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    <title>EverQuest II</title>
    <link>http://www.theoldergamers.com/everquest2_wiki/</link>
    <description>EverQuest II</description>
    <dc:language>en</dc:language>
    <dc:creator>stefaan@theoldergamers.com</dc:creator>
    <dc:rights>Copyright 2008</dc:rights>
    <dc:date>2010-04-26T13:56:53+10:00</dc:date>
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    <item>
      <title>The Protectors Realm Strategy Guide</title>
      <link>http://www.theoldergamers.com/everquest2_wiki/The&#45;Protectors&#45;Realm&#45;Strategy&#45;Guide/</link>
      <guid>http://www.theoldergamers.com/everquest2_wiki/The&#45;Protectors&#45;Realm&#45;Strategy&#45;Guide/</guid>
      <description><![CDATA[<p><a href="http://www.theoldergamers.com/everquest2_wiki/Category:Raid-Strategy-Guides/" title="Category:Raid-Strategy-Guides">Category:Raid Strategy Guides</a>
<br />
Upon entering the zone, all the named skeleton mobs are non-aggro and unattackable. To begin the storyline, search carefully for Ludmila Kystov in the room with the unactivated Doomcoil and select the option to make a deal with her via right click. She will tell you a tale about her “raid force” and discuss the possibility of a group effort between your raid and her force. After speaking to Ludmila, have a priest (it must be a priest and no other class) resurrect Jracol Binari (again via right click and not the actual spell).
</p>
<p>
Once Jracol Binari is resurrected, have a member of the raid take the shards from Meldrath Kloktik via right-click. These shards (which are a single item) are used to activate the Vyx skeletons (Adkar Vyx, Iztapa Vyx, Wymbulu Vyx and Zykluk Vyx). Proceed around the rooms of the zone to kill these four skeletons. The order of their deaths doesn’t matter for the storyline, but each is slightly different from the others and a successful kill therefore requires a specific resist setup and strategy (see the appropriate named information page for more details).
</p>
<p>
Each time one of these skeletons is killed, a random member of the raid will receive a skull in their inventory. These four (tradeable) skulls are needed to spawn the next named (Doomcoil). Once all four skeletons are killed and the skulls obtained, trade them all to the raid leader.
</p>
<p>
1. <b><u>Adkar Vyx</u></b>
</p>
<p>
The encounter will turn aggro as soon as the character with the shard approaches it, meaning it is probably safest to have a brawler or other character with feign death activate the skeleton.
</p>
<p>
Haze of Thule — Massive poison/stifle AoE every 45s (varies slightly) does more damage the closer you are. The stifle cannot be avoided except by AoE block, and can be cured with potions.
</p>
<p>
Main Tank pulls to far left corner (with back to corner to avoid knockback), the rest of the raid stays out until Haze of Thule goes off. Then come into the room and start DPSing. The timer on Haze of Thule is 45 seconds, so players will need to leave the room (joust) every 45 seconds. A main assist will target the two adds first (an Alsakan) and all raid DPS will go through the main assist, then target Adkar Vyx directly and kill it.
</p>
<p>
If the raid wipes but in the process takes down one or both adds, the adds will take a couple of minutes to respawn, making it possible to try again for a slightly easier fight.
</p>
<p>
2. <b><u>Iztapa Vyx</u></b>
</p>
<p>
Touch of the Faceless — Mob will cast this death touch on Main Tank every 40s, which will do between 10K and 18K damage. If needed, have Off Tanks cast Intercede to absorb Touch of the Faceless.
</p>
<p>
There is no AoE to joust, so just maximum DPS on the adds (through main assist) and then DPS Iztapa down until dead.
</p>
<p>
3. <b><u>Wymbulu Vyx</u></b>
</p>
<p>
Position Main Tank in one corner nearest the door to his room. The rest of the raid stands in the other corner near door. Healers should stand at max range.
</p>
<p>
Spinning Fury — This is a melee AoE which should be jousted every 40 seconds with everyone leaving the room.
</p>
<p>
4. <b><u>Zykluk Vyx</u></b>
</p>
<p>
Judgement of the Faceless — This is a disease-based AoE Fear &amp; DoT every 45 seconds that does more damage the closer you are. Main Tank pulls to far left corner with Sanctuary. Everyone else stays outside of the room until the AoE hits, then rush in. Joust all the way out of the room every 45s.
</p>
<p>
5. <b><u>Doomcoil</u></b>
</p>
<p>
Move your raid force into Doomcoil’s room and have the person with the 4 skulls from defeating Adkar Vyx, Iztapa Vyx, Wymbulu Vyx and Zykluk Vyx right-click and give the shards to the Meldrath. The adventurers will slowly leave and then after a short pause to talk, will activate Doomcoil (10 seconds after they say “Toodles!”) and put up a barrier locking you in the room. You get one shot at beating Doomcoil.
</p>
<p>
NOTE: Make sure all party members have maximized their poison and divine resists by equipping the necessary gear.
