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Arryeo
09-08-2009, 10:11 AM
Powerleveling in Mod 9

Just some observations on the new changes to game and how they effect the ability to level quickly. I started my rolled up a Favored Soul on Tuesday when the doors where opened up and he currently sits at lvl 17 as of last night. Just got my wings! I also work a full time job, if I didn’t have a job I would easily be capped.

I did all quest in 4 man groups guild only (its actually just two of us, but we always run a second box each for double the fun)

The most important thing to take into consideration now when speed leveling is avoid doing quests that are over your level. This no longer has any increased payoff and is a dramatic shift from the old way. Grinding crucible at level 10 is now a bad idea as the %40 increase in xp is now gone. We have adjusted for this by staying away from Gianthold until level 13. The xp nerf to the major quests in Gianthold was very disappointing to say the least and from now on we will now longer grind anything out there. GH is now a N/H/E once and done area.

I was very pleased to find out that we did not have to temper our zerging ways in the least. Zerging as we knew it is definitely not dead. Dungeon Alert did not pose a single problem to us at all. The only time we ever observed yellow alert was at a point were we would have set up our “kill zone” anyways. I was very pleased to find out that we would not need to modify our playstyle in the least. Green alert is basically a warning and nothing to worry about at all.

The movement speed nerf to the Haste spell was a little unsettling at first, but after awhile you get used to it and its not a very big deal. I can always go play my monk when I feel the need for speed.

The screw up in Dungeon Scaling did not make anything seem more difficult to our 4 man group until we started farming Litany of the Dead for XP. We noticed the trash mobs seemed a bit more difficult and then when we got to the High Priest of Vol, who in the past has been a joke, he completely kicked our ass. Cinnis was also a beast and kept us knocked down on the floor the entire time. We then decided to start doing these quests on Hard and they seemed to be much easier. Knocked out all four sides with ease. It seemed that Normal setting is definitely broken in regards to scaling. Hard is the new normal.

We continued on into the Vale and did all the shroud flags on Hard. Everything seemed to be fine. We are looking forward to the new content as soon as we finish up with the Refuge.

A couple of other things to mention and I’m done.

Caster A.I. seems much improved. I have never seen the arcane skellies in Cursed Crypt spam so much firewall. Its like they have learned something from the players.

Acid blast is great fun on a lowbie sorc.

Cloud kill is still a great spell.

Learn to run Shadow Crypt in 10 min, it will make you feel better about the nerf to Gianthold.

I suspect there will be many threads about how annoying FvS Leap of Faith will be in public areas :)


-Arryeo

Hellllboy
09-08-2009, 10:25 AM
+1 rep.

Thx. for the advice. I have gotten my FvS up to 9th level-was going to start working in GH next-perhaps I will head out to the Necropolis instead.

Asketes
09-08-2009, 10:25 AM
+1 rep


Very informational.

Thank you for this report, it gives some of us hope (and confirms many things i'm both excited and terrified to experience, jk)


BTW, one thing I may add, in certain quests, OPTIONALS have been vastly improved.

Example:
Tear of Dhakaan

The first time run through took 26 minutes with doing the optionals

total exp was just shy of 17k (16,985)

Other than that I agree with you, power leveling is just as alive as before; merely a semi-new approach is needed!

Good show OP!

-Perma

Thrudh
09-08-2009, 10:29 AM
I have no idea why anyone is complaining about Madstone and Crucible experience... Ooh, they dropped those TWO quests base exp in half... and then added about 50% more experience to nearly every other quest in the game...

The optionals in most quests are worth huge experience now... plus every quest has the potential for a 20% exp bonus...

Ridiculously easy to level now...

Jonny_D
09-08-2009, 10:33 AM
I have no idea why anyone is complaining about Madstone and Crucible experience... Ooh, they dropped those TWO quests base exp in half... and then added about 50% more experience to nearly every other quest in the game...

The optionals in most quests are worth huge experience now... plus every quest has the potential for a 20% exp bonus...

Ridiculously easy to level now...

Totally. What I have also noticed is that I am getting enough favor as I level to buy Turbine 3hr 10% exp pots for free. This is leveling via pug, on a server where I dont know more than 2 people.

Arryeo
09-08-2009, 10:40 AM
[QUOTE=Thrudh;2397762]and then added about 50% more experience to nearly every other quest in the game...[QUOTE]

Sorry... but this is not accurate. I am not a big end game player because I am addicted to trying out new builds and leveling them quickly. I have more alts than I care to admit and have ran most of these quests hundreds of times. I did not notice 50% more xp anywhere. With the change to getting added xp for doing quests above your level its more like they took away %40 XP from nearly every quest in the game.

Optionals are still not worth the time.

And it is always been ridiculousy easy to level.

The massive XP from crucible and madstone was always very exciting to me, its gone now and its a bummer.

To those that hated zerging and hoped DA would stop it.... better go get some more Tylenol.

Lorien_the_First_One
09-08-2009, 10:40 AM
http://i665.photobucket.com/albums/vv16/Tuvya/eedeef5b.jpg

Thrudh
09-08-2009, 10:50 AM
Optionals are still not worth the time.

