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  1. #31

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    Daeri....didn't actually stop to park the toons anywhere, I literally had my autorun on for almost the entire instance (stopping at boss fights and some tricky bits). That way the fire totems rarely have the chance to do damage, also means the chance to be hexed is low as you're out of range before the cast is finished.

    Either way, have fun in Scholo, just remember to have loot on free for all at least when killing the boss that drops the key for the rest of the instance.

  2. #32

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    Well the problem with the pally tank is that it neither can't dot the mobs in the distance nor have a pet that can easily finish all the mobs that keep fleeing and running around like headless hens when their life is low . So I had to chase them and stand still for a while so I could use my melee abilities to properly finish them all. That is when my lowbies would quickly die from aoes.
    Dualboxing on a computer running Linux & MoW.
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  3. #33

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    The Shattered Halls trick.... nolonger works... the EXP range does not work for the room before the room before the boss
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  4. #34
    Rated Arena Member daviddoran's Avatar
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    Just noticed in sethekk halls, the boss summons elemental adds, which give exp... summoned mobs arent supposed to give exp according to blue posts, but these still do. Not sure if they keep spawning, cause i just killed the boss, but figured i'd mention it. the exp was about 1/4 as much exp as the elites in the instance so its probably faster to just reset the regular way.

  5. #35

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    The first boss summons elementals at specific hp levels. (75%, 50% and 25% from memory)
    He will not spawn infinite mobs, even if you dont kill him
    .[I



  6. #36

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    Question on Sunken Temple:

    I just do the four loops pulling trash mobs and reset. I don't bother with the bosses. Seems pretty efficient but I HATE the 40 to 45 stretch (I'm a non RAF guy). Thoughts on how much exp I'm giving up per run? I can't imagine its much.

    Also, as I mentioned earlier in this thread, the pathing for some of the loops is limited so you can end up killing mobs that are out of range from the entrance. Its about a 300 degree angle so you can pull those mobs at the outer edge of the loop's radius around a bit and get credit. (Hard to follow without a diagram but you get the idea.)
    80 Blood Elf Paladin, 80 Blood Elf Priest,80 Troll Mage, 80 Undead Warlock, 80 Tauren Druid, 80 Undead Rogue
    80 x4 Shaman (Orc x3, Troll)

    Madoran - Horde - PvE

  7. #37

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    - SM Armory (min 20) - You can take your toons at the first stairs after the courtyard and they will get xp even if the booster is almost at Herod (just pull herod out a bit)
    Been trying this, first tried before the courtyard, ok but Did Not /Could not pull Herod enough. Tried to put them outside the door, both die before I can kill all the adds and Herod. How far back should they be not to agro anyone? Want them close to get Herod's loot as they both can use Mail at the level it says (37 for shoulders)(all the dropped so far)
    Tried to leave them at the first arch in Libary. I found a patrol in the libary which killed that plan, but they still got keys.
    RAF Tour Guide files are obsolete, I went to Zygor
    MultiBoxers play with themselves

  8. #38

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    I pulled Herod all the way back to the entrance.

    Sequence:
    - Pull first courtyard, kill
    - Walk carefully to Herod's door
    - Aggro Herod and run back to entrance
    - Kill everything
    80 Blood Elf Paladin, 80 Blood Elf Priest,80 Troll Mage, 80 Undead Warlock, 80 Tauren Druid, 80 Undead Rogue
    80 x4 Shaman (Orc x3, Troll)

    Madoran - Horde - PvE

  9. #39

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    Quote Originally Posted by alcattle View Post
    Been trying this, first tried before the courtyard, ok but Did Not /Could not pull Herod enough. Tried to put them outside the door, both die before I can kill all the adds and Herod. How far back should they be not to agro anyone? Want them close to get Herod's loot as they both can use Mail at the level it says (37 for shoulders)(all the dropped so far)
    Tried to leave them at the first arch in Libary. I found a patrol in the libary which killed that plan, but they still got keys.
    you don't need to have the them parked close to the loot... you can just collect it with your booster and trade it with your toons, as they are eligible to receive the loot for 90 minutes (i.e. in XP range of the kill)


    my ammended boosting schedule (with RAF)
    1-10 Quest

    (Boosting with Feral Druid 3.6kGS)
    10-20 SFK

    Summon with Warlock. toons left in entrance gate, 4-5 pull the whole instance 6-7 minutes (padded out to 12min with looting)

    20-45 SM (Armory + Cath)

    Armory
    Clear first courtyard - move toons to the top of the stairs, wait & kill evoker on patrol (the one who comes up the stairs)
    stealth to herod, aggro and pull instance to bottom of stairs where toons are parked...

    Cath
    Clear bottom courtyard in one pull - move toons to bottom of right hand stairs - wait and kill patrol on stairs
    open cath - cat stealth to high inquisitor fairbanks and kill. - run to morgraine and aggro - sprint outside and change to bear form. swipe spam the mobs to death - the majority of the outside will be summoned to attack upon his resurrection. once done finish off any leftovers.

    45-55 Scholomance

    leave toons where they port into instance.
    drop off the bridge and clear the room below, run to rattlegore aggroing one of the whelp handlers, drop down one of the the holes to rattlegore and kill him, by the time he is dead the assorted train of mobs will arrive, clear these, loot the key and head back up stairs. clear the dungeon room (bear form - swipe) of all the zombies and activate the torch. head back to the viewing room, clear the room and loot the chest.
    enter the viewing room run up behind marduk blackpool and attack him, vectus and a couple of students will join in the fight. once these are done clear the rest of the room (2 pulls). dont bother doing Ras, unless you are after any specific drops
    head for the study and clear the room with Lorekeeper Polkelt in (first on the left). once cleared head back to the start of the instance (unless you want any of the other boss drops).
    3-4 pull the rest of the instance back to the start.

    time normally 10-12 minutes per run

    55-63 Ramparts

    leave toons at start, pull the first 6 groups of mobs, once cleared move your toons to just past the overhead bridge (this ensures they get full xp throughout the instance) continune chain pulling the rest of the instance as you see fit (i normally do it in about 5-6 pulls) - time normally around the 12 minute mark.

    as for the looting question... quite a few people say not to loot, but i have found that with looting (from SM upwards) i can easily make on average 500-600g per set of toons levelled to 60 (from cloth drops and vendoring greens and bop blues) , which pays for the cost of skills and riding training.. if you get boe blues this can add anything up to an additional 200g on top (they quickly sell for 15-25g each)

  10. #40

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    as for the looting question... quite a few people say not to loot, but i have found that with looting (from SM upwards) i can easily make on average 500-600g per set of toons levelled to 60 (from cloth drops and vendoring greens and bop blues) , which pays for the cost of skills and riding training.. if you get boe blues this can add anything up to an additional 200g on top (they quickly sell for 15-25g each)
    Turned on Master Looter but I don't think it was right. Will try the new parking spots as a level per trip is awesome
    RAF Tour Guide files are obsolete, I went to Zygor
    MultiBoxers play with themselves

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