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User:Verdir

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Revision as of 13:37, 15 January 2014 by Verdir (Talk | contribs)

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Contents

Pages I wrote

Tips

Automatically log game

Edit your EQClient.INI file, located in the EverQuest directory, to turn logging on automatically at boot-up.

  1. Open the eqclient.ini file in a text editor such as Notepad.
  2. Find the line in the Defaults section that says Log=FALSE and
  3. change it to say Log=TRUE.
  4. Save the file.

Next time you boot up, your log file will automatically turn on.

Ultimate Druid Macro

/do 4
/do 1
/pause 2, /autoinventory
/loc
/do 3

Where /do 4 is Tracking from the Abilities Page (Ctrl A), /do 1 is for the Forage ability and /do 3 is Sense Heading.

Place this macro on your hotbar and bind both the left and right arrow keys to it. Now as you move around, you will be tracking, foraging, keeping a log of your location (useful if you die or if you are looking for a specific location) and both using and improving your sense heading!

Druid spells by line

Fire DOT

This DOT will stack with your Magic based DOT, so feel free to double DOT your mobs. It generates a lot of agro and requires a single fire beetle eye to be carried around in your bags but doesn't have to be equiped. The fire beetle eye isn't consumed when the spell is cast and is a very common drop from fire beetles in Antonica (none in Faydwer?).

  1. Flame Lick
  2. Immolate
  3. Breath of Ro

Magic DOT

  1. Stinging Swarm
  2. Creeping Crud
  3. Drones of Doom
  4. Drifting Death
  5. Winged Death

Fire DD

One good blast of damage, but not very mana efficient. Watch out to make sure you have enough mana left to heal.

  1. Burst of Flame
  2. Burst of Fire
  3. Ignite
  4. Combust
  5. Firestrike
  6. Calefaction
  7. Starfire
  8. Scoriae
  9. Wildfire

Cold DD

This single blast of cold damage will also lower the mob's resistance to fire. Useful to land first against mobs that resists the line of Fire DD.

  1. Ice
  2. Frost

Root + DD

This line of spells both immobilizes a mob and deals a small amount of DD. This is useful in combination with DOTs since a mob that moves gets half the damage of a DOT per tick. This is the technique of root/roting a mob where you root it and then land your two DOTs on it. Keep the mob rooted again when it breaks or when the DOT has just run out. The root is always slighly longer than the DOT.

  1. Grasping Roots
  2. Ensnaring Roots
  3. Enveloping Roots
  4. Engulfing Roots
  5. Engorging Roots

AoE Root + DD

  1. Entrapping Roots