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  #11  
Old 12-18-2019, 11:08 AM
zaneosak zaneosak is offline
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Quote:
Originally Posted by Tethler [You must be logged in to view images. Log in or Register.]
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.
  #12  
Old 12-18-2019, 02:42 PM
Hudorm Hudorm is offline
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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.
  #13  
Old 12-18-2019, 05:53 PM
Rust1d? Rust1d? is offline
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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.
  #14  
Old 12-18-2019, 06:08 PM
Evia Evia is offline
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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.
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Kellian Cove (60 Wood Elf Rogue)
Parra Doxx (55 Barbarian Shaman)


Kellian Blindwell (25 Human Paladin)
Marvin Miyagi (24 Gnome Necromancer)
Evia (12 High Elf Wizard)
  #15  
Old 12-18-2019, 06:51 PM
Tecmos Deception Tecmos Deception is offline
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Quote:
Originally Posted by Rust1d? [You must be logged in to view images. Log in or Register.]
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.
  #16  
Old 12-18-2019, 07:31 PM
Evia Evia is offline
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Quote:
Originally Posted by Hudorm [You must be logged in to view images. Log in or Register.]
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!
__________________

Kellian Cove (60 Wood Elf Rogue)
Parra Doxx (55 Barbarian Shaman)


Kellian Blindwell (25 Human Paladin)
Marvin Miyagi (24 Gnome Necromancer)
Evia (12 High Elf Wizard)
  #17  
Old 12-18-2019, 07:31 PM
bbsmitz bbsmitz is offline
Aviak


Join Date: Oct 2019
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Quote:
Originally Posted by Evia [You must be logged in to view images. Log in or Register.]
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.
  #18  
Old 12-18-2019, 08:16 PM
vossiewulf vossiewulf is offline
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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:

[You must be logged in to view images. Log in or Register.]

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.
  #19  
Old 12-18-2019, 09:05 PM
Tecmos Deception Tecmos Deception is offline
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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.
  #20  
Old 12-18-2019, 10:41 PM
vossiewulf vossiewulf is offline
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Quote:
Originally Posted by Tecmos Deception [You must be logged in to view images. Log in or Register.]
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.
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