*LevelSkill
Description
HO Symbol
15
29
43
57
Back Shot
Cloaked Barb
Spitting Viper
Spitting Asp
Inflict 133-222(App II) melee damage on target
1 minute recast
Inflict 273-456(App II) 460-768(M I) melee on target
Inflict 430-718(App II) 725-1209(M I) melee on target
Inflict 617-1029(App II) 910-1516(adept III) melee on
target
Bow
Bow
Bow
Bow
These bow shot skills are our quickest firing line. That comes at the drawback of a one
minute recast but the ability to just step out of melee for a brief moment and fire off a shot
from this line makes up for it. The damage upgrades nicely, and should make for a high
priority for upgrading. The only drawback is that this has to be fired from rear only. This
is our only attack that can’t be used from a flanking position.
Level
16
30
Skill
Open Shot
Deadly Shot
Description
Inflict 28-47(App I) 30-50(App II) melee damage on
target
Inflict 28-47(App I) 30-50(App II) melee damage on
target
20 second recast
Inflict 60-101(App II) 76-128(Adept I) melee damage
on target
Inflict 60-101(App II) 76-128(Adept I) melee damage
on target
HO Symbol
Bow
Bow
44
*Faltering BlastInflict 95-158(App II) 120-200(Adept I) melee damage
on target
Inflict 95-158(App II) 120-200(Adept I) melee damage
on target
Bow
58
Assailing Blast
Inflict 144-240(App II) melee damage on target
Inflict 144-240(App II) melee damage on target
Bow
This bow line skill does low damage, takes 2 arrows, requires a minimum range and you
standing still for 2 seconds to fire off. The only thing that makes this skill somewhat useful
is the fact it fires 2 arrow shots, which gives you a high chance for your procs to go off. As
the damage isn’t really that great in the first place, this is a low priority to upgrade.
- 20 -
Everquest 2 Assassin Guide
*LevelSkill
Description
HO Symbol
26
Head Shot
Inflict 241-402(App II) 304-508(Adept I) melee
damage on target
1 minute recast
Bow
40
*Assassin’s ShotInflict 390-650(App II) 657-1096(M I) melee damage
on target
Bow
54
Fel Shot
Inflict 576-961(App II) 850-1417(Adept III) melee
damage on target
Bow
This is a flanking bow shot that does decent damage. It’s useful when trying to do the
most about of damage possible. Often I will back out of melee and fire this and the
Cloaked Barb line to get some extra high damage in.
Mob placement determines whether you live or die while fighting. It’s about you
being observant to what’s going on, and quick to react. You need to know how the tank in
your party pulls. If the tank pulls, then positions himself to place the back of the mobs to
the party, then you shouldn’t rush ahead, but would instead wait patiently for him to
position the mob before you engage. However, if the tank grabs the mob, then doesn’t
spend any time positioning, then you should probably position yourself to the side upon
incoming, then maneuver yourself behind the mob after the tank has had a few seconds to
land some taunts.
One thing you shouldn’t do as a player is to tell another player how to play their
class. It really irritates them, so if you see the tank not placing the mob in the most ideal
of spots, like pulling them right in front of the rest of the group and start fighting allowing
the group to be in barrage range, well, it’s up to you, and the others to adjust. Stay out of
the way of the front of the mob at all times.
Silent City has an area up top with level 57 heroic goos that are summoned by
tacticians down the aqueducts a little distance away. Engaging the tacticians will stop the
goos from spawning. The goos always drop a chest with a rune that does not actually go
into your inventory. The first tactician spawn is also a placeholder for Curator Mogruff,
who can drop Mogruff’s Signet. Mogruff’s Signet is a ring with 15 str, 7 agi, 50 health, 35
power, 171 disease, heat, and mental. His fabled drop is Caretaker’s ring which has 16
str, 55 health, 40 power, 285 disease, heat, and mental.
Farther West up top passed another set of tacticians leads you to an area with
level 57+ mobs, and a quest NPC that has you kill the Enigmas of Fire and Ice. The
Enigma of Fire drops the Mantle of Flame as its fabled drop which has 10 str, 17 agi, 40
health, 40 power, 232 cold, and 522 heat.
On the ground floor you can also fight the consuls of wars with a big group, or the
guardian stalkers if you are duoing or trioing. The guardian stalkers next to the pool are
place holders for Warclaw. On the East side there are solo spectres and either of them
can trigger the Strategist who can drop Tactician’s Hoop, an earring with 12 str, 12 agi, 40
health, 30 power, 224 disease, divine, and magic.
The West side Consuls of War can trigger Karmut the Conqueror who can drop the
Coif of the Shadow Stalker as his fabled drop. It has 10 str, 15 agi, 45 health, 30 power,
336 divine, 448 mental. Karmut melees disease damage like the other Consuls, but deals
much much more damage and usually does a small disease based AE on incoming.
