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  1. #1
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    Default Efficient TR Leveling Guide

    I've spent alot of time planning, playing and revising the most efficient way to complete a true reincarnation (TR). My previous efforts have been shared here: 37 hour TR, 27 hour TR and the Ultimate TR Junkie Leveling Framework. With the introduction of tomes of learning and ten third-life TRs under my belt, I've revised my list of most efficient quests to run.

    My goals with this quest list:

    1. Minimize the amount of time running around outside of quests. This means grouping quests by zone, running the same quest multiple times, and squeezing as much into one hour before ship buffs expire. Even with a tightknit group, travel time outside of quests and slayer zones and waiting briefly for people to arrive at the quest entrance typically adds 25-30% to the overall TR completion time.

    2. Attain the highest XP per minute possible (averages ~3k XP per minute; 24 hours of played time measured by XP potion buffs). This always includes maintaining an elite streak during the entire TR. Sometimes this includes easy-to-get ingenious bonus from disarming traps, invising to the end for a devious bonus, zerging to the end, or selecting quests where multiple people can split up to do optionals.

    3. 150 Coin Lord favor for two inventory tab slots and 150 House Kundarak favor for two bank tab slots. From raiding and previous TRs, I've acquired alot of stuff. I need my bag space!



    Here's the quest list order which includes difficulty, frequency and some notes:

    Stealthy Repossession E,Nx5,H (1 min; Insidious Cunning)
    Recovering the Lost Tome E,H,N (2 min; Insidious Cunning)
    --take level 2--

    Information is Key E (2 min; Aggression, Vandal)
    --take level 3--

    Information is Key Nx3,H (2 min; Aggression, Vandal)
    Doom of the Witchdoctor Ex8,N,H (1 min; Insidious Cunning; Notes: requires opener; invis to end and finish out in shrine room)
    --take level 4--

    Durk's Got a Secret E,H,N (1 min; Devious; Notes: includes opening rear section)
    Butcher's Path E
    Haverdasher E (1 min; Onslaught)
    Garrison's Missing Pack E (3 min)
    Kobold's New Ringleader E,Hx5,N (1 min)
    Water Works part 1 E (3 min; Onslaught; Notes: 60 kobolds)
    Water Works part 2 E (3 min; Aggression; Notes: includes zombie optional)
    Water Works part 3 E (5 min; Mischief, Aggression)
    Water Works part 4 E (2 min)
    Sunken Sewer E
    Missing In Action E
    --take level 5--

    Water Works 1-4 H
    Where There's Smoke E (2 min; Discreet)
    Catacombs part 1 E (1 min)
    Catacombs part 2 E (1 min)
    Tomb of the Immortal E,Nx7,H (1 min; Observance)
    --take level 6--

    Bloody Crypt E,Nx5,H (requires opener)
    Depths of X chain (all 4) E
    --take level 7--

    Ruined Halls E (2 min; Discreet)
    Lair of Summoning E
    Forgotten Caverns E (2 min; Conquest; Notes: includes optional)
    Chamber of Insanity E
    Halls of Shan-to-Kor (STK part 3) E,Hx4 (requires opener)
    Delera's part 1 E
    Delera's part 2 E (all optionals)
    Tear of Dhakaan E (don't bother with tear optionals on elite, just zerg to end)
    --take level 8--

    Delera's part2 Nx7,H (all optionals)
    Delera's part3 E
    Tear of Dhakaan Nx6,H (Conquest, Ransack, Perception; Notes: All optionals)
    --take level 9--

    Xorian Cipher E,Nx8,H (with scorpion and wraith optionals; we do not do treasure room chests)
    --take level 10--

    Delera's Part 4 E,Hx8,N (all optionals, ransack, conquest)
    The Arena E
    Prisoner of the Mind E
    Claw of Vulkoor E (invis)
    Fathom the Depths E,Nx6, H (dimension door before pulling lever; includes captive and gelatinous cube optionals)
    --take level 11--

    The Jungle of Khyber E (all optionals, ransack)
    Shadow Crypt Ex7,H,N (requires opener; max XP walkthrough version) <-- This is when we start holding levels.
    --take level 12--

    The Jungle of Khyber Ex9,H,N (Ransack; Notes: all optionals)
    Library of Threnal E,H (Notes: Invis to end)
    Escort the Expedition Ex3 (4 min; Ransack, Observance, Neutralization)
    --take level 13--

