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Sorn's Guide To Porting For Porters

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So you get your group port spells at 29. All you need to do is put people in your group and cast a spell, right?

WRONG. Turns out there's more to it than that. Here's your all-purpose guide to porting for porters!

Contents

Port Spells

Both druids and wizards get the full set of generic group port spells by level 49. The majority of port spells most people want are level 44 and below (46 for raiding wizards).

There are several types of port spells: self, group, and evacuation/succor/relocation (called evac for short in this guide). Porters get the self-ports first starting at 19/20, and group ports beginning at 29. The evac spells, which come in several flavors, are received much later than the rest.

Wizards, who have the more useful ports of the two classes, also receive Translocation spells, which teleport either the target or the group to their bind points, or to specific spots in certain zones.

What do evacs do?

It depends on what type you're using. Let's go over those.

First, there are the regular group evac spells, identifiable by the way they're named (e.g. Succor: East or Evacuate: North). This brand of evac always goes to a zone that already contains druid rings or combine spires, even if the spires aren't used for the regular group ports. If porting in from outside of the zone, the spell will take you to the spires. When porting from within the zone, the spells take you to a specific spot elsewhere in the zone designated as the safe point where you aren't as likely to be attacked (usually). Any time you use these spells, you will zone (see the LOADING, PLEASE WAIT... message), because they're meant to get your group out of dangerous situations.

Second, there are the Kunark evac spells. These are called Wind of the South/North for druids and Markar's/Tishan's Relocation for wizards. Currently on p99, these work from anywhere in the world (previously they could only be cast in a Kunark dungeon), and they always take you to a specific spot in either Emerald Jungle or Skyfire Mountains. These are considered relatively dangerous because the evac points overlap the path of aggressive mobs, so there's always a 10% chance of getting attacked upon zone-in.

Finally, there is the succor/evacuate line of spells, which are different from the first type. These only take you and your group to the succor/evac point within a zone. They do not take you to other zones. Of these, porters receive a self-evac and a group evac, both at high levels (52 for self, 57 for group).

Druids

19

24

29

34

39

44

49

52

  • Self-succor (previously outdoor only, now works anywhere): Egress - Druid Spells quest in FV (Samitha Lightheart)

57

  • Group succor: Succor - NPC Drop (Kunark 50+ mob drop)

Wizards

20

  • Gfay self-port: Fay Gate - Erudin (Ignacia Rellasp), Neriak 3rd Gate (Drisi J'Axx), Southern Felwithe (Quiss Stormseeker)
  • Tox self-port: Tox Gate - Erudin (Ignacia Rellasp), Neriak 3rd Gate (Drisi J'Axx), Southern Felwithe (Quiss Stormseeker)
  • NK self-port: North Gate - Erudin (Ignacia Rellasp), Neriak 3rd Gate (Drisi J'Axx), Southern Felwithe (Quiss Stormseeker)

24

  • CT self-port: Cazic Gate - Erudin (Ignacia Rellasp), Neriak 3rd Gate (Drisi J'Axx), Southern Felwithe (Quiss Stormseeker)
  • WC self-port: Common Gate - Erudin (Ignacia Rellasp), Neriak 3rd Gate (Drisi J'Axx), Southern Felwithe (Quiss Stormseeker)
  • DL self-port: Combine Gate - Temple of Solusek Ro (Terblyn Zelbus)
  • Nektulos self-port: Nek Gate - Erudin (Ignacia Rellasp), Neriak 3rd Gate (Drisi J'Axx), Southern Felwithe (Quiss Stormseeker)
  • WK self-port: West Gate - Erudin (Ignacia Rellasp), Neriak 3rd Gate (Drisi J'Axx), Southern Felwithe (Quiss Stormseeker)
  • NRo self-port: Ro Gate - Erudin (Ignacia Rellasp), Neriak 3rd Gate (Drisi J'Axx), Southern Felwithe (Quiss Stormseeker)