</p>
<p>
The whole raid force (apart from the Fighters) stands in the corner near the door. Fighters stand on the other side of Doomcoil in the far corner so that Doomcoil is between the Tanks and the rest of the raid.
</p>
<p>
Once Doomcoil is activated, the Fighters need to keep Doomcoil as far away from the raid as possible to avoid having either of the AoEs go off and kill the raid. Melee DPS should joust the AoEs. After casting Sonic Burst, Doomcoil will teleport himself to the door side of the room. He will be rooted for a couple of seconds, during which he will likely target someone other than the tanks. At that point, stop DPS until one of the tanks can grab agro and drag Doomcoil back to the far corner. Then resume DPS.
</p>
<p>
The worst case scenario is for Doomcoil to be on top of the raid force (due to someone overagroing) and fire off one of the AoEs. Two or three fighters should be switching agro using snaps and taunts and keeping Doomcoil away from the raid force. Everyone targets the mob directly and watches their implied target to see if they have agro. If they do, they need to run towards the tanks. If players keep getting agro, or keep dying to the AoE, then they will be asked to stay dead until the end of the fight.
</p>
<p>
NOTE: Every time a member of the raid dies, Doomcoil heals himself for 2% health, so don’t die. Also, if you do die, do not revive, as you will be locked out of the room.
</p>
<p>
    * Choking Mist AoE hits every 60s
<br />
    * Sonic Burst AoE hits every 55s
</p>
<p>
6. <b><u>Enemy Raid Force</u></b>
</p>
<p>
After killing Doomcoil, you will be confronted by the evil raid force. If you killed Doomcoil, recommended order of this fight is: Frogloks, Jracol, Blorgok, Meldrath, Ludmila. If you failed to kill Doomcoil, then be aware that during the fight, Meldrath will summon Doomcoil. In this case, your fight order should be: Frogloks, Meldrath, Jracol, Blorgok, Ludmila.
</p>
<p>
2 Froglok Mercenaries – Fighters
</p>
<p>
    * ~200K HP each
<br />
    * Will taunt and force you to switch targets, but you are able to change back to your previous target
</p>
<p>
Jracol Binari – Healer
</p>
<p>
    * ~1.3 million HP
<br />
    * Will periodically group heal for ~200K
</p>
<p>
Ludmila Kystov – Scout
</p>
<p>
    * ~4.9 million HP
<br />
    * Tends to memwipe and run around causing havoc by attacking whoever she likes.
</p>
<p>
Meldrath Kloktik – Mage
</p>
<p>
    * ~2.7 million HP
<br />
    * Periodic stifle, occasional charms/mezzes players
</p>
<p>
Blorgok the Brutal – Fighter
</p>
<p>
    * ~1 million HP
<br />
    * Will periodically force you to target him, at which point you are unable to change targets.
</p>
<p>
Strategy
</p>
<p>
While an Off-Tank is keeping Meldrath away from the group (due to the stifle/charm), take down in the order listed above. After Ludmila and Jracol are dead, have the Off-tank bring Meldrath back over to the raid force and kill him. Blorgok the Brutal has very few hitpoints so will likely die from AoEs while you are killing the rest of their force.
</p>
<p>
The enemy raid force will drop an item called the Staff of Sounding. This item is tradeable and is relatively cheap on the Broker these days.
</p>
<p>
7. <b><u>Imzok’s Revenge</u></b>
</p>
<p>
Every 40-70 seconds, Imzok will do a Trauma AoE called Revenge’s Sebilisian Torrent. It does 9,000 damage and 2,000 DoT if you are within 5 meters, The damage is reduced based on distance but cannot be completely avoided. This should be jousted.
</p>
<p>
Unfortunately, due to the apostrophe (‘) in the mob’s name, Advanced Combat Tracker (ACT) does not correctly calculate the timer on this effect. Brigands have an ability Traumatic Swipe which can delay a mob’s AoE, but this will not be included in the calculations. Have your Brigand announce “Swipe” in raid chat and the person watching timers must mentally add the Swipe which is 10-15 seconds delay.
</p>
<p>
At 35% health, Imzok will stoneskin/reflect shield. It is CRITICALLY IMPORTANT that ALL DPS stop Damage Over Time (DoT) spells at 45%, and then all pet DPS at 40%. If necessary, press ESC and sit down, or run around the corner so you stop DPSing. There will be a message at the top of the screen indicating that Imzok is now invulnerable. All damage from raid members when Imzok is stokeskinned (35%) will hit the Main Tank.
</p>
<p>
At this point (or shortly before it), each person with a Staff of Sounding should run into the room where Imzok was and start using the Staff on the 2 pillars. Only one of the pillars will be targetable at a time. Each person using a staff has a slim chance of breaking the the pillar, so it helps to have more than one person with a Staff. It may take up to 30 times clicking each pillar to break it so have patience.
</p>
<p>
During this time, everyone should be buffing up, healing up, boosting power, and getting ready for the spike damage that Imzok will be putting out once he’s “unlocked”.
