Brigand Skills (Level 20-32)Once again when you reach 20 and complete the brigand subclass quest youreceive a new skillname called Banditry. While you still receive a few Skullduggery skillsthat are used by both brigand and swashbuckler, the majority of your spells are of thebanditry type. Below are the skills listed at app3 quality and examined by a level 50, aswell as an indepth look into the different types of brigand skills. Level Skill Power Cost Skill Summary Effect20 Rake 45 Back attack + lowers enemy magic mitigation;117 - 195 melee damage;Decreases magic mitigation of target by 38021 Ruse 46 High damage frontal surprise attack Increase threat priority by 2;361 - 602 damage21 Tangling Strike 39 Stealth attack + str debuff 110 – 183 melee damage;Decrease str of target by 15.922 Black Jack 48 Stun 174 - 291 melee damage Stuns target22 Knockaround 32 def/agi debuff Decreases agi of target by 16.5;Decreases def of target by 6.3;23 Tie Up 16 Snare + cold debuff Slows target by 33%;Decreases cold mitigation by 43724 Cuss 22 Taunt + interrupt + dispel Increases threat by 235;Interrups target;Dispels 103 levels of beneficial divine effects on target24 Hidden Shiv 35 Back attack + DoT 96 – 161 melee damage;DoT by 32 every 4 sec25 Burgle 0 power Group Stealth Group stealth Slows group by 13%25 Escape 54 Group teleport to zone-in(evac) Group escape to zone-in26 Beg for Mercy 56 Intercept + decreases ally’s hate Decreases target ally’s threat by 258 and position by 1;100% chance to intercept 68% damage, target takes 48%damage lasts 3 times26 Vicious Flurry 37 Two attacks 85 – 142 melee damage x227 Rough Skin 39 Str + physical mitigation buff Increases str by 30;Increases physical mitigation by 12827 Risky Advance 0 Increase attack/decrease def Damage procIncreases pierce/slash/ranged by 11.5;Decreases def by 8.1;30% chace to inflice 33 damage and interrupt target;28 Restitution 60 AoE Melee attack + interrupt 115 – 192 AoE melee damage;Interrupts targets28 Snarl 60 AoE Snare Slows encounter by 33%;29 Disarming Thrust 27 Attack + reduce attack speed 80 – 133 crushing damage;Decreases atk speed by 12.3%29 Vicious Stab 41 Attack + parry debuff 160 – 267 melee damage;Decreases parry by 2530 Low Blow 43 Stun 166 - 277 melee damage;Stuns target 30 Maddening Throw 43 Two throws + stun + throwback 99 - 166 melee damage x2;Blurs vision of target + stun +throws target back31 Baffle Adversaries 1 Concentration Hate debuff When target is damage decreases threat priority by 1and threat by 31632 Slip 15 Decreases Threat Decreases threat by 229 - 38132 Shank 63 Flanking attack + DoT 175 melee damage;42 damage;DoT by 84 every 5.3 sec32 Knave 0 Increase Parry and def/Decrease attack Decreases melee skills by 15.2;Increases def and parry by 9.1;Increases physical mitigation by 152
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Gorge of King Xorbb
Levels: 22 – 25
Loot: Polished Bone Bracelets (2 ac, 3 wis, 3 int)
Description: The evil eyes in the Gorge of King Xorbb are really “charming” level 20
Enchanters located in the Evil Eye Temple. Unless you got the level or equipment required to
resist their spells, you might want to hunt together with a partner. Besides the bracelets they
also drop optical nerves, which are of interest to people doing the crafted armor quests
(completing them also provides some nice experience at this level).
Frontier Mountains
Levels: 28 – 33
Loot: Platinum, misc. rare items
Description: Your target in this zone is the mountain giant fort. The experience here isn’t
great, but the money is, especially if you’re sufficiently equipped to keep most or all of the fort
clear solo. The mountain giants drop fair amounts of raw platinum, and they also drop a
variety of vendor-loot weapons, including Weighted Axe, Leg-Chopper, Hammer of
Flattening, and Tree Flayer. These weapons are extremely heavy but sell to vendors for 12-
50pp each, so bring a weight-reducing container that holds GIANT-sized items if possible.
