Archive for April, 2010

Everquest 2 Inquisitor Guide-5.1.3. Locations Levels 30 – 50

Monday, April 26th, 2010

Levels 30 – 34

Zones: Ruins of Varsoon, Runnyeye, Nektropos Castle, and Splitpaw Saga
Varsoon’s starts becoming too easy to level, but it’s nice to stay here and finish all
of your quests in the early 30s. You will also start being able to head to a new dungeon –Runnyeye in Enchanted Lands. Runnyeye has many item and book quests and the Lore
and Legend Evil Eye book can be found deep within. Also, there are new armor items for
all classes. There is a breastplate quest that starts by touching a cauldron that asks you to
kill 200 goblins – a very easy task in Runnyeye. There is also a leg armor quest started by
touching a hanging eye deep within the dungeon. Nektropos castle is related to many
heritage quests (Ghoulbane, Fishbone earring, and Guise of the Deceiver) and is a blast
for an organized group. It can take several hours to fully clear, but provides good loot and
experience. You can also just clear up to the sisters and kill them and return another day
after an 18 hour lockout.
Levels 35 – 39
Zones: Rivervale, Runnyeye, Obelisk of Lost Souls, and Splitpaw Saga
You will primarily be hoping between Rivervale and Runnyeye and at this level,
you will find many pick up groups and not really have to form your own. In general, I
stopped going to Runnyeye when I had finished the quests there that I wanted. Rivervale,
although technically a dungeon, is very easy to escape death. Splitpaw Saga instances
(Hideout, Alone in the Dark, Filtch’s Prank, Crawler’s and Group Arena.) Obelisk of Lost
Souls provides excellent chances for loot, but requires quite a bit of access quests and
camping to have entrance to all areas of the zone.
Levels 40 – 43
Zones: Rivervale, Obelisk of Lost Souls, Tower of Draftling, and Cazic Thule
You can advance to the more difficult areas of Rivervale (lamias and the bees
outside of Tower of Draftling) and exploring deeper into the Obelisk of Lost Souls. I
leveled mainly at Cazic Thule during these levels, and you can even do dungeon crawling
and begin the Heart of Fear access and gain updates for the Screaming Mace heritage
quest. Tower of Draftling, which also requires access quests, is good for questing the fairy
languages and you can grab the Lore and Legend Bixie book here. Tower of Draftling
access is required to complete the Hierophants Crook quest, so it’s useful on multiple
levels.

Levels 44 – 50
Zones: Permafrost, Solusek’s Eye, and Cazic Thule
If you gained access to Sanctum of Fear you can enter this zone and receive some
pretty rare rewards and good experience. You will need a solid group with time to clear for
several hours. Most of your grouping will be in Permafrost for pickups and Solusek’s Eye
for tailored groups. Permafrost has quite a few book quests to complete and a nice
necklace quest that gives you some goals to complete while leveling. Careful of Vision of
Vox if she is up, as getting your shard back if she gets a hold of you is very risky. There
are some group x2 named here that need 2 groups (Alangria, Knubb) and some that can
be done with a solid group of 1 + a few friends, andoccasionally even one solid group
(Gyrok Deepfreeze, Commander Keg, Kerhn Chillwind, Ador Frigidbeard.) For Solusek’s
Eye, I suggest getting some friends to help you reach there the first time, and then use the
wheel portal on the ground outside to port yourself back to the entrance. You can hop
back on the wheel in the temple near the entrance and now you can easily get to the
entrance of Solusek’s Eye. Once in Solusek’s Eye you are now in for better experience
and a less crowded zone. Depending on your group make up, you can venture quite deep
into Solusek’s Eye and kill fire giants and efreeti for good experience. This place is huge,
so if you were having crowding issues in Permafrost you will be happy. This is also home
to the Bastion of Flames instance, which requires your group to hop back and forth over
moving platforms in lava. The instance requires a fairly long access quest started near the
glassblower room. There are a few named to watch out for here as well, but some x2 and
named (Darkcoil, The Black Queen, The Castigator, The Incubator) and x4 group mobs
you don’t want to mess with (Lord Nagalik, Lord Nafagen).