</p>
<p>
Imzok will continue to AoE every 40-70 seconds and if the AoE coincides with Imzok becoming attackable (after 35%) the raid will wipe.
</p>
<p>
Imzok’s Revenge has a trauma-based AoE which players should be self-curing with potions (pots). This Trauma AoE hits the tanks harder after Imzok is enraged (once you get him below 35%.
</p>
<p>
Burn down the last 35% and loot your chest!
</p>
<p>
<i>Written by Feldon, Strategy Guide copied from EQ2 Wire</i>
</p>
<p>
Additional information provided by Paden (reworded a bit by Zal):
</p>
<p>
1. Doomcoil - Everyone must be inside the door of the room before the fight starts. Once the force field goes up, you can&#8217;t get in until Doomcoil dies. No-one revives during the fight, wait for a Rez. This also means you only get one shot to take him down. If the raid wipes on this fight you will not be able to continue.
</p>
<p>
2. Doomcoil - If/When any non-tank gets aggro, you need to run forward to the tank immediately so that it speeds up getting the snake back into the right position. It&#8217;s in the write up, but this can easily wipe the raid if not done quickly.
</p>
<p>
3. Enemy Raid Force - Don&#8217;t split the mobs. Everyone stacks in the corner. Max dps with aoes. Kill order is correct. Ask everyone to target through a designated MA.
</p>
<p>
4. Imzok - I suggest you have 2 folks working pillars. That means someone will have to buy one off the broker if a second raid member doesn&#8217;t already have it. Send 2 dps classes as they can&#8217;t do anything during that time anyhow. Have one person focus on each pillar.
</p>
<p>
5. Imzok - Have the MT tank Imzok in the corner nearest the stairs outside the room. Have healers max ranged on MT with back wedged in corner on a pillar. Have scouts and squishies joust all the way down the hall.
</p>]]></description>
      <dc:subject>The Protectors Realm Strategy Guide</dc:subject>
      <dc:date>2010-04-26T13:56:53+10:00</dc:date>
    </item>

    <item>
      <title>Category:Raid Strategy Guides</title>
      <link>http://www.theoldergamers.com/everquest2_wiki/Category:Raid&#45;Strategy&#45;Guides/</link>
      <guid>http://www.theoldergamers.com/everquest2_wiki/Category:Raid&#45;Strategy&#45;Guides/</guid>
      <description><![CDATA[]]></description>
      <dc:subject>Category:Raid Strategy Guides</dc:subject>
      <dc:date>2010-04-23T15:53:36+10:00</dc:date>
    </item>

    <item>
      <title>Ward of Elements Strategy Guide</title>
      <link>http://www.theoldergamers.com/everquest2_wiki/Ward&#45;of&#45;Elements&#45;Strategy&#45;Guide/</link>
      <guid>http://www.theoldergamers.com/everquest2_wiki/Ward&#45;of&#45;Elements&#45;Strategy&#45;Guide/</guid>
      <description><![CDATA[<p><a href="http://www.theoldergamers.com/everquest2_wiki/Category:Raid-Strategy-Guides/" title="Category:Raid-Strategy-Guides">Category:Raid Strategy Guides</a>
</p>
<p>
In general, folks should consider themselves responsible for curing themselves with pots. Don’t show up without an ample supply of all 4 cure potions.
</p>
<p>
Going off memory on the drops, so folks may need to correct me.
</p>
<p>
In killing order:
</p>
<p>
1. <b><u>Imperator Ignus</u></b>
</p>
<p>
Tank and spank! Zone in go to the right and take the first right. 4 adds will join the name. MT holds named while MA targets through the adds. Raid force dps targets through MA burning down the adds then join MT to finish the named.
</p>
<p>
T3 Drop: Gloves
<br />
Misc Fabled
</p>
<p>
2. <b><u>Gelidus Ventus</u></b>
</p>
<p>
From the zone in go left and take the next left. The room has an ice floor that makes moving around a total pain and the mob has a knock back. Raid force carefully enters room hugging left wall and puts back against 2nd column. MT puts back against 1rst column facing raid force. Pull named and spank. Melee classes can come forward to engage, but all others stay corner and blast/heal away.
</p>
<p>
T3 Drop: Boots
<br />
Misc fabled
</p>
<p>
3. <b><u>Khost Alur</u></b>
</p>
<p>
Two keys to this fight = cure curse removal and getting the named positioned correctly. There are three towers in the room that will randomly light up. Named has stone skin that is disabled when under the active tower. Pull the name to post that lights up to dispell his stoneskin so he takes damage. Somewhere around every 25-30% a different post will light up and you have to pull him to that post. (note: this has been bugged for months so that you don&#8217;t have to move after first tower, so we’ll try to without moving him after moving to first tower) One of the pillars will have purple flashing up and down the post (seriously looks like the warp drive on start trek). Stay out of the water or you will take serious damage. Healers HAVE to agree to a cure curse rotation (e.g. Zal first, Mins 2nd, Arrden 3rd, etc...) and call it out when curing. Curse has to come off MT or tank will die and raid force will wipe.
