Be a Jerk and Maximize your RPs per Scenario!
This is a quick post to illustrate how to get the most RPs you can per scenario.
The caveat is that you have to be an arsehole and deny the rest of your team the RPs. It’s your choice whether you do it or not, and I’d submit feedback to Mythic, if I were you, so that selfish bastards like myself don’t end up ruining the RP grind for the rest of you. I happen to believe that the quickest way to get an exploit or broken mechanic fixed is to publicize it so that more people use it. The more people that abuse this mechanic, the quicker Mythic will fix it.
So, here’s the deal (and yes, lots of people know about it, I know it’s nothing new, but if everyone knows about it, not just 20% or whatever the current figure is, then the playing field is leveled).
Join a scenario
Drop your group
Heal like crazy (or DPS like crazy)
Rack up more RPs than anyone else
And that’s it!
The way that it works is that if you’re grouped, you share the RPs per kill or RPs per healing with the other people in your group. That’s very cool! Your contributions get spread around to people like tanks and those people defending objectives so that everyone benefits from everyone else’s actions (in group).
But, if you’re going to be running around maximzing RP gain, and you drop your group, you don’t have to share with anyone. The result is stuff like this:
Or this:
Or this!
And, if you’re really into it, you can totally abuse the system. In Stone Troll Crossing, for instance, people hop off the cliff at the spawn point and take fall damage. If they’re going to do that, you might as well benefit, right??? So, at the start of the scenario, stand on the edge of the cliff and throw a HoT on every person on your team as they fall off the cliff. Sure they’ll heal on their own while running to the objective, but why shouldn’t you get RPs from healing them with HoTs instead?
By the time your team gets to the pillar, if you HoT’d everyone, you should have between 70 and 100 RPs for doing absolutely nothing other than igoring the objective of the scenario and instead focusing on your own RPs. Neat, eh? Why run to the objective when you can be pulling down RPs like nobody’s business?
Of course, this is written mostly tongue in cheek – You *shouldn’t* be doing this if you want your team to win, but the fact is that if you want to maximize your RP gains, you should be focusing more on solo-ing in scenarios doing high-value RP actions. Unless you’re a flag carrier or tank. Then you’re kind of screwed by the jerks that would do what is described in this post.
Submit feedback – Mythic needs to fix this so that playing selfishly isn’t the optimal way to gain RPs!



September 27, 2008 at 9:47 pm |
Wow. That’s. . .neat.
September 28, 2008 at 6:54 am |
“Submit feedback – Mythic needs to fix this so that playing selfishly isn’t the optimal way to gain RPs!”
It be da truth mon!
Have horrible horrible memories of rogues going solo in bgs in wow before they fixed it… only hope Mythic is a little more quick than Blizzard were.
September 29, 2008 at 10:22 am |
Just share the numbers over all the people in the scenario. Problem solved ><
September 29, 2008 at 12:29 pm |
PLEASE post more like this! I love you, btw.
October 3, 2008 at 2:02 pm |
Take a look at this problem from a different angle: if you’re playing in a group of morons, who can’t play as a team and only go out there to die, why the hell would you share your hard earned renown?
Some people play solo not because they’re selfish jerks, but ’cause they don’t get benefits from being grouped.
I’m a team player and usually go in scenarios with my guild, but sometime join solo. And 70% of those PUG fights piss me off. Once a had a bauble at Tor Anroc scenario and died of dots (which the bauble gives you) simply ’cause no one was healing me. While a warpriest was standing right next to me and did nothin’.
October 4, 2008 at 3:28 am |
lol seriously, the more people abuse this crap, the quicker it’ll get fixed
off to run some scenarios on my RP ;)
October 10, 2008 at 6:13 pm |
The problem is if you are grouped you aren’t sharing the RP/XP with people who are defending. The share radius is fairly small so it encourages people to just run off and zerg. The only people who have any incentive to defend are people who can regularly win a 1v1 fight, they can solo kill 2-3 people and end up with more RP/XP than the zerg.
Being able to drop group or form your own group is very good at stopping AFKers. It’s pretty obvious when you’re afk and if you happen to be grouped with one of them just move to another group.
I really hope they don’t go overboard with a “Fix” for this. The best fix would be smoothing out how RP/XP is earned. RP is earned from kills based on the damage you did or from healing people who aren’t in your group. XP is awarded only for kills based on what percentage of the damage you personally did. Really kill XP/RP should probably be awarded on the basis of how much damage pre-mitigation you took from that person and how much damage you did post-mitigation to that person. If the person did no damage before dying then it would only check damage dealt to. This would be a fairly complex bit of code to be running and it would be constantly storing a huge amount of info, which is probably why they didn’t do it. Each character would need two lists with the size of each list being equal to the number of people that have done or taken damage from them since their last death. Assuming a 12 v 12 scenario that means you have 48 lists with 12 elements each. Now suppose we have a 48 v48 city siege…
On a side note, I’m pretty sure you only get RP for healing someone who is in combat. That means healing them for dropping off doesn’t get your rp. Neither does healing the bw who is killing himself with combustion at spawn.
October 12, 2008 at 4:09 pm |
Heya Grizley, about your comment here:
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On a side note, I’m pretty sure you only get RP for healing someone who is in combat. That means healing them for dropping off doesn’t get your rp. Neither does healing the bw who is killing himself with combustion at spawn.
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I would do these things every match and have 60 to 100 RP before my team mates ever even saw an enemy.
October 22, 2008 at 10:05 am |
This bug was fixed and dropping group may net your more RP/exp then others but is now based on % of damage you do to each Player killed if you are alive when they die. Therefore you have no real advantage unless you are contributing more to each players death then everyone else, in which case you should get more exp. The bug that was causing extra renown is now fixed though and it working properly.
October 30, 2008 at 12:24 am |
Im a BW and when my team is full of low level noobs why should I share my hard earned damage/kills with them? They do nothing for me but play as cannon fodder
December 12, 2009 at 1:29 am |
Seems like you are a true specialist. Did ya study about the subject? hehe
December 12, 2009 at 2:39 am |
If you’ll notice, I wrote this:
“Of course, this is written mostly tongue in cheek – You *shouldn’t* be doing this if you want your team to win, but the fact is that if you want to maximize your RP gains, you should be focusing more on solo-ing in scenarios doing high-value RP actions. Unless you’re a flag carrier or tank. Then you’re kind of screwed by the jerks that would do what is described in this post.
Submit feedback – Mythic needs to fix this so that playing selfishly isn’t the optimal way to gain RPs”
Also, less than a month after I posted this, it was fixed. Thank you for reading the blog though!