Difference between revisions of "Hunting Grounds"
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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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Revision as of 15:03, 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
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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
Nascence
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
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
Adonis
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
Alappa
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Penumbra Hecklers
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Inferno
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
Arete
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