User:Zagex/Blm Soloing
From FFXIclopedia, the free Final Fantasy XI encyclopedia
Hijacked from Allakazham for my own use:
EXP AND CAMPS:
NOTE: All of the camps listed here are from personal experience. I used every one of them at every level on my BLM. If you know of any other good camps at any given level, send me a message or post here, and I'll add it in. Be sure to include any relevant information, such as the surrounding territory, the enemies who inhabit it, etc.
- Level 19-22 ***
Gigas's Bats (Gigas Sentry) - Lower Delkfutt's Tower It's a good idea to set your Home Point at the Qufim Island outpost to save time after you die.
Camp Location(s): There are four camps that I found that are easy to get to.
CAMP #1: The first is straight ahead upon entering the tower. At the first intersection, go forward, and you will come to a room shaped like a doughnut, with several gigas and bats wandering around in it.
PROS: - Extremely easy to get to. - May be workable if the Gigas Sentry is close to the room's entrance. - Very close to the zone, so it should be pretty easy to zone if you get aggro'd or get a link.
CONS: - Very dangerous camp, as the bats and other gigas tend to aggro and link at the worst possible times. They move around and mingle amongst one another quite a bit, forcing you to wait for a better opportunity.
CAMP #2: At the first intersection, take a left. The room you'll see is very similar to camp #1, in that there are many gigas and bats inhabiting it.
PROS: - Bigger than camp #1, which makes pulling slightly easier. - Very close to the zone.
CONS: - Like camp #1, it's very dangerous. Gigas and aggroing bats wander it constantly.
CAMP #3: Take a left at the first intersection, and go through camp #2's room, heading slightly right. Go up the winding stairs, and you'll find more gigas and bats in a room at the top of the stairs.
PROS: - Stairs offer a safe resting spot, with a good view of the gigas and bats in the room.
CONS: - Like camps #1 and #2, it can be dangerous. Gigas and aggroing bats wander it constantly.
CAMP #4: At the top of the stairs, near camp #3, there will be a tunnel. The tunnel leads to a very small room with two gigas in it. If you're lucky, one of the gigas will already be a BST. Otherwise, you may want to convert one of these gigas into one. This is the best camp, so it's probably worth the time.
PROS: - No chance for aggro or bat links, as there are only two gigas in the room, and nothing else. - The tunnel leading to the room is perfectly safe, and can be used as a camp until you're ready to move on.
CONS: - Gigas BST may not be in the room, causing you to have to come back later or kill the two that are there and hope a BST pops. - Due to the small size of the room, you may find yourself waiting a little longer for the Gigas to turn away from his pet, since you can't maneuver around him and get to a good pulling angle.
- Level 22-26 ***
Goblin's Bats (Goblin Pathfinder) - Ranguemont Pass It's a good idea to set your Home Point in San d'Oria (or have a way to get there quickly) to save time after you die.
NOTE: Sneak AND invis are required! Bring some silent oils and tonko tools.
Camp Location(s):
I found only one camp, but it's a very good one.
CAMP #1: Take a chocobo to Ranguemont Pass, then head through the door that the NPC opens for you. Sneak and invis yourself, then take a right at the next intersection, past the goblins. Make your way past the oozes, and take a left at the next intersection. You'll pass a couple seeker bats (non-aggro, but do link), then you'll come to a room with two goblins in it. Hopefully one of them will be a BST.
PROS: - Three tunnels leading to the room allow you to maneuver quite well, making pulling pretty easy.
CONS: - Seeker Bats and Stirges (which DO aggro!) live in the tunnels. Be wary of links and aggro. - At level 22 and 23 it may be very difficult to survive here. Without Utsusemi you are going to take a true beating. Make good use of Bind, Metallic Body, Cocoon, and Pollen, and be very, very, careful.
- Level 26-29 ***
Goblin's Bee (Goblin Pathfinder) - Yhoator Jungle It's a good idea to set your Home Point in Kazham to save time after you die.
Camp Location(s):
I found only one camp, but it's a very good one.
CAMP #1 Take a chocobo to Yhoator Jungle through the "normal" experience points party route. At the first intersection in Yhoator, take a right. At the next intersection (the one with the big colorful plant in the middle), take a left. Now you can either stay forward or turn right, and you will bump into a Goblin Pathfinder and his pet bee!