<br />
T3 Drop: Head
<br />
Misc fabled
</p>
<p>
4. <b><u>Digg</u></b>
</p>
<p>
3 keys to this fight: 1 give him the snake when he calls for it, 2 positioning and 3 power management – it’s a long fight.
</p>
<p>
Someone that knows the fight well will go onto the island with Digg and hit the gold bar on the left to raise the bridge next to the snake pillar. MT will set up facing the island standing near the snake pillar. The rest of the raid force sets up about 5m away facing the tank, on the land bridge in a TIGHT GROUP. Tank pulls Digg so that he is between himself and the raid force. Raid force might have to adjust slightly based on quality of pull positioning, but it is imperative they are RIGHT ON DIGG&#8217;S BUTT. Every 45 seconds or so, Digg will put up a red bubble that will pop. Anyone not inside the bubble (i.e. right on Digg’s butt) when it pops will get a huge AOE knock-back and die. Worse, they will be outside of rez range of healers and will have to sit out the duration of the fight.
</p>
<p>
Periodically though the fight, Digg will call for an animal (badger, snake, etc..) that indicates the phase of the fight. Failure place a version of the animal called for at Digg’s feet (animals picked up off the columns around the room) does various things for Digg. The only one we are going to worry about is the snake – hence the raid force set up next to the snake column. Someone will be on snake duty – when Digg calls ”SNAKE” then that person will need to grab the snake off the pillar and place it at Digg’s feet pronto. They should not have to move because of the positioning.
</p>
<p>
When Digg is in other phases of the fight (badger phase if I recall) he has a defensive shield that will stun/damage with each hit. It is important to pace yourself through this portion of the fight. If you are taking too much damage from Digg’s defensive proc, stop attacking until your health comes back up. Make it as easy on the healers as possible and use some self heals if possible – it’s really easy to time. The heals and cures have to keep the MT up so that he can keep Digg’s attention.
<br />
T3 Drop: Chest
<br />
Misc Fabled
</p>
<p>
5. <b><u>Dayakara</u></b>
</p>
<p>
Toughest fight in the zone. Three keys to this fight: 1. Aggro control on adds, 2. Timely cures, 3. It is a DPS race.
</p>
<p>
Tank sets up to right of room from facing as you enter across the little lava stream. Everyone stacks on wall with tank just inside of them (between raid force and named at pull). Be very careful positioning the raid force here as one careless person moving a bit too far out will get the named and probably wipe the raid. Tank pulls named and turns named&#8217;s back to raid force. Raid force focuses on named and ignores adds. NO AOEs except for MT who drops area taunts and AOE to hold aggro of adds. No mezzes.
<br />
Every 30 seconds, a wave of adds will join the fight. The MT will AOE to get the adds on him. The rest of the raid force ignores the adds. If any member of the raid force mezzes or AOEs and gets adds on him/her, they will die – so just don’t do it.
</p>
<p>
The named drops a nasty elemental that must be cured fast. It will kill in about 3 ticks if not cured. It is imperative that healers cure the MT and that all others cure themselves with potions. DO NOT SIT THERE WITH THIS ELEMENTAL DOT ON YOU WAITING FOR A HEALER TO CURE YOU. If you do not cure yourself, you will die and you will deserve it for not doing your job.
</p>
<p>
Raid DPS has to be high enough to kill the named before the number of adds gets totally out of control – normally between 2 and 3 mins. So, single target burn like mad on the named. Once Dayakara is dead, target through MT to destroy the adds.
</p>
<p>
Note that the forge in this room can be used for repairs after named is killed.
<br />
T3 Drop: Legs
<br />
Lavapoint, Flame Effigy
</p>
<p>
6. <b><u>Book Room</u></b><u>(can&#8217;t recall named&#8217;s name)</u>
</p>
<p>
Keys to this fight: 1. Pure and simple, aggro control.
</p>
<p>
There will be three waves of books before name pops. In each wave should be 2 tougher books that are mem-wipers. The weaker books drop an AOE that will totally wreck the raid force so must be kept away from the main force. Can’t name target the tougher books as the names change from tomes to volumes from wave to wave.
</p>
<p>
The raid force will sneak into the corner of the room immediately left of the entrance. Positioning here allows a small amount recovery time between waves of books (roughly 10 seconds).
</p>
<p>
Before pull - take ALL reactives off tank&#8230; Tank fully buffs himself, goes into middle of room and pops one AE within 5 secs. Then healers save his bacon to keep him upright (after tanks gets off first AE to establish aggro). MT will then hold the books in the middle of the room while the MA peels out the tougher mem-wipe books and brings them back to raid force. IT IS CRITICAL THAT ALL DPS TARGETS THROUGH MA and assists him in killing the mem-wipe mobs first. Once mem-wipers are dead, MA carefully targets through remaining mobs to manage their aggro on the main raid force and burns them down (i.e. failure would be to get them all at once). If anyone fails to target correctly and hits the smaller books at wrong time, they will probably wipe the raid so targeting and AOE discipline is critical.
