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  1. #1

    Default What is the best way to safely boost using 60 mage?

    I have a warrior/priest/3x mage team.

    For raids and playing with friends (many of whom tank) I want to level up a mage on the warrior's account and on the priest's account. That way I can run 5x mages (easier for raiding) or 4x mages and 1x priest (flexible addition to any group or raid).

    I'm anxious about pulling dungeon mobs and dropping party before AOEing down -- blizz has banned a few notables for similar conduct. I'd rather something a bit safer.


    • One idea is to have the two mages in a party and the three 60 mages out of party and on follow. I'd pull (but not damage) a bunch of open-world mobs on my 60s, AE the mobs to 75% with my lowbies, and then nuke the mobs with my out of party 60s.



    • Another idea is to just pull a dungeon and AOE with however many 60 mages I need to reliably clear in one or two pulls. But the exp will be gimped by the presence of the 60s and I'll definitely hit reset cap quick -- maybe do this every hour after farming random mobs?


    Any other thoughts/schemes would be greatly appreciated. I'm sure many of us who are soon to cap will be boosting other toons in the near future.
    Last edited by nocops : 10-02-2019 at 08:59 AM

  2. #2

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    Instance XP is shit when I tested level 14 mage in deadlines with 4x level 30s clearing. The 4th mage I’m trying to catch up gets like 4xp a kill even when doing AE damage. 😩
    Warrior/Priest/3xMage
    Kromkrush

  3. #3

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    Once someone outside the boosted party damages tagged mob that is grey for him, the character in the boosted party gains just a small fraction of XP from the kill. This was already 1.12 mechanic IIRC. It would need some tests to find out the exact figures. I have seen yesterday a lvl 60 damaging mob tagged by level 10 and the level 10 gained only around 10% of the full experience.

    However, when the killed mob is at least green for the high level outsider, then the boosted one gains full XP from the kill. The last green mobs for 60s are probably level 45, which would be effectively tagged by lvl 43. This would mean, a 60 can boosts characters from lvl 43 up for the full XP.

    To cover the rest of levels one would need another outside boosters at following levels to avoid this penalty:

    • 43: to boost from 29 to 43 by killing mobs from 31 to 43
    • 29: to boost from 17 to 29 by killing mobs from 19 to 29
    • 17: to boost from 7 to 17 by killing mobs from 9 to 17
    • 7: to boost from 1 to 7 by killing mobs from 3 to 7. Or simply level to 7 traditional way.

  4. #4

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    Quote Originally Posted by Raugonar View Post
    Once someone outside the boosted party damages tagged mob that is grey for him, the character in the boosted party gains just a small fraction of XP from the kill. This was already 1.12 mechanic IIRC. It would need some tests to find out the exact figures. I have seen yesterday a lvl 60 damaging mob tagged by level 10 and the level 10 gained only around 10% of the full experience.

    However, when the killed mob is at least green for the high level outsider, then the boosted one gains full XP from the kill. The last green mobs for 60s are probably level 45, which would be effectively tagged by lvl 43. This would mean, a 60 can boosts characters from lvl 43 up for the full XP.

    To cover the rest of levels one would need another outside boosters at following levels to avoid this penalty:

    • 43: to boost from 29 to 43 by killing mobs from 31 to 43
    • 29: to boost from 17 to 29 by killing mobs from 19 to 29
    • 17: to boost from 7 to 17 by killing mobs from 9 to 17
    • 7: to boost from 1 to 7 by killing mobs from 3 to 7. Or simply level to 7 traditional way.
    Now this is very interesting and comports with some experience i've had. I have some level 50s and a level 20 alt. I wonder If i were to tag a level 42 mob with the level 20 toon (using out-of-combat priest heals/bubble to keep him up until he gets a tag), and then finish off the mob with out-of-combat 50s, whether my level 20 would get full exp from the mob.

    I'll try today and report back.

  5. #5

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    Quote Originally Posted by nocops View Post
    Now this is very interesting and comports with some experience i've had. I have some level 50s and a level 20 alt. I wonder If i were to tag a level 42 mob with the level 20 toon (using out-of-combat priest heals/bubble to keep him up until he gets a tag), and then finish off the mob with out-of-combat 50s, whether my level 20 would get full exp from the mob.

    I'll try today and report back.
    Further thoughts to test: I'll try sheeping a mob that is green to my high level toons, wand that sheeped mob until I tag it with my level 20, and then blow up the mob as soon as I tag it. Maybe try it with the elite mobs outside ZF.

    Quote Originally Posted by daviddoran View Post
    As long as you stay in party in a dungeon, you are fine. The only bans are from people abusing the 60 second timer that auto hearths characters not in the party, but still in the instance. That sort of tagging is what gets people into trouble.

    The EXP is greatly reduced per kill, but you make it up in volume. When I used to do this back in the day I used a 60/70 Prot paladin, but a Mage would have been faster. Just look up the lowest level a toon can enter an instance https://vanilla-wow.fandom.com/wiki/Instances_by_level (Scroll down to the "simple list" portion which shows the lowest level to enter in parenthesis such as RFC which is (8).

    My favorite type of dungeons for this is ones where you can leave the lowbies near the instance portal, and then pull the instance to within XP range. The Deadmines isn't too great for that, but you take what you can get usually. Scarlet Monastery is good for this, especially in Cathedral, you can pull the end boss, and he aggros the rest of the instance.

