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  1. #1
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    Default Best way to level?

    We have a baby due in a couple weeks, so I have a lot of random AFK's right now - so no grouping. I'm level 12 (banked to 13 currently) and wanted to make sure I'm using one of the better XP/time methods...

    The game has changed a lot from last time I reasearched best leveling methods (bravery and learning tomes), but here is my current leveling / questing method...

    Greater learning tome is great! - I try to hit all quests at least once. I do less repeating of quests than I used to.

    Bravery is cool, but solo first life trying for even hard at this level is slower than the xp gain. It's not worth it.

    Quests 1 - 2 levels below me I run on normal. Quests 3 levels below me I run on hard if they were at least decent XP on normal.

    I'm making a list of all quests in the level range I'm playing as I level up and make sure I hit each one at least once. The better ones I hit twice. There are a few I chain (necro II final) until I cant get any more XP from them !

    For example: At level 13 I'll make a list of all level 12 quests and try to hit each one at least once. The better ones I'll hit two or three times. Then in a couple levels I'll to the better ones again hard.

    Any changes I should make? I know my leveling is about to slow down as I level up..

    EDIT: I'm a PM. I don't mind using hirelings, but It's normally faster to just run without them or to park them at the quest entrance for mana.

    EDIT2: I sometimes do all the rares / explorers in wilderness areas. I do this when i'm going to have less than half an hour playtime.
    Last edited by Laeelin; 03-06-2012 at 11:04 AM.

  2. #2
    Community Member Sarzor's Avatar
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    It is a different play-style, but some tips based on what I do on my PM:

    1) Run all wilderness explorers. Get whatever rares/slayers I get along the way, and then if I'm close to the next tier I'll get it (i.e. - If at 180 slayers, I'll get up to 200). Slayers are also easy to solo, and while not great xp, it is workable and some of the upper tiers get decent. You can also easily solo this and do it in 5-10 minute chunks, which is good for someone with a fair bit of RL distractions.
    2) I run elite bravery once. If there's a couple hours you know you have free (kinda stretched I know with a baby on the way) try to get a group together to do elite bravery for a few quests. After this, you can farm normal much easier by yourself, while still getting the good xp from bravery. My normal strat for a quest with good xp is E/H/H/H/N or something like that, to maximize first-time bonuses on each difficulty.
    3) Pick your fights. I run invisible through the parts of quests I can't solo handle.

    What server are you on? I may be able to help you out a bit.

  3. #3
    Community Member Kinerd's Avatar
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    Two challenges are absolutely ideal for you: Buying Time and Time is Money. They are eminently soloable, moderately good xp/min unconditionally (exceptionally good for soloing), and best of all only take 5 minutes. If you have to suddenly go afk, the most time expended you can possibly waste is about 4 minutes. Compare to slogging your way through (for instance) Ritual Sacrifice, then having to go afk the instant Non-self-healing Arcane Noob NPC decides to take on the world.

    PMs are slightly ill-suited to these, as there are usually constructs in the first and always drow in the second, but a slightly ill-suited PM is still miles ahead of 95% of the rest of builds, so you shouldn't have any trouble. Plus, again, they're only 5 minutes long, and Time is Money has 3 shrines in it. Forget all that SP conservation **** and nuke away!

    Congratulations on your imminent bundle of joy!

  4. #4
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    Quote Originally Posted by Sarzor View Post
    What server are you on? I may be able to help you out a bit.
    Thanks, I play on Orien.

    Quote Originally Posted by Kinerd View Post
    Two challenges are absolutely ideal for you: Buying Time and Time is Money. They are eminently soloable, moderately good xp/min unconditionally (exceptionally good for soloing), and best of all only take 5 minutes. If you have to suddenly go afk, the most time expended you can possibly waste is about 4 minutes. Compare to slogging your way through (for instance) Ritual Sacrifice, then having to go afk the instant Non-self-healing Arcane Noob NPC decides to take on the world.

    PMs are slightly ill-suited to these, as there are usually constructs in the first and always drow in the second, but a slightly ill-suited PM is still miles ahead of 95% of the rest of builds, so you shouldn't have any trouble. Plus, again, they're only 5 minutes long, and Time is Money has 3 shrines in it. Forget all that SP conservation **** and nuke away!

    Congratulations on your imminent bundle of joy!
    Thank you, and your right... those are perfect for when I don't have much time!

    I have my level 8 spells now, but I don't know where to get the +damage items for spells that high of a level. At least I don't see any potency items above VII on the auction house tonight.

    I'm going to work on getting Rock Boots, and/or a Frozen Tunic, and/or a Cloak of Flames.... but if anyone has a suggestion for a good place to pick up something else I'd appreciate it.

    Thank You!

  5. #5
    Community Member Cardtrick's Avatar
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    Quote Originally Posted by Laeelin View Post
    I have my level 8 spells now, but I don't know where to get the +damage items for spells that high of a level. At least I don't see any potency items above VII on the auction house tonight.
    7 is as high as you can get with randomly generated items -- beyond that, you need to look at named loot.

    There are challenge items for each of the four elements (that reach Superior IX along with Superior Lore when fully upgraded). Cloak of Flames is not a good choice for most characters, but the other three are well worth considering. Don't underestimate the importance of a lore item for spell damage.

    There are other alternatives. Belashyrra's Scepter, for example, can be either Superior Combustion VIII/Major Fire Lore or Superior Glaciation VIII/Major Ice Lore. (There are no ninth level cold, electric, or acid spells, so that's plenty high enough for glaciation.)

