EQ Omens of War Guide-3.3-05 Class-specific Groupi

March 31, 2010

Druid:
As a support healer and nuker, you can bring a great deal of power to OoW groups.
Your patch healing abilities can ease clerics’ worries about the safety of the rest of the group.
When grouped with a cleric, be sure to tell him or her up front that you’re able to cover everyone
else in the group besides the main tank; this helps avoid confusion and wasted mana. When
patch healing, be sure to make use of the Health of Target’s Target leader ability if your group
leader has it. You can also main heal with your slow heals if you practice a bit; the only thing a
cleric has over you in this area is raw healing numbers and efficiency. Consider activating a
mana regeneration Tribute effect if you’re taking on this role.
When you’re not in a mana-intensive healing role, you’re free to do other things. You
should always have at least one root spell (preferably non-damaging) memorized when
grouping in OoW, as root can come in handy for crowd control, particularly if your group lacks a
bard or enchanter or if one of those classes dies. You can also use the mana saved by not
healing to use knockback stuns to help reposition walled mobs. Remember that the stun will
move the mob in the direction you are facing, regardless of where you are in relation to the mob.
Be sure to keep a damage shield on the tank and possibly the puller when you have the
mana available. Other casters in your group can also benefit from the mana regeneration
component of spells like Protection of the Nine; if you’re together with a cleric, you can stack the
cleric’s Symbol spell with Protection of the Nine (or Steeloak Blessing when you get it) for
improved HP. Never underestimate the effectiveness of your combat spells, either. Your fire
resistance and armor debuffs can make life easier for nukers and melees alike, and your nukes
and DoTs are a boon for improving kill speed.
Don’t forget about Pack Spirit, the group wolf form spells, and Flight of Eagles. Pack
Spirit is especially handy when cast just before zoning to an indoor zone. Keep an evacuate
spell memorized in dangerous places, but avoid using it unless you’re sure your group won’t
have any regrets about being ported out from the current fight. In populated zones, checking
your Track window frequently for named is a good idea as well, since pullers frequently have
much on their minds and may not notice named mobs the moment they spawn. And for the love
of Karana and Tunare, don’t forget to snare! Many Omens of War mobs can escape very
quickly if left unsnared, and the last thing your group needs is a mini-train of adds called by a
fleeing mob. Snare is an unsung hero of grouping, but it’s a hero nonetheless.
Enchanter:
The mobs here will eat you for breakfast if you’re not careful or if your tank isn’t doing a
good job. It’s much easier to fix the first of the two problems. For starters, avoid slowing mobs
immediately unless it’s necessary (such was when fighting named). Tashing the mob just as it
reaches the camp, waiting about five seconds, and then casting slow should allow enough time
for the tank to establish good aggro. In the event that you do die, consider using your Gather
Mana AA to counteract the loss of mana due to resurrection.
Feel free to scold tanks and other melees who break mez without taunting first. If they
do it repeatedly, consider rooting the mobs after mezing them. The melees will then complain
that aggro and positioning are hard to establish because the mobs are rooted. At that point it
should be easy to get them to taunt before breaking mez; offer to stop rooting if they’ll stop
being reckless.
Your AE stuns may see less use in this expansion since casters are uncommon. Even
so, you should still keep a stun or two memorized because they can be used to save your life in
case a mob lunges at you. AE stuns are also useful for hindering mobs to give yourself time to
lock them down with mez.
Finally, charming mobs to improve group DPS isn’t too useful in OoW because of the
charmed mob nerf (charmed mobs in OoW deal only ¼ their normal damage). If you want to
improve DPS and have mana to spare, load up a nuke or a few DoTs. Nuking is safer than
charming and is only slightly less effective.