    Edit: What I plan on doing, is to just make whole teams of fewer classes, to simplify class quests while leveling. Doing 5 shamans, 4 mages and 1 priest, 4 warlocks and a priest, 4 warriors and a priest (priests staggered on another account) Then, I plan on making a "filler" group which has all the classes I am missing 1 or 2 of, so it will be Warrior, Warlock, Mage, and 2 priests. Then I have 5 each of Shaman, Mage, Warlock, Priest, and Warrior.
    I remember doing this in BC and thought it was pretty good exp -- despite the dungeon reset limit. I'll test this too and see how the exp works based on the number of high levels in the instance and the number of low levels.

    I also really like your idea of having 5x war, sham, mage, priest, and lock. Those seem like the most fun classes for multiboxing and have ability to mix/match any group based on what you want to do and who you are doing it with.

    I think most raids would like the idea of a 5 boxing, low-rank-chain-heal spamming resto shaman.
    Last edited by MiRai : 10-02-2019 at 06:50 PM Reason: Merged - Use Multi-Quote

  6. #6

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    Quote Originally Posted by southeastbeast View Post
    Instance XP is shit when I tested level 14 mage in deadlines with 4x level 30s clearing. The 4th mage I’m trying to catch up gets like 4xp a kill even when doing AE damage. ������
    Mob XP is based on the average level of the party.

    30+30+30+30+14/5=26.8. The dungeon is calculating your average party level at 27 and you're killing level 17-20 mobs.

    With 4x level 14's and one level 60 your average party level would be 23 which would yield much higher XP.

    Also, deadmines isn't the best dungeon for boosting since many of the mobs in the first rooms aren't elite. You're better off moving to stockades at 15. You can pull the entire dungeon with a decently geared paladin or mage.

  7. #7

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    Quote Originally Posted by Apatheist View Post
    Mob XP is based on the average level of the party.

    30+30+30+30+14/5=26.8. The dungeon is calculating your average party level at 27 and you're killing level 17-20 mobs.

    With 4x level 14's and one level 60 your average party level would be 23 which would yield much higher XP.

    Also, deadmines isn't the best dungeon for boosting since many of the mobs in the first rooms aren't elite. You're better off moving to stockades at 15. You can pull the entire dungeon with a decently geared paladin or mage.
    The video linked in the Power Leveling thread also denoted this average level calculation and it should be really useful for Power Leveling 4 alts. I would think a level 60 Paladin Tank AoEing (or a Mage) in the Stockades and Scarlet Monastery would be really good XP.

    Frankly it is almost like the developers specifically lowered the minimum level for entry into some Dungeons to allow 4 alts to group with a 5th Power Leveler for a decent overall level for good XP...

    For example, according to the Minimum Levels for entry on the Levels Tab of the Classic WoW Planning Spreadsheet you could take your 4 alts with a level 60 as follows:

    - Stockades: Take 4 Level 15s with a level 60 Power Leveler = Average Level 24 (should be great XP);
    - Monastery: Take 4 Level 21s with a level 60 Power Leveler = Average Level 29 (should be great XP);

    edit: I will likely also post this info to the Power Leveling summary thread to call this out more...
    Last edited by nodoze : 11-11-2019 at 10:36 AM

  8. #8
    Rated Arena Member daviddoran's Avatar
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    Default

    As long as you stay in party in a dungeon, you are fine. The only bans are from people abusing the 60 second timer that auto hearths characters not in the party, but still in the instance. That sort of tagging is what gets people into trouble.

    The EXP is greatly reduced per kill, but you make it up in volume. When I used to do this back in the day I used a 60/70 Prot paladin, but a Mage would have been faster. Just look up the lowest level a toon can enter an instance https://vanilla-wow.fandom.com/wiki/Instances_by_level (Scroll down to the "simple list" portion which shows the lowest level to enter in parenthesis such as RFC which is (8).

    My favorite type of dungeons for this is ones where you can leave the lowbies near the instance portal, and then pull the instance to within XP range. The Deadmines isn't too great for that, but you take what you can get usually. Scarlet Monastery is good for this, especially in Cathedral, you can pull the end boss, and he aggros the rest of the instance.

    Edit: What I plan on doing, is to just make whole teams of fewer classes, to simplify class quests while leveling. Doing 5 shamans, 4 mages and 1 priest, 4 warlocks and a priest, 4 warriors and a priest (priests staggered on another account) Then, I plan on making a "filler" group which has all the classes I am missing 1 or 2 of, so it will be Warrior, Warlock, Mage, and 2 priests. Then I have 5 each of Shaman, Mage, Warlock, Priest, and Warrior.
    Last edited by daviddoran : 10-02-2019 at 02:42 PM

  9. #9

    Default

    Been leveling an alt with friends, one of them is a 60 mage boosting the rest of us. XP has been good (deadmines ended up being 600-700xp per minute at the end of the run, obviously will be lower while the mobs are red but still good). Stockades is annoying because you will instance cap, but SM you can just rotate through all the different instances and you won't cap.

  10. #10

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    Quote Originally Posted by Magicme View Post
    Been leveling an alt with friends, one of them is a 60 mage boosting the rest of us. XP has been good (deadmines ended up being 600-700xp per minute at the end of the run, obviously will be lower while the mobs are red but still good). Stockades is annoying because you will instance cap, but SM you can just rotate through all the different instances and you won't cap.
    I'd suggest doing SFK if you're boosting, rather than Stockades. SFK gives you enough big pulls that you might only, just barely, run into the reset cap. SFK should take you all the way to SM as well.

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