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#1
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![]() Grab a melee or two and fear kite animals wherever. Snare, flamelick and then fear. Works like a charm at pillar 1 in the oasis. Dont heal. Snare and fear.
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#2
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![]() oasis is it..charm the caimans and cistern asps, grab a breeze from a chanter in zone and you can kill non stop
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#3
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![]() Charming gorge hounds in EK is an option, too. At 14, you may want to grab a lower level wolf and assist your pet a little more than you would normally with a couple more levels under your belt.
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#4
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![]() Quote:
Go to the entrance to Gorge of King Xorbb in East Karana. This place is usually populated by bards and other druids, but I have found there are plenty of mobs to go around. There are merchants and guards at houses immediately left of the clearing, where the canyon turns into plains. I bound at the NK druid ring for easy transport (for level 19 and 24 spells). This camp was incredible XP from 14 up to 25. Then I switched to root rotting crag spiders until 30. Loot everything and sell at the merchants. When you collect enough copper and silver to encumber yourself, buy a cracked staff or gem and sell it back (or some other item that resells for similar value). This will convert silver/copper to gold/plat with very low cost (better than travelling to a bank). You can charm lion matriarchs/patriarchs and snakes. I did that for 14-19. Had best luck with snakes. Once gorge hounds have been blue for 2 or 3 levels you can start charming them. Otherwise it is a hassle due to resists and charm breaks. This was around level 19 for me. Gorge hounds can be found if you turn right at the fork in the path. There are more to the right of the giant hill if you run straight past the fork. DO NOT fight where you pickup the gorge hounds. Take them back to the clearing or you WILL agro several of them quickly. There are many of them. Also dark stalkers (black wolves) are slightly more dangerous. There are two dangers at this camp: (1) is a single griffawn that patrols across every 10 minutes or so. They are very fast (almost as fast as level 14 sow) and hit very fast but you can outrun them if you react quickly enough. I usually preempted by training it to the guard each time it spawned. Bonus points if you train it to the guard, start casting charm at ~50% health and charm lands when its at ~10%. Run it away and then release and snare/slay. This is risky mana-wise because the charm will most likely be resisted. (2) at nighttime, sometimes evil eyes can spawn. I have seen more than one up at the same time before. They are undercon enchanters with pets and would be a handful for a druid unless you are level 24+ or are paired with a magician 20+. Even then they are dangerous. They can drop a Polished Bone Braclet which is a nice +3int +3wis ALL/ALL wrist item.
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[52 Disciple] Downgrade (Human) <Azure Guard>
[31 Druid] Edarg (Halfling) | |||
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#5
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![]() Quote:
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Some kind of... Bubba Ho-Tep?
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#6
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![]() One thing to note is that Harmony has a pretty short duration at low levels, so if you try cast the spell twice to try to cover a large camp and don't start your pull shortly thereafter, the spell might wear off the first set of mobs. I also wonder if maybe there is a level-based component to reduction of the aggro radius, though I don't think that's the case.
I leveled with a druid partner through levels 10-14 or so in WK and when I first joined up with him he did have some issues with Harmony, but after he dinged (to what level, I don't recall, I think it was 12 or 13) it seemed to work reliably. I don't know if leveling up had anything to do with that. Maybe we just got better about pulling faster or our first pull attempts were just unlucky. This was about a month ago. I'd estimate about 3/4 of my XP from level 14 to 15 came from WK/Qeynos quest turn-ins: bandit sashes, and the diseased pelts of rabid grizzlies and wolves -- which are fairly common throughout WK, although not concentrated in any particular camp; sometimes they will roam near bandit camps, and are worth killing whenever you see them. The rabid grizzlies always drop their pelts which are worth about 5% of a level @ 14, the wolves also always drop their pelt and yield about half that much XP. The advice about finding a partner is also good. Just a little bit of synergy and extra firepower can go a long way towards allowing you to kill more efficiently, or handle a wider range of mobs, or allow you to break/hold a camp, etc. | ||
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#7
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![]() Oasis I tend to favor for 14-20ish as well. Druid can solo here with root rotting or charm killing, it's also a good "hub" spot while soloing your more than likely to come across some others wanting to small group etc. It's relatively safe {set up camp just south of boat dock} and just one mummy paths along shore, vendors near for selling with Commons/Freeport just s afew mins away. Usually laid back good times xp.
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#8
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![]() Learn meditate before lvl 17
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Pyglet 60 Wizard
Sloppay 60 Monk Jopp 60 Rogue Kodiakk Wintergreen 60 Druid Founder of Dial A Port Joppay 60 Paladin Twitchay 60 Necro | ||
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#9
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![]() Feel free to send me a message in game - I will be around your level soon, hopefully! I am a 12 cleric. I've been in GFay and CB the entire time, I could use an adventure! Thompkin is my toon's name!
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#10
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