PROS: - No possibility of aggro or links! Your only company will be a couple of lizards and a few mandragoras. - Three intersections allow very good maneuverability for pulling.
CONS: - Unfortunately, sometimes there will be EXP parties preying on goblins. Most of the time they will just kill mandragoras, but more experienced parties tend to pick on the goblins as well. If this happens, ask the leader if they would mind if you could just have this one goblin.
- Level 29-31 ***
Goblin's Rarab (Goblin Pathfinder) - Bibiki Bay
It's a good idea to set your Home Point at the Buburimu Peninsula outpost to save time after you die.
Camp Location(s):
Be very, very, very happy once you get to this point. This camp is so great that you may consider staying here even after the EXP gets low. I found only one camp, but it's a great one!
CAMP #1: Enter Bibiki Bay and hug the right wall. You'll eventually come upon a small incline with a rock in the center of it, and a Goblin Pathfinder finding paths around it. One Island Rarab and one or two Marine Dhalmels are also in the vicinity.
PROS: - Nothing here aggros besides the goblin himself. - It is quite easy to zone. Much of the time, the goblin and his pet (or other Rarabs) will take awkward routes chasing you, making it very easy to get away without getting hit. Also, if you just get the goblin and his pet (no Island Rarab links), amazingly enough, the goblin will turn around about 3/4 of the way to the zone, but the pet will keep chasing you! Even if you are forced to zone, the pet will not despawn. Rezone immediately then finish him off if you're strong enough.
CONS: - Ignis Fatuus (a bomb), will spawn during foggy weather. He won't be right at the camp, but you could run into him if you have to zone. Be wary. - The one Island Rarab that inhabits the same territory as the goblin will link with the goblin's pet. However, it only links by sight, so keep this in mind when pulling!
30-33 Attohwa Chasm - Goblin's Gallinipper If you trek clear around the Big Rock over to L-8, there's a single Goblin Pathfinder that treks around there. Near the very southmost side of the grid, there's sometimes a scorpion that wanders near enough it might aggro, and a regular fly that could link, but for the most part it's nearly aggro free once you get there. Reraise earrings recommended since it's so far back in there.
- Level 31-34 ***
For an alternate camp choice from 30-33, try Goblin's Gallinippers in Attohwa Chasm. See Shanshin's post directly below this guide for more details.
Gigas's Tiger (Rime Gigas) - Beaucedine Glacier It's a good idea to set your Home Point at the Beaucedine Glacier outpost or Xarcabard outpost to save time after you die.
Camp Location(s): There is one decent camp and one good camp that I found here.
CAMP #1 (Decent camp): Directly south of the Beaucedine Glacier outpost, you'll find a ramp leading downward, deeper into the glacier. At the bottom of the ramp, you'll find 2-3 Tundra Tigers, a Bat Eye, and a Gigas. Kill the Gigas and wait for a Rime Gigas to pop if you choose this camp. Pops are five minutes between.
PROS: - Right next to the outpost. You won't have to travel far if you die. - The ramp offers a completely safe resting point.
CONS: - Tigers link and aggro by sight. Bat Eyes aggro by both sound and sight. It may be difficult to pull because of this. - If the Gigas isn't near the ramp, or near the eastern ledge, then you will have a very hard time finding safe pulls.
CAMP #2 (Good camp): Head to (I-9). There is a ramp leading down into a large open area. One Gigas and one Tundra Tiger inhabit this area.
PROS: - Since only one tiger lives here, you probably won't get aggro'd too much. - The area is very large, allowing great maneuverability. - The ramp allows a perfectly safe place to rest.
CONS: - Can be bothersome and expensive to get to, especially if you die. There is no faster way to get here other than to walk. - Be careful about resting in the tunnel that leads south of the area. A Tundra Tiger wanders back and forth along it.
- Level 34-36 ***
Goblin's Leech (Goblin Trader) - The Sanctuary of Zi'Tah
It's a good idea to set your Home Point at the Sanctuary of Zi'Tah outpost to save time after you die. If you are about to die, try to die within view of the outpost. Then, before you HP, make sure there are no aggro'ing monsters within 10 feet of the front of the outpost.
