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Guide - Razkles Leveraging Guide to Powerleveling your own team!

Razkle

Single-handedly keeping Daybreak in business
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Mar 27, 2014
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Razkle's Single Player Leverage Guide


Requirement:
Rich (BB code):
1 105 tank class (Warrior,SK or Paladin) Dressed in t2 or better from tds or better. Gold Membership required.
1 J5 Cleric Merc - don't even try this with less then a J5 merc, you are wasting your time.

FELLOWSHIP! Add every character, except your 2nd tank to the same Fellowship! Set all to share! Keep your main tank at max exp and capped

Layout what your group makeup should be. For this example I will go with my standard tried and true makeup.

Rich (BB code):
toon #1 Warrior
toon #2 Cleric
toon #3 Bard or chanter 
toon #4 Wizard
toon #5 Wizard
toon #6 Wizard

Your BEST bet is to have your warrior account have a 2nd tank on it that is heroic level 85 knight class (paladin or sk) for powerleveling your team.....

Your Main Tank takes all your team to Lichen's Creep to get them to 58 (should take 4 runs, 5 at most)
Your team then goes with your 85 Knight Class to Dragonscale Hills and stays there until level 75.

Now is the Tricky part...... Toons with fellowship exp level faster then toons without banked fellowship. Have your tank and any of your team go to someplace like HoT or Grounds and kill, FAST, easy and SAFE! Let the tank do all the work! When your current toon runs out of fellowship swap him for one of your other parked toons. Rinse and repeat until all your toons get to 100. When they are all at 100 its Get dressed time! Put them in Latent or Castaway gear (it is FTP gear) and get all the spells and group them as 1 group and go to town! Even with no AAs they will be fine in any Pre TDS zone. When they all hit 105 add a Krono to each and start the AA process.

It will take some time but you can turn 1 level 105 Tank into a whole team or multiple teams of whatever you want. It starts with the tank!

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I usually do the DPS 1st, then the Mez, then the healer. When the dps hits 100 you can gear them and they can help but it cuts down on fellowship so watch it...

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If you are short on in game resources and not on cash you can do all your guys as Heroics and the process is a lot shorter! you still need a 105 tank to bring them up but 85s are way ahead of the curve for gear/spells/skills and IMO worth the investment...
 
If you have at least 5-6 chars with max level/AA (yay, I do!), there is an alternate method. Make sure they all read as "Capped" through fellowship sharing. This concept is easy to use, and hard to figure out if you don't understand it.

Toons that share XP will NEVER share XP to people in their group, but they WILL share XP to anyone else with sharing on in Fellowship, regardless on if they are logged in, in the same zone or whatnot.

You will gain shared vitality in bulk every 15 minutes in a fellowship, and you'll get a yellow text message when this happens. This is important for various reasons.

So basically (easy things first, eh?) let's say you have 6 capped toons, 5 other toons and you want to PL a 12th. You should have 1 group with capped toons grinding out in a place where they are sure not to die (if they die, they will lose a small fractions of XP and the Capped status will vanish for at least 15 minutes as they use some of the vitality to regain this). Since they are capped, they will share ALL the XP they are getting, not just 1/6th as they do if they are not capped. Yes, you read it right. You suddenly have 6 chars sending ALL their XP to a single character (the #12 one) in heaps and bounds every 15 minutes. The other group with 5 toons plus #12 will of course be grinding at the same time, so the #12 is using the vitality as you go. If you're levelling, this is not quite as important, but if you want to do triple speed AAs (since vitality is RAW experience, a Lesson of the Devoted will also make you get 10x XP while it's running, or 6x AA - it's not additive like using a potion on a double XP weekend!) you'll burn the full vitality bar quite fast as it's good for the time it takes you to earn 33 AA:s normally.

Basically, your maxed group is constantly feeding #12 vitality, while the 2nd group is making #12 waste it at the same time. Fantastic, eh?

Now, here's the beauty part. If you have 10 maxed toons that say Capped, you can put 1 PL'ee in each group and let them both recieve vitality from the OTHER group. So you'll have 2 toons essentially getting full use of vitality. Group 1 will have their 5 maxed toons share to the newb in group 2, and group 2 will have their maxed toons share to the newb in group 1. At the same time you'll be blasting off the vitality on both toons since they are grinding it out, so it never accumulates enough to get full (and a full vitality bar is a waste of good bonus XP).

