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Zub
04-01-2010, 02:02 AM
Hi all,
i'm going throught the process of boosting a couple more toons but and remember seeing a post on this (particularly SM) but couldn't find it again)
Basically i'm after information on where to park toons while boosting them through instances.

For example, in

- SFK (min 10) - i think the toons can get xp from anywhere in the instance (haven't tested though)

- SM Armory (min 20) - You can take your toons at the first stairs after the courtyard and they will get xp even if the booster is almost at Herod (just pull herod out a bit)

- SM Cath (min 20) - Just keep your toons in the entrance halls, just before the opening on the courtyard, and fight Mograine and Whitemane just outside the catherdral entrance.

- Uldaman (min 30) - dunno, seems like the toons would need to follow all the time

- Sunken Temple (min 35) - I think i read that near the entrance portal (where the 4 stairs start basically) is a good spot, and fight bosses near the middle of the instance (close to the hole). anyone confirm?

- Scholo (min 45) - seems like having the toons on first bridge near the entrance cover a maximum of xp in the instance. anyone confirm?

- Strat (min 45) - dunno probably near where the baroness is?

- Ramps (min 55) - dunno, seems like pretty much anywhere in the instance


Can anyone confirm/clarify those? I'll probably be doing quests from 58 onwards.
thanks.
Zub

ragawaga
04-01-2010, 03:59 AM
- SFK (min 10) - i think the toons can get xp from anywhere in the instance (haven't tested though)
I believe this is true. Whenever I've done this, I leave them at the gate that lets you see into the courtyard.



- SM Armory (min 20) - You can take your toons at the first stairs after the courtyard and they will get xp even if the booster is almost at Herod (just pull herod out a bit)

I take them a little further than that...into part just before the second set of stairs.



- SM Cath (min 20) - Just keep your toons in the entrance halls, just before the opening on the courtyard, and fight Mograine and Whitemane just outside the catherdral entrance.

/agree



- Uldaman (min 30) - dunno, seems like the toons would need to follow all the time

- Sunken Temple (min 35) - I think i read that near the entrance portal (where the 4 stairs start basically) is a good spot, and fight bosses near the middle of the instance (close to the hole). anyone confirm?

Why bother? Stick in SM till 40 then head to ZF. It only takes about 2 runs to get 40-45. Depending on what class you're using to boost, this instance isn't too bad. I use a demo lock, so I just run and dot with the toons on follow. The dots do a fair bit of damage on their own....and the demon finishes everything off pretty quickly.



- Scholo (min 45) - seems like having the toons on first bridge near the entrance cover a maximum of xp in the instance. anyone confirm?

Confirmed, I park mine on the landing that looks onto the large room at the start of the instance.....they get all XP from the instance kills. Make sure to put loot on FFA for getting the key off Ramstein though :)



- Strat (min 45) - dunno probably near where the baroness is?

Because of the Eye of Naxxramus, I wouldn't ever risk leaving them anywhere. I used to use Strat as my 45-55 run, but since trying Scholo.....Strat's been given the boot!



- Ramps (min 55) - dunno, seems like pretty much anywhere in the instance

I leave my guys just at the start of the bridge. You're as well boosting them in here till at least 60. You'll get the bonus rep with Thralllmar, plus the XP from quests will go further.

Zub
04-01-2010, 06:38 AM
thanks for the feedback.

I don't have RAF though so the 40-45 will take a bit more than 2 runs i'm afraid.
I'm sort of fed up with SM, so i was thinking to go to Sunken Temple if there's a good spot i can leave them at.
i'm not a big fan of ZF

ragawaga
04-01-2010, 06:47 AM
Oh dear lord. In that case I'm not sure then. Perhaps, do as I suggested and run SM till 40....then do PvP until 45?

Starbuck_Jones
04-01-2010, 01:43 PM
I do sunken temple from 35 to 45. Just leave them at the entrance and clear the 4 loops. Just run around and pull, when you get back to the start of the loop, kill.

