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  1. #51

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    Quote Originally Posted by 'Sam DeathWalker',index.php?page=Thread&postID=92272#po st92272
    Is there a good source of infromation as to pbaoe being done sucessfully?

    Is there a source of info as to the exact exp forumula as to how it goes down the more people involved in the kill and what the bonus for group is etc.?

    The reason I picked mages is becasue they have the best single nuke, if shaman can do more nuke damage with lots of totems stacking, why not then use shaman? If all have self rez thats save SO much time.
    Using 25 shamans would just be awesome. For one they will survive better. They have healing totems (currently benefits the group). Mana totems as well. Also Fire Nova and Magma Totem would make for some great AOE. 25 of those would do some serious damage. And another thing to think about is the elementals you will get. Imagine 25 Fire elementals. Holy crap. lol. That would be 50 damage dealing entities at once.

    I just went through and looked at some of the ranged/AOE for shaman and used math (i have a calculator ) to figure out what damage for 25 toons. It looks pretty impressive. I imagine it would be fun AOE killing groups of mobs with 25 shammies. I see running through mobs dropping earthbind/stoneclaws and running to a spot then dropping health totems and timing right for dropping the nova/magna totems would probably work pretty good.

    Level 1
    Lightning Bolt
    13 to 15 Nature damage
    14 X 25 = 350

    Level 4
    Earth Shock (instant cast 6 second cool down)
    17 to 19 Nature damage
    18 X 25 = 450

    Level 8
    Lightning Bolt Rank 2
    26 to 30 Nature damage
    28 X 25 = 700

    Earth Shock Rank 2
    32 to 34 Nature damage
    33 X 25 = 825

    Level 10
    Flame Shock
    21 Fire damage immediately and 28 Fire damage over 12 seconds
    21 X 25 = 525 (on contact damage)
    28 X 25 = 700
    Total one shot damage 1225

    Level 12
    Fire Nova Totem (lasts 5 seconds)
    48 to 56 fire damage to enemies within 10 yd
    52 X 25 = 1300

    Level 14
    Lightning Bolt Rank 3
    45 to 53 Nature damage
    48 X 25 = 1200

    Earth Shock Rank 3
    60 to 64 Nature damage
    62 X 25 = 1550

    Level 18
    Flame Shock Rank 2
    45 Fire damage immediately and 48 Fire damage over 12 seconds
    45 X 25 = 1125
    48 X 25 = 1200
    Total 2325
    Dana Pain
    Legion of Boom
    Kil'Jaeden



  2. #52
    Member Otlecs's Avatar
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    Is there a source of info as to the exact exp forumula as to how it goes down the more people involved in the kill and what the bonus for group is etc.?
    Mob XP
    Quest XP

  3. #53

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    Like everyone is saying lvl 1 team of 5... Or to save a little money dual box. The reason i say duel box is have a pally and mage. Even though a pally can power rush your team quick a mage will be able to power rush you though the early easy instances like RFC and SFK and maybe even SM. But your first team should have pally and mage and the other 3 can be what ever, you just need those 2 for quicker power lvling.
    Aion:
    Azphel
    Dual Sorcerer (Medeia, Meddeia)
    1--------10---------20-x-------30---------40---------50

    Wow Horde retired
    Team 1: 1 pally and 4 shamTeam lvl 70
    Team 2: 1 DK and 1 Priest lvl 80

  4. #54

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    Quote Originally Posted by 'Sam DeathWalker',index.php?page=Thread&postID=92252#po st92252
    Right well humm didnt know that resting takes like a week ... and that mobs are teathered so killing 50 at a time is out.

    I am thinking of this server:

    http://www.warcraftrealms.com/census.php?serverid=19

    There is 14,000 enemy to attack, if I am horde

    Ok just completly forget about raiding or being in raid formation, or being in a raid, all of that is complety out. There is no such thing as killing raid mobs without a tank ... With leashing maybe pbaoe is also out, humm.



