I've not encountered a dungeon where I don't have to kill mobs to finish it, so I don't see how this is a problem.
I've not encountered a dungeon where I don't have to kill mobs to finish it, so I don't see how this is a problem.
At prime time it can really be, that you walk through the delve and see just dead opponents, you interact with the quest target and that's it - no action at all sometimes. That is why I tend to do such things when it is less populated - at prime time this stuff is just not fun to do - I always wondered, why public dungeons are not instanced to give everyone the experience in full.
For the training trait to be effective, simply go to Hew's Bane or gold coast and kill the mobs in the open wild. That is battle-leveled and it is more fun to do than dungeons. And it provides as well some of the oils and ingredients required for poisons and you can fill soul gems at the same time. And they are as well not of the "zack-zack" 2 arrows and down type, but as well not that difficult that you would take a risk.
I've not encountered a dungeon where I don't have to kill mobs to finish it, so I don't see how this is a problem.
At prime time it can really be, that you walk through the delve and see just dead opponents, you interact with the quest target and that's it - no action at all sometimes. That is why I tend to do such things when it is less populated - at prime time this stuff is just not fun to do - I always wondered, why public dungeons are not instanced to give everyone the experience in full.
For the training trait to be effective, simply go to Hew's Bane or gold coast and kill the mobs in the open wild. That is battle-leveled and it is more fun to do than dungeons. And it provides as well some of the oils and ingredients required for poisons and you can fill soul gems at the same time. And they are as well not of the "zack-zack" 2 arrows and down type, but as well not that difficult that you would take a risk.
I understood the OP to mean 4-man dungeons, which are instanced to the group, so all mobs would be there. If that was not the case, I apologize OP.
captainwolfos wrote: »I much preferred being able to put a weapon with the training trait on my back up bar, and switch to it before handing in a quest. I'd do that in the gold and silver zones, and usually have every weapon skill to max by the time I'm done.
I've not tried it since, so I'll have to check, but I'll be somewhat put out if it doesn't work now.
captainwolfos wrote: »I much preferred being able to put a weapon with the training trait on my back up bar, and switch to it before handing in a quest. I'd do that in the gold and silver zones, and usually have every weapon skill to max by the time I'm done.
I've not tried it since, so I'll have to check, but I'll be somewhat put out if it doesn't work now.
it doesn't, i used to do the same before DB.
captainwolfos wrote: »I much preferred being able to put a weapon with the training trait on my back up bar, and switch to it before handing in a quest. I'd do that in the gold and silver zones, and usually have every weapon skill to max by the time I'm done.
I've not tried it since, so I'll have to check, but I'll be somewhat put out if it doesn't work now.
it doesn't, i used to do the same before DB.
And that is why it doesn't work on quest XP. You could just make a back up set of armor with training and only use it when you're turning in quests. All the benefit, none of the detriment.
They replaced less popular traits with more strategic effects.
But no, let's have a thread about how full Prosperous gear is destroying the game economy...