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EQ Omens of War Guide-3.3-06 Class-specific Groupi

Magician:
Other casters will love you for mod rods, especially if there are no enchanters around.
Healers in particular will find their mana in short supply against OoW mobs, so make sure they
have a rod available at all times. You should do a “mod rod status” check in gsay periodically to
ensure that they don’t forget to ask you for another when their current rod runs out of charges.
Your Call of the Hero spell will also see more use in OoW than it did in the preceding few
expansions. Many Omens zones are large, open areas that involve long invis runs through
many mobs. Because of this zone layout, your ability to summon players can come in handy for
a number of things – summoning friends across NC, bringing someone from the druid portal in
WoS instantly to your group, rescuing a puller who ran into a beefy named like Shadowhunter,
etc.
Beyond that, the usual grouping tactics apply. Make sure any other pet classes have
equipment for their pets, keep your own pet ready for combat (and possibly keep one
Suspended in reserve if you have the AA), keep your strongest damage shield on the main tank
and possibly the puller, and nuke mobs judiciously. The resist-debuffing Malo line of spells is as
useful as ever and will probably be your opening cast for most battles. If your group is camping
a spot with frequent named spawns, you’ll want to keep plenty of mana in reserve to burn down
the named mobs quickly.
Remember that your pet can be used for crowd control in some situations, particularly
pets of the rooting variety. Since the group-only mobs in Omens hit so hard, you’ll have to rely
on your group’s healer to keep your pet alive while it offtanks an add. If you have the Host of
the Elements or Servant of Ro AA abilities, you can use them to unleash heavy damage on the
group’s current target so that you can start killing the add sooner. These AAs are also very
useful for killing named mobs quickly.
Monk:
Your role as a puller remains vital in OoW, particularly for camps that don’t involve long
runs (such as those in RCoD and the instanced dungeons). Your pacification abilities and feign
death are particularly effective here since you’ll seldom have many casters to worry about. Just
make sure mobs you pull aren’t charging any long range abilities before you use FD. You will
find Mend most useful for surviving difficult pulls, particularly since mobs in Wall of Slaughter
and beyond will usually outrun you significantly. Don’t forget the Voiddance discipline if you
need a few seconds of avoidance to get you through the darkest moments in pulling.
You will also be very useful to groups as melee DPS. You may frequently find twohanded
weapons preferable to sets of one-handed weapons, mostly because two-handers are
increasingly becoming the most effective weapons in the game, but also because mob
positioning will frequently lead to your taking ripostes – walls are just too easy to run mobs into
in most OoW zones. Riposte is very painful in OoW, and two-handers mean fewer chances to
suffer it (because you’re hitting fewer times). As for the other melee classes, be ready to burn
disciplines on the named mobs, and keep Stonestance on hand if possible in case you end up
tanking after the main tank goes down (a tough scenario, but not impossible to win if your healer
stays sharp).

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EQ Omens of War Guide-3.3-03 Class-specific Groupi

March 30, 2010

Berserker:
Your stun abilities can make group combat in OoW much easier. In this expansion, you
won’t be interrupting casters much; instead, you’ll be stunning mobs before slow lands and
during the fight to reduce their DPS. You can also give mobs a stunning smack in the head
when they decide to target your healers or casters. But don’t overdo it; you don’t want to get
aggro yourself. Remember to keep your axe stock replenished, as there are few things more
embarrassing than needing to stun something and finding you’re out.
Other useful abilities for OoW groups include your potent war cries and snare abilities.
War cries in particular can give a significant boost to your group’s DPS during named fights,
especially if your group is melee-heavy. For added fun, group with a bard and watch the bard’s
own melee buffs stack with yours to turn your group into a named-slaying machine.
Beyond those formalities, crank out the melee damage. Being a class that inherently
uses two-handers, you should suffer less from bad mob positioning than others. For upping
your DPS, use your damage-boosting disciplines immediately as soon as they refresh, or save
them for toppling named in a hurry. If you are taking on a mob that has a damaging AE, don’t
hesitate to step back and throw axes.