Scholomance you need free for all loot to get the viewing room key off of rattlegore, not rammstien.

Zub
04-01-2010, 11:58 PM
cheers guys,
Are the BGs worth doing xp-wise?

my problem is that BGs are not instant, whereas boosting is

Greythan
05-03-2010, 04:18 PM
Sunken Temple is a bit of a bummer as it seems a fair number of the mobs have pathing limits (the first left loop as you enter as an example) so you can't gather them up. First time boosting there today so probably more to come. Non-RAF 40 to 45 seems like it might drag if ST is slow going.

EaTCarbS
05-03-2010, 04:31 PM
in SFK you can park your guys at the entrance and pull everything up to the ramparts above it.

Ualaa
05-03-2010, 05:58 PM
http://www.wowwiki.com/Instances_by_level

Toned
05-03-2010, 06:47 PM
I'm lazy so I just keep my chars at the zone in and pull to them using a pally with like 40k health :)

RageFire
SFK
SM
BRD
STRAT
Ramparts
= Lvl 60 +

daviddoran
05-04-2010, 04:53 AM
Hopefully when cata is out, they will shorten the 70-80 exp requirements, thus making it possible to boost in UK from 65, so you might be able to keep running ramps to 65, then go to UK for a while. Be interesting if you could boost all the way to 78 and then start questing in the new zones...

David
05-04-2010, 08:30 AM
- SFK (min 10) - i think the toons can get xp from anywhere in the instance (haven't tested though)


http://www.youtube.com/watch?v=yaia_-LvnQc (http://www.youtube.com/watch?v=yaia_-LvnQc)

A video I made a long time ago. I leave the boosties at the entrance and then I nearly clear the whole instance (up to the wolf I believe). Clearning more isn`t efficient timewise. I pulled in groups because mobs seemed to reset.

Littleburst
05-04-2010, 02:45 PM
SFK, at entrance.

SM cath, at entrance, dance to the cathedral entrance without aggroing mobs, pull mograine, aggro the top part outside the cathedral and kill it outside the cathedral Go down the waterfall, aggro all below, kill.

SM armory, leave slaves at entrance, dance to Herod without aggroing mobs, open door, pull the whole instance, Kill. You should be close to the entrance now.

That's my experience so far.

Myc
05-04-2010, 04:28 PM
Because of the Eye of Naxxramus, I wouldn't ever risk leaving them anywhere. I used to use Strat as my 45-55 run, but since trying Scholo.....Strat's been given the boot!



if your tank is geared enough. enter all toons on dead side. go in chapel and then with booster/tank pull the whole side from scarlet to the chapel. (no eyes will pop in/near the chapel)

Hittavainen
05-11-2010, 11:17 AM
I've been boosting with a lvl 80 geared prot pally and it normally takes me about 9-10 hours played following this route. This is while I'm watching tv most of the time during as well, if you focus it should be faster.

0-10: just quest

10-20: SFK
You can park at the door and kill everywhere in the instance, I generally pull everything in about 4-5 pulls.

20-40: SM
I leave my alts at the door in both armory and cathedral. In armory I run to herod, preferably without aggroing anything and then pull everything inside back to the first hallway (just before the courtyard). In cathedral I don't aggro the first hallway, when outside I start aggroing the right side. Opening the doors can be tricky with a bunch of mobs on you but you can kill them if you want. If sacred shield isn't enough to open the doors I can just bubble and open them. After that I pull boss, effectively aggroing everything inside and start running back to the first hallway. On the way back I pull everything on the left side and eventually kill everything in the first hallway.

40-45: BRD
Yes, this sucks but it's close to my next boosting area so I save some time on that.
In here I do about 3 big pulls. First you'll need the shadowforge key. Open the door immediatly to the left when you enter brd and kill the fire elemental. Park the alts just before the second door. Now run up to Bael'Gar and if you want loot just kill him first or you can skip him. Start aggroing all the thrash while running back toward your alts. Kill everything when you're back to the area where you killed the fire elemental. After this do the same with the right side of the big hallway, pulling everything from the big doors back to the alts. Make sure you single target the healers first while killing everything. For the final huge pull you go through the 2 locked doors and unlock that thing which opens the passage leading to the bar and such. As soon as you unlocked that start aggroing everything and go towards general Angerforge. In Angerforges room you can kill everything, the alts should still get the xp.

