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Guide - Get to the Beach Powerleveling 75-100 (1 Viewer)

Razkle

Single-handedly keeping Daybreak in business
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Mar 27, 2014
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morellsbeach.JPG

Morell'sCastle is one of my favorite zones! It has a random drop that every warrior with a bow needs! And the mobs die with ease!
The place I am taking you to is a bit tough to navigate to but it is worth it! I call it the beach. Basically you zone in, invis and run your guys or better yet, a mage to the whirlpool and drop into a wrecked ship. You go up to the deck and click the steering wheel and it puts you on a beach, run north 500 feet and you will find the corner and a named called Seawitch Persion, she is cake at 105! STAND where she spawns and set your pull radius to 600-750 and you will non-stop pull SO many greenies to you that are NOT green to your 75+ that you are leveling! Bonus this is where I discovered if you have a merc out he will get massive exp here even at 105! Best place by far to level merc AAs!

Group makeup I used was an SK (or a war) with a healer merc, a Wizard with afnuke2 also with a healer merc and any 2 toons you want to powerlevel just bring big bags so they can loot, that will be a full time job here.... You will get tons of vendor trash and make enough for spells for your PLees and your mercs will get sweet AAs! If your tank is well geared you can swap the 2nd healer for a dps merc.

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Every Warrior that uses a box needs THIS! I think I farmed a dozen of them just for guildies so every tank had unlimited arrows!

Huntsman's Ethereal Quiver
 
A thank you to Razkle for the recommendation, I definitely enjoy this zone. Exp here seems to be far better than Grounds and Shards. From a design perspective, the take on the characters in this zone were a nice breath of fresh air vs. the typical cubes, zombies, skellys, etc. The candy house and water maze are definitely trippy but again, nice to see something different. So, yes, getting to the beach is a pita, I figured it out by exploring and will outline in more detail below. Because this zone is a little different, I enjoyed the exploring/killing before figuring out how to get to the beach. Besides the zone being empty all the time, you are very secluded from anyone being on that beach. My highest level is a 101, the rest of my group are mid to high 90s and found this very easy (fight-wise) to get to and hold. My crew are in decent, not great gear.

No mounts since this isn't an outside zone but exp is worth it and you will get decent drops for any lower level toons you're PLing.

How to get there:
There are tons of named in this zone, they pop frequently and often and they all see invis. Again fight-wise, very easy. I found it impossible to get through the castle part of the zone unless you keep the group together. Once you get past the castle, then you can invis your mage to the beach and coh the rest over.

If you look at the map of the zone (EQResource) you'll zone in close to Guardian Ather (#13). You'll be making that first left and go along the right wall to the tree entrance next to Wisp of Hope (#24). Go inside, and continue fighting mobs as you go up, up and up (the casters saw invis). You'll get to a door that leads you to an extremely large chamber of water, you'll have to cross this to get to the entrance of the water maze. This area is where Nesseum (#15) is on the map. Once you make it to the entrace of the water maze, you'll be out of aggro and safe to keep your group here while the mage gets to the beach. I was able to invis my mage through the water maze, don't make the first left, go right (if I remember correctly). It wasn't too hard to run through the maze and find the whirlpool. Go in the whirlpool and you'll be brought to the ship (you're almost there). Get top side and touch the steering wheel. There was a named close to the steering wheel but I didn't aggro her. After touching the wheel, you'll be on a relatively safe part of the beach, out of aggro range of most mobs. I pushed my mage all the way to the edge of the beach, behind the rocks and coh the rest of the team.

I did get my group to the spot where Razkle recommends but that spot is where Maiana spawns and while she is easy to fight, her debuf or whatever it was, is annoying and she is on a 5 minute timer, so I just keep my group at the zone-in spot. The mob closest to you is on a 5 minute timer and as Razkle mentioned, there are tons to fight here. Even though it's not a high traffic area like grounds, there is plenty to fight and exp is better imho.

If you don't have a mage, it can be a little tricky to get through the maze and the ship but I found the zone extremely rewarding in exp, some decent drops and overall very worthwhile. Make note, the Visage looks just like a Mutineer's head, don't throw it away (like I did). If you have Ninjaloot on, keep in mind the Huntsman Quiver and Visage are lore and decent money makers.

Morrell's Castle Help.jpg
 
if you farm from named 23 (the crazy speckled bunny) you get to pull 8 named from 1 location, its in my writeup called candyland
 
better exp then grounds yes, but way faster kills and you need to be geared a little better then grounds. expect 5-6 quivers a day and they are LORE
 
All the named, except 1 or 2 are 94. You should be able to handle the zone.

Yes, better than Grounds. If you're thinking Grounds, might as well go through 1 more zone to get to Morrell's, it's worth it.