Another loot of interest is the Forest Loop, an earring that is decent twink gear for priest
classes. This earring drops rarely from any giant in the fort and sells to vendors for 170pp or
so; depending on the going rate in the Bazaar, selling to vendors may be more efficient than
selling to players. Forest Loops are lore, so you’ll want to sell them or transfer them to
another character as soon as possible. If this is a tough camp for you to solo, bringing along
a few friends and agreeing to split the plat can help and solves the problem of having
multiple Forest Loops drop without being able to loot them. Depending on how lucky you get
with item drops, you can expect 180-300pp per hour here.
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Pirate’s Treasure
Requirement needed: 62gps, white apron, spade
Item suggested: weapon
Quest points required/quest completed: None
Quest points given: 2
Rewards: 450gps, a cut emerald, and a gold ring
First, if you’re in Varrock, then buy yourself an apron at the Clothing Store for
2gps. This way, you won’t have to get yourself one when the need arises.
Head to the pub in Port Sarim and talk to Redbeard Frank. Tell him you are in search of a treasure. He’ll ask you to bring him a bottle of Karamja Rum.
Get 30gps and talk to one of the sailors in the port. Ask him to take you to Karamja.
Once you arrive in Karamja, talk to Zambo in the house west of the ships. Buy a bottle of Karamja Rum.
Now go into the little shack where Luthas lives (next to the banana trees and the closest house to the port). Ask him for work. Now go outside and pick 10 bananas from
the banana trees. Load up the crate in front of his house with the bananas. Also be sure to put the bottle of rum in the crate as well. Once you’ve done this, talk to Luthas for your
30gps. (You have to put the bottle of rum in the crate because you won’t be able to carry it with you when going back to Port Sarim.) Then talk to him again and ask him where the
bananas are going. He’ll tell you that he is in charge of shipping the bananas to Wydin who owns a grocery store in Port Sarim. Talk to one of the sailors to go back to Port Sarim. Let them search you.
Now if you’ve already have an apron, put it on. If not, you can get one in the Clothing Store in Varrock for 2gps or ask someone around if you can buy one from them.
When you have an apron, go to the grocery in Port Sarim. The grocery store is near the Fishing Store. Go into the door that leads to the back of the grocery. Search the crate to get the bottle of Karamja Rum.
Head back to the pub and talk to Redbeard Frank. He should give you a key that will open Hector’s chest.
Then go to Varrock. Head into an inn called the Blue Moon Inn. The inn is in the southeastern part of Varrock. In the bar is a ladder. Climb up. A chest is in a room on the
west side. Use the key to open it. You will get a message. It tells you to dig behind the south bench in the park. Now get out of the inn. If you can, buy a spade from either the
general store or a player. If you can’t, then go to Draynor Mansion. You should see a spade lying around in the east room of the mansion. There is also a spade in an isolated house in the center of Falador (recommended that you get it here instead).
Head to Falador and go to the park. Dig using your spade on the flowers behind the south bench. If Wyson the Gardener sees what you are doing, then he will attack you,
if he does not, then good. Kill the gardener if he gets in your way. When you have dug the flowers you will earn your reward.
Summing it up:
1) – Talk to Redbeard Frank in the pub in Port Sarim. Tell him you are in search of a treasure.
2) – Go to Karamja. Talk to Zambo in a store to buy a bottle of Karamja Rum
3) – Talk to Luthas in a house and ask him for work.
4) – Collect 10 bananas. Put the bananas and the bottle of rum in the crate in front of Luthas’s house.
5) – Head back to Port Sarim.
6) – Get/Buy a white apron.
7) – Go inside the back room of the grocery store in Port Sarim and search the crate for the bottle of rum.
– Go back to the pub and talk to Redbeard Frank with the bottle of rum. He will give you a key.
9) – Now go to the Blue Moon Inn in Southeastern Varrock. Climb up the ladder.
