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#202 May 04 2005 at 5:04 PM Rating: Default
Some feedback about Bibiki Bay 25-27.

Well we went at 25-26, and camped at the top of the slope near the manaclipper boat dock. First of all pulled a Dhalmal. It went pretty smoothly. Next I pulled a ravan, mistake. They aren't too bad to kill, but they take a long, long time. Rarabs are the same. The easiest things to kill there are eaisily the Dhalmals and the one goblin.

The goblin can start your chains and finnish them well, while the Dhamals are in between.

We got 200 per kill untill someone leveled to 28, then we got 180-200 off them each.

I'd recommend maybe a 27-30, as opposed to 25-27 for them all there.
#203 May 06 2005 at 3:09 PM Rating: Decent
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547 posts
Quote:
Behemoth?s Domain

Camp: (J-10)
PT Lv32-34 - Enemy: Lesser Gaylas
PT Lv34-36 - Enemy: Greater Gaylas
Details: Watch for undead. More specifics for the camp are needed.


Zone into Behemoths Dominion and follow the big tunnel until you get to I-9. We set up came in front of the tunnel where it opens up into a big space where all the Lesser and Greater Gaylas can be found. I'm not 100% sure on the position, but its close to
I-9 H-8, you'll know once you get there.

Lesser Gaylas conned vt-t at 36-37
Greater Gaylas conned IT+

and we threw in Demonic weapons to close out chains. Our Rng died to it two times, but mainly because he went with /war to get first voke for SaTa (not enitrely his fault). Our set up was
Nin(me), Thf, Blm, Smn, Whm, Rng things died fast, so if you have DD's then xp will be rolling in. Niether of the two Double Attacked the whole two hours we were there or we might've been lucky. One other thing to note is Greater Gaylas do not use Jet Stream while the Lesser one's do, sure some people knew that though ^^

Awesome place to xp, long walk though.

Edited, Fri May 6 16:12:47 2005 by TeKNeTiC
#204 May 07 2005 at 4:41 PM Rating: Good
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2,955 posts
Quote:
Camp: Yhoator Jungle Zone
PT Lv67-69 - Enemy: Puck
Details - Pucks are little black mandies. Its just like fighting in the 20s all over again. As you enter the zone, take the first right, then continue until you can make a sharp left just before the pucks. The slope down is the camp. Don't fall.




The camp for this should be changed to Temple of Uggalepih Zone, it's much much closer to this camp than the Yhoator zone
#205 May 08 2005 at 7:17 AM Rating: Decent
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529 posts
Cape Terrigan -> Manticores.

From 68-72 these bring good exp. There are two camps. The ideal one is right outside the zone-in to Cloister of Gales. The second is to the east in another tunnel. However, the Eastern tunnel is usually filled with Goblins that WILL aggro your party and repop quickly (5-6 minutes). They're DC so easy to handle, but can destroy chains.

You MUST use a Ninja tank, no exceptions. Paladins are crippled by the Max MP down move and Deadly Hold can 1-shot even the toughest of jobs. PLD could most probably survive it, but he'll still likely drop into red. They also attack slowly so Ninja's are ideal.

For mages, stay far back so as to avoid Riddle (Max MP down move).

They have lots upon lots of HP, but we had little difficulty chaining up to 4 no problem. 5 is a bit of a stretch, so we usually finished it on Cockatrices.
#206 May 10 2005 at 2:31 PM Rating: Decent
Quote:
Camp: Korroloka Tunnel Zone (M-8)
PT Lv35-38 - Enemy: Desert Spiders
PT Lv36-39 - Enemy: Desert Dhalmels
Details: Dhalmels link.


The spiders link as well ;)
#207 May 16 2005 at 6:30 AM Rating: Decent
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204 posts
Bibiki Bay

Level 65-68. Two campsites. One is at F-10 and the other at G-11. At level 68, most are VT-low IT at 68.

You pull Hobgoblin Alastor, Hobgoblin Fascinator, Hobgoblin Martialist, Hobgoblin Physician, and Hobgoblin Venerer.

