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#52 Nov 03 2004 at 11:28 PM Rating: Decent
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#53 Nov 09 2004 at 10:15 AM Rating: Decent
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#54 Nov 09 2004 at 12:19 PM Rating: Decent
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710 posts
I think around 73-75 you can level on the spartoi skeleton mobs in king ramps tomb. also @ 59-60 you can lvl @ upper delkfutts tower on pots giantss and bats (beware pallas he has true sight)
#55 Nov 09 2004 at 4:47 PM Rating: Decent
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975 posts
My addition:

37-41: Sanctuary of Zi'Tah

Camp behind the outpost and pull Ogreflies, Goblins and Myxomycete that spawn all around you. The Gaylas here will agro you and they can be a pain, but are usually very easy for an experienced party to handle if they agro during a pull. Make sure your WHM is alert and using Baraero and Barfira on Ogreflies and Gobs, respectively, and this place produces some great EXP!
#56 Nov 11 2004 at 8:55 AM Rating: Decent
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#57 Nov 11 2004 at 12:04 PM Rating: Good
Added some information. Thanks for the inputs! I'll keep updating if you guys keep giving me info! Thanks again!
#58 Nov 11 2004 at 3:51 PM Rating: Decent
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305 posts
This is really useful information. Thanks.

Rate up!
#59 Nov 16 2004 at 1:38 PM Rating: Decent
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511 posts
Yhoator Jungle 38-40 or 41

Just gather in Jeuno. Tel-Yhoat and that's your camp. Right inside the ring of stones on the Telepoint. Really on room for 1 PT, could possibly do 2 if coordinated and maybe not doing the same mobs for XP.

Start with the Crawlers and then chain up to or just move up to the Coerl's (sp?) closer to level 40.

Endless chains. Crawlers do not agro, not sure if they link as we never had one link, but never had a bad pull to see... Ocassionaly a Gob will wander through the camp, but they are easily killed by even half HP party.

Labyrinth of Ozozo 41 or 42 til...

Got invite here but was crafting at the time. 42 is safer to start. XP on Gobs - Reapers etc. Similiar to Gustav, steal Mythril Beastcoins.
#60 Nov 17 2004 at 11:29 AM Rating: Decent
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742 posts
45-47 Kill goblins in w. altepa near the oasis in scorch vale. Camp behind the boxes to the east of the oasis. However the party must be able to deal with the occasional cactuar that will wander through camp and any possible undead that may aggro at night. Good camp with awsome xp, though I do reccomend a monk in the party for the undead that spawn at night in case of an unwanted aggro.
#61 Nov 27 2004 at 4:24 AM Rating: Decent
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1,261 posts
shameless bump, this is really good.
#62 Nov 27 2004 at 5:39 AM Rating: Decent
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978 posts
42-44
Labyrinth of Onzozo
Camp at the entrance and kill the 3 Gobs near the entrance and finish the chain with Cockatrices further down in the tunnel. Very safe and always empty. Supports only 1 party.
#63 Nov 27 2004 at 7:08 AM Rating: Decent
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452 posts
EDIT: Read the above post, because mDistrukt slow ya ya ya, he's not fast no no no.

Edited, Sat Nov 27 08:38:09 2004 by mdistrukt
#64 Nov 27 2004 at 12:46 PM Rating: Decent
This is exactly what I've been looking for. As a lvl 50 MNK, I sometimes try to form parties with no idea where to go after we have set up. Bookmarked and ready. Thanks =)
#65 Nov 27 2004 at 4:06 PM Rating: Default
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675 posts
Awesome thread!!!

I'd like to add something if I may... Doom Scorpions in the Crawler's Nest from I'd say 37-39ish.
#66 Nov 27 2004 at 6:38 PM Rating: Decent
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215 posts
Behemoth's Dominion is supposed to provide some great exp is you are 35-37sh if you exp off of the bats there. Although i have never partied there before, i usually see at least two parties there camping by the zoneline.

A word of caution, there are A LOT of weapons there and you never know when the Behemoth will spawn but if he does you'll see a bunch of high levels there so it doesnt hurt to take a look as long as you have sneak and invis on to get pass the numerous bats, weapons, undead and that blasted coeurl. The elementals here are level 50 so be careful.
#67 Dec 01 2004 at 11:02 AM Rating: Decent
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#68 Dec 01 2004 at 3:01 PM Rating: Decent
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2,236 posts
Quote:
Maze of Shakhrami
14-17 Land Worms. Wander around. Best for Ranged PTs starting at 14.


Correction: Maze Makers, not Land Worms (those are in Korroloka), for levels 9 (if black mage/ranger heavy) or 11 (if melee heavy) to 15 for a full party. Likely to have more difficult worms in the north room (E-7 through G-7) along with a mixture of gobs.

Quote:
Maze of Shakhrami
17-21 Gobs. Camp at the Zone to Tahrongi. 1 PT.


