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Level 62 paladin places to solo.Follow

#1 Nov 02 2011 at 3:16 PM Rating: Decent
Hello everyone,


I am a level 62 Drakkin Paladin with 550 aa's and Ogre Warrior mercenary. I am looking for a zone where I can make 10%

or 15% aa per kill or higher aa if possible. I tend to solo a-lot, have bazzar bought weapons, augments, potions and gear. I am

in a one man guild as my prior guild expriences have not faired to well. I apperciate any comments, suggestions and help.


Thank You

Homer 1S
#2 Nov 02 2011 at 7:39 PM Rating: Good
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Chardok B should be decent XP. Mobs don't run, zoneline is close if you get in trouble. Some of them might even be undead (foggy on that).

Veksar definately has lots of undead in it, but zoning out is not as viable due to mixtures of mobs and the layout of the place.

Somewhere in TSS expac is probably great... but I've mostly played kiters (as a kiter Blackfeather Roost is fantastic at that level).

Hotzones are likely good too, depending on the runner issue. Apparently they are going to change "sometime after the expansion launch and not before".
#3 Nov 02 2011 at 9:25 PM Rating: Good
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I would recommend the Hole. You may not be able to take the last temple yet at 62 (though with 550 AA's/merc it may be easy enough), but even if you can't, the little city area beforehand is still great exp with easy mobs. The cash flows quite nicely here as well.
#4 Nov 03 2011 at 7:29 AM Rating: Excellent
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Go to Arcstone. The undead there will be a good challenge and great exp. The skeletons are single pull, you just have to watch out for the undead champions.
#5 Nov 06 2011 at 3:34 PM Rating: Excellent
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inb4 Bijou blathers on about Acrylia Caverns again...


OWAIT Smiley: frown











Really, though. At your level/AA count drop your merc and solo there and you WILL get your 15% per kill, particularily in the inner sanctum.

ALSO: Lotsa vendor drops and tribute gear.



..blather, blather, blather...
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#6 Nov 06 2011 at 7:11 PM Rating: Excellent
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Bijou, the trouble with acrylia Caverns is that the mobs are runners, and paladin stun/root isnt the best at stopping them. Wrking into the area of undead is possible but chancy.
That said there are a few rooms that you can set up in and once cleared should not have a serious problem.
#7 Nov 06 2011 at 8:36 PM Rating: Good
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^
Just going on personal experience here. I entered AC with a 60 Drak pally with 0 AA's and a tank merc. 2 levels and about 60 AA's later I dropped the tank and pure soloed it. I almost never had a runner issue. I did have to zone more than once though. Smiley: grin


I'm just sayin, with that many AA's at that level I seriously doubt he'll have an issue. Bash, stuns and Finishing Blow should be maxed for him at this point and they will make all the difference.
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#8 Nov 06 2011 at 8:38 PM Rating: Good
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To clarify the last post: I stayed in outer until level 65...then I went to inner.
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#9 Nov 07 2011 at 11:39 PM Rating: Excellent
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Ok. I didn't pay much attention to the fact he and you were drakkin paladins. AC will be added to my future spots.
#10 Nov 09 2011 at 4:53 PM Rating: Excellent
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Jonwin wrote:
Ok. I didn't pay much attention to the fact he and you were drakkin paladins.


I read this as "drinking paladins".Smiley: chug
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#11 Nov 10 2011 at 11:44 PM Rating: Decent
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I have a 65 paladin with 330ish AA, and I solo just fine in The Hole with full Defiant gear and a decent 2hander. I solo in the deepest part of the zone next to the tunnel down to the waterfall and UF zone in. Generally I can fight 4-8 mobs at once, while keeping my HoT ticking and occasional splash heals on myself. With a lesson burn it's very good AA xp, roughly 15 AA for 30 minutes of work. Without lesson going, it's a little slower, but the mobs are so weak and have so few HP that it's really the most efficient place to go.
Alternatives could be Veksar, try the deepest part with the lvl 65ish mobs. Crypt of Decay is good once you fight past the rats and into the undead area. What else.. Grieg's End is good, Temple of Droga, Mines of Nurga... Dragon Necropolis might even be alright for a little while.
Best tip, however, is to swap your tank merc for a wizard or rogue (set them to Burn and let them tank when you get lazy), and park yourself in the guild lobby and soak up MGB buffs overnight, they really make a vast difference. Also, click lesson before going AFK, so when you come back the next evening, you have one lesson going, with another one ready to go when it fades.
But the merc is so optional.. at 550 AA you should be able to solo with ease. Your merc costs you money and xp.
#12 Nov 11 2011 at 8:31 AM Rating: Excellent
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I'm always amused when people talk about mercs costing you XP. It's really situational, and not that cut and dried, IMO.

One of the big factors is the synergy between your class and the class of your merc. But here's where the real determining factor comes from: If you solo, you get 100% of the XP, obviously. If you molo (fight with the merc), that counts as a second group member, so that's worth a 20% XP bonus. So we divide 120%/2 = 60% XP per char (with the merc throwing out his 60%, since he doesn't "level"). So with a merc, you get 60% XP vs. 100%, or 3/5ths. So if you kill mobs with a merc at 5/3rds of the pace (66% more mobs in a given time frame), then you're even. If you kill less than 66% more, then you're leveling slower. But, if you killing more than 66% faster, you actually level FASTER with the merc, even though you're sharing XP.