10) – Go to the west side of the second floor to find a chest. Open it with the key. You’ll get a message telling you where the treasure is.
11) – Get/Buy a spade.’
12) – Go to the park in Falador.
13) – Use the spade on the flowers in the south bench to dig up the treasure. Wyson the Gardener might attack you. If he does, kill him.
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PETS
The hunter is the definitive pet class in wow. Your pet will be able to aid you in nearly every aspect of the game and without it you’re just a gimped warrior with a bow. Of course this relationship isn’t totally one sided and they expect you to reward them for their services. Pets require constant maintenance, feeding, leveling and lots of tender loving care. But if you take good care of them you’ll never play alone.
Using Your Pet
Pet Tanking
The primary purpose of your pet is to act as a tank. The biggest problem a hunter has while soloing is keeping his foe outside his deadzone. But if you let your pet keep the mobs attention you can stand back and shoot it full of holes. Your primary way of keeping threat is your pets Growl ability, which acts like a warrior’s Taunt or Voidwalker’s Torment. It instantly generates a large spike of threat and puts them higher on the threat list then you. The amount of threat your pets Growl generates can be directly increased with attack power. You can also increase your pets threat by dumping your own. If you use your Feign Death ability your threat will drop to zero, but your pets will stay the way it is. This lets you DPS like crazy once you get back up.
The basics techniques of pet tanking are pretty simple. First have your pet attack the target since the first person to attack an enemy gains an extra bit of threat. (You can do this quickly by hitting Ctrl 1) After their first attack you should generally wait one second before attacking. This is to make sure their first Growl isn’t resisted. After they have landed a growl start to DPS lightly. Don’t use your major attacks all at once but spread them out. This way you won’t spike over your pet in aggro. You can also have your pet increase their threat by using damaging abilities like Bite or Claw. These don’t create as much threat as Growl but over the course of a battle their threat will usually cancel out the threat from your own damage dealing attacks. This will use up your pets Focus though and you may not have enough to use growl. So use them manually instead of setting them on auto attack. If you are fighting a powerful monster or an elite you will also need to keep your pet healed. Use Mend Pet after your pet is at seventy five
percent so they can regenerate health. Be careful not to use this too soon though since it can cause a little bit of healing aggro onto you.
Pet DPSing
Many people say that pet DPS isn’t worthwhile. If you just let your pet auto attack that can be somewhat true. But if you work with your pet and use their abilities carefully your pet’s DPS will increase and increase yours as well. Pet DPS is largely self sustaining. The secret is to build up your pet with talents and teach them new abilities so they can work on their own.
Pet damage takes two forms, white damage and yellow damage. White damage is from your pets regular auto attacks and is the base of your DPS. You can increase this by buffing your pet but it will stay very regular. (Pets also get a portion of your stats like AP or Sta so buffing yourself buffs them as well.) It may seem low compared to your damage, but over a long fight it can add up significantly. Yellow damage comes from abilities like Bite or Gore. These are special attacks that use up your pets Focus and often have a cooldown. Most of these abilities are also restricted by your pets species. Bite can be learned by almost all species, but only boars and ravagers can learn Gore. This means the pet you choose will determine how well they DPS.
The key to pet DPS is careful management of their abilities to increase their yellow damage. Regular white damage is important but since you can’t really influence it you don’t need to worry about it. One of the first things you need to do to increase your pets DPS in a group or in PVP is turn off Growl. It wastes Focus and can rarely cause problems for the tank. DPS pets can only last for a little bit as a tank anyway so this isn’t a real loss. Depending on your pets species your should have one action block dedicated to a generic direct damage ability like Claw or Bite. In the long run I prefer Bite even though it is more focus intensive.
Your second action block should have your pets species specific ability like Warp, Charge or Lighting Breath. These are not always damage abilities, they may have an effect like knockback or interrupt which can greatly help in specific situations like PVP. Your third block should contain a buff or debuff ability. Dash, Dive and Cower are good generic ones but you can also use an extra species specific one like Prowl or Furious Howl. You should always try to save
your final slot for Growl. Even though you don’t want your pet to do a lot of tanking it is great for if you need to run away when playing solo and have someone else take all the hits.
