Post by Smiths on May 18, 2011 13:08:37 GMT
*** Top Experience Earning Sessions ***
# Name Class Exp/Hr Session Date
1 Druenarrii [ paladin] 2821850 1h 1m Jun 16 2008
2 Whiteknight [ paladin] 1770727 1h 0m Oct 27 2007
3 Anthem [ artificer] 1738369 1h 2m May 18 2011
No seriously, I finally put together all the pieces I wanted to try after years of experience, listening to other power players, and testing assorted things.
Generally you don't see everything there is to see about how someone did a run, so here's your chance to see what when into this.
(Post-run stats)
Prince Anthem the Crusading Craftsman and Knight of the Rose (good) <countdown>
Str: 16 (15) Race : Human (male) Exp : 206,223,475
Dex: 18 (17) Class: Artificer (33) Money : 42,936 coins
Int: 17 (17) Guild: The Knights of Drin Banks : 2,480,000 coins
Con: 13 (13) Age : 157d 23h 37m 24s Traits : 19 points
Wis: 14 (14) Language: Common language
Hits : 222 (222) Defend : None You are: Sober
Sps : 198 (234) Aiming at: Random You are: Unpoisoned
Wimpy: None Attack : Random You are: Hungry
Dir : Random Hunted by: No one You are: Slightly encumbered
Your abilities:
alchemy 95 orcish 100
archery 0 poison resistance 69
artifice 100 pottery 6
charm resistance 75 research 95
climbing 79 rune lore 95
cold resistance 73 searching 79
common language 100 seduction 43
craftsman 100 spellsmith 100
dwarvish 100 staves & wands 95
elvish 100 swimming 81
fire resistance 72 thrown weapon 100
first aid 100 (+40) tossing 53
fishing 97 trade 77
magic resistance 80 traps 100
mining 100
Your skills:
Axe 4 Rapier 12
Club 74 Shortsword 1
Curved Blade 52 Spear 12
Exotic 1 Staff 1
Flail 99 Two Handed Axe 8
Knife 49 Two Handed Sword 1
Longsword 1 Two Weapon 4
Marksmanship 80 Unarmed 27
Polearm 2
--------------------------------------------------------------------
| Trait | Curr | Max | Cost to Advance |
--------------------------------------------------------------------
| Clean spirit | 3 | 5 | 89 points short. |
| Deft hands | 2 | 5 | 116 points short. |
| Exceptional dexterity | 1 | 5 | 371 points short. |
| Exceptional strength | 1 | 5 | 371 points short. |
| Hard skinned | 3 | 10 | 170 points short. |
| Healthy | 3 | 5 | 62 points short. |
| Medic | 4 | 5 | 224 points short. |
| Packmule | 2 | 10 | 17 points short. |
| Relaxed mind | 4 | 5 | 224 points short. |
| Skill focus (fl) | 3 | 5 | 197 points short. |
| Sturdy | 2 | 10 | 71 points short. |
| Weapon expert (fl) | 3 | 5 | 251 points short. |
--------------------------------------------------------------------
You currently have 19 trait points available.
You currently have 12 distinct traits.
You can have another 3 distinct traits.
--------------------------------------------------------------------------------
Now for the important stuff.
You may think to yourself, this number is insane. Nobody can really do that. However. You can, when you learn about the most powerful aspects of Ancient Anguish play.
1) You need to be a relatively high level ( I'd guess over 27, higher is better )
2) You must be able to stand and take a ton of damage (potentially 120 hp in a round. or two of those back to back)
3) Deal out damage as fast as possible.
4) You can't do it alone. Reaching these epic xp/hr numbers requires assistance. Be friendly, be helpful, be inquisitive without asking to have your hand held. Nobody will spoon-feed you a million xp run. Personally, 20 minutes before I did my run, I was rescuing a newbie from jail in Drakh. Despite it being a distraction from my plans. Being kind PAYS in the long run.
5) Have a plan. The more you are prepared, the easier it is to know where you are and what to do next.
To reach a high level, put in the time. Simply put, there is no replacement for time and experience in the game. Different parties, tanks, basers, styles. You MUST learn the mud in depth, and you MUST be able to play without thinking about it. In my run, out of 62 minutes, I spent about 2 minutes total time "thinking". Everything else was planned, predicted, or immediately acted upon without needing to decide what to do about the situation.
To take a lot of damage, learn the biggest armour options in the game, and get your hp over 220. More is better.
Options to deal a lot of damage:
1) be a class that translates SP into damage IN COMBAT (mage, cleric, paladin, necro, shifter)
2) learn and love thrown weapons (hunga-munga is the traditional. an artificer and two days of quality time with Quenlar can generate more than enough halfspears which far out-damage a hunga).
