Sorceror's Labyrinth xp bonus

Haphesto

Dalayan Beginner
I'm in Sorceror's Labyrinth right now, and I just noticed it has a +5% zone modifier. Doesn't this seem low compared to other dungeons? Labyrinth is remote, levi isn't allowed, and it's dangerous just walking around due to the heights of the ramps and slick ice patches. Definitely a hazardous zone that warrants an increased reward. I request that it be raised to +20%, atleast.
 
It's a ridiculously easy dungeon, all things considered. The exp mod is appropriate.
 
Um, could you do 10% then? The ice is -really- annoying.

edit: I still don't see why you consider hazardous icy ramps, heights, and mobs that explode in 500 pt AOEs to be ridiculously easy compared to say, mielech.
 
I believe the reason it was lowered to +5% (if it was lowered at some point) was because of the Thurgadin translocator and being so close to it.
 
Wiz said:
It's a ridiculously easy dungeon, all things considered. The exp mod is appropriate.

I second this. Most of the mobs in the whole zone are singles. I can tank 3 mobs in the entrance area and not actually lose any hps because their dps is so low. Very easy zone.

KAS
 
The entrance mobs are starting to turn LB to me at 63, but that doesnt mean the zone should have a joke of a bonus. Just because Blackburrow mobs can hardly touch me and do pathetic dps, should there be a low bonus for the lower lvls in there? I don't think so. The entrance mobs are for high 40's-low 60's.

Even if it's true that overall the mobs are easier than other dungeons, there are enviromental factors to consider. Groups must move meticulously along the narrow, elivated walkways that have built-in slippery ice patches and holes for players to fall through and attract aggro from the 1-4 respawns on the ground level. Pulling can especially be a pain. A zone that hinders your movement that much and requires so much attentiveness should have a greater zone bonus than 5%.
 
The zone is basically all warrior mobs, and nearly everything can be easily single pulled. Couple this with spaced areas and a huge hunting area filled with single pulls that is very close to a zoneout and you get a zone that is way too easy to have any real exp mod.
 
I've thought about this as well, but I think Wiz does have a point. I remember going there for maybe my fourth time with just a mage, clr and wiz and we got into the spider area without much trouble (much harder area compared to the kobolds). However, when we were going through we were saying how much the environment sucked and the zem was a joke.
Looking at it now though, I guess it is a safe bet for slow 50ish grinding. However, just stick to the kobolds.
 
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