    Escort the Expedition Ex4,H (4 min; Ransack, Observance, Neutralization)
    Dreams of Insanity E,Hx6,N
    Fallen Shrine Ex4,H,N (2 min; Conquest; Notes: Not recommended unless you have Blade Barrier)
    Maraud the Mines Ex7,H,N (1 min; Vandal, Discreet)
    Offering of Blood E,H,N (4 min; Onslaught; Notes: if you skip Fallen Shrine, you can run extra OOBs to make up the difference)
    --take level 14--

    Tomb of the Wizard King E,Hx8,N (Notes: all optionals)
    Diplomatic Impunity E (7 min; Devious, Ingenious Debilitation; Notes: invis to end; this is prereq to other Lordsmarch quests)
    Framework E (3 min; Devious; Notes: invis to end)
    Eyes of Stone E (3 min; Perception, Devious; Notes: bring Scepter of the Fleshweaver; do not use the salve)
    Invaders! E (6 min; Conquest; Notes: including 120 outsider optional)
    Relic of a Sovereign Past EH (Notes: with non-combat optional)
    --take level 15--

    Framework Ex7,H,N (3 min; Devious; Notes: invis to end)
    Eyes of Stone Ex5,H,N (3 min; Perception, Devious; Notes: bring Scepter of the Fleshweaver; do not use the salve)
    Assault on Summerfield E
    Blockade Buster Ex9,H,N (2 min; Insidious Cunning)
    Feast or Famine EH (Tamper; Mischief; Locked door optional)
    Cabal for One EH (3 min; Observance, Ransack, Aggression)
    Trial by Fire EHN (3 min; Ransack, Conquest)
    Maze of Madness E (5 min; Neutralization, Observance, Vandal)
    Foundation of Discord EH (5 min; Ransack, Perception, Neutralization, Onslaught; Notes: Including SE locked door optional)
    Cry for Help EH (5 min; Ransack, Aggression, Ingenious)
    --take level 16--

    Prison of the Planes E,Hx4,N (7 min; Conquest; Notes: all optionals)
    Inferno EHN
    Ghosts of Perdition E,Hx7,N (4 min; Aggression; Notes: no optionals)
    Fleshmaker's Lab E,Hx4,N (Notes: no optional)
    Temple of Vol E,Hx8,N (5 min; Conquest, Ransack; Notes: with Marut optional)
    --take level 17--

    Litany of the Dead E,Hx8,N (we do not flag for Ascension Chamber)
    Missing E,Hx6,N (we skip Pale Fire optional)
    Running with the Devils E,Nx7,H (5 min; Conquest, Ransack; Notes: including devil optional)
    Rainbow EH
    Ritual Sacrifice E
    --take level 18--

    Sane Asylum E,Nx8,H
    Monastery of the Scorpion E,Nx6,H (6 min; Observance, Ingenious Debilitation, Onslaught)
    Enter the Kobold E,Nx8,H
    Sunken Parish E
    Shipwrecked Spy E
    Finding the Path E
    Eye of the Titan E
    --Congrats on level 20--

    Key:

    E = Elite
    H = Hard
    N = Normal
    A multiplier like "x5" means run that difficulty five times.

    Note: There's very little extra XP baked into this quest list to account for deaths or if you're lacking a trapper. If you're constantly receiving a -10% XP death penalty or dont have a trapper when one is called for, then you'll need to make it up by farming a quest one additional time, perhaps completing it on a difficulty that's not already done.



    This quest list assumes:

    1. You have a 20% tome of learning.

    2. You always have a 20% XP potion active from level 1 until level 20.

    3. You have access to all of these adventure packs.

    4. You have quest openers for chain quests that require prerequisite quests to have been completed, like Doom of the Witchdoctor, Halls of Shan-to-Kor, Bloody Crypt and Shadow Crypt.

    5. You have a group. If you intend to solo, I suggest you instead follow Mr. Cow's excellent "Diaries of a True Reincarnate" series.

    6. At least one person in your TR group can disable traps. While it's possible to do every quest in the game without disabling traps, having a trapper provides two things: (1) Assurance that no one dies to traps on elite, reducing your XP by 10% (2) 10-15% XP trap bonus for selected quests.

    7. You have the ability to become invisible. Several quests are most efficiently completed by invising to key points within the quest, only killing mobs that are necessary to meet quest objectives. Potions of Invisibility are ML 2. You can get no ML bound-to-account Invisibility clickies from certain quest list rewards, like Red Fens. Otherwise check the AH for the lowest ML invisibility clicky.



    Things I would like to add to the list of notes for these quests:

    1. Formalize the notes to include the smash/kill/trap/secret bonus XP objectives to acheive such as ransack, observer, devious/conquest and ingenious. This would also include notes about quests that have traps where you don't necessarily want to take the time or risk death to disable the traps (Desecrated Temple of Vol comes to mind). I'll do my best to keep track of this during my next TR and update this thread.

