Difference between revisions of "Hunting Grounds"
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== The [[Shadowlands]] == | == The [[Shadowlands]] == | ||
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=== [[Nascence]] === | === [[Nascence]] === | ||
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− | '''Steppe of | + | '''Steppe of Despair Heckler Run''' |
− | *Location: 170, 1950 Steppe of | + | *Location: 170, 1950 Steppe of Despair, Nascene |
*Range: 40-70 | *Range: 40-70 | ||
*Notes: Another good heckler run that starts at the coordinates noted and goes straight south to around the gates of Brawl. This place can get fairly crowded though, so be careful. | *Notes: Another good heckler run that starts at the coordinates noted and goes straight south to around the gates of Brawl. This place can get fairly crowded though, so be careful. | ||
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*Range: 200-220 | *Range: 200-220 | ||
*Notes: This is actually a heckler run, but it is a very special type of heckler run since the level of the people involved and the layout of the incarnator are they way they are. Since the incarnator is divided into 4 quadrants its easier to keep aggro in just one small spot even though the hecklers are generally clustered fairly close together. One of the favored tactics here is to 'stack' which involves getting a doc, a tank, and a crat. Once you have those you engage a heckler, and you damage it close to death, then you get another one. You work to keep the hecklers close to death with snares, calms, extra damage, and other tricky maneuvers. Once the team has as many near dead hecklers as it can micro manage the crat hits their big xp bonus perk and the team kills all the hecklers, which results in huge xp/sk for the team. Its a tricky maneuver but it can be done with success. Another good thing to note is that the incarnator has a lot of heckler and horror bosses which are good for Neutrals to get their high end faction up to 50K. | *Notes: This is actually a heckler run, but it is a very special type of heckler run since the level of the people involved and the layout of the incarnator are they way they are. Since the incarnator is divided into 4 quadrants its easier to keep aggro in just one small spot even though the hecklers are generally clustered fairly close together. One of the favored tactics here is to 'stack' which involves getting a doc, a tank, and a crat. Once you have those you engage a heckler, and you damage it close to death, then you get another one. You work to keep the hecklers close to death with snares, calms, extra damage, and other tricky maneuvers. Once the team has as many near dead hecklers as it can micro manage the crat hits their big xp bonus perk and the team kills all the hecklers, which results in huge xp/sk for the team. Its a tricky maneuver but it can be done with success. Another good thing to note is that the incarnator has a lot of heckler and horror bosses which are good for Neutrals to get their high end faction up to 50K. | ||
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+ | '''Inferno Garden Missions/Old Inferno Missions''' | ||
+ | *location: Pulled from NPC in Garden, various static dungeon entrances in the world | ||
+ | *Range: 190-220 | ||
+ | *Notes: These are SL team missions that are run in random dungeon layouts like you would do on Rubi-Ka, but are instead filled with sided and Brink mobs. These missions can be pulled in Easy, Medium, and Hard ranges and culminate with a boss and a mission loot drop. The level of the mission is set by the mission puller. The most common locations are the 'Cave of Enlightenment' and 'Trial Area', both near Ergo The benefit of doing these is mostly for the chest loot in the mission and the boss loot at the end, as the XP/SK is comparable to New Inferno Missions but takes longer. | ||
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+ | '''Inferno Missions/New Inferno Missions''' | ||
+ | *location: Pulled from Yuttos near Ergo in Inferno | ||
+ | *Range: 190-220 | ||
+ | *Notes: New Inferno missions take the form of a wave defense trial where you need to protect three spirits while waves of mobs try and murder them. These missions can be pulled in Easy, Medium, and Hard difficulty and for Redeemed, Unredeemed, and Guardian of Shadows faction. The mission location is always a cave very near Ergo, in inferno. These missions are faster than the old inferno missions and give similar XP/SK, they also have a chance to drop rare loot from RK and SL areas, depending on the difficulty. | ||
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+ | == Alien Leveling == | ||
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+ | '''Arete''' | ||
+ | *Range: 1-15 | ||
+ | *Notes: Currently only available on RK5, this starting area is the first place to gain access to the Kyr'Ozch to start gaining AXP. At the levels that you can get in Arete, you can get 2 Alien Levels and bank a third. | ||
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+ | '''Daily Alien Missions''' | ||
+ | *Location: Freelancer Office and various locations | ||
+ | *Range: 1-220 | ||
+ | *Notes: Every 18 hours characters may get an alien mission from their Freelancer office of choice. Depending on the choice and level the mission can be a little random but the mission itself will always give a large block of AXP. | ||
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+ | '''Alien Missions/Alien Mother Ship Missions''' | ||
+ | *Location: Outzone Staging Area | ||
+ | *Range: 1-220 | ||
+ | *Notes: This is team mission into the alien mothership, so you need to be in a team to pull them. It is very similar to RK team missions but alien themed. Mobs gives XP/SK, AXP, and often drop items that give Victory Points (VP). Missions always culminate in a very tough alien boss that drops upgrades for OFAB armor and weapons. | ||
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+ | '''Alien City Raids/City Defense''' | ||
+ | *Location: Organization Cities | ||
+ | *Range: 1-220 | ||