45-60: BRS
This must be my fav boosting area as it's really fast. In here I do 2-3 pulls, depending on lockout time. Leave alts at the door for now. First pull, don't aggro anything yet and go towards lbrs. Go up the ramp to the right, jump down and to up the ramp to the right again, start pulling the orcs from the back right (make sure you don't fall down the middle or you'll be outside again). Pull everything back to the starting area, this includes the top area, the 2 little groups just before lbrs, the 2 patrolling orcs, the 3 rooms below the ramps, the orcs in the back of the starting room, more patrolling orcs and whatever is still not aggro'd in the starting area. LoS everything to the left so the casters get close and kill everything at the start.
Now the second pull is what makes this an awesome area. For this pull park the alts in the first room on the left below the ramps. You will now pull the entire starting area of ubrs. Don't aggro yet and run towards the last room (just passed the closed doors leading to Emberseer). Ranged aggro that room and the 2 rooms just before it. The dragonkins shouls also get aggro'd. Run down the stairs and aggro the 4 rooms there making sure you end up in the first room to the left from as you enter the area. Stand in the corner of that room and single target the dragonkins first. While you focus on the dragonkins more adds will be summoned ... more xp! Kill everything after that, you can take it a bit slow if you want more adds summoned, but don't wait too long as the damage taken can add up.
The third pull I don't always do as it's kinda annoying and the moneymaker is the second pull anyway. This one is in lbrs, run all the way to the ogres and aggro everything on the way back to lbrs start, kill everything there. The annoying part of this pull is the mobs that net you and they do it more often then hand of freedom is of c/d. It's still good xp and there are also some extra summoned mobs from the warlocks.

60-??
I've started trying this last week and so far I like Mana Tombs. I only do this during rest state, but it takes about 30 min for a level if you're rested. You can leave the alts at the door.
Pull 1: pull and kill everything before Pandemonius, don't aggro him.
Pull 2: kill Pandemonius
Pull 3: Pull the first room after Pandemonius, single target priests first. Pull everything back towards entrance of that room.
Pull 4: Pull the second room upto Tavarok, don't aggro him. Pull everything back to where you killed pull 3.
Pull 5: BIG pull and kinda tricky with stuns and fears that can end up hurting. Skip Tavarok, you can just hug wall and run passed. Killing him will be out of range of alts and he'll reset if you try to pull him closer. You now aggro everything upto and including the mobs in Nexus-Prince Shaffar's room, just don't aggro boss. Kill everything in the boss room. If you kill anything before that room your alts most likely won't get the xp, not sure what the magic spot is.
Pull 6: Just kill Shaffar, anything in his room that wasn't aggro'd yet will now also aggro, so don't bother gathering anything else first.

Make sure to go with sacred shield, seal of light, judgement of light, blessing of sanc if you're doing this with a pally, especially in mana tombs you'll need it. Bubble and LoH are also your friend on pull 5.

MiRai
05-11-2010, 11:47 AM
Stand in the corner of that room and single target the dragonkins first. While you focus on the dragonkins more adds will be summoned ... more xp!

That has been changed.
http://forums.worldofwarcraft.com/thread.html?topicId=24038823768&postId=240361805978&sid=1#4

Boylston
05-11-2010, 11:53 AM
0-10 Quest
10-20 Shadowfang Keep
20-40 Scarlet Monastery
40-45 options here, they include ZF or questing for a bit. BRD works too, but it's a real pain to transport people there
45-58 Scholomance - Scholomance is by far the best option, hands down.
58 - Quest in Hellfire Peninsula. It's really important to do these questlines because your characters will basically be naked without any gear, and they are actually very, very efficient in terms of XP/hour. When you do the available quests, you'll have gear for just about every slot. You need some gear to avoid being 1-shot as you powerlevel the characters later.

