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Lunar Madness: Living and Levelling on Luclin 1-25Follow

#27 Oct 10 2013 at 12:24 PM Rating: Excellent
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Now if the servers would just not be locked.

While I'm waiting- I noticed my pc stands at a normal rate now after this new expansion. About a month or so ago, I logged in to find my pc would stand from sitting in a flash, instead of the usual slow stand. I thought they must've implemented something because people were complaining "taking me too long to stand!" and so it was just *flash* you're up. This lasted for a good while until the expansion was released, now I stand at the usual speed.

The new intro character background looks pretty cool. Does that change with every expansion?
#28 Oct 10 2013 at 12:46 PM Rating: Excellent
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broonsbane wrote:
No, no technical difficulties. [...] Anyway that's pretty much the scoop.

All well and good. You had said you never grouped before much less were in a guild so I wanted to make sure you weren't having trouble getting/sending guild chat messages or whatever. Even if you're soloing, feel free to pipe up in /gu if you want. It's usually idle chit-chat anyway.

You can hit Alt+G for the guild window and see who is on (you'll also see everyone's "real" name in the guild notes). If it's someone in your range and you're so inclined, you can always ask to group up. From what I've seen, everyone's pretty happy to group up and the only real barrier has been the level ranges. I think one or two people have even mentioned making alts so they can kind of lap back around with everyone else instead of winding up at lvl 40 while the rest of the Mutants are at 18.
broonsbane wrote:
Oh man I'm dreading the moment of clicking that combine button. So far my wizard has been borderline miraculous in pulling off results when it mattered.

If you haven't been training up in general, note that all of those crude/sullied/rough/etc silks and hides can be crafted for cheap skill up chances. The silks turn into bandages and the hides into "backpack leather". Just type "bandage" and "leather" into the tailoring combine window and it'll pull up the recipes. I think you can get to ~22 off of those. Save your shadeling silks for actual Luclin combines.

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Which reminds me. I just remembered the sewing needle. The one that took me forever to craft as wizard. I'm going to have to make one of those damn things again aren't I?

This should be a lot easier if Shadeweavers is fixed. Needle sharp hoppers are a regular spawn in the newbie area.

Edited, Oct 10th 2013 2:03pm by Jophiel
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#29 Oct 10 2013 at 2:22 PM Rating: Excellent
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Shadeweaver's spawn table (I've read here on other threads) is at least partially influenced by the time of day (gametime) at which you kill mobs. (Some odd mechanic things were done in Luclin... all the bane damage to specific weird things like sonic wolf is another). This time-of-day thing definately applies to the cave system in the middle of the zone. However, I've been correctly told (below this post) that there is no daytime/nightime on Luclin... (I had forgotten that) so not sure what to make of the changing of mob-types in the cave or the information claiming gametime related...

Basically (but requiring verification) my understanding is that if you clear it at night one type of mob respawns vs. during the day (see above). Pretty sure the switch is from one kind of alien to the Loda Kai.....

Not sure if other camps/regions of the zone are similar. Odds are is a specific mob type is lacking (especially after a server reset) that it is more than just "we've hunted all the spawns and turned them into something else" (though that can often be a roadblock as well).

Some of us are working quest chains in Shadeweaver's even if the mobs go grey... we should probably compile of list of tradable drops people want saved?


Edited, Oct 11th 2013 10:49pm by snailish
#30 Oct 11 2013 at 7:51 AM Rating: Good
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This morning I loaded up two very old chars to have a look at them as they are both Vah Shir and were created the day the Luclin expansion went live. They are a 45 Rogue and a 21 Bard on Tunare server. The Rogue has Taruun armor in the bank and the Bard has Hymnist armor in the bank. These are listed here on Alla, but I cannot find what NPC started the quest and my memory is defective after 12 years. Smiley: lol I wonder if these quests are still around.
#31 Oct 11 2013 at 10:17 AM Rating: Good
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I should be back on tonight. Had a couple rough days at work so pretty much zonked out when I got home. Now I'm ready to kill stuff!

I started on smithing and made my banded armor, so if anyone would like anything smithed, just let me know.
#32 Oct 11 2013 at 10:45 AM Rating: Excellent
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I figured out the shadeweavers thing. Once a gor taku is killed, a shak dratha will spawn in its place. I dont think it matters what time of day, and its impossible to figure out the time on the moon. if you do /time, it says there is no way to tell the time and only shows the earth time.

I got enough shade silk to make a full set of shade silk armor, plus more. Most of the shade silk stuff but the cured is now trivial for me.

