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Party Camps in [S]. A Compilation.Follow

#1 Apr 06 2008 at 1:35 PM Rating: Excellent
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885 posts
Contents:

Introduction {INT}
Summary of camps {SUM}
Advantages/Disadvantages {ADV}{DIS}
Before you EXP {PREP}
How This Guide Works {CAMP}
Camp Information {CAMP}



Introduction {INT}


I may know whats on your mind and I'll address it immediately. Why create this thread when I can go to, say, Campsitarus?

Campsitarus


Granted, Campsitarus is a excellent reference to the EXP camps available all over Vanadiel. I use it often myself. But their section concerning past camps is a little lacking on details. I don't want to play down the reputation of Campsitarus at all, and I hope everyone does not think that.


Instead, I want to provide a more detailed compilation of the camps available only in the past. This is from the previous research found on my EXP Alternatives thread (which is more of a directory of mob levels around the past then anything else), and also from personal test trials of various locations in the past for EXP parties. I've gathered enough information to give reasonably detailed and accurate information on various camps located in the past.

Reference: EXP Alternatives. Location: [S].


My hope is that just one of you takes a party out to these areas and try these camps out. A lot of these camps are very good compared to what is usually used or usually available. Also, you'll probably find these camps very empty, or at the very least good enough to keep a good flow of EXP rolling in just because not many people know about them yet. As with the EXP Alternatives thread, I provide you the initial findings and confirmations. Any additions or modifications to camps just post them down, credit is given to those that deserve it.

Good Luck EXPing!


Edited, Apr 6th 2008 5:42pm by Angelusdemonus
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Party Camps in [S]. A Compilation.

EXP Alternatives. Location: [S].

Soloing BST in [S]. A level 20+ guide.
#2 Apr 06 2008 at 1:35 PM Rating: Excellent
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885 posts
Summary of Camps {CAMP}

The following levels are your levels that are approriate to be when camping in the past. These are NOT the monster levels.


12-15 (16) | Stone Eaters | North Gustaberg [S] | E-8 through E-10 / F-8 through F-10
15-18 (19) | Scarab Beetles | East Ronfaure [S] | G-7, G-8
16-19 (20) | River Crab | West Sarutabaruta [S] | F-11 (along the coast)
16-19 (20) | Carrion Crow | West Sarutabaruta [S] | H-6
23-26 (27) | Lycopodium | Batallia Downs [S] | I-9 or I-10/J-10
23-26 (27) | Lycopodium | Sauromugue Champaign [S] | F-6, G-6
26-29 (30) | Lycopodium | Meriphataud Mountains [S] | D-8
25-30 (31) | Rock Eater | North Gustaberg [S] | H-7 all along the road going north
26-31 (32) | Rock Eater | Grauberg [S] | C-14/D-14/E-14
28-31 (32) | Goliath Beetles | Vunkerl Inlet [S] | F-6, F-8, F-9
29-32 (33) | Svaanah Dhalmel | West Sarutabaruta [S] | I-5
31-33 (34) | Carrion Marabou | Vunkerl Inlet [S] | F-6, F-8, F-9
36-40 (41) | Stag Beetle | Jugner Forest [S] | K-9
36-41 (42) | Diving Beetle | Sauromugue Champaign [S] | G-7
36-41 (42) | Colibri/Ladybugs | East Ronfaure [S] | H-9, I-8, I-10, J-10, J-11
41-44 (45) | Lynx | Sauromugue Champaign [S] | K-8/K-9
44-47 (48) | Sauromugue Skink | Sauromugue Champaign [S] | K-8/K-9
44-47 (48) | Berry Grub | Rolanberry Fields [S] | F-8, E-9
49-52 (53) | Dragonfly | Rolanberry Fields [S] | G-6
49-52 (53) | Dragonfly | Vunkerl Inlet [S] | I-12
51-54 (55) | Worker Crawlers | Rolanberry Fields [S] | F-13/G-13
51-54 (55) | Rafflesia | Fort Karugo-Narugo [S] | I-9/J-9
61-64 (65) | Goblins | Vunkerl Inlet [S] | G-8/H-8
61-64 (65) | Yagudos | Garlaige Citadel [S] | I-9
67-71 (72) | Gigas | Vunkerl Inlet [S] | I-9
73-75 (75) | Yagudos | Castle Oztroja [S] | H-8 (Map 5)



Unfortunately there are gaps in the levels. Hopefully one day we can fill the gaps and make it possible to level completely in the past.

Edited, Apr 29th 2008 10:46am by Angelusdemonus
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Party Camps in [S]. A Compilation.

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#3 Apr 06 2008 at 1:36 PM Rating: Excellent
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Advantages/Disadvantages {ADV}{DIS}

If you're not familar with what is different about EXPing in the past versus EXPing in the present, no worries, I'll explain.


These are the following Advantages you have EXPing in the past:

- You can obtain Sigil, which can provide a Latent Regen, Latent Refresh, and Meal Duration Bonus for 50 Allied Notes (AN). Regen/Refresh activate generally if your HP/MP is under 45%. Meal Duration is similar to Sanction, where your food is doubled in time (30min = 60min). Regen/Refresh activation may vary to location, nation, and influence in an area, but the difference is not very significant or even noticeable from what I have seen. Additionally Sigil gives bonuses like Signet: No TP lost when resting.


- Depending on the Freelancers your nation has, you can have further bonuses. One example is if the Freelance Titania is allied with your nation. She gives a Decreased EXP loss bonus for 100 AN (not sure how much of a decrease it is at this time).


- All monsters repop every 5min~. A camp that has just 5-6 monsters would be almost more then enough to EXP on, as they'll repop once you finish a full set of monsters.


- One word: Pixies. Most of the camps provided have Pixies that patrol a very large area, and more then likely will pass by your camp at a pretty decent rate. Pixies can Cure you up to Cure IV or Cure V, and Raise III you for 0 (zero) EXP loss. Their recast is pretty long however, so don't expect a cure bot.


- Unlike several alternative EXP areas in the present, which are usually far in distance to travel to, it is very easy to get from one location to another. Camps that can be used from level group to level group may vary
across the continent, but it is very easy and not at all time consuming to get from point A to point B since there is no level requirement to OP to all the areas in the past.


- Most of these camps are very safe. Safe meaning no random gobs to deal with, or undead that spawn to ruin a steady camp. Granted, some camps have that problem, but are easy to avoid.


- Battle music is cool... >.> <.< (assuming you still listen to in-game music).


These are the disadvantages you're looking at:

- You do not get AN killing monsters. AN is only obtained through Campaign or Campaign Ops. If you're looking for Conquest Points, the past is certainly not for you.


- Without access to Chocobos at this time (hopefully soon to be added in), some camps will need invisible and sneak to get their safetly. This may include a some camps under 25, where almost all jobs do not have invisible yet.

- Veteran and high level players may take WoTG access for granted (as I have). Many of the camps are lower leveled, and the general populous of lower levels may not have the access to many, if not all, the areas located in the past. In my opinion, take the attitude that assumes they do not have access, but you hope they do.


- Without some method of retrace handy (either from yourself or from a friend), getting new gear for parties that last long could be annoying. It is not very speedy to get from the past to AH to the past again.


- Drop rates are very bad. This might file under "not necessary to mention", but to anyone looking for items from monsters in the past...good luck.


Edited, Apr 6th 2008 7:46pm by Angelusdemonus

Edited, Apr 7th 2008 9:09am by Angelusdemonus
____________________________
Linkshell: HeavenisticChaos (Leader)
Server: Carbuncle

Party Camps in [S]. A Compilation.

EXP Alternatives. Location: [S].

Soloing BST in [S]. A level 20+ guide.
#4 Apr 06 2008 at 1:36 PM Rating: Excellent
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885 posts
Before you EXP! {PREP}

Make sure you always get a brand new Sigil before every party. If you're heavy on Campaign Ops or Campaign like myself, you'll probably have more AN then you can imagine using, so sparing 150 (or 250+) AN for all the available bonuses will do nothing to dent you AN amount.


If you have a ranger or a beastmaster in your party, I suggest you ask them to wide scan for a pixie near your camp. This can be your trump card in case anything goes terribly wrong. Alternatively, if you do not have access to Wide Scan, just give the area a little gander to locate your fellow cure-and-run power leveler.



How This Guide Works {CAMP}

These camps are meant for Balanced 6-man parties. If you have less than 6 members (3-5), you may have to self modify the camp level by 1 or 2 levels from the lower limit listed.

Level limits works like the following:

Example: 20-30 (31)

- Lowest level listed in the range is the lowest level average your party can be for the listed camp. If you wish to try it under the lower limit, be my guest. If it works perfectly, let me know and I will adjust it.


- Highest level listed in the range is the last level a party member can be as at the camp. Sometimes EXP will lower, but still be efficient if you can kill fast enough.


- The number next to he highest limit in () is the level you should consider opting out of the camp or looking for a new member. This is not to say the EXP will suck, but don't expect the EXP to be as good even if you do kill fast. Obviously these camps can be modified if needed, so if your the adventurous type and can confirm different level limits, be my guest!





Edited, Apr 6th 2008 5:44pm by Angelusdemonus

Edited, Apr 6th 2008 5:44pm by Angelusdemonus
____________________________
Linkshell: HeavenisticChaos (Leader)
Server: Carbuncle

Party Camps in [S]. A Compilation.

