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Okay so I just started my first WoW player since 2009, and I completed all first mandatory missions and some misions to allow me do certain things like missions to show me how to pet a monster. Then, I skipped everything, me being level 2 undead and went to lvl 13 area (as I usually do in all MMOs) and farmed a bit until lvl 4 then I got bored and accidentally used a zepelin that flew me to Orgrimmar so I took advantage and went to lvl 17 area me being lvl 4 until reach lvl 6 and went to an area with lvl from 17 to IDK lvl and killed one lvl 17 deer then I went to some kind of troll or whatever that was lvlv 20, me being lvl 6 and killed it, I again got bored instantly and went farther through that rollercoaster until I reach the end and monsters there instead of a level have a skull which I assume means their lvl is 15 or 20 lvls more then mine, killed some with ease but I realised I only got 96 EP per kill, which is so little for me being lvl 7 or 6 and needing 5000 EP to levelup
Do those skull level monsters give only a bit of experience, or all monsters I kill give EP depending on my own level, not on their own? Or is just that WoW works like this and if I kill a lvl 12 monster (twice my lvl, 6 lvls of difference) they would give me like 23 EP?
Is it always this hard to level up in WoW?
I've read through several guides on leveling up and didn't find a clear list of common tips everyone should use. Regardless of the character you're playing or the types of runs you like, there are a couple of tips you should try. I've done this a couple of times and find my leveling from first spawn to Level 70 Paragon 120+ in this new Season 10 went much quicker. In fact, I often advance 2 and sometimes 3 levels on each bounty quest or rift run.
First, before anyone complains about wrong numbers, I admit they are not specifically precise. I am trying to explain a concept here.
1. The Leoric's Crown legendary buff is "Increase the effect of any gem socketed intro this item by 94%". This is usually picked up early in the game. As soon as I get this I insert the highest level Ruby gem I can for the increased experience percentage. Up to level 70 a Flawless Royal Ruby gives an additional 41% experience. That’s 41% x 94% = 79.5%. If you can’t start with the highest gem, start lower and replace it as you can. At level 70 it drops to 4.1%.Until then I keep this regardless of other options. I may not have the strongest, best helm, but I get a tremendous experience boost.
2. Yellow pools give a constant 25% bonus, not for a given time, but for a given number of points. In fact, the experience tracking line(thin line above the skills bar) will show you how many extra experience points you'll receive, what they will take you to until it's expired, and change the line to yellow instead of the normal blue through multiple runs. Only if you get killed before it ends does it stop working.
3. Massacres grant a bonus experience based on how many enemy you kill AFTER you reach 15 killed. The more you kill, the higher the bonus. At 15 killed it’s 1x or 100% bonus. At 140 it's up to about 4x or 400% (please, don't hold me to this. I've done it a couple of times and it's based on failing memory). Along with this, try to have at least one ranged weapon you can shoot from a distance. It can keep your total running.
So, let me give you a scenario. Do your run, and run past all smaller groups regardless of the kind or level of them. A single yellow boss is bad. It takes lots of time and gives very little for the effort. When you run into minions (love the little spiders) in a greater horde, stop and kill as many as you can. I like to run just a little past and see if there are more lurking nearby. When you get a good number, stop, backtrack a little, and begin your killing spree. As you get to the last few enemies, begin using your range weapon to shoot intermittently and from a further distance as you try to move toward more enemy nearby. Rack up as many kills as you can. Only engage the enemy when it’s worth the time to do so.
Here’s how the results work out. Look for close horde pack of 20+ with lots of surrounding enemies. Begin killing and stretch it out near the last enemy so you can move to increase the number with nearby enemies. End up with 80 kills and a base of 10,000 points (fictitious number for calculations only). Add massacre bonus of 2.75 (275%), add the yellow pool bonus of 25%, add the Leoric’s Crown bonus of 79.5%, and you end up with 379.5% minimal increase for a grand total of 37,950 + 10,000 = 47,950 experience points.
On any basic run you should be able to find 3 or 4 of these without much difficulty. With a little personal experience you’ll begin to recognize quickly when the setting is right. So a single bounty run can easily net you an extra 200,000 which isn’t bad at lower levels. But, wait, there’s more! These are percentage increases so they increase with your level increases.
Grinding out these runs can actually be more fun! Try it.
About: I've decided to make a guide on Leveling Heirlooms since I did not find any quick guides for it. This is my first guide, so please feel free to give some constructive feedback What are Heirlooms: Heirlooms are items whose stats scale with your character's level, reducing the need to replace gear whose stats are becoming too low for your level.
Heirloom Collections Tab: A new Heirloom system has been introduced in 6.1, adding all your heirlooms to your Collections, where they can be easily accessed without having to mail the heirlooms to other characters. Already earned heirlooms will be added to the collection once you have logged in with the character that has the heirlooms in their bank/bag. Any newly purchased heirlooms will automatically be added to your collection. To use a heirloom, simply find and click on it in the Heirlooms tab, and it will be placed in your inventory, and then equip it. You can also recreate the same heirloom if you want to dual-wield it, or have two trinkets or rings of the same type.
Categories: Heirlooms can be divided into the following 4 categories, based on what stats they give: Strength-Haste - Gear for Melee damage dealers that requires more haste than crit. These pieces were the tanking pieces, but the Parry/Dodge stats were changed in 6.0
Strength-Crit - Gear for Melee damage dealers that requires more crit than haste.
Agility - Gear for Melee+Ranged damage dealers
Intellect - Gear for Spell-caster Damage Dealers and Healers
There are also subcategories for armor types, like Cloth, Leather, Mail and Plate.
