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User:Verdir

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Revision as of 14:36, 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

Combine this Magic DOT with a Fire DOT to double DOT mobs. A mob that can't mob will go down quite fast.

  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

Magic DD

There is only one DD that is magic based, and it's useful when it's the biggest available DD until you get your Fire and later Cold based DD.

  1. Careless Lightning

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

AoE Magic DD

  1. Invoke Lightning
  2. Lightning Strike
  3. Lightning Blast
  4. Fist of Karana

AoE Fire DD

  1. Fire

AoE Cold Rain

This line works well if you have a group of mobs tanked in a given place, providing they don't move to make sure they get the full damage during the duration of the waves of DD falling on them. Useful in a group situation where the tank is taking on several mobs at once and keeps a good agro on them. You probably won't use these spells much outside this very specific situation.

  1. Cascade of Hail
  2. Pogonip
  3. Avalanche
  4. Blizzard

AoE Snare

Great for quadding, i.e. taking on several mobs at once and kitting them with Fist of Karana.

  1. Bonds of Tunare

AoE Blindness

Rarely useful, this one spell will blind several mobs so they will start not knowing where to go and will hit anyone who's near enough. Don't really see the point of this spell (anyone?).

  1. Sunbeam

AoE Agro Reduction

This is a very useful spell to single pull in outdoors areas. Certain dungeons like Unrest are considered to be outdoors too.

  1. Harmony

PBAoE DD

  1. Tremor
  2. Earthquake
  3. Upheaval

DD + stun

This could be useful if you are charm kitting. When the charm breaks and your former pet attacks you, you can stun him with this line of spells then re-charm him.

  1. Whirling Wind
  2. Dizzying Wind
  3. Breath of Karana

DD vs Summoned

This line of spell does a good deal of damage against summoned mobs, like elementals for example. This could be good if you find the right place to play, where there are lots of this type of mobs. These spells are more mana efficient than the fire or the cold DD lines of spells

  1. Ward Summoned
  2. Dismiss Summoned
  3. Expel Summoned
  4. Banish Summoned
  5. Exile Summoned
  6. Banishment

Vs Animals

There are quite a few spells meant to fight, reduce agro range or charm animals.

Reduce agro range of Animals

  1. Lull Animal
  2. Calm Animal

Fear Animals

Make an animal afraid while he's either snared or immobilised makes it easy to raise your weapon skill or to kill him with a charmed animal. It's safer to get the animal you want to kill feared and snared or immobilised in case your charmed animal breaks out of your charm. That way you only have to deal with one mob at a time.

  1. Panic Animal
  2. Terrorize Animal
  3. Repulse Animal

Charm Animals

Your charisma makes no difference to how long your mob is charmed. This is random. Resist will be based on your level.

  1. Befriend Animal
  2. Charm Animals
  3. Beguile Animals
  4. Allure of the Wild
  5. Call of Karana
  6. Glamour of Tunare
  7. Tunare's Request

Animal utilities

  1. Sense Animals
  2. Invisibility versus Animals

Healing

You don't heal as much as a Cleric but you do heal better than a Shaman. These fast heals take a fair amount of mana and are especially good for healing cloth wearing spell casters who typically shouldn't get hit on and go down fast.

  1. Minor Healing
  2. Light Healing
  3. Healing
  4. Greater Healing
  5. Superior Healing

Regen over time

Single

This type of healing is great over time but can't cope with a fast paced fight. Keep it for these long, mana efficient kitting sessions when you double DOT mobs and snare them. Regen yourself should be sufficient for the occasional hit you need to recover from while your mob is slowly going down.

This regen acts like a buff that doesn't last too long but is well advised to cast before a pull if the idea is to DOT the mob slowly. Keep a fast heal memed, just in case. Once cast, the fast heal could replace the slot taken by the regen spell.

  1. Regeneration
  2. Chloroplast
  3. Regrowth

Group

A group regen is appreciated when playing in a dungeon. This won't save someone being beaten up by a mob, but over time, it will help. This is especially useful after a tough fight to get everyone back to full health while recovering.

  1. Pack Regeneration
  2. Pack Chloroplast
  3. Regrowth of the Grove

Buff HP and AC

Very useful buff, unless there is a Cleric since their buff doesn't stack with yours and happens to be better. Always keep it up on yourself, whether soloing or grouping.

  1. Skin Like Wood
  2. Skin Like Rock
  3. Skin Like Steel
  4. Skin Like Diamond

At higher levels, this line of buffs also boosts regeneration of HP:

  1. Skin Like Nature
  2. Natureskin

Buff resistance

This is useful in raids, and sometimes when playing in a group that fights a lot of spell casters. When soloing, you would do well to fight warrior types, so this line of buffs isn't worth using when on your own.

  1. Endure Fire
  2. Endure Cold
  3. Endure Disease
  4. Endure Poison
  5. Endure Magic


  1. Resist Fire
  2. Resist Cold
  3. Resist Disease
  4. Resist Poison
  5. Resist Magic