PDA

View Full Version : Lvl 20 - 25 Permafrost hunt possible?


Hudorm
12-17-2019, 12:40 PM
We would like companions to venture into Permafrost with us tomorrow. We're a 23 shaman and a 22 Shadow Knight. At 6am American EST (off peak) 12/18.

In game names are Ramum (me) and Trumtrum.

Perhaps the bigger questions will be is it possible at our level to hunt there at all and hopefully gain some experience and some experiences?


Feedback appreciated.

Send me a direct message here to let me know if you're interested.

Erati
12-17-2019, 12:48 PM
not for the faint of heart

try Sol A

vossiewulf
12-17-2019, 01:13 PM
You can do the zone area in Perma at 20, plenty of action and you can bail across the zone whenever needed.

Crookstinger
12-17-2019, 01:37 PM
A couple of years ago I duo'd (on a monk) with a paladin friend in Perma for many levels (up to around 37 I think). We were a bit higher than you (late 20's I think) when we started but as noted you can start at the zone in and work your way in from there. Good luck, and have fun!

cornisthebest
12-17-2019, 05:11 PM
perfect levels for perma imo

SunDrake
12-17-2019, 05:18 PM
perfect levels for perma imo

Yeah, agreed. Most go there when they are already too high. Just take it slow, use the zone as needed.

Hudorm
12-17-2019, 08:28 PM
Thanks for the feedback. I'll report back how it went tomorrow. No requests -YET- to join us. Offer remains.

zaneosak
12-17-2019, 10:45 PM
Its actually a cool zone and has pretty good XP bonus but as others say, it can be a little brutal and also a very far CR if you wipe. The wizards and evokers nuke really hard, much harder than the sol a goblins of the same level range. Also the prelates are clerics which are equally annoying as shamans. Their heals land for alot. If you had a full group or at least 4 people you could camp the flag room (easy exit but close enough to an abundance of mobs)

I tried to make a group for it when the server first opened but we never got enough people. I've seen groups of the mid 20s killing there sparingly though, so I know it's possible.

Tethler
12-18-2019, 04:10 AM
The wizards and evokers nuke really hard, much harder than the sol a goblins of the same level range.

Do they? The cinder gob wizards in sola were nuking me for 170. They were blue to me at 24. What do the perma gobs nuke for?

vossiewulf
12-18-2019, 05:29 AM
I tried to make a group for it when the server first opened but we never got enough people. I've seen groups of the mid 20s killing there sparingly though, so I know it's possible.

Right at 20/21 if I'm remembering correctly is perfect for the zone camp. A couple gobs path down to the zone, there are two at the top of the stairs to the mine proper, couple more pathing the two directions you can go from there to the next room. You can do those steady for a couple levels, then start fighting into better rooms.

But it's like Sol A, one single gob gets away from you and it's run for the zone screaming and hooting time while shouting choo choo. But we liked both Perma and Sol A just for that challenge, group of not overpowering level has to be really on its toes and coordinating correctly to keep those camps under control. Or get an enchanter, but that's cheating. Lot more interesting to do it with just root, as you can't just mezz your way out of every mess.

zaneosak
12-18-2019, 11:08 AM
Do they? The cinder gob wizards in sola were nuking me for 170. They were blue to me at 24. What do the perma gobs nuke for?

I dont have numbers to back it up, and might just be that the perma mobs have more hp and nuke me more times. I just know when I see a goblin in sol a wizard I am not that scared... generally. Perhaps I just had a bad experience with the perma ones haha.

Hudorm
12-18-2019, 02:42 PM
Here's a little field report as a 23 Shaman and 22 SK

As a 23 there as a lot of green mobs to me but some blues. The greens were mostly giving exp. I can see how hunting at zone would be good at 20 given this was the case.

We cleared to the tunnel pretty well but there were two casters around a little fire place that gave us trouble inside the tunnel. We had to do a lot of zoning and stuff to get comfortable with the place. The goblins seem to flee really early.

We eventually cleared our way to the flag room with some help from a higher level. I can see how this would be a good spot for a small sized group of players between 20-24. It looks like double spawns with not too many casters. About 6 mobs in the room and two double pulls back in the tunnel. There were some healers among them which were annoying.

We decided to leg it to zone rather than clear our way out and the Shadow Knight died inches from the zone line. So only one death to report, albeit a careless one.