The upper levels of Clefts of Rujark make for a great place to gain experience
quickly. Orcs are just all over the place, and just trying to move involves killing massive
amounts of them. To get up to these orcs, you need to do the quest for the lift key. You
head to the lift, and click on the box next to the steps, and the quest involves killing the
Overseer who is just beyond the kitchen area in his chambers. He is a solo mob, and
killing him finishes the quest and allows you to go up.
Up on the 3rd floor of Clefts of Rujark is a great area for gaining experience in a
group. From the top of the lift to the 3rd floor, go into the building directly ahead of you,
down the hall into a large room. That room is an excellent place for gaining experience.
You can just kill everything in the room going around in circles and gain massive amounts
of experience. It’s easy because of the large groups of mobs that are down arrow mobs,
so your AEs become incredibly effective there.
From this room you can branch off to the left to the epic area where there are x2
encounters with level 55 orcs and to the right leads out to a cliff, and taking a sharp left
Permafrost is located in the North West area of Everfrost. It usually requires a
suicide run through the giant tunnel and clicking on the door to zone in before you die to
the guards outside. Once inside however, is a nice dungeon with large open spaces, lots
of giants, and some wolves and Goblins.
What occupy most people in this zone are the statue quests. It is a series of 9
quests that start from the statue room, which you get to by taking a left from the large
room with the platform that the Vision of Vox will appear on. You go all the way down the
left hall, and take a right to get to the statue room. These quests have cash rewards for
each one, and have you running al over the zone killing different types of monsters. If
you hunted in Everfrost at all, then you probably have received a lot of quests to kill
named mobs in Permafrost. Going through these statue quests gives you plenty of time
to explore this dungeon fully several times over, hopefully finding and kill those named
mobs to finish those quests.
If you have giant language, you should also get the Drayek’s Chamber access
quest before spending much time inside. You get the quest from speaking to Krindal at
the Icegill area North of Permafrost, in the Icegill area. He pretty much wants you to kill
every named mob in Permafrost to finish the quest.
This dungeon is in the South East corner of the Feerrott. The quest here that will
take up most of your time is the Heart of Fear access quest. It starts from Nemar
Gadgetglow if you’re level 40 or higher. This quest will have you killing several types of
lizardmen, and eventually send you up to the top of the largest temple to the Runes of
Terror to do a ring event which involves 7 ways of goos to fight off, then finally down into the depths into an instanced zone to fight a golem from the Plane of Fear. The quest
reward gives you the option of several weapons, one being a bone razor which is a dual
wield weapon with decent stats, and works well as a secondary piercer to your Serrated
Bone Dirk.
This dungeon has a lot to kill, and quests drop to kill other things here which can
keep you occupied for awhile. The area underneath the temples can be very dangerous,
mainly because the Lizardmen can fear you into walls, or they themselves will go into
walls and continue to cast at you. You have to be very careful while fighting here. You
can’t be pulling the mobs too far for risk of having them go into walls, and you usually
can’t fight them where they stand because of wanderers or other lizardmen in the near
area.
You can also fight outside Cazic Thule around the pond to the East of the temple
zone in. Over there are many spawn points for the Thulian Magus, and Terror Wraiths
which are place holders for Agony, which is the quest starter for the Screaming Mace
heritage quest. The revive spot in that area puts you on the West side of Cazic-Thule,
which isn’t the safest of places, so you may have to end up training to the Cazic-Thule
entrance to get rid of the mobs that will attack you as you revive.
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Rivervale is a nice place to level just for the fact that there are shops in the zone
making it easy to restock on food, drink, arrows, and poison. There are many places in
this dungeon that is great experience for people. The hill of blightrats was a personal
favorite for a few levels. A named blightrat spawns there often, and drops a rhodium
torque and bracelets which are both very decent.
The Tower of the Drafling is also in zone. Access there starts at the Fool’s Gold
from Bindo Halfbottom. Access is needed to do the Hierophant’s Crook heritage quest,
which starts from Rukir Pineleaf once you hit level 40. While waiting for a group here, it’s
a good idea to kill the bramble terrors in hopes of them dropping some enchanted bramble
armor, which is great magic resist gear.
An alternative to Rivervale would be The Feerrott. The Alliz Tae outpost on the
East side of the zone, and the mobs in the Gulch of Thule south of the Alliz Tae outpost
are heroic, and have a high rate of named mobs. In the Gulch of Thule you have the
Manticore Terror Lord, Silent Wing, Thule Sattars, and the Thulian Magus that spawn
quite often. The Manticore Terror Lord drops heavy legs, or a short bow that isn’t great.
