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  1. #1

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    Quote Originally Posted by hyphnos View Post
    My last batch of 4 took a bit over 6 /played (not super rushed and some time idle)
    I'm trying to figure out what the '6' refers to. 6 hours would be way too short but 6 days seems rather long.

  2. #2

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    Quote Originally Posted by sync00 View Post
    I'm trying to figure out what the '6' refers to. 6 hours would be way too short but 6 days seems rather long.
    6 hrs 12 min!!

    This is with 85-90 mage as booster with blink x 2 charge glyph and the mage talent speed boost. Flying 2 seater, full heirloom (55% now). Largely this works because you put the 2 or 4 paired toons on follow one the strongest one, have that one follow the booster taking them off in bad spots and keeping them in range.

    It easily cut the time in half to make 85s from the last time I did RAF, that was running 10-12 hrs if i remember right.

    For instance in Stratholme, there are 7-8 "bonus objectives" (kill Hearthsinger, Kill postman, Kill unforgiven etc that pay out 25k XP in full heirloom) up til around 50/51. The final objecive pays out about 105k. And these dungeon bonuses were actually NERFED from when they were put in.
    Last edited by hyphnos : 06-30-2015 at 01:32 AM

  3. #3

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    Quote Originally Posted by hyphnos View Post
    6 hrs 12 min!!

    ... easily cut the time in half to make 85s from the last time I did RAF, that was running 10-12 hrs if i remember right.
    Wow!!!

    Is that speed improvement all from mage blinking, etc or is it also because the bonus objectives did not exist before?

  4. #4

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    Quote Originally Posted by sync00 View Post
    Wow!!!

    Is that speed improvement all from mage blinking, etc or is it also because the bonus objectives did not exist before?
    The dungeon objectives make a massive difference, as does the fact that heirlooms can now be used all the way up to level 100. Before patch 6.1, their maximum level was 85, so for the 85-90 range you had to do without.

  5. #5

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    Quote Originally Posted by MultiBear View Post
    The dungeon objectives make a massive difference
    I couldn't tell if the dungeon objectives were available back when he leveled the previous team that took twice as long.

  6. #6

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    Quote Originally Posted by sync00 View Post
    I couldn't tell if the dungeon objectives were available back when he leveled the previous team that took twice as long.
    No, they weren't. They make a huge difference. For example a current LK level runs about 450k - the dungeon bonus hits with RAF and 55% heirloom run in the 220 to 240k range at the end of each dungeon.Levels scale more nicely now I think mists levels are all in the 500s and the dungeon bonus untripled is 85 to 90 for stormstout if i remember correctly.As far as the speed goes it comes from 2 places. In the past the 3x dungeon quest XP made it necessary to change dungeons more often because of the high value of dungeon quests. Moving around is a big chunk of the 6 hr levelling time and the moving around is drastically reduced because you can repeat the dungeon bonus objectives and stay in one place longer. Stratholme main gate for instance, I stay a bit past the point where XP and bonus objectives start to degrade (around 50/51) but there are just so many objectives it makes it worth it since you can get to BC not leaving Stratholme. If you go to Sunken Temple or Blackrock it just takes time to get there etc and you gain so little it's not worth the time (i did try variations using Sunken and lower blackrock). Lower blackrock is a major timesuck because the objective requires running the entire dungeon and there are way fewer bonus objectives than Stratholme.I prefer a 90 mage because of 2x blink and speed boosts to move through. I also found that a well geared 90 (with some 522 gear, some timeless, garrosh heirloom weapon, can basically arcane explosion everything running about as fast as they can move all the way til you get to stonecore, then you have to be more careful unless they are really well geared/elixired). I think a monk would do about as well but no portals so mage booster is my go to. Be sure to use the arcane explosion glyph that makes the radius bigger. When there is a hunter in the group with a 90 mage, you can leave pack on and rarely get stunned so you can go even faster when dragging your alts with you until Cata dungeons. I was super happy to discover the aspect of the pack trick and how fast you can run through halls of lightning in particular with it on once the mage has sufficient gear and you get the timing down to run up to mobs and explosion them down before they hit you.Anyway I'll stop rambling now, hope some of that helps folks out.

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