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Message ID: 1132
Date: Tue Dec 28 05:48:04 GMT 1999
Author: Steve Danuser
Subject: hunting grounds


>Allright, I am a level 24 Monk currently hunting in
>South Karana Aviak Tree... and sometimes the Tesh Mec
>Gnolls. Been here for 4 levels and have had a great
>time and enjoyed the exp. So my question is where
>should I be hunting now? Should I stay here or move
>on to other places? I could really use an idea.

Personally, I love Highkeep. You can stay there until your low 30's,
getting great exp and loot. There is a bank, vendors, food supply, and even
a gem merchant at your disposal. Plus, you can be bound right in the zone,
so death (which is very, very rare as long as you use common sense) is as
painless as possible.

The basement of Highkeep is divided up into four rooms, named after the
type of goblin that is the dominant spawn in it.

The lookout room is smallest, with only two spawn points that are well
spaced out. At 24th level, you and a healer could thrive in this room. Any
more than two PC's, though, and experience gets spread out pretty thin.

Next is the guard room, which is largest and has may spawn points. This
room requires a full party of 20-25 level players to run effectively.
Guards occasionally have FS weapons, which can be sold quickly so you
aren't weighed down by them.

Third is the warrior room. This requires a full group of levels 25-33.
Warriors range up to 32nd level, and commonly carry FS weapons and
occasionally small bronze armor. Spawn is pretty frequent, and battles can
get very intense if goblins aren't dispatched in a hurry.

Last is the raider room. spawn is slower than in the warrior room, but
raiders are a few levels tougher. Often smaller groups try to control the
room because of the slower spawn rate. The problem comes when a weak party
loses control. Often a bad player will train several raiders or seers up to
the warrior room for help, which can result in a multitude of deaths. Even
if warriors and raiders are trained to the guards, it takes a long time for
them to be killed. On several occasions I've seen entire parties forced to
zone because six guards couldn't kill a few raiders fast enough to save the
players.

As a monk, of course, we have the advantage that we can feign and wait for
the goblins to be killed, saving ourselves the trouble of zoning. Knowing
the paths that the goblins run will easily allow you to add several seconds
of lead time which you can use to feign successfully.

Like I said, with some common sense (don't be a hero and try to solo a
warrior or raider), this zone is phenomenal experience and will pad your
bank account quite nicely.

---------------------------------------------
Moorgard Ghostfist of Povar
Seeker of Virtue