Results 1 to 17 of 17

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Member krud's Avatar
    Join Date
    Jun 2006
    Posts
    873

    Default XP at the mid levels

    I did a favor run in the church and the cult last nite (lvl9 vampire quest) with my lvl 12 clr. The base XP is less than 2000! That's the same kind of XP you get in one part of waterworks or STK. Even some of the other lowbie harbor quests, such as bonebite, aren't that far off in XP. I could understand that they didn't want people reaching cap too soon when cap was lvl10, but less than 2K for a level 9 "long" quest? Especially, when compared to the mega xp one gets in GH
    Last edited by krud; 06-29-2007 at 09:22 AM.
    Ghallanda: Neatoelf15wiz/1rgr, Neetoelf17wiz, NeatoManhuman13rog/6pal/1mnk, NeatoHombrehuman12ftr/6pal/2rog, Kneetoedwarf17clr, Kneedoughdrow18clr/2mnk

    Minimize expectations and you'll never be disappointed

  2. #2
    Community Member
    Join Date
    Jan 2007
    Posts
    167

    Default

    agreed.

    getting from level 7-11 is a *****

  3. #3
    Community Member
    Join Date
    Mar 2006
    Posts
    1,940

    Default

    Tell me about it...

    And the vamp is one of the tougher challenges at that level.

  4. #4
    Community Member Zenako's Avatar
    Join Date
    Aug 2006
    Posts
    0

    Default

    Well in Church and the Cult, except for the vampire, most groups can move through the rest of the encounter pretty easily I have found. If a group has vampire killers with them, he can go down without undue trouble. If the group does not have those skills/equipment they will generally wipe and wipe. Killing vampires should not be easy. That being said, if you master the tricks of the vampire hunters club, while still not "easy" it can be managed.

    Holy Silver Weapons are VERY useful. Manage attacks carefully so you "box him in" somewhere, and then let fire away with dps. Two or more casters can keep ahead of his regen (and then some) with spells, while the boxing melees hammer his unholy butt.

    Now as to the EXP reward, probably just a calculation from the core rules. Some monsters at CR X have ALWAYS been pushovers and others have been hard as stone to crack. Sentitent undead fall into the hard, while things like a Hill Giants tend to fall into the pushover class. Both might be CR 9 or something like that, but everyone and his brother can pound on a giant without much trouble.
    Sarlona - The Ko Brotherhood :Jareko-Elf Ranger12Rogue8+4E; Hennako-Human Cleric22; Rukio-Human Paladin18; Taellya-Halfling Rogue16; Zenako-Dwarf Fighter10Cleric1; Daniko-Drow Bard20; Kerriganko-Human Cleric18; Buket-WF Fighter6; Xenophilia-Human Wiz20; Zenakotwo-Dwarf Cleric16; Yadnomko-Halfling Ftr12; Gabiko-Human Bard15; lots more

  5. #5
    Community Member
    Join Date
    Mar 2006
    Posts
    1,940

    Default

    Quote Originally Posted by Zenako View Post
    Well in Church and the Cult, except for the vampire, most groups can move through the rest of the encounter pretty easily I have found. If a group has vampire killers with them, he can go down without undue trouble. If the group does not have those skills/equipment they will generally wipe and wipe. Killing vampires should not be easy. That being said, if you master the tricks of the vampire hunters club, while still not "easy" it can be managed.

    Holy Silver Weapons are VERY useful. Manage attacks carefully so you "box him in" somewhere, and then let fire away with dps. Two or more casters can keep ahead of his regen (and then some) with spells, while the boxing melees hammer his unholy butt.
    My point exactly. Anything so tough that you need highly specialized equipment and tactics is worth a bit more XP.

    I've generally seen melees to be more of a distraction than a help in that fight. They make the vamp move around and then ray spells can miss him. I once told a cleric "let the fighter die, he can't help" when the cleric missed a searing light to try to heal the fighter.

    One good thing about the lousy XP on that mission is that people don't mind missing out on it. Last time I went in, we started with cleric, wizard, fighter, rogue. Then when we were ready for the final fight, the rogue and fighter left and, uh, asked some cleric acquaintances of theirs to go help out with the vamp.

    For the final fight we had cleric, cleric, cleric, wizard: firewall, searing light, searing light, searing light, scorching ray, searing light, searing light, searing light, scorching ray, searing light, searing light, searing light, scorching ray...

    Quote Originally Posted by Zenako View Post
    Now as to the EXP reward, probably just a calculation from the core rules.
    Uh, if that quest is following core rules for XP allocation, it is the only one in DDO that does so.

  6. #6

    Default

    there is plenty of xp to be had at these levels
    deleras
    threnal
    CO6
    tempest
    Stormcleave

    all give very good xp for their levels
    Fallen former minion of the Gelatinous Cube
    Proud Member of Ascent
    Arko Highstar
    Arckos Highstar

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload