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Aperto da Nix80, 21 Gennaio 2005, 11:51:54

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Nix80

CitazioneI usually get elected to pick the leveling place for our static PT since the early 40s.  I've used Mystery tour and any scraps of information I could get from this site to determine the best places for my PT. Unfortunately, although it's terribly easy to find the mobs to best level off of, there is next to zero information on campsites. I've always hated bringing the PT to a new place because I never know what to expect – although this is sometimes great fun, I hate needless deaths due to picking a bad camp.

What I've been doing for the past few levels is going out a day or an hour prior to when the static gets on to check the areas out. We've been calling these outings my "advance recon". I viewed this as very necessary. I wanted to see where the mobs are, where the PTs are camping at before we get there, and most importantly getting that area in my search menu. In my opinion, this is essential for checking how many PTs are currently in the zone at YOUR level. It can easily be the deciding factor before taking 6 people to Kuftal or Crawler's Nest. So this is my attempt to get the information I have in hopes that maybe we can share this information for multiple reasons.

This is the information I look at before we leave the safe confines of Upper Jeuno...

1) How are we getting there?
2) Where is camp? Do we need oils and powder to get there?
3) What mobs are we fighting? Do we need certain items to fight?
4) How many PTs are there at the moment?
5) How many PTs in Jeuno are in our level getting ready to depart? Are the going to the same place we are?
6) How are we getting back? (Bring a Black Mage)
7) How long can we stay there? Do I know how to get there?

Most of these questions sometimes don't apply to pick-up PTs because usually, someone has been there already. But for me... these are very important, I also don't like wasting my friends time. Although, every once in a while I'll end up doing just that. For instance, I don't know how to xp off of demons in Castle Zvahl from 42-44, but we tried... and it was a disaster (although very fun).

For everyone in my peer group starting statics in the 50s, I highly recommend designating someone to "scout" ahead before the PT arrives. If any of you also do this... please let me know, I'd like to hope I'm not crazy.

One last thing, this effort is not without some selfishness... (of course). I would be ecstatic if some people would like to add to this, specifically post 54. I really don't know where to camp in Boyahda, although I am planning one of my recon mission this evening.


Level 10-20

Valkurm Dunes
10-12 Lizards by the Konschtat Highlands Zone. Camp on the East Wall at M-10
13 Unless you have a very damage oriented, experienced PT you need a BLM for the crabs at I-8. The elevated portion is where the camp is. Great place to xp to 15.
14-16 Snippers and Damesflies – Siren Sands can support 3 PTs. Whitebone Sands can support up to 2 PTs (The NM hunters prevent a lot of damselfly xp) I-7 and K-6 have two Oasis spots that support up to 2 PTs each.
16-17 Goblins – D-6 can support 1 PT. Camp on the Elevated Portion as far north as possible. Commonly referred to as Gob Hill. The outpost can support one PT for Flies and Gobs.
18-20 Pugs – Both Siren Sands and Whitebone can accommodate 2 PTs each. Secret Beach can support 1 PT.

PTs should be careful of Bogies when camping on beaches. It is not recommended camping anywhere near Selbina, since many trains find there way through here.

Maze of Shakhrami
Maze Makers, not Land Worms (those are in Korroloka), for levels 9 (if black mage/ranger heavy) or 11 (if melee heavy) to 15 for a full party. Likely to have more difficult worms in the north room (E-7 through G-7) along with a mixture of gobs.

12-16 Rngs and Blms can solo here through these levels.

17-21 Gobs. While you're probably better off just wandering around like you did for the maze makers, possible camps include: bottom of entrance tunnel (D-8/D-9); the NW tunnel out of the main room (E-7/E-8) (beware of ghoul nearby); and the tunnel north of the ghoul room (F-8). Also, main leveling range for them would be 13-17 for the weaker gobs (butcher, ambusher, tinker).

Korroloka Tunnel
14-20 There are 3 camping areas in Korroloka. There's the tunnel and room as you come down from the zone from Zeruhn mines (a ramp at the end leads down into the center gulch); there's the "worm room" or "worm alley" at roughly the center of the tunnel, and there's another room and adjoining tunnels near the Altepa border (also with a ramp leading down to the center gulch). Each area can support two parties. Getting from one area to the next is a bit too complicated to explain, and the maps aren't terribly helpful in that regard. Just explore and try to gain familiarity with the layout, and use Sneak since almost everything that aggros aggros to sound.