    Is it possible to camp spicific zones and get enough honor killing enemies in world pvp on that server? Shurly there will be some high level zones where enemy will be zoneing into on a regular basis.

    Tagging exp will help actually as I can then get it into the group needed. Although as stated you will get less exp with others helping, because mobs HP is so low (made for solo), it may be that little outside help is needed and Ill just be running 5 groups in different areas (to help with repops), a bit from each other might be best way. Kill a bunch with one group, then let them regen mana, while I kill some mobs with the next group etc. This is really bad that you lose exp the more that help but I guess with the mobs having so low HP relitivly you don't need much help.

    No Faction, No AA, No Keys humm ... WAY WAY less exp is needed then EQ. I know people can't stand the thought of leveling up Five times in seperate groups but to someone used to EQ this dosn't seems like much really lol ...

    Given the almost zero advantage of having 25 for exp purposes maybe I have to do 5 at a time ... lots of reading to do for sure.

    Ya the AV seems the only pvp zone Ill be doing in, or that new pvp only zone in WoLK.

    Is cities possible? I better read about that.

    Well if these totems do stack raid wide ... well thats why I posting first, seems there is a lot to learn for sure, maybe might have to wait untill December to start so that we will know what is nerfed and what made it live and what kind of environment will exist. Surly if all these totems do allow raid wide bonus then shaman will be casting spells that have as much damage as mages, I would think.
    "Specific zones" are called instances or dungeons. Some are 5-man, 10-man, 25-man, and 40-man capped.
    Most leveling instances are 5-man. If you go over 5-man, you turn that into a raid, and you can't complete quest unless they are raid-specific quests.

    "Tagging mobs" work, as long as the higher level player helping out "cons" green (meaning, the mob is green to the higher players.) Search wowwiki about it. It works out actually.

    For example, I'm level 63 and fight a level 63 mob solo. I "tag" this 63 mob, and a level 70 dies 99% damage. The result is, I gain 100% exp as if I soloed the mob.
    However, I've leveled a bunch of 70s already, and my experience it at level 68. I kill a mob "solo" via tagging. I need to kill like 30 or so mobs to get 1 bubble worth of exp (5%). Completing a quest at that level give about 30 mobs worth of exp. So grinding is least productive, especially when grinding mobs for 5-man groups. It's better to just complete quests.

    However, a level 70 with 4x level 10 lowbies is "comparable" in exp/hour grinding and clearing instances. This is because mobs in instances are elites and gives more exp that non-elites. And the most important part is the "group bonus." Even though a level 10 mob inside give 10 exp, the group bonus can yield up to 35 exp per mob kill. You gain more exp for having a full 5-man group. So, all you need is to get a high level capable of clearing low level instanes: Paladins are the best choice since they can be used to clear even level 60 dungeons in outlands.

    A Mage, Warlock, Warrior and Shamans can do the job, but it gets harder when you reach level 40+ instances where the mobs have more health and armor.
    Sanctume [Paladin] + [Team Shaman] Sanctumea + Sanctumei + Sanctumeo

  5. #55

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    Quote Originally Posted by 'Bena',index.php?page=Thread&postID=92286#post9228 6
    I've never played EQ but from what I gather one difference is the mob
    respawn. In wow you can very quickly wipe the area of mobs; what
    you're going to hit is the respawn timers. That's why boosting
    with a pally is much more quicker method (although very boring; but you
    can read/browse/watch tv )
    Mob respawn is a major difference between EQ and WoW, and it is related to how they are played. Not in terms of the timers (those vary from zone to zone and mob to mob, for both games) but in terms of certain mechanics. (Bear in mind that I haven't played EQ since late 2004, so much of this may have changed)

    - Everquest zones, even the non-instanced ones, require you to "zone in". Outdoor zones in WoW do not. In Everquest, you will be running through a zone and suddenly your screen will freeze and the words "LOADING, PLEASE WAIT..." will appear for a few seconds. And then you are in the adjacent zone.

