[ Disclaimer, Create new user --- Wiki markup help, Install P99 ]
Difference between revisions of "Hunting in Grobb"
(Created page with "== Introduction == When most think of Grobb, they think of the starting city for the Troll race. However, because EverQuest was designed for city guards to be viable sou...") |
Revision as of 19:05, 7 January 2021
Contents |
Introduction
When most think of Grobb, they think of the starting city for the Troll race. However, because EverQuest was designed for city guards to be viable sources of experience and treasure, just like any other monster, Grobb actually makes an excellent solo hunting spot for good races (evil races can instead hunt Misty Thicket guards, Freeport guards, etc.).
Advantages
Why hunt in Grobb? The primary reason is the same as with every city guard: the Grobb guards ("Bashers") all drop a
Slot: PRIMARY SECONDARY
Skill: 1H Slashing Atk Delay: 29
DMG: 6
WT: 7.5 Size: MEDIUM
Class: WAR PAL RNG SHD BRD ROG
Race: ALL

Slot: SECONDARY
AC: 6
WT: 5.0 Size: MEDIUM
Class: ALL except MNK NEC WIZ MAG ENC
Race: ALL except DWF HFL GNM

Slot: NECK
HP: +5
WT: 0.2 Size: SMALL
Class: ALL
Race: ALL
Another advantage is that, as a city, Grobb is often overlooked, and so can often be a very peaceful location. Yet another advantage is that (with about 20 stacks of meat and the Wolf Meat for Wista quest) it's actually possible to gain good enough faction with the merchants of Grobb to sell to them (and killing the guards doesn't lower that faction). Alternatively, with a constant stream of Trolls, Ogres, and Dark Elves passing through Grobb, it's often possible to find a low-level character to help you sell.
In addition to giving good loot, the Grobb guards also give good experience, and there are enough in the city to support 2 (or more if low level) characters at once. Finally, on the Green server, many Clerics have bound at the Timorous Deep firepots, which means that it can be much easier to find a rez on that server (since such Clerics only need to gate and click on the appropriate firepot to get to your corpse).
Dangers
Obviously fighting in a city of hostile trolls can be dangerous. Runners are a real issue, so having a way to snare, root, or nuke down low HP Bashers is very helpful. Also a few of the Bashers are located in pairs, so to break them up you either need some form of agro reduction (Harmony/Pacify) or some form of crowd control (Mesmerization or Root). Magicians without these spells can break up duos using their Earth pet, but before the 49 pet this will be very risky.
Another issue is that while the merchant NPCs won't attack you normally, if you fight a Basher next to them some will join the fight. For this reason it's necessary to pull mobs past merchants to safer areas before fighting them.
Finally, the biggest danger is that several of the Troll guildmasters can Harmtouch or Deathtouch, resulting in a very quick end if you agro them. For this reason it's important to be very careful around the large open area to the right (just before the "front"/"back" separation), and when pulling Basher Thintan (wait until he comes to the end of the tunnel or else risk pulling the guildmaster behind him).
Camps
Grobb is usually divided into two camps, "front" and "back". When there's only one person hunting in the zone, and they are high enough level, they can potentially do all of "front", plus a few of the "back" mobs. Conversely if three or more people want to hunt the zone, the camps can be further split (with back usually being split up first since it has two discrete areas).