i mean transmuting is easy enough, the ability to get the items will come naturally with other guides. However i would not recommend new players to touch transmuting before 10 mq's as the payoff takes so long and begins extremely small. better off attempting to find a big payoff from a drop.
i am unsure why you'd not MQ at all, other than to potentially avoid level 68+ mobs which will obviously be the most dangerous and if your guild isnt paying for gps then in theory it might be safer, however reaching the mq when you're that close would be the option i'd take, curious to your argument of 0 mq's.
the reroller guide is basically bob888's guide but with probably more vitality.
I would probably disagree on your way of exploring a cata, however my own method involves significant amounts of resetting the map.
also /hate on guardian :rofl: especially on hc where the access to heavies is even worse.
so other than the curious question of why you'd even do a zero MQ build and what you mean by it, the only thing which sort of needs doing is a 1 fg guide, i've attempted to do this in the past but i'm not overly happy with the result and not been in the mood to finish it
Nice points.
A "Zero MQ" guide means that the "Main Transmuter" character continues to Mute items found, EVEN WHEN they hit level 71. All mute items are provided by the "Main Collector" who constantly Re-Rolls collecting items for the "Main Transmuter" while ALSO upgrading gear, getting to go higher levels for higher tier items, improving their Profs, selling off maps for profit and in the hopes to purchase better gear, also while collecting gear for a Samurai to use (Dagger, Sword, Longsword) ... preferably the Longsword, and during all this time may get Club, Battleaxe or Polearm upgrades... even if it is only Tier VIII (level 25) ... you just re-roll at level 35 and repeat and rinse.
Continue above with the "Main Collector" until you reach level 71... Don't re-roll, use as a mule using the highest EES items you have available or can purchase, then use the next Mule, carry on with that character using the gear you have collected until you reach level 71, again, make this a mule, then work with the next mule to carry on the same... repeat cycle.
0 MQ until all 8 characters are level 71 and above... now, as for the "Main Transmuter", it may reach level 101 or more (and yes, pump more vita for this character than 100 base once it reaches level 71, all points to vitality after Strength)
Hey... someone might Reset Hardcore ... still 0 MQs ... woot. Now the maps, items, profs, whites, sales will all just add up and make it better for player... you don't need to MQ.
Now, doing this = 0 MQ Guide including Transmute MQ Guide option, this means the "Main Transmuter" character can do a Master Quest, this is up to the Player, now the other characters fit under the category of 0 MQ and also Re Rollers Guide since they did not complete an MQ and Re-rolled character(s).
Now, if the player only purchases 1fg items and uses only the self found gear and not the purchased upgrades, then we have that added.
Now, of course all this compiles the Catacomb Guide ... which is simple, always move forward to the next unexplored area, do not turn until you hit a dead end. If there are two options to turn towards, it is best to turn to the closest EDGE of the catacomb (Top, left, right, down or North, East, West & South). Trap Door, exit and make new cata (if not a rogue), do not click on Emblem when you are about to complete your catacomb, you can complete it and then backtrack to the Emblem, however do NOT exit the catacomb to shrine (this implies that you will need some way to heal yourself by way of a heal charm, comfrey or Fish). more info later on.
Well... that is what could happen, depends on the player, the guide is just that... A GUIDE, not a rule of thumb how to play.