Outlands instances that are worthwhile:

Blood Furnace - This is just a nice and easy, solid XP/hour instance to run. You can drag your team along with you and pull large rooms at a time without too much time lost. If you run a melee team, they can just /follow your main and you can drag them all the way through (easiest if you have a class like a bear tank, admittedly, swipe spam FTW!)

Underbog - OK, other people love this more than I do.

Mana Tombs - Also not bad, instance is a little short however.

For BC content, I generally like to quest and knock out only the non-collection quests. When you run out of quests, you can hop in and powerlevel for a bit until you hit the next level needed for the next zone. You can basically do the same thing for WotLK content. Flying and cold-weather flying help immensely, obviously.

Littleburst
05-11-2010, 03:09 PM
Sethekk halls > mana tomb for boosting imo. The mobs are much more melee focussed instead of the bomb of casters and HEALERS on mana tombs. The mobs are closer to each other aswell, it's quite a small instance with some easy to clear rooms.

drevil
05-11-2010, 04:01 PM
* always only loot bosses !!

Scholo 45-55
- no toons moving
- best boost instance in the game

Hellfire Ramparts 55-62
- no toons moving

Sethekk halls 62-65
- place your toons in the upper corner of the first room (cleared) to cover 95% of the instance
- this is the only 60+ dungeon you don't need to move your toons

Utgarde Keep 65-70
- northend mobs give more xp, easiest northend dungeon
- toons on follow, aoe tanking
- use dungeon finder for fast resets

AV & Quests 70-80
- quit AV if takes over 10 min (rush failed)
- drop annoying quests (collect)



Sethekk halls toon pos:
......._____........
.......|X .....|.......
____|........|____
........................
.....First room....

Hittavainen
05-17-2010, 07:13 AM
Sethekk halls > mana tomb for boosting imo. The mobs are much more melee focussed instead of the bomb of casters and HEALERS on mana tombs. The mobs are closer to each other aswell, it's quite a small instance with some easy to clear rooms.

After reading this and the post after I decided to go back to Sethekk, can't say I agree Sethekk being better. Depends on what you boost with I guess. As a prot pally I like to clear in instance in as little pulls as possible, mostly not more then 5. In mana tombs I do 4 thrash pulls + 2 boss pulls (which I could skip). In Sethekk I just couldn't do that. Before the first boss you have the time-lost controllers who put down a mind control totem and in the first room the thrash went after my alts when I got MC'd. You pretty much have to kill those controllers before pulling the next. After first boss you have some dead space where the alts weren't getting xp (not at entrance and not in corner of first big room). After that come the prophets, if I pull too many I end up being chain feared and die, pretty much forcing me to kill the 1-2 prophets in a group before going for the next group.

The healers in mana tombs aren't that bad as long as you target them first while everything is grouped up, tab targetting through them.

drevil
05-27-2010, 12:57 AM
hmm .. sethekk got me 3x faster xp than manatombs,
no toons moving saves so much time and the endboss is near the entrance.

- kill controllers while pulling more mobs (they are the only obstacle in this instance)
- keep toons at entrance until first room is clear
- deeper in the instance pull the mobs in the direction (wall) of your toons to get in xp range

Shodokan
05-27-2010, 01:01 AM
hmm .. sethekk got me 3x faster xp than manatombs,
no toons moving saves so much time.

- kill controllers while pulling more mobs (they are the only obstacle in this instance)
- keep toons at entrance and they won't agro if you get controlled in the first room
- deeper in the instance pull the mobs in the direction (wall) of your toons to get in xp range

where are they parked? they dont get exp for the entire instance @ entrance


After reading this and the post after I decided to go back to Sethekk, can't say I agree Sethekk being better. Depends on what you boost with I guess. As a prot pally I like to clear in instance in as little pulls as possible, mostly not more then 5. In mana tombs I do 4 thrash pulls + 2 boss pulls (which I could skip). In Sethekk I just couldn't do that. Before the first boss you have the time-lost controllers who put down a mind control totem and in the first room the thrash went after my alts when I got MC'd. You pretty much have to kill those controllers before pulling the next. After first boss you have some dead space where the alts weren't getting xp (not at entrance and not in corner of first big room). After that come the prophets, if I pull too many I end up being chain feared and die, pretty much forcing me to kill the 1-2 prophets in a group before going for the next group.