Everquest 2 Inquisitor Guide-5.1.3. Locations Levels 20 – 30

Monday, April 26th, 2010

One good thing about being an Inquisitor is, as a healer if a group has an opening,
they will likely need you. Healing in MMOs is almost always needed, but fairly rare. Beforeheading out to level, be sure to pick up your level 20 armor quest from Dyric Pire in East
Freeport. This is a six part quest resulting in all of the left hand armor slots be filled except
for a helm. At the end of each quest you pick up the item and receive the next quest in the
series from Dyric. If your group is working on the quests, be polite and help others and
don’t leave until everyone gets something. If your group is of mixed faction or just wants to
grind experience, respect their wishes. If you do want to only work on the armor quests,
start your own group and let the members know your intentions. Do not be discouraged if
you are unable to complete the quests as there are quite good alternatives on the broker.

Levels 20 – 24
Zones: Nektulos Forest, Fallen Gate, Thundering Steppes, Splitpaw Saga and Edgewater
Drains
You will primarily be completing your armor quests in Fallen Gate, Nektulos Forest,
and Edgewater Drains with fellow Freeport players and other kind souls wishing to help
you complete them. Otherwise you will likely be roaming around Thundering Steppes in
groups seeking experience. You should be able to kill with anything from a duo to a full
group. You can start doing group instances in the Splitpaw Saga as well including
Hideout, Alone in the Dark, Filtch’s Prank, Crawler’s and Group Arena for experience and
loot.
Levels 25 – 30
Zones: Ruins of Varsoon, Thundering Steppes, and Splitpaw Saga
Varsoon’s is an excellent home from 25 to 30 with a good group. As you go in
deeper things get harder, but this dungeon is full of quests and named mobs to challenge
your group. This is by far one of the better done and varied dungeons in game. If you can’t
find or make a Varsoon’s group, I suggest doing a small group in Thundering Steppes at
the giants. Due to game population, it will be much easier to put a group together in
Thundering Steppes instead of Nektulos Forest. The same instances in Splitpaw Saga are
also scaled for these levels – Hideout, Alone in the Dark, Filtch’s Prank, Crawler’s and
Group Arena.

Everquest 2 Inquisitor Guide-5.1.2. Backup Healer and Damage Dealer/Increaser

Saturday, April 24th, 2010

Sometimes when there is more than one priest, you will be called on to act as back
up healer. This usually happens with another Inquisitor or Templar. When I do this role, I
keep an eye on group hit points and lay on the debuffs while completing HO’s and using
the Heretic’s Fate spell line. This isn’t a common role for Inquisitors, but we can fill in well
and above all, it’s fun. As usual keep up Act of Faith/Belief for extra damage, and when
you reach fifty, be sure to use Zealotry from time to time to increase melee damage.

Everquest 2 Inquisitor Guide-5. Grouping-5.1.1. Main Healer

Saturday, April 24th, 2010

Grouping
The Inquisitor is typically a main healer, but can also serve as back up healer or
utility character. The far majority of groups will be asking you to be the sole and/or main
healer.
5.1.1. Main Healer
This is the typical role you will play in a group. Prep the group by passing out
Divine Awakenings for resurrect and putting up your group HP buff and Defense lines.
Place the single target hit point buffs on the main and secondary tanks and yourself. If
there is no secondary tank feel free to pick someone who has a chance of gaining aggro.
Just before pull, cast Act of Belief/Faith to increase group DPS. Get a feel for the group
during the first few pulls and if power is an issue make sure you have good food/drink
items and be more conservative with power by only casting minimal debuffs and using
reactives. If the group is sailing easily through the encounters, feel free to apply the
debuffs heavily and use some damage abilities. If the encounter is well suited to your
group, but you find the tank is tank or a group member is taking a lot of damage on
incoming, use a group reactive just before pull and a single target reactive upon incoming.
Remember to use Radiance, Evidence of Faith, Flagellant, Disorient and Redemption in
situations where things aren’t going well. Typically your main reactive and the occasional
fast heal or big heal will be fine for keeping up the tanks. Unfortunately, since we do not
have any heal over time spells if your group members get damaged you must heal each
individually with direct heals or group heals. Often mages use spells that eat down their
health for power so work with them about how much they want to be healed.