NOTE: Once you hit level 35 you'll be able to use the outpost warp.
Camp Location(s):
I found only one decent camp.
CAMP #1: Everything in the vicinity of the outpost is your camp. Ogreflies and Goobbue Parasites link, but do not aggro. Goblins and Lesser Gaylas (bat triplets) aggro and link. There is a golem north of the outpost that aggros to sight and magic. The bats start appearing around 16:00 and go away at 8:00 the next day.
PROS: - Your Home Point will be right at camp, so there will be no unnecessary travel time. - You can rest safely behind the outpost without fear of aggro. - Several Goblin Traders can spawn in this area. If you have extra MP after killing a pet, and another goblin is within easy access, you could pull off some pretty high chains.
CONS: - The BATS! These things will be quite the nuisances. They aggro and link, sometimes stopping you from a great pull. If you find yourself getting aggro, do not try to sleep them. Bats are highly resistant to sleep, even with Elemental Seal. Instead, simply move away from the outpost if you're close to it, then Warp. You'll lose any hate/aggro you had on them, and still be right at camp. - I had competition from Beastmasters when I first came here. While I don't know whether or not this is common, I thought I'd put it here anyway as a heads up.
36-38?(still 37)
Eastern Altepa Desert - Goblin's Spider
Down near the outpost, there are a couple of Goblin Traders, there are actually 5-6 of them spread around, but generally one north of the oasis, and one north of the outpost. Aggro can be a bit trickier here, occasionally the manticores can wander down far enough to mess with your camping, there are other goblins in the area, and undead spawn at night can make low HP/sound aggro something to be careful of. Outside of that, it can be wonderfully open space to kite your prey between nukes, often the odd pathing they use will keep them out of melee range completely.
- Level 36-40 ***
For an alternate camp choice from 36-38, try Goblin's Spiders in Eastern Altepa Desert. See Shanshin's post directly below this guide for more details.
Tonberry's Elemental (Tonberry Harasser) - Yhoator Jungle It's a good idea to set your Home Point at the Yhoator Jungle outpost to save time after you die. If you are about to die, try to die within view of the outpost. Then, before you HP, make sure there are no aggro'ing monsters within 10 feet of the front of the outpost.
Camp Location(s):
In the immediate area of the outpost, you'll see two tonberries (sometimes a third wanders close by) and a crawler. Convert one of the tonberries into a Tonberry Harasser if necessary. The tonberries will summon only fire, light, and water elementals. Elementals do not drop clusters or crystals.
CAMP #1: Everything in the vicinity of the outpost is your camp. Worker Crawlers and Young Opo-opos link, but do not aggro. Tonberries aggro and link to sight.
PROS: - Your Home Point will be right at camp, so there will be no unnecessary travel time. - You can rest safely down inside the hole directly in front of the outpost without fear of aggro. You can also rest in the tunnel near the outpost. - Several Tonberry Harassers can spawn in this area. If you have extra MP after killing a pet, and another tonberry is within easy access, you could pull off some pretty high chains. - Elementals can be Aspir'd, and the light elementals are particularly weak to Drain. - If you're subbing WHM or RDM, Silence may come in very handy here.
CONS: - The elementals have very high HP - most are around the 500 range. This is quite a big jump from the previous camp (you'll notice it right away), so plan on using up a lot more MP per fight than you're used to. - Elementals can and will use -ga spells. If you get hit by one, your best bet is to sleep the elemental, recast Utsusemi, Aspir, then nuke again. ALWAYS begin running away from the enemy as soon as you are about to cast (between 70% and 100% usually). You've probably figured this out already, but it's still a good method to remember. - The moment your magic first hits an elemental, it will move a few inches, then cast a spell. This delay might be just enough time for its master to randomly turn around and see its pet being hurt, so plan accordingly.
NOTE: At level 39, your enemies will start to become decent challenges. While this usually signals that it's time to get to a new camp, you may not want to just yet. The enemies at the next camp jump up a few levels higher than you're used to when switching camps. Level 40 along with some pies or other INT food should allow you to minimize resists, as well as use the outpost in Xarcabard.