The actual techniques to pet DPSing are rather simple. Your pet will be able to take care of itself most of the time by auto casting its generic damage dealing abilities. There are two situations where you need to physically manage your pets abilities. The first is if they have a special effect that you want to save. Charge is best saved for interrupting a caster, and Prowl shouldn’t be used until you are ready to attack because it slows your pet down. The second situation revolves around your Kill Command. You should try to activate it every time you get a critical strike.
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Melee Fighting
Compared to their ranged abilities, a hunters melee strength is very weak. We have hardly any melee abilities besides Raptor Strike and our melee AP formula is lower than pure melee fighters. On top of that hunters should pick weapons that help their ranged damage stats and will usually be weaker than melee weapons.
A hunter shouldn’t abandon melee completely though. Instead of focusing on damage dealing focus on hindering. Abilities like Wingclip, Counter Attack and immobilizing traps are very useful in PVP situations but can only be done in melee range. Other times the terrain won’t allow you enough line of sight to shoot your enemies and you will need to kite them to a more suitable location. When your enemy gets close to you attack him and root him in place, then run away till it is safe enough to shoot.
Damage dealing melee shouldn’t be completely forgotten though. Ammo is expensive, so if your enemy is very low on health or you are farming much weaker mobs charge in and start hitting. If your pet is still holding aggro this is even more reason. But in a group or raid stick to shooting.
Kiting
Kiting is a special technique where you attack your enemy while running and eventually wear them down. Kitting is very useful when soloing elite monsters and other players in PVP because while it takes a long time to accomplish, if done correctly you can take down almost any monster.
The basic strategy of kiting is to attack from maximum distance and shoot as much as possible. When the enemy gets in melee range use a snare ability then run away to maximum range again. Your first shots are critical because this will be the only chance you have to use heavy damage abilities like Aimed Shot. Abilities with cast times are not as efficient in the long run as using autoshoot or instant cast shots. After you have opened up use Concussive Shot to give you some extra shooting time. Before the mob reaches you set your freezing trap and run away so it is between you and the mob. When the mob is frozen and you are out of range immediately turn around and shoot it again. If it has taken less than ten seconds for you to get out of range you might want to use a hard hitting attack again like Aimed Shot. A nice strategy is to set you trap before you pull and wait about twenty five seconds. This will let your traps cooldown expire and you can set another one when it gets near the second time. If you can’t set anymore traps or they are resisted wait for the target to get in melee range and then hit them with Wingclip or if possible Counter Attack. This will slow them down and give you a chance to run away.
Strategies for kiting also depend on what you are trying to kite. PVE mobs will always follow you in a straight line and won’t stop unless you get too far away from their spawn point. In general if you are kitting something you will want to try and go in a big circle, avoiding other mobs so you don’t get adds. In PVP the target is another thinking person and kitting is more difficult. If they get too low on health they may run away and if your are too far you won’t be able to catch up. When kitting another player you don’t want to get too far ahead and will rely more on stuns and snares than distance.
Pets can be a hindrance while kiting unless you manage them correctly. They can break freezing traps and if you aren’t careful they will pull aggro. You want to always have the monsters attention so turn Growl off and have them lightly DPS. Stings are another thing to watch out for while kitting. Serpent Sting is dangerous until you have passed the trap phase. Viper sting is safe though and should be up at all times if the target is a mana user.
Pulling
One of our most used roles in a group is to pull mobs back to the other party members. In fact hunters are arguably the best pullers in the game. If the pull goes bad they can instantly abort it and reset the encounter. If you accidentally pull two groups instead of one you can use Feign Death. Feign Death wipes all of your aggro and the mobs will run back to their original places. (Note, this doesn’t work if you use Misdirection, but more on that in a bit.)
Hunters are also great pullers because they can crowd control (CC) right when the pull starts. By setting down a Freezing Trap the front runner of the mobs will be frozen in ice for twenty seconds, enough time for the group to burn through one or two of the other mobs.
