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  1. #1

    Default Leveling in 7.3.5

    Sooo...Ragefire Chasm took me nearly 45 mins to do at level 10 with my trinity team. I wiped twice, once on Slagmaw and once on Gordoth. Mob pack tooks over 5x the amount of time to kill than they did before and my priest continued to get low on mana! I expected it to take longer but geesh!

    To top it off, the dungeon xp was nerfed to the ground! I went in at almost 11...finished at 11.5!

    I normally run Ragefire from 10-15 and then start LFD (about 4 clears).
    This was the 11th team I had done this leveling strategy with and the others all smoked through with ease. I would gain about a level and a half even without RAF.

    Seems leveling through dungeons is discouraged and I'm curious what it will be like for guys who just started with RAF and LFD / boosting methods.
    Last edited by Pocahuntess : 01-16-2018 at 10:23 PM

  2. #2
    Multiboxologist MiRai's Avatar
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    Quote Originally Posted by Pocahuntess View Post
    Sooo...Ragefire Chasm took me nearly 45 mins to do at level 10 with my trinity team. I wiped twice, once on Slagmaw and once on Gordoth. Mob pack tooks over 5x the amount of time to kill than they did before and my priest continued to get low on mana! I expected it to take longer but geesh!

    To top it off, the dungeon xp was nerfed to the ground! I went in at almost 11...finished at 11.5!

    I normally run Ragefire from 10-15 and then start LFD (about 4 clears).
    This was the 11th team I had done this leveling strategy with and the others all smoked through with ease. I would gain about a level and a half even without RAF.
    There is a thread on the WoW forum where people are complaining that it takes way too long to get through a dungeon, similar to what you say. I mean... there's quite a difference between killing a pack in 5-10 seconds, and then it taking 6-12 times as long. So, it almost seems like it's a bit over-tuned, and I doubt the massive casual crowd in WoW today will stand for that.

    Quote Originally Posted by Pocahuntess View Post
    Seems leveling through dungeons is discouraged and I'm curious what it will be like for guys who just started with RAF and LFD / boosting methods.
    I'd love to tell you, but three out of five of my accounts are currently hit with the "character not found" bug. =\
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  3. #3

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    Quote Originally Posted by MiRai View Post
    ....

    I'd love to tell you, but three out of five of my accounts are currently hit with the "character not found" bug. =\
    That's a bummer! I was looking forward to your feedback. Been following your youtube videos (ToneCre8).
    The gold looted has increased a lot...I'm getting 4-6 gold per toon per boss at level 10!
    Last edited by Pocahuntess : 01-16-2018 at 10:51 PM

  4. #4
    Multiboxologist MiRai's Avatar
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    I finally got in with my team and ran Temple of the Jade Serpent at level 80. I recorded a video and it should be available sometime tomorrow, if not Wednesday, but here is my initial experience.

    Difficulty:
    As everyone has said so far, mobs definitely take more time to kill, but I don't think they do much more damage (no idea if that was even buffed). If I had to estimate, and I do because I don't have hard numbers from before 7.3.5 for TotJS, I'd say that each boss took, at least, 5x longer to kill.

    Reward:
    I hit level 80 last night with this 5-man team, so my characters couldn't have had more than 1-5% of experience before starting the dungeon. After completing the dungeon, I only had 74% of level 80, and after turning in both of the quests in TotJS, I still only had ~94% of level 80. So, I didn't even gain one level, with the 300% RaF benefits. At this time, I do not envy anyone leveling without RaF.

    Another quick example from WaDaFruCK in the ISBoxer Discord:

    Abominations in Stratholme (Live) had 110,000 health, and he was doing 700 damage per character. So, 110K HP / 3,500 Damage (all 5 characters) would take 31 spell casts, per character, to kill the thing.

    As others have been discussing, this scaling feels unnecessarily over-tuned.
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  5. #5
    Member JohnGabriel's Avatar
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    I am still hoping that questing is better. But its starting to look less like they wanted to improve questing and more like its just for the grind.

  6. #6

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    I'm curious how boosting 4 low levels with a 110 character through dungeons is after 7.3.5. Anyone have any experience/observations they could share?

  7. #7

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    I am boosting 3 now at level 81 getting them to 90 to catch up to my other 2 Dks its seems to take 5 dungeons runs per level. They are level 83 and what is seems now its 4 runs to level 84, this was last night the over all xp is not bad its like 80k and the gold is about 8 to 10 per boss and 35 for completion.

  8. #8

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    OK update now its 4 runs per dungeon they are now 86, I am just running Temple of the jade Serpent over and over ;D I also have all Heirlooms but the ring and no rested xp .


    (Boosting 3 Dk's with a level 110 Dk )
    Last edited by Boostab : 01-20-2018 at 01:16 AM

  9. #9

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    Ran a test.

    Just a few days before patch I ran Deadmines with an 80 Level Prot Pally in green 232 gear (old boosted character from Cataclysm or something), and a level 13 Priest

    Parked the priest at the entrance, ran the whole instance in very quick time (all mobs one shots, Bosses down in maybe two/three)

    I didn't record time or XP, but the level 13 priest went up to 14 at the end (no RAF bonus, no Heirlooms).


    Just ran it again, same two characters. All trash died just as quickly, despite being 60th level now. The elites took two-three hits to go down. Some even lasted long enough to use specials on me (pulled whole room of lumbering oafs and one picked me up to smash me)

    Bosses took about 10-15 seconds to kill (disclaimer - I have never played a Paladin and can't swear my rotation was optimal).

    Then when I got to the ship the Defias Squallshapers took about 15-30 seconds each to kill (I am not sure but I think they had a self heal or damage mitigation ability). They were longer than the bosses.

    Last, Ripsnarl lasted long enough to transform and call up a mist, and cookie lasted long enough to get in his pot (pre-patch both died before those could happen)

    I have no quantifiable data to compare the two, but it seems to take about 3-6 times longer to clear. The low level got 5600 for completing (which I believe is what she got pre-patcH).

    None of the mobs was higher than level 61. I can only infer that while low level content scales, it does not scale beyond its "release limit"? I.e. Vanilla is 60, BC 70, etc. can anyone confirm that?
    Last edited by Peri Helion : 01-17-2018 at 02:34 PM

  10. #10
    Member JohnGabriel's Avatar
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    Most of this seems more of an issue to the solo player after xmogs and wont bother boxers so much.

    If you're running 5 you wont really notice if something takes 3 to 6 times longer to kill, still basically a one-shot. And as for boosting, Peri was level 80 fighting level 61 elite mobs and sounds like the difficulty is adjusted correctly. If at 110 fighting 61 you would probably (hopefully) be back to one-shotting.

    Been reading so many doom posts on the bliz forums but I think if they just increase the experience in the dungeons to make the extra work worthwhile, or allowed the dungeon quests every run. Then it wouldn't matter if you leveled by dungeons or leveled questing, either would work.

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