Unbelievably quiet

It’s as if the web has been engulfed by a blanket of silence. For the past few days that I’m home, there hardly has been any activity. Instead of the 50 over new articles that my RSS reader picks up per day, it has been a trickle of two or three max. It would seem that the activities of the holiday season was successful in uprooting people from their seats.

The extended weekend has been unremarkable for me, even borderlining on absolute boredom. I did manage to play a couple hours of EQ2, which is quite remarkable considering I hardly find any reason to do so these days. Station Market has a really neat 44 slot backpack, the Sinister Frostfell Backpack, complete with a Frostfell-theme appearance. At $20, it was pricey, but I gave in, though more so for the number of slots than it’s appearance.

backpack

At the same time, Steam is having a major discount on a number of games, and Christmas capitalism was having an effect on me, resulting in me buying a number of games for $10 and under. A number of them, despite their ratings and associated hype, felt rather mediocre to me. The campaign in Red Alert 3 seemed to be progressing at too fast a pace compared to it’s predecessors. A few missions in and I already had the full tech tree unlocked and was driving the enemy back into, uh, wherever they came from. Contrast that to the campaigns of before, where one side usually had a solid 12 – 15 missions. FarCry 2’s gameplay was unimpressive either. The majority of time involved traveling and the firefights were sporadic.

My spending didn’t stop there. While reading an article entitled Faux Friendship about the changes in the way friendship is characterized and defined in relation to the proliferation of social networking sites, I stumbled across an amazing TV series, ‘In Treatment’.

In Treatment is drama revolving a psychotherapist and five patients of his, with five episodes each week, and each episode being a session with a patient. After watching an episode on Google Video, I was completely hooked, and bought the whole season on DVD. I don’t know how to describe it, but it’s phenomenal. I’m trying to not blow through the entire season at once, but there’s hardly anything else to do.

Calreth the Erudite

Race change potions have been added to the Station Marketplace in EQ2, and I was more than willingly to indulge myself in one. For quite sometime, I’ve been wanting to be an Erudite instead of a High Elf. I love the mysterious and alien look of the Erudite. It is as if in they’ve neglected their corporal form in the search of magic and the amount of power in them have twisted them into what looks like a twisted shriveled body, but one that contains pure power. In a way, it is like a cross between the Emperor from Star Wars and Voldemort from the Harry Potter series.

The potion can be bought for 2500 station cash, the same as what it takes for a character transfer. Some people however, are visibly upset with the race change potions. As Stargrace kindly pointed out to me, this would let someone be a Dark Elf Paladin easily instead of having to make a Shadowknight and betray it over, making some combinations of race and class easily obtainable without any effort.

The Headless Horseman

The Headless Horseman is an epic x2 mob that spawns during the Nights of the Dead festival from a dead looking tree in Neklutos Forest near the Darklight Woods entrance. He drops a couple of awesome pieces and is an easy kill if done right.

I managed to put together slightly over one and half groups for him. To get him to spawn, at least one member of the raid force needs the necklace obtained from doing the Halloween maze. He’s on an one to three hour spawn timer, and upon spawning, goes for the person with the necklace in their inventory in an attempt to snatch it off. If the person dies, the necklace is consumed. Otherwise, it can be used again for subsequent spawns.

In only place where The Headless Horseman can be killed effectively is on the grounds with the field of bones near the tree. My first attempt lasted almost 45 minutes before wiping because we were clueless on the strategy and tanked him elsewhere, where he had a 99% damage resist debuff. Stupid of us, but we were all once young and naive.

Tanked in the right spot, he was easier than cake and took little effort.

Of Varsoon and zone lockouts

Carrying on from where I left off yesterday, I assembled a group this morning in a vain attempt to kill Varsoon and finish up yesterday’s instance. After which, I spent the next couple hours spamming the channels looking a Palace of Ferzhul group while grinding out some writs. I even had time to spare, drawing a flowchart of how terrible my weekends are should anyone ask on the following work day.

Typical Day

In the mist of spamming LFGs, I learnt how to use Visio too. No more PowerPoint flowcharts for me.

The day didn’t just end there. I was saved by Latharek late the in afternoon who put together a PoF group for me. That’s the guy who also helped me get my T4 armor too. I owe him lots. Since our group’s Troubadour also had a saved Varsoon only instance of PoF, there was some confusion in determining whose instance, whether mine or his, to use so that one of us wouldn’t get the ‘you may not enter an instance created prior to when your previous instances minimum lockout timer expired’ message. I’ve never had an issue understanding the message, but it can be confusing for some. For heroic zones with a typical 18 hours lockout, what it simply means is that, if you zone into and instance and have a lockout starting at 0100h, you won’t be able to enter another person’s instance unless it his lockout started after 1900h on that day. How did I get the latter number? Time my instance was created + lockout time (18h). It’s only fair because otherwise could constantly do another instance someone else created and never having a lockout yourself. Perhaps I worded it badly, and still do, thus I ended up drawing a small diagram to explain.