The healers in mana tombs aren't that bad as long as you target them first while everything is grouped up, tab targetting through them.

I can clear SH with a ret set in 9 minuets excluding looting, 12 minuets including looting.

drevil
05-27-2010, 01:43 AM
where are they parked? they dont get exp for the entire instance @ entrance

attached >>

mikekim
05-28-2010, 07:58 AM
where are they parked? they dont get exp for the entire instance @ entrance

leave the toons in the entrance clear up up to first boss. -
move toons to 90 degree corridor before boss room
clear the rest of the instance.

/profit :P

Malgor
06-04-2010, 04:30 PM
My biggest problem with SFK is the number of instances you can enter within a one-hour period. 8 minute runs from start to finish with my paladin makes me have to wait a bit for the timer to reset.

EDIT: Also with the recent summoning stone changes there is still a minimum level that they need to be. I know it's not 10 or 13 since I tried at both of those levels. So, SFK might be 15, I'll check it when I get some toons to that level.

EDIT 2: I forgot to check at 15, but at 16 they were summonable to SFK. So unless you have another way to get them there (another warlock, which is what I did), you may want to just quest them to 15 if you are Alliance. Close enough to run to if Horde.

mikekim
06-08-2010, 07:41 AM
My biggest problem with SFK is the number of instances you can enter within a one-hour period. 8 minute runs from start to finish with my paladin makes me have to wait a bit for the timer to reset.

I find that when I'm running instances under the 12 minutes barrier I tend to loot the corpses to waste time. it also makes you a load of cash from AH sales of cloth & shards

Seldum
06-21-2010, 10:12 AM
I have just done some boosting of my new pally team using my druid tank.

SFK, just pull as much as possible and swipe swipe swipe.

SM:

The graveyard: I did this once. It suck
The library: The problem with this instance is the npc stops following you around after a bit. If you park your toons at the entrance 95% of the instance will give XP (no RAF).
The Armory: I go up to herod and pull the whole instance to my toons. I might aswell because I have to run back anyway :D
The Cathedral I stealth to the commander and kill him in cat form - then shifts into bearform, charge whitemane and drop her to 1% health so she will stun me. If you do this right, only 3-4 elites will be hitting you at this point, the rest will stand by the alter and you will be in the hall to the room behind the alter.
I then shapeshifts into catform again, do one swipe at the commander and whitemane, then rund all the way back to my toons at the entrance. Here I spank the whole instance. You should be getting around 60+ mobs with the swipes if you did the pull correctly.

Owltoid
06-21-2010, 10:28 AM
Library - park toons at entrance, kill with swipe as you go. Easy.

Armory - park toons at entrance, kill with swipe as you go, up to the second set of stairs (the last staircase before you reach Herod). After that staircase, your toons are too far away to get exp. Stealth to Herod, pull him and all remaining mobs back to the staircase and kill. Better than pulling the whole instance because less repair bills.

Cath - park toons at entrance, kill with swipe as you go everything outside the Cath. Pull boss and run outside Cath, and kill everything that comes.

Your slaves never have to move, and the only "complication" is the second staircase in the Armory.

jinkobi
06-22-2010, 10:45 AM
My biggest problem with SFK is the number of instances you can enter within a one-hour period. 8 minute runs from start to finish with my paladin makes me have to wait a bit for the timer to reset.

EDIT: Also with the recent summoning stone changes there is still a minimum level that they need to be. I know it's not 10 or 13 since I tried at both of those levels. So, SFK might be 15, I'll check it when I get some toons to that level.