Forgot to mention, Ranger head-shot works on many mobs, nice plus.
 
hot tip: to get past the water maze it is multiple levels so use the FILTER on your map to only view the current plane!

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I think mine is at 15'
 
So took the advise went to the beach last night with a lvl 85 cleric now cleric is lvl 91 8hours later and I have 3 quivers. Popped off all 3 quivers on F.V in general for 400k each. If you have read my post about making a mill in a day I posted last night. (While my team was running) Thus seems to be good as any place as well. That's 1.2mill and still yet to sell vendor trash.

My group setup is 105 SK and bard with healer and DPS Caster Merc. And other two slots are just alts I'm pling.

Updated after post to added the Caster DPS part I do not use melee merc.






Update several hours later....... I do track my trade skill items via spread sheet. Picked up this habit from eve online. With mats and all from drops @ beach I accumulated roughly 340,650 plat. So with that and plus the quivers I'll stand to make roughly 1,540,650 plat. I play on FV so these isolated to our inflated as hell economy. Great place plus after checking logs no one ever entered zone nice peace of mind.
 
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How long does it normally take to get to 100? Both my toons just dinged 92 and noticed the xp got pretty slow. Thanks for the spot btw it's been real awesome so far =P.
 
I have a 3 man team leveling 3 more 75-100 and it takes me about 3 days
 
Sometimes, you gotta know your server and its population to know when and where you can afk, it is always a risk
 
I just got 75 on my crew of war+clr+rog, where's a good place to go? Dragonhills just became light blue and xp got real slow, from what i read here this place is 75 only for pl right?
 
Typically whenever I AFK, I at the very least set it so I don't do ANYTHING when someone is around. If people mess with me, then I set my Wizard to instant Exodus when folks come close followed by closing all EQ instances with /bcaa //exit
 
Could my box group of 85's do this reliably? Team make up is 86 rng, 85 sk, sham, clr and chanter. I can pop a j5 heal or wiz. All are herioc
 
yuppers, basically if you can do grounds you can do the beach
 
Thanks Raz, haven't really ventured to far into HoT other than doing the initial quests right at the zone in from the Drea, but I'm sure gonna try. Would you recommend the wiz or clr merc?
 
I will never recommend a cleric merc, they cant rez you in combat!
 
This is good to know, I had never thought my grp could handle this without a PLer (read 105). Ima try this here shortly...

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And I second Loping Plains 80 to 85. Find the crocs, they are a constant lvl 78, and you can find a spot to camp right outside the nearest one(s) aggro, and out of any pathing of others (frogs - bears).
 
Oh, bloody jesus...

1) This is a great spot! I'd RC it again if it would let me. Tell ya what, I'll take my first one back, then give a new one, how's that?

2) I feel so fuckin dirty, like, needing a shower, after killing my mage so the rogue could drag her dead ass to 'the safe spot'. But I am a heartless bastard, after giving her the 96% rez I didn't even let her stay around to leach the lost 4%. Well, at least not today...

3) I had never killed a toon for convenience, was kinda odd.

4) Never had a mage or a rogue before, don't know how I survived all these years without them.

5) No one was shitting about how much a pita this is!

6) Nor were they shittin about how great a spot this is. I have the whole zone to myself, and was considering just camping at the zone in, which woulda worked, but, I woulda known I was a sissy bitch.

Just typing this I am watching the AA roll by... I agree that if you can handle the grounds, you can handle this. It is harder, still need CC, but they are a couple of levels higher which suits me just fine. I hate outgrowin a spot and having to find another. I hate staying at an outgrown spot even more... My grp is a mixture of 90 to 93 and I am seeing deep deep blues, whites and yellows. This be good stuff, let's see how long I can stay here...
 
Were you able to drag the dead Mage through the click up/port spots? I was dragging a dead Mage with my bard when I discovered that the dead body was still back in the water-ish area. I got so pissed I just summoned and logged out lol. I eventually moved to a different spot in a different zone and just used some higher level toons to PL.
 
I did a little digging and discovered /dragcorpse. It did an amazing job! I pulled her from the zone in!!! /dragcorpse handles ZAxis, and automatically refreshes the drag like every 5 seconds.

I stopped dragging on the bow of the ship up on deck out of any aggro. That is where I assembled my group. Then they invis'd, ran the short way to the ship's wheel, clicked, and BAM, ran about 100 feet out of aggro range and set up camp. Dropped a fire so I could log the rogue and mage out, fellowshipped the remaining toons, and...simply...went...to...town! My grp was the only toons in the zone!