29

  • Gfay group port: Fay Portal - Erudin (Qualtis Weslent), Neriak 3rd Gate (Misar D'Dbth), Southern Felwithe (Stormy)
  • Tox group port: Tox Portal - Erudin (Qualtis Weslent), Neriak 3rd Gate (Misar D'Dbth), Southern Felwithe (Stormy)
  • NK group port: North Portal - Erudin (Qualtis Weslent), Neriak 3rd Gate (Misar D'Dbth), Southern Felwithe (Stormy)
  • NK group evac: Evacuate: North - Erudin (Ignacia Rellasp), Neriak 3rd Gate (Drisi J'Axx), Southern Felwithe (Quiss Stormseeker)

34

  • CT group port: Cazic Portal - Erudin (Qualtis Weslent), Neriak 3rd Gate (Misar D'Dbth), Southern Felwithe (Stormy)
  • DL group port: Combine Portal - Erudin (Qualtis Weslent), Neriak 3rd Gate (Misar D'Dbth), Southern Felwithe (Stormy)
  • Nektulos group port: Nek Portal - Erudin (Qualtis Weslent), Neriak 3rd Gate (Misar D'Dbth), Southern Felwithe (Stormy)
  • IC group port: Iceclad Portal - NK (Roule), Oasis (Transan)
  • Gfay group evac: Evacuate: Fay - Erudin (Ignacia Rellasp), Neriak 3rd Gate (Drisi J'Axx), Southern Felwithe (Quiss Stormseeker)
  • IC self-port: Iceclad Gate - NK (Roule), Oasis (Transan)

39


44

46

  • PoH group port: Alter Plane: Hate - Erudin (Qualtis Weslent), Neriak 3rd Gate (Misar D'Dbth), Southern Felwithe (Stormy)
  • Sky group port: Alter Plane: Sky - Erudin (Qualtis Weslent), Neriak 3rd Gate (Misar D'Dbth), Southern Felwithe (Stormy)

49

50

  • Translocate target to bind point: Translocate - NPC Drop (Velious 50+ mobs)

52

57

  • Group evac: Evacuate - NPC Drop (Kunark 50+ mob drop)

Travel Spells

In addition to the port spells, porters will also be requested to cast certain spells to make travel safer.

  • Spirit of Wolf (Druid only)
  • Levitate (reagent: Bat Wing, check vendor list)
  • Invisibility/Superior Camouflage
  • See Invisible (generally not requested but cast anyway if invis is being cast, for those who play in 3rd person)

All of these spells should be cast in the case of someone traveling through Dreadlands to go elsewhere, and especially if an evac is being done.

Velious Porting

For full porting capabilities, all porters want a Tooth of the Cobalt Scar. The CS tooth will allow you to port to GD, WL, and CS. The WL tooth will only allow you to port to WL and GD. The GD tooth will only allow you to port to GD. (Iceclad does not need a tooth; anyone can go there.) Your passengers also need a tooth for the same reasons.

Note: If you do not have a tooth on you, the spell will not work at all. If your passengers do not have a tooth on them or do not have a high enough tooth for the spell you use, you will leave them behind.

Passenger Safety

Not all the locations our spells land us in are safe for every passenger. Not all passengers know what's on the other side of the portal, so it's up to the porters to make sure basic safety precautions are taken.

Druids especially should be careful when porting evil/iksar passengers, because the druid rings occasionally have different types of NPCs running around. The merchants at the rings (Martyn Firechaser, Slea Pinewhisper, Ellona, etc) are on Beta Neutral faction and are normally safe to be around (unless the passenger has wrecked Beta Neutral faction). The druids around the rings, on the other hand, are NOT safe for all passengers, and other rings have random wandering mobs. Here is a list of the rings with mobs around them:

Druid Rings

  • West Commonlands (druids always nearby - won't attack right away because they're out of aggro range of the port in spot. A DE Dragoon wanders past on the other side, along with an orc pawn and a skeleton who regularly attack sitting druids. A bit farther away, a griffon paths past.)
  • North Karana (druids always nearby - they path around and will attack evils on sight, and anyone who gets attacked by a bear.)
  • Toxxulia (kobold runts)
  • East Karana (druids always nearby and right next to the port in spot)
  • South Ro (wandering coyote)
  • Lavastorm (wandering fire imp)
  • Butcherblock (static dwarf skeleton spawn)
  • Feerrott (lizardmen, mostly)