Had a small little group in the loda kai pit in shadeweavers last night, it was surprisngly good xp there. Looks like loda kai remains for the necklace quest are really rare, i never saw any drop the entire time.
#33 Oct 11 2013 at 11:22 AM Rating: Excellent
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MissMandie wrote:
I should be back on tonight. Had a couple rough days at work so pretty much zonked out when I got home. Now I'm ready to kill stuff!

I started on smithing and made my banded armor, so if anyone would like anything smithed, just let me know.



If you could make any blunt weapon would be great, both 1 and 2 handed...my weapons other than hand to hand stink. Just let me know what materials you need....Smiley: grin

AtnaEverywhere wrote:
I figured out the shadeweavers thing. Once a gor taku is killed, a shak dratha will spawn in its place. I dont think it matters what time of day, and its impossible to figure out the time on the moon. if you do /time, it says there is no way to tell the time and only shows the earth time.

I got enough shade silk to make a full set of shade silk armor, plus more. Most of the shade silk stuff but the cured is now trivial for me.

Had a small little group in the loda kai pit in shadeweavers last night, it was surprisngly good xp there. Looks like loda kai remains for the necklace quest are really rare, i never saw any drop the entire time.


Thanks again for making some "threads" for me...that really helped my tanking a lot...Smiley: nod
#34 Oct 11 2013 at 12:08 PM Rating: Excellent
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Haven't looked into it but I'm going to guess Luclin was partially suck for lightweight blunt monk weapons since they're not a Vah Shir class.

On the plus side, it's apparently the Land of a Thousand Ulaks.
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#35 Oct 11 2013 at 12:57 PM Rating: Good
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Once players level to the point of bein g able to run the Hollowshade war, this is a common drop. Owlbear Bone Club

Edited, Oct 12th 2013 5:14pm by KC13
#36 Oct 11 2013 at 1:09 PM Rating: Excellent
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Weight 4.0!

I was thinking in comparison to Kunark where Iksar have monks as a starting class and you can tell by the expansions itemization (Dalnir's having like four separate monk weapons for instance).
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#37 Oct 11 2013 at 1:13 PM Rating: Excellent
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Could someone give me a run-down of what the self-imposed by-laws are for this campaign; I was working on jewelrycrafting with the goal of working with enchanted metals, naturally, I was either going to see if there's an enchanter in the ranks or at worst hit the Bazaar which is where my other pc gets enchanted metals. But are we imposing limitation on movement? Just Luclin zones? Mercs? I'm not 100% on the what's the structure of the campaign except the defiant gear. And also, is there an enchanter in the guild?
#38 Oct 11 2013 at 1:37 PM Rating: Excellent
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The loose "rules" are:
-- We are trying to keep our exploration and leveling to Luclin
-- Gear should be gear acquired/crafted on Luclin (not inc. Bazaar)
-- Players should feel free using PoK for necessary resources not available on Luclin (such as spells or class trainers)
-- Global drops (namely defiant and combatant/adept gear) should be treated as cash loot and sold
-- Zone specific drops such as gear/augments from previous hot zones are fine to use
-- Mercs may be used to catch up to the average level range; we want people to have fun with the gang

I think that's about it. No one is going to form some grand council and kick you (general "you") out because we saw you in Freeport or it turns out you bought ten spider silks from the Bazaar. I think a couple people decided to do their own town's newbie gear quests and I suppose that's up to them. The general idea is just to have fun using the resources of an era where grouping was more required and players were less powerful. If people are staying within the same general rules, I think it's more fun than if one guy is struggling in tattered leather and the other guy wearing a full set of Serpent's Spine expansion era armor he bought by selling pelts in the Bazaar.
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#39 Oct 11 2013 at 1:57 PM Rating: Good
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Jophiel wrote:
Weight 4.0!


Yes, weight IS important in this experiment. Mystro got Loda Kai Mail today, but is now almost always encumbered

Edited, Oct 11th 2013 3:57pm by KC13
#40 Oct 11 2013 at 2:04 PM Rating: Excellent
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A HQ Rockhopper Pelt + Shade Silk Cord gives a tailored large bag (6 slots, large 10% WR)

One of the people working up their tailoring on the Shade Silk might be able to crank some out.
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Wow. Regular ol' Joph fan club in here.
#41 Oct 11 2013 at 2:20 PM Rating: Good
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broonsbane wrote:
Could someone give me a run-down of what the self-imposed by-laws are for this campaign; I was working on jewelrycrafting with the goal of working with enchanted metals, naturally, I was either going to see if there's an enchanter in the ranks or at worst hit the Bazaar which is where my other pc gets enchanted metals. But are we imposing limitation on movement? Just Luclin zones? Mercs? I'm not 100% on the what's the structure of the campaign except the defiant gear. And also, is there an enchanter in the guild?