No, do not camp at zone. The pull is far too long, and there's too many other things that can end up being pulled here (eg: ghouls), not to mention being a hazard for anyone trying to escape.

While you're probably better off just wandering around like you did for the maze makers, possible camps include: bottom of entrance tunnel (D-8/D-9); the NW tunnel out of the main room (E-7/E-8) (beware of ghoul nearby); and the tunnel north of the ghoul room (F-8). Also, main levelling range for them would be 13-17 for the weaker gobs (butcher, ambusher, tinker), while you can go higher taking on the tier 3 gobs (leecher, mugger, gambler). Tier 3's are deeper into the maze, and I've never tried levelling off of them (will usually hit Buburimu instead), so can't really give advice on camping spots.


Quote:
Korroloka Tunnel
14-20 Land Worms at the entrance to I-8 are a great source of xp. This area can support up to 2 PTs. No camps in the area. Wander.


There are 3 camping areas in Korroloka. There's the tunnel and room as you come down from the zone from Zeruhn mines (a ramp at the end leads down into the center gulch); there's the "worm room" or "worm alley" at roughly the center of the tunnel, and there's another room and adjoining tunnels near the Altepa border (also with a ramp leading down to the center gulch). Each area can support two parties. Getting from one area to the next is a bit too complicated to explain, and the maps aren't terribly helpful in that regard. Just explore and try to gain familiarity with the layout, and use Sneak since almost everything that aggros aggros to sound.

Quote:
Buburimu
16 Dhalmels. Outpost.


Dhalmels are all over the area near the Mhaura zoneline, not near the outpost.

Quote:
Sea Serpent Grotto
32-34 Camp on the Norg zone line. Pull crabs. You’ll need sneak to get here.


Ghasts are also quite doable here. Make sure you have Silence and Blindna. Two parties could probably camp here (as far as mob supply is concerned), but it would be crowded, so not recommended.

Quote:
Crawler’s Nest
40-43 Soldier Crawlers & Hornflies. Camp at I-6 in the “racetrack” room. 2 PTs. There is also another location, in the racetrack room. Head South from the entrance and at the half-way point (about the middle of J-8 is a false wall) 2 PTs can be supported here. Pullers must use ranged attack or be very wary of aggro.


Two more parties can be supported in the room behind the cermet door. Puller with /nin sub advised for the delay in getting into the room.

#69 Dec 01 2004 at 7:39 PM Rating: Decent
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AmbroseOdin wrote:

The Boyahda Tree
64-65 Skimmer Unknown Camp
65-67 Processionaire,Korrigan,Steelshell Unknown Camp



Couple of observations about leveling in Tree at 64-67.

There are 3 camp locations that I think are viable.

1-Waterfall outside of the cloister of storms. Level on Steeleshells and possibly skimmers. Skimmers link like crazy and I have seen 1 too many parties wiped out/forced to escape.

2-There is a series of tunnels just to the east of the waterfall to level on Processionaries. Take the first right and the slope is a good camp with one pop every 15-20 min.

3-"The Lake" Get to the area with the waterfall and drop down the water slopes on the Right. Turn left at the bottom then take the right most tunnel to come to a small island like area surrounded by water. Ancient Gobbue spawns here. Don't mess with him. This camp is my favorite. Processionaries are good here. If you have a rng rng whatever setup you can kill darters all day long and gain incredible xp.

Other note. Never ever ever ever level on Korrigans. This version of onionhead is much crazier at this level than the ones you killed in the Jungle. Links are massive and will drop a 65-67 Pali very quickly. (I know)

Great post!
____________________________
Something witty.
#70 Dec 01 2004 at 8:11 PM Rating: Decent
21 posts
Here's a lesser-known camp that can work out really well.

Valley of Sorrows ~G-8, good for Lv61-63 (Leave @ Lv64)
Permission: 1 Party
Mob Composition: Peryton (67%), Velociraptor (33%)

Notes:
You'll notice that the EXP/kill isn't quite so high as alternatives around this level like Onzozo, however, the sheer abundance and fast respawn rates of monsters makes this a great place to chain (especially since most PTs camp in the tunnels). Not to mention, if you need a TP mob to extend a chain to 5 or 6, Velociraptors are still plentiful. One thing to beware of is that Perytons have a devastating AoE and do not "Sleep" easily (Even with Elemental Seal), so it is important that the PT communication is good. Peryton adds should occur rarely, if at all, but Velociraptor adds tend to be frequent. Sleep it, and concentrate on the Peryton, and you should find EXP rolling in smoothly. A good Flash/Stun cycle is also recommended. It is also where Adamantoise spawns so be careful.
#71 Dec 01 2004 at 8:16 PM Rating: Decent
at 70 with COP...
I've been going to kill dhamels in Bibiki Bay
great exp though the enfeebles rarely stick ; ;

o and they use healing breeze = cure 4
so your party needs to be dealing damage at a good rate^^
#72 Dec 01 2004 at 8:42 PM Rating: Decent
Oh how I wish I'd have known these things 30 lvl's ago lol. oh well, next job. I have a couple of things for high 50's i can add.