Well, until the servers went down about an hour after I went to sleep... I hate patches! (and they hate me)
 
On raids me and another rogue would /dragcorpse and run corpses all over and hide them from people after they accepted rez (back in the good'ol days when you had to loot your corpse) was funny to drag there corpse into the event area under the boss. Well funny to rogues anyway. if your good you can drag up to 6 corpses too just and fyi, there is a 2 corpse limit on /dragcorpse just make a hotkey for a social for /tar toonname; /corpse; /delay 5 i think it is and you can drag an army. had an old macro for cleric rezzing that was even better, but that was with an active hack along time ago, i could drag 54 corpses in about 30s from anywhere in the zone, was fun while it lasted. also for those wondering make a social for /dragcorpse and then make another for /dropcorpse or you will drag forever.
 
FYI: I've had to reduce my pull radius to avoid Seawitch Persion. Everytime I scroll back thru the spam and see battle rez's, she is involved. And she never seems alone, and, she is above my bards CC lvl for the moment. I will gain a few lvls then increase my pull range as my abilities grow. I can't wait to kill her over..and...over...and...over...

For those who are trying this without the benefit of a 105 (or 3) after playing with my pull radius awhile I ended up with 350. It doesn't sound like a lot, but there are plenty of mobs within that range in 2 directions. I very rarely see the puller 'waiting for mobs to respawn'. They respawn fast in this zone. And, I'd rather live...

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morellallnamed3.jpg

FYI I have set up camp at the red oval. Again, this is only helpful for ppl 90-95 without the aid of 105's. Seawitch Persion roams, but is usually about 700 feet out, can get as close as 400/450.
 
i keep getting waxed in the castle where the drakes, wisps and such are outside the tunnel to the ship tp, my group is now a solid 87. Guess i'm going back to the grounds lol
 
easy way to get there is, shroud 3 toons from your camp fire as rogues around lvl 60ish, then sneak and hide all three and then run them to the beach. Drop a campfire and use the shroud portal to pok and unshroud and camp fire back into the zone that should get you to the camp with no problems
 
i got lucky and ran my 85 rogue and two others through the entire castle to the beach and not 1 death, sadly beach was already camped at the sweet spot so i tried another spot and had to go since i couldn't mez mobs there yet and couldn't deal with more than 1, but i'll be back :)
 
CT and Maskoi have always told me that you need crowd control to use KA. I dint believe em, continued to have trouble, then in an unobstinate moment of clarity decided to raise a bard. My life changed. Life is good. I will not live without CC again...

In another thread we were talking about the various skills a puller may have to reduce pulling adds, it is simply too complicated what with different classes having different abilities that are applied differently, and that different zones behave differently regarding those abilities. CC is your only hope Obi Wan.

And yes, I started noticing an increase in visitors at this spot whereas when I started here I hadn't seen another soul for days and days. I noticed ppl were not utilizing the map (or MySEQ) to find a good alternative camp spot. I watched one grp wipe and wipe and wipe. They were 50 feet from me. I tried to help best I could; rezin their clr, grabbin adds, etc. Upon inspecting the map(s) I noticed that if they had merely gone down the beach another 30 feet they woulda been outa respawn aggro. I told em, but they never moved. I even sent my mnk over and stood in the better spot and told them again *shrug*.

This was a tough spot at 90, I am tearing it up at 95. I couldn't imagine it being handled < 90. Remember the OP was using 3 105's to PL. That's an entirely different story.
 
got to remember we as mq2 users can see spawns and wondering mobs, and those with showeq can see them too. Thing to remember is that not everyone can see that, some will see on a map that a location is good but wont know for sure what is going on till they experience it first hand. I know before mq2 i was a person that tried to camp where ever and turned anyplace into a camp spot, not knowing optimal spots vs piss poor spots. Now i just look at the mq and see were no mobs path then run my rogue there and see whats around the camp and then go from there if it seems good i will camp there if not then i wont. Beauty of having a rogue is i can find camps easier.
 
I have found with camp placement even 10 feet can make or break your experience at that camp! I agree that CC is key in 90% of my camps, unless its 3 105s in morels then it is kinda silly, by the time mez lands they are all dead....

When I enter a zone that I have heard is a good camp I turn on all mobs on the map and just sit and watch them for a few moments, I want to see pathing and parked mobs before I decide where to park. NEVER park in the path of agro! Always have a safe place for your team to pull from or wake up to a 105 that deleveled to 89, trust me, I did that!
 
And that's true anywhere: We need to watch the map a few minutes, or MySEQ, and learn the pathing, and in this case, the spawn points.

And deleveling? That was a setting in the cleric bot iirc... hell I've turned off clickbacktocamp for that very reason. I'll use a campfire, but the clickback thing leads to nasty death-cycles unless your grp just barely missed killing the mob(s).
 
Guide - Get to the Beach Powerleveling 75-100

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