Lowbie Farming Maps
Good to hear. I've noticed that if you run into the entrance of the conference room there's an arachnos logo on the floor. You basically just have to stand there on the logo and both bosses will aggro you. This way you don't need to chase anything or move anywhere.
Any good farms for a lowbie Warshade? I CAN GET A DAMAGE AURA (ok it's a crappy one)!
Seriously, I need something that's not meant for Brutes only... Any hints? Thanks (I know this is the Brute forums but I don't wanna start a farming thread having just come back to this game)
I wonder if you set a map up on the boat maps(can't remember the actual map name)or any outside map that you could possibly get high enough that they can't reach you, but you could still hit them with your AOE's.
Any good farms for a lowbie Warshade? I CAN GET A DAMAGE AURA (ok it's a crappy one)!
Seriously, I need something that's not meant for Brutes only... Any hints? Thanks (I know this is the Brute forums but I don't wanna start a farming thread having just come back to this game) |
You should give my map or the OPs map a try. If you have a damage aura and an AoE attack before level 8, you can do these maps. You won't be as fast or efficient as a brute, but it'll probably work.
|
I am having moderate success (as in, 2 levels a run) with the OP's map set at -1/x8, in yours I had trouble surviving. Still trying to sort out the ideal insp mix since my tray is still limited, reds help a ton, especially since I have no good attacks (AoE or ST even) but the OP's map definitely can help you level fast in any toon set for -1/x8, I'll try now with my nova form which at this level gives me 2 blaster level AoEs (they of course get outclassed by blasters later but a Nova form is the best AoE dealer in the game at this level I think - well except in those farms where Fury is a factor but I think it's the fastest Ive leveled)
Tried both maps mentioned in this thread. Thank you both for sharing this information. I played a couple hours the last several days and am lvl 30 with my brand new ss/fa. As someone mentioned earlier, this farming thing is like a mini-game.
Since i don't have the patience for playing the market or the time o running tips for merits, farming is a good way to supplement my income so that I can afford IO's for my alts.
Again, thanks for sharing.
Dark Nova is *much* better than human form with Orbiting Death, I think. The damage from the AoEs is better (and I believe but can't at this moment confirm have a higher target cap), the single target attacks are also better (although by less exciting a margin, I believe), and being able to hover adds major survivability. The OP's map isn't high enough to outdistance enemy attacks entirely, which might be possible on some maps. (I'm pretty sure scatter would become a serious issue in such a case, but who knows, it might be worth experimenting with.) But the hovering is still enough to avoid a lot. (It's a technique I've tried on some other things too, with mixed success, but that's a report for another day.)
My usual loadout while doing this on squishier characters is to have 4 orange, 4 purple, 4 red running when I open fire, and trying to bring a couple extra greens along. That seems to work fairly well on anything that works at all.
Hey everyone. I've updated the mission yet again to help bring further improvements.
1. I've changed the enemies to DB instead of Fiery Melee.
Reason: I felt that pretty much any melee character is going to have access to S/L Resistance or Defense early on, but none but FA get any appreciable Resistance to Fire by level 8. Even those that do would need to waste a power pick on another toggle shield, instead of on something more important like hasten or an AoE attack. I felt that I wanted to make the map as accessible as possible to every secondary, so I no longer favor FA on this mish. Note: SR and Shield probably won't notice any difference since their defense is positional. *edit* I've given the mobs stronger, but much slower recharging attacks. Basically I've given the minions and LTs Sweeping Strike instead of Nimble Slash. The attacks are twice as strong, but SS takes 4 times as long to recharge.
2. I've given the enemies integration.
Reason: This is an experiment. I know some of you are crafting the hand grenade power. If you're like me, you like to just mash on attacks to have the game auto-target whatever is closest to you when you're farming this map. The grenade's knockback effect (and that of any other powerset you may be using) will now be ignored, meaning if you throw it point blank, you won't screw yourself. Note: The +regen of integration is almost totally useless to the enemies because they have very little HP to start with and the +regen is a % of practically nothing. On top of that, you can pretty much 1-shot everything so the +regen does them no good anyway. The one downside is you can take a hit to your framerate since the integration effect is so prominent.