EDIT 2: I forgot to check at 15, but at 16 they were summonable to SFK. So unless you have another way to get them there (another warlock, which is what I did), you may want to just quest them to 15 if you are Alliance. Close enough to run to if Horde.

Level 15 is the level requirement on the stones.

Daeri
07-20-2010, 02:56 AM
Why bother? Stick in SM till 40 then head to ZF. It only takes about 2 runs to get 40-45. Depending on what class you're using to boost, this instance isn't too bad. I use a demo lock, so I just run and dot with the toons on follow. The dots do a fair bit of damage on their own....and the demon finishes everything off pretty quickly.

Thanks for this suggestion which I tried yesterday. It would have required me 2 runs and a half if at one point I hadn't made the terrible mistake of running back towards my toons with a lot of mobs behind my booster (these mobs tend to drop fire totems which killed my low levels toons pretty quickly :o but I was looking for a corner to hide behind in order to force all the casters to come back to melee). Also I run with a well geared pally tank but it wasn't as easy as you say with your warlock because I can't just run & dot and my toons would die too easily if i didn't park them. So I lost some time figuring out a few good spots where I could safely park toons without missing xp. The whole experience was kinda fun anyway.

Also wanted to thanks you all for this whole thread : it really helped me A LOT already.

Now going to head to Scholomance tonight :D

ragawaga
07-20-2010, 03:01 AM
Daeri....didn't actually stop to park the toons anywhere, I literally had my autorun on for almost the entire instance (stopping at boss fights and some tricky bits). That way the fire totems rarely have the chance to do damage, also means the chance to be hexed is low as you're out of range before the cast is finished.

Either way, have fun in Scholo, just remember to have loot on free for all at least when killing the boss that drops the key for the rest of the instance.

Daeri
07-20-2010, 03:43 AM
Well the problem with the pally tank is that it neither can't dot the mobs in the distance nor have a pet that can easily finish all the mobs that keep fleeing and running around like headless hens when their life is low :p . So I had to chase them and stand still for a while so I could use my melee abilities to properly finish them all. That is when my lowbies would quickly die from aoes.

Shodokan
07-20-2010, 04:15 PM
The Shattered Halls trick.... nolonger works... the EXP range does not work for the room before the room before the boss :(

daviddoran
07-21-2010, 09:28 AM
Just noticed in sethekk halls, the boss summons elemental adds, which give exp... summoned mobs arent supposed to give exp according to blue posts, but these still do. Not sure if they keep spawning, cause i just killed the boss, but figured i'd mention it. the exp was about 1/4 as much exp as the elites in the instance so its probably faster to just reset the regular way.

Zub
07-22-2010, 12:22 AM
The first boss summons elementals at specific hp levels. (75%, 50% and 25% from memory)
He will not spawn infinite mobs, even if you dont kill him

Greythan
08-17-2010, 05:13 PM
Question on Sunken Temple:

I just do the four loops pulling trash mobs and reset. I don't bother with the bosses. Seems pretty efficient but I HATE the 40 to 45 stretch (I'm a non RAF guy). Thoughts on how much exp I'm giving up per run? I can't imagine its much.

Also, as I mentioned earlier in this thread, the pathing for some of the loops is limited so you can end up killing mobs that are out of range from the entrance. Its about a 300 degree angle so you can pull those mobs at the outer edge of the loop's radius around a bit and get credit. (Hard to follow without a diagram but you get the idea.)

alcattle
08-23-2010, 06:34 AM
- SM Armory (min 20) - You can take your toons at the first stairs after the courtyard and they will get xp even if the booster is almost at Herod (just pull herod out a bit)

Been trying this, first tried before the courtyard, ok but Did Not /Could not pull Herod enough. Tried to put them outside the door, both die before I can kill all the adds and Herod. How far back should they be not to agro anyone? Want them close to get Herod's loot as they both can use Mail at the level it says (37 for shoulders)(all the dropped so far)
Tried to leave them at the first arch in Libary. I found a patrol in the libary which killed that plan, but they still got keys.