Combine Spires

  • North Karana (Good Qeynos guards and mobs path through and around here.)
  • North Ro (mummies)
  • Nektulos (undead)
  • PoH (...things...it's common to die on zone in, let's just say that.)
  • West Commonlands (the griffon shared by the druid rings, plus bears)
  • Gfay (a black wolf)
  • Tox (newbie mobs)

Shared Port-ins

  • Dreadlands (very rarely, a drolvarg will show up)
  • EJ succor point (gorillas and skeletons and tigers!!)
  • SF succor point (dragons...dragons with huge social aggro radiuses...)
  • Iceclad (frost giants and snow dervishes, maybe a dire wolf or two)
  • Great Divide (cave kodiaks and shardwurms are just outside occasionally)
  • Wakening Land (Just Wuoshi, terror of the dragon portal - how good is your Claws of Veeshan faction? Good news, Wuoshi only pops once a week! Bad news, her terrible loot means she can be up for hours.)

Talking To People

These are entirely up to you.

Advertising

Most porters who want to advertise have a macro to the tune of "/ooc Ports now available to: (all ports porter can do)". Mine, which I never use, is "/ooc Now porting with Tunare's blessing to all druid locations." Others indicate in their macros if CRs and/or newbies are free, if they're willing to evac, and if sow/levi are available.

To Passengers

You can let your passengers know when you're about to port or any directions you have for them. This is entirely optional. You can spice these messages up for maximum customer satisfaction/laughs, or hand out snacks (milk and cookies? Extra foraged items? Up to you!), or do whatever.

Customer Service

Also up to you. If you're polite and fast and safe, people will want to port with you, occasionally even asking for you over other porters. This may also encourage generous tips. If nothing else, you will have happy passengers, and happy passengers brighten everyone's day. :)

If you have a tendency to drop people off at the wrong place and leave them, you will get a poor reputation as a porter. Maybe that's what you want, but it's pretty mean to leave a level 30 player in the middle of EJ with no way out (which has happened - I have had to rescue someone abandoned this way), just as an example.

When you're not porting

If you don't want to or can't port at a certain time, it is easy to reply to port requests with a simple "Sorry, I am currently not porting". You can also go /role (which does not help if you're 50+ and semi-well-known or are obviously a druid porting in, but does minimize the random tells otherwise).

Payment

The idea of calling required port fees 'donations' has been something of a controversial idea since payment became a standard expectation. It was more controversial on live, when porting was not considered a lucrative career. Nowadays on p99, payment can be called donations or tips, and whether or not they are required is up to the porter. Some, like me, will port for free without fuss, and many will port for CRs for free (since naked people are sad to look at). Others want more pp and get upset if they don't get at least a certain amount.

Porting/Travel tips

Porting Hotspots

WC and OT (Skyfire ramp) see the most porting traffic for casual porting. WC is centrally located (and the spot for WC cap users), while OT is where those with OT hammers (Worker Sledgemallet) can easily port themselves to when they need to get out of Kunark.

Standard Evac Routes

To EJ or SF (before the patch lifting the dungeon requirement):

  • From anywhere: Port to DL, run to KC, and evac from inside.
  • From OT: Run to FM, enter Droga, and evac from inside.
  • From FoB: Enter Kurns Tower and evac from inside.

To WW:

  • Port to CS, run to SG, succor/evac across, and zone in before the walruses notice you. NOTE: Stay BEHIND the corner when you first enter SG (back up a bit just after zone-in and put your back against the left-hand wall) or the enthralled mobs nearby will kill you handily. They do not see invis.

To the in-between places

To Qeynos:

  • Port to either WK or NK (and then go to WK), then evac/succor across the zone (this will land you in front of the QH zoneline, saving you 10-15 minutes).

To FoB:

  • (Before the patch lifting the dungeon requirement: Port to DL, evac from KC to EJ) Evac to EJ, invis and lev up the cliff (you will have to run along it for a bit before it'll let you go all the way up - conveniently this spot is right across from the FoB zoneline), and zone into FoB.

To Highhold Pass:

  • Although we get an EK evac, the EK ramp is so long it's actually faster (or at least less annoying) to port to WC and run through Kithicor. The only time you wouldn't do this is if it's nighttime and you're too low to handle the undead in Kithicor.