I've been holding this trick for myself for a long time since I didn't want to risk it getting nerfed, but now that Razkle brought the subject up anyways.. Please click a lot of Thanks on my post. ;p
 
Say I want to PL six (6) toons (aka another full group). I take them all to Lichen, group them up together, and slaughter some shit... get them to 58 (this is the easy part). They're now with my 85 Pally getting PL'd.

I'd like to ask some questions to clarify a few of your points regarding the fellowship experience (I haven't used this before... not since shortly after Sony changed the way it worked not long after the feature going live):

1) I group my 105 slaughterhouse, his J5 slaughterhouse merc, and 3 of my PL'ees together and take them to Grounds. The other three PL'ees are offline. We ALL have shared exp enabled at this point. We slaughter stuff until the shared exp on the three logged in and grouped toons runs out. At this point, do I log out the three current PL'ees, log in the three who were offline, group them up with the 105, and continue?

2) Can you clarify a little on how the shared fellowship exp works again? My understanding is it gives you an exp modifier (greatly increases experience gain rate for a while when others in your fellowship with shared exp have been hunting). How do you know when this exp modifier runs out? Is it like a buff or something that pops on your buff bar?

3) Doesn't having shared experience running also reduce the exp gain on the toons who are sharing? If this PL method works as well as you say, then it doesn't sound like the exp loss from sharing and the exp gain from grouping and letting the 105 slaughter stuff is a 1 for 1 ratio (this is good for us). Is this your experience?

Thanks, dude! I always pay attention to the stuff you're posting... it's usually gold :)

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Now, here's the beauty part. If you have 10 maxed toons that say Capped, you can put 1 PL'ee in each group and let them both recieve vitality from the OTHER group. So you'll have 2 toons essentially getting full use of vitality. Group 1 will have their 5 maxed toons share to the newb in group 2, and group 2 will have their maxed toons share to the newb in group 1. At the same time you'll be blasting off the vitality on both toons since they are grinding it out, so it never accumulates enough to get full (and a full vitality bar is a waste of good bonus XP).

I've been holding this trick for myself for a long time since I didn't want to risk it getting nerfed, but now that Razkle brought the subject up anyways.. Please click a lot of Thanks on my post. ;p

Jesus H Christ.... this is one of the best posts I've seen on ANY EQ-related cheating/exploiting webpages...

So, thinking out loud right now... say I didn't want to cap my guys at 105 with max AA's. How does a F2P toon (max lvl 100, I believe?) show in fellowship once they hit 100? And if they're sharing vitality, then is the effect the same or similar to a group of full/max AA'd lvl 105 toons? It's way easier to get a toon to 100 with whatever their max AA count is (1000?).
 
So, thinking out loud right now... say I didn't want to cap my guys at 105 with max AA's. How does a F2P toon (max lvl 100, I believe?) show in fellowship once they hit 100? And if they're sharing vitality, then is the effect the same or similar to a group of full/max AA'd lvl 105 toons? It's way easier to get a toon to 100 with whatever their max AA count is (1000?).

I couldn't answer this tbh, but something tells me they should be getting capped since they reach a hard limit.

1) I group my 105 slaughterhouse, his J5 slaughterhouse merc, and 3 of my PL'ees together and take them to Grounds. The other three PL'ees are offline. We ALL have shared exp enabled at this point. We slaughter stuff until the shared exp on the three logged in and grouped toons runs out. At this point, do I log out the three current PL'ees, log in the three who were offline, group them up with the 105, and continue?

Normally, turn off sharing while you are XP'ing. The ones in your group will share to the ones logged off, and if you skew it (2 in one group, 4 in another for instance) for some reason, you'll be losing time. It's just a very, very good habit to have. The ones logged in will only be giving, not recieving as they are in the same group as the main grinder.

2) Can you clarify a little on how the shared fellowship exp works again? My understanding is it gives you an exp modifier (greatly increases experience gain rate for a while when others in your fellowship with shared exp have been hunting). How do you know when this exp modifier runs out? Is it like a buff or something that pops on your buff bar?