- Level 40-44 ***
Demon's Elemental (Demon Warlock) - Castle Zvahl Baileys
NOTE: Since you're level 40, you can freely use the outpost warp in Xarcabard. Be sure to bring both silent oils and tonko tools.
Camp Location(s):
I found only one camp. It's right at the zone into Castle Zvahl Keep. If you don't know how to get there, here's a walkthrough:
Enter the castle and head to (G-8). Before the intersection that leads to the torches that spawn Dark Spark, you'll notice two narrow passageways on your left and right. Take the left passage and follow the path. Eventually you'll come upon some orcs. Climb the steps, then head west past the huge hole in the floor. You should arrive at the yagudo territory of the castle next. When you see their big hole, take a left, and head south past the hole. Go down the steps, and then double back to the north on the floor below. Follow the pathway and you'll meet an intersection that goes only west and north. Take the north path, remembering to re-up sneak if any ahriman are nearby. Next, take a right, and you'll see some steps that lead up to one ahriman and a bunch of demons. Now head west into the hallway past them. This is your camp for the next few excruciating levels.
Most elementals have around 600 HP. Blizzard II at level 42 will help out a lot.
CAMP #1: There will be one ahriman and four demons patrolling the small plateau in front of the hallway. Usually one of these demons will be a SMN. I've never seen more than one SMN and I've never seen less than one SMN, but you may want to get a high level job to check beforehand anyway. The ahriman will aggro by sight AND sound. The demons aggro and link by sight. The demon will summon only lightning, dark, and ice elementals. The elementals do not drop crystals or clusters.
PROS: - The zone into Castle Zvahl Keep is right at the end of the hallway, up the stairs partway, just before the first torch in the wall. - You can rest safely at nearly any point in the hallway without aggro. Right before the hallway turns into the plateau with the enemies on it, you'll notice a crevice in the floor. If you get too close to the crevice, the ahriman can aggro you. Use the crevice as your guidepoint for resting. - The elementals will give quite a bit of EXP throughout your first few levels. - Elementals can be Aspir'd. - If you're subbing WHM or RDM, Silence may come in very handy here.
CONS: - The camp takes a long time to get to and silent oils and tonko tools are absolutely required - there's no way around it. - The elementals will be high T to low IT when you first get here. This results in a LOT more resists. At level 40 you will either die or have to zone quite a few times because of this. Be prepared. - It may be difficult to keep track of the Demon Warlock because of the hallway's walls and the ahriman threatening to aggro at any moment. Try to rest within view of the SMN while still being out of the ahriman's reach. - The dark elementals are highly resistant to Drain, Aspir, and Sleep(ga). - The ice elementals are highly resistant to Silence and Bind. - All of the cons from the previous camp, except the elementals have even higher HP. Sometimes it will take three tier 2 spells and a tier 1 spell to beat one. - Demons run faster than players.
HINT: If a particular elemental is giving you a lot of trouble (IT dark elementals come to mind), then you can try to 'respawn' it. To do this, pull the elemental when you know the demon will see it. Then book it as fast as you can to the zone. The demon and his elemental will both despawn. When the demon respawns, he'll summon a new elemental in place of the old one. Keep repeating this to get the desired results.
Also, keep in mind that simply zoning the elemental itself will not cause it to despawn. No matter how far away from its master it is, it will always float all the way back to him after you zone.
- Level 44-49 ***
For an alternate camp choice from 44-49, try Tonberry's Elementals in the G-9 entrance of Pso'Xja.
Goblin's Rabbit (Goblin Shepherd) - Cape Terrigan It's a good idea to set your Home Point at the Cape Teriggan outpost to save time after you die. If you are about to die, try to die within view of the outpost. Then, before you HP, make sure there are no aggro'ing monsters within 10 feet of the front of the outpost.
Camp Location(s):
There may be a few different camps, depending on where each monster is at any given time.
Most rabbits have just short of 700 HP. Thunder II at level 46 will help out a lot.
CAMP #1: This camp is in the direct vicinity of the outpost. Usually there are 3-4 goblins patrolling the area. You may or may not have to convert some of the goblins into Goblin Shepherds. Keep in mind that these goblins con EP to DC to level 75's, so take care when trying to convert them. Goblins aggro and link by sight. Beach bunnies do not aggro, but link by sight. The lizards do not aggro, but link by sound.
