Posted: Wed Aug 21, 2002 11:29 am
by Everguide
so you can make a macro for them :)
Well here is some info from lots of different post... PM me with a macro if you are making one for any of these:
Levels 40-50
Oggok Area
There are 2 are guards at the front of the Ogre city entrance. They have pretty tough resistances but at your level you can’t be picky. They are 37th level with 1675 hit points each. The locs are:
Bouncer Fug 1460,875
Bouncer Prud 1466,930
East Freeport Area
There are 2 guards at the East gate entrance. They are 37th level and I recommend kiting them. The locs are:
Guard Topplo -350,-675
Guard Sheg -353,-700
You can also kill a guard next to the west freeport zone.
Guard Zontrin 383,-310
MAGE
Why I like it:
Though this spot in Echo Caverns won't be the most exciting camp of your life, I guarentee you won't find more reliable exp. anywhere in the world, especially for the ease at which it comes. It's a wonderful place to burn through 44-49. I stuck here because a.) it's easily accessed from the Nexus, b.) you make pretty good money (made over 1kpp, myself), c.) there's a good number of MOB's available to kill, and d.) should you get trained, or in over your head (both are unlikely), you can run without fail to the zone. At 44 everything was dark blue and I made about a bubble every 40 minutes- by 48 about 1/2 the MOB's were conning light blue, but I still managed to make a yellow every hour to 70 minutes. Additionally, if you get a good group you can practically solo the entire zone.
Getting there:
Zone into EC from the normal SH ent., just down the Halfling hall from the nexus portal. Invis. up, run past the Haven defender, continuing straight down the immediate hall past a 4 spawn of underbulks on your left. From that spawn, the hall forks- one path goes straight up near the zone to The Deep, the other bends to the right towards the Taskmaster Torkazh room. This is where you'll set up shop. Staying invis., run into the room: you'll see a total of 6 spawns. Run past them all into the a very short, narrow hall leading up to the Taskmaster's room (also includes 6 or so undead slaves). This hall is a safe medding point. Medded here for 5 levels and wasn't jumped once. (The only way you'd be jumped is if another party pulled the Taskmaster onto you; in my experience most of the people I met hunting him were very competent and never trained him onto me).
What, and how, to kill:
The 6 spawns consist of three different MOB's: Underbulks, Fungal Fiends, and Stonegrabbers; each is on a 20 min. respawn timer. All of the MOB's are of a similar level, though from my experience I found Fungal Fiends were generally the hardest kills.
The hardest part about hunting is figuring out the order in which to break the spawn. Here's how I did it: facing away from the medding hall (i.e. with your back to the taskmaster's room), you'll see 6 spawns. One to your immediate left (call him #1), one to your immediate right (call him #2), one in front of and to the left of #2 (#3, slightly lower than 1 and 2 on a lower platform), one on the right far against the opposite wall (#4), one a ways left of #3 (#5), and one directly in front of #5 (#6). I know it must be very confusing to read, but if you pull in this order, you'll never get adds. An easier way to think of it is in this order: Close left, close right, medium right, far right, medium left, far left. Hope that helps. If the six spawns prove too easy, there's a seventh outside of the room, to the left of the sixth spawn. Up until 47 or so, I was content with the six, but in the final two levels could safely handle the 7 spawns easily.
For each kill, I pulled will Malisement towards the narrow medding hall, and sent a 44 fire pet in with BO II. After one Taunt message, I hit it with an Elemental Maelstrom. Once my pet had the mob down to about 1/2 life or so, I'd finish it off with a SoS. Each MOB has about 1500 hp, give or take. They'll assist eachother, but you have to be very careless to have it happen. As long as you manage to keep the MOB's near to either a.) where they spawn or b.) the narrow medding hall, you won't have any problems. They're damn easy kills. ) Here's a small amount of beta on each type:
Underbulks: Medium MR.: Elemental Maelstrom and SoS will occasionally be fully resisted, but not very often. They commonly drop Underbulk Claws (a throwing item best for selling- can make about 3pp each), and Underbulk Bile (for drinking only, as far as I can tell).
