Requirements/Notes:* All party members require Chains of Promathia.
* One stack of Holy Water recommended for the tank.
* BRD highly recommended.
* Supports 3 parties.
Target mobs:Primary:
Kindred Demons* Demon
* Aggro to Sight
* Links by Sight
* Weak against Light
* Strong against all other elements. (+25% Magic Def)
Kindred Black Mage (BLM)
Kindred Dark Knight (DRK)
Kindred Summoner (SMN)
Kindred Warrior (WAR)
Primary:
Smolenkos* Ahriman
* Aggro to Sight
* Aggro to Sound
* Not Linking
* Strong against all elements. (+25% Magic Def)
Primary:
Molech* Taurus
* Aggro to Sight
* Aggro to Sound
* Links by Sight
* Has True Sight
* Weak against Light.
Commentarus:My preferred camp would be the final upwards ramp at (F/G-7) leading to the top of the Uleguerand Range. From there, you can pull from either the top or bottom part of the ramps, leading to plenty of kills. I've seen parties camp at the other two displayed camps before, although I have no actual personal experience with either.
Some things to note. Take note walking up to camp for the various Taurus mobs, since they have true sight. Also, be sure not to fall down any holes while walking up to camp. Once there, your primary target will be the various Kindred Demons, with Smolenkos and Molechs thrown in for good measure.
Kindred Black Mages should be silenced for obvious reasons. Kindred Summoners may, on occasion have a Dark Elemental out as a pet, in which case just ignore it the best you can (or Lullaby it) and take out the Summoner. Kindred Summoners also drop Dark Spirit pacts as a rare drop, which is very nice. ^^ However, because Kindred Summoners may occasionally have a Dark Spirit out as a pet (its other pet is a Thunder Spirit), you will need a Bard to Lullaby the Dark Spirit.
Smolenkos are a pain to kill. Not only are they resistant against all forms of magic, they have Magic Barrier (that completely nullifies all magic attacks against them), as well as Level 5 Petrify. Since most parties come here for merit points (i.e. everybody is Level 75), this usually results in the entire party being petrified. Fortunately, it doesn't last for very long.
Finally, you have the Molechs, which are the weakest of the three types of mobs you xp off here. The only real danger these guys pose is Mortal Ray, which inflicts Doom on a single target (usually the tank). If left alone, Doom kills the target within ten seconds. Cursna or Holy Waters are required to remove Doom, although each Cursna or Holy Water only has a 25% chance of actually working, so have all mages with a /WHM spam Cursna on the tank as soon as Mortal Ray goes off. Alternatively, Mortal Ray is an eye attack, meaning that it will have no effect if the tank turns to face away from the mob when it goes off.
You can also do moving parties here at the Uleguerand Range, with very good results given the correct setup. My personal favourite moving party route starts at the ramp camp (F/G-7) and clears the top part of the range. There are some rather large gaps in between mobs, but if your party is good, then you can pull the large chains in. ^^