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EQ Omens of War Guide-3.3-04 Class-specific Groupi

Cleric:
Mobs here can rip pullers and tanks apart if you’re not on your toes, and if you’re not
careful, you may get ripped apart yourself. Having both Divine Aura and Divine Barrier
memorized at all times is recommended. The 9th spell gem from the Mnemonic Retention AA
can help with this.
Cast a Heal-over-Time spell on your puller before he/she goes out to pull, and be ready
to use fast heals as well, especially if the incoming mob is a snarer. If you cast a heal during
the pull (fast heals in particular), consider following it immediately with Divine Barrier. The
number one cause of exp-group healer death in OoW is early heal aggro. DB is preferable
instead of DA in this case because you may need DA’s one second casting time to survive more
sudden attacks (unexpected adds and such). Because of their recast times, you’ll want to use
DA and DB sparingly. Even so, it’s better to use it and live than to die because you tried to save
it. Unless your group is having pulling problems, each spell usually will have refreshed by the
time you need to use it again if you keep both memmed. Remember that you can deactivate
either invulnerability spell by clicking on it in your buff window. This is handy in case you need
to heal your tank before the invulnerability wears off naturally.
Speaking of tanks, healing them can be a dilemma. Most OoW mobs have high DPS
and can kill unhealed tanks with ease. For any healer, there’s always that looming fear that a
slow, efficient heal (such as Complete Healing) won’t finish casting before the tank dies. This
forces you to use fast heals, which drain mana quickly and cause lots of downtime. Neither
situation is helpful. Communication with your tank and slower is the only way to keep this
problem to a minimum. Make sure you know how many HP, AC, and defensive AAs that your
tank has. Know when the tank is using a defense-boosting discipline. Make sure you know
when mobs get slowed and for what percentage. If you use Bulwark of Vie, make sure you
know when it wears off (the Inspect Buffs leadership ability is handy for this). Taking these
factors into account can reduce healing problems in these zones.
 

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EQ Omens of War Guide-3.3-02 Class-specific Groupi

March 29, 2010

Beastlord:
As with bards, versatility is one of your greatest strengths. Don’t hesitate to be the main
slower for your group, as your slow percentages fall only slightly short of what enchanters and
shamans can do. Crippling mobs to reduce their attack rating is also useful. Keep your buffs
refreshed (especially the Spiritual hp/mana regeneration line), and be ready to use the Paragon
of Spirit AA ability when priests or casters run low on mana. If you really want to make your
group happy, keep a powerful melee buff like Ferocity memorized and use it on the other
melees in your group each time its recast time finishes.
Controlling your pet effectively is important to keep mob positioning from becoming a
problem, since the beastlord pet procs have knockback components. Put your pet on “/pet
guard here” in a spot where it won’t be pushing the mob into a wall when you sic it on a mob.
Preferably, this spot will also let the pet hit the mob’s back.
Your direct DPS is also a major asset against the HP-poor OoW mobs, so maximizing it
is important. If the mob is positioned well, you shouldn’t have much trouble in this area;
however, you may find it useful to throw in the occasional nuke or DoT during long fights,
particularly when dealing with named.

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EQ Omens of War Guide-3.3-01 Class-specific Groupi

