Post by dohkar on Aug 12, 2006 0:28:12 GMT -5
Disclaimer: I have 4 toons, 3 are level 10, 1 is level 9. I've informally used this "strategy" on 3 of the toons. With the new content, there may be some optimization at the lower levels. This strategy is also a PUG strategy, although it would work for guild runs as well. The difference being you could probably start some of the content sooner.
The primary purpose of this strategy is xp. Going for favor will slow you down, although it has it's uses.
Levels Quests
...1-3............................Durks Got Secret, Kobold's New Ringleader, Butcher's Path, Water Works
NOTES: Each of these quests gives over 1000 xp for a first run. Durks + Kobold's once will get most people to 2nd level. 2nd level is the first "hump" you'll hit. The best idea, from a PUG perspective, is for you to take the lead and form your own Water Works groups. Since the TF update, they've nerfed the xp on WW, so you only net about 3k to 3.5k, so you'll have to run WW 4-5 times to make 3rd level.
...3-4.............................STK, Irestone Inlet, Tangleroot
NOTES: I hate STK, but it gives good xp. Irestone Inlet, likewise, gives good xp, but it's a little rough until 4th level. Tangleroot can be done with an experienced 4th level party in about 30 minutes. Most people will want to do Tangleroot at least 3x just for the end reward. You'll collect close to 8k xp from each cycle.
...5-8..............................Storm Cleave, Deleras, The Tear of Dhakaan, Redwillow's Ruins , Stromvauld's Mine . Some, like Stromvauls, you'll only want to run at the higher range. Some, like Storm Cleave, can be run at 5th level if you know what you are doing. A little more variation compared to the lower levels.
...8-10.............................Tempest Spine.
Note: these maps aren't necessarily the funnest, just the best return of xp for time (in my humble oppinion).
The primary purpose of this strategy is xp. Going for favor will slow you down, although it has it's uses.
Levels Quests
...1-3............................Durks Got Secret, Kobold's New Ringleader, Butcher's Path, Water Works
NOTES: Each of these quests gives over 1000 xp for a first run. Durks + Kobold's once will get most people to 2nd level. 2nd level is the first "hump" you'll hit. The best idea, from a PUG perspective, is for you to take the lead and form your own Water Works groups. Since the TF update, they've nerfed the xp on WW, so you only net about 3k to 3.5k, so you'll have to run WW 4-5 times to make 3rd level.
...3-4.............................STK, Irestone Inlet, Tangleroot
NOTES: I hate STK, but it gives good xp. Irestone Inlet, likewise, gives good xp, but it's a little rough until 4th level. Tangleroot can be done with an experienced 4th level party in about 30 minutes. Most people will want to do Tangleroot at least 3x just for the end reward. You'll collect close to 8k xp from each cycle.
...5-8..............................Storm Cleave, Deleras, The Tear of Dhakaan, Redwillow's Ruins , Stromvauld's Mine . Some, like Stromvauls, you'll only want to run at the higher range. Some, like Storm Cleave, can be run at 5th level if you know what you are doing. A little more variation compared to the lower levels.
...8-10.............................Tempest Spine.
Note: these maps aren't necessarily the funnest, just the best return of xp for time (in my humble oppinion).