Optionals are completely worth the time... I ran a LOT of lowbie quests yesterday, so I can't remember details, but I saw multiple 300 and 400 xp optionals inside 1.5k-2k base exp quests...

Also, Madstone Crater base xp may have been cut to 8k, but there are three 1.3k xp easy optionals in there, so there's 4k you get back.

nnniiiggggaaarachi
09-08-2009, 11:03 AM
Shadow crypt FTW. Easy 23 k every run for 6 or 7 runs with the optionals. Hard and elite optionals xp is messed up somewhat tho.

Arryeo
09-08-2009, 11:06 AM
To each his own I guess.

I only duo with my guildie, so I never have to impose my zerging, optional skipping, elitist ways on anyone but her.

And I think she likes it :)

jacqueline
09-08-2009, 11:06 AM
As the other half of Arryeo's power-leveling group and in regards to optionals:

With deference to Arry, what I think he intended to say was that doing optionals that take up more quest time is still not worth it. Think Stormcleave and running all over the map to pick up a few more kills in far away camps.

A few optionals well worth your time:

The named in Shadow Crypt -- even if you already have the colored gear from the room with the named, stop and kill him anyway. At 1000XP + /named it is extremely easy to add another 7000 or so XP to that quest and it doesn't slow you down.

The diplomacy/bluff in Crucible -- again, doesn't slow you down and it adds another 3000 + XP to the quest, making the XP slash a little more bearable.

There are more examples, but those are two that immediately came to mind.

I think the difference here is that we tend to think of XP/minute and not XP/quest. If going out of my way and taking another 4 minutes to make 500 XP is the optional, we are never going to take it.

Thrudh
09-08-2009, 11:12 AM
I think the difference here is that we tend to think of XP/minute and not XP/quest. If going out of my way and taking another 4 minutes to make 500 XP is the optional, we are never going to take it.

Agreed... but I'm telling you... at the low level quests I did (levels 1-5 on Monday), adding 1 minute to a 5 minute quest was getting you 50% more exp (2k base, 1k in optionals).

Pretty easy to zerg most optionals... I mean, I'm talking about opening a door to see if a rare named is there... bam 400 xp... where before it was 35 xp

jacqueline
09-08-2009, 11:17 AM
Thrudh : Glad we can agree about something. I do disagree with your point about Madstone. I did look at those optionals and it wasn't worth going out of my way for the extra couple thousand XP and wasting the extra minutes when everything around that level range is such a target rich environment for fast XP.

Do normal/hard/elite in GH and get your tail out to Necro and get Litany flagged. Much better pay-off per minute, not to mention the possible named loot and tome pages making it worth the ride.

wolfy42
09-08-2009, 11:37 AM
Even lowbie quests like kobolds new ringleader now give decent extra exp by doing optionals due to the exp bonus for killing named enemies. Whats more the optional exp doesn't scale with the first time bonus which makes it much more useful to run quests with alot of optionals over again.

Take KNL as an example. It's always been a quick quest to level up with in the early levels...netting you something like 1.5k total without a fist time exp bonus.

Now though you average something like 3 optional kills per run through (3-4) each worth 150-200 exp a pop. That is another 500-800 exp....which is 33%-50% more exp for doing the optionals...and you get that even the 10th time you do the quest!!

You could in fact run KNL on normal difficulty 10 times and still get over 1k a pop from it at the end due to the bonuses from optionals...then run it on solo, hard and elite with full firrst time bonuses. Thats 13 runs of KNL you can do and average about 2k a run now...compared to much less in the past.

Remember the 20% bonus for not dying /leaving is equivalent to doing every quest at 2 levels lower....yes you could get more before by doing them at even a lower level.....but I think the new bonuses more then even out the loss (and not everyone did all the quests at a much lower lvl.

Some quests are now extremely good to run for exp due to the fast run time, natural 20% exp bonus and optional exp bonus while running them. Others are nice to run only once on hard and elite for favor and the first time exp bonuses. In my opinion though leveling has gotten MUCH easier since mod 9.

I tested it and the time it takes me to get a new character to level 6 almost halved...and thats on a favored soul with just expiditious retreat as a movement bonus. Some quests went down in total exp (but after factoring in optionals and 20% boost it's not a huge decrease) but over all most quests went up at least 30-40% in total exp if you are not more then 1 level lower then the quest.

WolfSpirit
09-08-2009, 02:08 PM
Optionals are completely worth the time... I ran a LOT of lowbie quests yesterday, so I can't remember details, but I saw multiple 300 and 400 xp optionals inside 1.5k-2k base exp quests...

Also, Madstone Crater base xp may have been cut to 8k, but there are three 1.3k xp easy optionals in there, so there's 4k you get back.
Yup.
And this from a former HATER of the time to run after Optionals. I now find myself saying "Lets kill that ogre for that near 500xp!" In Waterworks!
Totally worth it for sure! I can't wait to for ONCE to actually enjoy hunting down all that stuff in SC for Conqest and the optionals. I bet its some nice numbers today!