    - Everquest mobs will follow you across an entire zone until such time as you enter another zone. EQ outdoor zones work like WoW instanced zones in this case. What this means is that an AoE group could theoretically pull an entire zone's worth of mobs for killing. Mobs in WoW will follow you a specific distance and then de-aggro and return to their patrol route.

    - Everquest respawn timers were tied to each specific mob spawn location. WoW respawn timers are tied to a specific area. In other words, when you clear an area in EQ, the mobs will respawn in exactly the same order that you killed them. In WoW, when you clear an area, the mobs will respawn in random order. This allowed for "breaking a camp" in EQ, where you would purposely stagger the mob deaths in order to have an area where you could safely pull and kill mobs as they spawned.

    - Camping an area in Everquest involved having the group set up at a "safe spot" (where no wandering mobs would aggro) and having one person bring mobs to the group, one at a time. The group would kill the mob, regen mana and health, and wait for the next one to be brought. They would not move from their spot the entire time. In WoW, camping an area involves working your way through mob spawns and constantly moving through the area in order to kill the next mob(s).

    It's two very different ways of playing the game. Mobs in Everquest are not split into normal and elite mobs... they're all effectively elites. A group of six people might spend 20-60 seconds killing a single normal outdoor mob. In WoW, solo players can tear through a zone and will often survive attacks by one or two (or more) adds.

    I think Sam will find it a very new experience.
    "Multibox : !! LOZERS !!" My multiboxing blog

  6. #56

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    Quote Originally Posted by 'Tonuss',index.php?page=Thread&postID=92319#post92 319
    Mob respawn is a major difference between EQ and WoW, and it is related to how they are played. Not in terms of the timers (those vary from zone to zone and mob to mob, for both games) but in terms of certain mechanics. (Bear in mind that I haven't played EQ since late 2004, so much of this may have changed)

    - Everquest zones, even the non-instanced ones, require you to "zone in". Outdoor zones in WoW do not. In Everquest, you will be running through a zone and suddenly your screen will freeze and the words "LOADING, PLEASE WAIT..." will appear for a few seconds. And then you are in the adjacent zone.

    - Everquest mobs will follow you across an entire zone until such time as you enter another zone. EQ outdoor zones work like WoW instanced zones in this case. What this means is that an AoE group could theoretically pull an entire zone's worth of mobs for killing. Mobs in WoW will follow you a specific distance and then de-aggro and return to their patrol route.

    - Everquest respawn timers were tied to each specific mob spawn location. WoW respawn timers are tied to a specific area. In other words, when you clear an area in EQ, the mobs will respawn in exactly the same order that you killed them. In WoW, when you clear an area, the mobs will respawn in random order. This allowed for "breaking a camp" in EQ, where you would purposely stagger the mob deaths in order to have an area where you could safely pull and kill mobs as they spawned.

    - Camping an area in Everquest involved having the group set up at a "safe spot" (where no wandering mobs would aggro) and having one person bring mobs to the group, one at a time. The group would kill the mob, regen mana and health, and wait for the next one to be brought. They would not move from their spot the entire time. In WoW, camping an area involves working your way through mob spawns and constantly moving through the area in order to kill the next mob(s).

    It's two very different ways of playing the game. Mobs in Everquest are not split into normal and elite mobs... they're all effectively elites. A group of six people might spend 20-60 seconds killing a single normal outdoor mob. In WoW, solo players can tear through a zone and will often survive attacks by one or two (or more) adds.

    I think Sam will find it a very new experience.
    OMG, you just reminded me how I HATED EQ after all that. And how great WoW is when I got into alpha/beta friend & family before the first release.