Everquest 2 Inquisitor Guide-4.1.3. Locations-Levels 41 – 50

Thursday, April 22nd, 2010
Levels 41 – 45

Zones: Everfrost, Lavastorm, and Splitpaw Saga

Splitpaw Saga solo instances are ever present, and you can begin fighting in the
more dangerous areas of Everfrost and Lavastorm. For Lavastorm, I would stay at the
entrance mainly and kill Magma Wormlings. The rest of the zone is far more dangerous
and you will not net much gain from exploring at these levels. For Everfrost, you can start
out killing Resonating Echoes (wisps) and the Ice Frights (skeletons) just past the water to
the east in a cave. Avoid the Primal Frostfins (sharks), especially Dreadwake^^^, and the
Glacial Constructs (ice golems) for now. Eventually you can probably solo these with good
gear. You can reach a lower 40s solo instance by speaking to a fallen barbarian in
Everfrost around location 180, -520 to begin an access quest.
Levels 46 – 50
Zones: Everfrost and Splitpaw Saga
Since this is the last five levels of the game curently, the choice here is the most
limited by far. Splitpaw Saga solo instances scales well to level 50 (this is where I farm
cash lately). For Everfrost, your best chance is to grab a partner (preferably a tank) and
kill the constructs for cash (Rubicite sometimes drop from these guys). There are also
some solo mobs on islands past the giant’s cave; however, this can be a death run so
grabbing someone for safety/invisibility is advisable.

Everquest 2 Inquisitor Guide-4.1.3. Locations-Levels 36 – 40

Thursday, April 22nd, 2010

Zones: Enchanted Lands, Feerott, Rivervale, Splitpaw Saga, and Bloodlines Chronicles
Continue killing Nightbloods in EL for that +WIS armor set, and begin moving
around Rivervale for solo experience. Careful with aggro in Rivervale, but just about
anything can be run off in this zone. Underrot Caves (level 35 – 40) in the Bloodlines
Chronicles can be reached by getting the alone version of the quest from Inspector Dano
near the D’Morte Burial Chambers and heading south down the river. For solo instances,
head to The Dark Den (level 37 – 43) at location –140, – 244 in Zek, and Cavern of
Tangled Weeds (level 37 – 43) at location –645, – 720 in the Enchanted Lands. After
gaining auto access to Feerott at 35, there is an upper 30s instance in Feerott called the
Cleansing of the Cove that begins with access quest granted from Marshara Tiogran or
Tarin Varinblade.

Everquest 2 Inquisitor Guide-4.1.3. Locations-Levels 31 – 35

Wednesday, April 21st, 2010

Zones: Enchanted Lands, Splitpaw Saga, Bloodlines Chronicles, Zek and Splitpaw Saga
Mostly spend time in Enchanted Lands killing the rats and the turtles, I often spent
a lot of time in EL with small groups of 2-3 members roving around completing quests.
Also, there is the Cave of Wonder (level 33 – 38 near 425, -857), Sullon Mines (level 33-
38and Tallon Hording Halls (level 29 – 34) in Zek for solo instances. Again, Harclave,
Hideout and Solo Arena in the new Splitpaw Expansion pack is a good choice. D’Morte
Burial Chambers (level 31 – 36) in the Bloodline Chronicles Adventure pack just speak to
Inspector Dano near the D’Morte entrance and choose the Alone version. Dire Hollow is
south of the river near Inspector Dano. Also, for Inquisitors, an excellent opportunity is to
camp Nightblood Scourges in northeast Enchanted Lands for a +WIS heavy armor
(Nightblood set), and be sure to grab the book for these in Rivervale for the Lore and
Legends series at the Loom house.

 

Everquest 2 Inquisitor Guide-4.1.3. Locations

Tuesday, April 20th, 2010
Levels 20 – 25
Zone: Nektulos Forest, Thundering Steppes, Splitpaw Saga, Edgewater Drains and Fallen
Gate
You will primarily be hunting the solo mobs in each zone while looking for group or
forming one. If your goal is to exp alone only, travel around the zone, try looking for
green/blue solo mobs and occasionally a green heroic ++. Before heading out to level, be
sure to pick up your level 20 armor quest. There are some hidden instance zones in TS as
well for solo experience if you can find them – (Pirates’ Hidden Stash levels 20-25 location
–90, 850, and The Rumbler Caves mid 20s levels south of Thundermist Village at location
550, 180.) Closer to home, quite a few quests in Nektulos Forest (Talisman Lost, Case of
the Missing Person) can provide decent solo experience. I highly recommend the new
Splitpaw zones as they were crafted for solo experience and they provide a good amount
of loot as well. Also, you can try the solo Splitpaw zones such as Harclave and Hideout
and even the solo arena for a challenge. Fallen Gate will be home to many of your armor
quests, and after a recent revamp this zone has quite a few solo encounters. Head to
Edgewater Drains to wrap up your remaining Armor Quests – if you can grab another
person for duo or trio this would grant much more safety. Edgewater Drains are located
though Thieves’ Way and Serpent Sewer.