EXP Alternatives. Location: [S].

Soloing BST in [S]. A level 20+ guide.
#5 Apr 06 2008 at 1:37 PM Rating: Excellent
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885 posts
Camp Information {CAMP}


12-15 (16) - Stone Eaters | North Gustaberg [S] | E-8 through E-10 / F-8 through F-10

From the stand point of starting parties (starting by which I mean the first time you'll party as <insert> job), this would be the best place to begin. These worms are not very populated and spread out. A mobile camp similar to one you see in Korrokola Tunnel vs. worms is needed for this. But just like Korrokola Tunnel, worms are very squishy.

Keep an eye out when you travel towards F-10 as a Goblin Skirmisher does walk around that area. But if you stay on the road path you should be safe from harm. There is a pixie that roams around the F-9/F-10 area.


Supports: 1 Party
Monster Name: Stone Eater
Monster Level: 17-20
Aggressive: No
Link: No
Getting to camp: OP to North Gustaberg [S] (camp is right near Outpost).
Pixie Coverage: Yes.
Mobs that might kill you: Just a Goblin far south.


15-18 (19) - Scarab Beetles | East Ronfaure [S] | G-7, G-8


Very nice camp here. Lots and Lots of beetles to kill. Be aware, they do link to sight, so you want to be careful when pulling. A Pixie does travel in both areas (G-7 and G-8).

All their special attacks are not very significant. Evasion down and Spoil won't really be the difference between winning or losing, so these buggers are great to EXP on.

If you travel near the OP just be warned, IT Skeletons do pop at night, and are around level 45. Translation: they will probably one shot you.

If you're Allied with Sandy, it's pretty simple getting to camp. Just zone out from Sandy and walk there. If you are not allied with Sandy, you will need some form of invisible to get there safely past Ladybugs (they aggro to sight during the day). Alternatively, you can try to time you teleport to East Ronfaure [S] at night (18:00 - 6:00 Vanadiel Time). At night, ladybugs will not aggro, guaranteed.


Supports: 2 Parties
Monster Name: Scarab Beetles
Monster Level: 21-23
Aggressive: No
Link: Yes. Sight.
Getting to camp: Retrace/Return to South San d'Oria [S] or OP from any other nation (but you will need invisible or you can just wait for night time (18:00-6:00 Vanadiel Time))
Pixie Coverage: Yes, in both camps.
Mobs that might kill you: Undead at night near OP location.


16-19 (20) - River Crab | West Sarutabaruta [S] | F-11 (along the coast)

Lots of crabs. By lots I mean about 13 crabs, so you're looking at a camp that is good for 2-3 parties. Crabs are nothing special. They use the same specials attacks, just like Dunes. But unlike the dunes, no Goblins hang around crab locations, and you can literally camp right on top of them if you like.

Pixie travels near the coast; you'd have to go out to the road path to find her. But in case anything goes back, she is there sometimes.

You'll notice near the tower that there are Toads. Don't worry, they don't aggro. But, if you see a Toad with a hat and a staff, that is a Poroggo Gent, and they will aggro and eat you alive. From what I remember, they are a lottery pop and only pop during certain conditions, so you shouldn't need to worry about them at all.


Supports: 2-3 Parties
Monster Name: River Crab
Monster Level: 22-25
Aggressive: No
Link: No
Getting to camp: OP to West Sarutabaruta [S] and travel south. Or if your home nation is Windurst, just zone out from their and head Southwest. Be careful of Goblins G-9/H-9 when traveling to camp. Very easy to avoid, just don't autorun to you camp. After H-9 you're safe from any aggro.
Pixie Coverage: Yes, along the road path.
Mobs that might kill you: Just Goblins on your way to camp.


16-19 (20) - Carrion Crow | West Sarutabaruta [S] | H-6

If crabs aren't your thing, or if miraculously the crab camp is full, this can be an alternative. There are about 5 birds that roam around here, so it's only good for 1 party. But the good thing is that they do not link.

From what I remember, these birds hit hard, but that was on my BST. A real tank should do well on these, and these birds should drop pretty fast with a good amount of DD. Higher end birds do have Double Attack, so be careful.


Supports: 1 Party
Monster Name: Carrion Crow
Monster Level: 22-25
Aggressive: No
Link: No
Getting to camp: OP to West Sarutabaruta [S], then travel north. The camp is very close to where you are dropped off when you OP.
Pixie Coverage: Yes
Mobs that might kill you: There is a crow after the road path to the east. In this area contains Rafflesia and Mad Fox (hounds) during the night. They should not be of any issue, but they can kill you if
you get careless.


23-26 (27) - Lycopodium | Batallia Downs [S] | I-9 or I-10/J-10

Mandys! A unique type of monster these are. The Mandies in this area will attach to you, so a smart puller can gather up 2-4 mandies and your party can just pick off mandies whenever you're ready for the next. This is not needed, but could just be one of those "just for kicks" thing.

Mandies here do not aggro and hit you (aside from just latching on to you) and do not link. They also do not use AoE Sleep, so they are pretty good to EXP on versus their present counterparts.

If you choose the I-9 camp, you'll find Sadflys (Damselflys) mobs around the same area. They do not aggro, but do link. They are the same level as Mandies, but I do not suggest fighting them unless your adventurous. AoE hurts, and there is enough Mandies to go around so flies would not be necessary.


Supports: 1 Party each camp
Monster Name: Lycopodium
Monster Level: 29-31
Aggressive: No
Link: No
Getting to camp: OP to Batallia Downs [S], then travel south then west to the Rampart Gate, then continue west to camp for I-9. For I-10/J-10, just head for The Eldieme Necropolis [S] Entrance.
Pixie Coverage: Yes, for both camps.
Mobs that might kill you: None.


23-25 (26) - Lycopodium | Sauromugue Champaign [S] | F-6, G-6

This area is filled with Mandies, more so then you'll find in Batallia Downs [S]. It's basically straight forward really...set up a camp and pull away. Again, they don't link/aggro, and do not use AoE Sleep.


Supports: 2 Parties
Monster Name: Lycopodium
Monster Level: 29-31
Aggressive: No
Link: No
Getting to camp: OP to Sauromugue Champaign [S], then travel north along the west side of the Dragon Spine to camp.
Pixie Coverage: ???
Mobs that might kill you: None.


26-29 (30) - Lycopodium | Meriphataud Mountains [S] | D-8


More Mandies? Well if you've leveled in the jungles, this is no different (just no Goblins to run into).

To point out immediately to avoid confusion, this area has hidden passages along the west side of the map. So getting to D-8 from where you are dropped off when OPing is very easy...you dont need to go all the way around.

This camp has a unique feature to it. Mandies come to you. Thats right, they come to you (ok not exactly, I'll explain). Oddly enough, it seems like these mandies are on some mission, or they like to do marathons. They walk from as far north as E-5 to as far south as F-11. D-8 is right around the middle of the rush hour of mandies. I'm not to sure if they attach to players, but you should not have a problem pulling them as they walk by.


Supports: 1-2 Parties
Monster Name: Lycopodium
Monster Level: 32-34
Aggressive: No
Link: No
Getting to camp: OP to Meriphatuad Mountains [S] then travel directly south. There is a hidden passage south through the mountains, so you do not need to walk all the way east and around to get to camp.
Pixie Coverage: No.
Mobs that might kill you: None.


25-30 (31) - Rock Eater | North Gustaberg [S] | H-7 all along the road going north

Worms! These are squishy as always, and it's a very very safe camp. You'll find Coppercaps in this area, but they do not aggro. As with the Level 12-15 Stone Eater camp, you're party would need to be partially mobile to get great EXP, but it should be very efficient nonetheless.

A pixie does patrol this area periodically.


Supports: 1-2 Parties
Monster Name: Rock Eater
Monster Level: 32-34
Aggressive: No
Link: No
Getting to camp: OP to North Gustaberg [S], then travel east up the ramp. A bit of a walk but nothing will aggro you. Alternatively, if you are Allied with Bastok, you can return home and zone from Bastok. It's a little bit nearer.
Pixie Coverage: Yes.
Mobs that might kill you: None.


26-31 (32) - Rock Eater | Grauberg [S] | C-14/D-14/E-12


Similar to the North Gustaberg [S] camp, but these worms are just 1 level higher. Worms here are not as populated as you'll find in North Gustaberg, so The C-14/D-14 camp would support 1 party, and the E-12 camp could support 1
party.

Beware, if you take the E-12 camp be watchful of the Goblin Skirmisher that wanders D-13.


Supports: 1 Party each camp (C-14/D-14 and E-12)
Monster Name: Rock Eater
Monster Level: 33-35
Aggressive: No
Link: No
Getting to camp: OP to North Gustaberg [S], then walk north to zone into Grauberg [S]. Much much safer and shorter then OPing to Grauberg [S].
Pixie Coverage: No.
Mobs that might kill you: Goblin Skirmisher at D-13 might be a hassle if you take the E-12 camp.


28-31 (32) - Goliath Beetles | Vunkerl Inlet [S] | F-6, F-8, F-9

Peaceful camp here, and relatively easy to get there. Your place to set up camp is on a bridge located at F-8. Then on either side of the bridge is where your target mobs will be, so it can hold about 2 parties comfortably.

