Showing posts with label leveling. Show all posts
Showing posts with label leveling. Show all posts

Saturday, September 26, 2026

AION 2 Launch Strategy: Should You Rush One Main or Level Alts First?


There is a very familiar argument developing ahead of AION 2 Global. Should you pick one character, ignore absolutely everything else and push it toward endgame as quickly as possible? Or should you stop early, create a couple of alts and start building a roster before returning to your main?

The answer is irritatingly MMO-like: both strategies can make sense. The important question is how much you actually intend to play.

Recent discussion among experienced Korean and Taiwanese players has focused on an early alt breakpoint around the point where dungeon-related progression begins. Some players recommend getting a main into the low 20s, parking one or two additional characters around the same stage, then returning to the main and pushing properly toward endgame. Others argue that most Global players will be better served simply reaching maximum level first and worrying about alts once the main begins running into daily and weekly limits.

For most people, we think the second approach is considerably healthier.

Why AION 2 Players Are Talking About Alts Before Launch

AION 2 has several progression systems that make additional characters potentially useful. In the Korean and Taiwanese versions, dungeon reward resources such as Odyle Energy operate on a character basis in important parts of the system, while additional characters can also provide more opportunities to generate Kinah and dungeon rewards.

That is why some experienced players are already discussing early alt strategies in the current AION 2 launch-strategy discussion. A popular suggestion is to progress characters far enough for their dungeon-related resources to begin accumulating before concentrating fully on the main.

There is logic behind it. If a parked alt is quietly accumulating resources while you spend the next several days progressing your main, you have created future dungeon opportunities without actually playing the alt very much.

But this is also where Global players need to be careful.

Global Is Not Korea With English Text

We have already seen enough of AION 2 Global to know that copying a Korean launch spreadsheet line by line is dangerous.

Our Global vs Korea comparison found changes across gear progression, crafting, enhancement limits, stats, dungeon requirements and several other systems during the Launch Scale Test. NC is launching Global with a modified version of Season 1 that includes later quality-of-life and balance work.

That means a strategy built around an exact Korean level breakpoint, regeneration rate or income cap can become outdated before the servers even open.

The broader principle is much safer:

Alts become valuable once your main starts running into resource or activity limits.

You do not need to turn character creation into an industrial operation on launch night to benefit from that.

Strategy 1: Rush One Main

For most normal players, this is where we would start.

Pick the class you actually want to play, follow the campaign, unlock your major systems and get comfortable with the character. Our guide to all eight AION 2 launch classes is much more useful here than trying to select a class based on somebody's endgame ranking from another region.

There are several advantages to concentrating on one character. You unlock higher-level activities earlier, begin meaningful gear progression sooner and avoid splitting resources across characters that cannot yet accomplish anything particularly useful.

Most importantly, you learn the game.

AION 2 already has enough overlapping progression systems without adding three half-finished characters to the problem. Expeditions, Enhancement, Soul Binding, Potential, crafting and later gear optimization all begin interacting once you move beyond basic leveling. Our PvE gear progression guide shows how quickly that web expands.

If you have two or three hours available after work, spending half of them recreating the opening progression on alts is unlikely to make AION 2 more enjoyable.

Strategy 2: Park One or Two Alts Early

This is the more aggressive efficiency strategy.

Some experienced players recommend progressing a main until the early dungeon systems become relevant, then bringing one or two alts to approximately the same point before pushing the main toward endgame.

The theory is straightforward. Those characters can begin accumulating character-specific resources while your main continues leveling. When the main eventually exhausts its useful dungeon opportunities or reaches an activity cap, you already have another character waiting rather than starting one from zero.

This can be particularly attractive for players who expect to spend a lot of time in the large AION 2 dungeon system. More characters can potentially mean additional opportunities for rewards and income once they are sufficiently developed.

But there is a cost people conveniently forget when discussing maximum efficiency: the alt also needs gear, time and attention.

An alt that never becomes strong enough to complete the useful content is not an economic engine. It is a character-selection-screen ornament.

Do You Need Alts to Play AION 2?

No.

This is probably the most important point.

There is a difference between something being efficient and something being mandatory.

Additional characters can improve long-term efficiency, particularly for players who exhaust the useful activities available on a main every day. That does not mean somebody playing one character will somehow be locked out of endgame.

The people most likely to benefit from an early alt strategy are exactly the people who already know why they want one: heavy players chasing progression efficiency, dungeon income and maximum use of daily or weekly systems.

