The "BEST" Start - Everquest Legends
The case for starting Iksar: every guild master, every caster and hybrid spell vendor, the bank and the mote trader in one hub, opening onto North Ro with ports to Hate and Sky either side of you.
The pre-order beta run: solo named kills at every difficulty, faction grinds, and the class combinations that made them work, before launch reset it all.
The case for starting Iksar: every guild master, every caster and hybrid spell vendor, the bank and the mote trader in one hub, opening onto North Ro with ports to Hate and Sky either side of you.
A full clear of the revamped Crushbone at level 14, instanced at difficulty 1 so nothing flees. Every route in, the named that the game never flags as named, the wood elf faction grind, and the clicky damage shield that is the only real reason to come.
A full clear of Splitpaw Lair on revamp day at level 41. Every named mapped, the chain-stunning gnoll casters that killed me twice, the shields worth taking, and a sustained argument that the experience here does not keep pace with Guk.
The last beta patch before the week of downtime. Crushbone and Lair of the Splitpaw both rebuilt, motes made untradeable in a way that ends the server economy, and single player experience rates confirmed unchanged.
Instance repairs after the infrastructure move, spell tiering phase two landing on pets, charmed pets finally able to wear gear, and a sustained argument that shaman buffs should lose their negative effects at rank 10 the way items already do.
The producer's letter that laid out the in-game shop, read line by line with prices attached. Which items are no-ops you can earn in game, why storage and loadout slots are the only things I will buy, and the one item I argue should not exist.
A casual Guk grind at 28 that turns into the best build talk of the beta run. The experience nerf and the halved storage, exactly which AAs I buy and in what order, and a case that the game's itemisation is upside down.
A four hour solo clear of Plane of Sky on Warrior, Cleric and Bard. Every island and boss, the kill orders that matter, the nine minute snare and the perma-stun I want deleted, and a parser breakdown of where the damage actually came from.
A full levelling route from level one to the raid bosses, plus the class-picking argument for anyone new to EverQuest. Why I primary Shaman, warrior against shadowknight, and the case that Drain Soul is the best spell in the game.
The letter that opened the pre-order beta. July 1st at noon Pacific, which servers to avoid if you want in quickly, the roadmap tease with Kunark in the winter, and my advice not to take the day off.
The last closed beta patch, demonstrated in game rather than read. The new stance window, the spell upgrade system, new druid and shaman heal lines, and Promise Renewal going to 5,000 healing for 802 mana.