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The Spirit Realm • View topic - Paladin Hunting Guide

Paladin Hunting Guide

General Discussion for the EverQuest Paladin.

Moderator: Paladin Mods

Paladin Hunting Guide

Postby Isaelie » Thu Oct 02, 2008 12:45 pm

Always good xp zones (this is hot-zone independent, at any given time, a hotzone may offer better xp)

1-5
Newbie Zones

6-10
Newbie Zones

Everything, mostly undead
11-15
Fiends, enter from Shadeweaver Thicket side
16-20
Fiends and/or Bandits, enter from Shadowhaven side.
Undead(outside)
21-25
Bandits, enter from Shadowhaven side
Undead(the house)
26-30
Blightfire Moors
Goblins The mobs do run, but they have low hps, and few shamans
Undead(basement)
Goblins in basement
31-35
Blightfire Moors
Goblins The mobs do run
Lower Guk
36-40
Blightfire Moors
Goblins The mobs do run, clockworks &gnomes (runners are hard to stop)
Lower Guk
Undead
41-45
Blightfire Moors
Anything you can kill, good cash loots here
Lower Guk
46-50
Anything you can kill, good cash loots here
Undead
51-55
Undead
Undead (make heavy use of pacify)
56-60
Undead
Undead
Karnor's Castle Basement Undead. (maybe not the best xp)
61-65
Undead (at 65, you can pull 5 or more at a time and let your DS and ripostes do half the work for you)
Undead
Drop down from paineel, cast divine aura the moment you zone into the Hole, fight up the tunnel and to the temple to the left, many undead.
Whatever you want, the xp is slower, but there are decent tribute items, and you shouldn't die
66-70
Undead
Undead
Undead Murks
Drop down from paineel, cast divine aura the moment you zone into the Hole, fight up the tunnel and to the temple to the left, many undead. Decent until 71, at least
Whatever you want, the xp is slower, but there are decent tribute items, and you shouldn't die
Undead. Might be hard to get to them, and some live mobs thrown in too.
71-75
Undead (starts to slow down at 72, is BAD at 73)
Undead
Undead Murks
Undead. Might be hard to get to them, and some live mobs thrown in too.
The Nest
76-80
Undead
Undead
80-85
Frostcrypt (some good loots can be found here)
Undead
Undead


Note, at level 26, you get your first anti-undead proc spell, . At this point, anything that says Undead will be easier to kill. At 59, when you can get Slay Undead, do so, and the undead kills will be much faster.

Paladins: Please submit your comments and I will adjust this as needed
Last edited by Isaelie on Wed Oct 15, 2008 8:36 am, edited 10 times in total.
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Re: Paladin Hunting Guide

Postby shiftie » Thu Oct 02, 2008 4:10 pm

it makes me sad in the pants that you didn't mention l'guk

with that said people should live in lguk from like 30-45

=) sol a... you should be ashamed

/snicker
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Re: Paladin Hunting Guide

Postby Wanyen » Thu Oct 02, 2008 7:44 pm

Consider Karnor's basement in low to mid to upper 50s also.
Consider Howling Stones/Charasis at same point.

While both offer significant undead, and essentially old world (read: lower hp) mobs, both have some amount of measured challenge -- casters that aren't afraid to gate. Nothing a decent paladin couldn't handle.
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Re: Paladin Hunting Guide

Postby Brohg » Thu Oct 02, 2008 8:23 pm

Lower Guk isn't actually dead dead for exp till level 54 or something. It's pretty thin at that point, though.
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Re: Paladin Hunting Guide

Postby Isaelie » Fri Oct 03, 2008 12:29 pm

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Re: Paladin Hunting Guide

Postby shiftie » Sat Oct 04, 2008 4:17 pm

nice side note on lguk... what exactly was the point in adding it to the list with that disclaimer?
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Re: Paladin Hunting Guide

Postby Zorbee » Sat Oct 04, 2008 11:46 pm

Because it is still an option, just not the best one.
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Re: Paladin Hunting Guide

Postby Blabberpuss Stryyker » Mon Oct 06, 2008 8:51 am

80 - 85
?? HOS ??
?? Loping Planes ??
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Re: Paladin Hunting Guide

Postby varutia » Mon Oct 06, 2008 10:22 am

Nest for 70 to 75, pretty nasty spells some of the drakes will cast.
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Re: Paladin Hunting Guide

Postby Zorbee » Mon Oct 06, 2008 10:16 pm

Like 20-48(levels might be a little off) Blightfire Moors. The xp there is so good it makes you cry.
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Re: Paladin Hunting Guide

Postby olts » Thu Oct 09, 2008 6:39 am

you forgot my all time fav zone fc :-) should probably be listed under 80+ though.

