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1st October 2006, 08:35
Point of progression - ~41%, (156 of 376 instances completed, midway through 4's and 5's on hard and elite)
xp gained - ~260,000, (rank 32, 10k xp from level 8.0)
Hours commited - ~55 hours
Total favor gained - 451 of 1750
Bonuses unlocked:
Coin Lord: both inventory extensions
Free Agents: +1 Free Agent items
Silver Flame: first price reduction
Phiarlan: 30 minute buffs
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General comments:
So I figure this about the halfway mark, with my character only 10k off making 8.0. With the exception of the Litany vampire, at this stage I've hardly touched any of the big xp quests like Gwylan's or Stormcleave, so at this point I'm predicting the 549,999 cap somewhere around the middle to end of the level 8 quests on elite.
I'm really quite stunned at just how much you can squeeze from the Harbour quests when working in this method. At rank 23 (almost level 5) we were still grossing 2,000 xp from level 2 instances such as the Catacombs.
(http://www.ninemil.com/images/ddo_aribeth21.jpg)
A lot of the work on hard and elite has hinged on getting lucky draws with Bane weapons from the collectors. Although a Holy/Pure Good or an elemental is handy, it's the extra +to hit on the Bane's that makes the real difference. I lucked a Reptilian Bane early from an Icon of Khyber and an Undead Bane from a Necromantic Gem just after entering the Marketplace. Reptilian bane is an absolute must for ensuring trip lands on the Kobold Shamans on elite, since their lightning bolts will quite merrily wipe a party even when it's fully buffed with lightning res. The Undead bane isn't as important, although it can tip the balance with the two particularly nasty Skeleton Warriors in the second part on the Catacombs, who again, given their stupidly high AC on elite, wipe a party if not handled correctly. Best tactic so far for those without Undead Bane appears to be pet'ing them and making use of their DPS to deal with the other mobs in the instance, then deserting them once you have conquest by getting them trapped on a wall somewhere. You can safely end and recall after.
Of course they don't become a real issue until hard or elite, so you can always run the Dryden family tomb a few times first for the Dryden Mace - although the AC on the mobs is high there, their to hit's seems to be much lower, making the instance more a matter of patience than good healing. Expect to break the odd weapon too - the xp's worth it tho ;)
[url=http://www.ninemil.com/images/ddo_aribeth11.jpg]
xp gained - ~260,000, (rank 32, 10k xp from level 8.0)
Hours commited - ~55 hours
Total favor gained - 451 of 1750
Bonuses unlocked:
Coin Lord: both inventory extensions
Free Agents: +1 Free Agent items
Silver Flame: first price reduction
Phiarlan: 30 minute buffs
[/url]
General comments:
So I figure this about the halfway mark, with my character only 10k off making 8.0. With the exception of the Litany vampire, at this stage I've hardly touched any of the big xp quests like Gwylan's or Stormcleave, so at this point I'm predicting the 549,999 cap somewhere around the middle to end of the level 8 quests on elite.
I'm really quite stunned at just how much you can squeeze from the Harbour quests when working in this method. At rank 23 (almost level 5) we were still grossing 2,000 xp from level 2 instances such as the Catacombs.
(http://www.ninemil.com/images/ddo_aribeth21.jpg)
A lot of the work on hard and elite has hinged on getting lucky draws with Bane weapons from the collectors. Although a Holy/Pure Good or an elemental is handy, it's the extra +to hit on the Bane's that makes the real difference. I lucked a Reptilian Bane early from an Icon of Khyber and an Undead Bane from a Necromantic Gem just after entering the Marketplace. Reptilian bane is an absolute must for ensuring trip lands on the Kobold Shamans on elite, since their lightning bolts will quite merrily wipe a party even when it's fully buffed with lightning res. The Undead bane isn't as important, although it can tip the balance with the two particularly nasty Skeleton Warriors in the second part on the Catacombs, who again, given their stupidly high AC on elite, wipe a party if not handled correctly. Best tactic so far for those without Undead Bane appears to be pet'ing them and making use of their DPS to deal with the other mobs in the instance, then deserting them once you have conquest by getting them trapped on a wall somewhere. You can safely end and recall after.
Of course they don't become a real issue until hard or elite, so you can always run the Dryden family tomb a few times first for the Dryden Mace - although the AC on the mobs is high there, their to hit's seems to be much lower, making the instance more a matter of patience than good healing. Expect to break the odd weapon too - the xp's worth it tho ;)
[url=http://www.ninemil.com/images/ddo_aribeth11.jpg]