A hunter puller is also great because they are able to manipulate threat onto the tank. At level seventy hunters get the ability Misdirection, which transfers all of the threat from your next three attacks to another party member. If you do a misdirection pull your tank will start off with a large amount of aggro and be able start DPSing sooner. A problem with Misdirection though is that most shots and stings will also use an Auto shoot charge and you will only be able to use two attacks to give threat. There is a way around this though below.
Now its time to learn how to actually pull. Your first job is to cast Misdirection onto the Tank. It will only last for thirty seconds though so hurry and head towards the targeted mobs. Lay down a freezing trap and use Aimed Shot on the first target. You should use Aimed shot because you will have time to cancel Auto shoot before it eats up one of your charges. When the mobs get into range use Multishot. Even though it hits -
multiple targets it still only counts as one attack. When doing a Multipull, mobs that don’t take damage and simply link have less aggro than mobs that do take damage. By using a Multishot you give the tank aggro over all of the mobs at once. You can then use your final attack on the tanks target. If the first target is almost dead though and you still have misdirection up use a shot on the tanks next target. At this point you can assist the tank and begin DPSing the enemies down.
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Imp Catcher
Requirement needed: None
Item suggested: A weapon to kill Imps
Quest points required/quest completed: None
Quest points given: 1
Rewards: 375 magic exp, an Amulet of Accuracy
Go to Wizard’s Tower and head up to the third floor. Talk to Wizard Mizgog. He’ll
tell you to help find his beads.
Now head back outside. Collect some beads from killing Imps or buy them from
players or stores. Remember, you need a red bead, a yellow bead, a white bead, and a
black bead.
Once you have all the beads head back to the Wizard’s tower and talk to Wizard
Mizgog for your prize.
Summing it up:
1) – Collect a red, white, yellow, and black bead.
2) – Go to the third floor of the Wizard’s Tower and talk to Wizard Mizgog twice.
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Threat Management
An important factor to watch out for when DPSing is how much threat you are generating. When fighting in a group, the target monster always goes after what it thinks is the biggest threat. The role of the tank is to keep himself at the top of the threat list because he has the best survivability. But there is a limit on how much and how quickly a tank can build threat, so if you go all out DPS you’ll quickly surpass him.
The first stage of threat management is keeping threat in check. When a tank first engages the enemy they need time to build a buffer of threat, so hold off DPS until they say it is ok. Usually this is after one or two sunders for warriors, a few seconds of bleed effects for a druid and four seconds of holy damage for a paladin. After they give the go ahead slowly start to DPS. This would include Auto shoot and stings but avoid your heavy damage dealing shots for a few more seconds. After the tank has established enough threat you can move on to your regular shot rotation. This process becomes much simpler if you install a threat meter like Omen and you will know exactly when to start DPSing.
The second stage of threat management is reducing your actual threat. The simplest way is to back off on your DPS. If you see you have landed several big critical strikes and have jumped up significantly on the threat meter step out of combat so you don’t cause anymore damage. During this time you can chug a potion or bandage yourself.. A problem with stopping combat though is that you are no longer DPSing. So I only really use this when questing with another player or when fighting trash mobs in a raid.
Other more effective ways of reducing threat depend on your spells. The first one, Disengage, immediately reduces your threat by a set amount. But since it can only be used in melee range you won’t be able to use it regularly. Instead you should be ready to use it when you have pulled aggro and the mob starts to beat on you. In a small group environment you’ll be able to take the hits before the tank can get aggro back. But in a raid you will usually be dead before you even have a chance to use it.
A more useful aggro wiping ability is Feign Death. Once you activate it you lose all of your aggro and exit combat. If you see you have topped the threat meter chart you can immediately use it and the mob won’t come after you. This is especially true in boss fights. On long fights try and make sure to use it every time it is available. This way you can DPS without fear of pulling the enemy’s attention.
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Hauling
So you have the mining thing under control, but you need to get those minerals back to base.
