Let's go over how you can attempt
to reserve your name.
Let
me start off by saying, this isn't exactly ideal. Thanks Amazon.
Since
names are globally unique if you live in
the Americas, or Asia you are going to have to get up at randomly weird time
that correlates with 8am Central European Summer Time or CEST and log into the EU servers. You can go to a
place like worldtimeserver.com and find out what this is in your own time zone.
I'll post a link in the comments below.
You
don't actually have to play the game. All you need to do is create a character
and reserve your name.
Also
don't wait around actually personalizing your character. Just accept it as is
and get that name. Once you secure the bag if you get put in the queue you can
back out and go to bed. You name is now locked to your account and then at a
time that is convenient for you can go back and delete that character and
remake them on whichever server you wish. The name will be bound to your
account for a period of time. We aren't clear on how long so people are
assuming it's at least a minute.
Players
on EU, hopefully this doesn't create too big of an inconvenience for you.
Please register all complaints with Amazon Customer Service.
Thanks
and I'll see you in Aeternum.
Thursday, September 23, 2021
Today I'm going to cover a list of things you should know about New World
that are different than your normal theme park MMO.
Let's get started.
If you want to tank. Slot a Carnelian
gem on your weapon for taunts. Yes it's weird, I know.
If you are a dps or healer worried
about threat toss a Carnelian on your armor to reduce threat.
Did you see that? The same gem has
different effects depending on whether or not it is slotted in your armor,
or slotted in your weapon.
In order to enter instances you need
a key known as a tuning orb. You can craft these but you can only craft 5
a week. (168hours / 7 days) You need to do corrupted breaches to make keys
for dungeons.
You can learn every weapon, every
tradeskill on your characters
You can only have one character per
server. That means no alts and no twinks. Fortunately you can do it all on
one character. Keeps player from being in both factions at once.
Dungeons are known as expeditions.
Currently they are not time limited but your party does need a key to get
in. Crafting the keys however are time limited. 5 per week.
Only one person has to go to the
dungeon, the person that is using their orb. Once they use it everyone else
will get a prompt to hit f1 and enter the dungeon.
You can repair your gear, not an
NPC. You can do this anywhere, including a dungeon and you don't have to
worry about having to whip an anvil out of your pocket.
Salvaging gear gets you money and
repair parts so you can repair your gear
You can skip the tutorial but you
really shouldn't if this is your first time through? But if you do make
sure to talk to that dying NPC so you can get his loot. In this case a
shield.
You have to eat or take a potion to
regen health. You can't just get out of combat. Some foods will leave a
buff on you for a period of time that allows you to regen health out of
combat but you don't start off with that ability passively.
You can make a tent in the field.
You'll learn how in one of the first quests. It costs 5 green tree lumber
and 1 flint.
You can craft rations at that tent.
If you craft at your tent you avoid
taxes
This game has taxes
Toggling on PvP will give you a
bonus 10% experience while out in the world harvesting, questing, killing…
Not only do you earn expereince from
gathering and crafting you earn experience from refining.
Before level 20 respeccing is free.
Don't be afraid to try new builds.
Before level 10 weapon mastery
respeccing is free. See number 19 about the builds note.
Your house acts as a second teleport
location. You can return from the field to an inn or your home.
The weight of your gear will impact
whether you can roll, dodge, or shuffle. If you can't roll anymore and you
just changed your armor you are probably not bugged. You just moved into a
new weight class.
Your crafting will be limited by the
level tier of the facilities of the town you are in. Just because it's a
forge doesn't mean you can make your top tier gear.
Some craftable items have to be
learned with recipes. You learn a recipe by salvaging it. I know… that
sounds weird but I did it a couple times and learned how to make a table
and cook some food.
Crouching will obscure your name
plate. Laying prone will basically hide your nameplate. I literally laid
in a bush for a PvP mission while other players walked by me. It was a
trip. Go prone in a bush.
Your primary heals are going to be
AoEs. Look for the green circle on the ground. Stand in it!
Remember that tent? Set it up before
you go into a hard area. If you die you can rez at it if you are within
500 yards.
You can't set up tents in a Point of
Interest.
There are no set classes. Mix and
match any and all weapon combinations that you heart desires. Have fun
with it.
Hello
everyone and welcome to Rob's updated ultimate guide for Amrine Excavation.
This guide takes into account some open beta changes, a now has 100% more
resource locations and ways to acquire tuning orbs. In this video I'll cover
the locations of all the caches, the named enemies you'll encounter, and
strategies on how to defeat the two bosses in the Excavation, as well as the
solution to the puzzle to unlock the bridge.
Amrine
Excavation is the first Expedition that is available to adventurers in New
World.
