Returning.. With friends! Need gear ideas.

oh and i should reiterate what's been said in this thread already, the most important thing to have is spells. If the casters in your party are levelling up and have all their spells at every spell level, believe that the cash and then gear will definitely follow. Tanks need a shield, casters need spells, dual wielders need two things to dual wield but otherwise you can level to 51+ basically naked if you're ambitious enough and your buds can press the right sequence of buttons at the appropriate times. Also tmaps are amazing at all levels the gear would be useful.
 
Most of us have said not to worry about gearing anyone but the tank, but we never gave you a reason. So here is why this is good advice:
1. Part of the fun is getting their own gear. They wont be twinked, but over the long term they will enjoy the game more.
2. 1-55(65) goes very quickly in SoD. So quickly that typically the gear you find during xping is good enough to keep you afloat. This is especially true if you are going to group your way up the levels. (obviously, if you solo more gear helps.)
3. The SK will be the one taking all the incoming agro 99% of the time. It only makes sense that he is the toughest. The harder he is, the more stuff you can do as a group.
4. Out of combat meditation is much faster here than it is on live EQ. Med times are much lower, so mana gear (at low levels) is not going to make that much of a difference for the casters.
5. Spells are expensive when you get post 60. You have a lot of them to buy, and I am a big proponent of having a full spell book. Power is increased so much from each new spell, that it dwarfs minor gear upgrades. This is why you need to save money for spells instead of buying gear.

I'm sure I missed a couple of things, but I hope this helps explain why people are saying what they are saying.
 
There really isn't easy money in this game for "a few level 62s" (at least money that would be considered worth the time investment by endgamerss) but there are a couple options that could net 80-100pp an hour if you snag every trash loot. Be advised these aren't spots you could farm for a 1mil charm, but you might put together 6-10kpp in a week if you're persistent and play a lot. I am posting in good faith expecting none of these will be nerfed. I'd say in order of most efficient to least efficient:

1. Robots in heartlands plateau (need a port or from from north badlands) near the council of innovation camp/the behemoth. They hit hard but have relatively low hp, so if you can snag some relic buffs especially raego and a damage shield, you can just wreck these things. They are easily mezzed and easily root CC'd because of the open space you have to maneuver in the cave. All the cogs and stuff they drop are stackable except for the power sources, but if you have faction with the dryads, you can evac (i recommended just binding at the circle if you aren't a port class) and dumping stuff there. They also drop tinkered gloves which sell for like 30pp if i remember correctly and are a decent twink loot to boot. AND they sell robot oils which will hustle decently to other players if you're patient. If you have MQ faction done, you can also sell at those camps if the dryads aren't cool with you. If you can't sell in this zone, however, make sure you can gate and port back or it might take you a while to get to the nearest vendor which is on the bridge from North badlands to south badlands.

2. Lasanth (off red sun peaks, need a port or run from darkwoods MOP). The problem with lasanth is that it's remote and the mobs will agro crazy through walls and stuff and they root and are just generally annoying as all get out, but they don't really hit that hard and don't have a ton of hp. If you're patient you can make decent coin here per hour grinding out the mutants, who drop weapons and vendorables and raw coin and have a pretty short spawn rate. If you get the mutants broken well enough, you can park your healer in the safe room behind the fake wall then pull mutants to it. Watch out for the oozes because they root and will just magically show up trying to ruin your day. Again, HP and DS are your biggest buddies here and root CC is easy as pie if you're attentive.

3. Harthuks caves in Great Divide (need a port, druid or wiz). Back in 2008 when i was playing with Poct/Foct this was the place he referred me to when I whined about being too poor to buy a Robe of Flowing Water. At the time i hated boxing and wasn't willing to put the time into level a healer so I did creative things with a magician to clear them. If you have a tank and a healer and even half assed gear, this is the best farm, but these mobs have decent hps and hit like trucks at that level and probably still give decent exp at lvl 62 so they would be more of a chore than free coins. Still, they count if you get a good system going. They also drop gems, and MC weapons so if you come to the party with 12 or 13 empty bags and loot everything you can watch the coffers fill up. Hoof over to Thurgadin to dump.