You’ll start off with the Industrial-class ship of the race you want to fly. For instance, if you are Gallente, you’ll want to buy the Gallente Industrial skill. There’s a pre-requisite of level III of the frigate of the race you’ve chosen (Gallente frigate III in the above example).
So, if you’re still with me, pick up that skill and look under the Industrial Ships tab in the ships section of the market and locate a nearby hauler. Along with that, try to pick up a few cheap cargohold expanders – these will optimize the cargo space available at the expense of velocity. Each level you train of your Industrial Ship will likewise increase the cargo room you have.
There isn’t a ton of advice that can be offered for hauling aside from using the Warp To 0km function. This will allow you to move around much more quickly, especially with expanders.
Beyond the basic Industrial Ships, two more class of ships become available to you. Neither of these are particularly useful to soloing miners in general, though they can be to those who are expanding horizons or are working in unsafe space.
The first of these is the Transport Ship - this skill likewise will require Industry V. These particular ships are designed as ‘blockade runners.’ That is, they’re designed to be armored enough to take a beating long enough to get out of the system or away from a situation. They all receive a bonus to their defensive capabilities, and I strongly would suggest catering to these bonuses if you plan to be moving anything around or through low-security systems. I’ll also note that a Warp Core Stabilizer can be life-saving as well.
The second ship class would be Freighter. This skill will require Advanced Spaceship Command (a 45M skill) which increases the agility of the monster ship. Freighters are generally used by merchants and tradesmen to move vast amounts of goods from station to station. A common misconception regarding freighters is that they can pick up jettisoned cans – this is not true. As a miner, you likely won’t have a need for a freighter unless in a large corporation that supplies you with one or asks you to haul for them.
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Rogue Skills (Level 10-19)
When you become a rogue after completing the class quest and reaching level
10 you will start to receive skills under the Skullduggery name. Once again the effects
listed are of app2 quality examined by a level 50.
Level Skill Power Cost Skill Summary Effect 10 Backstab 17 Backstab attack + Agi debuff 65 – 108 melee damage; Decreases Agi of target by 7.6 11 Smuggle 0 Group Stealth Grants stealth to group for targets 25 or below; Slows members by 41% 12 Quick Flurry 19 Two quick attacks 34 - 57 damage; twice 13 Street Smarts 1 concentration Agi/Str Self buff Increases Str by 9.9; Increases Agi by 14.8 13 Rash Advance 1 concentration Increase attack /decrease defense Damage Proc Increases Pierce/Slash/Range by 5.6; Decreases def by 3.9; 30% chance to inflict 15 melee damage and interrupt 14 Circular Strike 33 AoE Melee attack 27 – 45 damage in area 15 Bludgeon 15 Crushing damage+Decreases attack speed 39 – 65 crushing damage;Decreases atk spd by 10.9% 15 Gouge 23 Frontal damage attack+Parry debuff 78 – 130 melee damage;Decreases Parry by 10.7 16 StranglingThrow 24 Double throw+snare 41 - 69 melee damage x2;Slows target by 32% 17 SelfPreservation 37 power Lower hate self buff Decreases attack speed of caster by 10%;5% chance on attack to decrease threat by 131 17 Snoop 0 Self Stealth;Grants see stealth Grants Stealth;Slows caster by 31%;Grants see stealth to caster 18 Fancy Footwork 0 Increase Parry and def/Decrease attack Increases parry and def by 5.1;Increases physical mitigation by 86;Decreases Slash/Pierce/Crush by 13.6; 18 Divert 9 Decreases Threat Decrease Threat by 118 - 198 19 Distracting Blade 19 Flanking attack + interrupt enemy 74 – 123 melee damage;Interrupts target 19 Stay Low 43 Lowers hate + stealth Grants stealth;Slows caster by 46%;Decreases threat priority by 1 and threat by 270
Your 10 levels as a rogue is more of an introduction for what is to come. You
don’t really get any skills you’ll be using at level 50 except maybe self preservation;
although I don’t like to use it usually because of the 10% decrease in attack speed.