If you are asking whether you need five characters before the first weekend is over, you probably do not.

The Lost Ark Trap Is Worth Avoiding

MMO players have seen where this road can lead.

One alt becomes two. Two becomes four. Suddenly the game you were excited about playing has transformed into a daily checklist where the main character is merely the manager of a small family business.

AION 2 certainly rewards efficient use of additional characters, but efficiency has diminishing emotional returns when every login begins with forty minutes of administrative work.

That is particularly worth remembering because AION 2 Global has already changed parts of its economy. Direct player-to-player trading is disabled at Global launch, and the Market is intended to carry much more of the legitimate player economy. The Global business model and progression structure are not identical to those experienced by the earliest Korean players.

Building your launch around maximum theoretical alt income before we have even seen the permanent Global economy feels premature.

Our Casual Launch Strategy

If you expect to play a few hours per day, ignore the alt optimization discussion initially.

Choose your main, follow the story, complete useful side content and begin working through the early Expeditions as they unlock. Learn Enhancement and your class before worrying about operating another character.

Once you begin reaching genuine limits on meaningful activities, create an alt if you actually want one.

This is slower on a spreadsheet and considerably less likely to make you hate Atreia by Wednesday.

Our Efficient Launch Strategy

If you are playing heavily and enjoy optimizing MMO launches, creating one early alt makes much more sense.

Get your main far enough to open the relevant dungeon progression, establish one additional character so its own progression resources can begin developing, then return to the main.

Do not immediately build an army of five characters.

One useful alt will teach you whether the extra routine is genuinely valuable to you. If you consistently exhaust both characters' worthwhile activities and still want more, then consider adding another.

That is much better than creating five future obligations because a launch spreadsheet told you to.

The Hardcore Strategy Is Different

Players aiming for the very top of early progression are playing a different game.

For that group, parking several characters at useful progression breakpoints, planning weekly resets and maximizing every available dungeon and Kinah source may genuinely matter. Early Abyss competition and economic advantages can reward players who reach important systems quickly.

But that is not a strategy we would recommend blindly before Global launches.

Exact KR/TW resource values, caps and progression breakpoints need to be confirmed against the permanent Global client first. The pre-launch preparation that actually matters is much simpler: choose your platform, faction, server and class, claim the free rewards and make sure the people you want to play with have made the same decisions.

Start With a Main, Add Alts When the Game Gives You a Reason

The best AION 2 launch strategy is probably less dramatic than the internet would like it to be.

Start with one main.

If you play enough that its progression becomes constrained by character-specific resources or activity limits, add one alt. If you exhaust that too and genuinely enjoy the routine, add another.

Heavy players can gain efficiency by establishing alts earlier, and there is a reasonable argument for parking characters at early dungeon-related breakpoints so their resources begin accumulating. But the precise Global numbers still need verification.

What you should not do is spend launch day leveling five characters because a guide based on another region told you that was mathematically optimal.

AION 2 launches with eight classes, hundreds of PvE activities and an entire world most Global players have never properly explored.

There will be plenty of time to turn it into accounting later.

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Monday, February 13, 2012

Aion Online Asmo Leveling Guide

Just thought I'd share my leveling information to let you level as easily as possible =)

Note: /where command should be used regularly if you cannot find an NPC or location.

1-10: Follow the quests in Ishalgen. Once you hit level 9, do your ascension quest FIRST. Go to Munin, go and get the 3 cards, and see your future, get your sub class and go to panda with Munins teleport offer. Go to Heimdall and get the cinematic. Now go down to the great temple and get your official ascension cinematic. Go and get your sub class abilities and your green weapon from the class trainer.

Now go back to Ishalgen, and finish the rest of the quests you have there.

10-22: Go to Altgard from Ishalgen and pick up all the quests you can there. Follow the quest lines untill Lvl 16~17. Now get a group together and run BC untill ~22.

22-25: Quest mainly in Morheim. A BC run here and there won't hurt. If you still havn't completed your level 20 campain quest, you should get that done before continueing.

25-28: Time to go to the Abyss! Complete your training quest, and use the portal above Morheim. Your first order of bussiness should be to get your quest in Reshanta completed to gain access to NTC. Once that is done, you should look for a group to do NTC. Every time NTC is unavailable for whatever reason, go to the little Island RIGHT outside Primum to the west. It has level 26 Balaurs on it. Once you reach level 28, you are no longer able to run NTC, and will be stuck with grinding for alittle while.

28-30: Grinding Balaurs on the islands west of Primum.

