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Camp

From FFXIclopedia, the free Final Fantasy XI encyclopedia

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A safe location where party members plan on fighting monsters. A puller is used to lure monsters back to camp to be destroyed. This allows the mages in the party to recover MP in between fights, rather than running down monsters to kill.

General Camp Criteria

Typical elements of a camp include:

  • Outside of the aggro range of any monster, whether sight, sound, magic, or low HP.
  • No monsters in the area that will link with the monster the group will be fighting.
  • Close proximity to a fair number of the monsters that the group intends to fight.
  • Little to no competition from other parties in the same area.
  • Often (but not always) against a wall or in a nook.
  • Clear path to a zone line.

Take care, as some monsters will only spawn during certain conditions (i.e. undead at night or elementals during certain weather). Some monsters may also have a wide wandering area. As a result, a certain place may seem like a great camp when you first get there, but may become very undesirable in a few minutes.

Special Camp Criteria

At later levels, with one or more Black Mages in the party, areas with no monsters at all in the immediate area become more preferred, as this allows the Black Mages to cast Area of Effect spells without danger.

With a Beastmaster in the party, areas with charmable "Decent Challenge" or "Even Match" monsters in the near vicinity becomes more preferred, as the Beastmaster can use these monsters to further aid the party.

Camp Location

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