Through
the course of normal questing, you'll receive a main story quest that will
guide you to go to the Amrine Excavation to pick up a heart gem. In order to
unlock the excavation, you'll need a key that can be acquired from the main
story quest. These keys can also be crafted. You will only need 1 key for an
entire group but once the key is used, you'll lose it. This means a group of 5
players each with a key can run the instance 5 times before they need to look
for more keys. Each player can also receive another tuning orb at level 23 as
part of a chain of side quests for William Heron in Everfall. This now puts
that same group from earlier up to 10 from 5.
Outside
of the Excavation is the good boy Barkimedes. Barkimedes will offer you a
repeatable quest to defeat Star Excavation Ravagers and collect their succulent
bones. As of Open Beta players had to be level 23 to get this quest. There is
Five Star Excavation Ravagers in the instance but you only need 3 bones. This
means that you can leave the instance midway through after completing the
quest, turn it in, and then go back and get 2 of the 3 bones to complete the
quest again. So you'll be able to complete this quest 3 times from only running
the dungeon twice. You can't all leave the dungeon at once, however, four
people can leave, 1 can stay in, then once those initial players come back into
the instance the last player can go out, turn their quest in, and come back in
with everyone else and complete the instance. The roughly 5k experience from
this quest is a pretty big chunk and worth the minor inconvenience of leaving
the dungeon and coming back in.
There
are 6 named mobs in the Amrine Excavation not counting the two bosses.
Tainted
Tanner (Hearty)
Zippy
(Cold Aura)
Burnt
Becca (Armored)
Mad
Mckenzie (Fire Resistant)
Safety
Office Richards (Explosive)
Frozen
Forest (Brutal)
Neither
of them at this level require a lot of coordination. They are purely tank and
spank fights like almost all the trash in this instance as well.
The
only real challenges you'll face in this instance are the two actual bosses.
Foreman Nakashima (Brutal - Ice Resistant)
And
Simon Grey (Frozen and Hearty)
In
order to solve the puzzle of the grand traverse you'll need to step on three
platforms at the same time. When you do the bridge will complete. I've marked
the locations of the platforms on this map.
Most
of the trash in here is simple tank and spank so I won't walk you through the
entire instance. There is a main story quest that directs you where you need to
go. Just watch out for the withered nests. You need to kill those or they will
continue to summon lost.
There
are three pages to the Star Excavation journal located in the instance.
The
first is on your left as you enter
The
second is on the stairs on the way up to the bridge in the Grand Traverse
The
third page is located next to a chest where you'll summon the foreman.
The
fourth and final page is outside next to Barkimedes
There
are 6 chests in the Amrine Excavation.
The
first is located behind a tent next to a star excavation withered nest in the
room you'll fight Zippy.
The
second is hidden behind a waterfall. Once you are in the grand traverse and
make a left to head down to one of the pressure plates jump off into the water
and you'll find this chest tucked away. There is also some mining nodes down
here.
The
third is located behind a pillar in the Hidden Vestibule
The
fourth is by a stack of crates next to where you fight the Foreman. There is
also a note located near bye.
The
fifth is up on a ledge in the room you fight the Foreman
The
sixth and final is located after you defeat Simon Grey.
Foreman
Nakashima
Has
a couple of tricks in their bag. In addition to attacking whoever has drawn the
foreman's aggro the Nakashima will also summon a pink ring around a seemingly
random player. If this player touches the ring it will stun the entire group
for 2 seconds. To complicate matters the foreman also summons waves of ghostly
adds to fly over the area in the pink ring. If you get hit by one of these adds
you could easily lose up to 1/3 of your life. If you are good at dodging, it's
possible to avoid these ghosts. If not you may want to consider whether or not
it's worth the entire group being stunned to prevent you from dying. Good news
is it's easy to resurrect up a dead player. You could decide to just gtfo the
rings asap and deal with the stuns since they don't last very long.
Simon
Grey
Has
3 primary attacks. Have the tank get aggro on the boss and Simon will focus his
melee attacks on them. He'll do a double fisted overhead front ground attack
that will deal physical damage in a circle in front of him. He's punching the
ground and anything in this way. He has another frontal attack where he vomits
a cone in front of him and does elemental damage. Lastly, and this is the big
one, he will summon waves roughly every 20 seconds. While the tank focuses on
holding Simon DPS need to burn down these adds. These are you number 1 priority
and if you don't kill the adds fast enough you could become overwhelmed with
adds. Simon IS NOT the threat in this battle. His waves of adds are. So tank
aggro Simon, healer keep tank alive, DPS kills adds, healer help keep the DPS
that take damage alive and deal a bit of damage to that adds as well. Hopefully
with the correct life staff skills you'll be able to deal damage and heal at
the same time.
That's
it's you've completed the Amrine Expedition and you can collect your Heart Gem
and don't forget to loot that last Supply Stockpile.