30-36: Time to get your FT key. Get a group, or if you're in a legion, get a high level and a healer, and help you through your 3 keys quest. Once it is completed, you will gain the Fire Temple key, which will get you access to FT. Run FT relentlessly untill 36. If FT is unavailable, go to the Upper Abyss and grind on the level 33 balaurs at Sword Island(directly west of Asteria). If 33 is too low for you, go to the Island right below Sword Island on the map, and grind on the undead there.

36-40: Time to run MM! Get a group and get going! Once you're ~lvl 37 or so, get the quests you can at the Silver Mane tribe, which asks you to farm hundreds of Mist Mane Mau Hairs. These can give you some REALLY nice blue boots with 20% speed! Very useful for pvp! When MM is unavailable due to lack of groups, Go and farm on Drakes or Flame Tribe mobs near Miren Fortress.

(NOTE! Should only be used by Rangers, Sorcerers, Spirit Masters, or Clerics: You can farm elites to get all the way to 40 before even running MM if you wish. You can only farm the elites if you're one of the above classes though! 

Go here:


It's a hard path! The trick is to avoid as many of the leph mobs as possible! Avoid mobs untill you see a ruined train track leading into a collapsed mine. It has a wooden structure infront of it. Run around the right of it, and wait for patrolling mobs to clear out(if a duo patrol is comming your way, run over and hug the collapsed mine entrance). You should now see a building right across the courtyard, with a warlock and a pretor guard guarding it. If you have CCs, sleep the warlock, root the pretor, and run in(make sure the patrolling Lab Warrior is clear!). You're in!!! This is the best farming spot that I've ever come across, since hardly anyone wanna bother with getting here. You can farm Lab Warriors, Lab Outriders(Stealthed at bottom of ramp), Lab Healers, and Lab Chargers. The rest should be avoided as they're ranged.

There's a narrow walk way above the bottom of the ramp. This is your life beam, the mobs can't reach you there! It is also what you should use when a mob gets close to you. When they do, run across the ramp and resume DPS. This can be a slow process for level 36-37s, but the 300k xp per kill is worth it! At level 38 my sorc could kill the warriors in 2min 30sec, and the lab outriders in 1m 25sec. Due to fear, I think SMs can kill even faster.

40-~45: Run SR and MM, though MM should now be put on the shelf alittle. If you still havnt gotten the boots by now, go ahead and buy the rest on the broker unless they're rediculously expensive.

At this level, SR Mid becomes available. Do the quests the lead to it, they begin at the right side of the airship docks. A small shugo ship is docked there, with one shugo standing next to it, and 3 shugos standing in triangle formation further in on the platform. This is where the quest begins. Once you're done with the quests, you should gain access to the Wine quest, and the Hat quest(Ignore the wine quest, the huge expense required for it is NOT worth the gold shoulders you recieve for your troubles). The hat quest however, is VERY good to run. It begins with the shugo standing right next to the staircase that leads from Primum to the airship docks. Turn it in 30 times, and you get a REALLY nice gold hat!!!

45~49: SR U/L.
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Monday, November 7, 2011

Abyss Elite farming

Lookin to farm some 50 elite balaur or Elyos/Asmo.

Look no further then a perfect grind spot.

Needed -- ranged class ( I use SM)
GO to Asteria Fort and fly to the center platform (There is no Sniper there)

There are no non-elites inside the compound there are Fortress Gallowglasses (Spellcheck)

also on both sides there is a ramp that leads back up to the top. Pull the gallowglass and prepare for a cleave ranged attack. Heal dodge or stone skin if you dont want to get hurt but it will not kill you. After this just run up the ramp and slowly burn this guy down. if he gets close jump back to bottom and keep killing. When he gets back to the bottom root, fear or slow and run back up. This is a nice way to lvl. My SM was 42 killing these 50 elites. All magic acc manastones. 800-1.3mil exp depending on buffs and balaur drops.

Happy AP/XP/Balic grinding.
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Friday, November 20, 2009

Aion - Nochsana Training Camp Instance Guide

25 levels of harpies later, some real opponents!

On the way to the abyss, a lot of people say "Where are the instances?!". Thankfully the western release of the game came with patch 1.5, introducing the Nochsana Training Camp. NTC, or just TC as it might be referred to on your server is a level 25-29 instance. These are hard caps. Since it's in the Abyss, 25 is required, and once you hit 29, you can no longer enter it period. Enjoy it while you can!

