Just a record on my experiences with the King Ranperre's Tomb at 54-56:
We were in the center, between the two Cutlass Scorpion spawns, and pulled Dire Bats and the Hecteyes there (I want to say there were called Thousand Eyes, not too sure about it). As a melee, let me say, the mobs there are pie to kill. I was having TP issues for the first time since Garlaige. The Hecteyes are hardly a threat, and are easy pulls since they don't link. They do cast Tier III -ga, and AM, so your RDM has to be on the ball with Silence. Make sure the tank turns around whenever the thing readies Hex Eye, to save some MP on Paralyna (Yeah, it's not much I know). Death Ray seems to be, despite any appearances or common sense, single target, and I'm given to understand is basically like Spirits Within. Try and make sure that the Hecteyes isn't facing the mages.. Hex Eye can get nasty if they paralyze everyone, as it's a fairly stron g paralysis. Note, that anyone who wants their Witch Hat is going to almost certainly see a Burning Eye or 4 drop if you exp on the Thousand Eyes.
Exp dries up a bit at 56, but I can't give a fair analysis as we had to share the camp with another party, every time. It EASILY supports one party, but two makes Chain 5+ a *****. If a third moves in.... leave.
Also, the Cutlass Scorpions tend to spawn in the way of the Bats, so try and save a Hecteyes or two for an emergency chain. You should be able to pull a nearby bat or two despite the Scorps' presence. They kinda make it interesting, I'd say.
On an unfortunate note, you may have to shift camp slightly; There is a Bat that pops nearby, on a fairly long respawn timer; Shouldn't interfere but once every 3 chains or so.