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Detailed Solo Guide - Lv. 19-70Follow

#102 Feb 14 2007 at 10:35 AM Rating: Good
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question- I had great streaks in castle zvahl recently getting consistent chain #4s for great EXP, then horrid streaks of multiple deaths over and over due to bad pulls, etc. It just got horrid fast. This was at level 42...resists weren't a problem, demons running me down were on bad pulls.

Are there other options that are slightly safer without mobs that run at flee speed at 42-44? Also, how about other thoughts for cape terrigan?


Excellent guide though- 3 members of my LS are currently using it with amazing success!
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#103 Feb 14 2007 at 12:00 PM Rating: Good
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Pandy,

I had the same problem not just there but a few spots. Not so much the getting out ran part but the linking part. It seems to be really bad with the Elemental pets.

The main cause was me rushing, if you wait until the SMN moves and stops then cast you wont have a problem 90%+ of the time.

Yes you might have to wait a little longer but not dieing is worth the wait.

Pso'ja (sp) was way worse for me, not as far as dieing, b/c Tonberry's run slow and zone is close, but because of linking the master like every 4-5th pull. I dont know if it was me or the geometry of the place.

Just take your time and you'll be out of there in no time.
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#104 Feb 14 2007 at 12:29 PM Rating: Good
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yup- greed got me more than not looking at it in hindsight. Thanks for the vote of confidence, and all things considering I'd rather do this than traditional parties most days....guess its just the RDM in me that's used to soloing now at 75 ^^
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#105 Feb 14 2007 at 12:47 PM Rating: Good
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Quote:
guess its just the RDM in me that's used to soloing now at 75 ^^


Thats what was getting me, I was over estimating what I could because of what I can do as RDM .


Quote:
all things considering I'd rather do this than traditional parties most days


I went from 43-50 in 18 hours on saturday, Had one party for 2 hours and it was way slower then soloing. Monday and Tuesday I got 1 party each and regretted both of them. Went from making 5-6k an hour to 2-3k an hour. I think Im at the point where 54-60 Im not even going to put up my flag.
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#106 Feb 14 2007 at 12:53 PM Rating: Good
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Found a good camp for probably the upper 30s. I used to get some experience as a blm42 (45now) in Xarcabard. In (J-7) there are two caves on the map. Take the southern one. Directly in front of this cave there is a gigas beastmaster, his pet tiger, and one other giant. At 42 his pet checked as decent challenge. The pros to this camp are that there is no way to get aggro from behind and easy pulls. If you need to rest just go to the back right where the cave makes a 90 degree turn. The giants never wander close enough to aggro. Only downside is that you can't set your HP anywhere terribly close, so I just used a reraise earring.

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#107 Feb 14 2007 at 6:35 PM Rating: Decent
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Quote:
- You can only get to this camp if you meet certain prerequisites, which may be more hassle than the average player thinks they are worth.


This section of the guide is in regards to the Newton Movalpolos camp for levels 64-70. What exactly is the OP referring to by "certain prerequisites"?
#108 Feb 15 2007 at 10:16 AM Rating: Good
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Quote:
What exactly is the OP referring to by "certain prerequisites"?


Goblin Headman is located on the elevated central path in Newton, which is not immediately accessible solo. You need to gamble with the goblin in Oldton to receive the ENM60 key item, then trade him 2k for a warp to the Mine Shaft to reach this camp.
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#109 Feb 15 2007 at 10:46 AM Rating: Decent
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Added this to Wiki, going to clean it up so everything links to info but here is the link http://wiki.ffxiclopedia.org/Black_Mage_Solo_Guide
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#110 Feb 15 2007 at 3:33 PM Rating: Decent
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Has anyone found any alternative camps for 65-72, aside from the 2 mentioned here? (Adyweea Subterrane and Newton Movopolos) I tried Newton.. exp was pretty low {maybe I'm just not in the right area.}
Bibiki rabs only check DC-EM for me @68. In terms of exp best gained at my level has probably been Quiqern RNGs. (400+ a kill with band.)
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#111 Feb 15 2007 at 7:15 PM Rating: Excellent
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ggrapple wrote:
Added this to Wiki, going to clean it up so everything links to info but here is the link http://wiki.ffxiclopedia.org/Black_Mage_Solo_Guide

Um... I don't know if I should feel violated or flattered. I suppose technically there is no copyright on the guide...

Guess I'll go check it out on wiki.

EDIT: Yeah... for sure, a PM or a notification first would have been nice.

Edited, Feb 15th 2007 9:18pm by Salacia
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#112 Feb 15 2007 at 7:48 PM Rating: Decent
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Quote:
Um... I don't know if I should feel violated or flattered. I suppose technically there is no copyright on the guide...

Guess I'll go check it out on wiki.

EDIT: Yeah... for sure, a PM or a notification first would have been nice.


Sent you a PM before the one about the HP for the mobs... I still got it in my sent list

Quote:

From: ggrapple [ Add to Address Book | Add to Ignore List ]
To: Salacia
Sent: Feb 11, 2007 @ 12:53 PM EST
Read: ---
Subject: Wiki Guide

I put a suggestion to the wiki people to add this guide to the BLM section like the BST solo guide.

