EverQuest Necromancer Guide-chapter004

9. Leveling in the Gates of Discord
(Un)fortunantly, Gates of Discord follows the latest trend that soloing is bad, so for the most part a group is required for this expansion. One thing to note is that due to the extreme increase in mob damage, a dedicated healer is required for most groups. If you do not have a cleric, 2 secondary healers is extremely advised. Any of the first five ??open” zones (Natimbi, Qinimi, Ferubi, Barindu, Riwwi) all have extremely good experience, and thanks to the randomization of most named spawns, it doesn’t really matter where you camp. The only problem is that many mobs in GoD have an increased run speed (Sow or faster), so trains are VERY common. It’s advisable to stay as far away as possible from zonelines if possible.
To help combat the need for trains, instanced trials and zones are perfect for having a dungeon to yourself. These instanced encounters are a bit different from LDON instanced dungeons, as mobs respawn here. What does this mean to most players? You can basically stay in your instance up to 6 hours and get exp, without having to leave. Many instanced encounters (Tipt for instance) have mini named and a boss that gives flags. How much you
do is dependent on your group, and in some cases it’s even possible to solo in these instances. Unfortunantly, the mobs can randomly summon, so it’s not recommended to solo. Below we’ve listed the best level ranges for various zones.
9.1 Natimbi
If you stay away from the Cragbeast Queen and her 4000 damage hits you should do finearound this zone.
Levels: 51-55Man mobs roam, and don’t be afraid to explore the undewater part as many mobs make thistheir home as well. The best experience seems to be the ghost camp pops on the island inthe center of the zone. They have a short repop time, rarely cast, and drop essences for aquest given at the Wayfarer camp across the moat.
Levels: 57 65 There are a number of mobs you may hunt around this level for some decent experience:A Turepta Cragwalker (hits for up to 180 points of damage)A Hynid Fleshripper (hits for up to 240 points of damage)
9.2 Qinimi
Levels: 55-60 The undead ruins here along the west wall are inadvisable, as mobs are closely packed. A good lull class would be better than a FD class as many of them are casters with pets. There’s not many places to camp other than the zone ins/outs, as the center of the zone is a huge dome with many, many mobs and a graveyard area with many roamers.
9.3 Ferubi
Levels: 60-65 Ferubi is a maze of corridors lined with waters, with mobs interspersed. Pulling is easy, just be sure not to fall in the water as it’s sometimes difficult to get out. Casters abound here, and as usual they’re sowed indoors. Run5 is adviseable if you’re pulling to a static spot instead of moving around the zone, as mobs can easily kill you before reaching your group.
9.4 Riwwi
Levels: 60-65Riwwi is an open zone, with plenty of roamers and static pops in an open field with buildings.Just watch out for trains here, as it’s an outdoor zone. The best camp spots here are again, along the walls of the field AWAY from the zone in and outs.
9.5 Barindu
Levels: 60-65 Barindu is pretty much the same as Riwwi. Speak to Ganesh here for information how to start the first instanced zones for even better experience. A side fringe of doing the sewers for experience is the lack of trains inside the zone. If you die, CR can be a pain as see invis mobs are common here. Waiting outside the sewers entrance for corpses to pop out is an extremely bad idea, in general. It’s best to wait near the zoneline and have a rogue drag them when they pop out of the dungeon.
Beyond these zones, it’s recommended you be 65 with at least elemental level gear to go any further with success. For the most part, while there are single group instances, it’s not recommended you go here unless you intend to raid or have elemental + gear.
10. Hints, tricks and specials

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