Every increase to Thrown Weapon ability is a major improvement in thrown damage.
3) archery (my fingers cannot cope with this, but I've seen strong performances)
--------------------------------------------------------------------------------
What I did for my run, was set up a series of gates to Epic monsters, and a series of gates to the bosses of large treasure maps.
Artificers cannot translate SP (medicine heal) into damage in combat. I had to do it all on Melee and Thrown.
I had over 100 halfspears for thrown weapons, black headband, ring of accuracy.
2 centaurs with warhammer of power. Spare parts for 2 more centaurs (note ficers - bring more parts than this)
600 medicine was prepped. 400 medicine was used.
Armour: dragon platemail, dalair boots/gloves, golden amulet, strangely patterned cloak, sheaths, scabbard, belt hanger.
Weapons: flail forged for 15 str, 100 skill for doing storm dragons. dire flail for all else.
(I only have 16 str, and lose a point of str vs them, so I cannot wield dire during that)
backup weapon, flaming flail
Scrolls of fire/ice were available, and used a little, but not much. Spears do a ton more damage.
Wand of Righteousness x10 were used on demonic creatures. Note, wands on ground will make your waves not work correctly. Be aware, and don't drop wands. I could have put on another 200k xp at least if I'd not screwed that up. Melee only vs thunt lich / death knight is NOT FUN. This was the closest I came to death. I know I saw <60 hp. For those of you not paying attention, that's one hit and you're dead against the things I was fighting.
Chalks for wards against Dragon, Demon, and Undead were used to block the biggest part of damage.
Amulet of escape was critical to keeping me alive. When in doubt. teleport out. Heal. Get your butt back in the fight. DO NOT DIE.
Two haste mages kept me and my robots swinging hard and fast throughout the session.
Note: Rymli and Hyf were both gated, but not used.
Of 18 tmaps gated, I completed 16.
Thanks go to at last 8 people for working on this project, and power players specifically avoiding the stacked xp kills I needed for the run.
Now go put in the time, if you have a goal on AA, you can reach it.
My best to you.
~This is actually from Anthem's page. He asked me to post it, so here it is. There's 3 charts that wouldn't copy/paste, but they're just showing where his gates in the houses where and whatnot. It's a dam nice showing of ficer powah. Cheers Anthem!~
# Name Class Exp/Hr Session Date
1 Druenarrii [ paladin] 2821850 1h 1m Jun 16 2008
2 Whiteknight [ paladin] 1770727 1h 0m Oct 27 2007
3 Anthem [ artificer] 1738369 1h 2m May 18 2011
No seriously, I finally put together all the pieces I wanted to try after years of experience, listening to other power players, and testing assorted things.
Generally you don't see everything there is to see about how someone did a run, so here's your chance to see what when into this.
(Post-run stats)
Prince Anthem the Crusading Craftsman and Knight of the Rose (good) <countdown>
Str: 16 (15) Race : Human (male) Exp : 206,223,475
Dex: 18 (17) Class: Artificer (33) Money : 42,936 coins
Int: 17 (17) Guild: The Knights of Drin Banks : 2,480,000 coins
Con: 13 (13) Age : 157d 23h 37m 24s Traits : 19 points
Wis: 14 (14) Language: Common language
Hits : 222 (222) Defend : None You are: Sober
Sps : 198 (234) Aiming at: Random You are: Unpoisoned
Wimpy: None Attack : Random You are: Hungry
Dir : Random Hunted by: No one You are: Slightly encumbered
Your abilities:
alchemy 95 orcish 100
archery 0 poison resistance 69
artifice 100 pottery 6
charm resistance 75 research 95
climbing 79 rune lore 95
cold resistance 73 searching 79
common language 100 seduction 43
craftsman 100 spellsmith 100
dwarvish 100 staves & wands 95
elvish 100 swimming 81
fire resistance 72 thrown weapon 100
first aid 100 (+40) tossing 53
fishing 97 trade 77
magic resistance 80 traps 100
mining 100
Your skills:
Axe 4 Rapier 12
Club 74 Shortsword 1
Curved Blade 52 Spear 12
Exotic 1 Staff 1
Flail 99 Two Handed Axe 8
Knife 49 Two Handed Sword 1
Longsword 1 Two Weapon 4
Marksmanship 80 Unarmed 27
Polearm 2
--------------------------------------------------------------------
| Trait | Curr | Max | Cost to Advance |
--------------------------------------------------------------------
| Clean spirit | 3 | 5 | 89 points short. |
| Deft hands | 2 | 5 | 116 points short. |
| Exceptional dexterity | 1 | 5 | 371 points short. |
| Exceptional strength | 1 | 5 | 371 points short. |
| Hard skinned | 3 | 10 | 170 points short. |
| Healthy | 3 | 5 | 62 points short. |
| Medic | 4 | 5 | 224 points short. |
| Packmule | 2 | 10 | 17 points short. |
| Relaxed mind | 4 | 5 | 224 points short. |
| Skill focus (fl) | 3 | 5 | 197 points short. |
| Sturdy | 2 | 10 | 71 points short. |
| Weapon expert (fl) | 3 | 5 | 251 points short. |
--------------------------------------------------------------------
You currently have 19 trait points available.
