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EchoLocation8's Solo Warrior Guide

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Contents

Description

Solo Self-Found guide for a Dwarf Warrior.

Levels

  • 1-5/6: Random mobs outside Kaladim, prioritize skeletons and aviaks when you can take them safely, hand in bone chips and aviak talons for big XP, you could hand in bone chips and talons until 8 easily.


  • 5/6-8: Orc Hill area, look for wanderers, look for single Cent spawns at camps, avoid Oracles. Ideally, get inside and hold the entrance of Crushbone for better XP. Gather belts until the CB ent mobs are green, going any further into CB solo is too dangerous and too camped, so we leave.


  • 8-12/13: After handing in belts for XP, start farming the Corflunk and Zarchoomi spawns, kill Giant Scarabs in the meantime for Scarab armor as well. While camping Zarchoomi, there is a Goblin Warrior camp right near her that is entirely solo-pullable (goblin at fire, goblin in left hut, goblin in right small hut, in that order). Try and get Bloodforge Helm and any other Bloodforge items, helm is great though.


  • 12/13-16: Go to Qeynos, get Bloodforge Hammer for magical weapon, raise your 2HB. Kill Wisps in North Karana and do Lightstone/GLS quest until Wisps stop giving decent XP themselves at 16.


  • 16-18: Chasm Crawlers in East Karana, they're amazing. Tons of them, easy to kill, great time. Beware of Gorge Hounds, not melee-friendly mobs, they hit significantly faster than other mobs and I never found their XP worth the damage and downtime they gave me.


  • 18-23: Muddite Minors / Muddite Elders / Gorge Minotaurs in Gorge. Prioritize Gorge Minos with Mino Axe, is a good offhand / good money.


  • 23-25/26: Chasm Minotaur near EK zoneline in Gorge, has an accelerated spawn timer of 5 minutes, spawns in the same spot. Beware of Evil Eye that can spawn here, I only ever saw 1 and it was the level 1 version that has like 1hp, shot with bow to kill it from distance to avoid perma-DoT.


  • 25/26-28: Crag Spiders all day every day. Be prepared to rest a bit between fights though, they range from 18-22 and you should be prepared for an occasional very close fight. Don't run to HHK, run to Gorge, its faster. Buy a small sewing kit, convert silk to swatches, 7.5pp per stack to vendor. This is one of the sketchier parts of the grind, as even at level 27 the occasional crag spider would wreck me out of nowhere with a string of high hits and procs. You also need to run early against these since you're so far from zone.


  • 28-30: Permafrost Ent / Sol A Ent / Runnyeye, I did mostly Runnyeye and outside of one night where things weren't going great and the zone was too crowded...if you can solo pull Dazed Goblin Guards to the zoneline, you will absolutely soar through these 2 levels. Experience slows down to a crawl at 30 because hell level and they go green.


  • 30-31: Cazic Thule well room, it's a safe spot, there are 2 mobs that need to be broken which will be a huge pain if one of them is a Page so hope it's just like 2 Warder's or something. They're on 22 minute timers so brute-force kill one if you have to (pull both to zoneline, kill one and zone). The majority of your XP here is going to come from the alligators below the well, ~2 spawn in the tunnel and 1 wanders in, only ever pull one, highly recommend not pulling from the center pool. It's slow, but it's an easy place to sit and get ~2-3 blue mobs every 22 minutes.

    A major issue of this room though is mob position and escape paths--if a fleeing mob ever goes towards the well, if you do not kill them, zone. They teleport very far away as soon as they get there and you'll have a train coming your way eventually. I pulled alligators up another ramp just to feel safer about it.


  • 31-40: South Karana / Splitpaw. The strategy early on is to hunt Rooks / Harriers. Harriers are strong though, so be careful. Once you're 33-34, continue killing rooks and harriers while on a wait-list for the southern Gnoll Spire camp. The southern gnoll spire camp is consistently level 25-26 gnolls, while the northern gnoll spire camp is consistently level 27-28+ gnolls, so take the south one until they green out at 36-37. Kill aviaks while you wait, occasionally check Splitpaw entrance area.

    If you can take it, camping even the two spawns right in front of the "Safe-room" in splitpaw is better than holding a spire. The longer spawn times gives you more time to rest between fights and the double-xp from the ZEM ensures that 2 kills at 22 minute spawn timers is similar to getting 4 kills in 22 minutes, which amounts to killing something every 5 1/2 minutes in SK where the spawn timer is 6m 40s. If you can work a third gnoll inside here into your rotation it's even better. At level 36 we held splitpaw entrance solo and got through 80% of the level in like 2 1/2 hours. Not common to get that setup though, its a busy place.

    At 37, you should be able to take the north spire camp more easily, or maybe even the mid-camp and hold both kills down, but I'm going to start with the north camp first. Meanwhile, we'll hunt Avocets in KFC for supplementary XP while we wait for a camp.

    It's not worth the time to hand in the scrolls and lose the camp, so just hold onto them (I gave my duplicates to people in chat / anyone who wanted one for free). When you decide to turn in for the night, take a brisk walk to Qeynos to hand in and then walk back to SK when you hop back on later.


