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  1. #21

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    Not that it matters, but I thought the wings were considered different instances, and by that I mean as different from each other as any other instance.

    Unless the paladin is getting exp from mobs it wouldn't help having him tank since you'd still be getting minimal exp per kill from having a high level in the instance.
    Kaegro/Unilia/Zaele's

  2. #22

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    Quote Originally Posted by 'Zaelar',index.php?page=Thread&postID=48645#post48 645
    Not that it matters, but I thought the wings were considered different instances, and by that I mean as different from each other as any other instance.

    Unless the paladin is getting exp from mobs it wouldn't help having him tank since you'd still be getting minimal exp per kill from having a high level in the instance.

    you have no idea what you're talking about. GY, Arm, Cath, Lib all equal ONE instance. So if you were uber uber fast, you could do a max of 20 "instances" in SM per hour.

    As stated, SoC doesn't work. Very very few instances that this works in, very dangerous for your alts... death = downtime = less xp.

    Tap > Zone > Boost
    The idea is to remain in a constant state of departure while always arriving. It saves on introductions and goodbyes.

  3. #23

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    5 resets = 6 runs x 4 instances = 24 runs in an hour.

    Technically if you were fast enough you could do every instance in the game 6 times, which is my whole point. It doesn't matter whether they are the same instance or different.
    Kaegro/Unilia/Zaele's

  4. #24

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    The 'safer' way IMO is with a mage and paladin, which I just read somewhere...linked to from here.

    Lowbie and 70 mage stand at entrance. 70 protadin runs around, gathers the entire instance. Mage leaves the party. Timing is important. Paladin AOEs the mobs down to ~20% health, then runs out of the instance. Mage immediately jumps on all the lowbie mobs and AOEs them to death.

    Lowbie gets full XP for the kills. Lowbie quickly reinvites the mage.

    You know when you leave a party in an instance, it starts that 1 minute countdown until hearthstone thing. Thats why its important to have your timing down and be fast. I read the paladin doesn't do any damage until he brings them over to the group. Then the mage leaves the party, paladin starts AOE, runs out, mage finishes the mobs off, rejoins group.

    Huge XP for the lowbie, and less risk then warlock dots imo. Mobs will die at different times with a warlock tab spamming corruptions, theres just no way you can kill an entire instance or anything close to it with that sort of strategy.

    About a full level every SM run, unrested.

    From 55-70 you run outland instances, differently though. Lowbie is running with a group of 4 70s for the most part. Kills are done one at a time. The lowbie will leave group, tag a mob, and the 4 70s just zerg it down immediately after it's been tagged. I heard you get as much as 10,000xp per kill for this strat o.O

    Obviously reinvite the lowbie after every pull.

  5. #25
    Member Tdog's Avatar
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    As for SM I just got done running that place into the ground today. All you need to do to bypass the "you've entered to many instances recently" msg is to alternate back and forth between cath and arm. I.E. Clear cath, clear armory, reset, clear armory, clear cath, reset, repeat.

    Actually you could even do cath, reset, cath reset, cath, armory, reset, armory, cath, and so on...

  6. #26

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    Quote Originally Posted by 'cerruption',index.php?page=Thread&postID=49363#po st49363
    The 'safer' way IMO is with a mage and paladin, which I just read somewhere...linked to from here.

    Lowbie and 70 mage stand at entrance. 70 protadin runs around, gathers the entire instance. Mage leaves the party. Timing is important. Paladin AOEs the mobs down to ~20% health, then runs out of the instance. Mage immediately jumps on all the lowbie mobs and AOEs them to death.

    Lowbie gets full XP for the kills. Lowbie quickly reinvites the mage.

    You know when you leave a party in an instance, it starts that 1 minute countdown until hearthstone thing. Thats why its important to have your timing down and be fast. I read the paladin doesn't do any damage until he brings them over to the group. Then the mage leaves the party, paladin starts AOE, runs out, mage finishes the mobs off, rejoins group.

    Huge XP for the lowbie, and less risk then warlock dots imo. Mobs will die at different times with a warlock tab spamming corruptions, theres just no way you can kill an entire instance or anything close to it with that sort of strategy.

    About a full level every SM run, unrested.

    From 55-70 you run outland instances, differently though. Lowbie is running with a group of 4 70s for the most part. Kills are done one at a time. The lowbie will leave group, tag a mob, and the 4 70s just zerg it down immediately after it's been tagged. I heard you get as much as 10,000xp per kill for this strat o.O

    Obviously reinvite the lowbie after every pull.
    Anyone actually tested this to see if it works? I think there might be a step missing where the lowbie has to actually hit the mobs to tag them before the pally leaves the instance. I have not tested this though so im only speculating

  7. #27
    Member Otlecs's Avatar
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    Not that it matters, but I thought the wings were considered different instances, and by that I mean as different from each other as any other instance.
    You're absolutely right. Ignore the first response to your comment - it's not YOU who doesn't know what they're talking about.

    You can tell where an *instance* (which is a game mechanic) is because it has... *drumroll*... an instance portal at the door (gasp). The Scarlet Monastery area consists of four separate instances, each of which has its own reset timer, hence the insane potential number of instance runs per hour in the same area.

    The number of "you obviously don't know anything about <xyz>" and "you have no idea what you're talking about" posts is still commendably low in this community, but every time I see one that's immediately followed by complete bollocks it makes my hackles rise.

    Be nice to each other

  8. #28

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    Got a 70 karageared shadowpriest on account #1, level 8 shaman (Oprahwinfury) on account #2, gave it a shot in RFC but.. it's hard. Rank 2 SWP is slow enough but the PWS seems to wear off too fast on the shammy after I run the priest out.

    Level 8 - 255 exp per mob
    Level 9 - 270 exp per mob

    I positioned her like 40 yards away (keep right when entering RFC, dead-end reached, in that spot) but then the mobs just evaded back into position. Now I read some other way of doing it. Have lowbie kick higbie out, tag with lowbie, kill with highbie (?), reinvite before timer runs out. Anyone tried that?
    Inactive, waiting for Warhammer Online /// - WoW Sporeggar-EU -
    Ludarits & Ludacritz lv70 shadowpriests / Mattdemon & Benafflock warlocks
    Hornhoof & Hoofhorn lv70 moonkin / Windführer & Oprahwinfury shaman

  9. #29

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    I can see where some would consider it an exploit. It has been like this for over 2 patchs according to others. I do not see how you could be banned over it. then again i miss some things. you can do the same thing out side of instances. (just at a slower pace) It will get fixed I'm sure, but what a way to lvl and get to play with different grp makeups.

  10. #30

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    GMs are watching and have watched people do this, the current status of the thing is that it is not considered an exploit.

    Then the fine print: Yet

    Personally I consider it one because it is as creative use of game mechanics as what people have been banned for doing elsewhere, but until Blizzard says so I'm going to have some fun
    Inactive, waiting for Warhammer Online /// - WoW Sporeggar-EU -
    Ludarits & Ludacritz lv70 shadowpriests / Mattdemon & Benafflock warlocks
    Hornhoof & Hoofhorn lv70 moonkin / Windführer & Oprahwinfury shaman

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