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 3/3 GUIDE COMPLET POUR SAVOIR OU EXP EN PT (lvl 60-75)

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FuriousDragon
Dynamis-Flood Interloper
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Nombre de messages : 787
Age : 37
Date d'inscription : 30/04/2005

MessageSujet: 3/3 GUIDE COMPLET POUR SAVOIR OU EXP EN PT (lvl 60-75)   Ven 8 Juil - 17:11

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Bon je pouvais pas partir en vacance sans flooder voila ca viens de allakhazam ...
j'ai mis 4 ans pour le retrouver ...alors enjoy :

(poster original : AmbroseOdin Guru )
(Pour les plus anglophobe d'entre vous je traduirai les notes..mais plus tard )

J'aimerai des commentaires sur les zones si vous tester si vous trouvez bien ..dur ..etc..
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60's

Sea Serpent Grotto

Camp: Outside of Gold Door
Details: Unknown Details. Unsure of location.

Camp: Inside of Ornamental Door
PT Lv59-62 - Enemy: Dire Bats
PT Lv60-63 - Enemy: Great Claw
PT Lv60-63 - Enemy: Devil Manta
PT Lv59-63 - Enemy: Mindgazer
PT Lv59-63 - Enemy: Sahagin
Details: Water Elemental Danger. You need to complete the quest: The Sahagin Key to open this door.

Ro'Maeve

Camp: Zi-tah Zone
PT Lv54-58 - Enemy: Killing Weapon
PT Lv55-57 - Enemy: Ominous Weapon
Details: Right by the zone in from Zi-tah there's more than enough weapons to make a good chain for even 2 parties, and most people not going for Sky access don't even know about it.

Upper Delkfutt's Tower

Camp: 11th Floor
PT Lv54-57 - Enemy: Incubus Bats
PT Lv58-60 - Enemy: Jotunn
Details: Off the last porter and take a right, through the door and past Demonic Doll, up the stairs and camp at the top of the stairs. There are 2 Incubus bats in a hallway that were VT to me @58 but make decent enough chain starters. past the hallway are giants war and mnk types that give out very nice exp for up to 59. They have tons of hit points and the mnk's double attack are a little draining but nothing epic. We did good to kill the 2 bats and 2-3 more giants for chain 4-5 before having to rest. By the time we rested full the bats had respawned and were patiently waiting for our next chain. Only problem with this camp is that without escape there's no clean way out and even with escape unless everyone in your party has their key leftover from 3-3 it's slong trip back. And yes, you can use your key to go back UP the elevator. The upside is, because of this, you will never, ever, have to compete with another party in this camp.

Camp: 12th Floor
PT Lv60-62 - Enemy: Dire Bats
PT Lv60-62 - Enemy: Jotunn
Details: Cross the 11th floor from the previous camp. Camp on the stairs to the 12th floor. 2 Dire Bats spawn at the top of the stairs.

Quicksand Caves

Camp: West Altepa Entrance
PT Lv57-59 - Enemy: Anticans
Details: Head through The G-5 Entrance off of Western Altepa Desert. The Spider by the zone will agro but he's easily slept and if you know the respawn timer he's not a bother (it's 16 minutes btw). You'll be taking him and anticans right by the zone. blm,rng,war,pld types so be ready with silence and make sure mage/nin types have echo drops for combatting AoE Silence.

Newton Movalpolos

Camp: Unknown Specfic Location
PT Lv58-60 - Enemy: Goblins
Details: Goblins and moblins there. Again, with these CoP zones I don't have maps and I wasn't paying attention to <pos> so I'm not much help, but there are a couple of really good camps you can make at the zone ins. A word of warning, though: moblins hit hard and have huge amounts of HP, so get used to long fights if you don't have a good party with you

Valley of Sorrows

Camp: Terrigan Tunnel (from Terrigan J8 )
PT Lv59-61 - Enemy: Velociraptor
PT Lv59-61 - Enemy: Peryton
Details: Can Hold Two PTs

Camp: Terrigan (from Terrigan I-9/10 )
PT Lv59-61 - Enemy: Velociraptor
PT Lv59-61 - Enemy: Peryton
Details: One PT

Monastic Cavern

Camp: Banishing Gate
PT Lv60-63 - Enemy: Orcs
Details: Orcs Campjust after the banishing gate (same place as level 60 cap item)

Labyrinth of Onzozo

Camp: Tunnel ( F-6 )
PT Lv61-63 - Enemy: Toramas
Details: Two PTs can reasonably chain here.

Attohwa Chasm

Camp: ( F-7 ) and ( F-6 ) Caves.
PT Lv60-62 - Enemy: Tracker Antlions
Details: Antlions are non-aggro, but do link. I'm not too good with the area, as I was dragged there the other night, but it's the first big open area after you zone in from Shakrami. You run past some scorpions (which are aggro to sound, but are EP), and then you'll see antlions. We camped in the entrance of the tunnel to Bone Yard gully. Be warned, the antlions have AOE blind, a cone poison attack similiar to the poison like flies and a bind move, they also have quite a bit of life, and also link by sound. XP was decent, and it is a very good spot if onzozo is packed or if you would rather xp on someting with considerable less evasion than the Toramas. (Antilions are Weak to Wind)

Bibiki Bay
-General Bibiki Bay Notes: Avoid the Blaggers. Thiefs have wicked evasion.