You'll notice birds in these camps also, but they are of a higher level range then beetles are. The good thing is their levels do not overlap, so once beetles start to taper off on EXP, just move right on to birds.

Getting to camp may seem like a concern, but I assure you its very safe and very easy. From where you are dropped off in Vunkerl Inlet, just travel Northwest right to camp. High level Pugils and Robber crabs do not aggro. Nor does the random Wandering Sapling you may run into. Be sure to enter the small path going west, not North. North will get you ripped apart by Goblins.

At night there is a Ghost that pops at the very upper right corner of grid G-10. Easy to avoid and no need for sneak, but important to mention.


Supports: 1-2 Parties, one in each side of the bridge.
Monster Name: Goliath Beetles
Monster Level: 34-36
Aggressive: No
Link: Yes. Sight.
Getting to camp: OP to Vunkerl Inlet [S] and travel Northwest right to camp.
Pixie Coverage: Yes.
Mobs that might kill you: None.


29-32 (33) - Savannah Dhalmel | West Sarutabaruta [S] | I-5

If you're not interested in fighting beetles/birds, try these out. Dhalmels in this area are very populated. Be careful as they do link, but finding a safe camp would be very easy.

WARNING! Do not camp far east at J-5. During campaign, beastman located at J-4, normally harmless, will travel out to J-5. If you're camped there, expect for a long walk back to camp.


Supports: 2 Parties
Monster Name: Savannah Dhalmel
Monster Level: 35-37
Aggressive: No
Link: Yes. Sight.
Getting to camp: OP to West Sarutabaruta [S] and travel north then east. Emphasis on North then East, because if you travel straight Northeast you'll run into aggroing Rafflesia.
Pixie Coverage: Yes. 2 Pixies patrol the south portion of I-5/J-5.
Mobs that might kill you: Yagudo's at J-4/J-5 during Campaign.


31-33 (34) - Carrion Marabou | Vunkerl Inlet [S] | F-6, F-8, F-9

This is the follow up of Goliath Beetles camp. Their location is right on top of the beetles, so no moving is needed and no change of area. Again, OP to Vunkerl Inlet and travel Northeast right to camp, a very safe and easy travel.


Supports: 1-2 Parties on each side of the bridge.
Monster Name: River Crab
Monster Level: 36-38
Aggressive: No
Link: Yes. Sight.
Getting to camp: OP to Vunkerl Inlet [S] and travel Northwest right to camp.
Pixie Coverage: Yes.
Mobs that might kill you: None.


36-40 (41) - Stag Beetle | Jugner Forest [S] | K-9

This camp should file under "since no where else is open lets try this" folder. It's a little difficult to get to; by difficult I mean you need invisible.

To access this camp, you take the same path you'd take if you were going to Goliath Beetles/Carrion Marabou. But you would continue north to E-7 and then west to zone. Gnoles are in F-7, so Invisible is needed to get past them alive. In Jugner Forest [S], your camp is right to the west at K-9. There are about 5-6 Beetles, so 1 party is good here.

There level range is a little wider then other camps, but it is safe and should be efficient.


Supports: 1 Party
Monster Name: Stag Beetle
Monster Level: 43-46
Aggressive: No
Link: Yes. Sight.
Getting to camp: OP to Vunkerl Inlet [S] and travel to F-7 to zone. Invisible is needed to get to camp (Gnoles at F-7)
Pixie Coverage: No
Mobs that might kill you: None, except getting to camp.


36-41 (42) - Diving Beetle | Sauromugue Champaign [S]| G-7

These beetles are much easier to access, but their level range is just 1 higher then the ones found in Jugner. When you OP to Sauromugue Champaign, your "appropriate" camp is located at G-7 in that little hole on the map. "Appropriate" meaning, once you OP, you'll find beetles right where you pop. This area only has 4 beetles, and it would not be enough to EXP on. G-7 has 5-6 beetles in the area, so it's more efficient.


Supports: 1 Party
Monster Name: Diving Beetle
Monster Level: 44-47
Aggressive: No
Link: Yes. Sight.
Getting to camp: OP to Sauromugue Champaign [S] then travel north to camp.
Pixie Coverage: No.
Mobs that might kill you: None.


36-41 (42) - Colibri/Ladybugs | East Ronfaure [S] | H-9, I-8, I-10, J-10, J-11


This camp is just plain ****. Any job with piercing (emphasis on THF), would be an excellent asset in this camp.

H-9 is the common, easiest camp to utilize, as a Pixie will travel right through you peridoically. Other camps are also good in case this one is full.

Colibri should be your main target during the day, then move to ladybugs at night. If you choose ladybugs during the day, be ready with Erase, at it uses AoE attack down and an Acc Down move. During the night they do not use these moves.

Remember, Colibri can eat food, so your tank (or even your DD) cannot use food here. Also beware of your party members AoE spells if you camp at H-9. Campaign mobs tend to wander in this area. They are harmless normally, but hit it with AoE....you're as good as dead.


Supports: 5 parties
Monster Name: Colibri/Ladybugs
Monster Level: 45-47 (both)
Aggressive: Colibri: No. Ladybugs: Yes. During the day.
Link: No.
Getting to camp: OP to East Ronfaure [S]. If you OP during the day, bring invisible. If you OP during the night, you're safe without invisible. If you do not want to worry about invisible and you are allied with Sandy, its better to walk it from your Nation.
Pixie Coverage: Yes.
Mobs that might kill you: None.


41-44 (45) - Lynx | Sauromugue Champaign [S] | K-8/K-9


This camp requires someone with Silena and Paralyna, or else you're screwed. Lynx are pretty squishy, but not to be taken lightly. It's a pretty good camp and a good steady flow of EXP, but pulling might be a little awkward since mobs are pretty spread apart.

They have a unique move, called Charger Whisker, that does a static amount of damage that varies to their level. Does about 120-150 AoE damage, and from what I have noticed, Barthunder does not lower the damage.


Supports: 2 Parties
Monster Name: Lynx
Monster Level: 47-50
Aggressive: No
Link: Yes. Sight.
Getting to camp: OP to Meriphataud Mountains [S], then travel north to Sauromugue Champaign zone. Then travel north to camp at K-8/K-9.
Pixie Coverage: No.
Mobs that might kill you: None.


44-47 (48) - Sauromugue Skink | Sauromugue Champaign [S] | K-8

This is the follow up camp to Lynx previously mentioned. Skinks a little hit hard. They have a heavy single attack (Chomp Rush) that gives slow, so erase/haste would be good to have.

But instead of the usual Plaguebreath their future selfs have, they instead use Thunderbolt (or something similar). It's a HP based breath attack, but its relatively weak even at full HP (like 250 at full HP).

You're camp is right at a hill at the west most part of Grid K-8. It's a good and safe spot to pull and avoid any gobs nearby.


Supports: 1 Party
Monster Name: Sauromugue Skink
Monster Level: 51-53
Aggressive: Yes. Sight.
Link: No.
Getting to camp: OP to Meriphataud Mountains [S], then travel north to Sauromugue Champaign zone. Then travel north to camp at K-8. You may need invisible to get to camp safely.
Pixie Coverage: No.
Mobs that might kill you: None.


44-47 (48) - Berry Grub | Rolanberry Fields [S] | E-9

Crawlers. You need dispel here, obviously. There are about 4 crawlers in patches in each section of this area, so 4 crawlers would be near you're camp, 4 others a little further down.

Just watch for the Goblin Skirmisher that wanders around the south portion of E-9 to F-9/F-8. It's not too much of a threat, but can be trouble if you do not look out for it.


Supports: 1 Party
Monster Name: Berry Grub
Monster Level: 49-52
Aggressive: No
Link: Yes. Sound.
Getting to camp: OP to Rolanberry Fields [S] then travel Southwest to camp.
Pixie Coverage: Yes.
Mobs that might kill you: Goblin Skirmisher that wanders at the south portion of the grid.


49-52 (53) - Dragonfly | Rolanberry Fields [S] | G-6

This camp I was going to personally try, but some other party already took it. Needless to say thats enough to note this camp works.

You may want a few jobs that can use Curaga, or a form of Curaga. Dancers shine here, as they can handle the curing very well.


Supports: 1 Party
Monster Name: Dragonfly
Monster Level: 56-59
Aggressive: No.
Link: Yes. Sound.
Getting to camp: OP to Rolanberry Fields [S]. Then travel south towars the maw.
Pixie Coverage: No.
Mobs that might kill you: None.


49-52 (53) - Dragonfly | Vunkerl Inlet [S] | I-12

If Rolanberry Fields is covered, try here. To get here, you also need to use the OP to Rolanberry Fields [S], but you want to travel to F-6 which is a zone to a hidden potion of Vunkerl Inlet [S].

BEWARE! On your way to zone, watch the bushes. Chigoes live here, and you wont make it to zone if you aggro and try to run to zone (I tried it >.>). Be sure to watch your travel and go around the bushes, or Invis/Sneak. Your camp is located right after the tunnel when you zone (you'll see a fly right there). Do not travel you camp any further, chigoes live around the area.

If you have a Dancer, they will be very good at killing off Chigoe adds. Boxstep (just boxstep) instantly kill them, whether it lands or not. They are pretty easy to sleep also if you do not have Dancers or anything with a quick JA attack or a THF with SA. Theoretically you can EXP off chigoes, but you have to completely wipe their HP without critical hitting or one shotting them by any means. So don't count on chigoes for EXP.

