I Told You To Be Rooting

I started the night in EQ by working on the Charm of Lore a bit more, turning in a dozen items from the easier-to-get spots, and getting nearly a full AA’s worth of xp. The stats on it aren’t better than my Silverwing charm yet, though (mana/hp are slightly higher, but everything else is lower).

I spent my double-xp period working on leveling, but I died thanks to bad luck on a charm break (I thought the enemy was rooted, but it wasn’t), and wound up wasting half the period running back and waiting for rez sickness to wear off. Oh well. The rest of the evening was just spent on more AAs (9 banked now) and farming drake webbing, which I’ll eventually need to raise the research skill.

The Pre-Lunch Grind

Today in EQ it was mostly grinding AAs, making something like 20 of them overall (I lost count), and 8 of them were even before lunch. I spent them mainly on raising my mana regen and item mana regen cap, though I did also buy the hotkeyable Gate so it’s always available (it’s saved my bacon a few times already, when I tried some ‘experiments’…), and the crit ability for DoTs. I’m already running out of must-haves to spend it on, so perhaps next I’ll just bank a bunch of AAs for later and get back to leveling.

I wandered around the Dragons of Norrath and Depths of Darkhollow areas for a bit, but didn’t find anything worthwhile. Even though one area was a hotzone, the xp still wasn’t as good as Sunderock.

I’ve also started the quest for the Charm of Lore in Crescent Reach. This one grows in strength with the number of items off this list you turn in, but some of them are raid and instance drops, so I’m not sure if I’ll ever be able to reach the maximum stats on it. Seems kind of a shame to replace my Silverwing charm so soon, but this one does have better hp/mana on it…

Indiepalooza

And as mentioned, I spent a bit of today on some of the other smaller games I have lined up:

And Yet It Moves: It’s a platformer, but the twist here is that everything looks like it’s made out of paper (which doesn’t really affect anything), and that you can rotate the world, affecting the gravity of you and everything around you. Puzzles usually involve having to use that rotation to move things out of the way or into certain spots, chasing enemies away by luring others around, jumping onto ledges you wouldn’t be able to get to directly, etc. I only did the first few levels today.

The Maw: You’re an alien and you lead a blob-like creature around as he eats a whole bunch of stuff. But there are puzzles as well and your creature gains certain abilities from eating some enemies and uses them to get through and so on. And it’s always growing as you eat all these enemies, and he gets rather large. Cute, but fairly short and not all that difficult. I finished it in about 5 hours, DLC levels included, and only had to redo one level to get 100% completion.

Braid: I already beat the 360 version, but I picked it up for PC as well just to have an ‘archival’ copy.

Best Level Ever

I finished off a small handful of other quests involving Crescent Reach and nearby areas today in EQ, but I figured it was time to take a bit of a break and explore some other games I’ve recently bought. But then later on it was right back into EQ, of course…

I did some more charm soloing in Sunderock Springs, and hit level 73 after a couple of hours, breaking 10k mana in the process. With the new spells, I had upgrades for my nuke (with a new max crit of 4230 so far), single-target clarity, a DoT, spell damage mitigation (too situational, usually not worth the peridot it costs to cast), and a point-blank AE mez.

Those were nice, but the real benefits came when I finally spent those AAs I’d been saving up. I put a rank in Clinging Root and it’s already noticeable how much less often roots get broken by nukes, I bought a rank to raise the mana regen cap from items, and I got Perfected Invisibility just for kicks. But the big one was Beguiler’s Directed Banishment, which will make it much safer to deal with charm breaks from now on. It casts quickly, and knocks the enemy back a ways and keeps them rooted long enough for me to reapply tash and charm. Ideally, I shouldn’t get hit at all during the recharm if I notice the break in time.

My mercenary also got a nice upgrade with a new healing spell that seems to be much more efficient. Before I hit 73, she would gradually fall down towards being out of mana, but now she stays nearly full in the same situations.