One important thing to realize is that this is not a WoW instance. Loot will not drop off every boss or special monster as a guarantee. It is entirely possible, and even probable, that you will walk out of here with nothing new for gear. Before you throw your hands up in the air and abandon your quest however, you must realize that the experience points are ABSURD from this instance. With a party of 25-26s, you will be getting over 25,000 per elite monster kill. If you pre-ordered or recently completed a survey for a Lodas' amulet, this is the time to use it. On a full clear of the zone, running at a reasonable rate so the majority of your kills are with the amulet on, you will likely roll out with 70-80% of a level's worth of experience. It's incredible and should be run every day you can do it. There is a lockout period of a little under a day after you complete it, and three quests that will be done on the way that are given from an NPC near the ones that gave you your abyss training.

Quests
Nochsana Weapon Caches - These are located

near the end of the instance surrounding the fortress, and lots reside inside. There are enough spawns that a full party should be able to complete it all at once.

Guardians of the General - These four enemies are all part of your path to the General for the most part. We'll make sure you don't miss them.

The Siege of Nochsana - Just move up to the door and deploy your weapon. A pet bar will show up and you'll have to tell it to attack. Make sure everyone deploys it and gets credit if you're doing it as a static team with your legion or something. The followup will then tell you to kill the General, which is what you came to do anyway, right?



Route
Fairly straight forward. Upon entering, your party should move up either side. Patrols circle in a clockwise circle on the outer ring. Mark them and make your party aware as soon as they enter your line of sight. Typically they consist of two elites or one elite and a pack of Recruits, which barely pose a threat at all. There are drakes in the middle that can be totally ignored or grabbed for bonus experience.

Pull slowly and steadily. Before you reach the first gate, you'll see an artifact structure directly to the right of the first fortress gate. The first boss type is here for the quest, and he's a caster. Watch for large spikes of damage on your tank, and you can use the artifact to your advantage if you must. It'll create a damage shield for 60 seconds on your whole party that can soak up a lot of punishment. You can use it and then get dirty with a double pull for a little more thrill and AoE carnage.

Past the second gate is more of the same, but atop that second gate lies the third boss. His physical output is laughable, but he has an amazingly powerful stone-skin type damage shield. Whittle him down over time before he can recast it. Right up the ramp to the third gate is the 3rd boss, a Drake. All of his damage is single target except for one wide blast that will hit the whole party for about 1000. Your cleric can take care of this easily with a Healing Wind, so don't panic and start using potions. Nothing else he does will hit people beyond the tank, so waste this fool. Reports are mixed about his fire attack being cone-based so you could dodge it if you were behind him. I wouldn't bother.

Once you get to the gate, resist the urge to run up and bash the hell out of it with your bare hands. Actually, do it once. Fisticuffs have a great animation in this that you'll never get a good chance to see otherwise. If you have a lot of people looking to complete the Weapons quest, as you pull the outside of the fortress, look for the caches lining the walls. Once everything is clear, activate your siege weapons around melee distance with the gate if you have them and let rip. Then perhaps most importantly, get back. Everyone needs to stand back as upon the door falling, at least two elites will rush out to engage you and they're likely to get company on the way. Make sure your cleric has Rebirth up, if there is any threatening point of this instance, it's this pull. Handle them as they come out with crowd control and engage them around the corner of the gate.

Now, you have to clear the entire fortress out. Anything left alive will come running when the General is engaged, so don't even think about going up that ramp. Once the ground floor is clear, work your way up the ramp on the right side. By now you'll notice the weapon caches are liberally spread throughout this portion of the fortress. In this area you'll also find Nochsana Docs, which are healer types and should be dealt with first or last if good crowd control is available. Clear the area above the gate, as well as the bridge over the middle of the room. At the highest point in the back corner you'll find the last of the bosses for the quest. He'll summon help, but the help will vanish upon his death. Unload everything before the add goes for your healer and things get ugly. Do a quick survey around the fortress to ensure it's fully cleared, and pull the last two in front of the general. It's go time, people

Nochsana General
As intimidating as he looks, he's not that bad. His melee attacks consist of a smash that lowers physical defense and can be dispelled, and a wide area knockdown. His damage is rather high, so clerics will have to be on their toes. Ranged classes have next to nothing to worry about. Once he gets below 30%, he'll start using a fear move that will cause a random person to lose control for a few seconds. Templars should have Empyrean Armor saved for this in case the healer gets feared and things get ugly. Where you tank him is pretty irrelevant. Once he's dead, you'll get credit for the second part of the siege quest. His loot table consists of a wide array of blue weapons, high quality stuff that will take you into the 30's easily.