Camp: Northern F-8
PT Lv62-64 - Enemy: Goblin
Details: Hobgoblin Fascinator/Martialist/Venerer, Tropical Rarab: This sounds strange, but there are only 5 monsters you cycle through. Yes, I said FIVE. "We can't level off of only 5 monsters!" Sure you can, when they have a repop timer of 5 minutes Smile Fascinator is BLM, Martialist is WAR, Venerer is RNG. The two rarabs are there to hold the chain while you get a hobbie to pop. To get to camp you basically enter Bibiki Bay, head southwest until you see the one Hobgoblin Martialist. Back up and set up camp in the tunnel -- only one party can fit here. If you have a Paladin and Bard in the group, have the Paladin stand by the tree as a reference point for songs. The camp he is refering to is F-8. You *can* have two parties here, but the pulling becomes thinner. The camp he is talking about is the top part of F-8. You can also go to the southern part of F-8 and camp as well. The Dhalmel there will not aggro.

Camp: Southern F-8
PT Lv62-64 - Enemy: Goblin
Details: Same method as above.

Camp: Southern G-11 (Ocean Cliffs)
PT Lv65-68 - Enemy: Goblin
Details: The Martialists, Alastors, Physicians and the occasional Angler. Careful, the Ranglers are harder than most. End with chain 5 on the poor bunny.

Camp: Middle F-10 (Cave)
PT Lv65-68 - Enemy: Goblin
Details: The Martialists, Alastors, Physicians and the occasional Angler. Careful, the Ranglers are harder than most. End with chain 5 on the poor bunny.

Camp: Middle F-9 (Dhalmel Camps) X2
PT Lv65-68 - Enemy: Goblin
PT Lv67-70 - Enemy: Dhalmels
Details: The Martialists, Alastors, Physicians and the occasional Angler. Careful, the Ranglers are harder than most. End with chain 5 on the poor bunny.

Camp: Middle F-9 (Dhalmel Camps) X2
PT Lv65-68 - Enemy: Goblin
PT Lv67-70 - Enemy: Dhalmels
Details: The Martialists, Alastors, Physicians and the occasional Angler. Careful, the Ranglers are harder than most. End with chain 5 on the poor bunny.

Camp: Cave on the Beach G-11
PT Lv69-71 - Enemy: Goblin Angler
Details:

Ru'Aun Gardens

Camp: Unknown Specific Camp
PT Lv64-65 - Enemy: Flamingos
Details: Sky Access is required to get here.

The Boyahda Tree

General Boyahda Notes: Do NOT attack Korrigans. Rangers can scavenge Darksteel boltheads here.

Camp: Cloister Waterfall
PT Lv63-65 - Enemy: Korrigan
PT Lv64-66 - Enemy: Skimmer

PT Lv64-66 - Enemy: Steelshell
Details: Waterfall outside of the cloister of storms. Level on Steelshells and possibly skimmers. Skimmers link like crazy and I have seen 1 too many parties wiped out/forced to escape.
Korrigan Details: Linkable! We decided to pull one of the Korrigan (the black mandragora) just for the hell of it. We loved them. Much *much* softer than the steelshells, if not a bit more annoying. They have the classic AoE sleep, and I saw one special that hit our DRK for 340ish damage, but other than that, they seemed great. We'll be intermixing them with processionaire on Tuesday.

Camp: Waterfall Tunnels
PT Lv63-65 - Enemy: Korrigan
PT Lv63-67 - Enemy: Processionaire
PT Lv67-69 - Enemy: Elder Goobbue
Details: There is a series of tunnels just to the east of the waterfall to level on Processionaries. Take the first right and the slope is a good camp with one pop every 15-20 min.

Camp: Dragon Aery Zone
PT Lv67-69 - Enemy: Darter
PT Lv68-70 - Enemy: Bark Tarantula
Details: Occasional Spider Pops.

Camp: The Lake
PT Lv67-69 - Enemy: Darter
Details: Get to the area with the waterfall and drop down the water slopes on the Right. Turn left at the bottom then take the right most tunnel to come to a small island like area surrounded by water. Ancient Gobbue spawns here. Don't mess with him. This camp is my favorite. Processionaries are also good here.