4. Specter camps in NBL/SBL/EBL/goblinskull mountains. These are stupid easy if you have heals or are a pet class but you basically need a druid to get around quick to really stack bundles. Spawn is slow on these so the best technique imo is to start in NBL, clear the ones along the north west corner. Move to SBL and clear the static spawns over the hill from zone in. Move to EBL and clear the ones in the barns. Then move to the camp in GSM (they aren't static, they roam around as a group but stay pretty much in a single zone) and kill all of them. Then start over. They drop pretty good coin and a few vendorables that can make quick pp. They cast this really icky stun (only seems to be in melee range) which can be a pita but they have low hp and are very very kiteable. This might be the easiest on the list but it's a little inconsistent and if somebody else happens to be exping on one of the camps it really throws the rotation off because the respawn times are so long.

5. If you have a tracker (druid, ranger, or bard) hunt griffons and hill giants in NBL. The griffons of all levels drop very good coin considering they're like lvl25 mobs and stackable feathers that sell for 4pp. Hill giants drop big boy gems and upwards of 30pp in raw coin. The downside is that both mobs are on the same spawn table as every other little dinky mob including lion cubs and zombies, so if track isn't showing them, you need to start slaughtering everything else that roams. Cool about this zone is the port in is right there and there's a vendor on the bridge to dump vendorables. Bad news is the spawns are very random and can walk all over the zone so you want/need a tracker fo sho.

6. Similar to above (in that it is imperative you have a class that can track), hoof over to Northern Wastes of Tarhyl and track ancient mummies and sand giants. Sand giants hook it up like the hill giants do, and ancient mummies drop gems and MOST IMPORTANTLY balsam which you can sell decently to other players if you're patient. Same as above, both targets are on the global loot table (i think) so if track isn't showing, go wild killing everything. Pretty much all the trash 2cp loots are stackable and vendorable so go nuts.

7. If you're really really really lazy and don't have a tracker and maybe not even a healer and/or tank, take your 62s and go annihilate every mob in Shrouded Isle (across the water in Mistwoods, the forest outside of Erudin/Erimal) you can find and loot all their stuff. You don't get platemail in this zone because it's like lvl25 but you do get plenty of chainmail and 2g vendorable weapons. The casters drop robes that sell for 1pp but they don't stack obviously. The Yardkeeper drops a shovel that sells for like 10pp, the undead frog under the water drops a couple 5-10pp loots and Iscalda, if you catch her up, drops a staff and robe that sell for like 20pp. I would say this is really inefficient money making for 55+s as you MIGHT make MAYBE 80pp/hr (probably more like 50) if you loot EVERYTHING and the run to sell in erudin is kind of annoying, but it's so hilariously easy to kill everything in that house i guess you deal with it. The best cash loot is probably bone chips which players will buy for 10-20pp/stack. That's not awful I guess.

Hope this post helps.
Some edits/adaptions of note for your guide.
1) Robots: 1st: Evac takes you by the zone line, not the druid ring. 2nd: There is a robot vendor near the back (where wiz port in), just before you zone into undercavern.
2) Lasanth: Easy to get to with a porter, port/evac, run right over. Or, you use the darkwoods MoP and run (use invis). Only issue is selling, unless you have good faction with the goblins.
3) Harthuks: Thurg has a MoP to get to these also. Save horns to max ally with dwarves.

Also, for pure cash farming (he asked about item farming), then just goto cycgorge and kill everything. Only issue would be if Old One-Eye is up (he hits like a truck, propelled by a rocket at your level.). If he is, just ignore the two elders that spawn to either side of him. Otherwise, assuming one of those 62's is a healer, it should be easy as pie to roll through them for nice cash flow to buy stuff with.
 
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