Unfortunately, that's if he drops them.

You'll be running this multiple times, and you have a time limit of sorts due to the level cap. This is without a doubt the fastest thing you can do to level though, and groups will be continuously springing up for NTC due to that. It's a good primer for how a fortress siege works, well, aside from the whole 'no enemy players in the area'. The quests will give you a huge infusion of XP and a fantastic helm that will carry you through the mid 30's with ease. Just remember that you're not doing it for the loot. There are repeatable instances in the low-mid 30's that will provide you with much more loot opportunity than here. I personally got more loot out of Tavan's Cavern than here, but a third of the experience in the process. Regardless the Nochsana Training Camp is your easy ticket if you don't want to grind out 25-29. So set that looking for group tag and brave the spammers to ride the fast track to 30!
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Sunday, November 15, 2009

leveling method and Great spot for grinding 35-39


To Power level you'll need a higher level friend, Cleric/Templar/Chanter work best.

Get them to train a bunch of mobs and get lots of hate and then you pick them off one by one. The only benefit is that there is no down time for resting HP and you can kill the mobs much faster because they're all right in front of you.

Thats not how it was last night, I was recieving 80-85% of regular. The method works.



Great spot for grinding 35-39
Not sure about Elyos but Asmodians have Wrathfull Obscuras, and Gloomy Specters I think there called they look like reapers.

They drop fast don't do lots of damage and give 25k a mob and since there aggro mobs bots don't usually bot there.

You can find them in Beluslan pretty much straight under the Right outpost.
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Friday, October 30, 2009

Aion - Gladiator Strategy guide




The Gladiator class is able to use most weapons in the game, but they are more geared towards using either two handed pole arms (for Area of Effect combat) or dual-wielded swords. Almost all of their skills are geared towards the use of either a pole or a sword (Dual swords do count for this), so it is highly recommended that you choose to use one of those two weapons.

Along with this, the Gladiator is able to use multiple types of armor. They have passives for Leather, Chain, and Plate. Because of this, your choice in armor will be Plate. Your goal is to build up your defense and attack as much as possible, and Plate is the best method to going about this.

The biggest thing to keep in mind when choosing to play this class is that your main priority is to be a damage dealer, rather than a tank. You will have the ability to take monsters and players, yes, but if there is a Templar as well it is best to allow them to take care of that.

Strategy
The strategy of the Gladiator is going to be a pretty solid one. There really are not any times you will deviate from your normal play style, however your play will depend on what type of weapon you are using at the time.

First of all, carrying a bow is a very positive thing. You do not have any skills that you are able to use with bows, however you can use them to pull mobs out of groups. Your damage with this bow clearly will not be as devastating as with your normal skills, but that is not your objective at this point. Instead, you will want to use your bow to pull and then swap back to your normal weapon of choice.

Because your masteries (and skills) are based on two different weapons we will go ahead and cover the scenarios of each of these. These two weapons are the pole arm and the dual-wielded swords.

The dual-wielded swords are used just like any other weapon. Your goal is to get up to melee range of your target and deal damage to them as fast as possible. This is going to be the same whether you are tanking or not, however when you are tanking you will be the first one to attack your enemy (or enemies). This play style is the most common among Gladiators because if you keep using skills you will deal a large amount of damage over a short period of time. The issue, however, is that your attacking ability (in terms of damage dealt) is highly dependent upon how many skills you are able to dish out to your opponent. Because of this, your large attack power has both strengths and weaknesses. It is very important to gauge, especially when playing alone, how much health you have and what you are able to kill. Not doing so will result in a quick return to the nearest respawn point!

The pole arm is one of the most tricky weapons in any game, and Aion is no different. The point of the pole arm is to deal damage to multiple enemies at once, using a melee weapon. Using this style of battle means you need to completely separate yourself from your normal, in which you just attack one mob at a time. This time, your goal is to run beside multiple mobs, pulling their aggression along with you as you run to an area (preferably a corner) where you can attack all of them at the same time. This style takes much practice to fully grasp the hang of it. Because of this, here is a small guide to assist you in understanding the various workings of the Area of Effect combat methods.