Den of Rancor

Camp: Cloister of Tides
PT Lv65-67 - Enemy: Pugils
Details: We went down deep into the underworld of the Den of Rancor under the Temple of Unpronouncable to fight Stygian Pugils. We set up camp right at the zone of the Cloister of Tides and started chaining 5 on these pugils. The only thing in the area besides the Pugils were a couple of big fat blobby Doom Toads. Well, naturally I (the one with the deathwish) wanted to fight one, just for the novelty of it. We quickly discovered how good an idea it was when we beat it without too much trouble and got 321 EXP for it! We developed a pattern where we'd fight the Stygian Pugils for about 200 EXP each, and get chain 4 on a Doom Toad (they took a little too long to use them as chain 5's), which led to some spectacular results for EXP. The thing about getting there is that it takes a lot of invis'ing through the Temple above, and going past the Paintbrush room, and once you get into the Den of Rancor, you need sneak as well. If you have someone who knows exactly how to get to the Cloister of Tides, then you're good.

Camp: Yhoator Jungle Zone
PT Lv67-69 - Enemy: Tormentor
Details - Tormentors are Lizzies and are very easy to hit, just lots of HP. There are about 9 spawns so it gets really tight if two PTs camp them, the alternative is:

Camp: Temple Zone
PT Lv67-69 - Enemy: Puck
Details - Pucks are little black mandies. Its just like fighting in the 20s all over again. As you enter the zone from Yhoator Jungle, take the first right, then continue until you can make a sharp left just before the pucks. The slope down is the camp. Don't fall.

Gustav Tunnel

Camp: ( G-7 )( H-7 )
PT Lv67-70 - Enemy: Skeleton
Details:The popular camp area with all the gobs and crabs, if you go to the northern side, the skeletons are harder and good from 65-68. A MNK and a Light Skillchain are great to have here.

Shrine of Ru'Avitau

Camp: Unknown Specific Camp
PT Lv67-70 - Enemy: Decorative Weapons
Details: I can't really list a camp, as there's at least 6 throughout the shrine. The *best* camp is the mobile one, where you alternate between two gates -- each gate has 7 weapons -- and have your mages stand behind the door so when it closes they can reopen it.

Camp: Unknown Specific Camp
PT Lv69-72 - Enemy: Aura Weapons
Details: "Eww! RDM mobs!?" Yeah, because they have pitiful defense, attack, HP, and their AoE hits for half as much as the Decorative Weapons even though Aura Weapons are 2 levels higher. Suck it up, silence them, and have fun with flowing EXP. There are at least 4 camps I've spotted running through the shrine various times, if not more.

Cape Terrigan

Camp: Outside Cloister of Gales
PT Lv68-72 - Enemy: Manticores
Details: Paladins are crippled by Max MP down. Ninja tanks recommended.

Camp: Eastern Tunnel
PT Lv68-72 - Enemy: Manticores
Details: DC Gobs are in the tunnel... may interrupt chains.

Camp: ( F-9 )
PT Lv66-67 - Enemy: Demonic Pugil
PT Lv67-70 - Enemy: Skeleton
Details: Semi-Dangerous camp... occasional skele HP aggro, but a careful PT will be ok. Pugs yield ~150 at this level. Skele's ~180.



70's

Kuftal Tunnel

Camp: I-7 Tunnel
PT Lv70-72 - Enemy: Ovinnik
PT Lv73-74 - Enemy: Landons
Details: They are past the rock ( G-9 2nd Map ) that goes up and down. Both aggro to Sight. Tigers do a AOE Paralyze attack that is VERY annoying

Camp: I-9 Tunnel
PT Lv70-72 - Enemy: Ovinnik
PT Lv73-74 - Enemy: Landons
Details: Same as above Camp.

King Ranperre's Tomb

Camp: Unknown Location
PT Lv70-75 - Enemy: Skeletons
Details: Unknown specifics.

Ro'Maeve
General Notes: I'd like to point out some changes regarding Ro'Maeve. First off, you can start on weapons as early as 70-71. It helps to have a bard though as hitting can be a problem. Also, as with all weapons, watch out for the hellish AOE stun. It's important that everyone in your party have at least two silent oils. Once you get past the zone line going in, it's not really safe to cast until you get to your camp. The zone is full of weapons, pots, and dolls, all of which aggro on magic.

Camp: C-7 West Moon Gate
PT Lv70-75 - Enemy: Infernal Weapon
PT Lv70-75 - Enemy: Apocalyptic Weapon
PT Lv70-75 - Enemy: Darksteel Golem
Details: You will have to get past the Moon Gate to get into here. Just inside the gate. The benefit here is you can pull from either side. It's critical that you have a rdm or brd who is on top of things, however, as you *will* get adds/links. or take a left or a right after passing the moongate, it doesn't matter. Stay on the upper level and find a room in the wall that doesn't have a pot spawn. I believe on both east and west sides, if you take a right, then hug the wall to your left, the first or second room is safe to camp in.

Camp: M-7 East Moon Gate
PT Lv70-75 - Enemy: Infernal Weapon
PT Lv70-75 - Enemy: Apocalyptic Weapon
PT Lv70-75 - Enemy: Darksteel Golem
Details: Same as above.

Shrine of Ru'Avitau

Camp: Unknown Location
PT Lv72-75 - Enemy: Aura Statues
Details: Sky access is required. Zilart Mission 13. Golems AOE bind and stun.
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