This camp is very good with approriate healing.


Supports: 1 Party
Monster Name: Dragonfly
Monster Level: 56-59
Aggressive: No.
Link: Yes. Sound.
Getting to camp: OP to Rolanberry Fields [S]. Then travel south towards the maw then towards F-6 to zone to Vunkerl Inlet [S]. Chigoes are on the way to zone, so be careful.
Pixie Coverage: No.
Mobs that might kill you: Chigoes hidden under flys. Easy to take care off with THFs, SAMs, DNCs, and anything with JA attack abilities.


51-54 (55) - Worker Crawlers | Rolanberry Fields [S] | F-13/G-13


Good follow up after flies in either Vunkerl or Rolanberry. If you are going to transfer your party to this camp from one of the fly camps, or going there from the start, I suggest you take the OP from Pashlow Marshlands either way. It is much closer then taking the OP to Rolanberry. Be sure to have sneak as you need to walk through Ochus and Quadavs. You're camp is right by the entrance to Crawlers' Nest [S].


Supports: 1 Party
Monster Name: Worker Crawlers
Monster Level: 58-62(?)
Aggressive: No.
Link: Yes.
Getting to camp: OP to Pashlow Marshlands, then head to Rolanberry. Bring sneak as you need it to safely pass Ochus and Quadavs.
Pixie Coverage: No.
Mobs that might kill you: Quadav. (noted by: Kelbar)


51-54 (55) - Rafflesia | Fort Karugo-Narugo [S] | I-9/J-9

Information provide by Kinematics:

Have xp'd of late on the rafflesia in Fort Karugo-Narugo [S] with a static from 51-54. Had a couple bad moments at the start, but once we got the hang of it it was pretty easy. XP is still good at 54, but going to move to lesser colibri next because one party member desperately needs IS points.

The camp site we used was right in front of the Phosphorus Gate, literally where you get dropped off by the teleporter. People need to hug the walls, though, because the rafflesia occasionally wander around the blockades and get close enough to agro. You also want to split the melee and the mages since rafflesia have an AOE sleep move (we kept DD on one side of the gate and mages on the other). Bees getting close enough to get charmed by the rafflesia was pretty rare, and no more than a minor nuisance. The rafflesia don't link.

Based on a bit of looking around, you could probably support another party or three just in the open area where you get dropped off plus the open area through the tunnel to the east. Don't remember any pixies in the camp areas, though; they're off in the side paths.


Supports: 2-3 Parties
Monster Name: Rafflesia
Monster Level: ???
Aggressive: Yes. Sound. Far range too.
Link: No.
Getting to camp: OP to Fort Narugo-Karugo [S] and your camp is basically right there near the Ward.
Mobs that might kill you: None.


61-64 (65) - Goblins | Vunkerl Inlet [S] | G-8/H-8

Information provide by Zaeeth:

Goblins
We level there when we were 64-65 with 4 (PLD/DNC/SAM/SMN)
I think a full 6 man party at 62 would do well here.
There are some undead that pop but they are pretty much avoidable if you camp a the corridor mouth (H-8).

The goblin camp was much more fun. The exp was similar for the hippos but again we only had 4 in that party. We consistantly chained 5 on them with little trouble. Even the one undead I pulled (just because I hadn't fought an undead as my PLD at level) wasn't too bad. Again the gobs were very squish and fun to beat on.

Supports: 1 Party (?).
Monster Name: Various Goblins.
Monster Level: ???
Aggressive: Yes. Sight.
Link: Yes.
Getting to camp: OP to Vunkerl Inlet [S], then travel north to G-8/H-8 right to camp.
Mobs that might kill you: Undead at night.


61-64 (65) | Yagudos | Garlaige Citadel [S] | I-9

Yeah thats right. Yagudo. I'll have to be honest, I did not test this as a full balanced party. Tried it as 2 duo-ing DRGs at level 66. But I believe very strongly a party of 61-64 (maybe a wider range) can work here. Here is why.

At 66 these yagudo at the same level as Colibri and conned VT all around. At first I was feeling intimidated and was ready to get mauled (to be honest). After the first mob, we were very suprised. I did not have defense gear or any special food, and I was getting it for 50-70 by the Yagudo Zealot (MNK). Yagudo Templar (SAM) only hit me for 70-90 normally. I had about 225 defense, so a real tank probably would not have much issue tanking these. Additionally, these Yagudo seem to have a little bit high defense in general (even if they wont con "High Defense") but they have a surprisingly weak amount of HP.

Camp wise it will only support 1 group. Any more then this would be rather pointless. The camp itself has 2 spots you can set up here. I-9, which I listed, is the safer camp. It's completely free of any aggro from any mob. Getting to it is very simple. Nothing aggros to the camp until you reach the areas where Fortifications pop. Remember, Campaign mobs wont aggro unless you have tags on or you touch them. You'll need sneak eventually as there is a Bat Trio that does aggro to sound. It's only 63-65, so if you want to kill it you can, or just sneak past it.

Alternatively, you can camp right at Banishing Gate #2, but you'll have to pull the mob to the door as best as you can. Yagudo roam from east to west to east randomly, but walk in a straight line. If you're close to the path, you'll aggro or link. The benefit of this camp is that you are right in between all 7 spawns.

There are 7 pops in this camp, with a variety of jobs: MNK, SAM, SMN, BLM, WHM, NIN, BRD. You may want to have either someone with Silence or someone with a reliable Stun, as you will need to fight BLMs, Elly pets, Ninjas, and Bards. From all the jobs we faught, I'll have to admit the WHM was the most difficult to kill. NIN, BRD, BLM went pretty straight forward and pretty easy. SMN's ellys will need to be kill separately, they are pretty tough, but the SMNs themselves are very squishy. Just beware. During Campaign these monsters will roam outside the rooms they pop in walking from the first room going west and east. Their movements are pretty predictable.

Yagudo don't have anything special, aside from their new special that removes on piece of equipment. It's a frontal cone attack, so anything facing it would get effected. Sweep only did no more then 200 to us. The rest of the specials were not very significant either.

Overall I really like this place. It's quiet, it's simple, and the EXP can have great potential. It's a good change from the ordinary, and it's not really hard to get there.


Supports: 1 Party.
Monster Name: Various Yagudo.
Monster Level: 71-73
Aggressive: Yes. Sight.
Link: Yes. Sight.
Getting to camp: OP to Sauromugue Champaign [S], then travel south to Garlaige Citadel [S]. Once you zone, head northeast to the 2nd map (heading to the fortifications) then head south towards Banishing Gate #2. Your camp is right before the rooms.
Mobs that might kill you: Just the Yagudo as they may link and move around when you are trying to pull. The camp itself is very safe.


67-71 (72) - Gigas | Vunkerl Inlet [S] | I-9

This was provided on my other thread. Here is the information:

midguardian:

They're conventional giants in that they use lightning attack, and as luck would have it, Vunkerl Inlet has double lightning weather often. Camp is at the end of the little valley just north of [I-9] and the five giants roam in an area just to the south of camp. Camp holds one party, and the limited number of giants means that you can't raise your xp rate by pulling more mobs faster. Good for low level 70 party though.

SiviardOfShiva:

I took a Lv. 72-73 party out there, and the exp was "meh" at best. 110 for non-chain and 120-160 for chains....not very good exp. I don't think a merit pt would be very happy out here. Once the RDM in our pt hit 74, the bottom fell out on the exp altogether. 70-80 for non-chains, 110-140 for chains. I think this camp is more suited for a group in the upper 60s, to low 70s. My best guess would be 67-72 for optimum exp per kill.


Supports: 1 Party
Monster Name: Gigas Marine (WAR), Gigas Deckhand (MNK), Gigas Jack (RNG)
Monster Level: 78-80(?)
Aggressive: Yes. Sight.
Link: Yes. Sight.
Getting to camp: CA Warp deposits you at [H-10]
Pixie Coverage: No.
Mobs that might kill you: ???



73-75 (75 - Merit Party) - Yagudo | Castle Oztroja [S] | H-8 (Map5)

Yes, you read it here first. We found a real Merit Camp in the past. What Mikourei discussed covers most of information we discovered from this camp, but I'll put my own input in.

I know whats reeling in some of your heads right now. Let me list down the disadvantages of this camp:

- To get to camp you'll only need Invis, but the journey will run you ~20mins from your starting destination. This would probably include leaving to the past, getting Sigil, and heading there. You also need to make 3-4 stops along the way to camp to open switches and such (if anyone remembers Castle Oztroja's layout, this would sound familiar).

- No AN for killing. You basically only get EXP from killing these mobs.



Now if your answer to the above results to one collective "Big Deal", this please, be my guest and read on.


As mentioned, we initially tried this with 5 people, because I wanted to test the EXP with the EXP bonus (as you get one when less then 6 people in the past areas). We were getting 190-250~ with chains, and managed Chain 5 a few times. We invited my DRK friend last on, and EXP dipped a little, but it dipped far less then I expected. We were getting 160 on a fresh new chain, followed by 190-220~ for each chain.

At the end of the day we averaged roughly 10k/hr~, and we really weren't trying to kill as fast as possible.