Silent Wing is a dragonfly which you will want to kill at every opportunity. He can drop
medium leggings which are very nice for your level.
If you decide to fight the Alliz Tae outpost, stay near the East zone wall and pull
the mobs to you there. If you fight in the Gulch of Thule, you have to clear as you go.
You can run mobs off if you’re in trouble by following the North zone wall east. If you
continue to follow it, it will lead you to the Temple of Cazic-Thule which can serve as an
escape route if you are in trouble.
Runnyeye is a large sprawling dungeon in the Enchanted Lands. It is populated
with Goblins, Minotaur, Evil Eyes, and golems. There is a quest for a nice chest piece
that requires you to kill 200 Goblins, and a similar one for leggings that require you to kill
100 Evil Eyes. These two quests alone should occupy quite a bit of your time. There is
also an access quest that takes awhile to finish, that is for an instanced zone at the
bottom of the dungeon. It’s a fun instance, but can be very buggy and can not be
completed at times with key NPCs inside never going agro like they should.
Runnyeye is also a good place to gain experience, and perfect your grouping
skills. Farther and farther down it gets more and more difficult to progress safely unless
you are all skilled players. Massive amounts of Evil Eye and Goblin casters can easily kill
lesser prepared groups.
This dungeon is based off of old Neriak from Everquest 1. It’s not the best
designed dungeon in my opinion, but it has a fairly straight forward path to go with a
group. This dungeon is mostly filled with ghosts, with little variation in scenery.
The loot drops here are not impressive, with very little named mobs unless you go
quite deep in, which most groups as this level seem to be unable to survive along enough
to make it that far.
A good alternative to Fallen Gate is Stormhold. Stormhold is based off of old
Befallen from Everquest 1. The tricky part about Stormhold is getting there. You will have
to run through Nektulos Forest which has taken the lives of more than one adventurer.
You just have to time your sprints and keep try to stay near the left zone wall from
Commonlands until you get to the docks to Thundering Steppes. The run across
Thundering Steppes has no challenge as nothing in your way should be agro on your way
to Antonica.
Stormhold has a lot of named mobs in specific rooms, an access quest called A
key to the Past which starts in the library, which is needed for the Ghoulbane, and Bone
Bladed Claymore Heritage quests. This dungeon is well laid out, with a lot of options of
places to go, and a variety of undead encounters. Definitely a fun place to gain
experience and treasure.
Although rare, any mob in this dungeon has the chance of dropping the Sword of
Thunder quest start. This can sell on the broker for several platinum if you get it to drop.
That is reason enough to hunt in Stormhold for these levels over any other zone. The first step of the Cove of Decay access quest starts here as well, which is also
needed for the Manastone, and the Polished Granite Tomahawk heritage quests. You
start the quest by talking to Thana Rumblehoof in the jail cell, then by killing the skeleton
guards which drop a key to free them. The second part of this quest requires talking to
Chieftain Kraughl at South bandit camp in the Thundering Steppes. The last quest of the
three starts from Wiseman Orulan at location +35, +1350 in the Thundering Steppes.
This place just has a lot of quests for you to do while adventuring through it. A
quest in the tailor room sends you to the Oracle tower in Antonica to get the Oracle Robe,
which looks just like the one from Everquest 1. There is a quest in the golem factory that
has you kill golems for a really nice bracelet.
Beyond the many quests, it’s also a great place to gain experience with a fun
dungeon crawl. This is a pretty large dungeon with a large level range of monsters
making this a place you can spend a lot of time in.
An alternative to Ruins of Varsoon would be Nektulos Forest. Starting the Shiny
Brass halberd quest would be a good idea at this point. Dragoon K’nae at the Far Eastern
side of the map (just continue to follow the trails East, and then North till you find him)
starts the quest which requires you to get quest updates from owlbears and undead
around and inside Nektropos Castle. Any chance to work on a heritage quest while
leveling is a chance you can’t pass up. Other than that though, the loot off of the few
named mobs in Nektulos Forest are very poor. The Fleshrippers near Nektropos Castle
drop slippers nearly everytime, and Dry Rot drops a bracer quite often as well. They are
both very light armor and should be of no concern to you.
Levels 23-32: Ruins of Varsoon, Nektulos Forest
The Ruins of Varsoon is a fun dungeon with a lot to explore. You should start and
work on the access quest for the Chamber of Immortality once you start fighting here.
Before you get the access quest, you need to start a series of quests from Zaen Kalystir in
Vermin’s Snye. After you’ve completed the second quest in that series, you can get the
Chamber of Immortality access quest from Arven Oshus in Thundermist Village in
Thundering Steppes. This quest is required for the Manastone, and Glowing Black Stone
heritage quests.
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