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Guide For Beginners To Boosting (Fastest Way To Get Lvl 60 )



Boosting is an alternative source of income that relies on the FTG of the lowbie that you are boosting and/or the additional gold or keys the lowbie is paying you for your service. Your main source of income is still to do 50/60 DQ & chaos. These dungeons have daily/weekly limits so they convert to boosting once they have expired these limits.

As a lowbie looking for a booster:

It is important to know the rational behind why a booster would want to boost in the respective dungeons so as to be able to gauge how much gold u will have to compensate them to boost you in certain dungeons, so as not to waste your time looking for 1 because the rate you are offering is totally too low. Also consider solo leveling is actually a better alternative than getting a boost. Certain classes are better soloing than getting boosted, i.e Mercenaries & Engineers. The dungeons that are boosted are listed below and analyzed:

There is no need for boosting from levels 1-9... questing all 5 beginner dungeons at normal mode will already get u there.

Levels 9-24:
Sigh Canyon (SC, levels 9-16) & Dark Tower Magic Institute (DTMI, levels 16-24) Abyss

There are 2 kinds of boosters who boost in this dungeons, the solo boosters & the guild boosters.

Solo Booster:

Their primary objective for boosting here is to farm alliance points thru NPC gifts from the bunny & free dimensional fragments without using their own keys as levels 1-23 party members allows a free key from the bunny.

It is very rare to get a solo booster for free, especially in SC. The standard rate is usually around 3-5g a run.

Guild Booster:

These boosters boost for free, but under 2 conditions:
  • You must join their guild for the duration of the boost
  • They NEVER solo boost

These boosters aim to level up their guild thru clocking guild mission exp, which requires a party of 4 members to clear abyss dungeons, giving 375 guild exp per member per run. 20 runs of SC/DTMI is enough to clock the daily limit of 30,000/30,000. The exp is slower than solo boosting but its free. Not everyone is so lucky to come across a free solo booster... their almost extinct.

Levels 24-40:
Dark Overlord Keep (DOK, levels 24-32) or Flooded Downstream Ruins (FDR, levels 24-32) & Forsaken Islet Core (FIC, levels 32-40) or Gates to City of Death (GCD or GDC, they mean the same map, levels 32-40) Abyss

There is nothing worthwhile in these maps to farm for. Bunnies dun give free keys and the run times of these maps are much slower than SC or DTMI. The loot from these dungeons are all intermediate grade and are of no value to level 60 characters. Hence the ONLY reason that boosters would want to boost you here is the gold you pay them as compensation. Hence the rates for this dungeons are relatively high. Boosters here are looking for at least 10-15g a run.

Levels 40-50:
Riverwort Ruins (RR) or Dragon Follower Base (DFB) Abyss

Boosters run these maps to farm for Polished Alteums/Diamonds Epic High Grade Potential Codes. Some do boost for free as the loots in these dungeons are pretty lucrative. They borrow FTG from the lowbie they boost to improve their drop rates. Some do boost for free here. However as the market rate in WestWood prevails, Boosters here are still able to charge 10-15g a run as demand exceeds supply.

Levels 50-60:
Mutant's Habitat (MH) or Meteor Crash Site Boundaries (MSCB) Master

Boosters here borrow FTG to farm for suffix crafting materials; Evil Book & Pope Hall etc. So they may boost for free, but the market rate in WestWood still allows them to charge between 10-15g a run.

As a Booster:

It is important to know what you are farming for and the best way to farm it. This depends on the run times you can clock for each dungeon versus the gold value of the items you are farming for, and the demand for boosters in that map. For example, if you are farming for epic potential codes, you have the option of choosing between boosting SC/DTMI or RR/DFB.

Pros in boosting SC/DTMI:
  • Able to use the apprentice system to save FTG & repair costs
  • High incomplete seal stamp drop.
  • Fast run time, usually between 1:00 to 1:30 depending on the class and how cooperative the lowbie is.
  • Constant supply rate of codes. 2 gifts each from bunny gives 144 points with level 3 guild alliance bonus per run. As not all can be gifted to Cassius, i'd say you are guaranteed 1 potential code every 4 runs.
Cons:
  • Low rate of diamond codes thru cassius pouches, if that's what you are farming for.
  • Very reliant on the alliance bonus, which your guild may not have.
  • High competition rate, due to the guild boosters boosting for free.
Pros in boosting RR/DFB:
  • Higher supply of diamond codes if that's what you are looking for
  • Great demand for boosters in RR/DFB, allowing you to charge good rates
  • Additional supply of polished alteums & diamonds and chance or royal chests
  • Chance of getting active mission high grade pouches.
Cons:
  • Apprentice system unavailable, incurring FTG and repair costs
  • Very eq dependent. You need to be pretty geared for a good run time.

             credit to: wtfomgbbqfrom cherry credit forum

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