</p>
<p>
Repeat for all 3 waves of books. Named will run into room and is simple tank-n-spank from this point.
</p>
<p>
T3 Drop: can&#8217;t recall, maybe legs
<br />
Misc Fabled
</p>
<p>
7. <b><u>Grush</u></b>
</p>
<p>
Two keys to fight: 1. Joust, 2. Diligence in targeting.
</p>
<p>
Relatively easy fight, but really long - bring some popcorn. MT charges in to set up on platform in middle of room, melee types go with him and all casters stay to outer edge of room at max range. Grush has a fairly nasty AOE that all but MT should joust. AOE is on a roughly 45 sec timer. This one can’t be reliably triggered in ACT – best thing is to watch for mob to start waving his arms as the key for the joust out. The MT will call it. Only have to joust out so that your back is to the inner, low wall to avoid the AOE. If casters are on the outer ledge, AOE won&#8217;t touch them. Grush will have 2 guards with him that will taunt, so diligence in checking target for DPSers is very important. Do not AOE or it is hard for tank to keep aggro on the 2 guards. When done, ride the elevator platform you just fought on up to the dragon Aiden.
</p>
<p>
T3 Drop: bracers
</p>
<p>
8. <b><u>Aiden</b></u>
</p>
<p>
Aiden&#8217;s room is essentially a tower (you fight on top of this) in a huge lava bowl. On the top of the tower where you will fight Aiden are 5 tower/portals. Note the positions of portals, because adds will emerge from the portals during certain points in the fight until/unless they are closed. During the fight, one or two folks will be ported at random to the outer ring of the larger lava bowl. When this happens, it is important that they harvest a stone (2 if they can) from the outer ring before coming back as the stones are used to close the portals. The stones are easy to see as they are huge and look just like the ones in Deep Forge. Ported folks get back to the tower by jumping toward the tower in the center. Despite appearances, you will not fall to your death if you fall on top of the swirling flames, instead you will bounce/fly back up to tower where you should immediately place stones toward center of room unless you are assigned a portal. Featherfall ability is helpful for folks in this role as you can control rate of descent with use of the space bar. The raid force should set up with the MT&#8217;s back to outer wall, near one of the portals. It doesn’t matter which particularly. 2 folks (preferably ranged DPSers) should position themselves to outside, up on walls of the tower above the fray. Each ranged DPSer is assigned 2 of the 5 portals and has the responsibility of moving stones into the mouth of the portal to seal it. The folks assigned to portal duty will jump across to outer ring, gather 2 stones, jump back and seal their assigned portals. To gather 2 stones, harvest one and run to a second stone. Set the first stone down, harvest the second then pick the first back up (it will be movable/ positionable like a house item) and bounce your way back on top of the tower to place the stones. A 3rd (probably best a dps class) gets the 5th portal - this should be the one the MT is set up close to, and the last to be closed so that adds have chance to pop close to tank until the last. At several points in the fight&#8230; probably 4-5 times, Aiden will fly away. He will stay up above the raid force for quite a while (on the order of 30 seconds). It is at this point that adds will spawn from any open portals. Burn adds targeting through MT until Aiden arrives, swap target (through MT) to Aiden long enough to stabilize and debuff Aiden, then burn the adds down and return attention to Aiden. When Aiden returns, he resets the portals and they will need to be blocked again. Wash, rinse, repeat until Aiden dies.
</p>
<p>
Note that if folks die, they may still get ported and will be un-rezable because they will be too far away. If that happens, they need to revive, run back and ride the elevator back up to re-enter the fray.
</p>
<p>
T3 Drop: Shoulders
<br />
Aiden trophy head, uber fabled cloak, other misc fabled
</p>
<p>
If on the Munzok’s access quest, be sure to talk to Najena before you go (she has been above your head the whole time in some sort of force field prison - kinda cool looking).
