Until the 70s, we have leveled on 200+ mobs only because my static was able to kill them quickly and hit chain 6 almost everytime with no downtime (EXP per hour ranges from 6.5K - 8K ). So, the numbers I list are those that a REALLY competent party can take, not just any random pickup party. Add one or two levels onto the ones I have provided.
It should also be said to anyone that does not have sky -- GET IT. Leveling past 68 on the group is really, really, really painful. Ro'Maeve is an alternative but you're constantly around magic aggro mobs from 360 degrees as well as no matter where you camp you will get a pop monster. Once you level off of weapons in sky you'll be so damn glad you went through the trouble of getting access; it really is a godsend after 65+.
Cape Terrigan
54-57 Beach Bunny, Sand Lizard, Goblin Alchemist/Bandit/Mercenary/Shepard: You camp by the SW side of the outpost as nothing that aggros wanders over there. Everything listed above has low attack, low defense, and low HP. Just literally pull whatever you see and keep the chains going. Repops are around 7 minutes so you won't have a shortage of monsters. Be careful, as Goblin Shepards call upon Rabbit Familiars and they DO link with bunnies.
Bibiki Bay
62-64 Hobgoblin Fascinator/Martialist/Venerer, Tropical Rarab: This sounds strange, but there are only 5 monsters you cycle through. Yes, I said FIVE. "We can't level off of only 5 monsters!" Sure you can, when they have a repop timer of 5 minutes :)
Fascinator is BLM, Martialist is WAR, Venerer is RNG. The two rarabs are there to hold the chain while you get a hobbie to pop. To get to camp you basically enter Bibiki Bay, head southwest until you see the one Hobgoblin Martialist. Back up and set up camp in the tunnel -- only one party can fit here. If you have a Paladin and Bard in the group, have the Paladin stand by the tree as a referrence point for songs.
Shrine of Ru'Avitau
67-70, Decorative Weapons: I can't really list a camp, as there's at least 6 throughout the shrine. The *best* camp is the mobile one, where you alternate between two gates -- each gate has 7 weapons -- and have your mages stand behind the door so when it closes they can reopen it.
Shrine of Ru'Avitau
69-72, Aura Weapons: "Eww! RDM mobs!?" Yeah, because they have pitiful defense, attack, HP, and their AoE hits for half as much as the Decorative Weapons even though Aura Weapons are 2 levels higher. Suck it up, silence them, and have fun with flowing EXP. There are at least 4 camps I've spotted running through the shrine various times, if not more.
I do *NOT* reccommend Aura Statues to any party because:
1) They have an innate magical defense much like magical pots. Resists are very common.
2) They have a very high physical defense as well as more HP than the weapons -- they're just not worth the trouble.
3) There is only really ONE camp in the entire shrine and only one party can fit comfortably.
At level 74 Aura Weapons (at my own camp) are still giving anywhere from 160-190 EXP per kill not counting chain bonuses. Yeah, it's lower than we're used to compared in the past, but the EXP per hour is the same and my two RNG are actually using less arrows. At level 75 when I get halfway into the level and switch on merit EXP we will be staying here.
Also, Shoal Pugils are not good EXP in Buburimu as there are only 2-3 fishes per beach and they have a repop timer of 16 minutes; I wouldn't even put that as an option. Trying to pull crawlers and dhalmels isn't really an option as they're so far away from the beaches.
Edited, Sat Dec 18 14:11:35 2004 by Russellius
Edited, Sat Dec 18 14:12:43 2004 by Russellius