Bard:
Your versatility and speed are your two biggest assets in OoW groups, just like
anywhere else. For a standard group consisting of a tank, healer, and damage-dealers, your
combat twist will usually work best with two stacked haste songs, a regeneration song, and a
fourth song appropriate for your camp. Psalm of Veeshan makes a good choice for that fourth
song if you’re uncertain what to play, since the extra resists will help your group shrug off
incoming Chaos Claws. For groups composed primarily or completely of casters (especially
kiting groups), you’re better off using chants, Harmony of Sound, a caster damage focusing
song, and/or a mana regeneration song.
As a puller, you have an important advantage in this expansion: speed. Popular level
65+ experience zones like Wall of Slaughter, Ruined City of Dranik, and Muramite Proving
Grounds are all outdoors, so keep Selo’s Accelerating Chorus up as you pull. The Fading
Memories AA is a vital tool for bard pulling in OoW, and the Boastful Bellow AA is handy for
tagging mobs instantly. Lulling mobs to get single pulls is preferable, but due to the high aggro
radii of Omens mobs you’re bound to get adds pretty often. In case you get unwanted adds,
mez all but one, bring the last one to your group, and then Fade to clear aggro. While a mob is
incoming, you can soften its initial blows by using Requiem of Time to slow it (use Harmony of
Sound first if resistances give you trouble). At level 69 and above, you can also use the Verse
of Vesagran to help your group mitigate the initial damage.
Try to acquire a Minor Muramite Rune as soon as possible, as the song you receive for
turning in your first Minor Rune is the new lull song for the expansion, allowing you to pacify
many high level mobs that Silent Song of Quellious can’t affect (including mobs at the coveted
Six Spawns camp in Wall of Slaughter).

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EQ Omens of War Guide-3.1 Normal Zones(5)

March 26, 2010

Level 69+ only
Riftseekers’ Sanctum
This zone is accessible via a wall of ice near the center of the Muramite Proving
Grounds. Note that the “Level 69+” recommendation is actually a requirement in this case, as
you won’t be allowed to zone in unless you’re level 69 or above. This visually stunning zone is
without a doubt the single most difficult experience zone in the game that doesn’t require special
flagging or keying for access. When the developers designed the mobs in RSS, they stopped
pulling punches. Be prepared to see group mates fall apart like houses of cards as you take on
level 70-75 versions of nearly every mob type in the expansion. Even when slowed by a
shaman, these mobs hurt, with some of the common mobs quadding for 1.2k per hit. If you
initially found the mob difficulty in MPG a bit surprising or frightening, then you can expect that
same feeling again when you come to RSS.
Be ready, focused, and in possession of most of your OoW spells/disciplines when
fighting in this zone. Always try to get an “uber” tank, healer, and slower for your group if
possible, as having powerful equipment on those three characters is almost required for
survival. If you’re a cleric, be absolutely sure you have your invulnerability spells memorized;
they’ll save you more times than you care to count. Tanks and other melees should be ready to
preserve their own lives with their riposte/dodge disciplines, Lay Hands, lifetaps, etc., in those
moments when a heal isn’t going to land in time. Nukers need to make sure they never draw
aggro. Wizards and rangers, don’t forget your hate-reducing spells.
Of course, all this danger isn’t without rewards. Greater Muramite Runes and Glowing
Muramite Runes (for level 69-70 spells) and a host of other fabulous loot can drop from the onegroupable
named mobs that spawn throughout the zone. Experience gain is also excellent;
most mobs give a solid 5% AA per kill in a full group of level 70s – roughly an AA per 30
minutes if your damage output is high. Good luck; this zone is “the endgame” of OoW grouping.
Here are some specific camps you may want to try:
CP: Loc 100, -300 (on the second floor)
The camp’s initials stand for “Companion Prefect,” a named chimera. The namesake
mob actually spawns a long distance away, but the provided Loc (which places your group in
the corner at the top of the upward stairs) is the closest safe spot. The named spawns in the
same room as Taromani (marked on map), and its PH is “a chimera companion.” The chimera
is on a different faction from the two pyrilens in its room, so you can pull the chimera without
worrying about the others assisting. This may seem like a lot of work for a single named, and it
is, but the Prefect can drop Greater and Glowing runes as well as Celestial Lorica, a NODROP
breastplate for plate classes that has great stats, +3 mana regen, and Percussion Instruments
18.
Statue: Loc 200, 200 (on the second floor)
To reach this camp, go up to the second floor via the ramp to the northeast of the zonein
point. When you reach the top of the ramp, follow the left-hand wall of the hallway. It will
curve into a semicircle. When you reach a place where you can go left into a room full of
chimeras or go straight, just go straight. Continue following the hallway and you will reach a
large room with a giant statue of a pyrilen in it. Your group can camp safely on or next to the
statue. Named mobs spawn in the rooms to the east and west (one named per room); you can
also pull from the adjacent hallways if your group is more than powerful enough to keep both the
east and west rooms clear.