Now that I’ve gotten used to higher-level charm soloing, I’m tempted to pause the leveling a bit and grind out some more AAs. There’s still plenty of stuff to buy additional ranks in…

Always Be Rooting

I started off my new era of charm soloing in Sunderock Springs, where there were some level 70 drakes and basilisks that were quite charmable. I quickly learned to get back into the habit of keeping the target rooted whenever possible, though; I’d been able to get away with not doing so back in HoH, but these monsters hit for over 800 damage, so I don’t want two of them on me at once. I got chased away a few times and died once, before getting the hang of it.

I also did some quests in the zone, involving killing some catapults and their operators and some drakes by a geyser. After I got a little tired of hanging around here, I went back and did some more of the Wanderlust exploration quests (my Wanderlust aug has fairly decent stats now, with 11 to each stat), and finished off a couple loose end quests in Blackfeather Roost, from some previous time I’d revisited EQ.

The xp per kill is definitely better now that I can kill higher-level monsters again, though it takes longer to kill each one, too. I can get about 14% of a level in the daily double-xp period, which isn’t really that great, but I can fight in a lot more new places now, to keep things interesting.

You’re Fired!

The first thing I did in EQ today was switch mercenaries, from a Tier III Apprentice healer to a Tier I Journeyman healer. It costs about three times as much to maintain, but money hasn’t been a problem so far. Since it’s only Tier I (higher Journeyman tiers have to be unlocked) there’s a chance it might run from combat when it shouldn’t, but it hasn’t happened yet.

The main reason for the switch was because I’ll probably need better healing when I start charm soloing higher-level monsters again, since they’ll hit a lot harder. The previous merc also had a bad habit of overhealing me with a big heal-over-time, when I only needed a small top-off, wasting a lot of mana. The Journeyman merc has more ‘modes’ to choose from, and…unfortunately she still overheals that way in the ‘efficient’ mode. But she should still be better overall, and uses the Rk II versions of spells.

And then I hit level 72. I got my all-important new mez and charm spells, a new haste (the new ones aren’t actually any faster, but add other stats instead), a new lull, and a new tash. I was still missing a colour stun, so I broke down and bought the level 69 one from the bazaar, since I don’t get the next one of those until level 74 and it’s somewhat essential to my charming strategy.

Didn’t have time tonight to actually go play with my new toys, but there’s the whole long weekend to go…

10k

It was a fairly boring night in EQ, with some more grinding in HoH putting me one third of the way towards 72. I did however note for the first time that I’ve broken 10k health when fully buffed, thanks to my merc’s latest spells. Not bad considering that I had about 5k when I returned to EQ.

Woo, Spells!

I spent more time charm soloing in Plane of Tactics in EQ tonight, and the xp was decent overall, though I couldn’t say for certain that it was better than HoH. It was certainly more interesting though, as I worked my way through the tunnels rather than sitting still. I even killed the Diaku Supplier once, though the loot was rather useless compared to Defiant armour. The Fabled Diaku Armorer popped as well, but at level 80-something I had to steer clear of him.

The one annoying part was that occasionally the oracles would land a slow on my charmed pet, rendering him useless for a few minutes, and there wasn’t always another one I could switch to. Clerics can normally cure the slow, but I guess the mercenary isn’t that smart… The slows annoyed me enough that I left Tactics when I was at 97% xp and I ground out the last little bit back in HoH, hitting level 71.

I picked up my new spells from the bixie impostor in Stone Hive, but it’s not really an impressive set at that level. Two runes, a shielding upgrade, a cripple, and an animation. Nothing that really enhances my killing power much, though the animation will be nice for low-level questing and farming, but I won’t get the real meat like charm and mez until 72. Clearing the HoH basements is down to 3% per wave now…

Size Doesn’t Matter

Today was mainly spent questing in EQ, where I did one of the older anniversary quests that gave me an exp bonus potion, and a few more of the Wanderlust tasks in Crescent Reach, which improves the stats on an augment I got from them.

I spent the usual daily xp bonus period in HoH, but afterwards I did a bit of charming in Plane of Tactics as well, just to test it out. First impressions are good, and although the ogres there are intimidatingly huge, charm seemed to stick really well on them. I’d have to do more testing to see if the xp there is actually any better, but I managed to gain another 7% or so there and ended the day 40% into level 70.

Unfortunately I’ve just realized that although I can start buying spells at level 71, I won’t really get some of the more useful ones like charm and mez until 72. Argh…