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Guvwenea
10-22-2004, 01:09 PM
Hi all, Me again :bonk:

I am curious as to where to solo at 65, I have done HOH basements and I do like it, although it takes a TON of mana and alot of down time. I went to WW and had my hiney handed to me by a dragon as soon as I zone in LOL :shuffle: I also recently tried SG and same thing....
I am not expecting a super easy solo, but something I have room to move around a little would be great!
I haven't really tried much soloing in POS, though I did try to charm frogs around level 63ish. I am looking for somewhere with mediocre hit points and decent aa xp. Can even be old world, I like an empty zone when I am soloing. BTW I don't own OOW (although from what I have heard I don't know that soloing is possible there anyhow) but I do own all other expansions.

Any suggestions? It doesn't need to be oober xp, but decent 1-2% per kill will satisfy me...
Also I'm not oober by any means, decent equipment with bout 4.5k mana pool.


Also, I am wondering who all uses rain spells and if so what tactics do you use, when and where.

Thanks in advance!
Guv

Wyndfoot
10-22-2004, 02:23 PM
Have you tried soloing in Vxed or Tipt yet? ~7-8% AA xp per kill there or 1% normal xp

Scirocco
10-22-2004, 02:34 PM
The best AA XP soloing areas I hunted in at 65 were PoS (charming the frogs back by the forest giant fort), PoF tables (although anywhere in the zone is pretty good XP), and KT (just have to watch for the occasional summoner).

If all you're looking for is 1-2% AA XP per kill, you can go to just about any zone with blue mobs and get that.

Wolflaynce
10-22-2004, 02:43 PM
Guide to Vxed/Tipt


[Here's a handy guide to those two zones, full of the essential vitamins and minerals. Based upon my experience there. And yes I talk to much, so feel free to skip what I say or make some suggestions. Flames will be ignored.]

Tipt and Vxed from GoD expansion. Easy to get to (teleport spell to Barindu Gardens). The XP at 65th is rougly 1% per kill, 8 to 10% AA (if you are set to 100% AA XP).

Now for the downside:

1) Mobs hit hard and fast. It's GoD! And they have a long reach, especially the Cragbeasts.

2) Stonemites are immune to run changes and summon. Showstoppers.

3) Hynids are animals, not charmable due to their level.

4) Outdoor zone!

5) 66th or Yellow mobs can't be harmonized. Sometimes the 65th and 64th ones can be, but rare.

6) Mobs can be snared (minus Stonemites), so you can either root/dot them, or nuke. I prefer rotting as you and I roughy have the same mana level. I've tried nuking, and as I don't have any crit AA's, I had a lot of downtime.

7) Mobs repop there. If you get a Stonemite at the 4 way or gets in your way, zone out and get a new instance. Not worth working around the Stonemites, unless you are a CrazyDruid (TM) than normal. :) Or a Ranger.

8) If you are high on the walls, the mobs will warp on you. Sometimes usefull when pulling, but it's a deathsentence for a druid. So don't hang around the upper walls if you can't help it.

9) There are Line of Sight problems (LoS). The ground is not flat. Consequentially, you have to position yourself at angles and get closer to dot. Of course that's when the root breaks...

10) Hynids run really fast, and still fast snared. Pooka's are pretty slow snared. Cragbeasts are slow too. Have never snared a Noc or a Kyv, dunno if they summon either. So I usually stick to Pookas, Hynids, and Cragbeasts.

11) Split and Zone. I have had two mobs at the 4way where they can't be harmonized. So I snare one, the 2nd gets aggro'd, and I run like hell to the zone line. Try to root the unsnared one if you have time. Otherwise Camo and zone (you never know what's on the other side...) Once you zone back, the one that was rooted is still there. (Surprised me when I was duoing with a CrazedRanger (TM) and he zoned after rooting.)

12) Hynids see through invis.