Greythan
08-23-2010, 07:33 AM
I pulled Herod all the way back to the entrance.

Sequence:
- Pull first courtyard, kill
- Walk carefully to Herod's door
- Aggro Herod and run back to entrance
- Kill everything

mikekim
08-23-2010, 08:15 AM
Been trying this, first tried before the courtyard, ok but Did Not /Could not pull Herod enough. Tried to put them outside the door, both die before I can kill all the adds and Herod. How far back should they be not to agro anyone? Want them close to get Herod's loot as they both can use Mail at the level it says (37 for shoulders)(all the dropped so far)
Tried to leave them at the first arch in Libary. I found a patrol in the libary which killed that plan, but they still got keys.

you don't need to have the them parked close to the loot... you can just collect it with your booster and trade it with your toons, as they are eligible to receive the loot for 90 minutes (i.e. in XP range of the kill)


my ammended boosting schedule (with RAF)
1-10 Quest

(Boosting with Feral Druid 3.6kGS)
10-20 SFK

Summon with Warlock. toons left in entrance gate, 4-5 pull the whole instance 6-7 minutes (padded out to 12min with looting)

20-45 SM (Armory + Cath)

Armory
Clear first courtyard - move toons to the top of the stairs, wait & kill evoker on patrol (the one who comes up the stairs)
stealth to herod, aggro and pull instance to bottom of stairs where toons are parked...

Cath
Clear bottom courtyard in one pull - move toons to bottom of right hand stairs - wait and kill patrol on stairs
open cath - cat stealth to high inquisitor fairbanks and kill. - run to morgraine and aggro - sprint outside and change to bear form. swipe spam the mobs to death - the majority of the outside will be summoned to attack upon his resurrection. once done finish off any leftovers.

45-55 Scholomance

leave toons where they port into instance.
drop off the bridge and clear the room below, run to rattlegore aggroing one of the whelp handlers, drop down one of the the holes to rattlegore and kill him, by the time he is dead the assorted train of mobs will arrive, clear these, loot the key and head back up stairs. clear the dungeon room (bear form - swipe) of all the zombies and activate the torch. head back to the viewing room, clear the room and loot the chest.
enter the viewing room run up behind marduk blackpool and attack him, vectus and a couple of students will join in the fight. once these are done clear the rest of the room (2 pulls). dont bother doing Ras, unless you are after any specific drops
head for the study and clear the room with Lorekeeper Polkelt in (first on the left). once cleared head back to the start of the instance (unless you want any of the other boss drops).
3-4 pull the rest of the instance back to the start.

time normally 10-12 minutes per run

55-63 Ramparts

leave toons at start, pull the first 6 groups of mobs, once cleared move your toons to just past the overhead bridge (this ensures they get full xp throughout the instance) continune chain pulling the rest of the instance as you see fit (i normally do it in about 5-6 pulls) - time normally around the 12 minute mark.

as for the looting question... quite a few people say not to loot, but i have found that with looting (from SM upwards) i can easily make on average 500-600g per set of toons levelled to 60 (from cloth drops and vendoring greens and bop blues) , which pays for the cost of skills and riding training.. if you get boe blues this can add anything up to an additional 200g on top (they quickly sell for 15-25g each)

alcattle
08-23-2010, 12:15 PM
as for the looting question... quite a few people say not to loot, but i have found that with looting (from SM upwards) i can easily make on average 500-600g per set of toons levelled to 60 (from cloth drops and vendoring greens and bop blues) , which pays for the cost of skills and riding training.. if you get boe blues this can add anything up to an additional 200g on top (they quickly sell for 15-25g each)
Turned on Master Looter but I don't think it was right. Will try the new parking spots as a level per trip is awesome

daviddoran
08-23-2010, 02:06 PM
what I do, is set master looter to the booster, and set the booster to "pass on loot" and set the threshold to blue, then the only lootable mobs are ones that drop the blues, making cherry picking the loot much easier. Especially in places like SM or SFK that have rare BoE drops that can sell for a lot of gold on the AH. I still have yet to see the Scarlet Chestpiece... and I have boosted over 2 dozen toons through SM.