If you dont want to do it I can, it shouldnt take me more then 3 hours to make it pretty.



Hope your not mad I add it. It makes it simpler for people to find stuff and If they find a new spot to add it. And people dont have to search through a bazillion post to find new info.



Edited, Feb 15th 2007 10:54pm by ggrapple
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#113 Feb 16 2007 at 10:33 AM Rating: Decent
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Salacia,

Gahoo wants you to say yes or no on if you would like to keep it on wiki. I sent you a PM with some more details.

http://wiki.ffxiclopedia.org/Talk:Black_Mage_Solo_Guide
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#114 Feb 18 2007 at 7:52 PM Rating: Good
I've been following this guide for a bit, I started around level 43 I think in Castle Zavhl Bailey. I went BLM/NIN to start but a few bad pulls with a long run to the zone left me resting more for HP then for MP, so I came back with BLM/WHM. I felt a little more comfortable this way but I still didn't have much luck here so I got to 44 in an exp party.

Then I tried Pso'jxa as BLM/WHM and so far I've liked this area the best. I soloed from 44-45 in a few hours and a good chunk of 45-46. Then I joined some exp parties until 48 and the xp had dropped a lot. It still wasn't bad but I was getting bored with it so I joined parties for 48-49 (1500 xp from 50). Then I went back and soloed the last bit I needed until 50 and got a level cushion.

Then off to Gustav Tunnel, which is where I'm at now. At first I was doing very well, I got to nearly 4k into my level in just over an hour, but I went back this morning and started having terrible luck. My Sleep IIs are getting resisted left and right which makes it scary and my death toll started rising. I exped for an hour and a half and ended up with less exp then when I'd started. I tried going as BLM/NIN after many deaths hoping the guarenteed blinks would help a bit at the start since I would definitely get my first sleep spell off no problem. However then I had my first resisted Freeze spell, it only hit for 400 something damage taking about 50% of the leech's health and leaving me with not enough MP left to do much of anything. I might've made it out had I slept it and rested but my sleep spells were not being reliable enough so I tried to nuke it but ended up with not enough MP to even sleep it so all I could do was stand there as it killed me. I promptly went back to BLM/WHM although tests in my MH showed no difference in INT, I was probably just unlucky.

I'm thinking of going back and trying my luck as BLM/RDM, I'm hoping Gravity will help with the initial pulls.

I was reading the BLM stickies and read the post about Sleep II overwriting Sleep I, it also discussed whether there was any accuracy difference between the two. The general consensus was no, but my experience in Gustav Tunnel, I only had Sleep resisted once, and Sleep II was resisted at least 10 times. At first I was mainly using Sleep II, but later when I was having worse luck being interupted I was using them about equally.

Also everyone here says that /NIN is the best sub, but /NIN leaves me feeling naked. Sure it's nice when everything is going well, but when things aren't going well, which they seem to do a lot, I feel much more comfortable with the ability to cure myself, and it helps cut down on downtime.
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#115 Feb 19 2007 at 12:56 PM Rating: Decent
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i would like to say a good camp on gigas leaches in quifim camp at h-6 in the little pathway and pull from the trapper to the west its good xp
#116 Feb 22 2007 at 6:51 AM Rating: Excellent
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two comments to make:

1. Cape Terrigan 44-49: I tried the outpost with MUCH failure due to bad pulls, lack of clean areas to fight, and lost chains because of bad facing of the BST or other Goblins (I know they won't link, but when positioning yourself around other bunnies that WILL link and gobbies too close to drop invis around, it gets hairy). Long story short? An entire RR earring blown in about 90 minutes and only about 1k exp to show for it.

However, there is an AMAZING camp in cape terrigan, and that is in the tunnel that leads off the map at F-7 (on the way to the cloister of gales). This camp has no bunnies, no sound aggro mobs (so Tonko is all you need, not more expensive silent oils), and plenty of safe pull options. As you enter the tunnel, you'll come across two goblin bandits. Farther in, you'll find yourself a sheperd with his rabbit, then either another sheperd or an alchemist* (see footnote), then another bandit. So if we straighten out the tunnel, it would look like this:


bandit-bandit-----------sheperd---alchemist(or sheperd)--------------bandit

Typically, you have safe pulls back SOUTH in the tunnel towards the two bandits, or northeasterly between the second sheperd(or alchemist) and the last bandit. You can safely rest AFK at the exit of the tunnel (past the last bandit) without fear of aggro because you can go out far enough (into the lighted sand usually works) to avoid the bandit roaming and not be noticed by the manticores on the outside.