Yagudo's here are pretty evasive, in general. 2-handed players with a decent amount of acc would not have much issue here, but 1-handed players may want to test the waters first. My NIN and MNK friend with a good amount of accuracy needed sushi to hit the Yagudo's efficiently. Obviously each player has different gear, so I do suggest trying out a Yag or 2 to get the feel of your accuracy, then decide from there (assuming you have the option of food).


Getting to camp

This is a little bit long, but in my opinion not at all that bad. If you have access to Recall-Meriph, this would be the quickest method of getting to Castle Oztroja [S]. Once inside, you'll need Invisible, as the starting Yagudos you'll see con T.

You're first required stop is at I-8 on the first map. There is switches here. If you don't know how to do it the cheap way, I'll explain. All you need to do is stand in the middle, confirm one of the switches, then move back in case the trap door opens. It has to be in this order. If you touch AND run, it will not work. Touch, wait 1 second for it to confirm, then run, and your golden. YOU DO NOT WANT TO DROP ALONE! A line of imps will greet you on the way up. Albeit easy (they con T), it'll waste your time unless you escape.

Past the first door, you just need Invis again. You'll see some bats, but they do not aggro at all. Continue your way up Map 3. You're current position on this map after you go up a first steps is J-8. You'll want to head south going towards the G-8 door. You have a optional stop at I-10. Look at your Vanadiel Time. If it's around 22:00, I suggest to hang a little bit and wait for the new day to pass. Remember, switch combinations for the door G-8 restart every new day, so it would be silly to get the combination then have it change on you. Again, this is optional. It is not very hard to just sit at the door and guess the combo.

Required stop 2 is at the little circle corner at H-9. The is a imp here, but it's pretty easy. Just have your party kill it, then proceed to G-8. You can fight it on the spot, it's very safe.


Required stop 3, the last stop before camp is at the door at G-8. I suggest you drop invis and clear the area. This Yags will con VT, but are not the ones you want to EXP on. I mean, you can, but there is a better camp. Clear the yags, open the door, ensure everyone got it, then Invis one last time.

Continue through the path till you reach Map 5, your destination. This is the same area where people kill Yags to get Coffer Keys, and where the door to Tzee's spawn is. The door in the past is not accessible, but that's ok.


Basic camp info

There are about ~18 spawns here, so it's good for only one party. You'll run into the following jobs: BLM, NIN, SAM, MNK, BRD, WHM. They don't hit exceptionally hard at all, and their special attacks dont do some special crit hit. They have roughly 4000 HP (MNK probably have about 5000), and are highly evasive, more so to the one-handed players. We did Darkness SCs, which 60% of the time just wiped the floor of the Yagudos, but I think a TP burn could work here also.

Re-pops are 15minutes, but unless you're kill at some super rate, you should have no problem continuing non-stop killing. They can be slept, but our RDM did have some resists (although he did not bring serious enfeebling gear).


Conclusion

Personally, I liked this camp a lot. Unlike fighting Mamools, would have Firespit and the occasional multi-hit attack, and unlike trolls with stupid high HP and Stoneskin, Yagudos do not do anything very special, making killing them pretty straight forward and very standard. Not much to worry about on statistical buffs, except for Bio, Poison (from Feather Storm), and Dia from WHMs. And they die pretty fast. ~10k/hr with a test trial party really isn't bad, and another party may perform much better then we did.

Understandably the distance and no AN/IS/CP could be a big downside to the camp. But if your looking for something new and all the other camps are taken, this is a good option.


Supports: 1 Party
Monster Name: Yagudo (BLM, MNK, NIN, SAM, WHM, BRD)
Monster Level: 81-82 (all conned IT- or IT)
Aggressive: Yes. Sight.
Link: Yes. Sight.
Getting to camp: Please Read the info above.
Pixie Coverage: No.
Mobs that might kill you: Yagudo's themselves.


Edited, Apr 29th 2008 11:28am by Angelusdemonus

Edited, Apr 29th 2008 11:33am by Angelusdemonus
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#6 Apr 06 2008 at 1:56 PM Rating: Good
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Very well done and incredibly useful. rate up x4
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#7 Apr 06 2008 at 3:02 PM Rating: Good
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Bravo, this is quite a complete list of the new camps - with enough details to take all the questions of whats where.

Rate Up D;

P.S - ****, this should be sticky'd for great justice.

Edited, Apr 6th 2008 7:21pm by SparthosofLakshmi
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#8 Apr 06 2008 at 3:31 PM Rating: Good
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Great guide very useful, rate up!
one thing that might be worth mentioning in your advantages section is that Sigil gives all the effects of Signet also, I know 99.9% of people are aware of this but it's a nice bit of info for new players and such.
keep up the good work.

Edited, Apr 6th 2008 7:32pm by Kuraikazetitan
#9 Apr 06 2008 at 4:53 PM Rating: Good
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Excellent job, my LS was just talking the other day about possible camps in [S] area's. Rated up x4.

Please continue on, I'd like to hear if you find any for 55+.
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#10 Apr 06 2008 at 5:21 PM Rating: Default
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No CP/IS/AN kills these camps in my book. I desperately need CP and IS in particular, and I can't get very much AN due to not being able to do Campaign.

However, I support this guide. I hope lots of other people go to [S] camps, because that'll mean the previous camps will be less crowded :D
#11 Apr 06 2008 at 6:18 PM Rating: Good
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Nice guide, rate ups all around!
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#12 Apr 06 2008 at 7:04 PM Rating: Good
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Angelusdemonus wrote:

26-29 (30) - Lycopodium | Meriphataud Mountains [S] | D-8


More Mandies? Well if you've leveled in the jungles, this is no different (just no Goblins to run into).

To point out immediately to avoid confusion, this area has hidden passages along the west side of the map. So getting to D-8 from where you are dropped off when OPing is very easy...you dont need to go all the way around.

This camp has a unique feature to it. Mandies come to you. Thats right, they come to you (ok not exactly, I'll explain). Oddly enough, it seems like these mandies are on some mission, or they like to do marathons. They walk from as far north as E-5 to as far south as F-11. D-8 is right around the middle of the rush hour of mandies. I'm not to sure if they attach to players, but you should not have a problem pulling them as they walk by.


Supports: 1-2 Parties
Monster Name: Lycopodium
Monster Level: 32-34
Aggressive: No
Link: No
Getting to camp: OP to Meriphatuad Mountains [S] then travel directly south. There is a hidden passage south through the mountains, so you do not need to walk all the way east and around to get to camp.
Pixie Coverage: No.
Mobs that might kill you: None.


I am presently fighting these... you can go as low as 25 if you have a good tank /mage combo... our pld was getting hurt bad, but once he hit 26, it didn't seem to be an issue.

No use of sleep powder by these mandies either. There are no pixies, but noone should die if everyone's on the ball. No links, no agro anywhere from OP to camp. The tunnel is @ D-5. Just head straight south to the cliff, then head west.... just as you enter D-5, you'll see the tunnel through the mountains, and it'll spit you right out at the camp.

There are a good 5 mandies from what i've seen that can be pulled (mage, so it's a rough estimate), right outside the tunnel, and the chains never stopped due to the respawn (chain 4, repeat).

The only issue with this camp is getting people with access to WotG... but i HIGHLY recommend it instead of kazham.

My current setup Pld, Pup, Dnc, Sch/whm, sch/blm, rdm/blm... not the DD i'd like.. but still, chain 4s.

-Edit-
@28, the exp falls to just under 100/kill (no chain). I'm going to see what it is at 29, then make my opinion on the high known.

-edit 2-
Noone hit 29, so i never saw the exp total.

Edited, Apr 6th 2008 11:21pm by swish

Edited, Apr 7th 2008 4:51am by swish
#13 Apr 06 2008 at 7:06 PM Rating: Excellent
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Two Camps of Interest:

Biddybugs - Jugner [S]: Same level as Lesser Colibri EXP, plenty to EXP on.

Grauberg Hippogryph - Grauberg [S]: Upper level 60s EXP. 10-11 Hippos, have MP and are squishy.

GL~
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#14 Apr 06 2008 at 7:18 PM Rating: Excellent
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SparthosofLakshmi wrote:
Two Camps of Interest:

Biddybugs - Jugner [S]: Same level as Lesser Colibri EXP, plenty to EXP on.

Grauberg Hippogryph - Grauberg [S]: Upper level 60s EXP. 10-11 Hippos, have MP and are squishy.

GL~


Yeah I know about these mobs, but I want to see if someone gives it a try first before I put it down as fact. Reason being are the following:

- Biddybugs I havent seen anyone try as a party yet, so that would be nice to get info on.

- Hippogryphs are not a very good choice, thought my findings on these are not perfect. These mobs are very very evasive without food at 70+, so it might be an issue for a party having to fight them if they con VT-IT

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#15 Apr 06 2008 at 7:23 PM Rating: Good
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Angelusdemonus wrote:
- Biddybugs I havent seen anyone try as a party yet, so that would be nice to get info on.
Ladybug-type mobs aren't worth EXPing off of, in my opinion (opinion based on farming them).

They practically require a PLD tank (3/4 moves ignore Utsu), they're a pain in the neck during the daytime (AoE Amnesia, AoE Attack Down, and single-target Accuracy Down), and they're otherwise annoying.

On the plus side, they're squishy to the same sorts of things that Colibri are. Smiley: laugh So I'd call them slightly less preferable than Imps overall.
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#16 Apr 06 2008 at 9:14 PM Rating: Good
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Well done and I like the format you used.
#17 Apr 07 2008 at 12:17 AM Rating: Good
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It would be nice to, at least once, party in the past zones. Maybe seeing this will get people interested. Well, I doubt it, but god it would be nice to use WoTG for something other the Campaign.

A large problem is the fact that quite a few people around lvl30-40 don't have WoTG at all, since the main draw, Campaign, will not give them much of a reward.


Quote:
- Hippogryphs are not a very good choice, thought my findings on these are not perfect. These mobs are very very evasive without food at 70+, so it might be an issue for a party having to fight them if they con VT-IT


This is absolutely true. Doing one of the Recall quests and every Hippogryph on the way checked as High Eva.

Now, I wasn't wearing any gear, but still, 282 H2H skill and a DC mob is High Eva? I would never fight something like that, no matter how "Squishy" they are. Low Defense doesn't mean anything if you only land a hit on the mob once a minute.
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#18 Apr 07 2008 at 12:50 AM Rating: Good
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Angelusdemonus wrote:
28-31 (32) - Goliath Beetles | Vunkerl Inlet [S] | F-6, F-8, F-9

Peaceful camp here, and relatively easy to get there. Your place to set up camp is on a bridge located at F-8. Then on either side of the bridge is where your target mobs will be, so it can hold about 2 parties comfortably.

You'll notice birds in these camps also, but they are of a higher level range then beetles are. The good thing is their levels do not overlap, so once beetles start to taper off on EXP, just move right on to birds.

Getting to camp may seem like a concern, but I assure you its very safe and very easy. From where you are dropped off in Vunkerl Inlet, just travel Northwest right to camp. High level Pugils and Robber crabs do not aggro. Nor does the random Wandering Sapling you may run into. Be sure to enter the small path going west, not North. North will get you ripped apart by Goblins.

At night there is a Ghost that pops at the very upper right corner of grid G-10. Easy to avoid and no need for sneak, but important to mention.


Supports: 2 Parties, one in each side of the bridge.
Monster Name: Goliath Beetles
Monster Level: 34-36
Aggressive: No
Link: Yes. Sight.
Getting to camp: OP to Vunkerl Inlet [S] and travel Northwest right to camp.
Pixie Coverage: Yes.
Mobs that might kill you: None.


Did this one after my previous party ended. Opened with the Pld tank at 27, same as with the lyco's, hit hard, but once he hit the low end of the range, the damage was void.

On the south side of the F-8 bridge (f-9 camp), there are only 5 beetles... the north side, i didn't get in a good look (though i'm going tomorrow to take on the birds here, so i'll find out and edit accordingly). With respawn at 5 min, this works. But as the party reached 30, there wasn't enough to keep a consistent chain 5 (it seemed like we'd have it, but then a beetle we were expecting wouldn't spawn).

Also, we found out the hard way (rdm cast slow on a sprite instead of beetle target), if anyone hits a sprite, the party WILL wipe. They seem to have lizard-like hate. And, since you just attacked the mob you were expecting to raise you in this event, it's not going to help you again (no more cure IIIs for us again that night).

I'm going to see (tomorrow, again), if pixie hate created by a party member action (no kill), will be lowered to 0 over one day... here's hoping, but i'm not thinking it'll happen.

Setup: Pld, Pup, drk, Sch/whm, sch/blm, rdm/blm

-edit-
Oh, as for the bird camp right there, with only 3 spawning on the south side of the bridge (from what i could tell), i think the north side will be better. That or worst-case, pulling from both sides. Which would likely need to lower the number of parties at the camp.

Edited, Apr 7th 2008 4:51am by swish
#19 Apr 07 2008 at 5:00 AM Rating: Good
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Bump
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#20 Apr 07 2008 at 6:28 AM Rating: Good
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I was curious if anyone tried finding camps in the beatmen strongholds.

Castle oztroja(S) has level 82 yags, but I am not sure if there are enough of them to rival the mamool-ja. Yag tp moves are pretty safe (a stun kick and those silly poison feathers), which is a bit nicer then the utsu ignoring firespit.

The new WHM spells take you right to the doorsteps of these strongholds, so they seem pretty convenient to get to. Sadly I have not yet been able to talk anyone into trying them out for vt merits.
#21 Apr 07 2008 at 8:57 AM Rating: Good
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OP, you are a good person. Thank you.

I too hope for a day when we can all xp with autorefresh on.
#22 Apr 07 2008 at 9:48 AM Rating: Good
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We tried Hippos Friday night. When we got there a RDM/nin and DRG/whm duo were just destroying them. My party was 64-67 when we decided to move. Our THF (66) couldn't hit often, nor our DNC (67). They were IT high evasion to the DNC and I. My brother did has a fun time with them as his BLM.

Honestly I think they would be decent with a solid party of say 68s. Things to watch for though.

Choke Breath: Paralyze and Silence
Fasudon(sp): Boost -- the strike after this really really hurts. If you're NIN shadows will, of course, eat it. If you're PLD, well, either hope flash is up or you have a great healer. I took (usually) 500+ dmg from it thats with a taco and my def/vit gear up.
Heel Kick: Knock back and hard hitting.
Terrorize: This terrorize is pretty short though.

But yes they are squishy.



Another camp to consider is in Vunkerl Inlet [S] G/H-8.

Goblins
We level there when we were 64-65 with 4 (PLD/DNC/SAM/SMN)
I think a full 6 man party at 62 would do well here.
There are some undead that pop but they are pretty much avoidable if you camp a the corridor mouth (H-8).
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#23 Apr 07 2008 at 10:01 AM Rating: Good
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Just a few questions if I may.

Zaeeth wrote:
We tried Hippos Friday night.


How was the EXP? I don't mean per hour, but more per mob. Also, were your THF and DNC having trouble hitting with or without food?

Zaeeth wrote:
Another camp to consider is in Vunkerl Inlet [S] G/H-8.


Same question here, how was the EXP per mob at your levels?

Thanks for the findings ^^.
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#24 Apr 07 2008 at 10:03 AM Rating: Decent
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Awesome guide! Posting to keep guide handy for referencing.

/salute
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#25 Apr 07 2008 at 10:08 AM Rating: Good
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Yes, around 68-69 they start to be alot less evasive (moreso with a BRD or COR) which makes them very viable for EXP. Hippogryphs are squishy, once you avoid the front (cone aoe) and know how to deal with the boosted hit exp.

This is more of a 'balanced' party setup, seeing as BLM do well vs hippogyph. You can TPburn and still have time for repops as well.
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#26 Apr 07 2008 at 11:15 AM Rating: Decent
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Quote:
I was curious if anyone tried finding camps in the beatmen strongholds.

Castle oztroja(S) has level 82 yags, but I am not sure if there are enough of them to rival the mamool-ja. Yag tp moves are pretty safe (a stun kick and those silly poison feathers), which is a bit nicer then the utsu ignoring firespit.

The new WHM spells take you right to the doorsteps of these strongholds, so they seem pretty convenient to get to. Sadly I have not yet been able to talk anyone into trying them out for vt merits.


I don't think anyone will merit much in the new zones because of the lack of AN's. At least in ToAU ypu get IS points which can be used for useful things. No AN's makes the new areas better for lowbie camps that don't need conquest points.
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#27 Apr 07 2008 at 11:34 AM Rating: Decent
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Quote:
I don't think anyone will merit much in the new zones because of the lack of AN's.


There's two reasons:

1) There's no squishy mobs in WotG that are suitable for meripo parties, as far as I know. By squishy I'm talking colibri/imp/puk quality.
2) There's no EXP boost.

Lack of AN would be a third reason for me, but most other people don't care.
#28 Apr 07 2008 at 12:04 PM Rating: Decent
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Personally I enjoy the pure mamool camp (the upper ledge above the colibri camp). Easy 23k/hr and less competition then the birds. They also do not steal food >.> So lack of squishy birds/puks is not a concern for me.

But yea the XP bonus would be nice to have in WoTG as far as merits are concerned.
#29 Apr 07 2008 at 12:25 PM Rating: Good
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Added the following:

Added: Gigas camp in Vunkerl Inlet [S], which was noted to be something good for a 67-71ish party (yet to be finalized).

Fixed: A few of the comments on Advantages and Disadvantages that a few people have pointed out that I missed.


Edited, Apr 7th 2008 5:12pm by Angelusdemonus
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#30 Apr 07 2008 at 4:53 PM Rating: Excellent
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The exp on Hippos was around 157-170s if I remember correctly for me at 67.
As far as hitting goes I forgot to mention on thing they do ... Dispel. And this dispels food also. So it was with and without food at times. Keeping a bar- spell or two up helped lessen this unless they spammed the dispel move. Which I can't recall the name of right now, sorry.

The goblin camp was much more fun. The exp was similar for the hippos but again we only had 4 in that party. We consistantly chained 5 on them with little trouble. Even the one undead I pulled (just because I hadn't fought an undead as my PLD at level) wasn't too bad. Again the gobs were very squish and fun to beat on.
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#31 Apr 08 2008 at 11:38 AM Rating: Excellent
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Have xp'd of late on the rafflesia in Fort Karugo-Narugo [S] with a static from 51-54. Had a couple bad moments at the start, but once we got the hang of it it was pretty easy. XP is still good at 54, but going to move to lesser colibri next because one party member desperately needs IS points.