Fungal Fiends: Medium-High DR. Medium MR.: Malisement was resisted by these guys about 1 in 3 casts for me, and thus it was sometimes hard to hit them with the magic-based nukes. In that case, slap a few heals on your pet, or cast a fire-based nuke. These guys drop Razor Fungus Spores (food, +5 STR, +5 STA, -5 CHA; sells for about 2pp each), Razor Fungus Claws (Throwing Item, 10/15, +5 STR; only sell for 3 sp- best to hang onto 'em), and Razor Fungus Flesh (sells for about 1.5pp each).
Stonegrabbers: High FR. However, easily the easiest to kill of the three mobs. Drop up to 9-10pp each: you can make a bundle off of these guys.
Other MOB's / Dangers: Occasionally two named MOB's will spawn in the room- Fireclaw and Trillcor.
Trillcor looks like a big Fungal Fiend, and is basically bitch-work. He gives a little more exp. than the normal Fungal Fiends, but is much harder to kill. He won't run when he gets low on health, and he hits hard. Also drops nothing special. I took a shot at him everytime he spawned, probably was successful about 1/2 the time. Other 1/2 I was runnin'.
Fireclaw is a beast too, but worth the kill. If he spawns, I recommend finding another player of the same level to help out. For two players, it isn't as difficult. He drops the Fireclaw Carapace everytime (MAGIC, LORE, BACK, +5 STR, SV Fire +10, AC 8, melee classes), and the Fireclaw claws very rarely (saw 'em drop once in all 5 levels- didn't win the roll for them, either).
Occassionally, a MOB name Xilniov will spawn in the Taskmaster room. Stay away from him. HE WILL JACK YOU UP. If any group is stupid enough to try him out, I recommend getting the hell out of there immediately. He's an enchanter MOB and will make quick work of pretty much any group under 58 or so. However, if you stay in the medding hall, he won't jump you.
The Taskmaster is also worth killing, if you can find a couple other players of the same level. The undead slaves will assist once he's engaged in combat, so make sure he doesn't hit anyone until he's completely out of the narrow hallway. He rarely drops the Shissar Organs used in the Katta Enduring Breath Necklace quest, but if you can, get your hands on them. I think you need 3 to complete the quest.
Anyway- hope this helps any lvl. 44 mages looking for a good camp. Good luck, and enjoy!
MAGE
At level 40 the best place to get fast exp is the Yeti cave in Dreadlands. There are three caves - one with Tundra yetis, one with Glacier yetis, and one with a mix of both - make sure you're at the one with the Tundra yetis until 44. Even at 44, with just fire pet, Glaciers are a TOUGH fight.
The following paragraph is for the Tundra Cave:
There are a total of 7 static spawns with a single spawn at the crossroads and 3 spawns in the two rooms at the end of the caves. The spawn time for the static spawns is 20 mins.
There is also a wandering spawn which will pop in either of two different spots: at the crossroads or at the mouth of one of the rooms. Depending on which wanderer spawns, the mob path is a little different. One pop will wander into one room and the other pop will wander into the other. Regardless, the wanderer will go past the crossroads and walk into the wall. The spawn time for the wanderer is 16 mins.
When I come to the caves initially, I would kill the wanderer and then start the stop watch. I would then proceed to kill the crossroads mob, and then setup in the hallway near one of the rooms. I would pull the center MOB with Malise and kill it. I would then move to the mouth of the room. Med up, sick pet on one of the corner mobs and then repeat for the other corner. I never had a problem with aggroing another Yeti even when I was fighting next to them. These guys are indeed related to the skulking brutes near Dalnir.