Stay away from Hobgoblin Blagger. The rabbits, Tropical Rarab, in the area around the 2 campsites become VT at 68 and can be used to finish off chains.
#208 May 16 2005 at 8:37 AM Rating: Decent
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102 posts
Tacitus wrote:
Kuftal Tunnel
Camp: Moving Rocks
PT Lv71-73 - Enemy: Ovinnik
PT Lv73-74 - Enemy: Landons
Details: They are past the rock that goes up and down. Is it right around where the Pelican NM spawns. They AOE paralyze a lot, so have a ready WHM. Unknown Specific Location


I thought I would help clarify this camp a bit, having camped there a few nights ago.

To get to the moving rock, head towards Cape Terrigan. Once you arrive in the big room, turn left (still towards Terrigan) and go up the first steep slope (where worms spawn). The moving rock is right to the left after the slope, at G-9 on the top right map. It can be tricky to see, but if you look carefully you should see the Ovinnik tiger mobs at the other side.

The rock was up when we got there, but the RNG in our PT said it shouldnt take more than 10 minutes to drop. Ours dropped at ~3:00 Vanadiel time if I remember correctly.

Once it drops, you only need Invisible, as the only aggro mobs I saw after this point were Ovinniks and Ladons, both sight aggro (despite what the Bestiary says, the tigers do aggro sight). The slope goes downwards, and there is only one path.

From here, camps at I-7, bottom left map (first fork on the right), or past that in the little tunnel on the right. You can also go around to about I-9 bottom left map, which is where our PT camped.

We were too afraid to fight the Ladons (from what I can gather, they are TOUGH), so we stuck to the tiger mobs. 68-70 PT, and we would have been getting amazing XP had it not been for the heavy competition. Therefore, I would say that this place could only support 2-3 PTs, and 4-5 is really stretching it.

A few notes on the Ovinniks themselves... AOE Paralyze attack that is VERY annoying. WHMs and /WHMs are definately needed. We have a BLM/WHM (me) and a WHM, and we were both very busy each fight casting Paralyna. Nothing much else to say, our PLD tank did very well, and they are weak to fire and light.

I would also lower the level for PTs to fight these things... as I said, I was in a PT at 68 with all of the rest mostly at 70, and we did very well.

Hope this helps Tac buddy :P enjoy
#209 May 17 2005 at 1:33 AM Rating: Decent
Updated with my own experiences and those who posted above. Thanks for making it better!
#210 May 17 2005 at 3:08 AM Rating: Decent
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351 posts
Lvl 11-14
Meriphaud Mtns

Hill lizards- I believe these near the tahrongi canyon zone are the same level range as ones in dunes that you level off of.
Place I like to camp: the first rock bridge across the road. pretty centralized in main area of Hill lizards spread.

The zone isnt too far but if you get a link you may not make it, depending where you camp at. There is a sentry post at Tahrongi canyon zone so you can set HP there and be near the XP mobs. There is no aggro in the south area except for the night bats. they dont even spawn near the spot I camp at.

If you wanna solo some Exp here then at same level wanderling sapling will rate as even to T+ at 11. "Even" becomes more often at 12 though I believe.
#211 May 20 2005 at 1:43 PM Rating: Decent
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2,236 posts
Corrections/clarifications on the Yhoator Jungle goblins entry (lvl 44-47).

There are two camps: G-6 and I-6. Each is next to a zone into Ifrit's Cauldron. There's enough room and gobs at the I-6 location for two parties, but one party per zone point is preferred. You will only be fighting Hunters (RNG) and Bouncers (WAR). Reapers are a lower-tier goblin.

It's possible to start here at 43, though high level Bouncers will be a pain. 44 is what I'd consider the 'convenient' starting point. Both goblin types will last through 47.



Next: tentative entry (I haven't had the chance to actually XP there, but plan to when my static reaches the proper level; details are what I gathered from exploring the area)

Castle Zvahl Baileys
Camps: F-6, I-6, F-10, I-10 of map 3. These rooms can only be reached by dropping onto a ledge from the holes in each of the beastman group elevated areas in map 2 (get to map 2 by taking one of the side paths on map 1 rather than directly approaching the gate). Approach from the corner of the map the pit is in (ie: from the NE if dropping into the NE [goblin] pit). The location where it's safe to drop down is demarcated by a pair of torches at the edge of the pit. Sneak and Invisible are necessary to reach the drop points.
PT 55-58 - Enemy: Ahriman, Blood Demon, Abyssal Demon, Arch Demon, Doom Demon {Note: level range is estimated}
Details: Each of the four rooms is reached through a corridor with an ahriman in it. Kill the ahriman and camp at the bend in the hallway. Each room has four demons in it. Demons love to link, so a summoner puller is nice to have at this point. Taking 3 minutes with each of the first 4 fights, and 2 minutes on the last fight will give you chain 4. The ahriman and all demons have 16 minute respawn timers, so once the last demon is dead you can camp in the room and just wait for a continual string of respawns. Should you have excess spare time between respawns you can carby-pull lower level demons from the pit below to fill out the chain. Be careful of ancient magic.