Explaination of lockout timers

Hope I made sense.

Back to the group, we ended up killing Varsoon twice. First time using the saved instance which was cleared up to Varsoon and incurring no lockout penalty, and then resetting it and clearing the whole zone again. Finally, I have my Dagger of the Ethernaut Magus, and wrapped up the TSO signature line. I plan to finish up the signatures and weapon quests from other expansions too eventually, but that’s for another day.

Settling for less

varsoon_rov

I wasn’t satisfied with just walking away from Varsoon after dying ten over times to him in Palace of Ferzhul. No, I had to get even somehow. As the popular saying goes, pick on someone your one size. Thus, I paid the Chronomagic NPC a visit, lowered myself to level 35, and served another copy of him his just desserts.

My fun with Chronomagic didn’t just end there. Along with the auto-mentoring system, SOE also added daily missions for them, just like the current shard daily doubles. Basically, the quests are a way to encourage and reintroduce old instances to people and get them grouping in those places again. The quest would send you back to an instance that is at least one tier behind your currently level, requiring you to mentor down, either by having a lower level friend, or by using the Chronomagic NPC. The zone for today was the Crypt of Valdoon in Looping Plains. I had a full group of people ranging from 77-80s mentored down to 70 for it, and it was cake.

The reward was pretty spiffy. It gave +1000 faction with the Chronomancers, which could be used to buy fluff armor when you have accumulated enough. However, that’s not all. It also gives you a choice to buy a miniature replica of whichever boss in the zone you had to kill for the daily mission for a bit over a plat. In this case, it was Count Valdoon Kel’Novar.

valdoon_replica

I’ve hardly explored much of the GU53 content, but I’m pleased with what I’ve seen so far.

The friends that we have

The past few weekends I have been home, I have been touched by a few acts of my friends. First was Ultann getting me the Bloodthirsty Choker from Shard of Hate. He ran the instance almost daily for that. Then was Stargrace getting me into the raid over on Oasis for my mythical updates. Today, Latharek persuaded his raid to give me a pair of T4 gloves that no one on the raid could use.

I have a very close social circle and few friends, but those that I have are truly amazing. It is easy to lose one’s direction in life’s fog and fail to appreciate that there are people out there who think and care about us, and I’ve been guilty of that on many occasions.

Thank you all friends. What would I do without you?

Under the Brandenburg Gate

Dragon's Marrow

This morning, at 0950h local (GMT +8) time, Calreth was the mythical Dragon’s Marrow. This was made possible by the members of the guild, Paradise Lost from the Oasis server, who organized and was the main force behind the combined the Leviathan and Veeshan’s Peak raid today, with special thanks going to Stargrace and Shadowgeist for getting me into the raid, Ultann for getting me into numerous other raids which were unfortunately unsuccessful. Also, Kasul, Latharek and Clerissa for being online to share in my joy. Still to mention are the other people who gave me a chance in raids and groups despite my lack of mythicalness.

Perfect Groups

Some people can be extremely religious about their group setups. They will not want to group unless the group consists of certain exact classes, and/or that the certain classes having certain specific gear. I had people in two different groups bail on me today because the setup wasn’t what they liked, even though the group in question would have been able to do the instance regardless because it was an easy one. One of them happens to Deep Forge – probably the easiest shard zone in game.

The classes in EQ2 can roughly be broken down into four different types. Tank, damage dealer, healer and utility. The bare minimum for a group would typically consist of one tank, a healer, one damage dealer and any others. This combination will work for most zones in game, although it might not be the most efficient. Compared to certain games such as Lineage 2, EQ2′s group system is rather ad-hoc without stringent requirements on group setup. Having certain classes might make a zone go faster, but without it, it’s still doable.

The question comes when deciding if you should just grab whatever classes are available and go, or wait for the right classes before starting. Unless the zone has specific needs, such as encounters requiring mezzes, and both choosing either option would let me finish the zone, I’m in favor of the former. Isn’t it better to start hunting when you can and make progress, rather than sitting around waiting forever to get the right classes? In today’s Deep Forge example, people bailed because we had two healers and they felt that was inefficient in terms of kill speed, even though it would only result in no more than a ten minutes different in completing in zone.

At the end of the day, the people who left formed their own group, and by the time we completed Deep Forge, they were still looking for the right classes.