Dark Nova is *much* better than human form with Orbiting Death, I think. The damage from the AoEs is better (and I believe but can't at this moment confirm have a higher target cap), the single target attacks are also better (although by less exciting a margin, I believe), and being able to hover adds major survivability. The OP's map isn't high enough to outdistance enemy attacks entirely, which might be possible on some maps. (I'm pretty sure scatter would become a serious issue in such a case, but who knows, it might be worth experimenting with.) But the hovering is still enough to avoid a lot. (It's a technique I've tried on some other things too, with mixed success, but that's a report for another day.)
My usual loadout while doing this on squishier characters is to have 4 orange, 4 purple, 4 red running when I open fire, and trying to bring a couple extra greens along. That seems to work fairly well on anything that works at all. |
I was able to survive much longer, and I think my major failure (just did 2 runs) was not having set up a macro to make greens and another for purples, at times I had too many useless insps because I'm still level 12 or something. So I think it's very doable hoverblasting at this level if you manage your defense and health. Oranges are good too especially since Khleds have a 85% resist cap.
Oh btw the target cap is 10 on the cone and 16 on the AoE blast
(Edit: doing really well now at 0/x8 on the OP's map with macros for health and purps - Neo's map still gives me trouble, I have difficulty maneuvering with all those things in the ceiling, and the mobs' ranged attacks are a bit stronger it seems, since some throw fire while in the OP's map they are weakish knives - but yeah this must be really easy for a Brute)
These have been around in the farming circles for a while now. I don't think this is too bad, given Brutes with damage auras are the only ones that can really make the best use of these maps.
There are a bunch of these on AE right now with varying effectiveness. I made an optimized version for max XP/inf capped at level 1: try arc 504915 if you're looking to do this. (Ambushes triggered off of enemies rather than objects work better, as you can lure both ambush triggers to the same spot so they all congregate in the same area. You also want an open map, otherwise you get shoved against a wall and that limits your AoEs and you waste time repositioning yourself) |
And hey I joined the game in i9 and the standard was that you took a week playing a lot to get stamina, we have it so easy by now lol.
Thanks for this awsome mission
One suggestion: make the enemies level 1-4 so that we can play the mission at +1. +2 or +3 if we desire, like this arc 504915 - I like yours better (it's easier, I even pl'ed a Warshade) but this one also is a level 1 farm but enemies are level 2 for example if you up the diff to +1.
Some more thoughts on things that aren't brutes, because I mostly play things that aren't brutes. I don't use any temporary powers.
-Neogumbercules's mission is quite a bit harder for hoverers on the new map. I could do -1x8 with bosses with just enough difficulty to be interesting on my Fire/Traps corruptor before. Now, it doesn't work all that well, and I think I can blame that squarely on the map giving mobs more room to spread out.
-Fire Control works reasonably well, with Hot Feet providing both damage and mitigation. I think losing containment damage probably hurts fire controllers more than the Afraid from Hot Feet helps. Dominators are probably just as well off with this, but since I have no desire to ever create another Fire Control character, I haven't tested that.
-Electric Control and Ice Control were of particular interest to me, since their toggles are some of the only things I'm aware of that provide a useful amount of mitigation in this sort of environment. Well, my Elec/Earth dom definitely saw some mitigation, but still couldn't put out enough damage to be sustainable.
-My Elec/Rad controller could put out enough damage to be sustainable. That's probably due to having procs that approximately double her dps.
-Arctic Air on an Elec/Thorn dominator also provides noticable mitigation, but not enough to be sustainable on it's own. Hovering helps quite a bit, but again the more open map hurts it. Still, at that point I was at least getting more inf from defeats than the inspirations I was buying cost. (Also, blues are a must. Running out of end is basically fatal.)
In conclusion, I'd really like to see the old map again...
Some more thoughts on things that aren't brutes, because I mostly play things that aren't brutes. I don't use any temporary powers.