+ | *Notes: Initially the only source of AXP, city raids are still used frequently for farming. To start the raid you need to feed Controller Recompiler Units (CRU) to the City Controller and drop the city cloak. The raid scales based on the number of organization members present in the raid and is divided into 2 parts: Ground and Ship. Ground is a series of alien waves that try to take down the health of the city controller, culminating in boss fight. Once that is done, if the City Controller is still active, and there are at least 4 people present, raid members will be invited to assault the alien drop ship. This is an alien themed team dungeon that ends in a long boss battle of 9 waves of alien enemies. | ||
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+ | '''Arid Rift''' | ||
+ | *Location: Outzone: Central Hub | ||
+ | *Range: 210-220 | ||
+ | *Notes: Arid Rift is a zone full of aliens! It contains a quest line for the Legacy of the Xan content, which gives missions that give SK and AXP. Additionally you can wander around in the canyons murdering aliens to your heart's content. | ||
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Latest revision as of 15:26, 13 November 2020
- See Dyna Camps, with their frequent spawning of a single monster type
This is a guide to places that may be considered good leveling spots. Some of them are historic and were used in earlier stages of the game before some dungeons and other areas opened up for leveling, so not all of them will be 'prime' leveling areas; but if you are sick of getting trained or would like to explore the world more while leveling your characters, this guide will show you some interesting places to consider.
Rubi-Ka[edit]
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Newland City Area
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The Condemned Subway (aka The Subway)
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Oasis
Good spot Northeast of Newland City, have to zone into Newland Desert. Its about in middle between Prof Van Horn & NLC, cant miss it; its an Oasis with huge Dinosaurs. |
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Rhinoman Cockpit
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The Pipes
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Temple of Three Winds (aka "totw", "Trains on the Way", and "Temple")
Once you are actually at Temple it will generally be a madhouse of activity, so the biggest priority will be to get a team. Part of the reason for this is that some players are lazy and try to run out of Temple, dragging swarms of mobs right up to the entrance that you will most likely have to fight. Once you are past the trains it will be important to get successively better types of robes and rings, as these will be some of the best rings and back armor available to most professions until around level 70-80. There are three boss areas in the temple and some essential loot from each that you should get or risk being gimped for the rest of the game.
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Virus Builders:
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Biomare (Aka Foreman's and BIOlogical MAterials REsearch Facility)
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Bot Hackers
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Entvined - Central
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Mort Borgs
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PW Base Borgs
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Smugglers
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Reck-Hecks (Bog Golems)
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Queen Chamber
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The Shadowlands[edit]
Nascence[edit]
Nascene Ruins
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Spider Marsh
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Crippler Cave
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Core Malahs
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Two Mountains Croakers
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Core Hecklers
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Two Mountains Hecklers
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Steppe of Despair Heckler Run
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Elysium[edit]
Chapel of Chants
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Whispervale Spiders
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Coldrock Spiders
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Callous Mortiigs
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Port 7 Devs
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South Beach Heckler Run
If you bite off more then you can chew, run for the brink and swim out a good ways into the water and wait for the heckler to reset, hecklers cannot swim. |
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Port 7 Heckler Run
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North Heckler Run
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Scheol[edit]
Adonis[edit]
Whirling Rocks
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Clan Side Hecklers
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Omni Side Hecklers
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Dark Ruins - Solo
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Dark Ruins - Team
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Penumbra[edit]
Alappa
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Penumbra Hecklers
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Inferno[edit]
Inferno Sided Missions
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Tuin
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Phatmos and Friends
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The 255 Incarnator
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Inferno Garden Missions/Old Inferno Missions
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Inferno Missions/New Inferno Missions
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Alien Leveling[edit]
Arete
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Daily Alien Missions
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Alien Missions/Alien Mother Ship Missions
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Alien City Raids/City Defense
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Arid Rift
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