The camp site we used was right in front of the Phosphorus Gate, literally where you get dropped off by the teleporter. People need to hug the walls, though, because the rafflesia occasionally wander around the blockades and get close enough to agro. You also want to split the melee and the mages since rafflesia have an AOE sleep move (we kept DD on one side of the gate and mages on the other). Bees getting close enough to get charmed by the rafflesia was pretty rare, and no more than a minor nuisance. The rafflesia don't link.

Based on a bit of looking around, you could probably support another party or three just in the open area where you get dropped off plus the open area through the tunnel to the east. Don't remember any pixies in the camp areas, though; they're off in the side paths.


Also, while you mentioned lynx in Sauromugue Champaign, there are also a nice set of them just north/east of the outpost in Meriphitaud, in the back mountain pass (I think they're about the same level as the Sauromugue ones). Shouldn't have any trouble with passing Campaign mobs if you camp at the eastern exit, or you can do the western exit and be clear of all nearby mobs.


#32 Apr 08 2008 at 6:48 PM Rating: Good
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Have not gotten WotG yet {/blush}, but about to with the April 15 release. Big problem for me is getting parties for 69 Blm anywhere atm, and hate soloing the rats in Nyzul Isle. Are there possibilities for a Blm to be effective (i.e., get party invite or make party) at places in the past at 69-70? If so, any suggestions? Thanks in advance :)

Edited, Apr 8th 2008 10:48pm by CRJR
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#33 Apr 08 2008 at 6:52 PM Rating: Excellent
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Hippos mainly or the Gigas camp in Vunkerl.
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#34 Apr 08 2008 at 7:02 PM Rating: Excellent
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Excellent guide. I'll be looking forward to using it real soon.
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#35 Apr 09 2008 at 8:52 AM Rating: Good
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51-54 (55) - Worker Crawlers | Rolanberry Fields [S] | F-13/G-13


Mobs that might kill you: Quadav. <~

I leveled BST there at 61, Crawler Vs. Crawler, and while you can pull around the IT+/VT Quads, some of the crawler pops are within their range of travel.
#36 Apr 09 2008 at 4:54 PM Rating: Good
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to quote the suit-and-tie guys from American Psycho when they're passing out their business cards...:

Nice... really nice.
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#37 Apr 10 2008 at 6:16 AM Rating: Excellent
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Update:

51-54 (55) | Rafflesia | Fort Karugo-Narugo [S] | I-9/J-9 - Added

61-64 (65) | Goblins | Vunkerl Inlet [S] | G-8/H-8 - Added


Currently being hesitate on adding the Hippo camp at the moment, as the information still seems a little shaky (no offense to the poster that provided the info at all).
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#38 Apr 10 2008 at 8:53 PM Rating: Good
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thanks for the guide. I am trying to camp in past but you will find all the time someone who dont have WoG ;_;, anyway I dotn give up ...
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#39 Apr 21 2008 at 11:44 AM Rating: Good
First off, I'm sorry for bumping a 15 day old post, but I do it in hopes that it will be added to the Legendary Threads & Stickies post.

*****REQUEST TO BE ADDED TO LEGENDARY THREADS & STICKIES*****

I don't want to see this post get lost in the masses.


***edit: I didn't realize there was a certain protocol for requesting a post to be added to a sticky. I went to the post and saw that someone had already requested this to be stickied. My appologies.***

Edited, Apr 21st 2008 3:51pm by Bleam
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#40 Apr 21 2008 at 4:20 PM Rating: Good
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I had put the link to this thread in there too.........

TOAU might be better, but camps can only hold so many parties.

And this thread helped me find a camp for my 39-42 party :).
#41 Apr 22 2008 at 6:44 PM Rating: Excellent
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Added:

61-64 (65) | Yagudos | Garlaige Citadel [S] | I-9

Yep thats right, Yagudo. I provided the info below as it has everything I wanted to mention about the camp. But generally, this camp does not sound as difficult as you may initially think it would be. In fact, it may just be very good.



Quote:
61-64 (65) | Yagudos | Garlaige Citadel [S] | I-9

Yeah thats right. Yagudo. I'll have to be honest, I did not test this as a full balanced party. Tried it as 2 duo-ing DRGs at level 66. But I believe very strongly a party of 61-64 (maybe a wider range) can work here. Here is why.

At 66 these yagudo at the same level as Colibri and conned VT all around. At first I was feeling intimidated and was ready to get mauled (to be honest). After the first mob, we were very suprised. I did not have defense gear or any special food, and I was getting it for 50-70 by the Yagudo Zealot (MNK). Yagudo Templar (SAM) only hit me for 70-90 normally. I had about 225 defense, so a real tank probably would not have much issue tanking these. Additionally, these Yagudo seem to have a little bit high defense in general (even if they wont con "High Defense") but they have a surprisingly weak amount of HP.

Camp wise it will only support 1 group. Any more then this would be rather pointless. The camp itself has 2 spots you can set up here. I-9, which I listed, is the safer camp. It's completely free of any aggro from any mob. Getting to it is very simple. Nothing aggros to the camp until you reach the areas where Fortifications pop. Remember, Campaign mobs wont aggro unless you have tags on or you touch them. You'll need sneak eventually as there is a Bat Trio that does aggro to sound. It's only 63-65, so if you want to kill it you can, or just sneak past it.

Alternatively, you can camp right at Banishing Gate #2, but you'll have to pull the mob to the door as best as you can. Yagudo roam from east to west to east randomly, but walk in a straight line. If you're close to the path, you'll aggro or link. The benefit of this camp is that you are right in between all 7 spawns.

There are 7 pops in this camp, with a variety of jobs: MNK, SAM, SMN, BLM, WHM, NIN, BRD. You may want to have either someone with Silence or someone with a reliable Stun, as you will need to fight BLMs, Elly pets, Ninjas, and Bards. From all the jobs we faught, I'll have to admit the WHM was the most difficult to kill. NIN, BRD, BLM went pretty straight forward and pretty easy. SMN's ellys will need to be kill separately, they are pretty tough, but the SMNs themselves are very squishy. Just beware. During Campaign these monsters will roam outside the rooms they pop in walking from the first room going west and east. Their movements are pretty predictable.

Yagudo don't have anything special, aside from their new special that removes on piece of equipment. It's a frontal cone attack, so anything facing it would get effected. Sweep only did no more then 200 to us. The rest of the specials were not very significant either.

Overall I really like this place. It's quiet, it's simple, and the EXP can have great potential. It's a good change from the ordinary, and it's not really hard to get there.


Supports: 1 Party.
Monster Name: Various Yagudo.
Monster Level: 71-73
Aggressive: Yes. Sight.
Link: Yes. Sight.
Getting to camp: OP to Sauromugue Champaign [S], then travel south to Garlaige Citadel [S]. Once you zone, head northeast to the 2nd map (heading to the fortifications) then head south towards Banishing Gate #2. Your camp is right before the rooms.
Mobs that might kill you: Just the Yagudo as they may link and move around when you are trying to pull. The camp itself is very safe.

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#42 Apr 22 2008 at 6:56 PM Rating: Excellent
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Rule of thumb in WoTG seems to be: monsters hit harder but they tend to on average have less HP than the usual monster of the same level.

Edited, Apr 22nd 2008 10:56pm by SparthosofLakshmi
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#43 Apr 25 2008 at 9:25 AM Rating: Good
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plz stikie
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#44 Apr 25 2008 at 10:04 AM Rating: Good
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Hitting this up so I can find it easily again... since apparently stickies are only reserved for fluff topics and warnings.
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#45 Apr 27 2008 at 11:39 PM Rating: Excellent
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Angelusdemonus wrote:
23-26 (27) - Lycopodium | Sauromugue Champaign [S] | F-6, G-6

This area is filled with Mandies, more so then you'll find in Batallia Downs [S]. It's basically straight forward really...set up a camp and pull away. Again, they don't link/aggro, and do not use AoE Sleep.


Supports: 2 Parties
Monster Name: Lycopodium
Monster Level: 29-31
Aggressive: No
Link: No
Getting to camp: OP to Sauromugue Champaign [S], then travel north along the west side of the Dragon Spine to camp.
Pixie Coverage: ???
Mobs that might kill you: None.


Just finished a camp on these. Wanted to let you know that there's a sprite that passes by the camp every 10-15 minutes, and will raise any downed party members as long as they are close to the road. With no agroing mobs, and no links, this should be a good reason to put the camp on the road (rather than near the mountains as we did initially until we saw the pixie), and pull from all directions.

We were there from 22-27. At 22, the only worry was the lyco's hitting hard, but this is easily prevented by having multiple tanks, or a lot of healing power. At 26, there is a large EXP drop in chains, so (~145 chain 5s on VTs, but most of the mobs were conning T to the 26, which gave us ~120 chain 5s). It's doable, but it'd probably be better to move on to Meriphataud Mountains [S] if the party is planning on staying together.
#46 Apr 28 2008 at 4:14 AM Rating: Good
Bravo, what a great guide :)

Now StickyStickyStickySticky! NOOOOOOOOOW!
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#47 Apr 28 2008 at 6:13 PM Rating: Good
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I am currently partying in Vunkerl Inlet [S] on Gigas mobs. Lv. range is 65-67. We're only a few fights in, some observations thus far.

