I've decided to move this post to it's own thread after numerous requests. I began writing this as a short response to someone asking what there is to do at level 50 as far as End Game progression goes, and it ended up turning into this. I'll be keeping this constantly updated as I get new information. I may also start posting boss strats to the Expert dungeons as well if it doesn't seem too daunting.
Level 50 normal dungeons - AKA I just hit 50!! What do I do now???
There are 2 dungeons that you can run from 48-50 that allow you to gear up to start the real 'end game' content that is currently available. The drops from these dungeons, along with quest rewards, are easily enough to get you started into the Tier 1 Expert Dungeons. (Some crafted gear / reputation gear may assist you in gearing up for Tier 1 Expert dungeons if you are having difficulty in AP / CC gear.)
The 2 level 50 'normal' dungeons are as follows:
- Abyssal Precipice
- Charmer's Caldera
Important things to note about level 50 'normal' dungeons:
- Bosses each drop 1 to 2 rare quality level 48-50 items. These items are what you'll be looking to gear up with in order to begin running the Expert Tier 1 Dungeons.
- There are numerous quests in each of the two dungeons that offer valuable rewards. These rewards will also help you gear up towards beginning the Expert Tier 1 Dungeons.
Expert Tier 1 Dungeons - This Plaque is shiny!
Expert Tier 1 Dungeons consist of 5 of the 10 'normal' dungeons converted to level 50 content. You'll see harder basic mobs in these dungeons, as well as bosses with additional mechanics (or the same mechanics with much higher amounts of damage). One of the nice differences between the Expert Tier 1 Dungeons and their 'normal' counterparts are the additional bosses and areas of the map that become open to the player.
The 5 Expert Tier 1 dungeons are as follows:
- Realm of the Fae - 8 Plaques of Achievement for a full clear.
- Iron Tomb - 8 Plaques of Achievement for a full clear.
- Foul Cascade - 8 Plaques of Achievement for a full clear.
- King's Breach - 7 Plaques of Achievement for a full clear.
- Fall of Lantern Hook - 7 Plaques of Achievement for a full clear.
Important things to note about Exper Tier 1 Dungeons:
- Bosses each drop 1 Plaque of Achievement. These Plaques can be used to purchase gear from vendors located in your main city. There are 3 different Tiers of gear currently, and the cost of these items suggests the level of progression at which you'll be using them. Tier 1 items are 20 - 40 Plaques, Tier 2 Items are 100 - 200 Plaques, Tier 3 items are 50 - 100 Plaques as well as a token that I assume drops from raids.
- Bosses each drop either 1 rare quality 'soul' or 1 epic quality 'soul' that are used to summon Expert Group Rifts, or Raid Rifts. The epic 'soul' has a much lower drop rate than the rare quality 'soul'.
- Each boss drops up to 2 rare quality level 50 items, and has a chance to drop an epic item of slightly higher quality.
- Each Expert dungeon has a quest associated with it that, upon completion, will award the player with 2 addtional Plaques of Achievement.
- Each Expert dungeon is on a 1 day lockout. Once you kill a boss in one of these dungeons, you will be locked to it and unable to 'reset' that dungeon. Each Expert dungeon automatically resets on its own at 4am server time.
- Tanks, you will need 50 Toughness in order to remove the bonus that mobs gain from crit in Tier 1 Expert Dungeons. (This may not be possible / realistic to achieve before even stepping foot in Tier 1 Experts. You will most likely be getting hit fairly hard when crit until you are able to obtain a few pieces of gear with Toughness on it.)
- DPS, you will not need any Hit or Focus in order to reach the cap to never miss against Expert Tier 1 mobs. (This needs verified, if anyone has any additional information, please let me know.)
Expert Group Rifts - Yea, I've got soul! Now.. what do I do with it?
Group Expert Rifts are an optional side path in your end game progression route. While not necessary, they do net some nice rewards and are worth doing as you continue to gear up for Expert Tier 2 Dungeons. They are more challenging than your standard Expert Tier 1 Dungeon, and should not be attempted with a group of 5 the moment you acquire the 'souls' needed to summon one. They are intended for groups of 5 players that have already received a number of gear upgrades from the Expert Tier 1 Dungeons. These Expert Group Rifts function a little differently from the Expert dungeons in that they are outdoor, and you can complete them with more than a standard group if you choose to do so.
