16-19 Valkurm Dunes
Requirements/Notes:
* Popular campsite.
* Supports 4 parties.
Target mobs:
Primary: 2nd-tier Goblins (16-18)
* Goblin
* Aggro to Sight
* Links by Sight
* Weak to Light
Goblin Gambler (BLM)
Goblin Leecher (WHM)
Goblin Mugger (THF)
Primary: Beach Pugil (17-19)
* Pugil
* Not Aggro
* Not Linking
* Weak against Ice
* Weak against Lightning
* Very Strong against Water
Commentarus:
The final leg of the Valkurm Dunes before moving onto tougher locales. Note that the oceanside camps may be shared with lower level parties who are after the Snippers and Damselflies in the area, which is fine since there will be little overlap of mobs, allowing both parties to continue undisturbed.
The north-western camp, sometimes referred to as Goblin Hill, is, as the name implies, a spot for Goblins only, so you won't find any Pugils here. If you're camping here though, camp as far north on the map as you can get, and then move west so that you're quite close to the Goblins themselves. This is to avoid any Earth Elementals that can pop on the east side of that bend. Alternatively, you can camp just at the mouth of that bend, also avoiding the Elementals that way.
Bear in mind that Goblin Leechers are White Mages, and Goblin Gamblers are Black Mages, and so, having someone who can cast Silence (a WHM15+ or RDM18+) is very handy here.
Also, once a member reaches level 18, be sure that he or she goes and completes the subjob quest as soon as the party ends! From here on, not having a fully leveled subjob is considered the mark of a poor player, and you will slow down or even endanger your party by having an underleveled subjob.
After the Valkurm Dunes, people typically embark upon the long trek to Jeuno, where Qufim Island awaits.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment