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  #1  
Old 08-30-2010, 01:37 AM
hueylewis187 hueylewis187 is offline
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It's different now tiki , try it out with lightblues giving barely any xp.
Shared hybrid penalty. . . highest lvl in the group gets most the xp.
You can't group with any 50's and get much xp anymore.

Wayyyy different than back at server release. Much more competition for mobs also.

only the 5 or 6 solo classes go faster "much faster" than a great group in the perfect spot. I see solo classes grouping all the time. Especially together. Counted 11 out of 12 people in paw that were mages today. ....
  #2  
Old 08-30-2010, 02:53 AM
Tork Tork is offline
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Grouping for me is why I enjoy EQ - sometimes even horrible PUGs are fun in weird, random ways that result in negative xp. When everything goes well, grouping is amazing fun.

But yah, no question - solo classes have it easier in that they have they option to group OR solo.
  #3  
Old 08-30-2010, 03:40 PM
Locker Locker is offline
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Quote:
Originally Posted by Tork [You must be logged in to view images. Log in or Register.]
Grouping for me is why I enjoy EQ - sometimes even horrible PUGs are fun in weird, random ways that result in negative xp. When everything goes well, grouping is amazing fun.

But yah, no question - solo classes have it easier in that they have they option to group OR solo.
Tork mom, camped!

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  #4  
Old 08-30-2010, 04:49 AM
eqdruid76 eqdruid76 is offline
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I just realized...

Most of these figures are based off levelling in Oasis.
  #5  
Old 08-30-2010, 06:13 AM
Eternal-Elf Eternal-Elf is offline
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When EverQuest first came out grouping was a great way to see more difficult parts of the game than you could see by yourself. That is what made it such a social game. You could rely on your party members to heal, DPS, CC, or do whatever to get you farther into the dungeon than you'd ever gone before, or into a zone that was dangerous alone.
However, now that 98% of the population has seen and done everything this game has to offer there is no incentive to "adventure". There is only the incentive to poopsock your way to level 50 and hope to get into a guild where you can continue to poopsock your way to getting items you would have deleted on live.

This game is very fun, but there is nothing new. I seriously envy the players that are experiencing it for the first time.

eh
  #6  
Old 08-30-2010, 06:47 AM
fugazi fugazi is offline
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Add a slash so it becomes [/quote..], thats how you close a quote [You must be logged in to view images. Log in or Register.]

Anyways, after reading through the entire discussion and weighing up all the options I still think that adding a small boost to group xp would be good. We're all poisoned by WoW and aging, and most us could use a nudge here.
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  #7  
Old 08-30-2010, 07:22 AM
Qaedain Qaedain is offline
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The most reliable mid-40s solo camp for a Mage is spectres in Oasis, I think. The five ground-level spawns can be cleared before repops, consuming sufficiently little mana to keep this cycle going indefinitely.

I don't know how long the respawns are, but 9-11 minutes feels right.

Reasonably speaking, a Mage requires about 2-3 minutes of meditating to regenerate enough mana to come out ahead relative to what is required for the next pull, rebuffs, etc.

In other words: in the 2-3 minutes it takes for a Mage to kill one mob and prepare for the next--that is, real grinding, not simply draining your mana bar to kill as quickly as possible--a group could easily bring in 2-3% exp. I did it tonight at BNB myself.

Ceteris paribus, grouping is faster.
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  #8  
Old 08-30-2010, 11:50 AM
Aetherial Aetherial is offline
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Quote:
Originally Posted by Qaedain [You must be logged in to view images. Log in or Register.]
The most reliable mid-40s solo camp for a Mage is spectres in Oasis, I think. The five ground-level spawns can be cleared before repops, consuming sufficiently little mana to keep this cycle going indefinitely.

I don't know how long the respawns are, but 9-11 minutes feels right.

Reasonably speaking, a Mage requires about 2-3 minutes of meditating to regenerate enough mana to come out ahead relative to what is required for the next pull, rebuffs, etc.

In other words: in the 2-3 minutes it takes for a Mage to kill one mob and prepare for the next--that is, real grinding, not simply draining your mana bar to kill as quickly as possible--a group could easily bring in 2-3% exp. I did it tonight at BNB myself.

Ceteris paribus, grouping is faster.
No no no there MUST be some other way, you only have 5 Mobs every 9-11 minutes. You need to be able to find a place where you can do 2-3, level appropriate MOBS / Minute steadily.

Thank you for making my point... some kill rate claims for groups AND for solo'ers are just ridiculous here.
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  #9  
Old 08-30-2010, 07:40 AM
Braveguard Braveguard is offline
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Crowding is the only issue I see. It's harder to find a good spot for a group of six. I've been playing a druid with a mage partner and we both gain faster exp together than we do solo (although the edge probably goes to me... might be bigger but I tend to push the envelope more). We almost don't stop when grouped. Her pet and my buffs allow us to pretty much keep going non-stop... IF there are available pulls. I'm familiar enough with the old world zones that we've done well enough so far but I see that changing as we level up and run into more contention.

Fortunately for me, I'm only leveling the druid so I can have a runner. I'll probably switch to a paladin (yeah, Im sick in the head that way). At that point, my grouping priorities change a lot. I have enough exp to solo a pally effectively but I like dungeons and grouping in dungeons and the loot in dungeons. Of course, you don't play a hybrid if leveling is your chief aim. [You must be logged in to view images. Log in or Register.]
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  #10  
Old 08-30-2010, 08:01 AM
Messianic Messianic is offline
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Solo XP i've found is much better than full-group exp in nearly every circumstance.

Duo XP is better than any 6-man i've found, with the right group and camp.
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