Everquest 2 Inquisitor Guide-4.1.2. Quests

Tuesday, April 20th, 2010

Much of EQ2’s solo contest revolves around quests, and many people make it
their life’s goal to complete as many quests as possible. One lucrative source of
experience are the collection quests completed with items gathered from ?’s. I actually
leveled half of level 49 via collection quests. Also, many items dropped start quests and
much of these are soloable – particularly book quests are dropped, found by clicking on
items, bought from merchants usually have you perform tasks and then finish by
rewarding you with money and experience. Also note the dropped equipment quests (A
Ring’s Calling, Elephant-Hide Boots, etc) that require you to also perform tasks. There are
a wealth of quests in and around Freeport/Qeynos and the overland zones and dungeons.
I suggest using eq2.ogaming.com’s quest database and finding quests that fit your level
and reward. Careful though – some quests (especially the ones in the racial areas of
Freeport and Qeynos) often have miniscule rewards so using an online guide to at least

check out what you are getting into is advisable. If you are in a guild, doing solo writs can
provide some entertainment as well.

EQ 2 Inquisitor Guide-4.1.1.Tactics

Monday, April 19th, 2010

General
Before pull cast your Act of Faith/Belief line for extra damage and wait until your
power regenerates. Pull the mob with a debuff such as Contempt or Harrowing Inquest.
You will primarily meleeing and chain casting HO’s to damage the mobs. Equip your best
DPS or proc’ing weapon and begin to attack. Use the following HO:
Divine Providence > Cleansing Flames > Torment/Merciless Innovation
Use this HO to pull off Divine Judgment (Direct Damage) and Inspiring Piety (Power
Regen Buff). Gauge the amount of damage taken and use an appropriate amount of
reactives. If you aren’t taking much damage, use them sparingly. As an Inquisitor, we
don’t have any trouble soloing mobs designed to be soloed, and have little trouble soloing
some that weren’t.
Single/Group Mobs (Solo)
With these mobs, begin by applying debuffs, put up reactives (remember both
single and group will work), and power drain if you are post 45th level. Try to keep the mob
stifled via Merciless Innovation line as much as possible by using Merciless/Cruel
Invocation to finish off HOs. Once the targets power is gone via power drain or the mob
running out then you can use as many abilities as needed to finish the fight. Prior to this
most of your power will be used to keep yourself healed and the mob debuffed while auto
attacking. If the mob has a damage shield, wait until its power is gone before auto
attacking. Watch the con levels of each mob as well – green/blue should be easy while
whites will be quite challenging. Yellow, Orange and Red will likely mean certain death at
lower levels.
Single Mobs (Heroic)
While these mobs offer more experience I would avoid them, as they are not
efficient sources of experience. You will likely have lots of downtime and some close calls.
If you do just want to try something more challenging or possibly doing some solo events
in the Splitpaw pack, there are a number of things you can do to increase your chances of
winning. First pre cast both single and group reactives before pulling. Pull using a debuff
or a hex doll. Begin attacking and apply minimal debuffs to conserve power. You will likely
be chain-casting reactives on yourself until you drain the mob’s power. If you have hex
dolls or wands use them as needed, kiting the mob if needed. (Kiting is running around
out of reach in a small area while casting and regaining power – in this case, cast using
dolls/wand). Once the mob is out of power, you can potentially lighten up on the reactives
and begin doing limited HO’s to speed up damage. Having good food and drink are helpful
to regain power between battles as well. It is likely someone with poor gear/spells would
have trouble soloing Heroic mobs. With Heroic++ mobs, the mob’s subclass has to be
taken into account. Mobs with lots of abilities that don’t use power are dangerous, as you
will probably run out of power before killing them. These mobs are best left for small and
duo groups.
Multiple Mobs (Heroic)
The ultimate challenge, I highly suggest you do not experience off of these, as you
will see your debt fill up nicely. Use the same tactics mentioned in the single Heroic
section, but unless you have top-notch gear and Adept III master spells, plus wands,
potions and hex dolls, you will probably loose. Upon reaching higher levels as your spell
lines have matured, you will begin being able to defeat these. It’s also helpful for questing,
as many of the Heritage quests require ring events.