The two middle mobs (sheperd x2 or sheperd/alchemist) will often switch positions, meaning you'll have to move around a bit to get clear pulls, alternating as they move between the two "camps". The turns in the tunnel are a great asset- you can be a lot closer to a gob than you think possible due to them! I went from 44-49 in about 9 hours here and two exp parties, easily hitting consistent chain #4s for the same numbers as the outpost camp. One word of warning- don't force anything! If a pull just isn't there, or you even doubt it at all, don't take it. If you do get a link, your best hope is to elemental seal/sleepga the pet/master, then re-tonko, and book it to the cloister of gales. Head to the exit by the manticores, then head north and then west. Do NOT go down the path that leads to the ZM5 headstone by accident, you WILL die (did it once). But you can usually get enough of a head start to make it to the cloister if needed. There are cockatrices as well, however I'm pretty sure they are sight aggro (however, something inside me is telling me they are sound, however tonko always sufficed for me, but I did "try" to swing wide when possible).

*before the recent maintenance there were 3 bandits and 2 sheperds for me (on Pandemonium). After, 3 bandits, 1 sheperd, 1 alchemist. I originally thought about zoning the alchemist in hopes of popping a sheperd in its place (see escape route above), but I still was able to pull steady chain #4s with only one beastmaster, so didn't bother.


comment two- Gustav Tunnel 49-54.

Well folks, word is out and this camp was crowded when I went. 2 BLMs and a RDM soloing there (including me). We tried the 3 corners of the room suggested, however the west camp is horrible, or at least was for me. Eventually I moved to the east camp and it was much better, but at 49 with 4 enfeebling merits and an enfeebling earring I got two deadly sleep resists on the leeches (only the IT ones, and only on lightsday- the VT ones were quite amenable to my sleep attempts).

However, can anyone attest to the functionality of the Labyrinth of Onzozo goblin sheperds in terms of camping ease? I don't seem to remember there being any place to make safe pulls there from my camping of Ose/Mysticmaker in the past on RDM, but then again I wasn't exactly looking for this sort of thing. I'm just looking for a second alternative to tide me over soloing when this camp gets crowded, as apparently its going to be.

Edited, Feb 22nd 2007 9:53am by PandyCelebrindor
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Sorcerer's: 4/5 (tonban, gloves, coat, petasos)
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#117 Feb 22 2007 at 8:34 AM Rating: Decent
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anybody know any other places to camp that get around newton movopolis (level 58+ camp)? the place is ALWAYS packed with solo blm and its frustrating to show up and have the blm be like.. sure i'll leave in 3 hours, see you then HELP!!
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#118 Feb 22 2007 at 8:51 AM Rating: Decent
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awesome thread, very helpfull

Got form 50 to 54 really fast, and as there was usually people farming the white mage testymony or undeads, i got them to clear me a zone with only a Goby BST ^^. Easyly 5.5~7k/ hour in those conditions.
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#119 Feb 23 2007 at 7:55 AM Rating: Decent
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At ~62-66 you can solo the qiqirn enterprisers at the I-10 entrance to Aydeewa from Wajaom Woodlands pretty safely. There are 4 that pop here, all fairly close to the zone but far enough apart from each other to avoid links. Cast blink, stoneskin, and make sure to nuke from a distance, as they will hit you very hard if you stand too close. Otherwise they only use a ranged attack which will not interrupt your casting. I generally had to sleep them at about 25-30% and rest some mp back to finish them off.

At about ~67-71 you can go to the Qiqirn Archaelogists at the E-10 entrance from Wajaom. I believe there are 7 mobs in this area, so it is possible to have 2 BLMs soloing depending on level. Two are quite close to the zone, so if you're going there for the first time you can test one out pretty safely. Be warned that these will sometimes run away from you and grab links. I don't think that I would attempt this camp without sleepga II. If you can get your kill order/pop time into a groove you shouldn't have to worry about the links too much though. There is a lottery pop NM qiqirn here too, although I've only seen it once. He linked to the mob I was casting on before I even realized it was an NM. He will range attack you for 250 or so a hit, so I wouldn't attempt killing him if you see him.

I think between 62-71 I only died maybe 4 times in these two areas, so they are quite safe even if the xp is not quite as spectacular. I could easily average 4-6k per hour soloing at a relaxed pace. If you're going to solo these areas, please don't go /anon, and please please please do a search of the area before coming out. I always put "Qiqirn Enterpriser (Enemy)" in my seacom so other BLMs would know that there was already someone at that camp. It saves everyone time and avoids the headache of having someone trying to camp on top of you. There was only one or two occasions when I searched the area and all the camps were taken.
#120 Feb 23 2007 at 12:00 PM Rating: Decent
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And just following up, check out http://ffxi.allakhazam.com/db/jobs.html?fjob=3&mid=1166873882197973006 for information on solo'ing from 72 to 75 on more Qiqirin ranger type mobs.

This area can support 3 black mages. There are 2 good camps (one north and one south of the teleport room thing) where you can get up to chain 3. For the 3rd though, you have to go from room to room in rooms outside of the 2 good camps killing other Qiqirin rangers. However, kiss your chains goodbye if you're stuck doing this.