57-59, maybe 60 = Quicksand Caves

Head through The G-5 Entrance off of Western Altepa Desert. The Spider by the zone will agro but he's easily slept and if you know the respawn timer he's not a bother (it's 16 minutes btw). You'll be taking him and anticans right by the zone. blm,rng,war,pld types so be ready with silence and make sure mage/nin types have echo drops for combatting AoE Silence.

57-59 11th floor of Upper Delkfutt's Tower. off the last porter and take a right, through the door and past Demonic Doll, up the stairs and camp at the top of the stairs. There are 2 Incubus bats in a hallway that were VT to me @58 but make decent enough chain starters. past the hallway are giants war and mnk types that give out very nice exp for up to 59. They have tons of hit points and the mnk's double attack are a little draining but nothing epic. We did good to kill the 2 bats and 2-3 more giants for chain 4-5 before having to rest. By the time we rested full the bats had respawned and were patiently waiting for our next chain. Only problem with this camp is that without escape there's no clean way out and even with escape unless everyone in your party has their key leftover from 3-3 it's slong trip back. And yes, you can use your key to go back UP the elevator. The upside is, because of this, you will never, ever, have to compete with another party in this camp.

55-57 Ro-Maeve I haven't tried it myself but it looks to be quite nice. Right by the zone in from Zi-tah there's more than enough weapons to make a good chain for even 2 parties, and most people not going for Sky access don't even know about it. I went through @58 for B7-1 and things by the zone were VT to me so i assume they would be ideal for a 55-57 party that could land their debuffs.


This list is great btw. rate up and this should be stickied. it's certainly bookmarked on my browser

#73 Dec 01 2004 at 10:07 PM Rating: Decent
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#74 Dec 01 2004 at 10:36 PM Rating: Good
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5,903 posts
He didn't mention the "Worm Room" in Korroloka, did he?

I know he mentioned about wandering around in the first few passageways, but anyways. I don't have a map right in front of me, and its been awhile since I've EXP'd there, but if you take the Upper Road through Korroloka (as you enter KT, you take the first left you see, and DON'T fall off the bridge), you will come to two rooms seperated by a short length of bridge with small pools of water. This is where Morion Worm is spawned.

This room can spawn up to 5 worms, and the "Room" (more like a hallway) can spawn up to 4 of them. If you have a mostly Mage party with a ranger or two, you can kill these worms in record time. I've gotten from Lv16 to Lv20 in the matter of a couple hours here. The exp literally flies, 170, 200+ each, for Constant Chain #4s. The occaisonal Morion hunter isn't a problem, as they don't need to kill worms to get Morion to spawn, so that's also good. Just ... stay away from Morion if someone spawns it, just in case it decides to use an AoE attack.

--Xylia
#75 Dec 02 2004 at 2:02 PM Rating: Decent
{Hmmm.} I haven't updated in a while. These are great contributions. I'm getting around 60-61 so these recent additions should help me out trememndously! Added all suggestions into the main post^^.
#76 Dec 02 2004 at 3:04 PM Rating: Decent
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297 posts
AmbroseOdin wrote:
Carpenter’s Landing
24-26 Zone into from Junger Forest. Camp on the zone line. Pull Tigers and Pugs.
Just a small note... these instructions are a little confusing and going to be hard for most people to follow.

There's 2 entrances to Carpenter's Landing from Jugner Forest and the mobs in there differ by level a bit. At 33 the mushroom type on the entrance at the left hand side of the map conned Too Weak, while the mushroom type mobs on the right hand side of the map were still Easy Prey (and I've noticed substantial differences in the tiger levels when in the two areas also). I'm thinking this is also more than a 1 - 2 level difference as the fights against the EP's were quite a bit harder than the TWTBW, all the mobs on the left hand entrance from Jugner die a lot faster.

The 'zone line' had a series of tunnels that connect it to where the Tigers and Pugs are at, unless I'm mistaken, it's a loooong haul back to make those pulls if you're camped at the zone line (amd hopefully the puller doesn't get lost in the tunnels on the way back ('.o). Not to mention that I know entrance of Carpenters Landing on the right hand side of Jugner Forest has mushroom type mobs that will aggro you between zone and the tigers (I'm not positive if the ones at the other entrance aggro since they were Too Weak the first time I headed in there, I assume they do).

I've found the 'left hand entrance' from Jugner to be along the same toughness as the mobs in Jugner, where the 'right hand entrance' seems to be more along what you would expect in Batallia. These estimates may be off, they are just my general observations.

All in all a great post, just don't want anyone to head up to Carpenter's Landing and get in a bad situation. ^.^
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