</p>
<p>
<i>Thanks go to Paden for his work on this Strat Guide</i>
</p>]]></description>
      <dc:subject>Ward of Elements Strategy Guide</dc:subject>
      <dc:date>2010-04-20T16:42:56+10:00</dc:date>
    </item>

    <item>
      <title>Category:Adventuring &#45;&gt; Classes &#45;&gt; Combat Arts &amp; Spells</title>
      <link>http://www.theoldergamers.com/everquest2_wiki/Category:Adventuring::Classes::Combat&#45;Arts&#45;%26&#45;Spells/</link>
      <guid>http://www.theoldergamers.com/everquest2_wiki/Category:Adventuring::Classes::Combat&#45;Arts&#45;%26&#45;Spells/</guid>
      <description><![CDATA[<p><a href="http://www.theoldergamers.com/everquest2_wiki/Bruiser-Combat-Arts-&amp;-Spells/"  title="Bruiser-Combat-Arts-&amp;-Spells">Bruiser Combat Arts &amp; Spells</a>
<br />
<a href="http://www.theoldergamers.com/everquest2_wiki/Monk-Combat-Arts-&amp;-Spells/"  title="Monk-Combat-Arts-&amp;-Spells">Monk Combat Arts &amp; Spells</a>
</p>]]></description>
      <dc:subject>Category:Adventuring &#45;&gt; Classes &#45;&gt; Combat Arts &amp; Spells</dc:subject>
      <dc:date>2010-04-13T18:06:48+10:00</dc:date>
    </item>

    <item>
      <title>Bruiser Combat Arts &amp; Spells</title>
      <link>http://www.theoldergamers.com/everquest2_wiki/Bruiser&#45;Combat&#45;Arts&#45;%26&#45;Spells/</link>
      <guid>http://www.theoldergamers.com/everquest2_wiki/Bruiser&#45;Combat&#45;Arts&#45;%26&#45;Spells/</guid>
      <description><![CDATA[<p><a href="http://www.theoldergamers.com/everquest2_wiki/Category:Adventuring::Classes::Combat-Arts-&amp;-Spells/" title="Category:Adventuring::Classes::Combat-Arts-&amp;-Spells">Category:Adventuring -> Classes -> Combat Arts &amp; Spells</a>
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      <dc:subject>Bruiser Combat Arts &amp; Spells</dc:subject>
      <dc:date>2010-04-13T18:06:07+10:00</dc:date>
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    <item>
      <title>Category:Adventuring &#45;&gt; Classes</title>
      <link>http://www.theoldergamers.com/everquest2_wiki/Category:Adventuring::Classes/</link>
      <guid>http://www.theoldergamers.com/everquest2_wiki/Category:Adventuring::Classes/</guid>
      <description><![CDATA[<p><center><b><u>Fighters</u></b></center>
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<table border="1" cellpadding="1" cellspacing="1"><tr><td rowspan="2"><b>Brawlers</b></td><td><b>Bruiser</b></td><td>Evil</td><td>Bruisers are relentless juggernauts of strength and intimidation who have transformed their bodies into vicious weapons to inflict pain and suffering upon their enemies.&nbsp; Masters of physical combat, Bruisers rely heavily upon deflection and agility to avoid attacks as they brutalize their foes.</td></tr><tr><td><b>Monk</b></td><td>Good</td><td>The Monk is a spiritual combatant who believes in the philosophy of mind-over-body.&nbsp; This mastery of physical prowess allows Monks to hasten their formidable attacks, purge their bodies of ailments, move invisibly past their enemies and even fool opponents into believing them dead.</td></tr><tr><td rowspan="2"><b>Crusaders</b></td><td><b>Paladin</b></td><td>Good</td><td>The epitome of honor and valor, Paladins excel in martial combat while employing divine magic to enhance their abilities and strike down their enemies.&nbsp; By invoking both protective and healing magic, the Paladin can often survive battles that would crumble those of lesser resolve.</td></tr><tr><td><b>Shadowknight</b></td><td>Evil</td><td>Shadowknights are malevolent crusaders who wreak fear, hate and despair upon all who would oppose them.&nbsp; In addition to their formidable martial art skills, Shadowknights conjure dark magic with which they can enhance their abilities and drain away the life force of their enemies.</td></tr><tr><td rowspan="2"><b>Warriors</b></td></td><td><b>Berserker</b></td><td>Neutral</td><td>The Berserker is the personification of unbridled aggression and fury.&nbsp; They are fearsome opponents, especially when facing many foes at once.&nbsp; Berserkers stand at the forefront of battle, unleashing their devastating rage upon the enemy while keeping unwanted attention away from their allies.</td></tr><tr><td><b>Guardian</b></td><td>Neutral</td><td>Guardians are the anchor of any group of adventurers, providing leadership and protection for their allies.&nbsp; Combining durable armor with an impressive array of defensive skills, Guardians can remain standing after absorbing substantial amounts of physical damage from their enemies.</td></tr></table>
</p>
<p>
<center><b><u>Mages</u></b></center>
