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1) Go to Kurns' Tower off of Field of bone.
2) Dmg shield your druid and park your PL at the entrance.
3) Run your druid around the tower picking up as many skellies as possible and train them back down to entrance. After level 16, you will need to move downstairs and pull the badgers instead.
4) As the skellies are hitting your druid (taking damage from sheild), have your PL pick away and do at least 1 dmg to each of the skellies before they die. AoE is wicked at this.
I totally agree with going to Kurn's Tower if all you have is old world. HOWEVER, you're PLing a tank. The method above will hardly ever raise your defensive stats at all. The traditional approach of just buffing up the paladin and standard healing will produce nearly the same speed within Kurn's.
You will also get those needed defensive increases since the paladin is the one being hit. Kurn's moves at about the same speed as Paludal, but it only tops out around 18 at the highest.
After Kurn's I would go to Najena. A zone off of Lavastorm. There is a real nice modifier in there as well and typically empty. You can go to mid 20's rather easy in there.
After Najena I would go to Sol A. (Solusek's Eye) It is also off of Lavastorm. You can easily go up to level 34 in this zone and make some decent cash off the goblins for a PL area.
After Sol A you should be around level 34 and able to head on out Lower Guk (Live Side, some dead). That should take you up to 40ish.
After that you really only have a couple of old world options. Sol B or Lower Guk (Dead Side). I personally like Lower Guk better, especially since it's a paladin that you're PLing. The undead procs on his sword will help add in faster killing.
So in summary:
1) Kurn's
2) Najena
3) Sol A
4) Lower Guk (Live than Dead)