Step One – Your first step here is to figure out where you wish to do your slaying mobs at. This is by far the most important decision because you want the ones that either are good for your quest, have decent drops, or give good experience. Looking at those three things, you will quickly notice that they do not always coincide with one another. You could have mobs that you need for a quest but have horrible drops and experience, for example. As a general rule of thumb, it is best to find mobs that are one or two levels below you. This generally cuts down on the amount of damage that they deal to you, increases your damage to them, and thus causes you to experience much less down time. Along with this, when choosing your target area make sure you understand how the different mobs react to players. Aggressive mobs, for example, are much easier to pull along with you than passives. With passive mobs, you must manually hit them to get them to chase you, causing you to take a considerable amount of damage sometimes just while pulling! Both types are fine, just ensure you understand which one you are dealing with ahead of time.

Step Two – The second step once you have chosen your target area is to determine whether or not you need a healer. There are some times you will find that you are able to do decent pulls (I consider three mobs a decent pull when solo) without anyone else assisting you, but there are also times that those three mobs may slay your character. Determining whether or not you are going to need a healer is extremely important because it can save you much time in the long run. Do notice that adding someone else to your group does mean you will receive less experience, gold, etc. however.

Step Three – After you have done the above two steps you are ready to move on to determining how many mobs will be an efficient pull for you. Whether you have a healer or not this part will always be the same. The biggest mistake people make is starting big and slowly working their way down. Instead, you should be doing the exact opposite. Start out with small pulls, such as two mobs (if solo) or three (if grouped) and move up one mob at a time until you feel comfortable but not overwhelmed. Some players may find this to be “weak” but it is much better than wasting hours trying to figure out what went wrong or how to get better efficiency. Also note that this bottom-to-top approach should be used with each run or each day. Many times you may be doing perfect during a run and then take a break and end up wiping your party (or yourself) multiple times due to not doing as well.

Step Four – At this point you are ready to roll and AoE down some mobs! You are ready to either try out your solo play or ensure that your team is being attentive so you can do a pull. Note that if you are unsure if a party member you rely on is AFK or not, you will want to question them ahead of time. Nothing is more irritating than a healer that left to go take care of something while you sit there dying.
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Monday, October 12, 2009

Aion Guide: Calculating Estimated Time to Level


Using these steps you can calculate roughly how long you will be grinding until you reach your next level. Variables such as ganking, deaths, and available mobs are not factored in, only constant grind rate.

First take xp required to level and divide it by twenty

ex. 4,012,536 / 20 = 200,626.80

The output number is the xp required for each bar of xp, a useful value for setting goals or pacing yourself.

Next take the xp required per bar and divide by the xp gained for killing your specific mob. If what you're grinding varies is level, add the xp from the lower leveled mob to the xp of the higher mob and divide it by two for the average number.

ex. 200,626.80 / 10,030 = 20 Mobs per bar

or if you killing mobs with varied levels,

ex. 200,626.80 / [(10,030 + 12,630)/2] = 17.71

Lastly to calculate the time it will require you to time how long it takes you to kill a single mob. If you really want to be specific, you can time how long it takes to kill 10~20 mobs to get a average time per kill. Use a Stopwatch, or cooldown to get a good time per kill (in seconds).

Once you've the time it takes per kill, multiply that by the amount of mobs required per bar.

ex. 20mobs x 18.8 sec = 376 seconds per bar

or if you're averaging your time while killing multiple mobs, in this example it's the actual time taken to kill ten mobs straight

ex. 20mobs x (254.5 / 10) = 509 "actual" seconds per bar

Lastly to calculate the total time taken, multiply your second value by twenty

376 x 20 = 7520 seconds for a level

or for "actual time"

509 x 20 = 10180 seconds for a level

Divide seconds by 60 for a minute value

ex. 7520 / 60 = 125.33 minutes

ex. 10180 / 60 = 169.67 "Actual" minutes

And again for hour value

ex. 125.33 / 60 = 2.09 hours

ex. 169.67 / 60 = 2.83 "Actual" hours

So as you can see, the actual time is much more accurate for determining the total time it will take to level.

Formulas for Calculating all this.
1. [xp to level] / 20 = [xp per bar]

2a. [xp per bar] / [xp per mob] = [kills per bar]
2b. [xp per bar] / (([mob A] + mob B]) / 2) = [kills per bar]

3a. [kills per bar] x [seconds per kill] = [seconds per bar]
3b. [kills per bar] x ([seconds for x kills] / x) = [Actual seconds per bar]

4a. [seconds per bar] x 20 = [seconds for level]
4b. [actual seconds per bar] x 20 = [actual seconds for level]

5. [seconds for level] / 60 = [Minutes for level]

6. [Minutes for level] / 60 = [Hours for level]
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