My guess would be, if a Pally can solo, that means he's tanking, obviously, and already healing himself. So adding a DPS merc will require no extra mana or attention from him, and will be purely helping to kill mobs faster. So I would say try it both ways, and see if fighting solo really is faster than molo.

In my case (Druid), moloing really was slower than soloing, because druids can't tank, and can't heal worth crap til higher levels. And with mass reverse charm kiting available, that was truly faster. Now, at higher levels, I box 3 chars (DRU, ENC, MAG). I've tried it both ways (with and w/o mercs), and with mercs is way faster.

(As a side note, here's the calc: 3 person group gets 40% bonus, so 140%/3 = 46.6% XP/mob, vs solo. With 3 mercs, it's a 6 person group. Without getting too long winded on how they figure XP for 6 person groups, it's 180%/5 = 36% XP per mob vs solo. So it's 46.6% vs 36%, which means the 6 person group must kill 30% more mobs in a given time frame vs a 3 person group. This is no problem at all.)

Tat
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Michone, 115 Troll Shadowknight
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#13 Nov 12 2011 at 7:47 AM Rating: Decent
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tatankaseventh wrote:
I'm always amused when people talk about mercs costing you XP. It's really situational, and not that cut and dried, IMO.

One of the big factors is the synergy between your class and the class of your merc. But here's where the real determining factor comes from: If you solo, you get 100% of the XP, obviously. If you molo (fight with the merc), that counts as a second group member, so that's worth a 20% XP bonus. So we divide 120%/2 = 60% XP per char (with the merc throwing out his 60%, since he doesn't "level"). So with a merc, you get 60% XP vs. 100%, or 3/5ths. So if you kill mobs with a merc at 5/3rds of the pace (66% more mobs in a given time frame), then you're even. If you kill less than 66% more, then you're leveling slower. But, if you killing more than 66% faster, you actually level FASTER with the merc, even though you're sharing XP.

My guess would be, if a Pally can solo, that means he's tanking, obviously, and already healing himself. So adding a DPS merc will require no extra mana or attention from him, and will be purely helping to kill mobs faster. So I would say try it both ways, and see if fighting solo really is faster than molo.

In my case (Druid), moloing really was slower than soloing, because druids can't tank, and can't heal worth crap til higher levels. And with mass reverse charm kiting available, that was truly faster. Now, at higher levels, I box 3 chars (DRU, ENC, MAG). I've tried it both ways (with and w/o mercs), and with mercs is way faster.

(As a side note, here's the calc: 3 person group gets 40% bonus, so 140%/3 = 46.6% XP/mob, vs solo. With 3 mercs, it's a 6 person group. Without getting too long winded on how they figure XP for 6 person groups, it's 180%/5 = 36% XP per mob vs solo. So it's 46.6% vs 36%, which means the 6 person group must kill 30% more mobs in a given time frame vs a 3 person group. This is no problem at all.)

Tat



I agree with you on your points regarding killing faster with mercs resulting in more net experience, but have a question: Isn't it only *real* players (as in, controlled by an actual person and not a merc) that count for the group bonus? Or is the bonus experience for a full group above and beyond the bonus you speak of? I didn't search for the actual quote from the patch notes when it went live, but I know from actual experience that dropping mercs to fill a group with *real* payers results in a bonus to the amount of experience received. I personally had this happen a few hours ago in a late night SS center group. We were running two healer mercs until our cleric friend logged on, then added another actual player a while after he joined us from an /ooc shout out looking for group. Whenever we can get six real players controlling things on the other side of the screens, there is a noticable bump in experience received. And its not just due to faster killing. I'll look for the quote, but unless I'm terribly confused, I seem to remember that six real players grouping was around a 22% bonus over a group of three players with three mercenaries. Or is this an additional bonus on top of what you mention? The reason I ask is because I specifically remember the bonus mentioned as an incentive to open your group to real players and help foster EQ's great community. I apologize if I'm wrong - this is a sincere question because my group has been operating under this assumption for a while now, and while we wouldn't shun people and close up our close knit group (four or five of us with a LOT of playtime who always play together), there have been a couple of times when we suffered along with an obnoxious personality or two for the sake of the bonus experience.
#14 Nov 12 2011 at 10:35 AM Rating: Good
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The 22% is an additional bonus on top of what I mentioned :)

Tat
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Tatanka Wolfdancer, 115 Wood Elf Druid, 9 x 300+ Master Artisan, 7 maxed trophies (dang research! :)
Michone, 115 Troll Shadowknight
Anaceup Mysleeves, 115 Erudite Mage, 2 x 300 Master Artisan
Snookims Whinslow, 112 Erudite Enchanter, 2 x 300 Master Artisan
<Inisfree>, Tunare (Seventh Hammer!)
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