Worm Room
16-20 I know he mentioned about wandering around in the first few passageways, but anyways. I don't have a map right in front of me, and its been awhile since I've EXP'd there, but if you take the Upper Road through Korroloka (as you enter KT, you take the first left you see, and DON'T fall off the bridge), you will come to two rooms seperated by a short length of bridge with small pools of water. This is where Morion Worm is spawned.

This room can spawn up to 5 worms, and the "Room" (more like a hallway) can spawn up to 4 of them. If you have a mostly Mage party with a ranger or two, you can kill these worms in record time. I've gotten from Lv16 to Lv20 in the matter of a couple hours here. The exp literally flies, 170, 200+ each, for Constant Chain #4s. The occaisonal Morion hunter isn't a problem, as they don't need to kill worms to get Morion to spawn, so that's also good. Just ... stay away from Morion if someone spawns it, just in case it decides to use an AoE attack.


Buburimu
Never xp'd here. But the beaches are also good camps.
10-14 Mighty Rarabs and Sylvestre. Inside the Outpost backfence or E-9 (Sylvestre)
14-16 Zu and Snippers. Outpost for Zu.
16 Dhalmels. Outpost.
16-17 2nd tier Gobs (Leechers, etc) and Dhalmels. Camp near Mhaura Zone line.
18-20 Shoal Pugils. Camp on the East Beach.

Watch for Goblin aggro on the way to the outpost. As for Valkurm, be careful at night.

Sanctuary of Zi'tah,
19-23 camp on the zone line from Meriphataud. goblins (gamblers and muggers) and ancient bats.

Carpenter's Landing
19-21 Zone using the trap door just outside Carpenter's Guild in N. Sandy. Bees and Beetles. Camp close to the zone line. Watch for elementals appearing during weather conditions.
24-26 Zone into from Junger Forest. Camp on the zone line. Pull Tigers and Pugs.

Level 20-30

Sauromugue Champaign
19-21 Diving Beetles at G-7/8. Great and safe campsite, and very easy to chain the beetles to 4 or 5. Campsite only supports one party.

Korroloka Tunnel
20-23 Spiders past I-8. Camp on the stairs leading down. Watch for worm pops.
24-26 Clippers. Take the first left down the tunnel and stay above the main tunnel. Eventually you should come to a room full of clippers. Great Levelling.

Qufim
19-21 Land Worms are a great source of xp. Camp at I-8 (One PT). During the day at H-7 worms here are also good xp(2 PTs).
20-22 Clippers at I-8. Good way to end chains of Land Worms too.
22-23 Clippers and Pugs at the zone to Lower Delkfutt's Tower.2-3 PTs Also, during the day you can fight clippers on the Sea Cliff at G-5. Only Clippers though, and you must move back to the tower zone by night.
23-24 Giants at the zone to Lower Delkfutt's Tower.1 PT
23-24 Gobs at I-10 inside Lower Delkfutt's Tower. First floor, first right turn. 1 PT
23-25 Weapons. Blink Tank is recommended
24-25 Pugs in Pug Alley. Camp at H-6. Undead do NOT spawn here at night. 2 PTs

PTs once again should be extremely careful on undead trains zoning to Lower Delkfutt's. Although, these days many higher levels can be found keeping it safe.

Batailla Downs
22-23 Cave in the area of K-7 is a great place to hunt orc and gobs. Ranger is highly recommended for camping in Batailla Downs.
24-27 Camp at I-7 Mound. Mostly Tigers. Occasional Orc.

Yuhtunga Here is a great map to help navigate Yuhtunga. I wish it was on Alla. It's one of Belwyn's.
25-27 G-5 on the Kazham zone line is the preferred place to camp. Up to 4 PTs can be supported here.
25-27 Camp on Yhoator Jungle Line. Only enough mobs for one PT.
28-32 Sahagin's and Makara E-11 on the Sea Serpent Grotto Zone Line. F-10 on the incline to the North. 1 PT each. You can PT here a bit earlier for really good xp, but you must have utsusemi for the makara attacks.
27-28 G-7 to the immediate east of the outpost. Pull Furriers they don't hit as hard as the Smithy's. Ensure the puller runs past the PT, otherwise it will sit and range you forever.
28-31 H-10, Camp on the cliff and pull furriers.