13) After port to Barindu, go out past the two columns and hang a right. Keep going until you hit a wall, then turn left and go through a passageway made by a ziggurt and the wall. There you will eventualy run past a cornfield (??) and find one of the natives in a safe spot. Hail her and she gives the key words. I usually just kill the invis and have two hot buttons, one for Vxed and one for Tipt. No need to hail her. Then reinvis. At that point, face the ziggurat that you passed. Then turn left. This leads to a canyon with mobs there. At the end of the canyon you should see a stone golem. He's friendly, plays a mean hand of bridge. :elfgrin: Past the stone golem is a small passageway. If you had any clue where you are at, there are bodies all around ther usually. Then just zone in.

14) The instance stays there until you kill it or after 3 hours of not doing anything (test done once). Usually the 4way repops with Stonemites, so I never keep one for more than 4 mobs or 45minutes. BTW - If you die there and kill the zone, there is a wait time of 20-30minutes for a corpse repop, ala PoP zone. So don't die if you can help it. Though usually there's a rezzer there most of the time. And the port can now get a rezer faster there.

15) Did I say I love the port spell? Makes it so much easier rather than the Natimbi --> Qinimi (SOE is stripped due to levi component) --> Barindu. All the while hoping that your friend's invis doesn't drop or the rare see invis mob is up and running. That port spell is the best thing next to sliced cheese.

16) Use much the same tactics for Tipt. Stonemites and Hynids react the same. Though I prefer Vxed because any mob there has a small chance to drop the Chanting Stone Mask.

http://lucy.allakhazam.com/item.html?id=68598


Port Spells info (better have the cash handy):

http://thedruidsgrove.org/forums/showthread.php?t=9372

NOTE: I did some small editing for clarity. 0_o

Guvwenea
10-22-2004, 03:23 PM
Wow thanks for the advice! I will try that tonight, I was told (by a SK friend) to not go there I would die lol but hey I'm used to that! :elfgrin: I will be brave and give it a shot!! :p

Wolflaynce
10-22-2004, 03:33 PM
You're welcome. :) I did die quite a number of times. Mostly was when I didn't kill the mount fast enough after root broke. *splat* Best thing I did was if it looks bad, zone. No point in being heroic.

Oh and:

17) Very lag free zone. I have an 800Mhz processor, 64MB card, 640MB RAM. About 100% of PoP content is laggy. OoW is extreem lag for me. The instance is very nice on my computer. A win/win situation for me! Now if they can only optimize the rest of the zones....

Grendul3164
10-22-2004, 06:34 PM
Hi threads that never got stickied! *cough*mods*cough*

http://forums.thedruidsgrove.org/showthread.php?t=9436

Would have saved a bit of typing for ya, but buried posts will do that.

Guvwenea
10-25-2004, 03:09 PM
Update :thumbup:

I went into Vxed Friday night-tried to harmony a hynid-wouldn't hold, tried to ghetto split, Loading Please wait.... :shuffle: But because I am a bit of the Crazy Druid (TM) I thought I will get my rez (I hope) and try again. Tried again, bad setup, called it a night. One thing I learned very quickly is that if snare doesn't land on the hynid run like hell ! Saturday I was determined to do this, so I zone in and did well almost died again lol zoned with 0% by the time I zoned through I was at 2% eep was close :elfgrin:
Anyhow I love it! I love the challenge :buttrock: I did manage to die twice but as I said before I'm used to that LOL

Thanks again
Guv


Going back tonight too! Great xp and nice area to move around and kite, easy to get to ect.

Takkesis
10-28-2004, 08:00 AM
I can get 2 shots at snaring the Hynids but be carefull you do not zone out with the to close to the zone I made that mistake once and it was not good. Since it was snared it did not head back to it's spot and I zoned back in and was loading back to PoK. I only have an extended range IV item so nothing special.

Xianin
10-30-2004, 07:05 PM
I was bored and did a little soloing in Vxed. Well I was able to snare and root a venomous stonemite. However he did summon, which sucked, but I was able to keep one rooted while I killed a Pooka. Makes life a little easier if one is willing to try.

Larellion
11-02-2004, 09:24 PM
Tangling Weeds is a good option if you have room for it in your spell line up, if ensnare is resisted this casts so fast its not too bad to make room to cast it, then land root or ensnare whatever your preference.

Noken
11-03-2004, 01:40 AM
I always keep an item with snare handy, and start the pull with it. That way you get 2 shots at snare in 2 seconds, and then in tipt or vxed you can run and even get a third.