PROS: - Your Home Point will be right at camp, so there will be no unnecessary travel time. - You can probably rest safely behind the outpost without fear of aggro. If you have yellow HP and undead are up, then you may have a problem. Otherwise, I've never seen any enemy come directly behind the outpost before. - Several Goblin Shepherds can spawn in this area. If you have extra MP after killing a pet, and another goblin is within easy access, you could pull off some pretty high chains. - Rabbits seem to resist quite a bit less than elementals (even ITs) from what I've experienced. It may just be me though. - Rabbits will be VT to IT when you first get here, making for some really good EXP. - Because of the large area, it is usually pretty easy to maneuver around the goblin in order to make successful pulls.
CONS: - The Cape Teriggan outpost requires a job of level 65 or higher to teleport to/from it. If you don't meet this requirement, you will have to travel through desert and Kuftal Tunnel to get here. Be sure to bring silent oils and tonko tools if you must take this route. Keep in mind that even though there is a zone from Gustav Tunnel here, you will be unable to go from Gustav > Terrigan because of the ledge near the Gustav zone. - Even if you have a level 65+ job to get to the cape, getting home when your BLM is finished EXPing here is going to be rough. You'll have to either ask a friend to outpost warp there and teleport you out, or journey through half of the cape and Gustav, or Kuftal Tunnel and the desert on your own. Unless, of course, you have something like a Republic Stables Medal. - There are tons of Beach Bunnies around the outpost. Be careful when pulling. If you get a link, you will most likely die before you can even get a Warp off. Beach Bunnies will hit you for over 200 damage a pop.
CAMP #2: Directly northeast of the outpost you'll see a small ledge. If you go up there, you should find several lizards, an occasional Velociraptor, and hopefully one or two Goblin Shepherds. If you wander too far east or northeast you may bump into a Robber Crab or a Sand Cockatrice. The crabs aggro by sound and the cockatrice aggro by sight. Use this entire area as your camp. It's big enough so that you can usually rest safely anywhere as long as you keep an eye open for enemies. Often times I'll run to the northeast or the west of the area and rest with my back to the wall there so that I'm not open on all sides.
PROS: - Your Home Point will very near camp, so there will be little unnecessary travel time. - No undead spawn here. - Several Goblin Shepherds can spawn in this area. If you have extra MP after killing a pet, and another goblin is within easy access, you could pull off some pretty high chains. - Because of the large area, it is usually pretty easy to maneuver around the goblin in order to make successful pulls. - There are no Beach Bunnies here, so you won't have to worry about them linking. If you're too close to the ledge, however, it is possible to get a link from a bunny below. Be careful.
CONS: - There is no perfect place to rest. If you have to go AFK for more than a few minutes, I recommend going back down to behind the outpost first. As far as I could tell, enemies can walk on every square inch of the area of this camp. - A Velociraptor or two may wander the camp. And they run faster than players.
- Level 49-54 ***
Goblin's Leech (Goblin Shepherd) - Gustav Tunnel
NOTE: Starting at level 50 your play style may start to change quite a bit. AM and AF, along with a few other choice pieces of equipment are going to start making you quite a bit stronger and more versatile. The AF hands (level 54) and the elemental staves are probably going to floor your resist rates. Keep this in mind when you decide to move from camp to camp now.
Level 51 causes your EXP to skyrocket. Bring an ice staff and a dark staff at the least.
The leeches have around 800-815 HP.
Camp Location(s):
There is one main camp, but a few different places you may want to go in that camp.
CAMP #1: Keep following the tunnel until you reach the area that splits off and runs into several goblins and robber crabs. Take a right. You'll run past a few goblins and crabs before you get to a safe landing on the other side. This will be your camp, and Goblin Shepherd, Goblin Alchemist, and Robber Crab will be your company.