    2. Strategies to drive down the completion times of quests. Also, include the average completion time you should strive for. The quests I've listed may not be efficient for you to run if you don't know how long they should be taking or how to execute them. For example, Delera's part4 is a 3 minute completion with ransack, conquest and ingenious bonuses.

    3. A list of adventure packs required.



    Some advice for minimizing the time it takes to complete a TR:

    1. Find a static group to level with. Quests are much smoother when you understand the capabilities and deficiencies of your group mates. This will require some organization prior to starting a TR. Finding people with similar play times and who you can tolerate makes a TR a much smoother and enjoyable experience. Also, if you're going for back-to-back TRs, when possible you should coordinate different roles and past lives. A TR group with all melee is going to be alot slower compared to a group with an necro or blaster arcane and a divine caster. Finally, there's a cadence that's acquired when questing with the same people. The quicker people understand roles, like who gets the window, who stays in as the anchor, who pulls levers, etc the faster your quests will complete. Running quests with people who can listen to and follow directions makes for a world of difference.

    2. Prior to your defined playtimes, make sure you have all of your gear, lockpicks, potions and spell components in your inventory. You would be surprised how much time is wasted waiting on people to get "stuff they need" in order to complete quests. Be proactive about it. When I start a TR, I carry all of the gear I need in my inventory up to level 9. I never run to the bank to get gear during our designated XP time. Wizards: You can inscribe every single spell at character level 1. Use a Rod of Teleport to get to the Portable Hole. Inscribing spells is more of a timesink than you realize. Your group mates will thank you for it.

    3. Don't flag for raids during the TR process. For example, we don't flag for Ascension Chamber when running Litany of the Dead. It's a 6 minute quest to complete without the flagging optional and at least double that if you flag. Go back at level 20 to flag for Ascension Chamber. It'll be much faster. If you're doing back-to-back TRs, there's no need to flag anyway.

    Many thanks to Flamicia (Orien completionist) for developing the initial version of this quest list, and to my TR train regulars for supporting my efficient XP experiments.

    Any feedback or questions are welcomed. Please realize this isn't the only efficient way to TR. It's simply what has worked well for me and my playstyle. I hope you find some value in it.
    Last edited by Carpone; 05-26-2012 at 11:42 PM.
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  2. #2
    Community Member BladeTricks's Avatar
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    Awesome stuff to share with the community, especially with the amount of toons currently getting some past lives before the expansion comes out.

    I'm gonna look at the quest list in more details now.
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  3. #3
    Community Member Chette's Avatar
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    My husband and I have completed 10+ 36pt TRs together as a duo, with the occasional guildy or friend joining us. We average about a week and a half per TR, playing 2-3 evening during the week, and then most of the weekend (with a break for tabletop of course!). I would say that our personal TR plan is probably about 80-90% in line with this progression (we don't use potions, so we run a bit more content, and we always flag for abbot just cause we love it!). Excellent guide for people out there looking to minimize their time TRing.

    People always ask us how we TR so fast, and my answer is always the same. We're not any better geared, or any better players. Not even remotely! What makes us so fast is that we don't waste time trying to figure out what we're doing. We always play together, so we know, when we enter Delera's part 2 he does the under water, I go get the two behind the locked door. When we run maze of madness he pulls the first lever, I pull the second. It's all the little things like that which really add up. We don't waste time deciding who does what, or what quest we're going to run next. We know what we're going to run, and we run it. Of course, knowing eachother's play time schedules doesn't hurt either
    Last edited by Chette; 04-02-2012 at 07:53 PM.
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  4. #4

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    I'm certain there are reasons for not including some quests (due to favor, density of good quests at a specific level, quest proximity, and familiarity), but I'm somewhat surprised that the listing doesn't include:

    • Lava Caves: Time is Money (level 20 version and level 25 version, one run each, striving for 4-6 stars), ~5000 to ~8500 EXP-per-minute
    • Extraplanar Palace: Buying Time (level 20 version and level 25 version, one run each, striving for 3-6 stars), ~3300 to 8500 EXP-per-minute
    • And the Dead Shall Rise... (expedited a bit if someone has turn undead to do quick altar purifications), ~3000 to ~4000 EXP-per-minute. You can also probably hit a 1 minute Elite From Beyond the Grave as well with one of the runs, ~5500 EXP
    • Tomb of the Blighted (bring some trash slashing weapons to slice the blighted oozes into low-grade gray oozes on Hard and Elite), ~4000 to ~7000 EXP-per-minute
    • The Stronghold Key followed with Agent of the Darguul (opener for Tangleroot part 5), it is on par with Doom of the Witch-doctor, but overall nets more EXP due to the conjoined nature of the quests, and depending on your opener situation you can do these with Doom of the Witch-Doctor: The Way to Zulkash back-to-back
    Last edited by MrCow; 04-02-2012 at 06:16 PM.
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  5. #5
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    Quote Originally Posted by MrCow View Post
    I'm certain there are reasons for not including some quests (due to favor, quest proximity, and familiarity), but I'm somewhat surprised that the listing doesn't include:

    • Lava Caves: Time is Money (level 20 version and level 25 version, one run each, striving for 4-6 stars), ~5000 to ~8500 EXP-per-minute
    • Extraplanar Palace: Buying Time (level 20 version and level 25 version, one run each, striving for 3-6 stars), ~3300 to 8500 EXP-per-minute
    To be honest, I haven't considered the challenges much for XP since many of them are (or were when I tried them) based on placement luck. I'm willing to try these out, especially if you're recommending them. Can you run the level 20 version at an earlier level like 18? Same question for the epic level version.

    [*]And the Dead Shall Rise... (expedited a bit if someone has turn undead to do quick altar purifications), ~3000 to ~4000 EXP-per-minute
    It's an excellent quest. We used to farm it at level 13. However, we have a couple of Sands quests grouped together at that level. It's more of a "keep quests in the same area" rather than "that's a poor choice of quests to run".

    [*]Tomb of the Blighted (bring some trash slashing weapons to slice the blighted oozes into low-grade gray oozes on Hard and Elite), ~4000 to ~7000 EXP-per-minute
    I'll chalk this up to "I never learned how to run this efficiently so I gave up on it." Next TR I'll get this into the rotation.

    [*]The Stronghold Key followed with Agent of the Darguul (opener for Tangleroot part 5), it is on par with Doom of the Witch-doctor, but overall nets more EXP due to the conjoined nature of the quests, and depending on your opener situation you can do these with Doom of the Witch-Doctor: The Way to Zulkash back-to-back
    Stronghold Key used to be on my quest leveling roadmap. We run Tangleroot at level 3 to quickly get to level 4. The Stronghold Key had a tendency to get people killed due to alert, so we spent more time running back to Tangleroot than it was worth.
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  6. #6

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    Quote Originally Posted by Carpone
    To be honest, I haven't considered the challenges much for XP since many of them are (or were when I tried them) based on placement luck. I'm willing to try these out, especially if you're recommending them. Can you run the level 20 version at an earlier level like 18? Same question for the epic level version.
    Unless you get horribly skunked (for Time is Money, happens about 7% of the time), you can expect 3-stars on each of them, more depending on getting the other objectives. So long as someone in the party is of level to open it (level 8 for Buying Time, 15 for Time is Money, 20 for Epic versions), anyone in the quest can do (or start) the challenge, such as my level 1 run of Buying Time (Epic 25 version), making them good "anytime" filler for the later levels.

    Quote Originally Posted by Carpone
    I'll chalk this up to "I never learned how to run this efficiently so I gave up on it." Next TR I'll get this into the rotation.
    Two people minimum. Both grab water at the very start. The bag-bearer (and anyone following them) will clear a side and up to the north fountain. The rest clear up to the remaining 3rd fountain. Someone can wait near the start, the non-bag-bearer can run back, or Dimension Door can be used to get back quickly to slay the mummy. The instance will take ~2 minutes in this manner.

    Quote Originally Posted by Carpone
    Stronghold Key used to be on my quest leveling roadmap. We run Tangleroot at level 3 to quickly get to level 4. The Stronghold Key had a tendency to get people killed due to alert, so we spent more time running back to Tangleroot than it was worth.
    I actually expected that to be the reason, as you only need one runner for the quest to complete. Depending on how the run is conducted and if it is feasible to get the entire group through Doom of the Witch-Doctor, you can zone into The Deadly Package: Agent of the Darguul (do part 6a, zone into part 5b), if you have opening capability for both (although that then limits your group size further).
    Last edited by MrCow; 04-02-2012 at 06:49 PM.
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  7. #7
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    Quote Originally Posted by MrCow View Post
    Depending on how the run is conducted and if it is feasible to get the entire group through Doom of the Witch-Doctor, you can zone into The Deadly Package: Agent of the Darguul (do part 6a, zone into part 5b), if you have opening capability for both (although that then limits your group size further).
    If the Deadly Package is the quest after Doom of the Witchdoctor, then you need to be level 4 to enter the quest. If it's not, sorry, it's confusing to me to follow the order of Tangleroot quests (something Turbine could do a better job of in the Adventure UI).
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    Quote Originally Posted by Carpone View Post
    --take level 4--

    Durk's Got a Secret E,H,N (invis and only kill the two brothers)
    Butcher's Path E
    Haverdasher E
    Garrison's Missing Pack E
    Kobold's New Ringleader E,Hx5,N
    Water Works parts 1-4 E
    Sunken Sewer E
    Missing Party E
    --take level 5--
    The missing party is delera's pt 2. I would assume the quest you are referring to instead is missing in action.