Edited, Feb 23rd 2007 12:01pm by Papinabo
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#121 Feb 26 2007 at 3:00 PM Rating: Decent
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I tried out the Nyzul Isle Staging Point camp the other night and I could solo the qiqirn there at 71 fairly easily. Still needed to sleep them at about 25-30% to rest a little mp back but certainly doable for very decent xp. At 72 I could nuke them down without sleeping with just a melon pie for food. I did die once when I pulled a link on lightsday and they both resisted my sleep. >< But one death out of 30k xp I wasn't going to complain too much. Duoing with a random 73 that came down we could get chain 4 pretty consistently. My 75 BLM/RDM friend came out and he killed a goldsmith very very easily, but unless you're /RDM and very confident I'd only pull the ranger types.

It is apparently a very popular spot for soloers though. Even with my camp location and target in my seacom, on one occasion I had another soloer come use the same camp, and then two BLMs duoing on top of that soon after. I politely asked the duo if they would use the other camp since they basically took all the mobs (and stun claimed them at that), and the one guy basically told me to go to ****, so...eh. I moved to the other side, which was empty, and then about a half hour later they came over and camped on me again. A quick search of the area showed we were the only three BLMs in the area...so I moved back to the other side which was again, empty. Not sure what their deal was.
#122 Feb 28 2007 at 8:38 AM Rating: Good
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nice -bump-
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#124Ravida, Posted: Mar 06 2007 at 11:48 PM, Rating: Sub-Default, (Expand Post) Is this a friggin joke?
#125 Mar 07 2007 at 6:21 AM Rating: Good
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Ravida wrote:
Is this a friggin joke?

Ok, this was my first time attempting solo past 20 with any job. Currently 44BLM. I stumbled across this thread and was so happy about it because it's been REALLY hard finding a party since level 42 due to lack of tanks. I went 4 days without finding a tank for a party. Anyways....

I tried this out. Saw at 44 I go to Cape Terrigan to kill Goblin's Rarabs. Get to the outpost no trouble and find my first target not too far away.

After buffs, I proceed to cast Blizzard II on my new friend, then Fire II, recast Uts, and finish off with another Blizzard II. 200xp! woot!

Next target, after resting up and waiting for the ONLY gobby rarab to respawn, I recast uts, and start the process over again. LINK! Bunny?! wtf!! dead, HP (outpost) and recast. Kill the target and now i'm back to where I started with for XP.

Next target, kill 200xp again. nice. Ok, I can make this work, I say to myself as i'm resting behind the outpost (where 'you wont get aggro'). Aggro. Goblin Bandit. Dead. HP, Dead... aggro at HP. I wait for aggro to leave front of building and HP.

Ok, I'm down 600xp. I kill one and now I'm at 400xp loss.

To make a long story short: death, link, aggro, death, aggro, aggro, aggro, death.

-4k xp later... i give up and i'm now sitting in rabao mad as ****.

Is there something I should know about this camp that I don't know about? This was rediculous.



I had the EXACT SAME PROBLEM with this camp...the problems are not related to the ability to kill the bunny, but moreso in relation to links with other rabbits in the area, or a goblin turning at the wrong moment to see you and bam its over.

I posted farther up the page about another camp in Cape Terrigan on the way to the Cloister of Gales that I had incredible success with. Please feel free to look up on this page (page 3) and you'll see the full thing, but here's a snippet-


PandyCelebrindor wrote:

However, there is an AMAZING camp in cape terrigan, and that is in the tunnel that leads off the map at F-7 (on the way to the cloister of gales). This camp has no bunnies, no sound aggro mobs (so Tonko is all you need, not more expensive silent oils), and plenty of safe pull options. As you enter the tunnel, you'll come across two goblin bandits. Farther in, you'll find yourself a sheperd with his rabbit, then either another sheperd or an alchemist* (see footnote), then another bandit. So if we straighten out the tunnel, it would look like this:


bandit-bandit-----------sheperd---alchemist(or sheperd)--------------bandit

Typically, you have safe pulls back SOUTH in the tunnel towards the two bandits, or northeasterly between the second sheperd(or alchemist) and the last bandit. You can safely rest AFK at the exit of the tunnel (past the last bandit) without fear of aggro because you can go out far enough (into the lighted sand usually works) to avoid the bandit roaming and not be noticed by the manticores on the outside.

The two middle mobs (sheperd x2 or sheperd/alchemist) will often switch positions, meaning you'll have to move around a bit to get clear pulls, alternating as they move between the two "camps". The turns in the tunnel are a great asset- you can be a lot closer to a gob than you think possible due to them! I went from 44-49 in about 9 hours here and two exp parties, easily hitting consistent chain #4s for the same numbers as the outpost camp. One word of warning- don't force anything! If a pull just isn't there, or you even doubt it at all, don't take it. If you do get a link, your best hope is to elemental seal/sleepga the pet/master, then re-tonko, and book it to the cloister of gales. Head to the exit by the manticores, then head north and then west. Do NOT go down the path that leads to the ZM5 headstone by accident, you WILL die (did it once). But you can usually get enough of a head start to make it to the cloister if needed. There are cockatrices as well, however I'm pretty sure they are sight aggro (however, something inside me is telling me they are sound, however tonko always sufficed for me, but I did "try" to swing wide when possible).


I had amazing success here, and gustav (the next listed camp) can support 2 BLMs easily, 3 if the third doesn't mind some periods of inability to pull (the west camp has issues with mob position at times, moreso than the east and south camps)....oh, and if you can, wait till 50 to start there.....its possible at 49, and the exp in Terrigan sucks at 49...but AM makes life so friggin easy! At 50 (prior to staves) I would pull with drain when it was clear, sleep, then Freeze. Once I hit 51 I was easily able to one shot them with freeze without food (Moldy and Aquilo's Staff though, as well as 20+ extra INT) which is great b/c you can eat cookies.

Don't give up! It does work, its just the camp listed for Cape Terrigan is one of the harder ones to get good pulls and if its your first attempt at this (like it was mine), it can get VERY FRUSTRATING, VERY FAST.
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#126 Mar 07 2007 at 12:22 PM Rating: Decent
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Thanks for the response!

Your post seems like it will help a lot and will hopefully be the ticket to getting me out of this rut.

I'll try it out as soon as I get a chance and let you know how it went. ^^
#127 Mar 11 2007 at 8:47 PM Rating: Good
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Is there another camp at 54.. I can't seem to get past Promy's. If not, i'll suck it up with a party for those 4 or 5 levels
#128 Mar 12 2007 at 12:17 PM Rating: Default
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Quote:
*** Level 31-34 ***

Gigas's Tiger (Rime Gigas) - Beaucedine Glacier
It's a good idea to set your Home Point at the Beaucedine Glacier outpost or Xarcabard outpost to save time after you die.

CAMP #2 (Good camp):
Head to (I-9). There is a ramp leading down into a large open area. One Gigas and one Tundra Tiger inhabit this area.

PROS:
- Since only one tiger lives here, you probably won't get aggro'd too much.
- The area is very large, allowing great maneuverability.
- The ramp allows a perfectly safe place to rest.

CONS:
- Can be bothersome and expensive to get to, especially if you die. There is no faster way to get here other than to walk.
- Be careful about resting in the tunnel that leads south of the area. A Tundra Tiger wanders back and forth along it.


unless im at the wrong camp right now, its not only very easy to get too (about a 10 second walk from the outpost), but about half your info for this camp is wrong.

first, theres (usually) a bat eye (it can wonder pretty far away, so its not always there)

while the camp IS pretty big, its still kind of hard to move around with out getting aggro, of course tonko/invis will prevent aggro entirely.

Quote:
CAMP #2 (Good camp):


good? hardly! im getting 6~7k exp/hr atm there at lvl 31...using only the bear minimum equip (2 erimite rings, seers robe, and gloves, elvaan RSE boots, linen legs, 2 yew wands, and a emp pin.)

/cheer

and /bow for awesome guide =)

edit: also, theres occationally two other tigers here.

Edited, Mar 12th 2007 4:24pm by ThePsychoticOne
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#129 Mar 12 2007 at 1:26 PM Rating: Decent
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You're talking about Camp #1. The one you quoted is almost all the way down by the Batallia Downs zone line. The Gigas roams that open area with three exits where you get to either go East towards Fei'Yin or South towards Batallia.
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#130ThePsychoticOne, Posted: Mar 12 2007 at 1:31 PM, Rating: Sub-Default, (Expand Post) hmm... i went down the ramp at I-9... and if it is that first camp you really needa change that "decent camp" thing, lol
#131 Mar 16 2007 at 12:49 AM Rating: Decent
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Quote:
NOTE: I think you need to be at CoP 5-3 or higher in order to access this zone. I was already past this point when I came here, so I don't know for sure. If someone can clear this up, I'd appreciate it.


I don't think anyone did clear this up for you but i did test this and I'm only on CoP 4-3 and i could enter so you don't have to be on CoP 5-3 or higher but I'm not sure if you can enter lower then 4-3

Edited, Mar 16th 2007 4:51am by tinnyangel
#132 Mar 16 2007 at 10:19 AM Rating: Good
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Quote:
I'm not sure if you can enter lower then 4-3


There's no prerequisite at all for reaching the Pso'Xja goblin bat camp. The only parts of this zone that require anything special are the Shrouded Maw BC and Promyvion-Vahzl.
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#133 Mar 18 2007 at 12:52 PM Rating: Decent
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As far as blu is concerned, the Cape Terrugab Camp was awesome, once i figure out the spawns. I could get chain#5 consistently as long as I healed at the right time. Bringing alot of shinobi tabi make this easier, just pop one to heal.

However the Gustav tunnel camp has sucked *** for me. At all the the camps (central, east, and west) It took forever for the shepherds to wander to me, and they seemed to move alot more frequently when pulling, and i got ****** on pathing quite a few times. Blu cannot one shot these pets, so I have to pull to safe zone to kill.

