30-36
Iceclad Ocean
solo/duo
Area around ToFS, snow cougars and shadow guardians. Charm and fear-kiting works best. Beware of Garou, a level 40 shaman, and Midnight. Both are nameds with lots of extra HP and their drops are for the same quest (The Mighty Garou rewards Garou Bone Club).
35-40
Iceclad Ocean
solo
Dire wolves on largest isle
Charm and fear-kiting nets you very fast exp even as the dire wolves green out. Good for druids. Enchanters can charm everything that roams.
40-45
Eastern Wastes
solo/duo
West of #9 on the map, where the walruses roam
Charm and fear-kite walruses. Good for druids. Enchanters also do well. Extra fun if you get a rogue to come with you for DPS.
40-45
Eastern Wastes
duo
All roamers. Snow griffins are tough casters. Avoid the elder snow griffins. You can solo if you've got CC, but easier to have two pairs of eyes watching out for things. Work your way up from cougars/dervishes to tundra kodiaks/wolves to mammoths/rhinos/giants to griffins/manticores. On the north side you'll find walrusmen, who are numerous and ugly. The various Coldain will assist on giants. Rhinos and griffins are the fastest mobs here.
35-45
Eastern Wastes
group
Grouping at either orc fort or giant fort. Bring CC and watch out for roamers.
30-45
Crystal Caverns
duo/trio/group
Start at the top and work your way down. Some good drops in this zone the further in you get. If you have sneak or a faction spell/song, you can bank and vendor at the city at the bottom. Eventually killing the orcs here will raise faction with dorfs.
45-50
Wakening Lands
solo/duo
Panthers/haze panthers, can quad or solo. Can also beat up the tigerdinos near Skyshrine. Have see invis to see the haze panthers and use invis liberally to avoid mercenaries and holgresh (often casters).
45-50+
Wakening Lands
solo/duo
Unicorns in unicorn valley. Don't pull Lady Gelestial, as she's higher level and named. Killing black unicorns will raise faction with white unicorns (and Gelestial). Killing white ones will raise faction with black unicorns (Lithiniath). You can't win, kill them all and pickle their flesh. Be warned that the black ones are higher level and they're SKs who cast fear. Avoid the corrupted unicorn in this area.
45-52+
Wakening Lands
duo/group
Giants outside Kael - these are commonly murdered for faction. The nameds drop various quest pieces.
46-52
Cobalt Scar
solo/duo
Wyverns (quad) and cobalt drakes (root-rot). A favorite of druids, bards, and some wizards. It's often packed. The cobalt drakes cast an AE dispell that hits for 600dmg every 24 seconds. Two nameds will pop in place of these: Yvolcarn (wyvern) and Azureake (drake). Avoid if you can. You can keep killing past 52 but the exp quickly goes kaput and there's a lot of competition.
55+
Kael Drakkel
solo/duo
Charm-kiting dire wolves. You need Call of Karana and you can only charm the wolves that hit for a max of 252. VERY dangerous. You had better be good or you will die. Harder than bear pits in some ways. The dire wolves can and have been used to solo Vindi part of the way.
50+
Kael Drakkel
group/raid (duo if you're OP and charming dire wolves)
Arena - armor drops. Make sure you have an average level of about 55. Same for plate cycle and chain cycle. Don't charm dire wolves unless you know what you're doing (and you're level 60).
58+
Siren's Grotto
solo/duo
Charm-kiting using the manatee and walrus servants. Egress/succor to the other side from CS and work your way in. You can only do the enthralled stuff, swordfish, and possibly coldspine seahorses. Good chance of drops. Druids and enchanters can do this.
58+
Siren's Grotto
group
Bring either a cleric or a torpor shaman for heals, enchanter/bard (enc preferred) for CC, monk for pulls, and tank. If you are missing one of those, don't do it.
55+
Western Wastes
solo
Charm-kiting the animals. They share spawns with the dragons. It's best to have good CoV faction (and avoid Escorpa). Beware of Ice Burrowers.
60
Western Wastes
solo if you're nuts
Ice burrowers are level 61 and they have an AE that hits for a lot and also dispells. Bring jboots and be a druid if you want to solo these.
46-50
Plane of Mischief
solo
Quad/charm-kite the forest area. PoM is hideous experience and the respawn time is 72 minutes, but you can do it. Rangers, druids, wizards, enchanters, shamans, possibly mages. Might want to be able to bind there to do this. Chance of squires.
50-60
Plane of Mischief
solo/duo
Charm-kite rat maze. Chance of both squires and knights. You will get lost at some point. Closest entrance is between McStinkles and McSprayel, by the door they 'guard'.
55-60
Plane of Mischief
group (with harmony)
Hedge Maze. You need harmony if you don't want to be dogpiled by a bunch of plants named moldy sausage and the like. Also, if you find the sphinx at the center, don't tell it 'No' or it will kill you. The hedge wizards are the hardest ones. Not certain on cards.
55-60
Plane of Mischief
duo/trio/group
The audience at the puppet show + Chuckles the Great. Chance of squires and knights and maybe better, but don't count on seeing anything for months. They single aggro and summon, so be sure to have a pet/charm class with you.
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