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Question - LDoN Questions

LurkMcGurk

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So I have been running LDoNs for the past week or so on Lockjaw and I have been unable to find a good source of information on them - something that answers the generalized questions. If any of you guys have done a lot of LDoNs and wouldn't mind taking some time to answer questions that would be fantastic.

1. Are some of the "dusty box/crate/chests" impossible to disarm in LDoNs? I have a bard with 120 disarm traps and some of them he can stand at for like 20 minutes and eventually he just sets off the trap so many times it disappears on him. What gives?

2. How does the LDoN gear compare to PoP gear? Could I reliably gear out all my toons by just running LDoNs and buying the adventure gear?

3. Related to #2 - how many adventure points do the LDoNs give at 65 (Hard mode and normal)? Most of my team is 60 - 64 and the LDoNs are giving me like 40 adventure points a run.... It's really slow going.

4. Do different types of LDoNs give more adventure points?


That's all I have to start but I am sure the answers I get will lead to more questions =P
 
So I have been running LDoNs for the past week or so on Lockjaw and I have been unable to find a good source of information on them - something that answers the generalized questions. If any of you guys have done a lot of LDoNs and wouldn't mind taking some time to answer questions that would be fantastic.

1. Are some of the "dusty box/crate/chests" impossible to disarm in LDoNs? I have a bard with 120 disarm traps and some of them he can stand at for like 20 minutes and eventually he just sets off the trap so many times it disappears on him. What gives?

2. How does the LDoN gear compare to PoP gear? Could I reliably gear out all my toons by just running LDoNs and buying the adventure gear?

3. Related to #2 - how many adventure points do the LDoNs give at 65 (Hard mode and normal)? Most of my team is 60 - 64 and the LDoNs are giving me like 40 adventure points a run.... It's really slow going.

4. Do different types of LDoNs give more adventure points?


That's all I have to start but I am sure the answers I get will lead to more questions =P


1. No clue, never tried them with a bard
2. IMHO Ldon gear compares to the lower tier of POP gear, the ornate stuff fairly well. Outfitting my group with LDON gear is the plan for me since decent planar gear requires flagging and crap for awhile yet.
3. Its a grind. the 1400 pts represents a lot of LDON. If I remember right I think I was getting 90 or so on 65 hard LDON's in the old days. I am not 65 now so I can't say. The good news is I run hard at level 40 since the regular is just too easy and crap xp. You will get lots of AA points grinding all those LDON's though!
4. Not that i've noticed.
 
1. No clue, never tried them with a bard

Can ya disarm the damn things with a rogue? If so what's your Disarm Traps at?

I usually just pick lock them when i find ones I cant disarm. I don't even know if you can pick lock a trapped box and then open it while it's still trapped or not. I really don't know what some of the boxes do since I can't open them - are they just there to annoy me? Jeeze!
 
some are trapped with a priest curse, some are locked with a pure caster curse and some require a melee class. The spells are bought in LDoN along with the sense trap spells. Also as an fyi bards need higher disarm traps then rogues do for some reason to disarm the same traps.

- - - Updated - - -

those boxes have bonus LDoN points and some misc junk in them
 
The best you'll get from the boxes are extra point and illusion potions. The occasional 14hp/mana aug on hard mode might drop too, but meh. I try twice on my bard to disarm/pick and after that I move on. Not wasting points on spells for the casters ATM, and getting drunk effect on boxes is a nightmare.
 
Most of the Boxes/Chests/Creates can only be opened using the spells provided in the expansion. Using the spell that allows you to check for traps should tell you whether you need a priest or arcane or melee to disarm it. and then use the disarming spell / ability from a character of the right class type (some classes can utilize more than one type). Note that there is always a chance for failure, and normal rogue/bard disarms don't usually work, and may set them off.

All that said, if you are using the spells, I have found that the reagents that you need for them end up costing you more than the value of the items you get from them.

If you are going to open them, I would suggest noting where they are, successfully complete the mission, and then go back and get them (keeping all those not needed to open them well away from they crate/box/barrel area.
 
Thanks for the answers everyone!

I usually do wait until my entire group is away from the barrels/objects before trying to tinker with them. Honestly I usually just leave my bard standing at them for 2/4 of the instance cause I didn't know how they worked! Knowing that some of them can't be opened by him saves me a hell of a lot of time now =P

I was mostly interested in them because of the adventure point items they give. They give like 3x more than what running an adventure does for me!


I have another question for anyone who sees it: I know allakhazam has a list of the gear that each adventure merchant sells but does anyone here know off the top of their head what each 'Theme' specializes in? Examples being something like

Miragul is best for tank gear
Mistmoore caster
Takj healer

etc etc .. So far I have just been running random adventures and checking the gear as it's unlocked for me but that doesn't seem very effective =P


Another question!!


The 'a hollow tree' in Takj or the "Bitten Victim" in Mistmoore - do they serve any real purpose? Sometimes they die really easily, sometimes they help you, sometimes they spawn enemies that don't count towards your end goal for the dungeon. - I've honestly just started avoiding these ... "features" since they really seem to serve no purpose. Anyone here have a comment about what they do or what purpose they serve if any?
 
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Thanks for the answers everyone!

I usually do wait until my entire group is away from the barrels/objects before trying to tinker with them. Honestly I usually just leave my bard standing at them for 2/4 of the instance cause I didn't know how they worked! Knowing that some of them can't be opened by him saves me a hell of a lot of time now =P

I was mostly interested in them because of the adventure point items they give. They give like 3x more than what running an adventure does for me!


I have another question for anyone who sees it: I know allakhazam has a list of the gear that each adventure merchant sells but does anyone here know off the top of their head what each 'Theme' specializes in? Examples being something like

Miragul is best for tank gear
Mistmoore caster
Takj healer

etc etc .. So far I have just been running random adventures and checking the gear as it's unlocked for me but that doesn't seem very effective =P


Another question!!


The 'a hollow tree' in Takj or the "Bitten Victim" in Mistmoore - do they serve any real purpose? Sometimes they die really easily, sometimes they help you, sometimes they spawn enemies that don't count towards your end goal for the dungeon. - I've honestly just started avoiding these ... "features" since they really seem to serve no purpose. Anyone here have a comment about what they do or what purpose they serve if any?

They're either pets, extra mobs (3), or a big heal effect. It's random. (on collection LDONs those spawned mobs can drop the collection parts though)
 
Question - LDoN Questions

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