  • 40-42: Guard tower at North Karana - South Karana, killing Westyn and Oysten. If you aren't solo-self found and have real gear, you could also potentially work Frederick into this mix if no one has him. This is one of the fastest xp camps I've ever done, if I were a class that could hold all 3 enemies down I think the hell level is doable in ~7 hours. Level 41 took us 4 hours and 23 minutes.

    Split Westyn/Oysten by dragging them to the SK zoneline, learn where it is, then zone just before they get to you. As soon as you finish zoning, immediately run to the NK zoneline. If you have SoW, wait a second or so, then go in. If you don't have SoW, just run straight to zoneline and hop over. It's not guaranteed, but one often moves back slower than the other and you can split them, I successfully did this 3-4 times. If you zone slowly, it may not be feasible, and you may require assistance. Or just get full life, kill one, zone, bandage up, kill second.

    Do not fight them on the bridge. I just alternated between the two spawns under the bridge, used a bow to pull them down (they jump right off), drag them a little ways away, and killed them to the sides of the tower.

    They spawn every 6 minutes and they are blue until 42.


  • Places I went that didn't feel good:
    • South Karana KFC at 25/26: Too many people, the mobs I need to be successful have to be within a very narrow level range and the mob variance here was too high.
    • South Karana Hermit at 24: While I did get a level here, this dude was just a tad too hard for me and I ended up waiting ~8-10 minutes between kills to feel safe.
    • Permafrost Entrance at 24: Most of the goblins when I went here were too low to give XP, the ones that did were too strong to safely kill, any mistake meant death, and any death meant a massive corpse run. Non-warriors could probably thrive here, or if I were a couple levels higher maybe.
    • Oasis at 22ish: Just too crowded.

Some fun facts

We have used 9701 bandages.

128467 - total hits and misses since 12

97789 - Total hits since 12

3674 - Total critical hits

Assuming crits can only roll on successful hits: 3.75% chance to crit

Quests & Things

  • Scarab Armor Quests
  • Bloodforge armor Ogre Heads (8 handins, 2 duplicates, quest becomes less good the more pieces you have since your chance of dupes goes up, really I just wanted the helmet)
  • Bloodforge Hammer Trumpy Irontoe
  • Bull Smasher Red V Clockwork (6/20 1hb, questable at level ~7 or 8, requires farming rep for Gemcutters in Ak'anon, takes maybe 5 hours total to get on average for the rep and the quest handins)
  • Raised smithing to ~115 and brute forced Banded Armor (no point in trivial for each piece, you only need one set)
  • Langseax Quest (get a pair of these, if it's Paglan you can't solo until closer to 30 that dude is a maniac)
  • Qeynos Aqueducts for +5hp Limestone Ring and Alligator Tooth Earring
  • Blackburrow for Str Rusty Spiked Shoulderpads and Spiked Collar and AGI Onyx Earring
  • Crafted Bracers (once you're like 28-29 the Evil Eyes in Gorge are honestly pretty easy to kill they're just annoying, do not kill their pet first, they'll try and charm you)

General Tips

  • Learn how to setup a bind-wound macro to combat bandage. (I'll post mine below)
  • Learn when you need to run--if you're killing at zone, understand how hard an enemy could potentially hit you for and only zone below that hp. If you're not killing at a zone, run early.
  • Play safe and consistent, don't chase huge ZEM all the time, often times just finding a nice spot to kill a consistent flow of mobs beats the hassle of trying to function solo in a dungeon.
  • Only bandage mid-combat if you're concerned about dying, you'll get a feel for this eventually but basically its better to be in a frenzy and getting crippling blows if you feel comfortable in that health range.
  • Similarly, you can "pre-bandage" if you suspect you'll take a lot of damage, you'll see me often on stream start bandaging around 55-58% life, many of those bandages go to waste, but the amount of times you eat a huge hit and that pre-bandage is successful warrants it, it gives you a lot more wiggle room during the fight.

Bind Wound Macro

Combat Bind Wound No Longer Works On P99. However, you can bind wound and use a heal spell, buff, or invigorate clickie at the same time. This will not heal the player during battle, but it will speed up recovery after battle.[1]

"Combat Bind Wound"

  1. /pause 2, /target <yourself>
  2. /pause 2, /doability #
  3. /pause 1, /target a
  4. /stand
  5. /attack on

"Bind Wound + Heal"

  1. /pause 2, /target <yourself>
  2. /pause 2, /doability #
  3. /pause 1, /target a
  4. /stand
  5. /Cast # or Click the on the Item you want to use to heal yourself

Your first /target should target your character name. Your "/doability" should be whatever number you assigned Bind Wound to on your ability page (not your hotkeys, literally on the "ability" page). The second /target uses "a" because the vast majority of mobs names begin with "a" or "an", modify this regularly if you are fighting mobs with different names. In Sol A I'd constantly have to change it to "c" or "y" for "cinder" or "young" goblins.

Thanks to SSF guild member Ssfkungfu for the macro, it's the first one I've setup that didn't ever break on me and do weird things like mixup targeting or not trigger the bandage because it still had the enemy targeted.