We are going to try again at 6am(off peak) US EST tomorrow. Will play for two hours straight. So if you want to join us., please do so, it was a lot of fun. I'll probably post the same thing in reddit. Contact me here or in game. In game alias Ramum or contact Trumtrum.

Rust1d?
12-18-2019, 05:53 PM
Would go there is it wasn't for the 30 min run to get there. The Qeynos area seems to be the least developed part of the game. Broken quests, unfinished areas (Surefall was probably supposed to be a starting city etc)

Compared to Kaladim/BB and Gfay. Lots of quests, Dwarf guard posts all over the place in such a low lv zone.

Evia
12-18-2019, 06:08 PM
I’d be down to run some perma with you guys! I can bring my 22 Necro or Paladin but it looks like Necro would be a better 3rd.

I’ll try to be on at 6am EST and look for you in game.

Tecmos Deception
12-18-2019, 06:51 PM
Would go there is it wasn't for the 30 min run to get there. The Qeynos area seems to be the least developed part of the game. Broken quests, unfinished areas (Surefall was probably supposed to be a starting city etc)

Compared to Kaladim/BB and Gfay. Lots of quests, Dwarf guard posts all over the place in such a low lv zone.

Gnoll fangs, nice lowbie quested weapons, rabid hides. Guards wander the roads in qhills and there are a few guard towers spread across wk, nk, and ek.

The ONLY problem with the west side of antonica is the closest ports are still a long-ass ways away.

Evia
12-18-2019, 07:31 PM
Here's a little field report as a 23 Shaman and 22 SK

As a 23 there as a lot of green mobs to me but some blues. The greens were mostly giving exp. I can see how hunting at zone would be good at 20 given this was the case.

We cleared to the tunnel pretty well but there were two casters around a little fire place that gave us trouble inside the tunnel. We had to do a lot of zoning and stuff to get comfortable with the place. The goblins seem to flee really early.

We eventually cleared our way to the flag room with some help from a higher level. I can see how this would be a good spot for a small sized group of players between 20-24. It looks like double spawns with not too many casters. About 6 mobs in the room and two double pulls back in the tunnel. There were some healers among them which were annoying.

We decided to leg it to zone rather than clear our way out and the Shadow Knight died inches from the zone line. So only one death to report, albeit a careless one.


We are going to try again at 6am(off peak) US EST tomorrow. Will play for two hours straight. So if you want to join us., please do so, it was a lot of fun. I'll probably post the same thing in reddit. Contact me here or in game. In game alias Ramum or contact Trumtrum.

actually...
this green or teal? if teal i'm down! if green I unfortunately cannot join ya!

bbsmitz
12-18-2019, 07:31 PM
I’d be down to run some perma with you guys! I can bring my 22 Necro or Paladin but it looks like Necro would be a better 3rd.

I’ll try to be on at 6am EST and look for you in game.

From their Reddit post I think they're on Green.

vossiewulf
12-18-2019, 08:16 PM
We never liked that flag room, too messy unless you have someone to lull and pull the mobs one by one so they pop one by one.

As I recall once we got past the zone and flag room pulls being useful we set up here:

https://i.imgur.com/9NAAtQM.png

There are only two spawns in that room and that let us pull the Goblin Archaeologist at (4) and the Goblin Preacher at (6). If I'm remembering 20 years ago correctly, it was either that room or the room to the right of it.

And you could still pull from the flag room area if you need to.

Tecmos Deception
12-18-2019, 09:05 PM
On green, I believe both those rooms have 2 spawns + 1 pather that goes between them. The hallway near preacher is a truly safe area you could set up in if you wanted; tight quarters but no spawns or pathers. Mobs around there are like 22-25ish, a bit higher for the nameds. Pulls of 2-3. Quite a few wizards and clerics.

vossiewulf
12-18-2019, 10:41 PM
On green, I believe both those rooms have 2 spawns + 1 pather that goes between them. The hallway near preacher is a truly safe area you could set up in if you wanted; tight quarters but no spawns or pathers. Mobs around there are like 22-25ish, a bit higher for the nameds. Pulls of 2-3. Quite a few wizards and clerics.

Yep, groups of 23-26 will have to be hitting on all cylinders and an exciting time will be had by all. That quiet hallway is good as a fallback position if the group is in rough shape and needs to heal/med.