You'll see a green bar on the normal XP bar or the AAXP bar. It's good for 100 AAs (you get these at 3x rate, so basically in the time it normally takes you to gain 33 AAs, you gain 100 instead - it's NOT 300 in the time it takes to get 100. Unfortunately.). It's good for a lot of levels though, if you do normal XP. It's supposed to be 10 levels at a full vitality bar, but this isn't always true. I'm not quite confident in giving a straight answer in this, as I've been trying to figure it out myself for many years.

3) Doesn't having shared experience running also reduce the exp gain on the toons who are sharing? If this PL method works as well as you say, then it doesn't sound like the exp loss from sharing and the exp gain from grouping and letting the 105 slaughter stuff is a 1 for 1 ratio (this is good for us). Is this your experience?

This is why you follow my method and share with capped toons! Also, they will give ALL the XP away if they're capped. ;)

Jesus H Christ.... this is one of the best posts I've seen on ANY EQ-related cheating/exploiting webpages...

It's my original invention, so it's not available anywhere else. Although someone else might have found it on their own, I doubt it.
 
Thanks for the reply, dude! Honestly, all those questions were for Raz and were based off questions I had for his method. Your method seems more straight forward and ridiculously overpowered lol. In other words, I love it.

I've been PL'ing a little box support/dps group when I'm not letting my main team afk exp. One of those four toons is a heroic F2P mage, since I didn't want to pop a krono for him. When he hits full normal exp into lvl 100 he should, theoretically, then show up in Fellowship as "capped" and be able to be used in this way.

Or someone who already has a F2P lvl 100 max normal exp toon can chime in and just tell us lol.
 
Figured as much, but I am the self proclaimed master of fellowships, might as well answer as good as I can. :D
 
So you said for regular experience this method is less useful?
 
No, you can save up a lot more regular XP vitality than AAXP vitality.

Another thing that struck me is, if you have a maxed toon and use Lesson or any remaining pots, their shared XP will increase accordingly. So go blast all those Lessons you never need. ;)
 
No, you can save up a lot more regular XP vitality than AAXP vitality.

Another thing that struck me is, if you have a maxed toon and use Lesson or any remaining pots, their shared XP will increase accordingly. So go blast all those Lessons you never need. ;)

How do mercs affect the vitality earned/shared?

For example, say instead of having 10 capped toons and 2 PL'ees split between two groups, I decide that I want to run THREE groups so that I can PL 3 toons at once instead of 2.

So, I split my groups up like 3 capped + 1 PL'ee, 3 capped + 1 PL'ee, 3 capped +1 PL'ee

As you can see from above, I have some open spots... two per group. If I pop mercs to fill those spots does that affect the vitality sharing?

What happens if my capped toons aren't capped in merc AA's? Does merc AA's count towards whether or not you're considered "capped" on the fellowship?
 
5 capped toons will have a full time job keeping your vitality going to the maximum amount of time. I could argue that 4 might be enough, but you'd end up seeing them run out of vitality more often. I never use mercs, (apart from the odd kick toon out of group, pop cleric merc and rez the main cleric situation) so I'm not sure how it's all affected. If you do any extensive testing on the subject, please let me know. :)

Merc AAs are separate and doesn't affect anything.
 
Mercs have zero to do with Fellowship, zero

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Keep in mind with LEVELING or POWERLEVELING it is not about loot, loot on your own time. It is about EXP and AAs, kill fast or move to a lesser zone so you can kill faster! If you are killing 20 mobs an hour it will take you months to level, you should be killing hundreds and hour!
 
I kill 100-150 per hour (MQ2XPTracker is invaluable!!) depending on where I go and if I'm autopulling or pulling manually. Finding a spot with a lot more than 120 kills per hour in full auto mode is extremely hard, wherever you go.

150 kph is extremely good in a TDS or TBM zone however, higher than this on a 6-10 hours basis would be insane.

My fastest levelling toon ever btw, went from fresh heroic to 105 and max AA in less than 3 days during double XP weekend using my trick. But that was 3 hell days with 2 live pullers and nothing I'd recommend trying.
 
I have the resources to level insanely fast now, this guide is about leveraging 1 toon to level the rest.... I can tell you that I am reluctant to post my ultimate leveling spot that right now is the best and fasted leveling I have EVER seen! I mean EVER!