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<table border="1" cellpadding="1" cellspacing="1"><tr><td rowspan="2"><b>Enchanters</b></td></td><td><b>Coercer</b></td><td>Evil</td><td>The Coercer is capable of subduing enemies, sending them into a paralyzing state of fascination or causing them to flee in uncontrollable terror.&nbsp; Master of domination, Coercers can subjugate the mind of another, taking complete control and forcing an unwitting creature to do their bidding.</td></tr><tr><td><b>Illusionist</b></td><td>Good</td><td>Illusionists employ subtlety and distraction to impose their will upon the enemy.&nbsp; Using their mental acuity to confuse, misdirect and subdue their opponents, Illusionists can bring order to an otherwise chaotic environment while bestowing beneficial enhancements upon their allies.</td></tr><tr><td rowspan="2"><b>Sorcerers</b></td></td><td><b>Warlock</b></td><td>Neutral</td><td>Warlocks are masters of death and decay who channel the forces of poison and disease, bringing an untimely end to their enemies.&nbsp; By invoking these dark powers and unleashing destruction all around them, Warlocks can deal devastating damage against multiple opponents at once.</td></tr><tr><td><b>Wizard</b></td><td>Neutral</td><td>The Wizard can unleash the purest forms of destruction by harnessing the arcane magic of fire and ice.&nbsp; Channeling the full force of these elements into deadly focus, no other type of mage is able to match the Wizard’s ability to inflict such great devastation upon a single target.</td></tr><tr><td rowspan="2"><b>Summoners</b></td></td><td><b>Conjuror</b></td><td>Good</td><td>Though possessing many potent abilities, the greatest weapons in the Conjuror’s arsenal are the powerful elemental minions summoned forth to do their bidding.&nbsp; These dutiful servants obey their master’s every command, whether ordered to stand guard or launch attacks against the Conjuror’s foes.</td></tr><tr><td><b>Necromancer</b></td><td>Evil</td><td>The Necromancer is the unholy master of death and decay.&nbsp; Dominating the unloving, necromancers summon fourth undead servants that attack their opponents without fear or hesitation.&nbsp; Necromancers employ dark arcane magic that weakens the enemy as they drain away its life force.</td></tr></table>
</p>
<p>
<center><b><u>Priests</u></b></center>
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<table border="1" cellpadding="1" cellspacing="1"><tr><td rowspan="2"><b>Clerics</b></td></td><td><b>Inquistor</b></td><td>Evil</td><td>Capable of serving as the cornerstone of any adventuring party, the Inquisitor can heal wounds and purge ailments such as disease and poison.&nbsp; Inquisitors invoke divine strikes against their opponents and retaliate with unyielding conviction against those who dare to harm their allies.</td></tr><tr><td><b>Templar</b></td><td>Good</td><td>Templars use divine power to mend the wounded and cure the suffering of the afflicted.&nbsp; They can enhance the fortitude of their allies while making their opponents more vulnerable to attack.&nbsp; Templars can pacify foes, nullifying their normal combat attacks for a short time.</td></tr><tr><td rowspan="2"><b>Druids</b></td></td><td><b>Fury</b></td><td>Nuetral</td><td>Embodying the primal forces of nature, the Fury is equally capable of both defense and destruction.&nbsp; In addition to regenerative healing, Furies can enhance the physical attributes and mystical might of their allies, making the attacks of their party members even more formidable.</td></tr><tr><td><b>Warden</b></td><td>Neutral</td><td>Wardens invoke their druidic powers to mend wounds and purge disease and poison from their allies.&nbsp; While Wardens excel in regenerative healing, they can also command the forces of nature against their foes.&nbsp; They can change shape, imbuing themselves and their allies with the form of the great wolf.</td></tr><tr><td rowspan="2"><b>Shamans</b></td></td><td><b>Defiler</b></td><td>Evil</td><td>The Defiler is a shaman of corruption and spiritual enslavement.&nbsp; A powerful ally, Defilers are able to mend wounds and remove ailments from the afflicted.&nbsp; Fearsome in battle, Defilers employ ancient rituals of dark power to sicken, harm and reduce the fighting prowess of the enemy.</td></tr><tr><td><b>Mystic</b></td><td>Good</td><td>The Mystic is a shaman of spiritual preservation and enlightenment.&nbsp; Mystics are known for their poverty warding spells that protect allies from harm.&nbsp; The Mystic can enhance the party’s attributes and provide magical protection in combat while inflicting debilitating weakness upon the enemy.</td></tr></table>
</p>
<p>
<center><b><u>Scouts</u></b></center>
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<table border="1" cellpadding="1" cellspacing="1"><tr><td rowspan="2"><b>Bard</b></td></td><td><b>Dirge</b></td><td>Neutral</td><td>Dirges play songs of despair, misery and lamentation that invoke intense fury and aggression within the hearts of their allies.&nbsp; The Dirge can use music to inflict great hopelessness and longing in enemies, demoralizing them so completely that their abilities are significantly diminished.</td></tr><tr><td><b>Troubador</b></td><td>Neutral</td><td>Troubadors inspire and protect their companions with songs of bravery and heroism.&nbsp; By infusing music with magic, Troubadors embolden their allies into performing outstanding feats of courage against their opponents.&nbsp; The Troubador’s songs are particularly popular with spell casters.