In addition to coffer keys and a few other goodies, these demons also drop demon horns (which sell for 25k each on Unicorn), so even if the XP is middling (I estimate it's good for around 3k/hr) you can also make a fair bit of money while you're there.
#212 May 28 2005 at 1:45 PM Rating: Decent
If my rate-ups counted yet, I would definitely put yours up as far as it would go. This is a great guide, very well pout together. I've had much use out of it.

Seriously moderators, this guide NEEDS to be stickied. I understand it's not directly about the forum site, but this guide is too good not to be stickied.
#214 Jun 06 2005 at 3:06 PM Rating: Decent
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202 posts
Bumpity bump bump
#215 Jun 06 2005 at 4:41 PM Rating: Decent
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1,246 posts
Quote:
Tacitus wrote:
Kuftal Tunnel
Camp: Moving Rocks
PT Lv71-73 - Enemy: Ovinnik
PT Lv73-74 - Enemy: Landons
Details: They are past the rock that goes up and down. Is it right around where the Pelican NM spawns. They AOE paralyze a lot, so have a ready WHM. Unknown Specific Location


OdinTolbi wrote:

I would also lower the level for PTs to fight these things... as I said, I was in a PT at 68 with all of the rest mostly at 70, and we did very well.



Ah 68-70 pt can do well if the melees are at least 69. I went there at 68 for first time, pt was 68-70 but myself, the DRG and the whm were 68, we just couldn't kill the Tigers fast enough.

I went back there at 69, something completely different, Tigers were goin down pretty fast for 200 exp+. So melees shouldn't go there at 68, at that lvl Dhalmels are awesome exp, they're still are at 70, so really go there if Bibiki is too crowded.
#216 Jun 07 2005 at 12:01 AM Rating: Decent
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869 posts
You can take this one out -

Carpenter's Landing

Camp: N. Sandy Zone
PT Lv19-22 - Enemy: Wasps
PT Lv19-22 - Enemy: Beetles

I went there today with a level 19-20 party and was greeted by EP and DC Wasps and Beetles.

Nothing like talking a bunch of people into trying something new and getting there to find the mobs are the wrong level.

Other than that, great thread ^^
#217 Jun 09 2005 at 10:27 AM Rating: Decent
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1,372 posts
Quote:
Camp: La Thiene Plateau Zone. West Wall (K-6)
PT Lv11-13 - Enemy: 1st Tier Goblins
Details: Possible Goblin Trains.


dunno if someone said this but u can also fight the bunnies by the la theine zone. They are the exact same lvl as Hill Lizards.
#218 Jun 13 2005 at 2:16 PM Rating: Decent
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292 posts
ive heard that newton molvapolos may be possible lvling ground around 70, but dont know anything about that. anyone ever had any xp experience there? Also, i know you can lvl at 74-75 in Ule. Range but see no mention of it either. im looking for all possible alternatives now that my static is nearing the goal line...

Edited, Mon Jun 13 15:18:11 2005 by greenmonk
#219 Jun 15 2005 at 1:45 PM Rating: Decent
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2,236 posts
On the Newton Movalpolis campsite for 58-60, I can provide one camp spot, since we partied there last night.

As referenced by the maps on http://ffxi-atlas.com/, take path #1 (J-8) from Oldton Movalpolis to Newton Movalpolis. It's easy to reach either from the northern North Gustaberg entrance or Gusgen Mines entrance (which would be simpler to reach, being just off of the Dem crag).

You'll need invisible. From the first gate platform you reach (E-7/F-7 border) head north. We didn't need to open the gate, but I'm not sure if the gate may rotate and require adjusting. From the landing just north of the gate head left to a cave tunnel. Camp there and pull from the platforms or from the back of the tunnel.