Important things to note about Group Expert Rifts:
- To summon an Expert Group Rift, one must obtain 5 rare 'souls' from the Expert dungeons, as well as an item from your main city to combine into the Lure that tears the rift open.
- Each type of rift (Life, Death, Air, Water, Fire, and Earth) requires a different item to be purchased. This item cannot be purchased until you have reached Decorated with that rifts corresponding faction, and costs 250 planarite.
- Each Expert Group Rift has a zone that it must be opened in. Life and Death are Stillmoor, Air and Water are Iron Pine Peaks, Fire and Earth are Shimmersand.
- Expert Group Rifts consist of 5 'waves'. There are 2 trash waves, and 3 boss waves. (This may not be the case for each one, this is just a guess based on the few I have currently done myself.)
- Bosses drop 1 rare quality item per kill, with a chance to drop an epic instead. Planar essences are also considered part of the bosses loot table, and drop in place of gear. The bosses do not drop Plaques of Achievement or 'souls'.
- Some of the waves are timed, and you will need to complete that wave within the timer to advance to the next stage of the rift. As with normal rifts, if you are unable to complete the current stage before the timer, you will still be able to complete that stage and then seal the rift.
Expert Tier 2 Dungeons - Battle tested, tried and true! Now what is there for me to do?
Expert Tier 2 Dungeons consist of the other 5 of the 10 'normal' dungeons converted to level 50 content. You'll see harder basic mobs in these dungeons, as well as bosses with additional mechanics (or the same mechanics with much higher amounts of damage). One of the nice differences between the Exper Tier 2 Dungeons and their 'normal' counterparts are the additional bosses and areas of the map that become open to the player. These Dungeons are also more challenging and require additional gearing than the Expert Tier 1 Dungeons, as well as more complicated strategies for bosses.
The 5 Expert Tier 2 dungeons are as follows:
- Darkening Deeps - 16 Plaques of Achievement for a full clear.
- Deepstrike Mine - 18 Plaques of Achievement for a full clear.
- Runic Descent - 14 Plaques of Achievement for a full clear.
- Abyssal Precipice - 14 Plaques of Achievement for a full clear.
- Charmer's Caldera - 16 Plaques of Achievement for a full clear.
Important things to not about Expert Tier 2 Dungeons:
- Bosses each drop 2 Plaques of Achievement.
- Bosses each drop 1 Corrupted Soul, which can be used to summon 10 man Raid Rifts.
- Each boss drops up to 2 rare quality level 50 items, and has a chance to drop an epic item of slightly higher quality. These items are of higher quality than the Expert Tier 1 drops.
- The final boss in each Tier 2 Expert will always drop an item of epic quality.
- Each Expert Tier 2 dungeon has a quest associated with it that, upon completion, will award the player with 4 addtional Plaques of Achievement.
- Each Expert dungeon is on a 1 day lockout. Once you kill a boss in one of these dungeons, you will be locked to it and unable to 'reset' that dungeon. Each Expert dungeon automatically resets at 4am server time.
- Tanks, you will need 100 Toughness in order to remove the bonus that mobs gain from crit in Tier 2 Expert Dungeons.
- DPS, you will need 100 Hit or Focus in order to reach the cap to never 'miss' against Expert Tier 1 mobs. (This needs verified, if anyone has any additional information, please let me know.)
10 Man Raid Rifts -
Instanced 20 Man Raids -
- Bosses each drop 5 Plaques of Achievement.'
- Bosses drop 2 epic items of higher quality than the Tier 2 Expert Dungeons. I'm not sure currently if bosses always drop one item and one Tier 3 gear token, or if it's random. Will update this with more boss kills.
- 20 Man raids are on a 7 day lockout timer. I'm not sure currently if it resets on a specific day, or it is 7 days after you originally were saved.
- Tanks will need 200 Toughness in order to remove the bonus that mobs get from crits in 20 Man Raids.
- DPS, you will need 200 Hit / Focus in order to reach the cap to never 'miss' in 20 Man Raids. (Some verification is needed here, as there are numerous people in my guild that do not have hit talents and never miss with only 100 Hit or Focus. It may be possible that 100 Hit / Focus removes misses and anything above reduces chance for attacks to be parried / dodged. I am not sure if spells can be partially resisted, but if they can, the same may apply to Focus.)
I will continue to update this post as more information becomes available to me.





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