Normally you shouldn’t need the buff, and because of the 5% chance it’s nothing you
can really rely on unless you know ahead of time that you may need the extra chance to
proc a threat decrease.
As far as the other skills go, you get your first group stealth which you will learn to
love as you continue to level up. You also get your first bow skill which you should start
to incorporate into your skill routine. Other than that, just start getting use to your back
and frontal attacks as well as the buffs that are available to you for different situations.
This will give you a good taste of what is to come for the brigand class.
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Requirement needed: None
Item suggested: Weapon to lvl-21 Skeleton
Quest points required/quest completed: None
Quest points given: 4
Rewards: 300gps
Go to Draynor Mansion. Speak with Veronica. She’s the women wandering around
in front of the mansion. She’ll tell you that her fiancé went into the mansion an hour ago
but hasn’t come out yet. Your mission: to go in the mansion and save Ernest in whatever mess he’s gotten in.
Now head inside and up the stairs. You’ll find some fish food in a room. Acquire it then go back down.
Head east the path to find a Poison. Use the Poison with the fish food. Then go all
the way east into a room with a spade. Grab it. Head outside through the north door of
that room. Go to the west side of the back to find a cabbage field. Use the spade to dig
through the pile of compost next to the cabbage field and you should find a key.
Now go a little south until you find a fountain. Use the Poison fish food on the
fishes in the fountain. The fishes will die. Search in the fountain for a pressure gauge.
Go back in the mansion. Use the key on the door underneath the set of stairs. Be
careful, a lvl-21 skeleton is in here. You may need to kill it to get the rubber tubing.
Then go west. You’ll find a ladder leading to the basement; head on down. The
next half of this quest is complicated so read on slowly.
Once you’re down the ladder, you’ll see that the basement is kind of like a maze.
Your task is to go through all the doors and get the oil can.
First, Pull lever A. Then Pull B.Go through the Northeast door.
Pull D. Go through the Southwest door. Go through the South door.
Pull A. Pull B. Go through the Northwest door. Go through the West door. Go through the North door.
Pull F. Pull E. Go through the East door. Go through the East door.
Pull C. Go through the Northwest door. Go through the West door.
Pull E. Go through the East door. Go through the South door. Go through the South door. Go through the West door.
Then grab the oil can. Head back east and climb the ladder out of the basement.
Go all the way around and up the stairs.
Climb the ladder behind you. Go speak to Professor Oddenstein and he’ll tell you
what had happened to Ernest.
Then talk to him again and give him the pressure gauge, rubber tubing, and oil
can. He’ll operate the machine. You’ll see that Ernest transforming back to human. He’ll
talk to you and you’ll be finish with the quest.
Summing it up:
1) – Talk to Veronica outside of the Draynor Mansion.
2) – Get a fish food in the second floor of the mansion.
3) – Then get a poison in the west room of the first floor. Use the poison with the fish food.
4) – Go all the way to the east room to get a spade.
5) – Head outside of that room and west until you find a cabbage field.
6) – Next to it is a pile of compost; dig in it with the spade to get a key.
7) – Now go south until you find a fountain. Use the fish food on the fountain. All the fishes in the fountain will die.
– Search in there for a pressure gauge.
9) – Go back in the mansion and use the key on the door underneath the staircase.
10) – Get the rubber tubing.
11) – Then go all the way west again and down the ladder.
12) – Now follow these instructions to get the oil can.
In the first room, Pull lever A and then Pull B.
Go through the Northeast door.
Pull D. Go through the Southwest door. Go through the South door.
Pull A. Pull B. Go through the Northwest door. Go through the West door. Go through the North door.
Pull F. Pull E. Go through the East door. Go through the East door.
Pull C. Go through the Northwest door. Go through the West door.
Pull E. Go through the East door. Go through the South door. Go through the South door.Go through the West door.
13) – Grab the oil can and head back up the ladder.
14) – Go up the Staircase.
15) – Then climb the ladder behind you.
16) – Talk to Professor Oddenstein twice.
17) – He’ll operate the machine and Ernest will return back to human.
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