Quote:
The new areas, as long as the Empire has the Astral Candesence, provides an XP bonus depending on how many successful Besieged your server has been through. The more you win consecutively, the more an XP bonus you get.
Caederva Mire
Mobs: Imps, Flys, Undead
Location ~ outside Azouph Staging Point or (K-8) from Nashmau North Exit
Abilities: Silence (bring echo drops and keep mages out of range), Poison (bring antidotes just because it's really annoying sometimes), Amnesia (removed with Cursna), and Sleepga
note: definitely sub NIN and duo/trio these mobs for max XP, 4 member party at most, unless you're the only group there and can take advantage of massive chains. RDM or BRD is essential for building chains. Imps are notoriously resistant to pretty much everything, and you'll kill a link before you can sleep it.
At first glance this may appear to be the perfect opportunity for a roaming party, but that is not necessarily the case. Ideally the zone can only hold 2 good parties, one close to the staging point by the ponds, the second one to the other end by the tunnel. Roamers and solo jobs get in the way of the solid parties there. If you're the only party in the zone you can hit chain 100+ but this quickly drops down to chain 5 if there are too many people around.
Mobs: Elder Treants
Location ~ other side of Caederva Mire (F-9) from Nashmau West Exit
Abilities: trees have a move that will take out several shadows which makes PLD tank ideal.
note: Go with a normal party setup and bring some ACC gear or something because with SH, O hat and 5 H2H upgrades, I was still missing a lot with meat. I wouldn't go so far as to say sushi is neccessary but come prepared. The key to this mob is good old-fashioned skillchaining. MB completely destroy them, but you have to be organized. Three imps spawn in the zone, and birds and saplings are good to keep chains alive too.
Take your NIN subjob because this mob hits incredibly hard. Trees are no joke. Just a little hate will obliterate you if you're not careful. So unless your party has some experience at this camp, take the extra precaution.
Bhaulfau Thickets
Location ~ outside Mamool Ja Staging Point
Mobs: Sea Puks
Abilities: throwback move which is annoying but not a big deal with a bard to handle adds
note: I fought Puks with the following setup WAR WAR NIN MNK RDM BRD, which was close to ideal. Wyverns were annoying and so were the Mamool...as much as possible we stuck to Puks. Might have been better with another WAR instead of the NIN. The warriors I was with were very good and I subbed WAR myself, while letting the others tank. BRD is pretty much essential, since the mobs spawn so fast and are densely populated. I recommend camping these at the zone line just outside the staging point, due to high spawn rate and tendency of the area mobs to wander a lot.
A friend of mine fought Mamool on the other side of this little area, and from what he tells me, a similar party setup would work.
Mamook
Location ~ farther outside Mamool Ja Staging Point. On 1st Mamook map, go to ( J-12 ), and you'll zone in to the 3rd map. There are two camps on the third map.
1. Circle around the two tunnels in ( J-9 ) chaining VT & low IT Mamool Jas.
2. Circle around the big room in ( I-8 )
Mobs: Mamool, Wyvern, Puks and crabs
note: I have not tested this zone out.
Edited, Wed May 10 11:44:14 2006 by Chixxor
Edited, Thu May 11 09:00:01 2006 by Chixxor

