What is the progression of the storyline after the first one? I see there is a bunch of new content but it is hard to tell which ones I should move to first. I'm not really looking for dailies, just more story-related stuff. I've looked around for a few hours already so if someone can pop in a link to a guide or something that would be much appreciated. tyvm
Start with the three Minsc quests at the big tree, talking to the other character next to Minsc. Two quests will take you to different areas, with the final quest occurring in the PE.
Then you must follow the grind of Mod 6 through 4 "modified" areas (modified versions of current areas). In each of the 4 zones, you must complete 3 sets of primary quests - each of those requires 16 vigilance quests to be completed - they reset about every hour. Once you complete the first area's 3 sets of primary quests, you will get a couple of final quests that will complete that area. Then repeat this pattern for the remaining 3 areas.
That's really about it. The Minsc quests are most meaningful to me, but that is because I used to be a Baldur's Gate addict . . .
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
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thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
Start with the three Minsc quests at the big tree, talking to the other character next to Minsc. Two quests will take you to different areas, with the final quest occurring in the PE.
Then you must follow the grind of Mod 6 through 4 "modified" areas (modified versions of current areas). In each of the 4 zones, you must complete 3 sets of primary quests - each of those requires 16 vigilance quests to be completed - they reset about every hour. Once you complete the first area's 3 sets of primary quests, you will get a couple of final quests that will complete that area. Then repeat this pattern for the remaining 3 areas.
That's really about it. The Minsc quests are most meaningful to me, but that is because I used to be a Baldur's Gate addict . . .
the Mod in Mod 6 stands for modified 1-5, not module 6
What is the progression of the storyline after the first one? I see there is a bunch of new content but it is hard to tell which ones I should move to first. I'm not really looking for dailies, just more story-related stuff. I've looked around for a few hours already so if someone can pop in a link to a guide or something that would be much appreciated. tyvm
The content to the game is to keep in line with what Wizards of the Coast is releasing for storyline with DnD. Technically they came out like thus: Sharandar, Dread Ring, Icewind Dale, Well of Dragons, Elemental Evil. That being said, Elemental Evil content will get you from level 60 to 70. All the previous stuff is now for level 70 chars. So start with Minsc at the big tree in Protector's Enclave
You can skip most of the first 3 new areas, but you should complete the 4th - Spinward Rise. It's a grind, but it won't take you that long, especially if you have a guild or friends to play with, maybe a few days depending on how much you play. You should finish it so you can get the free artifact. Hitting level 70 gives you the other one (claim from Knox), so to get both the new level 70 weapon/offhand set all you have to do is hit level 70 and finish Spinward Rise.
Those new items, at GREEN, are already better than anything level 60 had to offer pre-mod6, but you should at least get both to blue since you can't slot an enchant until you do.
Another hint: All of your pre-mod6 gear is now completely obsolete. I mean it. It's no good now. Even green level 70 stuff is better, so replace it AS SOON AS POSSIBLE. Most of the rage about the difficulty in due to people trying to do the campaign areas in their pre-mod6 gear sets and getting completely crushed (I mean, COMPLETELY - like one-hit by zombies sort of completely). Don't even bother with any of that until you've gotten lvl 70 gear.
Once you have your lvl 70 artis:
1: If you already have the fangs from doing WoD dailies before mod6, you can use those and coins to buy the Eternal Set. If not, just use what you can get from Spinward. Replace your old gear ASAP with anything you can get a hold of that's level 70. You can get cheap stuff on the AH too.
2: Run T1 DDs and PvP to get better stuff. eLoL is the easiest T1, but make sure you have a decent group. A solid GF or GWF to tank for you is highly recommended and makes the whole thing a lot easier.
3: Once you have T1 or full PvP gear, and you've used all the RP that drops now from mobs and leadership to upgrade your enchants a bit, you can start working on your T2 sets. The T2 DDs are *really* challenging, no 15 minute zerg runs anymore. Maybe eventually... but for now - expect to die a lot.
4: Don't complain about how hard it is - play the game, get better gear and enjoy the challenge.
HINT: Join a guild that is willing to help you if you're not in one already.