</td></tr><td rowspan="2"><b>Predators</b></td><td><b>Assasin</b></td><td>Evil</td><td>The Assassin is the master of sinister strikes and opportunistic attacks.&nbsp; Exceptionally skilled at surprising unwitting opponents, they strike suddenly and inflict massive damage.&nbsp; Assassins are known for using deadly poisons to debilitate their targets before finishing them off.</td></tr><tr><td><b>Ranger</b></td><td>Good</td><td>Rangers are unrivaled in their ability to hunt foes and scout dangers in the untamed wilds of Norrath.&nbsp; Known for sneaking safely through dangerous territory, Rangers use stealth, perception and cunning to seek out enemies and fell them from a distance with a deadly volley of arrows.</td></tr><tr><td rowspan="2"><b>Rogues</b></td><td><b>Brigand</b></td><td>Evil</td><td>Brigands are crafty rogues who employ intimidation and force to subdue their enemies.&nbsp; The Brigand maintains an element of unpredictability to arouse discomfort, fear, and confusion in an opponent.&nbsp; Strikes from a Brigand will often leave a foe crippled and vulnerable to further attacks.</td></tr><tr><td><b>Swashbuckler</b></td><td>Good</td><td>The Swashbuckler is a dashing rogue known for flamboyant acts and grandiose accomplishments.&nbsp; Using cunning and skill, Swashbucklers inflict devastating attacks against foes before slipping into the shadows.&nbsp; Masters of misdirection, Swashbucklers often avoid the blame for their potent strikes.</td></tr></table>
</p>]]></description>
      <dc:subject>Category:Adventuring &#45;&gt; Classes</dc:subject>
      <dc:date>2010-04-13T18:04:41+10:00</dc:date>
    </item>

    <item>
      <title>Category:Adventuring &#45;&gt; Classes &#45;&gt; Alternate Advancements</title>
      <link>http://www.theoldergamers.com/everquest2_wiki/Category:Adventuring::Classes::Alternate&#45;Advancements/</link>
      <guid>http://www.theoldergamers.com/everquest2_wiki/Category:Adventuring::Classes::Alternate&#45;Advancements/</guid>
      <description><![CDATA[<p><a href="http://www.theoldergamers.com/everquest2_wiki/Brawler-AA-Tree/"  title="Brawler-AA-Tree">Brawler AA Tree</a>
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<a href="http://www.theoldergamers.com/everquest2_wiki/Bruiser-AA-Tree/"  title="Bruiser-AA-Tree">Bruiser AA Tree</a>
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<a href="http://www.theoldergamers.com/everquest2_wiki/Bruiser-Shadow-AA-Tree/"  title="Bruiser-Shadow-AA-Tree">Bruiser Shadow AA Tree</a>
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<a href="http://www.theoldergamers.com/everquest2_wiki/Monk-AA-Tree/"  title="Monk-AA-Tree">Monk AA Tree</a>
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<a href="http://www.theoldergamers.com/everquest2_wiki/Monk-Shadow-AA-Tree/"  title="Monk-Shadow-AA-Tree">Monk Shadow AA Tree</a>
</p>]]></description>
      <dc:subject>Category:Adventuring &#45;&gt; Classes &#45;&gt; Alternate Advancements</dc:subject>
      <dc:date>2010-04-13T18:00:42+10:00</dc:date>
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    <item>
      <title>Monk Combat Arts &amp; Spells</title>
      <link>http://www.theoldergamers.com/everquest2_wiki/Monk&#45;Combat&#45;Arts&#45;%26&#45;Spells/</link>
      <guid>http://www.theoldergamers.com/everquest2_wiki/Monk&#45;Combat&#45;Arts&#45;%26&#45;Spells/</guid>
      <description><![CDATA[<p><a href="http://www.theoldergamers.com/everquest2_wiki/Category:Adventuring::Classes::Combat-Arts-&amp;-Spells/" title="Category:Adventuring::Classes::Combat-Arts-&amp;-Spells">Category:Adventuring -> Classes -> Combat Arts &amp; Spells</a>
</p>]]></description>
      <dc:subject>Monk Combat Arts &amp; Spells</dc:subject>
      <dc:date>2010-04-13T17:49:37+10:00</dc:date>
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    <item>
      <title>Monk Shadow AA Tree</title>
      <link>http://www.theoldergamers.com/everquest2_wiki/Monk&#45;Shadow&#45;AA&#45;Tree/</link>
      <guid>http://www.theoldergamers.com/everquest2_wiki/Monk&#45;Shadow&#45;AA&#45;Tree/</guid>
      <description><![CDATA[<p><a href="http://www.theoldergamers.com/everquest2_wiki/Category:Adventuring::Classes::Alternate-Advancements/" title="Category:Adventuring::Classes::Alternate-Advancements">Category:Adventuring -> Classes -> Alternate Advancements</a>
</p>]]></description>
      <dc:subject>Monk Shadow AA Tree</dc:subject>
      <dc:date>2010-04-13T17:48:52+10:00</dc:date>
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    <item>
      <title>Monk AA Tree</title>
      <link>http://www.theoldergamers.com/everquest2_wiki/Monk&#45;AA&#45;Tree/</link>
      <guid>http://www.theoldergamers.com/everquest2_wiki/Monk&#45;AA&#45;Tree/</guid>
      <description><![CDATA[<p><a href="http://www.theoldergamers.com/everquest2_wiki/Category:Adventuring::Classes::Alternate-Advancements/" title="Category:Adventuring::Classes::Alternate-Advancements">Category:Adventuring -> Classes -> Alternate Advancements</a>
</p>]]></description>
      <dc:subject>Monk AA Tree</dc:subject>
      <dc:date>2010-04-13T17:48:45+10:00</dc:date>
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