My problems:

-Losing chain due to the shepherds movement patterns.
-Goblins stopping, draw my chakram, then moving again right after I throw.
-Leech pathing around infront of their bst.
-Crabs and Goblins making it impossible to get in position to pull a leech

Does anyone know an alternative for 49-54? I tried looking at goblin lvls at vana bestiary but it appears that goblin lvl is not necessarily correlating to the pet lvl. (IE goblins in terrigan and gustav are same lvl according to bestiary but their pets are significantly different levels).

Not trying to hate on this camp, I try to be open-minded on this stuff. I hated terrigan when i got there, and it ended up being the best camp I have had so far (on blu or blm). Just if anyone knows something I have failed to gather from guide please share.

Ne way thanks for the guide regardless, been a big help.
#135 Mar 20 2007 at 9:56 AM Rating: Decent
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Just a quick question here. Sorry if it has been asked before..

A friend and myself decided to level BLM, only level 22 atm. When it comes to Duo, how would that relate to camps for solo? I am assuming you may just need to go to a new camp a couple levels sooner, since you will have twice the fire power. Anyone go the duo route over the solo that could through a tip or two would be greatly appreciated.

PS: Kudos to OP, that is a great guide. Rate up!
#136 Mar 20 2007 at 3:25 PM Rating: Decent
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certain camps tend to lend themselves to duo exp very well. However, I'd wager that in the 50-60 range, where you can oneshot the pets with AM, duoing would in fact be slower.

But the camps that require 3 nukes, or 2 nukes and a drain like happens early on (I'm thinking of castle zvahl and cape terrible, I started my solo climb at 42 btw) would both work well, albeit you'll have to duck out or go solo a little earlier than you'd like. I'd wager 1-2 levels prior to the actual end marked by the OP would be smart.

Another idea if you like to duo is even through 50-60, you could duo some times. In gustav you could each take a camp there and oneshot your own mobs, but be close enough to get high chains with little to no effort. Then just disband the party when exp stinks and still chat/hang out but while solo exping. Same could be done in Newtown Movapolis, the 58-60 range. Pso'jxa has just one camp though....would be a tad annoying there, if not impossible.

Then post 60, duoing in ToAU areas is great because then you're not duoing pets per se, but rather just very low HP mobs. From what I hear, the RNG mobs in Aydeewa (sp) Subterannae are great duo fodder.
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#137 Mar 22 2007 at 4:34 PM Rating: Decent
Terrairis wrote:
Does anyone know an alternative for 49-54?


There's a camp in Upper Delkfutt's Tower that uses single bat targets of the same level range (53-55) as the leeches of Gustav. It worked really well with a 52-54 DRG, and I kinda wish I had found it sooner. There is often more than one BST Gigas wandering around, so if you're able, you can move to the next target without having to wait for a respawn. My record was a solo chain 7 at 53 thanks to 3 BSTs constantly popping bats. =D

However, be warned that it's a very dangerous camp. There are sound-aggro bats in most tunnels on the 11th and 12th floors, magic-aggro dolls and pots out in the middle of the rooms, and sight-aggro Gigas pretty much everywhere. You'll want a RR earring for sure. The best camp I found was on the 12th floor against the South East wall (I-9 or so, you'll probably be moving around a fair bit to avoid aggro). You can also rest quite safely in the middle of the 12th floor, just don't use any magic near the dolls. In emergencies, there's a zone to the Stellar Fulcrum at F-10, although getting there requires sneak to pass the bats without aggro, and anything attacking you will interrupt the teleportation device.

Something else that just occurred to me is that there may very well be people killing your BST Gigas trying to get the pop items for Alky / Pallas since the update, so be sure to do a /sea before going. It's a fairly quick trip if you've got the key from mission 3-3, but it's still disappointing to get up there and find nothing to kill.

Hope that's useful. It's definitely the craziest camp I've ever soloed at, but can be fun and excellent exp if you're careful. ^.^
#138 Mar 27 2007 at 12:08 PM Rating: Decent
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couple o questions

Is this not stickied?? Seems I always have to hunt for it!

Also, is there another place for 42~ish? Seems Castle Zvhals on
Valefore is always busy, which kinda stinks just a tad.
#139 Apr 03 2007 at 11:13 PM Rating: Decent
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*Information already posted by another member*

Edited, Apr 4th 2007 4:10am by Superllama
#140 Apr 08 2007 at 12:12 AM Rating: Excellent
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Guide edited on Sunday, April 8, 2007. Changes include:

- Added references to several alternate camps that have been listed throughout the thread, including:
  • Alternate Camp from 26-28: Gigas's Bats in Lower Delkfutt's Tower. See Bikpik's post on page 1 of this thread for more details.
  • Alternate Camp from 30-33: Goblin's Gallinippers in Attohwa Chasm. See Shanshin's post directly below this guide for more details.
  • Alternate Camp from 36-44: Gigas's Tiger in Xarcabard. See TidusxXx's post on page 1 of this thread for more details.
  • Alternate Camp from 38-40: Gigas's Tiger in Xarcabard. See mattnumbers's post on page 3 of this thread for more details.
  • Alternate Camp from 44-48: Tonberry's Elementals in Pso'Xja. See Shotzie's post on page 2 of this thread for more details.
  • Alternate Camp from 44-49: Goblin's Rabbit in Cape Terrigan. See PandyCelebrindor's post on page 3 of this thread for more details.
  • Alternate Camp for around level 45: Tonberry's Elementals in Temple of Uggalepih. See Ludomancer's post on page 2 of this thread for more details.
  • Alternate Camp from 49-54: Gigas's Bats in Upper Delkfutt's Tower. See Chomolungma's post on page 3 of this thread for more details.
  • Alternate Camp from 59-64: Alporhan's guide in his "Awesome solo :: 59-64" thread.

