth doing. I promise you that guy or gal in your guild who you saw do something and you wonder why with the same AA number and gear they always seem to be a bit better than you? It's little things like these that really add up over time.
*Not faction related, but if you finish these up and want some additional boosts, do the Muramite proving grounds trials!
I hope you enjoy my first guide, hopefully if they ever unlock these servers I can get back on and find some more things worth doing haha.