Yhoator
27-30 Numerous camps here. The camp at F-8 in the tunnel can support 2 PTs and does not have to worry about zoned Gobs. Although the PT on the North Side must be careful of a wandering Pathfinder. Pathfinders can be killed at level 30.
29-31 Gobs. Same camps as the Mandy camps. These PTs do community service by removing the goblin threat. XP is not great but good.

Eastern Altepa Desert
26-31 Camp on the Korroloka Tunnel Zone or at I-6 outside the Conquest Guard Point. Pull Spiders.

Attowha Chasm
"Those hect eyes who are near the zone to shakrami in attowa (however you spell this) gives good exp from 25-31. Yes they do have petrify but it actually wares off in about 10secs which is reasonable enough. They are very good alternative to Kazam. I leveled my ranger from 27-31 in 3hours."


Level 30-40

Purgonorgo Isle
31-34 Take Manaclipper from Bibiki Bay. pull Alraune (black mandys) and Toucan. Watch for the Jelly, it aggros.

Sea Serpent Grotto
32-34 Camp on the Norg zone line. Pull crabs. You'll need sneak to get here. Ghasts are also potential xp.

Sauromugue Champaign
31-33 Canyon at G-7. Evil Weapons.

Batailla Downs
31-33 Camp on the Cliff outcropping an K-7 in Batailla Downs. Pull Evil Weapons. Great XP.

Garliage Citadel
32-35 Camp on the stairs as soon as you enter the zone. These stairs can support up to 4 PTs. Pull siege bats and beetles.
33-35 Camp at G-8 on the West Side of the Hall. A beetle pops here but the camp is very safe from trains.
32-36 Camp at the first Banishing Gate(I-9). Sneak and Invisi is required to get there safely, but there will be almost no links and no other competition.

Eastern Altepa Desert
30-32 Camp at I-6 out side the Conquest Guard Point. Supports up to 2 PTs. Antican Fabers. Watch for the elementals who spawn with the weather.
32-34 Same Camp. Sand Beetles.
34-36 Same Camp. Dhalmels.

Behemoth's Domain
32-34 Lesser Gaylas J-10 1 PT
34-36 Greater Gaylas J-10 1 PT

Crawler's Nest
35-36 Worker Crawlers. Camp at L-8. A RDM or BRD is necessary for dispel. 1-2 PTs.
36-38 Worker Crawlers. Numerous camps at I-9. 4 PTs. Also can camp at H-10. 1 PT.
38-40 Nest Beetles. Camp at G-9. This is from the East Tunnel off the main room. 2 PTs.
39-41 Soldier Crawlers. Entrance to the Racetrack Room.

Gustav Tunnel (Gustav can be reached via the Secret Beach in Valkurm Dunes)
38-41 Beetles and Gobs. Camp at K-7. 2 PTs.

Eldieme Necropolis
34-38 Batailla Downs entrance at G-8. Fight Gazers, only the tank should face them and use Silence on them often.

Sanctuary of Zi'Tah

37-41 Camp behind the outpost and pull Ogreflies, Goblins and Myxomycete that spawn all around you. The Gaylas here will agro you and they can be a pain, but are usually very easy for an experienced party to handle if they agro during a pull. Make sure your WHM is alert and using Baraero and Barfira on Ogreflies and Gobs, respectively, and this place produces some great EXP!

Yhoator Jungle

38-40 or 41 Just gather in Jeuno. Tel-Yhoat and that's your camp. Right inside the ring of stones on the Telepoint. Really on room for 1 PT, could possibly do 2 if coordinated and maybe not doing the same mobs for XP.

Start with the Crawlers and then chain up to or just move up to the Coerl's (sp?) closer to level 40.