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EQ Omens of War Guide-3.2 Instanced Zones

For those who have experience with instanced zones from previous expansions, the
OoW instanced zones use a system like that in Lost Dungeons of Norrath for creating the
instance but uses the Gates of Discord system for managing your party and spawning mobs in
the zone once an instance has started.
Here’s a more thorough explanation. To access an OoW instanced zone (known as an
“expedition”), you must be in a group with at least two other players. To open the dungeon,
your group leader must find and talk to an appropriate NPC. Grand Historian Gersh in DS (Loc
430, -1570) gives access to the Dranik’s Hollows expeditions; Grand Historian Rygua in RCoD
(Loc -860, -750) gives access to the Sewers of Dranik and Catacombs of Dranik expeditions.
The difficulty of these expeditions is automatically tailored to your group’s average level. Once
you have the instance open, the expedition leader can manage the expedition from the
expedition window (alt+z). If you’re the leader, you can add or remove players as you see fit,
though only a maximum of six can be in an expedition at a time. It is even possible to go into an
instanced dungeon alone by removing everyone else from the expedition, though actually
soloing in an expedition is a feat that is essentially impossible except for certain classes
(shadow knights, beastlords, and necromancers come to mind).
Unlike the expeditions from GoD, these expeditions don’t have any specific objective you
must fulfill. Instead, you are free to explore, crawling the dungeon and killing mobs. The mobs
in the dungeon will respawn, so you’ll need either to keep moving or to camp in a single place
and be ready for them. Because respawn can be so tricky, bringing a mezer can come in handy.
Loot is a major enticement for adventuring in the instanced dungeons. After all, you
don’t have to compete with other groups for named mobs if it’s just your group in the zone.
Named in these instances can drop level 66-68 spell/discipline runes along with attuneable or
droppable loot, making the OoW expeditions a fair place for a group to make money. The
trouble is that these named never spawn immediately when the instance starts and have PHers
instead. When you’re trying to spawn these named, don’t forget the following rule of thumb:
The Unique Name Rule: In an OoW instanced dungeon, a mob that is a placeholder for a lootdropping
named mob will have a generic name that differs slightly from other mobs of its type.
This placeholder mob is usually the only mob in the zone with that name. This slight difference
in mob name is very noticeable on a Track list.
Remember as well that all of the above instanced zones are indoor zones. Be sure to
cast any movement rate increasing effects you’ll need before you zone in, since you won’t be
able to cast them once inside. Pullers should also take care here, since the mobs tend to be
very closely packed and may bring two to three adds if pulled without lull or FD. Rogues and
bards should also be ready to disarm the many traps that dot these dungeons.
One major nuisance with instanced dungeons is that getting a group set up for them can
take a long time. For that reason, experience gain in the instanced dungeons is typically less
than what you could get in a normal zone appropriate for your level. The usefulness of these
dungeons as experience- and plat-farming areas will skyrocket if you’re with a pre-arranged
group of friends who have agreed to farm the zone, sell the loot, and split the profits. Consider
making such an arrangement if you’re interested in adventuring in these zones. The following is
an example of how effective grouping here can be:
Murkglider Hive – Dranik’s Hollows expedition for levels 68+ [HIGHLY RECOMMENDED]
If you have a group that knows how to farm this zone, then this is the best spot in the
expansion for getting level 66-68 runes. As you clear through this zone looking for named
PHers, you will eventually come across a set of rooms with four PHes. You’ll know you’re in the
right place when you see a pool with a long hallway behind it. One PH, “a blighted rat,” spawns
in the pool room and is the PH for Shrewd Dragorn (Anguish key quest). “A tatterwing bat”
spawns in the long hallway and is the PH for Silentpaw, a rat. Facing out from the pool room
and to the left are two murkgliders who are PHers for Inky Murkglider. Silentpaw and Inky drop
runes often, so this area can be a farming paradise. The spawn time on the PHers is twelve
minutes, and the rate of named spawn and rune drop rate are both high. If you can keep your
farm going for about four hours, each member of the group can expect two to three runes.