- Added a reminder that this guide is listed on Wiki.

- Deleted the section about the Pso'Xja camp that said it may be required to be past a certain CoP mission to enter it.

- Fixed several aesthetic, grammatical, and spelling errors.
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#141 Apr 09 2007 at 6:42 AM Rating: Decent
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Checking out camps at level 58 today, /search revealed a low-60s Japanese BLM playing solo in Mamook; he had a "yellow dot" search comment that said something about a pet camp. As his level was some way above mine, I didn't take special notice of it at the time, but afterwards wondered whether there was a suitable pet camp in Mamook. There is a Mamool Ja's Lizard listed at the Vana'Diel Bestiary and on Somepage as level 68 (same as the Bibiki Bay rabbit pet) and 6 spawn points are cited. Has anyone here found a camp there? It might relieve congestion at Bibiki Bay.
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#142 Apr 09 2007 at 12:42 PM Rating: Decent
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There are tonberry summoners with elementals the same level as the ones recommended for 40-44 in Castle Z. Has anyone given these a try?
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#143 Apr 10 2007 at 6:23 AM Rating: Decent
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Quote:
There are tonberry summoners with elementals the same level as the ones recommended for 40-44 in Castle Z. Has anyone given these a try?


I haven't tried these myself, but a while back my friend was doing a search of that area and commented on why a 40 something BLM/NIN would be out there. The player's search comment was mostly japanese but I'm fairly certain he was soloing the pets, so it may certainly be doable.
#144 Apr 10 2007 at 6:46 AM Rating: Decent
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I tried the tonberry thing at level 41/42 last night. The elemental pets in the first part of the temple of ugly are the right level, but there really isn't a good camp. Namely there's one spot in a hall that kinda works if the tonberry harrasser is at the far end, but doesn't work if he walks into the middle. The other spot is in the thf knife room, which I found to be very dangerous b/c of all the non-walkable chests, which cause some funny pathing, often making the elemental loop around and be seen by it's master.

After that I tried out the demon warlock's pet near the zone to uhligard range (however it's spelled), that was kinda odd, and less death prone than the tonberry in Temple U. However, it still wasn't very good. The problems were, that if you camped by the zone line, then the demons could still see you and aggro mid-fight, or if you camped above the demons, they would bring about 5 demons if the elemental got seen by it's master.

I'm now at the recomended camp.
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#145 Apr 10 2007 at 12:22 PM Rating: Decent
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wow, let me just say, the camp in xarcabard around J-7 is amazing exp, just hit chain 5 solo. The pulls can be a bit hard though if you don't have experiance pulling, 2 giga's pop here, normally spread around in bad places.

Edited, Apr 10th 2007 4:28pm by MrDudee
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#146 Apr 11 2007 at 9:03 AM Rating: Decent
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At 44 moved to the cryptonberry harraser camp. This one is good, but at 44 it's somewhat difficult to kill an elemental if you get multiple resists.

There can also be a lot of waiting for the cryptonberries to be in a favorable possition for a pull, making it difficult to get past chain 2 there.
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#147 Apr 12 2007 at 12:55 PM Rating: Decent
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Quote:
There can also be a lot of waiting for the cryptonberries to be in a favorable possition for a pull, making it difficult to get past chain 2 there.

I had this problem at first, but then I realized there's no sound aggro anymore (how I hated you you stupid eye in Zvahl), so tonko'd up and went to rest in the middle of the cryptonberries ^_^ so whenever the mob turned the right way and I considered myself having sufficient mp, I'd run back a little and pull. Of course that led to some close calls when I was greedy and pulled with only 200 mp >.>. But anyways, with that way I could pull consistant chain 3 at the very least, usually 4 unless the berries just refused to cooperate, rarely 5 (more of a not enough mp issue).