With my first char I went through Zones 1&2 (Drowned Shore and Rec Rock) and decided I couldn't bear it for very much longer. Then (being Lvl 67 by then) SpinRise: a must unless you can afford to _craft_ the Lvl 70 ArtiWeapon because you have the components lying around or have to run the ToD gauntlet anyway. Because, in the end of the Air Vigilance quests, you'll get that for complitin a single-fight 5-minute "story"-ending-quest. So another 52 quests there.
Next char I used the Quest XP garnered from unfinished Lvl 5x zones (Rothé, Hotenow, Whispercaves) to get to Lvl 67 and then went directly to Spinward Rise. Went faster and smoother.
I recommend a) not going to Spin before 67. Then your XP gained there will also get you safely to 70 halfway through the third vigilance cycle. And trash there is 68, so the elites probably are 69 (forgot to look, too lazy to do that now). The Tome quest, hitman jobs, and the lair quests as 2-in-1 runs are the most efficient way to get that ticked off, IMHO. Quests rotate every hour, repeating every other hour.
If you got through the big boring grinder, though, avoid Rec Rock as much as possible. Avoid quests asking you to collect some # of whatnot items - those drop a lot less rarely than would be desireable, and can force you to kill one monster type over and over again until finally you got the 10 secret messages or 25 marriage rings of deceased guardsmen or... Also, be wary of "participate in Heroic Encounter" quests. Those are often enough just over and will relaunch next hour. Especially in Rec Rock avoid "Kill ## Grumfdoomers"-type quests - because there some of these grumfdoomers will respawn every 10-20 minutes after being killed and only max. 5 at a time.
If you get rubberbanding or lagspikes, bear with it once or twice, after that change to the least populated instance on the list.
If you have Dragon Fangs buy the chest armor of the Eternal set from the Tyranny of Dragons dwarf vendor (Well of Dragons central hub or PE across from Harper Windle). This armor set is level-adaptive and it's the only armor chestpiece with an armour enchantment slot wide and far. The remaining set pieces are level adaptive, too, but 15 Fangs plus 20k AD apiece is somewhat heavy, and they have the same total stat boons of equal level random blues - just scattered across the whole place. Else buy some random blue armour off the AH pieces every now and then - chaeper and better control of your preferred stats. You will want some 61+ armor for the extra HP with many classes. I did get through without problems with CW and TR, but with my DC missed the armor-bound HP at Lvl 65-ish and bought that Eternal set (but because I had as well AD as Fangs. And it simply looks somewhat cool on her - perfectly matches her hair colour :^)).
[...]
Those new items, at GREEN, are already better than anything level 60 had to offer pre-mod6, but you should at least get both to blue since you can't slot an enchant until you do.
Another hint: All of your pre-mod6 gear is now completely obsolete. I mean it. It's no good now. Even green level 70 stuff is better, so replace it AS SOON AS POSSIBLE. [...]
This should be taken with a grain of caution: Some are, some are not. E.g. the old ArtiBelt and -Cloak still give you their special bonus - +ability score/AP gain/AC/..., so they might or might not be outshone by 70-greens. Same for e.g. the double-slot rings and maybe neck and belt - the second slot can make them better than even 70-blues, depending on the rank of enchantments at your disposal... ...so better hit it with the math hammer before you dump anything.
Stat bonus effect now is +1% per 100pts for ArPen (You'll want 40%-ish ResIgn, eventually), +1% per 200pts for Rec, and +1% per 400 for all other stats.
Comments
Then you must follow the grind of Mod 6 through 4 "modified" areas (modified versions of current areas). In each of the 4 zones, you must complete 3 sets of primary quests - each of those requires 16 vigilance quests to be completed - they reset about every hour. Once you complete the first area's 3 sets of primary quests, you will get a couple of final quests that will complete that area. Then repeat this pattern for the remaining 3 areas.
That's really about it. The Minsc quests are most meaningful to me, but that is because I used to be a Baldur's Gate addict . . .
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
the Mod in Mod 6 stands for modified 1-5, not module 6
storyline = "storyline" .... that was a good one.
Those new items, at GREEN, are already better than anything level 60 had to offer pre-mod6, but you should at least get both to blue since you can't slot an enchant until you do.
Another hint: All of your pre-mod6 gear is now completely obsolete. I mean it. It's no good now. Even green level 70 stuff is better, so replace it AS SOON AS POSSIBLE. Most of the rage about the difficulty in due to people trying to do the campaign areas in their pre-mod6 gear sets and getting completely crushed (I mean, COMPLETELY - like one-hit by zombies sort of completely). Don't even bother with any of that until you've gotten lvl 70 gear.