You currently have 12 distinct traits.
You can have another 3 distinct traits.
--------------------------------------------------------------------------------
Now for the important stuff.
You may think to yourself, this number is insane. Nobody can really do that. However. You can, when you learn about the most powerful aspects of Ancient Anguish play.
1) You need to be a relatively high level ( I'd guess over 27, higher is better )
2) You must be able to stand and take a ton of damage (potentially 120 hp in a round. or two of those back to back)
3) Deal out damage as fast as possible.
4) You can't do it alone. Reaching these epic xp/hr numbers requires assistance. Be friendly, be helpful, be inquisitive without asking to have your hand held. Nobody will spoon-feed you a million xp run. Personally, 20 minutes before I did my run, I was rescuing a newbie from jail in Drakh. Despite it being a distraction from my plans. Being kind PAYS in the long run.
5) Have a plan. The more you are prepared, the easier it is to know where you are and what to do next.
To reach a high level, put in the time. Simply put, there is no replacement for time and experience in the game. Different parties, tanks, basers, styles. You MUST learn the mud in depth, and you MUST be able to play without thinking about it. In my run, out of 62 minutes, I spent about 2 minutes total time "thinking". Everything else was planned, predicted, or immediately acted upon without needing to decide what to do about the situation.
To take a lot of damage, learn the biggest armour options in the game, and get your hp over 220. More is better.
Options to deal a lot of damage:
1) be a class that translates SP into damage IN COMBAT (mage, cleric, paladin, necro, shifter)
2) learn and love thrown weapons (hunga-munga is the traditional. an artificer and two days of quality time with Quenlar can generate more than enough halfspears which far out-damage a hunga).
Every increase to Thrown Weapon ability is a major improvement in thrown damage.
3) archery (my fingers cannot cope with this, but I've seen strong performances)
--------------------------------------------------------------------------------
What I did for my run, was set up a series of gates to Epic monsters, and a series of gates to the bosses of large treasure maps.
Artificers cannot translate SP (medicine heal) into damage in combat. I had to do it all on Melee and Thrown.
I had over 100 halfspears for thrown weapons, black headband, ring of accuracy.
2 centaurs with warhammer of power. Spare parts for 2 more centaurs (note ficers - bring more parts than this)
600 medicine was prepped. 400 medicine was used.
Armour: dragon platemail, dalair boots/gloves, golden amulet, strangely patterned cloak, sheaths, scabbard, belt hanger.
Weapons: flail forged for 15 str, 100 skill for doing storm dragons. dire flail for all else.
(I only have 16 str, and lose a point of str vs them, so I cannot wield dire during that)
backup weapon, flaming flail
Scrolls of fire/ice were available, and used a little, but not much. Spears do a ton more damage.
Wand of Righteousness x10 were used on demonic creatures. Note, wands on ground will make your waves not work correctly. Be aware, and don't drop wands. I could have put on another 200k xp at least if I'd not screwed that up. Melee only vs thunt lich / death knight is NOT FUN. This was the closest I came to death. I know I saw <60 hp. For those of you not paying attention, that's one hit and you're dead against the things I was fighting.
Chalks for wards against Dragon, Demon, and Undead were used to block the biggest part of damage.
Amulet of escape was critical to keeping me alive. When in doubt. teleport out. Heal. Get your butt back in the fight. DO NOT DIE.
Two haste mages kept me and my robots swinging hard and fast throughout the session.
Note: Rymli and Hyf were both gated, but not used.
Of 18 tmaps gated, I completed 16.
Thanks go to at last 8 people for working on this project, and power players specifically avoiding the stacked xp kills I needed for the run.
Now go put in the time, if you have a goal on AA, you can reach it.
My best to you.
~This is actually from Anthem's page. He asked me to post it, so here it is. There's 3 charts that wouldn't copy/paste, but they're just showing where his gates in the houses where and whatnot. It's a dam nice showing of ficer powah. Cheers Anthem!~