Over the weekend a guildmate offered to run me through a ‘contested zone’ as I had asked about doing some group content. The chosen zone was the mechanical-infested cave system of Klak’anon. This was a run with a level 95 dirge ‘mentoring’ me, so the dirge’s level was auto-reduced to the same as mine (level 43). It’s a very cool idea for a system to encourage players to play together, although in EQ2 due to the complexities of the Alternate Advancement (AA) system and gear stats, in practice this character was almost indestructible and could kill things before I got more than one or two hits in.
I got to practice some healing during the tougher fights and I clearly have a lot to learn. At level 43 my inquisitor has only three main heals, each with a cooldown. This makes heal-spamming WoW-style difficult if not impossible. The reactive heal-when-hit spells are another option but they don’t seem anywhere near as useful in dungeons as they are when I’m out questing in the open. I will have to look at what AA’s are good for healing and whether I’m missing other spells.
I also got to see the limitations of the mercenary AI. I died a couple of times in the tougher sub-zones, some had all red level 50-odd monsters! The dirge’s templar (healer cleric) mercenary steadfastly refused to resurrect me on two separate occasions despite it having access to such a spell.
It was a fun experience although I still would like to have a go at a dungeon ‘on level’ in a full or near full group. I think as I get higher level the chances of that happening will increase, but if that doesn’t work out then I can at least join in ‘achievement’ farming runs to see the inside of these old dungeons.