So you've spent the last few hours or even days leveling and
you've made it to 20. At this point you should have a main story quest pointing
you towards the Amrine Excavation, the fist available expedition in the game.
DO NOT DO IT YET. I know it may be tempting but as of now it's not the most
efficient. Hold off just a bit more. I'll get into why later.
What you should to do is gather a group of your fellow
adventurers and head to the southern part of Monarch's Bluff. Nestled in
between the bluffs and Cutlass Keys is the Deadman's Cove. This point of
interest (POI) is what some people refer to as an open world, or open air dungeon.
This is a POI that is not instanced but is recommended for 5 adventures level
25 or above. However, as of open beta you won't need that. Sure it will help if
a few of you are above level 20 but at level 20 you can start killing the monsters effectively.
Keep in mind though this is based off beta so these enemies could be adjusted
accordingly at release.
Before you set into the area make sure to place your camp
outside. People are going to die. There will be overpulls. Don't getdiscouraged. You don't suffer an XP penalty.
Gear is easily repaired. Even if you wipe with your camp so close the recovery
time is negligible.
At the lower level's you'll want to start on the outside of
the area closer to the Nautilus of Nunez. These mobs are lower in difficulty
which you can tell by the fact they only have two gold stipes under their
health bars. As you gain confidence, gear, and maybe a level or two you'll want
to start pushing inside of the wall and into the caves.
As you push your way into the caves the monsters will shift
from two gold stripes to three.
One big thing, especially early on to keep an eye out is for
whether it is day or night. During the day you'll have a much easier time.
During the evening hours Tortured Electrogeists will spawn. These glowing
electrified poltergeists can be a pain because they'll spawn in between packs
and do little patrols which makes it easy to overpull. They really aren't that
difficult on their own but they can take a standard pull and turn it into
chaos. You'll also want to make sure that if you are using a weapon that has
elemental chain damage that you run a higher risk of pulling extra lost.
Don't be afraid if you see other groups in the area. There
are plenty of enemies in the area for multiple groups to farm here at the same
time. Even if you end up on the same enemy at once the experience penalty is
pretty light. Normal kill on a poltergeist would award 55 xp. If it was killed
by two groups each member of the groups would get 39 xp. Sure it's not ideal
but it's not the end of the world.
In under and hour I earned 15,000 character experience
points, enough weapon points to go from 10 to 12, and enough standing
experience to go from 2 to 8 in Monarch's bluff. Like spice, the experience
flowed.
A normal elite mob in the cover awarded 41 player
experience, 40 weapon experience, and 35 standing. When we dropped down to a 4
man group we were earning 57 experience, 54 weapon experience, and 39 standing.
The Tortured Electorgiests awarded 55 exp, 54 weapon exp,
and 35 standing.
Also every pull seemed to result in mobs dropping green
loot. There were also more chests than I could count and a lot of higher level
resources like star metal. This is a great way to collect resources to either
sell or use to level your crafting later.
There are also two boss encounters inside the cave. There is
Master Cannoneer Jennings in the south part of the caves. In this part of the
caveyou'll be able to mount a cannon
and attack the lost. If you hit one dead on you'll be able to kill them in one
shot and do significant damage to their pirate brethren next to them.
Jennings isn't' necessarily hard he just has a lot more
health than other named monsters in the area. Once you beat him down you'll
earn about 143 xp, 136 weapon exp, and 163 standing. Seems like killing named
mobs in this area reward you with bonus region standing.
In the norther branch of the cave there is what we will call
the triplets. There is
Mizaru which is a 3 stripe elite Kikazaru and Iwazaru
There are a couple rarer chests in this area so it's worth
killing these mobs for the experience alone but no one picked up any special
loot in multiple kill attempts.
After two runs we got it down to where we could clear the
entire cave section of the cove in 12 minutes. The mobs were respawning but we
were clearing the area so fast that the chests were not.
While I can't say with a mathematical certainty that this is
the best damn farm spot for this level but what I can say is it's excellent and
will get the job done.
I did however do some rough math and this is why I maintain
that you should continue to farm here over running Amrine
There is a repeatable quest that opens up at level 23 from
Barkimidis the dog that awards you around 4800 exp. You can do this at least
once per run but if you exit the dungeon you can do it as many as 5 times for
every 3dungeon runs.Running Amrine with the Barkimidis quest you
can get about 18-20k an hour. Without the Barkimidis quest you'll earn a hell
of a lot less.
I earned close to 20k an hour in Deadman's Cove and that
was without any quests. If the area does become over run with adventurers and
you are fighting for spawns then you can always head back to Amrine but it's
best to start off here until you are 23 and then make your way to Amrine. Or
just stay here until you are 25 and can wear the good blue gear you'll pick up
in Amrine.
I'll see you in Aeternum!
If you still haven't picked up New World yet you can order it on Amazon here.