Once you have your lvl 70 artis:
1: If you already have the fangs from doing WoD dailies before mod6, you can use those and coins to buy the Eternal Set. If not, just use what you can get from Spinward. Replace your old gear ASAP with anything you can get a hold of that's level 70. You can get cheap stuff on the AH too.
2: Run T1 DDs and PvP to get better stuff. eLoL is the easiest T1, but make sure you have a decent group. A solid GF or GWF to tank for you is highly recommended and makes the whole thing a lot easier.
3: Once you have T1 or full PvP gear, and you've used all the RP that drops now from mobs and leadership to upgrade your enchants a bit, you can start working on your T2 sets. The T2 DDs are *really* challenging, no 15 minute zerg runs anymore. Maybe eventually... but for now - expect to die a lot.
4: Don't complain about how hard it is - play the game, get better gear and enjoy the challenge.
HINT: Join a guild that is willing to help you if you're not in one already.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
With my first char I went through Zones 1&2 (Drowned Shore and Rec Rock) and decided I couldn't bear it for very much longer. Then (being Lvl 67 by then) SpinRise: a must unless you can afford to _craft_ the Lvl 70 ArtiWeapon because you have the components lying around or have to run the ToD gauntlet anyway. Because, in the end of the Air Vigilance quests, you'll get that for complitin a single-fight 5-minute "story"-ending-quest. So another 52 quests there.
Next char I used the Quest XP garnered from unfinished Lvl 5x zones (Rothé, Hotenow, Whispercaves) to get to Lvl 67 and then went directly to Spinward Rise. Went faster and smoother.
I recommend a) not going to Spin before 67. Then your XP gained there will also get you safely to 70 halfway through the third vigilance cycle. And trash there is 68, so the elites probably are 69 (forgot to look, too lazy to do that now). The Tome quest, hitman jobs, and the lair quests as 2-in-1 runs are the most efficient way to get that ticked off, IMHO. Quests rotate every hour, repeating every other hour.
If you got through the big boring grinder, though, avoid Rec Rock as much as possible. Avoid quests asking you to collect some # of whatnot items - those drop a lot less rarely than would be desireable, and can force you to kill one monster type over and over again until finally you got the 10 secret messages or 25 marriage rings of deceased guardsmen or... Also, be wary of "participate in Heroic Encounter" quests. Those are often enough just over and will relaunch next hour. Especially in Rec Rock avoid "Kill ## Grumfdoomers"-type quests - because there some of these grumfdoomers will respawn every 10-20 minutes after being killed and only max. 5 at a time.
If you get rubberbanding or lagspikes, bear with it once or twice, after that change to the least populated instance on the list.
If you have Dragon Fangs buy the chest armor of the Eternal set from the Tyranny of Dragons dwarf vendor (Well of Dragons central hub or PE across from Harper Windle). This armor set is level-adaptive and it's the only armor chestpiece with an armour enchantment slot wide and far. The remaining set pieces are level adaptive, too, but 15 Fangs plus 20k AD apiece is somewhat heavy, and they have the same total stat boons of equal level random blues - just scattered across the whole place. Else buy some random blue armour off the AH pieces every now and then - chaeper and better control of your preferred stats. You will want some 61+ armor for the extra HP with many classes. I did get through without problems with CW and TR, but with my DC missed the armor-bound HP at Lvl 65-ish and bought that Eternal set (but because I had as well AD as Fangs. And it simply looks somewhat cool on her - perfectly matches her hair colour :^)).
This should be taken with a grain of caution: Some are, some are not. E.g. the old ArtiBelt and -Cloak still give you their special bonus - +ability score/AP gain/AC/..., so they might or might not be outshone by 70-greens. Same for e.g. the double-slot rings and maybe neck and belt - the second slot can make them better than even 70-blues, depending on the rank of enchantments at your disposal... ...so better hit it with the math hammer before you dump anything.
Stat bonus effect now is +1% per 100pts for ArPen (You'll want 40%-ish ResIgn, eventually), +1% per 200pts for Rec, and +1% per 400 for all other stats.
HTH + HF (as far as possible)