Endless chains. Crawlers do not agro, not sure if they link as we never had one link, but never had a bad pull to see... Ocassionaly a Gob will wander through the camp, but they are easily killed by even half HP party

Level 40-50

Western Altepa Desert
39-42 Camp at H-7 on Revelation Rock. Desert Dhalmels.
41-43 Camp at H-7 on Revelation Rock. Beetles.

Eastern Altepa Desert
lv39-42 Camp at the Outpost, pull goblins from the Oasis.

Labyrinth of Onzozo
42-44 Camp at the entrance and kill the 3 Gobs near the entrance and finish the chain with Cockatrices further down in the tunnel. Very safe and always empty. Supports only 1 party.

Xarcabard
42-44 Here's how to do it successfully: camp in Xarcabard, right inside the castle gate. Demons are totally linktacular, and you *will* get adds unless your puller is legendary. If you do get an add and one of the demons is a wizard, kill the wizard first 'cause he can really mess you up otherwise. If you get two adds, you might need to zone, but you might not. ^_~ The biggest problem you'll run into is AF-wearing people training things to the zone because they didn't expect to find people EXPing there. ^^ Erase is really helpful against demons, but we were successful without it. And keeping everyone hasted seems to protect against the icky Slow effect. Fusion and Distortion chains both work well. We hit chain 5 several times there and made crazy EXP and piles of dark crystals. *_*

Crawler's Nest
40-43 Soldier Crawlers & Hornflies. Camp at I-6 in the "racetrack" room. 2 PTs. There is also another location, in the racetrack room. Head South from the entrance and at the half-way point (about the middle of J-8 is a false wall) 2 PTs can be supported here. Pullers must use ranged attack or be very wary of aggro.
43-45 Blazer Beetles. Same Camps for the racetrack room.
45-47 Rumble Crawlers. Unknown Camp.

Quicksand Caves
Enter Caves at K-7 from Eastern Altepa. Camp K-3 and J-5 in the entrance halls.
45-46 Spiders. No aggro. They do link. Ninja recommended for sickle slash.
45-46 Helm Beetles – these don't aggro.
46-47 Anticans at the same location. Princeps are PLDs – most difficult ones. Signifiers are cake if you can silence them. And Hastatus (war) can be used to end chains.
Enter Caves at J-9 from Western Altepa. Camp in the entrance Hall and on the zone line.
47-48 Spiders
47-48 Helm Beetles
48-49 Anticans.

West Altepa
45-47 Kill goblins in near the oasis in scorch vale. Camp behind the boxes to the east of the oasis. However the party must be able to deal with the occasional cactuar that will wander through camp and any possible undead that may aggro at night.

Yhoator Jungle
43-45 Camp a little to the west of the Ifrit's Cauldron Zone line. Pull Goblin Hunters.
45-47 Same Camp. Pull Goblin Reapers and Bouncers.

Garlaige Citadel
Enter Garlaige and fall down on the left hallways first hole. Camp on the underground map at G-7 Entrance. Can accommodate at most 2 PTs. Be careful of links.
49-51 Funnel Bats
50-52 Chamber Beetles

Level 50-60

Crawler's Nest
F-9 is off of the "racetrack" room on the SW corner.
51-52 Rumble Crawlers. Camp at F-9. 1 PT max
52-53 Helm Beetles. F-9 Camp. 2 PTs max
54-55 Knight Crawlers at D-7. Watch for Links. 1 PT max

Uleguerand Range
51-53 Fighting Esbats, Variable Rabbits. Unknown Camp

Kuftal Tunnel
53-55 Robber Crabs. Camp on the cliff as you enter. Easy for mages or ranged att to pull the crabs below. 1 PT can camp here. 2 PTs can camp in the tunnel to the right as you enter. Its necessary for pullers to use sneak. Camp close to the Terrigan Zone line. There are no haunts and lots of crabs. Camp on the ledge at J-10 against the wall. This is in the big map and can be reached by staying to the right wall. Sneak is required to move about Kuftal safetly.

King Ranpierre's Tomb
55-56 Dire Bats, camp immediately on the zone into the secret tomb. You must fight at the entrance here. Dire Bats pop very close to the zone line. Only one PT can do this. Worms do not aggro.
55-56 Dire Bats, camp H-8 on the steps.
56-57 Armet Beetle, camp H-8 on the steps. Be wary of exiting the tunnel without Invisible to pull beetles. Watch for bat aggro.