There is an enchanter in the mix luckily
#42 Oct 11 2013 at 2:21 PM Rating: Excellent
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Jophiel wrote:
The loose "rules" are:
-- We are trying to keep our exploration and leveling to Luclin
-- Gear should be gear acquired/crafted on Luclin (not inc. Bazaar)
-- Players should feel free using PoK for necessary resources not available on Luclin (such as spells or class trainers)
-- Global drops (namely defiant and combatant/adept gear) should be treated as cash loot and sold
-- Zone specific drops such as gear/augments from previous hot zones are fine to use
-- Mercs may be used to catch up to the average level range; we want people to have fun with the gang

I think that's about it. No one is going to form some grand council and kick you (general "you") out because we saw you in Freeport or it turns out you bought ten spider silks from the Bazaar. I think a couple people decided to do their own town's newbie gear quests and I suppose that's up to them. The general idea is just to have fun using the resources of an era where grouping was more required and players were less powerful. If people are staying within the same general rules, I think it's more fun than if one guy is struggling in tattered leather and the other guy wearing a full set of Serpent's Spine expansion era armor he bought by selling pelts in the Bazaar.


Thanks. Yeah I hear you about the 'general guidelines' thing, just looking to clear up the feel of the campaign.
#43 Oct 11 2013 at 2:46 PM Rating: Good
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What about acquiring spells and tomes? Will we be required to travel by foot to old world spell vendors, do the old quest and spell research, or are we allowed to buy those items from merchants in PoK?




#44 Oct 11 2013 at 3:41 PM Rating: Excellent
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Trappin wrote:
What about acquiring spells and tomes? Will we be required to travel by foot to old world spell vendors, do the old quest and spell research, or are we allowed to buy those items from merchants in PoK?



Whichever a person prefers. My character's story is that she was exiled to the moon by her cruel overseers in Surefall for being an inept druid, but occasionally they send her gift packages of spells to assist in her surprising progress.

In other words... I've been origining to surefall to buy spells. I also went to PoK once and found a bunch of spells I was missing... most of which I will never use.

If a stricter/pure route is fun for you, go ahead!



I'm enjoying that some things are waay harder than if the content was busy/fresh. At the same time, I had no issues with popping out the mercs to grind the beetles after we had killed them for over an hour and still needed a drop. We absolutely are missing out on these characters having access to the original-Velious surplus gear economy... but the devs intentionally removed that with tribute (along with the playerbase moving on years ago). It does make things like the Hollowshade war and killing the named in lower zones like Netherbian Lair more appealling though... as we need the drops --even the semi bad drops that a twinked character back in the day would have passed on Smiley: eek

Luclin is a 1-60 expac (like Kunark and the 1-75 Serpent's Spine). Levelling "pure-ish" in Kunark is really only viable as a Iksar, as the rest of the races are divided between FV outpost and Overthere (and nowhere near a newb zone). Dalnir is monk drop heaven because lowbie monk gear was terrible in original EQ... original vision was a minimalist gear class.
#45 Oct 11 2013 at 4:01 PM Rating: Excellent
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Trappin wrote:
What about acquiring spells and tomes? Will we be required to travel by foot to old world spell vendors, do the old quest and spell research, or are we allowed to buy those items from merchants in PoK?

As far as I'm concerned, go ahead and buy it in PoK. I assumed PoK would be most people's place to go for that stuff versus hiking all over Antonica for different spells or something.
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#46 Oct 11 2013 at 4:15 PM Rating: Excellent
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Jophiel wrote:
Haven't looked into it but I'm going to guess Luclin was partially suck for lightweight blunt monk weapons since they're not a Vah Shir class.

On the plus side, it's apparently the Land of a Thousand Ulaks.
If yen is keeping his H2H skill up, then bare fists are probably better than any weapon he's likely to get for a while. See https://forums.station.sony.com/eq/index.php?threads/monk-weapons.201042/#post-2969746

Yther Ore.
#47 Oct 11 2013 at 5:55 PM Rating: Good
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Jophiel wrote:
A HQ Rockhopper Pelt + Shade Silk Cord gives a tailored large bag (6 slots, large 10% WR)

One of the people working up their tailoring on the Shade Silk might be able to crank some out.