There are also subcategories for slots, like Chest, Shoulder, Leggings, Weapons etc
How to buy Leveling Heirlooms: Heirlooms can be brought with the following 4 currencies: Gold (g) Darkmoon Prize Ticket (DPT) Champion's Seals (CS) From these vendors: Alliance: Krom Stoutarm Horde: Estelle Gendry Guild Vendors: (A) Shay Pressler / (H) Goram
Head, Shoulder, Chest, Cloak and Pants pieces cost 500 gold / 50 Darkmoon Prize Tickets / 25 Champion's Seals One-handed weapons (except the fist weapons) cost 650 gold / 50 Darkmoon Prize Tickets / 25 Champion's Seals Two-handed weapons cost 750 gold / 75 Darkmoon Prize Tickets / 40 Champion's Seals Off-hand weapons cost 500 gold / 50 Darkmoon Prize Tickets / 25 Champion's Seals Trinkets cost 700 gold / 70 Darkmoon Prize Tickets / 35 Champion's Seals The New Neck pieces cost 700 gold Once you have brought a new heirloom, it's starting level range will be from level 1 to 60, meaning it will stop to scale up once you have reached level 60. This level cap can be increased twice by upgrading the piece with these tokens. Armor (1-90): Ancient Heirloom Armor Casing costs 100 gold / 100 Darkmoon Prize Tickets / 55 Champion's Seals / 2000 Honor Armor (1-100): Timeworn Heirloom Armor Casing costs 2000 gold Weapon (1-90): Ancient Heirloom Scabbard costs 1200 gold / 120 Darkmoon Prize Tickets / 65 Champion's Seals / 2400 Honor Weapon (1-100): Timeworn Heirloom Scabbard costs 5000 gold List of Heirlooms per Category Strength-Haste Plate (Warrior / Paladin / Death Knights) Head: Burnished Helm of Might Shoulders:Burnished Pauldrons of Might Chest: Burnished Breastplate of Might Back: Ripped Sandstorm Cloak Leggings: Burnished Legplates of Might Ring: Dread Pirate Ring Weapon: Bloodsoaked Skullforge Reaver Shield: Flamescarred Draconian Deflector
Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Strength-Crit Plate (Warrior / Paladin / Death Knights) Head:Polished Helm of Valor Shoulders:Polished Spaulders of Valor Chest: Polished Breastplate of Valor Back: Worn Stoneskin Gargoyle Cape Leggings: Polished Legplates of Valor Ring: Dread Pirate Ring 2H Axe: Bloodied Arcanite Reaper Dual Wield 1H Sword: Bloodsoaked Skullforge Reaver Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast
Agility Mail (Hunter, Enhancement Shaman) Head:Tarnished Raging Berserker's Helm Shoulders: Champion Herod's Shoulder Chest: Champion's Deathdealer Breastplate Back:Back:Inherited Cape of the Black Baron (Can be used by Agility Leather characters) Leggings:Tarnished Leggings of Destruction Ring: Dread Pirate Ring Dual Wield 1H Mace: Venerable Mass of McGowan (Combat Rogues can use this) Bow: Charmed Ancient Bone Bow Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Intellect Mail (Elemental/Restoration Shaman, Holy Paladins) Head: Mystical Coif of Elements Shoulders:Mystical Pauldrons of Elements Chest: Mystical Vest of Elements Back: Ancient Bloodmoon Cloak (Also used by Intellect Cloth and Intellect Leather) Leggings:Mystical Kilt of Elements Ring: Dread Pirate Ring 1H Mace: Devout Aurastone Hammer Staff: Dignified Headmaster's Charge Shield: Weathered Observer's Shield Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Agility Leather (Rogue, Feral Druid, Windwalker Monk. To a lesser extent Enhancement Shamans and Hunters) Head:Stained Shadowcraft Cap Shoulders: Stained Shadowcraft Spaulders Chest: Stained Shadowcraft Tunic Back:Inherited Cape of the Black Baron (Can be used by Agility Mail characters) Leggings:Stained Shadowcraft Pants Ring: Dread Pirate Ring
Dual Wield 1H Sword: Venerable Dal'Rend's Sacred Charge Dual Wield 1H Mace: Venerable Mass of McGowan (Enhancement Shamans can use this) Dual Wield Daggers: Balanced Heartseeker Staff (Feral Druids): Burnished Warden Staff Bow: Charmed Ancient Bone Bow Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast
Intellect Leather (Balance/Restoration Druids, Mistweaver Monk) Head: Preened Tribal War Feathers Shoulders: Preened Ironfeather Shoulders Chest: Preened Ironfeather Breastplate Back: Ancient Bloodmoon Cloak (Also used by Intellect Cloth and Intellect Mail) Leggings: Preened Wildfeather Leggings Ring: Dread Pirate Ring 1H Mace: Devout Aurastone Hammer Staff: Dignified Headmaster's Charge Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast Intellect Cloth (Mage, Priest, Warlock) Head: Tattered Dreadmist Mask Shoulders:Tattered Dreadmist Mantle Chest: Tattered Dreadmist Robe Back: Ancient Bloodmoon Cloak (Also used by Intellect Leather and Intellect Mail) Leggings: Tattered Dreadmist Leggings Ring: Dread Pirate Ring Staff: Dignified Headmaster's Charge Off-Hand: Musty Tome of the Lost Health Trinket: Swift Hand of Justice Mana Trinket: Discerning Eye of the Beast
Collecting 35 heirlooms will reward you with a Chauffeured Chopper, which can be used as a mount from level 1.