    In addition, or as an alternative, you should consider the various Amrath belts. Again, there's one for each element. In this case, though, they are clickies rather than constant effects. That's arguably better -- each belt gives you +75% to elemental damage for 8th level spells and below, rather than +50% from the static effects. It also doesn't have to be worn to get the effect, freeing up a slot. On the other hand, each belt is exclusive, so you can only carry one of each, which means you're limited to 9 minutes of this bonus per shrine. Usually, that's plenty, but sometimes it's not. I recommend keeping static items for one or two of your most-used elements (e.g., rock boots and the ice Belashyrra's Scepter) and additionally carry one of each Amrath belt (or some other form of high-level named spell clicky, like the Regalia of the Phoenix.

    I'm not sure if you known about the item database, but it's a great way to find named items with particular effects. Just search for superior glaciation, superior combustion, etc. to get a look at your options.
    Quote Originally Posted by Wizard_Zero View Post
    One day I just wrote "Why Do I Die So Much?" in party chat, and that is how I learned about fortification.

  6. #6
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    Thank you, I didnt know that 7 was the cap.

    I'm at level 18 now, and plan on TRing.

    1) Are there any items that I should work on getting before TRing (aka, they will help me level faster in the next life so much that I should get them this one) - I will make at least one attempt for a torc, but waiting 3 days to try again isnt going to help me cap again faster.

    2) My current build is a PM, my next one will be a WF AM. I plan on TRing when I hit the cap in that build as well. Any problems with the build listed below?

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Level 20 True Neutral Warforged Male
    (20 Wizard) 
    Hit Points: 252
    Spell Points: 1281 
    BAB: 10\10\15\20
    Fortitude: 11
    Reflex: 5
    Will: 10
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             10                    10
    Dexterity             8                     8
    Constitution         20                    21
    Intelligence         18                    28
    Wisdom                6                     6
    Charisma              6                     6
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance              -1                    -1
    Bluff                -2                    -2
    Concentration         5                     9
    Diplomacy            -2                    -2
    Disable Device        n/a                   n/a
    Haggle               -2                    -2
    Heal                 -2                    -2
    Hide                 -1                    -1
    Intimidate           -2                    -2
    Jump                  0                     0
    Listen               -2                    -2
    Move Silently        -1                    -1
    Open Lock            n/a                   n/a
    Perform              n/a                   n/a
    Repair                4                     9
    Search                4                     9
    Spot                 -2                    -2
    Swim                  0                     0
    Tumble               n/a                   n/a
    Use Magic Device     n/a                   n/a
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Selected) Maximize Spell
    Feat: (Past Life) Past Life: Wizard
    
    
    Level 2 (Wizard)
    
    
    Level 3 (Wizard)
    Feat: (Selected) Mental Toughness
    
    
    Level 4 (Wizard)
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Evocation
    
    
    Level 6 (Wizard)
    Feat: (Selected) Past Life: Arcane Initiate
    
    
    Level 7 (Wizard)
    
    
    Level 8 (Wizard)
    
    
    Level 9 (Wizard)
    Feat: (Selected) Empower Spell
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Spell Focus: Conjuration
    
    
    Level 11 (Wizard)
    
    
    Level 12 (Wizard)
    Feat: (Selected) Greater Spell Focus: Evocation
    Enhancement: Improved Concentration I
    Enhancement: Improved Concentration II
    Enhancement: Improved Concentration III
    Enhancement: Acid Manipulation I
    Enhancement: Frost Manipulation I
    Enhancement: Storm Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Force Manipulation I
    Enhancement: Repair Manipulation I
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar I
    Enhancement: Wizard Energy of the Scholar II
    Enhancement: Wizard Energy of the Scholar III
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Intelligence III
    Enhancement: Warforged Constitution I
    Enhancement: Warforged Damage Reduction I
    Enhancement: Warforged Inscribed Armor I
    Enhancement: Arcane Bolt
    Enhancement: Wizard Archmage I
    Enhancement: Wizard Archmage II
    Enhancement: Wizard Archmage III
    Enhancement: Archmage Secondary Spell Mastery I: Conjuration
    Enhancement: Archmage Spell Mastery I: Evocation
    Enhancement: Conjuration I - Grease
    Enhancement: Conjuration II - Web
    Enhancement: Evocation I - Magic Missile
    Enhancement: Evocation II - Gust of Wind
    Enhancement: Evocation III - Chain Missiles
    
    
    Level 13 (Wizard)
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Greater Spell Focus: Conjuration
    Feat: (Wizard Bonus) Heighten Spell
    
    
    Level 16 (Wizard)
    
    
    Level 17 (Wizard)
    
    
    Level 18 (Wizard)
    Feat: (Selected) Toughness
    
    
    Level 19 (Wizard)
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Wizard Improved Heightening I
    Enhancement: Wizard Improved Heightening II
    Enhancement: Wizard Improved Quickening I
    Enhancement: Racial Toughness I
    Enhancement: Racial Toughness II
    Enhancement: Racial Toughness III
    Enhancement: Improved Concentration IV
    Enhancement: Wizard Energy of the Scholar IV
    Enhancement: Arcane Blast
    Enhancement: Wizard Archmage IV
    Enhancement: Wizard Archmage V
    Enhancement: Archmage Spell Mastery II: Evocation
    Enhancement: Conjuration III - Stinking Cloud
    Enhancement: Evocation IV - Fire Shield
    Enhancement: Evocation V - Cyclonic Blast
    PS: If I end up grouping I'd change my enhancements to include healers friend. However, I plan on soloing to cap.
    Last edited by Laeelin; 03-11-2012 at 10:11 AM.

  7. #7
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    well for a slow way to get some xp but can work well solo the slayer explorer areas can add up for a nice bit


    Beware the Sleepeater

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