#21
|
|||
|
Guk, but only if you allowed upper and lower. Also Sol A+B might work too.
| ||
|
#22
|
|||
|
blackburrow
| ||
|
#23
|
|||
|
The ocean zones and port cities of East Freeport (and West/North), Ocean of Tears, Butcherblock Mountains (and Dagnor's Cauldron/Kedge Keep), Timorous Deep, Overthere, and Firiona Vie. Might even include North Ro and Oasis because they're beside the ocean, which would also make Iceclad available. Eventually guild wizards could port players to Cobalt Scar as well, making Siren's Grotto the guild's raid zone.
All of Odus seems like the best option though. | ||
|
#24
|
|||
|
Take the Oath and become One with the Wall.
| ||
|
#25
|
|||
|
Kithicor Forest. Level by day, survivor horror by night.
__________________
Fresh Start on Green, 2019 | ||
|
#26
|
|||
|
Oasis of Marr
Timorous Deep Surefall Glade Kerra Island | ||
|
#27
|
|||
|
This is a hard one, if you want to be restricted to JUST a single zone. Ideally, you need a zone that has vendors, and class trainers, but that can also support xp-ing from 1-60. Bonus if it allows for more than a single class or two, and even better if it allows for good and evil. I don't know if you can meet all of those criteria at the same time without some sort of wiggle room in the rules.
Idea 1: greater faydark, with Felwithe allowed. This gets you class trainers for most classes, excluding shaman, necro, and monk. Wolf form could conceivably fix faction issues for evil sorts. You have vendors, and a bank, available. Not sure on availability of XP from 1-60 though. Idea 2:. Freeport, or Queynos, IF you consider the multiple city zones as a single entity for these purposes. Then you have every class trainer, vendors, bank. Idea 3:. As was discussed, Odus. But not the whole continent. Paineel/toxx/Erudin only. | ||
|
#28
|
|||
|
Another vote for Odus. I'd allow travel to Qeynos and Surefall for training purposes, but never for any exp.
| ||
|
#29
|
||||
|
Ocean of Tears, 100%. You can go Level 8 --> 60 there and it's pretty much a dead zone since the Seafuries were nerfed, right? Would be nice to see goblin and aviak groups going, that content is never touched. You could even permanently hold down the Ancient Cyclops camp within guild and make a business out of selling the quest part. The guild could literally "own" the zone, would be funny.
Quote:
__________________
| |||
|
#30
|
|||
|
SolB is my vote, though it is not meant for players pre level 30 (perhaps solAB is your guilds greatest ambition to maintain dominion of) But here's why SolB.
You can enter this zone and start exping around level 35 killing kolbolds, then up to bats and bugs 45+, from there LDC's and Imps, all the way to the Efreeti, the group tier boss. A great camp. From there you can move into the giants, and fight the sub-mega boss, the King, with his minor boss the skarlon. From there you can move on to raiding by farming naggy. I mean you can keep solid busy machine grinding in this zone from level 30-60+ and that is hard to beat. Sol A as the "outer beltline" territories would expand your level range to low 20's and provide some amount of merchants.. I guess I haven't thought about merchants and such. | ||
|
|
|