There are two Dire Bats in the tunnel. They do not agro, but will link with the bat familiars of Goblin Foremen. You can use them to fill out chains as needed. The goblins here do not use bomb toss, though they do have a few other tricks.
#220 Jun 18 2005 at 12:11 PM Rating: Decent
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382 posts
bump
#221 Jun 18 2005 at 12:53 PM Rating: Decent
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171 posts
/bump

This would have come in handy last Friday night when my group was running around forever looking for campsites.
#222 Jun 22 2005 at 10:24 PM Rating: Decent
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2,746 posts
*bump*
#223 Jun 23 2005 at 9:49 AM Rating: Decent
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292 posts
id love a more thorough description of all camps for 73+ parties as the info in the main post is kinda thin. I'm in a static thas 71-73 now, and xp is kinda awkward, as most camps seem to favor 70-72 or 73-75 for optimal xp. Moon is crap as a 71-73 considering how hard you have to work. competition with merit parties and overcrowding on the main decorative weapon camps demands i have a few backup spots, plus i dont want to fight the same mob for my last 60k xp if possible.

POSSIBLE ENDGAME XP CAMPS:

there's the main entrance decorative weapon camp, 2 gates, but arrowburn parties may try and eat mobs on both sides and try and mpk you for sharing. /sigh

theres the 2nd floor you get to by going in the right entrance and porting up. ive usually roved between both gates here... lots of weapons on the way to the elevator too. havent tried that as a camp, unsure if there are enough mobs or they con high enough.

i HEAR theres a 3rd area for decorative weapons near aurapots, but i never been there myself.

What else is an option for endgame xp?
-when do the statues work lvlrange-wise and where are they exactly in the shrine?
-whats up with Ule. Range for xp? i know you have to pass true sight mobs yada yada, but specific details would be nice.
-King Ranperres Tomb - is it worth going here without a monk as long as you have light skillchain? how many parties does it support?

ANYwhere else?

(btw, My static is WHM RDM BLM PLD DRK X btw, with us picking up a rng or sam usually as our 6th to make light with the DRK)


Edited, Thu Jun 23 10:57:32 2005 by greenmonk
#224 Jun 23 2005 at 10:01 AM Rating: Decent
Hehe or a WAR, i love playing with WARs.
#225 Jun 23 2005 at 10:46 AM Rating: Decent
Its not listed yet, but there are big birds in Lufaise Meadows that con as IT still to me at 70. There's not much information on that camp, so I'm not sure about their level range.
#226 Jun 24 2005 at 9:29 AM Rating: Decent
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3,139 posts
Ohh thats annoying, I entered an Update for the Attohwa Chasm campsite a week or so ago, and it seems it never posted ><

Ok Ambroise, i suggest removeing the walkthrough to the lvl 60-62 campsite in Atthowa Chasm, and entering this. Currently it doesnt at all give directions to the camp.

Also as a well equipped lvl 62 WAR, the Antilions (tracker Antilions to be exact) con IT + high DEF. They are tough to kill, i would suggest this camp more for 62-64 then 60-62.

Suggested map for Atthowa chasm (the little white lines are what you will be following to get to this camp)

http://ffxi-atlas.com/


First off, Atthowa Chasm is seperated into 2 parts. The east part has much lower lvl mobs, and the west part has much higher mobs. You will be camping on the West, but must go through the east to get to it.

How to get to the camp:
Zone into maze of Shakrami from the Tharongi Canyon entrance. Bear left, up to the second lvl, and zone into Atthowa Chasm. Go strait, past the bridge over the very deep gorge (take some pics here if you want its rather nice looking). Go North to the first tunnel, and then east again into the east side of Atthowa Chasm. Then turn left, hugging the left wall till your first tunnel. Go west again, hugging the left wall, and past the gorge again. Follow the path past the gorge yet again (you will wind west and south then back north to get to this point). Continue following the path, and cross the gorge one last time, and eventually enter the Western half of Atthowa Chasm. Go north (or right), and hug the right wall, to the tunnel that leads to Boneyard Gulley. Camp is right inside that tunnel. The Tracker Antilions do not agro (though other kinds may as someone in our party agroed another kind when we were lost in the south western part which you should avoid).

Total travel time if you dont get lost from teleport mea, is approx 15 minutes. There is virtually nothing that will agro you the entire way to camp, if you follow these directions. Everything is Too weak, and that makes this a very easy camp to get to.

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