I'd rather level my toon by just killing mud crabs, over doing the dolmen grind...at least i'll get tons of chitin...with the same amount of mind numbing repetition...
Vercingetorix wrote: »Since dolmens grant exp just for "being there" and occasionally attacking a mob, you can level a bunch of weaker abilities passively. This works because the pinion exp is what actually matters - mob exp is negligible due to the zerg splitting it up.
A dolmen in Alik'r Desert is done in a bit over a minute while providing 2.5k exp and a chest.
There are an incredible amount of quests in the game that take around 5-7 minutes to finish and provide below 1k exp plus 1 item.
Why would you waste your time?
Vercingetorix wrote: »I find that the Alik'r dolmen run serves one defined purpose and nothing more: power-leveling abilities you wouldn't collectively bring into active combat
MLGProPlayer wrote: »You'll have 49 skill points when you reach level 50. That's plenty to create a build with.
That can't do much more than a Dolmen Zerg. It takes 60 points just to fully invest in Class Skills, then there are the Armor and Weapon Skills and more importantly, Passives. Not to mention some of the Crafting Skills that extend the life of Potions or Foods, or allow you to upgrade gear with out spending tons of Tempers, the support skills like from the Guild Lines or the Assault/Support Lines, or the Undaunted Passives. Then there are the Racial Skills. Oh, yea, the World Skills. 64 Points is not near enough.
Yea, all a 64 Skill Point Character is going to get you is something that can run some zergs. Don't even think about bringing that weak sauce to a Group Dungeon or Trial. And I can bet you would be nothing more than Siege Fodder in PvP. A 64 SP character is weak and useless.
Except maybe to run a 2 skill rotation for doing story content, you know, to earn some skill points to make the character viable.
This, very nice then switching between stamina and magic or making an tank build, healers a bit less since you can back bar resto staff and switch for cashing in quests.Vercingetorix wrote: »I find that the Alik'r dolmen run serves one defined purpose and nothing more: power-leveling abilities you wouldn't collectively bring into active combat
Since dolmens grant exp just for "being there" and occasionally attacking a mob, you can level a bunch of weaker abilities passively. This works because the pinion exp is what actually matters - mob exp is negligible due to the zerg splitting it up. This method for leveling a bunch of utility abilities quickly and about not having a bar filled with un-castable/useless abilities in the middle of a dungeon or quest.
Questing is largely helpful for skill points - both quest rewards and skyshard hunting. You can often passively grab all lorebooks while doing a particular region, too. I feel questing isn't about the exp but rather everything else that's important to your character: skill points, faction skill lines, and exploration/quest achievements
madchuska83 wrote: »I've completed every quest in the game, most multiple times. If I roll a new toon I start by joining the fighters guild and mages guild, then I head to Alik'r for the Dolmen circle. A few days later I have a fully leveled 720CP toon who is severely lacking in skill points.
Next step is main quest, 1 skill point for each quest. Then the guild quests. Each main guild quest also provides a skill point, this includes Thieves Guild and Dark Brotherhood, although they take much more time.
Then I clear zones(skyshards/delves/lorebooks) picking up the main alliance quests as I go, no side quests. Completing the main quests in each zone will give 5 skill points, plus another 5 for picking up the 15 skyshards.
It's all about Skill Points! Oh, and meteor...
A dolmen in Alik'r Desert is done in a bit over a minute while providing 2.5k exp and a chest.
There are an incredible amount of quests in the game that take around 5-7 minutes to finish and provide below 1k exp plus 1 item.
Why would you waste your time?