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EQ Omens of War Guide-3.1 Normal Zones(1)

March 24, 2010

“Normal zones” refers to zones that are not instanced – typical EverQuest zones. In
order of increasing recommended level, the following zones make good places to gain
experience, loot, platinum, or faction by grouping. Note that at level 65 and above one of the
best ways of making platinum is by winning rolls on attuneable loot or spell runes and selling
them in the bazaar. Indeed, actual plat drops in Omens usually are not very good, so you’ll be
relying on the items to make money.
Level 45-55
Dranik’s Scar
This zone hasn’t really caught on as a pickup grouping area, so you may be bringing
your own group if you fight here. You’ll definitely want to bring a healer to help you survive the
OoW mobs’ combat procs and other abilities. Any of the ruins with murkgliders or bats in them
make good camps for a small group. If you have a puller who’s good at splitting mobs, consider
camping by one of the small towers in the northwest part of the zone. These towers and the
areas outside them contain ample amounts of mobs and can even spawn a few named, making
the experience and loot worthwhile. The dropped items don’t typically sell for more than 1k, but
that’s a fair amount of platinum at level 45. In a good group, you may make close to 150pp per
hour. Experience here is on par with that in other zones of this level range; you can expect
between 10-20% exp per hour if you’re near level 50.
Level 52-62
Bloodfields
Mobs are everywhere, and named can spawn all over the place, so get some friends
together, find a spot on the zone wall, and make this zone live up to its name. Bringing a
stunner is advised if you decide to camp along the zone wall, since you’re bound to end up
pulling some ikaav casters. If simply pulling to the nearest zone wall gets tedious (and it
eventually will), you can always spice things up by trying a camp. A good spot is the village of
nocs in the northwest region of the zone (Loc 710, 640) makes a good group camp as well,
though you’ll probably need a group member who can split mobs. The nocs here do not proc
Chaos Claws, making them weak compared to their proc-happy counterparts in other zones. If
you run out of nocs to pull, you can always bring a few ikaavs or stoneworkers from the
surrounding paths. Experience is good and ranges from 10-20% per hour (until you reach
levels 59+, at which point your experience gain will begin to plunge). Platinum here can be very
nice if some augmentations drop (and if you win one of them). Otherwise the money is
mediocre, about 50pp per hour.
Harbingers’ Spire
This indoor zone is comparable in difficulty and experience gain to the higher-level
portions of the Plane of Nightmare. The mobs generally do not summon, nor do they run as fast
as their counterparts outside. The mobs are primarily dragorns, discordlings, and girplans.
They tend to spawn in clusters, especially the dragorns, so bringing a lull or FD puller with you
is advised. Here are a few camps to try:
A hallway with good mob access: Loc 200, -660
This camp can be accessed easily by invising your group and running straight down the
first hallway, taking the second left into a small hallway branching from the main one. This little
section of hallway is free of mobs, but there are plenty of dragorns in a room just to the north,
and the main hallway with its discordlings just to the south. A solid group should be able to
have a field day – or rather a cave day. Platinum is mediocre, but experience gain is splendid.
Even players at level 61 or 62 will typically get 5-10% exp per hour.

Core Room: Loc 200, -1230
This camp is also fairly straightforward. Invis and run east through the zone until you
see the crackling red core of the spire. The provided Loc will get you to the spire room, but your
group will probably want to camp in one of the small, mob-free tunnels that ring the room. The
spire room is packed with dragorns; there are enough around to keep even a very fast-killing
group busy. A lull or FD puller is useful, at least to get the spawns broken up, since some of the
dragorns will bring a few adds with them if pulled normally. If your group is powerful and can
pull fast enough, you can expect even more experience than from the above camp. The money
drops remain unexciting.