Also every now and then I pulled the ele to the opposite end of the hallway if both berries decided to hang out at the front of stairs for extended periods of time, but that was very risky.
#148 Apr 16 2007 at 10:20 AM Rating: Decent
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from Wstwd :At ~62-66 you can solo the qiqirn enterprisers at the I-10 entrance to Aydeewa from Wajaom Woodlands pretty safely. There are 4 that pop here, all fairly close to the zone but far enough apart from each other to avoid links. Cast blink, stoneskin, and make sure to nuke from a distance, as they will hit you very hard if you stand too close. Otherwise they only use a ranged attack which will not interrupt your casting. I generally had to sleep them at about 25-30% and rest some mp back to finish them off

I just wanna say ty for this post. Great guide, I've been following it on and off from about lv 40. I'm not the biggest fan of pets only because the chances of dieing are always there. Enrerprisers however are a completely different story. Exp is a little slower but the only chance of dieing is if you literally fall asleep. They don't aggro, they will link but these ones don't run away so they won't go get any friends. Haven't been able to chain these yet but 500+ exp with band, 350ish without which is nothing to laugh at. I would have to say that if you were duoing these with another BLm you should be able to hit chain 3 (since there are only 4 of them at the I-10 entrance. Only once when I have gone in there was there another BLM so I ran around looking for another camp and found one. H-6 there is a straight stretch with 1 on one end and 2 on the other. These must be sight linking because not once did I link. Only danger here is there is no zone close but again they sleep easy.

Again its not mind blowing exp but it is exceptionally steady, low low chances of dieing and you can freely hold conversations with 2-3 people and solo and eat your lunch at the same time and I cannot say I ever had that luxury when I solo on DRG.
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#149 Apr 17 2007 at 9:53 PM Rating: Good
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It has lately seemed like the Newton Movalpolos camp for the upper 50s is almost constantly in use, so I wandered around and found a couple others. They both have advantages and disadvantages, but I don't think either are quite as good as the D-11 camp.

F-10 / F-11: your prey is on the east side of the gates at F-10. The easiest way to get here is to go east past the D-11 camp, and, assuming the red gates are open, camp on the south side of the gates. The dead-end tunnel behind you is completely safe.
The major disadvantages of this setup are the lack of a zone in the case of aggro and the fact that there's always going to be a Moblin (Lengthman, I believe) between you and your target. It's ok for jobs that pull the bat back into the tunnel, but might be riskier for a BLM. The tunnel east of these gates might also work, but you'd have to watch for aggro from behind.

E-7: your prey is on the south side of the gates at E-7 / F-7. The fastest way to get there is to hit the J-8 zone from Oldton and turn south at the gates (if the red gate is open).
You've got the advantage of a zone right behind you. You've got the disadvantage of a Goblin Fireman and a Moblin Tankman who like to hang out in the same area as the Foreman. Any of these three enemies can wander as far back as inside the entrance of the tunnel, so be careful where you rest. If you're finding that the Fireman and Tankman are between you and the Foreman, you can pull these two and zone them until they re-pop in a more convenient location. When all three are behaving well, there's really very little aggro to worry about; the problem is convincing them to all behave for a whole exp session.


If, for either of these camps, the red gates aren't open, you can still access them. This involves a trip through Mineshaft #2716.

If you've never been there before, here's one method: talk to Twinkbrix at E-13 of Oldton, then trade him 1-10,000 gil to play his dice game. 10k is the best odds, but even at that it's still a 50/50 chance of winning. Once you win, you can pay him 2k in the future to get warped to the Mineshaft.

Zone from the Mineshaft back into Newton, and follow the path until the junction (I/J-9)just beyond the first gates. If you want the F-11 camp, turn south and stay left all the way until you get there. If you want the E-7 camp, go straight west at the junction, then NW where it opens out a bit. You want the tunnel going north from G-8; follow this NW until you reach the camp.


There are a couple other Foremen hanging about the zone, but those were the only two I found that had convenient camps located nearby.
#150 Apr 19 2007 at 3:03 PM Rating: Decent
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Can someone help me find the Pso'Xja camp for level 54 (Goblin's Bat)? I can't seem to find it, maybe I'm just geographically impaired ><

Edit: Found it. Kick *** camp, but dealing with my drunk *** room mate screwed up my chains. :)

Edited, Apr 20th 2007 1:32am by Epysian
#151 Apr 20 2007 at 4:58 AM Rating: Good
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Just needed to say this: tons of people have found this guide, and that is all well and good. But please, the moment you arrive at a free camp, put your camp location and target in your /seacom. The words Goblin, pet, camp, Black Mage are all in auto-translate, and many more. Then enter in the location of your camp! Why you ask? Well there are two camps in Bibiki that work very well and can easily support two BLMs- on pandy I usually seem them referred to as "North" or "South"- if I see one is taken and no other /seacom, I'm heading out there. This is just one example- Newton in the 50s has at least 3 camps I've used. Many places have multiple camps and its good to know where one person is to avoid clashing with them over mobs.

This is more for the protection of the camp than anything. Myself and the vast majority of people I've run into during my soloing will respect a /seacom more than anything- **** I've logged out the previous night at an exp camp, logged back in the next day to see a BLM and simply checked to see how long they are staying...There have been times I've waited an hour just conversing with the BLM who's exping and having a grand time, then the camp is mine. But no /seacom, and if I waste my time coming out there I'm going to try and outpull you end of story. If nothing else, to teach you a simple lesson....don't waste other's time....just put in a **** /seacom.

Edited, Apr 20th 2007 8:59am by PandyCelebrindor
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