Once you get 5 toons to 105 and you want any more toons, you can get any toon AAs quick! I mean from zero to 105 and max AA in 15 days! I have a wiz right now that is 15 days old and 200 AAs from max and 105!

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Later I will post stuff like how to get MAX exping from less then 105s and cool shit like that... But again it is all about having at least 1 105 tank!

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Guide to 100-105 for your group!

Here is a little trick I use when I have a 105 tank and 4 or 5 92+ toons to level.
Leave the tank out of group with a merc healer

Group up the other 5 toons and have them all assist the tank not in the group. Make sure the Cleric is close to the tank (camp)
Have the tank pullertank in mobs
The healer will heal him and gain agro to extended target window.
the group will dps down the mob and doing more then 51% of the damage they will all share the exp at level 92+, not at the 105 rate lost if the 105 was in the group..... Once the group gets to 101 or 104 just add them all to the same group as they will no longer get a negative for being less then 101....
 
Thanks Raz. I would love to know where to go to get to max AA so quick. I am relegated to flagging my toons to dino island then running an instance that we all should know about by now. There is a guide to it on this forum.

It is constant yellow pulls, but only for 5h50m after setup.

Thanks again.
 
the trick I have found is find a zone with dark blues, out of the way of normal traffic and set up there! Currently I am testing the second tiers of CoTf zones and finding tons of single pullable mobs that die quick! And the exp is nice!

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Oh and I have 1 105 warrior left in bazaar if anyone needs a tank, yeah the sale ended but I would still sell em as I have 4 more in the wings to finish...
 
I am doing T3 ROF right now, dark blues, I believe they are like 102 or so, getting about 11% AA per kill. That is a shadow of what I can get somewhere else I guess. I guess I need to start flagging for dino island again.


Thanks Raz
 
11% a kill isn't terrible, especially if you're killing very quickly and have plenty of mobs to keep your team moving. The dino island experience is great, but they're yellow mobs and don't die nearly as quickly as dark blues elsewhere (even elsewhere in TDS). I found recently, now that my AA totals are starting to rise to a respectable number, that the 1 AA per kill inside the dino instance is now more like 33% to 40% a kill. Much slower than when I started. The fact that you need to restart the instance every 5.5 hours is less than ideal, especially if you're not alone in a house/apartment. Frankly, my girlfriend already barely tolerates my EQ playing, so if I woke my ass up in the middle of the night to restart the instance she'd probably kill me.

I'm going to start dabbling in other areas. What I don't like about the last three expansions is there have been relatively few open zones, and the open zones that ARE there are still well-traveled. I can zone into dead hills and see no less than 3-4 afk groups plugging away at any given time. If I pop into EK there is usually one at the spot described on this site. And it just varies from there.

I'm thinking about retrying my afk'ing in some early TDS zones now that I'm more familiar with setting up the pulling functions in Kiss and the use of Advpath and Nav. This will be after I setup isboxer this weekend... I need a way to load more than six instances on my machine so that I can run a couple sets of groups at once.
 
Sum1 try my alternate beach If you cannot take the named then move to the land end of the pier and you will kill humanoids and get Befouled silk too!
 
Sum1 try my alternate beach If you cannot take the named then move to the land end of the pier and you will kill humanoids and get Befouled silk too!

Thanks, dude. I might give that a try, although I suspect it'll be a popular zone for afk'ers if there's a guide on it here. That has been my experience thus far :)

One of the reasons I'm leaning towards trying an entry TDS zone is so that I can camp a couple of named while doing so and stock up on castaway gear for my new boxes/soon-to-be F2P toons.
 
after further calculations, it seems I am only getting 6% per kill but the mobs are pretty constant.
 
I have leveled tons of toons to max and I never even thought about shared xp through fellowships. I feel really dumb. It never even occurred to me.
 
Hot tip:

I highly recommend that if you read a strategy like this (which is NOT generally known and VERY likely to get nerfed if it does get out) that you not ask about it in General chat in EQ.

Last night on my server someone was asking very direct questions about fellowship experience and what constitutes a "max" toon in order to have it transfer all of the exp to the other people in the fellowship. Please, for the love of god, keep this shit out of general chat.