Daeri
08-23-2010, 04:08 PM
I usualy set it to green quality because I wouldn't want to miss the opportunity to get a scarlet tabard on each toon :P

alcattle
08-24-2010, 02:23 AM
set the booster to "pass on loot" and set the threshold to blue
That is why I had it wrong! So the slaves do not have to be in range? A lot of points to pass on though. I will find a better second spot to park them.

Meathead
08-24-2010, 06:51 AM
to Greythorn you got a vid on how you pull Sunken Temple and do your guys sit at the start? Im level 35 but cant do ZF due to the hex problem Sunken Temple still good for XP?

nauren01
08-31-2010, 04:24 AM
This threat has really great infos, thank you all!

I just did my first boosting and I must say I am shocked - I did lvl 1-40 within 11 hours played.

Before I always just did Inis with the team at the same lvl, but that takes an order of magnitude longer. Of course you need to do this to learn multiboxing still at least once :)

I used my lvl 80 GS 4700 prot pally, toons were what is missing for my 10box: a holy paly and a lock. Accounts have RAF and both toons have 20% xp bonus from heirlooms.

Here is the sequence:
- Lvl 1-10: serial killing mobs at same level. in my experience faster than running around for quests
- lvl 10-20: deadmines. not a perfect place, but good for learning mass pulls
- lvl 20-30: stockade. perfect, easy to reach, only xp limit is the 5 inis/hr timer
- lvl 30-40: sm cathedral. here I started looting to stay in the ini timer
- lvl 40- now: started BRD, not so great - will check ZF

Not sure why Blizzard allows boosting, they could easily just turn off xp when you are grouped with someone more than 10 levels above you. If I remember correctly, EQ2 doesn'even allow grouping in that case.

They probably figured it keeps us going... Somehow I feel I have earned it :)

Daeri
08-31-2010, 09:15 AM
Boosted two teams to 60 very recently.

The first one I did SM until 40, then ZF until 45, then Scholomance. What I liked about ZF is that I enjoyed the change and I only had to do it 3 times then all the toons were ready to go to Scholomance. The only issue was that I couldn't find an unique spot to park toons so it was a bit tedious, repositioning the toons very often and always watch for patrols.

The second one I decided to stay in SM until 45 then run to the nearby Scholomance. I really regretted that choice. Until about level 40, toons would earn XP quite fast but it seems that as soon as the mobs fall into the "green difficulty" range, the xp you get from each kill suddunly drops a lot and it's becoming too tedious to stay worth the effort

For the next team (and hopefully the last one) I'm going to create I'm still undecided whether I should give BRD a try or return to ZF.

mikekim
08-31-2010, 11:50 AM
The second one I decided to stay in SM until 45 then run to the nearby Scholomance. I really regretted that choice. Until about level 40, toons would earn XP quite fast but it seems that as soon as the mobs fall into the "green difficulty" range, the xp you get from each kill suddunly drops a lot and it's becoming too tedious to stay worth the effort.

I didnt find the xp drop to be that bad (3-4 runs of Armory and Cath per level), but then I was boosing a RAF team. I found it was far less hassle than trying to get the toons over to ZF or BRD.

Daeri
08-31-2010, 12:23 PM
I didnt find the xp drop to be that bad (3-4 runs of Armory and Cath per level), but then I was boosing a RAF team. I found it was far less hassle than trying to get the toons over to ZF or BRD.

I currently have an active RAF link between these accounts. Yes I think it was about 4 full runs of both armory and cath per level at 40 but before level 40 I'd only have to do about 1 run to get a level (well perhaps 1 and a half at that point) so yes I really felt the decrease of productivity :p I think that by level 44 it had decreased to 5-6 runs / level. But I was boosting 2 toons only (both linked with RAF) with a level 80 tank if that changes anything ? Maybe my perception was greatly altered because I had enough of this instance so I was inclined to think anything else would be more entertaining than this endless succession of monastery runs.