Boyahda Tree
53-55 Bark Spiders. The hallways are littered with them. Camp in any of the funguar rooms. Easy pulls, Easy xp.
55-56 Robber Crabs. Unknown camp. Knight Crawlers can be used to build chains. Camp on any elevated areas away from water. Do not drop down any cliffs.

Gustav Tunnel
56-61 Enter Gustav Tunnel and follow the right wall until you get to a tunnel. Make the right, and you should go down a spiral tunnel. Camp at the end of the tunnel. Watch for bune, as he pops outside this tunnel before entrance. Watch for wyvernpoacher drachlox, as he pops down where you pull from. Pull crabs and goblins

Cape Terrigan
54-57 Beach Bunny, Sand Lizard, Goblin Alchemist/Bandit/Mercenary/Shepard: You camp by the SW side of the outpost as nothing that aggros wanders over there. Everything listed above has low attack, low defense, and low HP. Just literally pull whatever you see and keep the chains going. Repops are around 7 minutes so you won't have a shortage of monsters. Be careful, as Goblin Shepards call upon Rabbit Familiars and they DO link with bunnies.

Sea Serpent Grotto
56-59 Crabs,Bat,Sahagin,Sea Monk,Mindgazer. Camp the Norg side of the Gold Door.
59-62 Crabs,Bat,Sahagin,Sea Monk,Mindgazer. Camp on the other side of the Gold Door.
Be careful of Water Elementals. Watch the weather.

Ro'Maeve
55-57 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.

Kuftal Tunnel
56-57 Spiders Camp on the stairs at G-8.
58-60 Raptor Camp at I-6 by the pool.
60-62 Goblins Camp at I-6 by the pool.

Cape Teriggan
(Camp at Tunnel at beach I9/10, tunnel zone to Valley of Sorrows)
57-60 Crab
59-61 Raptor (Preferably a THF with Flee pull, or NIN sub puller)
59-61 Pugil


11th floor of Upper Delkfutt's Tower
57-59 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.

Quicksand Caves
57-59, maybe 60 Anticans
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
58-60 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
(There's 2 entrances from Cape Teriggan, namely J8 or I9/10)
59-61 Velociraptor (Need virna)
60-61 Peryton
Two entrances there, both on the east map of Cape Terrigan, one south one north.
The north entrance can hold 2 groups, the south one only one

Level 60-70

Monastic Cavern
60-62 Orcs Campjust after the banishing gate (same place as level 60 cap item).

Bibiki Bay
62-64 F-8 Hobgoblin Fascinator/Martialist/Venerer, Tropical Rarab: This sounds strange, but there are only 5 monsters you cycle through. Yes, I said FIVE. "We can't level off of only 5 monsters!" Sure you can, when they have a repop timer of 5 minutes  

Fascinator is BLM, Martialist is WAR, Venerer is RNG. The two rarabs are there to hold the chain while you get a hobbie to pop. To get to camp you basically enter Bibiki Bay, head southwest until you see the one Hobgoblin Martialist. Back up and set up camp in the tunnel -- only one party can fit here. If you have a Paladin and Bard in the group, have the Paladin stand by the tree as a referrence point for songs.

he 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.


Shrine of Ru'Avitau
67-70, Decorative Weapons: I can't really list a camp, as there's at least 6 throughout the shrine. The *best* camp is the mobile one, where you alternate between two gates -- each gate has 7 weapons -- and have your mages stand behind the door so when it closes they can reopen it.

Shrine of Ru'Avitau
69-72, Aura Weapons: "Eww! RDM mobs!?" Yeah, because they have pitiful defense, attack, HP, and their AoE hits for half as much as the Decorative Weapons even though Aura Weapons are 2 levels higher. Suck it up, silence them, and have fun with flowing EXP. There are at least 4 camps I've spotted running through the shrine various times, if not more.


Quicksand Caves
60-63 Anticans Unknown Camp

Attohwa Chasm
60-63 Antlions. F-7
Antlions are non-aggro, but do link. I'm not too good w/ 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. If anyone has a <pos> they could contribute, it'd be useful.