If you're up for a challenge and have dire charm the mobs deep in chardok are decent, and you can go fast paced with savage spirit and a couple weapons (mage summoned fists better yet). A little practice in the tunnels on the way down is a must, and if you're smart with pulls and pathing you can farm the betrayer too for your monk friends, wearing any type of equipment (just be cautious with pulls until you learn what can add, and if things go bad you can generally let your pet die while you train to the zone out). And if that's not enough exp, or too easy, the mobs around herbalist area stay mostly blue to a level 70, and also drop some trinkets.

When you get good killing in chardok becomes exceptionally fast and with little down time.

Len the Druid
11-04-2004, 03:12 PM
KT..
I thought someone said they quadded there. I tried and they did that anti-quad dance.

Anyways, Ytxxa or whatever. Nail the two wary's. Zone into KT, nail the rabid fury's (should be 2 you can get from that side), run to the other side and get that rabid fury. Root rot style the wary's should be back up in Yxtta.

It's nice to get a Rune slapped on because at some point you'll get a summoning Rabidfury. and that should give you enough of a chance to exo.

Has anyone tried back where the frp's hang? It seems you can run around up there with aggroing them. I would guess is you could clear the 2/3 rabidfury's there it would be a nice place to drag some hynids and crags. :dance:

Grendul3164
11-04-2004, 03:54 PM
Quadding in KT has been tried by some of us crazy druids, but I have to see anyone do it successfully. With the fix of collision, and the number of rocks and such in KT, the anti-quad dance is way too common. Its doable pulling the golems from the front of the side temples, but the dance is much too exhaustive on the mana. I suppose if you could find *some* way of getting 4 non summoning golems trained all the way to the zone in it would be much better odds. However getting them around the wanders near the Summoning Ring, and the first temple near the zone in seems nearly impossible without adds - unless they warped via walls.

I gave up on that - Root rotting in Vxed was better overall xp anyway as was much faster/safer/constant - but was very fun to attempt.

Yxtta is allright too, but really only worth it if youre hoping for the random earring zone drop. Though I suppose change is good =)

Len the Druid
11-05-2004, 04:06 PM
wait..
Golems dont summon?

If there were some clerics getting their flags rather than xping in the wall of cattle I might trust you.. :dance:

Grendul3164
11-05-2004, 05:13 PM
Hahaha well its funny how summoning on the golems appears to work....in fact several of the models.

We did a huge test on this with a small group of us in my guild when grinding there was the "in" thing to do. We noticed when something happened where kiting was neccessary to keep a group up, I could (was still on my druid) actually SOLO the mobs while we recovered as neccessary. No summon. As long as it was only me and/or a necro handling it. HOWEVER, when we tried adding ranged damage from other folks in the group, we found the mobs often did summon. My first assumption was that SoE had added a code that stated if > x on hate list, summon. It happened this way literally dozens and dozens of times.

However, I occasionally (rare in my attempts) found that golems SOMETIMES summon even when I was the only one in the zone. This basically cancels out the first thought, and it seems we were just exceptionally lucky (unlucky) with the mobs we came across during those weeks.

Therefore, as it stands, Id say golems have a small chance of summoning, though in my findings theyre more likely not to. Sorta like the chance of a Sentry popping during quadding sessions in HoH back in the day.

Ive solod a fair share of crags and hynids as well - but given the wandering and social nature of mobs in the only "baddie free" areas, its a huge PITA and not worth the effort.

Maybe someone else can confirm the golem summoning issue more matter-of-fact then myself. I still think it may be a case of pure luck. But, it got me an AA or 3 testing ;)

Len the Druid
11-08-2004, 01:31 PM
Well I've switched to getting as many mobs as possible and just rot kiting. Seems to be easier than having a social add come up from behind. I can usually drop 2 than i exo/egress. Come back and start over.

I still think the xp is better than PoF solo and i really want thant damn guise.

Matafleur Mistwalker
03-08-2006, 04:24 PM
Bumping this :). Great Vxed guide, I recently came back from a looooong break and was looking for one!