-Neogumbercules's mission is quite a bit harder for hoverers on the new map. I could do -1x8 with bosses with just enough difficulty to be interesting on my Fire/Traps corruptor before. Now, it doesn't work all that well, and I think I can blame that squarely on the map giving mobs more room to spread out. -Fire Control works reasonably well, with Hot Feet providing both damage and mitigation. I think losing containment damage probably hurts fire controllers more than the Afraid from Hot Feet helps. Dominators are probably just as well off with this, but since I have no desire to ever create another Fire Control character, I haven't tested that. -Electric Control and Ice Control were of particular interest to me, since their toggles are some of the only things I'm aware of that provide a useful amount of mitigation in this sort of environment. Well, my Elec/Earth dom definitely saw some mitigation, but still couldn't put out enough damage to be sustainable. -My Elec/Rad controller could put out enough damage to be sustainable. That's probably due to having procs that approximately double her dps. -Arctic Air on an Elec/Thorn dominator also provides noticable mitigation, but not enough to be sustainable on it's own. Hovering helps quite a bit, but again the more open map hurts it. Still, at that point I was at least getting more inf from defeats than the inspirations I was buying cost. (Also, blues are a must. Running out of end is basically fatal.) In conclusion, I'd really like to see the old map again... |
But I agree, finding a spot to hoverblast in Neo's map was difficult, I didn't see the old one.
Of course nothing compared to the SS/FA I got to 41 alternating Neo's and the OP's map (had an easier time surviving in the OP's with the broot so I went to his map when I didn't want to pay much attention). Claws or DB/FA must be faster but even having no AoE the damage aura dishes out impressive damage. Of course after I got Burn I went to Frontload, took him to 41 fast, even with his build mostly unslotted I was doing +3/x8 on Frontload with him because of Fury and popping Reds (and Rage for the to-hit, I only put common acc IOs and end reducers in the key powers and a ff +rech proc in Footstomp, oh and a kismet acc I rolled).
But well I'm not making much of a profit with this kind of farming. People tell me to roll either Bronze 15-19 or Silver 25-29, I do Silver and Bronze for the leftovers and by selling it the useful stuff at good prices I only have like 50 mil on him.
I haven't been in an AE experimenting mood lately, but I'm going to take some of the suggestions made here on board for my map (#504371, the one in the OP). I should have an update today or tomorrow.
So, I've done a ton of cosmetic tuning up for #504371.
The main thing I'm undecided about is whether to give the mobs Integration, for knockback/stun/hold/sleep/immob protection. It'd make farming with the Hand Grenades temp power easier, but I don't know how much it would interfere with people using other powers with mez, knockdown, or knockback effects.
Can anyone offer any input?
I know nothing about making missions for AE. Is there a difference in XP for giving mobs integration? Btw, is putting one buffing ally bad? Well anyway I went to some farms with buffing allies and they got slaughtered in seconds.
I know nothing about making missions for AE. Is there a difference in XP for giving mobs integration? Btw, is putting one buffing ally bad? Well anyway I went to some farms with buffing allies and they got slaughtered in seconds.
|
In my experience, buffing ally NPCs tend to get ruthlessly slaughtered in ambush farms. Plus, they require extra spawn points, so they require more map real estate, which means more running around and less frontloading. The less time you're spending with your initial stack of inspirations, spamming AOEs onto a huge zerg of ambushes spawned near the mission entrance, the more chance you have of running out of enemies or inspirations or inspiration buffs and faceplanting and wasting a bunch of time.
In short, I am not a fan of buffing ally NPCs. If someone wanted to take the principles of my map and try to make buffing ally version, however, I would be happy to help. Just get in contact with me here or in-game.
Oh I see, yeah the farms I saw were like the cyborg ones but since I was set at x8/+4 and alone the allies got slaughtered because of aggro caps.
Why would integration make it easier? I thought that since it's kind of a harmless power for farming, you would gain extra xp since the mobs would have an extra power, that's why I thought Neo put it in his mobs.
Just a reminder to those who checking this thread. I've updated my mission to be a bit more steamlined. new map and new triggers. Arc ID: 503858. Let me know how it works out for you.