Labyrinth of Onzozo
Tunnel at H6. There's a few tunnels here, but I prefer H6. 2 PT.
61-63 Toroma (Coeurl-like Mob). Need Silena + Paralyna.

Monastic Cavern
61-62 Camp at G-11. Orcs. The orcs may have alot of buffs on, so they may seem difficult at first.

Sea Serpent Grotto
61-? Sea Serpent Grotto has a great spot way down in the bottom next to the Devil Manta door, forgot the coordinates. It supports 2 parties , but usually nobody is there. Good spot till 62.
64-67 Darters. Uknown Camp.

Valley of Sorrows
~G-8, good for Lv61-63 (Leave @ Lv64)
Permission: 1 Party
Mob Composition: Peryton (67%), Velociraptor (33%)

Notes:
You'll notice that the EXP/kill isn't quite so high as alternatives around this level like Onzozo, however, the sheer abundance and fast respawn rates of monsters makes this a great place to chain (especially since most PTs camp in the tunnels). Not to mention, if you need a TP mob to extend a chain to 5 or 6, Velociraptors are still plentiful. One thing to beware of is that Perytons have a devastating AoE and do not "Sleep" easily (Even with Elemental Seal), so it is important that the PT communication is good. Peryton adds should occur rarely, if at all, but Velociraptor adds tend to be frequent. Sleep it, and concentrate on the Peryton, and you should find EXP rolling in smoothly. A good Flash/Stun cycle is also recommended. It is also where Adamantoise spawns so be careful.

Ru'Aun Gardens
64-65 Flamingos

Gustav Tunnel
65-68 Skeletons
The popular camp area with all the gobs and crabs, if you go south, the skeletons are good until 62ish, 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.

The Boyahda Tree
64-66 Skimmer, Steelshell Waterfall outside of the cloister of storms. Level on Steeleshells and possibly skimmers. Skimmers link like crazy and I have seen 1 too many parties wiped out/forced to escape.
65-67 Processionaire 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.
"The Lake" 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 good here. If you have a rng rng whatever setup you can kill darters all day long and gain incredible xp.
67-69 Elder Goobbue, Darter Unknown Camp
68-69 Bark Tarantula Unknown Camp

Couple of observations about leveling in Tree at 64-67.

There are 3 camp locations that I think are viable.

1-Waterfall outside of the cloister of storms. Level on Steeleshells and possibly skimmers. Skimmers link like crazy and I have seen 1 too many parties wiped out/forced to escape.

2-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.

3-"The Lake" 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 good here. If you have a rng rng whatever setup you can kill darters all day long and gain incredible xp.

Other note. Never ever ever ever level on Korrigans. This version of onionhead is much crazier at this level than the ones you killed in the Jungle. Links are massive and will drop a 65-67 Pali very quickly. (I know)

Level 70-75

Kuftal Tunnel
71-73 Ovinnik Tigers. They are past the rock that goes up and down. Is it right around where the Pelican NM spawns. They AOE paralyze a lot, so have a ready WHM.
73-74 Landons and Greater Cockatrice. Not many around either. Exp is lower but we had the area to ourselves and almost cleared it out doing Chain 5 and 6. Unknown Camp

Ro'Maeve
73-75 You will have to get past the Moon Gate to get into here. You need to get a Moon Pass which is fairly hard to do. You will be fighting "Infernal Weapon", "Apocolyptic Weapon", and "Darksteel Golem". Unknown Camp

Shrine of Ru'Avitau
72-75 Aura Statues. You need access to Sky (Zilart mission 12 or 13) to get here. This is an ideal place to level. Enough Mobs for only 1 PT. The golems AOE bind and stun. Unknown Camp


Thanks to Saburoto, Pomposity, Filitia, Kyrra, Linmayu, Lithiani, Rylock, Kagami, Gallick, MrMsty, peachie, thesnake, SingBismark, Taolil, Maurizio, Xylia, dromio, kiyri, Glucian, Kinematics, highflyer, rysa, and ohbasan whose great posts I stole some information from.





achille

bellissimo... un ottimo lavoro!!

grazie