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EQ Omens of War Guide-3.1 Normal Zones(2)

Level 62+
Nobles’ Causeway
NC is most commonly thought of as “that zone you run through to get to Wall of
Slaughter,” but its usefulness as a group experience zone should not be overlooked. It has
some of the best camps for improving Dranik Loyalists faction and has its fair share of named
mobs as well. The following are some worthwhile camps to try:
Cubby by the WoS zoneline: Loc 2140, -125 [HIGHLY RECOMMENDED]
This little room in the tunnels leading to the Wall of Slaughter is arguably the best place
in all of Kuua for raising your Dranik Loyalists faction for quests, as all of the dragorns in the
tunnel rooms give positive hits with it. These dragorns also give good experience and mediocre
platinum for those times when WoS is down for maintenance – an event that happens all too
often at the time of this writing.
A lull or FD puller is very helpful since the dragorns always spawn in pairs or larger
groups. Pet pullers can also be effective here since these particular dragorns lack the blazing
movement speed typical of their mob type. In case your group finds itself killing too quickly, you
can always pull the two lower-level dragorns beyond the first arch on the high road to the south
(pullers, don’t worry about being KoS to the quest NPC – he won’t hurt you or assist the
dragorns you bring).
Note that these particular dragorns neither run quickly nor summon. If your group
consists mainly of kiting classes, you can use these facts to your advantage by pulling the mobs
out of the tunnel and into the valley to the east (a spot that is also great for soloing). This end of
the valley is mob-free and has ample space for kiting.
Those using either location of this camp will be pleased to learn that the murkgliders
roaming the valley a short distance away drop Drakescale Shield as their ultra-rare drop. This
shield has excellent stats, +10 attack, 2 HP regen, 2 mana regen, and is usable by all classes
except monks and berserkers. If you stay here long enough to raise your Dranik Loyalists
faction to warmly, you’re bound to see at least one. Experience gain is also decent at 30-60%
AA per hour.
Overseer: Loc 180, -760
This camp spot allows your group to pull the plentiful mobs in a large intersection of the
high road. The so-called “overseer platform,” a spawn spot just to the southwest of the camp,
spawns aneuk overseers who are placeholders for a named aneuk (Pixt Arreand Bodybender)
capable of dropping runes and other loot. The other mobs in the area are good experience, and
some give Dranik Loyalists faction. AAxp is comparable to that from the above camp.
Ridgerunner: Loc 1875, 630
Ridgerunner Drunt, a named dragorn, spawns in a narrow mountain pass to the west of
the Wall of Slaughter zoneline area. This spot is out of the way and makes a good change of
pace if the zone is busy or experiencing lots of trains. Drunt himself can drop level 66-68 runes,
and a few other named mobs (including “aggressive murkglider”) can spawn in the valley
nearby. Another advantage of this camp is Alkron Wyrmsong, an NPC for the bard epic 2.0
quest who also happens to be on Dranik Loyalists faction. Alkron is level 70 but does not
summon or hit especially hard, and he respawns every forty minutes or so. You can kill him for
experience if you like (killing him doesn’t lower your Loyalist faction, by the way). Unlike most
Dranik Loyalists NPCs, Alkron will aggro on people who are KoS to the Loyalists.
Crawling the valleys
This is an option for adventurous groups who are used to the run-and-gun style of
dungeon crawling. Finding mobs is relatively simple: just jump off the high road at any point,
and you’ll be in a valley teeming with various mobs, including murkgliders, dragorns, ferans, and
bazus. There are no real rules to abide by here; just be wary of adds and bring a good crowd
controller. Your experience gain is really only limited by your group’s power using this setup –
with a good one, you can beat most of the above camps in terms of exp by going on a valley
crawl.

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