Quote:
Originally Posted by Daldaen
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So the landing spots:
Kelethin: near newbie lift, out of aggro range from guard unless they are chasing a mob towards you.
Felwithe: Entrance of North Felwithe. No adds.
Neriak: top of ramp in Neriak Commons, near waterfall/PoD. No adds.
Halas: at the dock/entrance merchants, usually one guard there.
Freeport: in West Freeport at the docks. No adds.
Cabilis: in West Cabilis at LoIO zone line. No adds.
Kaladim: in South Kaladim at entrance. No adds.
Rivervale: at entrance... I use this one the most and I'm forgetting if there are adds there or not...
Akanon: at entrance. No adds
Grobb: at entrance. No adds
Oggok: at entrance. No adds
Erudin: at dock. Maybe 1 guard?
That's it so far as landing spots go. In every zone there is likely a GM or something that will always be KoS to you. General rule of thumb for factioning, kill the menace that is near their city in a dungeon.
Troll - UGuk, live frogs
Ogre - CT, lizards
Dark Elf - Nektulos, Leatherfoots/Halflings
Human - Highpass, Deathfist Orcs
Wood Elf/High Elf/Dwarf - CB, Crushbone orcs
Halfling - Runnyeye, goblins
Gnome - Steamfont, Minotaur.
Then there are the quests like CB/Deathfist belts, red wine, bandages etc.
If you want to make a more comprehensive guide just check each guards faction in the wiki, check which quests raise those factions and pick the most repeatable ones.
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Halfling deffo aint safe, guards murdered poor chebby multiple times.
Heard contrary shit as to wether druids/clerics are the ones the bandage quest don't fix... either way seems too hard to leave the city w/o invis.