1. We have a NIN tank, Gigas Deckhands (MNK) will DESTROY your NIN tank. Stick with Gigas Marines and Gigas Jacks at all costs until you're at the higher range of levels.

2. Exp is GOOD. 190 no chain and got up to 280 on Chain 3.

3. Mobs hit our NIN tank like a freakin' freight train. For the lower range of levels, PLD tank is highly recommended.

I'll add more as the party goes on.

*edit*

Ok, 65-67 is NOT good here, especially with a NIN tank. Our setup was NIN, SAM (me), DRK, MNK, SCH, RDM. The Gigas hit REALLY hard, and our NIN tank and myself died TWICE to the same mob trying to kill it. So we're outta there!

Recommendations. MINIMUM level 66 (DD jobs) and 67-68 (tank jobs) for this area and PLD tank is highly recommended over NIN tanks. Our NIN couldn't keep her shadows up even with Haste up. The other DD in the party had no problem making contact and causing damage to the Gigas mobs as Lv. 66 (SAM, MNK) and 67 (DRK) so DD jobs can come to this camp and do well. Just make 100% sure WHM, RDM, or SCH is on top of cures in case someone in the party takes massive damage, otherwise, it's game over, and it's over quickly.

Edited, Apr 28th 2008 10:29pm by SiviardOfShiva
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#48 Apr 28 2008 at 8:14 PM Rating: Good
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Which Gigas camp did you use?

Edit: Sticky, sticky and MOAR sticky prz.

Edited, Apr 29th 2008 12:14am by SparthosofLakshmi
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#49 Apr 28 2008 at 11:20 PM Rating: Excellent
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Gonna leave the specifics up to Angel, but Castle Oztroja [S] has added a merit camp of sorts.

You *can* kill from the entrance all the way to the top floor since most of the mobs in CO are VT yags, but there is the occasional Gnat that cons high eva to me even in my acc gear.

The camp is at the very top of CO where the coffer mobs would be in present-day CO. There are probably ~15+ yags in the area, all ranging from VT-IT. A good puller would be needed for a stationary camp, and a sleeper is *NECESSARY* since most pulls are going to be coming with a link or two.

As a bit of a reference, this camp would probably compare best to Mamools, although I think the yags were much easier than mamools are. MNK, NIN, BRD, WHM, and BLM yags all patrol the area similarly to present day.

We tried this camp with a group of 5 (WHM, RDM, SAM, NIN, MNK) and were getting decent exp but really didn't pull in good exp till a DRK came out to round us out at 6. We weren't really trying to chain mobs, mainly just toying around with the camp, but had no problem hitting chain 5 every time, with a few chain 6s and 7s.

A final note, and probably music to some of your ears, is that we had set up a SC in our party (Asuran > Gekko). Resists were slim to none with Darkness and our SAM (while pulling 1-1.5k Gekkos) would clear ~50-75% with an unresisted SC. MB on top of that would probably be able to clean a mob from 100% with just the SC+MB.

Unfortunately, I doubt this camp will ever be able to break the 12-15k/hour barrier (we were pulling 8-10k-ish just ******** around), so it's not going to replace the standby ToAU colibri camp, and travel time probably lands somewhere in the 10-15 minute range if you have a WHM for recall-meriph, maybe closer to 20 if not, but it is definitely worth some looking into.

Now if Angel would just post it... ;)
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#50 Apr 29 2008 at 7:32 AM Rating: Excellent
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73-75 (75 - Merit Party) - Yagudo | Castle Oztroja [S] | H-8 (Map5)

Mikourei explained a good amount of what we discovered, but I did my own explanation of the camp, how to get there, and what to expect below (and it's all the compilation above).

Abridged version:

Long walk, but as a test trial party we got ~9-10k/hr EXP. Mobs are a little bit on the evasive side, but not too hard to kill at all. Only good for one party, sadly, but I personally liked it.


Unabridged version:

Quote:
73-75 (75 - Merit Party) - Yagudo | Castle Oztroja [S] | H-8 (Map5)

Yes, you read it here first. We found a real Merit Camp in the past. What Mikourei discussed covers most of information we discovered from this camp, but I'll put my own input in.

I know whats reeling in some of your heads right now. Let me list down the disadvantages of this camp:

- To get to camp you'll only need Invis, but the journey will run you ~20mins from your starting destination. This would probably include leaving to the past, getting Sigil, and heading there. You also need to make 3-4 stops along the way to camp to open switches and such (if anyone remembers Castle Oztroja's layout, this would sound familiar).

- No AN for killing. You basically only get EXP from killing these mobs.



Now if your answer to the above results to one collective "Big Deal", this please, be my guest and read on.


As mentioned, we initially tried this with 5 people, because I wanted to test the EXP with the EXP bonus (as you get one when less then 6 people in the past areas). We were getting 190-250~ with chains, and managed Chain 5 a few times. We invited my DRK friend last on, and EXP dipped a little, but it dipped far less then I expected. We were getting 160 on a fresh new chain, followed by 190-220~ for each chain.

At the end of the day we averaged roughly 10k/hr~, and we really weren't trying to kill as fast as possible.

Yagudo's here are pretty evasive, in general. 2-handed players with a decent amount of acc would not have much issue here, but 1-handed players may want to test the waters first. My NIN and MNK friend with a good amount of accuracy needed sushi to hit the Yagudo's efficiently. Obviously each player has different gear, so I do suggest trying out a Yag or 2 to get the feel of your accuracy, then decide from there (assuming you have the option of food).


Getting to camp

This is a little bit long, but in my opinion not at all that bad. If you have access to Recall-Meriph, this would be the quickest method of getting to Castle Oztroja [S]. Once inside, you'll need Invisible, as the starting Yagudos you'll see con T.

You're first required stop is at I-8 on the first map. There is switches here. If you don't know how to do it the cheap way, I'll explain. All you need to do is stand in the middle, confirm one of the switches, then move back in case the trap door opens. It has to be in this order. If you touch AND run, it will not work. Touch, wait 1 second for it to confirm, then run, and your golden. YOU DO NOT WANT TO DROP ALONE! A line of imps will greet you on the way up. Albeit easy (they con T), it'll waste your time unless you escape.

Past the first door, you just need Invis again. You'll see some bats, but they do not aggro at all. Continue your way up Map 3. You're current position on this map after you go up a first steps is J-8. You'll want to head south going towards the G-8 door. You have a optional stop at I-10. Look at your Vanadiel Time. If it's around 22:00, I suggest to hang a little bit and wait for the new day to pass. Remember, switch combinations for the door G-8 restart every new day, so it would be silly to get the combination then have it change on you. Again, this is optional. It is not very hard to just sit at the door and guess the combo.

Required stop 2 is at the little circle corner at H-9. The is a imp here, but it's pretty easy. Just have your party kill it, then proceed to G-8. You can fight it on the spot, it's very safe.


Required stop 3, the last stop before camp is at the door at G-8. I suggest you drop invis and clear the area. This Yags will con VT, but are not the ones you want to EXP on. I mean, you can, but there is a better camp. Clear the yags, open the door, ensure everyone got it, then Invis one last time.

Continue through the path till you reach Map 5, your destination. This is the same area where people kill Yags to get Coffer Keys, and where the door to Tzee's spawn is. The door in the past is not accessible, but that's ok.


Basic camp info

There are about ~18 spawns here, so it's good for only one party. You'll run into the following jobs: BLM, NIN, SAM, MNK, BRD, WHM. They don't hit exceptionally hard at all, and their special attacks dont do some special crit hit. They have roughly 4000 HP (MNK probably have about 5000), and are highly evasive, more so to the one-handed players. We did Darkness SCs, which 60% of the time just wiped the floor of the Yagudos, but I think a TP burn could work here also.

Re-pops are 15minutes, but unless you're kill at some super rate, you should have no problem continuing non-stop killing. They can be slept, but our RDM did have some resists (although he did not bring serious enfeebling gear).


Conclusion

Personally, I liked this camp a lot. Unlike fighting Mamools, would have Firespit and the occasional multi-hit attack, and unlike trolls with stupid high HP and Stoneskin, Yagudos do not do anything very special, making killing them pretty straight forward and very standard. Not much to worry about on statistical buffs, except for Bio, Poison (from Feather Storm), and Dia from WHMs. And they die pretty fast. ~10k/hr with a test trial party really isn't bad, and another party may perform much better then we did.

Understandably the distance and no AN/IS/CP could be a big downside to the camp. But if your looking for something new and all the other camps are taken, this is a good option.


Supports: 1 Party
Monster Name: Yagudo (BLM, MNK, NIN, SAM, WHM, BRD)
Monster Level: 81-82 (all conned IT- or IT)
Aggressive: Yes. Sight.
Link: Yes. Sight.
Getting to camp: Please Read the info above.
Pixie Coverage: No.
Mobs that might kill you: Yagudo's themselves.


Edited, Apr 29th 2008 11:32am by Angelusdemonus
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#51 Apr 29 2008 at 7:54 AM Rating: Good
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We were using the Gigas camp located just due North of the area you get warped to from your main city in the past. It's the same camp illustrated in the OP.
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