    Also, agent of the darguul is the part of tangleroot that happens before doom of the witchdoctor

  9. #9
    Community Member sweez's Avatar
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    Nice list. Would just like to note that lords of dust is a solid farm at level 18, farming it on hard nets around 12k for 8 minutes, between that and the challenges, I've managed to completely skip IQ last life (yay!) and the only quest I did in the refuge was a single run of prey. (I'm only moderately good at challenges, but getting 60-70k from buying time, time is money and labor shortage in 16 minutes is pretty easy unless you're extremely unlucky)
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  10. #10
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    Great list Carpone! Your effort is greatly appreciated!!
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    Nice work

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    Any particular reason you farm Shadow Crypt at 11 and Jungle at 12?
    I think either order would work since the net xp is virtually the same right?

    Nice guide BTW and thanks for putting the efforts on sharing this.

    I will never be running Korthos ever aqain! lol
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    Community Member Dragbon's Avatar
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    Default Maze of Madness

    First off great guide i will be sure to use it in my future TRs.

    Second why only 1 elite run of Maze of Madness. Do you not know the trick to running it. You to can get the runs down to 2 or 3 minutes.

  14. #14
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    Quote Originally Posted by sweez View Post
    Nice list. Would just like to note that lords of dust is a solid farm at level 18, farming it on hard nets around 12k for 8 minutes
    1.5k/min is a little low compared to other quests we can do at that level.
    Quote Originally Posted by Fecerak
    The missing party is delera's pt 2. I would assume the quest you are referring to instead is missing in action.
    Fixed, thanks.
    Quote Originally Posted by Kokanee
    Any particular reason you farm Shadow Crypt at 11 and Jungle at 12?
    I think either order would work since the net xp is virtually the same right?

    I will never be running Korthos ever aqain! lol
    You can interchange when you farm Shadow Crypt and Jungle of Khyber. Just make sure to run it once on elite at level 11 for the streak bonus.

    As for Korthos, I do run it before my next TR to get the 5 TP Siberys Cake.
    Quote Originally Posted by Dragbon
    Second why only 1 elite run of Maze of Madness. Do you not know the trick to running it. You to can get the runs down to 2 or 3 minutes.
    Yes, we complete it as quickly as you do. The lack of farming it is a personal choice. My TR crew (myself included) really hate the monotony of Giant Hold. We used to farm GH a lot more than we do now, but we included the Lordsmarch quests so we can keep GH to a minimum.
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    For Eyes of Stone, I hate having to worry about Scepters and their piddling 3 charges. Scrolls my man, scrolls!
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    Community Member cdr's Avatar
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    Quote Originally Posted by voodoogroves View Post
    For Eyes of Stone, I hate having to worry about Scepters and their piddling 3 charges. Scrolls my man, scrolls!
    Scrolls have a high UMD for that level. For non-arcane, scepters are perfect, and you only need two of them among everyone - there's only four things that need to be unstoned.

  17. #17
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    Quote Originally Posted by voodoogroves View Post
    For Eyes of Stone, I hate having to worry about Scepters and their piddling 3 charges. Scrolls my man, scrolls!
    Two people (one per side) with a scepter is enough. No scrolls required.
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    In eyes of stone it might be worth getting 1 person to run thru the library to get the vigilant sight bonus + the 700ish xp or so from the opt, while the others rush thru with the scepters, but DA might become an issue if you do that.

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    Just posting so I can find this again when I get home. =P

    +1, too.

    EDIT: Also, did you consider window farming waterworks pt 3 a couple times? I can't remember the XP.. but it's doable quite fast with a group. I want to say it's like 3-4k with optionals (pretty easy optionals, The ogre always spawns, Ryssal spawns frequently, the occasional shaman near blue levers, and the hobgoblin is only a check behind a secret door) for like a 2 minute group divide-and-conquer. I haven't really looked at it since XP tomes came out, and I don't usually xp-pot much.. but it'd be easy and quick xp.
    Last edited by Ra'ehd; 04-08-2012 at 04:50 PM.

  20. #20
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    Default xp

    Very nice..

    ..thank you.
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