| Groups are something that you should fall into around level 13-15. Before these levels comparable experience can be found elsewhere. My personal Favorite for Bastok 9-13 is (though I admit it gets slow during the later levels) is the Fumaroles in South Gustaberg for several reasons. One! All those sweet spawns! The land crabs have defence but generally I find they deal out less damage than the Maneating Hornets. However! (and this leads so conviently into #2) The items they drop! It won't make you rich quick, but it is an early boost to money WHILE your are gaining some experience. The Land Crabs from Crab Meat which can sell nicely, Rock Salt (a stack of 12 might go for 500). The Maneating Hornets drop the big bucks Beehive Chips. A stack can sell for 3k on good weeks and about 2.5 on bad weeks. Honey is also an added bonus about about 1.5k a stack. When I was powering through those levels I got about 30k all in all including the Wind and Water crystles dropped. That's a lot of cash for so early in the game. Plenty to start some of the nice Gill making strats outlined here. Coming off the gill ride that was the Fumaroles I found myself scared and shivering in the Highlands. Now, at first I was sad to see the landcrabs and hornets go... That is untill the sun shown over the hills and windmills and I saw all the Wasps and Strollign Saplings. That's right folks, Earth and Wind Cs, Beehive chips, Honey, and now Grain/Veg/Treant bulb/seeks (which if you get a stack of 12 Veg seeds you find yourself sitting on 5k or so). That track got me 14 and ready to get all the armor/weapons I could dream of. Now! Here comes the troublesome part. Now, onto the meat! Groups Groups Groups! Much like in any other MMORPG a group can make or break you. Go into Valkrum Dunes and try to find yourself one of the entrance groups. Generally if you put up a flag and sit by the guard you'll get in a group more sooner than later. Or! *Trumpet fanfair* Start your own! I found myself with a dire need of healers! Oh no! What to do what to do. Do NOT discredit Red Mages! Some of the greatest "rag tag" groups I have ever been in have been 3 Warriors 2 Red Mages and some other support class. Now, my reccomendation for groups is as follows - 1. Sometimes one person who is 3 levels higher than the rest of the group can be acceptable and not cut TOO much experience, but watch it. It can and WILL lower exp. 2. Healers - As stated above don't discredit Red Mages. Sometimes one can do a job for light/medium pulls. If your in a heavy quick pull group you'll probably need two. Now, somethong to keep in mind. I always keep 2 spots in mind for healers in my imaginary groups. One, I would always want to be a White mage. Protect, Shell, Poisona, and Curaga are assets you don't want to leave behind. Two, I want a Red mage (that sounds Crazy I know, but hear me out). They can silence. If your fighting Leechers in the Dunes. Silence has the possibility to save your life. Or if it presses, 2 Red Mages. Watch it though, no Poisona which means no lizards. Plague Breath will KILL you. 3. Melee - Don't under estimate the mellee. Without good Tanks/damage dealers a party is up the creek without a paddel. Now, I personally prefer at LEAST 2 Provoking classes (and untill subjobs are a factor that means 2 Warriors) and a possible Monk/Thief. You will always want 2 provoking Mellee because I feel the most important aspect of the mellee experience is a Provoking Order. Before you get into a luring/pulling stream create a provoking order. This will ensure that two Provokes won't be used and dueing the time it takes them to pop again that darned enemy won't mosey on over and make your healer dinner. This way one provokes and waits 10 or so secs and then the other. If you have three, even better. Monk/Thief. Good and Good. Monk can take and deal damage and are GREAT for Skill chains. Thief is a personal favorite of my own, and if your on a subjob quest out in t he dunes always keep one handy. Treasure Hunter will save time and gray hair not to mention the added Sneak Attack damage combined with weapon skills. 4. Alternates - Leave a spot open for Black Mage! Snippers can and will raise their defence which will most likely leave mellee's useless for 1-2 rounds and it may do it more than just once. Black Mages can easily shell out a nice quick burst to leave any enemy dead in their tracks. You will need a Damselfly Worm, a Magiked Skull, and a Crab Apron for your subjob. Don't get too excited more often than not you'll end up with a Crab Apron about level 16 and a Worm maybe around 17. The Skull is the mean thing. What I reccomend is to leave it to the 18s of the group. They will have been waiting longer than you, and hopefully when you get 18 you'll get first dibs. This is what happened to me and what I have done ever since. In Valkrum I would stay around the entrance untill your 16 or so. Keep in a 4-6 person group and watch out for spawning mobs. Warnings! Hill Lizards will poison you - This can make the best group go bad. Some people are still pretty green behind the ears at this point and will want to wonder around. Don't be mean, but DON'T let them. If your in a serious non-roaming group make sure to keep tabs on the young ones. If you can, take them out on some luring runs or even let them lure if you think they can handle it. The most serious threat! Goblins! The one thing you'll have to look for other than for massive dishing of damage is the Bomb Toss. This will make a mess. Keep the healers/support mage back as much as possible. Think of this. The goblin is attacking and the two melee are getting into the yellow quick. A bomb is thrown and brings them both to the red. Now, if the healers are too close they will be trying to get back/worried for their own health/ and trying to heal the warriors before they die. This is not good. If they heal the warriors - Given the chance the over amount of healing will lure the goblin to the healer and possibly kill them before they can heal themselves. Healing themselves - Warrior(s) may die and that means the end of the party. Don't make a healer choose who lives and dies. Its not fun. They like everyone to live more often than not. Move in around 16 past the tunnel and watch out for the immiediate death that Leechers/Muggers will pose at this level. Stay around the edge of the trees you see as you round the corner to the left after the tunnel. I reccomend going west of the trees and wait around the dip that marks the entrance into the rest of the zone. Stay around there untill about 18, and at 18 feel free to move to the Outpost and look for a group. You can move out before 18 of course but watch yourself more roamers and higher groups can mean more death and less experience for you. At level 20 head back to town or if you have the G. Grasses head to Jeuno. Watch yourself, its dnagerous. I reccomend finding a lvl 35 or above to accompany you. |
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