9-11 Valkurm Dunes



Requirements/Notes:
* Silent Oils may be needed. *see comments
* Popular campsite.
* Supports 2 parties.

Fields of Valor:
Book: (H-7), (K-6), (L-11)
Page 1: 7x Hill Lizard, 1x Sand Hare (475xp/gil)



Target mobs:
Primary: Hill Lizard
* Lizard
* Not Aggro
* Links by Sound
* Weak against Ice
* Weak against Wind

Commentarus:
It's highly recommended that you set your homepoint at the gate guard by the zone to the Konschtat Highlands. In the event you die, you can just homepoint and continue from where you left off. At this level, you only lose 250xp or so from a homepoint, and in the time it will take your party to find someone who can Raise, and rest off weakness (5 minutes), you would've gotten more xp just by homepointing and walking back to camp.

Keep the Lizard away from the mages, since they have an Area of Effect (AoE) move, Fireball.

5 comments:

kharvey10 said...

make sure to add night bats and sand bats as secondary mobs, these are slightly weaker than lizards

the star bats, though, are comparable in level to the goblins in that area.

watch out for fire elemental that may pop in that one campfire

Cockenaden said...

ahhh... the dunes.. perfect white sands and the sweet smell of death. Welcome to FFxi

Lyncath said...

Some jobs can actually solo to level 15 with ease, and some even further than that. I try to avoid partying here for as long as i can. However if i see people i know and i know they are good i setup a party.
I solo'ed the dunes levels on a Blue Mage, this is with the new Signet buff.
Do yourself and your sanity a favour, don't party here until at least you can fight Snippers.

Ara said...

I can't imagine a group taking these at level 9. I wouldn't suggest it.

Usually groups have trouble here at 10/11 as it is.

Unknown said...

I can pull 7k-9k an hour doing lizards at 11 with whm - pld - 3 sam - brd