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Re: Paladin Hunting Guide

Postby fathersword » Tue Oct 14, 2008 2:54 am

anyone else notice the skellys in LP suddenly hitting harder and clerics healing alot more ??? just noticed it in the last week or so

fw
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Re: Paladin Hunting Guide

Postby Hulkling » Tue Oct 14, 2008 3:05 am

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Re: Paladin Hunting Guide

Postby Gorblimey » Wed Oct 15, 2008 8:16 am

Just an FYI but decided to take my SK to the Hole as I'd not been there for ages.

He's 71, 150 aas mostly offensive and in guk/bb gear.

Doing between 4 and 5 aas per lesson and he can handle 6/7 mobs at a time with no downtime if the servant is assisting.
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Re: Paladin Hunting Guide

Postby Isaelie » Wed Oct 15, 2008 8:35 am

You know what'd be awesome? If we could write hunting guides for the zone we love to hunt in, and then I could link to it from here.

So, when it says "The Hole", and someone clicks it, it would list all the details, how to drop down w/o dying, how to work your way up tunnel, how to fight in the temple, when you can take on 4 at once, when you can do 6 at once, when you just need to leave cuz the xp is slow.
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Re: Paladin Hunting Guide

Postby Huurgh » Wed Oct 15, 2008 9:58 am



"A human being should be able to change a diaper, plan an invasion, butcher a hog, conn a ship, design a building, write a sonnet, balance accounts, build a wall, set a bone, comfort the dying, take orders, give orders, cooperate, act alone, solve equations, analyze a new problem, pitch manure, program a computer, cook a tasty meal, fight efficiently, die gallantly. Specialization is for insects." Robert A. Heinlein
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Re: Paladin Hunting Guide

Postby varutia » Thu Oct 16, 2008 12:36 am

The glory of hole, pulling 20 mobs and killing them together is so awesome, too bad WoT got nerfed. I use to clear the entire castle in two go. The xp start to fall away above 70 most unfortunate it is, since Hole is still the easiest xp ground I have find fair rich in plat as well.
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Re: Paladin Hunting Guide

Postby Gorblimey » Thu Oct 16, 2008 8:53 am

did not much more than a burning lesson each time whilst clearing the castle in the hole over 2 nights but came back with over 5ks worth of cash loot

only a couple of trib drops though

so CoD, from my experience, seems better for trib, but worse for cash items
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Re: Paladin Hunting Guide

Postby salaama » Thu Feb 25, 2010 1:53 am

Is now a good time to go mushroom hunting in southern michigan? I want to go mushroom hunting today but i don't know if this is the right time. Could someone tell me when a good time to go is?
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Re: Paladin Hunting Guide

Postby Thebobo » Thu Feb 25, 2010 10:06 am

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Re: Paladin Hunting Guide

Postby Hulkling » Fri Feb 26, 2010 12:16 pm

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Re: Paladin Hunting Guide

Postby Xelaszan » Fri Feb 26, 2010 7:01 pm

Swarm killing in the new hotzones is great xp. If the hotzone happens to have undead, solo is best, but otherwise ask a wizard/mage or any melee DPS class to come join you (monk works great, as they can shed agro and heal themselves).

Shrink yourself...refresh Ward of Tunare as often as you can. With double riposte AA maxed, pull out your highest damage weapon (with shield mastery this seems to be 1-handers now, but I'm not sure if the attacks being blocked reduces the total number of riposte chances you can get). Depending on how many you can pull at once, pull a large number (unequip your weapon during the pull so as not to riposte them into summoning mode) and find a corner to kill them in. Keep your back in the corner (this will reduce spell casting interrupts due to mobs knocking you back) and attack one of the mobs. Your riposte damage will tear up the rest (works best with 15+ mobs) but your health can drop quite quickly. What I like to do is pop epic click + twincast nuke and burst when I hit ~50-40% health. By the time they refresh, I am usually around 50-40% health again, thus rinse, repeat. After 2-3 heals you should have enough agro for the wizard / mage to begin AE'ing, and if you have a melee DPS there they can simple assist you and burn stuff down 1 at a time.

With a wizard grouped I average ~20-22 AA's per lesson, and monk I'd say 18-19 AA per lesson, and this is with over 3500 AA's. Keep in mind the bigger the pull the better the xp, but if you die it's worse :P This works best for raid geared pallies, but also works great for group geared as well (just have to be a bit more conservative on pull size).
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