My tailoring is almost to 60 now. 8 of 10 slots are Handmade Backpacks. Now, having said that, I have failed on my last 8 combines.
#48 Oct 12 2013 at 1:15 AM Rating: Excellent
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Yther wrote:
Jophiel wrote:
Haven't looked into it but I'm going to guess Luclin was partially suck for lightweight blunt monk weapons since they're not a Vah Shir class.

On the plus side, it's apparently the Land of a Thousand Ulaks.
If yen is keeping his H2H skill up, then bare fists are probably better than any weapon he's likely to get for a while. See https://forums.station.sony.com/eq/index.php?threads/monk-weapons.201042/#post-2969746

Yther Ore.




Yther, thank you, I keep forgetting to look up what my h2h damage was...Smiley: bowdown
#49 Oct 12 2013 at 1:43 PM Rating: Excellent
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Hey how does guild bank function? I'm not sure how to use it, and not really sure if anyone would want anything. I've got some horns of the beast and something fists for monk and some other items but not sure if anyone uses/needs them?
#50 Oct 13 2013 at 9:38 AM Rating: Excellent
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broonsbane wrote:
Hey how does guild bank function? I'm not sure how to use it, and not really sure if anyone would want anything. I've got some horns of the beast and something fists for monk and some other items but not sure if anyone uses/needs them?


I'll attempt to answer this in a few parts:

The guild bank is located in the guild hall. You have to zone into the guild lobby (off Plane of Knowledge). The guild hall you want is the right-hand-side door. It is labelled in the zone. There is a regular banker in there, and the special guild banker. Click on the guild banker, the menu that pops up is reasonably self-explanatory. Nexus has a connection to PoK, as does Shadeweavers (depending on where you are presently on Luclin). Also, return home or origin will put you within a zone or 3 of a PoK book via your racial home city.

Note that Cazic-Thule server is the first guild lobby I have lagged in, in the last 4ish years as there was a lot of people logged in afk there the other night. Ways to minimize lag (if impacted by it): --reduce "clip angle" (I believe ctrl - is default to do this, ctrl + puts it back), look at the ground and use the map to travel through the laggy spot (okay for noncombat spots), for lobby specifically... avoid running into the mass of pc in the middle of the zone by using the hallways around the perimeter of the zone.

As for our guild bank specifically, feel free to drop any Luclin gear/items you don't need into the guild bank. Enough of us are still under level 20 that it could be an upgrade, and at least a few people have talked about playing alts so there is potential need. Besides, if someone joins later on it will help them. If we end up with 25 equally bad monk only weapons we'll cull the guild bank. Eventually, the quality of stuff none of us need in the guild bank will be pretty good (for Luclin era) as only the high-end stuff from this era in nodrop.
#51 Oct 15 2013 at 5:45 AM Rating: Good
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Jophiel wrote:
The loose "rules" are:
-- We are trying to keep our exploration and leveling to Luclin
-- Gear should be gear acquired/crafted on Luclin (not inc. Bazaar)
-- Players should feel free using PoK for necessary resources not available on Luclin (such as spells or class trainers)
-- Global drops (namely defiant and combatant/adept gear) should be treated as cash loot and sold
-- Zone specific drops such as gear/augments from previous hot zones are fine to use
-- Mercs may be used to catch up to the average level range; we want people to have fun with the gang

I think that's about it. No one is going to form some grand council and kick you (general "you") out because we saw you in Freeport or it turns out you bought ten spider silks from the Bazaar. I think a couple people decided to do their own town's newbie gear quests and I suppose that's up to them. The general idea is just to have fun using the resources of an era where grouping was more required and players were less powerful. If people are staying within the same general rules, I think it's more fun than if one guy is struggling in tattered leather and the other guy wearing a full set of Serpent's Spine expansion era armor he bought by selling pelts in the Bazaar.


How do you guys feel about boxing as long as the boxed toons follow the same rules?

Those of you that I've played with in the past probably remember that I have a tough time playing just one toon and would frequently 3box. I've started a beastlord and druid to play with my DK and shot them right to the moon as soon as they entered the world. I didn't want to clutter up the mutant guild with all my alts, so I created a guild for them called "Magical Menagerie". Of course, I would drop them in an heartbeat to group with guildies. They are just for when I'm out and about on my own.

So what's your thoughts? Aye or kick em to the curb? I want to follow the rules and keep in the spirit of it all, so thought I'd ask.
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