Remember that armory is a bulk of that...and armory is persistent for the entire period that trusts are deleveled...no matter what.
Printable View
I'm still new and don't have Trusts unlocked yet, but my understanding was that the Trusts system was never intended for the leveling purpose described here - they were meant to allow people to experience story dungeon content without being gated by queues. So you are basically calling a horse a zebra and now your upset because it's just a horse...
My Monk went in at at zero exp into 71, its taken 3 runs with rested the whole way to get to 90%~. A 4th run will finish the level, but ill be out of rested.
So im looking at 5, maybe 6 runs at 72 to get to 73.
And yes, that includes armory. How could it not? You need 80 to complete the MSQ and get to the levelling of Trust in the first place, lol.
Its worth noting that it seems that Trust levelling is an entirely optional side/minigame. Unless they enable Trusts on the 5.x series of post 80 MSQ dungeons, the only reward to levelling Trusts is unlocking their Glamour Option so you can make them wear their old outfits.
The person I was replying to was talking about how it's 5 runs per level unless you have buffs to shorten such. I was pointing out that Armory alone basically turns that into 3. (Sorry if my point there got missed earlier.)
It should also be noted that the second point of Trust leveling is....being able to use Trusts outside of Holminster Switch. Don't level 'em, can't use 'em. So, theoretically speaking, let's pretend I was a new player who wasn't the altoholic I am...and I wanted to use trusts in, say, Mt. Gulg because I was terrified of player groups for whatever reason (maybe I couldn't Rubix cube very well, for example). On the first class, no problem, no big deal! Trusts are there. Now, let's say I wanted a round 2 (maybe to get better, maybe to level the one alt class I might have)...after I finished Shadowbringers. Tough luck, have to run every other dungeon lv71+ at least 12 times each just to try it. That's a bit much, I'd say.
I'm not saying it should necessarily be 1:1, but some concessions (maybe leveling all trusts instead of the 3 you choose that run, or maybe letting them get exp from mobs as well, or maybe giving them an 18h mission like squadrons had, etc.) would probably go a long way to improving the system.
I don't get the point of this leveling system if in the end the experience with the trusts is subpar compared to a group of real players. If you make people grind for something, then this something needs to be worthwhile.
I am the one you were replying to lol. I didn't specify Armory in that post because I kind of assumed it would be accounted for by virtue of Trust levelling not being available until after 80, where Armory Bonus kicks in.
So basically, Im saying 4 - 5 runs, up to 6 is required just to level yourself through it, so the Trusts should level almost in parity with you.
The MSQ version of Trusts are designed to help ensure that even those who are uncomfortable in groups can clear the story at their own pace without feeling like they've been railroaded (except trials of course) into grouping with randoms.
So to the person in your example, I would simply say to them if they want to farm Mt Gulg with Trusts post MSQ for whatever reason, you'll need to pony up the time to get them there. And you'd have leveled your alt job with the Trusts anyways so its a non-issue.
The reward is a title, alternate costumes for your trusts, instant queues into every ShB dungeon MSQ, and presumably a leg up on the next expansion's trust leveling. For some those rewards are useless, for me they sound good.
I see it as a goal that is meant to take a while, not all at once. I am personally taking it easy and slow by bouncing a few runs of the Trusts between three of the jobs I'm leveling in tandem.
However, it would be nice if the trusts earned mob exp and perhaps could even benefit from food buffs (i.e. feed them before you go).
Does seem counter intuitive when they were automatically synced to the dungeon level prior to completing the MSQ. maybe the trust system will be expanded upon in the upcoming patches. Only able to join in subsequent MQS dungeons if they are leveled, otherwise requiring people to use the Duty finder. But having to run the dungeons that many times seems tedious, if they could cut that down in half it would be more pallet able.
In my experience like 99 % of real player groups are better than running dungeons with trusts and you can t roulette with them, so I really don't agree with you. As for instant queues, they are really fast for all roles and what you gain from the queues, you loose from the very low DPS of trusts.