Thankfully, the person who had been initially asked the first fellowship exp question suddenly went silent when further questions were asked. To that person, you probably know who you are and I thank you. To the person asking the questions.... dude.... ask here.

That is, unless someone pushed this strategy/info to a non-member and THAT person was the one spouting off in general. Then I guess I can't get concerned about the questions because it was someone else's screwup.
 
If you have ANY questions about this, this thread or a PM to me will be all you need.
 
Its about time you could have more than 12 toons in a fellowship. Ridiculously restrictive, even if you're not boxing... just playing with buddies.
 
Its about time you could have more than 12 toons in a fellowship. Ridiculously restrictive, even if you're not boxing... just playing with buddies.

Yes, I would agree, but they are there. And I doubt that with as old as the fellowship idea is that we will se any changes (just as the monster shrouds stoped being upgraded).

Notes:
Max 6 toons to a group, 12 in fellowship.. so you could you can have 6 full groups per fellowship.
12 toons in same guild can drop a guild banner (or so i've been told). Which for those of you waning to make raid forces could be a grand bit of knowledge.
 
is it faster to have a
1 105 tank out of group while 85 to 100 dps mobs as tank holds argo.

2 5 105 max and 1lv 1 85-100 with fellowship
 
So if I have three 105's working on their AA's grouped together should I level them to max on XP before shifting to AA so they fill each others vitality?
 
So if I have three 105's working on their AA's grouped together should I level them to max on XP before shifting to AA so they fill each others vitality?

You don't gain vitality if you are grouped from my understanding. The vitality would go to any toons in your fellowship with exp sharing on that arent grouped with those toons.
 
You don't gain vitality if you are grouped from my understanding. The vitality would go to any toons in your fellowship with exp sharing on that arent grouped with those toons.

Correct. One thing you can do, is say you have 2 groups in fellowship, you can alternate them one day on and one day off respectively until everyone is 'capped'. Then, if you are 2 grp capable, run both groups until their vitality runs out; rinse repeat.
 
Makes sense. I was thinking that maybe if the XP bar was maxxed that more "would have been shared XP" might get distributed amongst the group, but my logic, as often is the case was flawed.
 
Seems like we are all doing similar strategies... I went 101-105 in a single day with a full group of characters.
I have 4 active groups / 2 fellowships going at all times... makes it a breeze.

I also run the dream comp: Tank/Healer/CC/3Wiz
I like options so I swap between Bard/Enc Druid/Cleric Pal/Sk/War.
One of my groups has 3 mages and they are pretty beast, but the 3 wiz groups are just so god damn good lol.

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My gear order has been: Tank > CC > Healer > Dps ... Thought process is around stable safe constant killing... Tanks/CC/Healers put their life on the line a lot more than the DPS.
 
Heal aggro is a bitch aint it? I've had mobs being pulled into camp and BAM turn on the bard before first hit simply because of the health/mana song...
 
That's why I have my SK pull with the terror line... Aggro is locked when the mob comes into camp. Adds get mezzed as soon as they're in camp, so even they are less of an issue.
 
You think it is better to pull with terror instead of challenge for power line that gives AC and hate right off the bat?
Terror is second on my DPS list after I get the heal over time landed.
 
I believe it is better to use Terror as it is an insta cast versus having to wait for the spell to go off....makes timing a bit easier.
I personally run my SK so i pull with Terror, and then hit with Challenge before they actually get to camp.

If running AFK pulling Challenge MAY be better just for the extra AC in those "oops" Moments...
 
You think it is better to pull with terror instead of challenge for power line that gives AC and hate right off the bat?
Terror is second on my DPS list after I get the heal over time landed.



I might pull with challenge line or similar if my SK was way undergeared, but he's pulling and tanking (while afk) CoTF or lower tier TDS, typically, which is super easy for even a group TBM geared tank to handle. Frankly, I'm often tanking 3+ mobs at once without so much as a hiccup. I care more about locking aggro with the terror line than worrying about AC.
 
Roger that. My tank is mostly TBM group geared, but remnants got stupid expensive all of a sudden on Bristle so I haven't quite finished yet. He has zero problem tanking where I'm afk'ing these days.
 
Guide - Razkles Leveraging Guide to Powerleveling your own team!

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