At 40: Set up camp at the first "bend" in the cave. The cave consists of several hallways with turns all greater than 90 degrees. The tricky part is finding a good spot and pulling to it. This is made trickier by the fact that the Yetis and your pet will walk through the walls of the cave. If the pet goes into a wall, immediately tell him to follow you, or, after the fight, you could lose him forever. To pull, go into the cave, spot a yeti, then double back around the most recent bend. From there, cast your favorite nuke or Malise if you like (I didn't really need it much). Then run like hell back to the other end of the hallway from your pet. Start nuking like heck. When he finally gets on you, run toward your pet, keep running back and forth along the hallway until the pet strips it off. <insert favorite kill tactics here>
41-42: Sit in the first bend outside the room at the end of the yeti tunnel. Pull directly out of the room, but do NOT fight in the room. You can pull singles with spells, but as soon as your pet gets into that room, they will all jump on him. I'd fight in the "second" hallway out of the room (exit room, leave pet at first bend, use the hallway past that as your strip/nuke zone)
43-44?
If your int is above 175 or so, sit in the room. You'll have to do a little bit of tanking here to conserve mana, but it IS possible to solo all 5 spawns. Here's a little tip - some Yeti's will appear and wander out. If something appears, unless you know another one will spawn soon, you can just let it be. It may (especially in the "front" 3 spwans) wander out. If it does, it will be back in 4 minutes or so, plenty of time to med up, and even off one of his bretheren. I'm not sure what XP is like here, but I'd continue using the 39 earth pet, unless you're a lucky &*@#%$& and already have 44 earth. At 44, you can move to one of the other caves, but be careful!!
DL Solo, at least at 48
I blew through the last half of level 48 by hunting rather casually for about 6 hours. Here's what I did:
1. Go to DL and donate for KEI. You'll normally find an Enchanter casting it for donations outside of KC
2. Summon an EARTH pet etc. and maybe find a partner, preferably a Cleric or Druid so they can heal your pet and also provide a little extra DD damage.
3. Get a SoW or use a SoW potion
Now for the hunt:
1. Find a spot! Any spot should work but I chose to hunt between the two SE ruins from KC.
2. Run out and find a nice blue con mob (beware the ravishing drolvargs) and NUKE IT! Yes, Nuke it, Shock of Swords. With your focus summons on, you should hit for between 600-720 damage.
3. Run like hell back to your pet and smash your /pet attack hotkey
4. Keep an eye out, possibly in third person view, and watch for your pet's Root to stick. It stuck for me the first time, 90% of the time.
5. As soon as it sticks, stop, don't bother turning around, and Nuke the mob again.
6. Watch the mob's health. You will also want to have Blaze memmed to lower the mob's health a little farther without blowing the mana on a SoS that you don't need to blow.
If you're careful and don't get any adds (which shouldn't be a problem) each kill like this should get you 1/5 to 1/3 of a blue bub. With KEI (very important for this to be efficient, so bring donation money), you should be able to do this solo and get a yellow in about 90 minutes. With a 49 Cleric partner, I was getting a yellow in about 60 minutes when he wasn't off ressing someone
Hope this helps!
I killed tundra yeti's until 44ish, then starting moving on to bigger game. Best bet is to set up camp in the glacier yeti cave in the middle of the zone (due east from the combine tunnel). Take down the 4 static spawns and the 2 wanderers, with kei you should be able to do this without medding for long. Once finished, go to cave entrance and med up a bit.
Rebuff your pet (I prefer focused fire), then step outside and kill wanderers. I have yet to run into a wandering mob that has caused any trouble. Giants are nice, as the Giant Lord tunic sells to vendors for 57pp.
The point is, <44 hide in the tundra yeti caves, maybe solo a few wanderers in front of that cave.
>44 you should be able to own just about anything in the zone.
Posted: Wed Aug 21, 2002 9:13 pm
by powerspike
well i was hunting in the dead side of LGuk but someone didn't tell the UNDEAD frogs that undead don't run, oh well, it's fun watch a chanter mes a train for over 20 mins =)