    I remember the J-boots camp. There's only 1 spawn for the entire server--and it's camped. It's camped by people, and there's a "List" on who will be qualified to loot the next J-boots. For you WoW players, think J-boots as an self-cast run speed buff. I camped that shit for 39 hours straight, no sleep! W T F !@@!@

    For Sam, imagine there's an items you want similar J-boots in WoW that is dropped by a mob in a specific dungeon (instance). Well, you can just zone your group in that instance, and it's yours. Just like other people zoning their group in their own instance. You can reset an instance 5x per hour, max.
    Sanctume [Paladin] + [Team Shaman] Sanctumea + Sanctumei + Sanctumeo

  7. #57

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    Quote Originally Posted by 'Sanctume',index.php?page=Thread&postID=92330#post 92330
    You can reset an instance 5x per hour, max.
    I found that you can reset an instance 5x per hour put you can only go in that instance 4 times per hour after resets. Found this out doing scholo power lvling. Finished 4 runs in 56 minutes (i know this because i had 1 hour long poison on my weapons at the start). I reset 4 times in went in 4 times, i went to reset on the 5th, it reset but i couldn't go in... 4 minutes later i was able to go in.
    Aion:
    Azphel
    Dual Sorcerer (Medeia, Meddeia)
    1--------10---------20-x-------30---------40---------50

    Wow Horde retired
    Team 1: 1 pally and 4 shamTeam lvl 70
    Team 2: 1 DK and 1 Priest lvl 80

  8. #58

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    nothing will survive 20 scorches or 20 arcane explosions. those last few mages will just be wasting mana. my suggestion would be to drop 4 mages and add 4 full holy priests. circle of healing is a targetable, instant group heal that will hit for 4,000+ without crits. in PvP gear you will have 8,000-10,000HP. thats nearly 1/2 your HP pool instantly, with no recast and a very low mana cost (particularly if you downrank, as i do.. 300ish mana out of a pool of 12000). 5 priests spamming CoH on a target group makes even a mage very fucking difficult to drop unless youre talking full groups of people focus firing one toon (mortal strike and aimed shot will hurt you).

    set up macros on priests for 1: targetself, 2: target group1, 3: target group2, etc. so that you dont even have to target something, you can just hit a hotkey and your priests will start spamming instant group heals at that group.. or, you can hit target self, and since you will have one priest in each group, they will start spamming group heals on their own groups. CoH>PrayerOfHealing purely because its fast, you can target other groups and you can cast it while youre moving and spamming arcane explosion on your mages. roll in, wipe out anyone stupid enough not to run away, then sit ontop of the flag point and pick off anyone who comes in range with your scorch.

    20 arcane/fire mages. any melee stupid enough to come anywhere near you will die in one or two arcane explosions (instant AoE with, again, no recast) (10000 damage is a very conservative estimate for 20xAX, even without crits, and thats still greater than the average HP pool). use scorch as your ranged nuke, since its very fast casting and procs a stun, which youre nearly guaranteed to proc, with 20. you will stunlock nearly everything you focus fire until its dead.. which will be 1-2 volleys at most, since it does more than arcane explosion.

    thats your point blank and focus fire.. now ranged aoe. set up a camera hotkey so that all your mages have exactly the same forward perspective. after /following your main, all your alts should have (roughly) the same perspective. train your mouse on your main screen to where you want to drop your flamestrike; cast. anything in that circle just got instakilled.

    this is exactly how i play my 10box setup, except i play with 6 mages and 4 priests, two priests per group.

    if you wanted to get even more fancy, you could add a shaman per group for resist totems, grounding totem and.. more importantly, tremor totem. you have no idea how amazing 5 stacked tremor totems will be to a setup like yours once WoTLK hits. it will pretty much make your entire raid immune to aoe fear.. and believe me.. aoe fear is a number one bitch to any WoW boxer.

  9. #59

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    Respawnrate of mobs depends on how many players are in the area, so if you would be with 25 characters on 1 spot that would result in an insane respawnrate? I guess it will have a cap, but it will be fast for sure.

    (I hope that hasn't been said yet)

  10. #60

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    Not sure if anyone has already mentioned this since I did not read every post but you can't get the full set of pvp gear by just doing AV/New BG and world pvp. Much of that gear requires marks from the other 3 BGs unless things change.
    <Blue Man Group>
    Aradar/Ereder/Iridir/Orodor/Urudur
    Duskwood - Alliance

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