PROS: - The area just after the goblins and crab is perfectly safe to rest on. Just be careful not to go too far back, as undead are on the other side. - At level 50 (or 51, depending on gear/day) you can begin 1-shotting pets with Freeze, assuming the spell goes unresisted. At 51 you will have access to your elemental staves. You won't believe how much faster you'll be getting EXP then. Keep in mind that if you know you won't be resisted most of the time, you don't have to wait for the goblin to turn his back. Simply blast the leech with Freeze, then, even if the goblin is facing his pet, he won't aggro as long as the pet dies.
CONS: - If the Shepherd is far away, you might be forced to wait a little bit to pull. Unless you can find some way to pull his pet without aggro, you've got no choice but to wait until he wanders back to you. - The camp has no shortcut to reach it, so you may find yourself traveling quite a bit if you don't have RR. The shortest (most dangerous, expensive and least convienient HP) route is to set your HP at Cape Terrigan, sneak/invis yourself, then travel due northeast to zone into Gustav Tunnel. You'll be pretty near the camp when you zone in. - At level 49, depending on your gear and race, you may get quite a few resists here. Not to mention that it will require three to four full-strength tier 2 spells just to kill one leech. Because of this, I recommend biting the low EXP in the Cape until you hit 50+ buffer. You might thank me later.
- Level 54-58 ***
Goblin's Bat (Goblin Veterinarian) - Pso'Xja
NOTE: You will need Quake in order for this strategy to work. Also bring scrolls/equipment for the next level or so, as you will be getting 7000-8000 EXP an hour here if everything goes well.
NOTE: I think you need to be at CoP 5-3 or higher in order to access this zone. I was already past this point when I came here, so I don't know for sure. If someone can clear this up, I'd appreciate it.
Camp Location(s):
There is only one camp that I found, but it's awesome.
CAMP #1: Enter the 60-cap Pso'Xja (it's the one closest to Batallia Downs). Put sneak and invisible on (be careful of magic pots). Keep going forward, up and down the stairs, all the way, until you find a Goblin Jeweler. When you reach him, turn left and fall down the hole. You'll fall right on top of a Goblin Veterinarian and his pet bat. Just walk right into the hallway next to him. That's your camp.
PROS: - The camp is perfectly safe. Just make sure to stay behind the cylindrical pillars that stick out of the walls and the goblin will never see you. - At level 54, you can 1-shot the goblin's pets with AM once again. I used Quake, and did 942 damage every time. - There is nothing that can aggro you here (as long as you aren't being stupid). - There is no chance for the goblin's pet to be out of spellcasting range, as he is confined to the small room he spawns in.
CONS: - Bats are hard to sleep, but you should be able to do it with ES + Sleep. - Due to the nature of the doorway that the goblin is behind, occasionally you will be "Unable to see" the goblin's pet. Try to maneuver around this without getting aggro if you can. I know this is a very minor con, but I thought I'd put it here anyway. - Because this is a level capped zone, all buffs you have when you enter will be erased. This means you can no longer use a scroll of reraise, then buy another one, and use it when your first one wears off. This is also true if you log off and log on in this area - your RR will be erased. But, fortunately, this camp is so great that it shouldn't be a big deal. - CoP 5-3 required to enter?
- Level 58-60 ***
For an alternate camp choice from 59-64, try Alporhan's guide in his "Awesome solo :: 59-64" thread.
Goblin's Bat (Goblin Foreman) - Newton Movalpolos
NOTE: You will need Flood in order for this strategy to work. It may be difficult to 1-shot some pets depending on what your INT is. Try to stack up as much as possible. I started with 60+24 (including 4 from melon pies) as a Hume, and that managed to overkill them by only a few damage. Water Staff/Neptune's Staff is required.
Camp Location(s):
I found only one camp.
CAMP #1: Enter Oldton Movalpolos and head to J-12 or I-12 to zone into Newton Movalpolos. Upon zoning in, follow the path a short way and you'll come upon an intersection. One path leads north, into Oldton, another leads west, also into Oldton, and the last path leads east, deeper into Newton. To the south of the intersection there is a lowered platform with a Goblin Lengthman, a Goblin Fireman, and a Bugbear Trashman. Patrolling the north leg of the intersection is a Bugbear Trashman and a Goblin Packman. Finally, on the east leg of the intersection is your prize, the Goblin Foreman and his pet. The west leg of the intersection has no enemies. That is where you can rest.
PROS: - The west leg of the intersection is perfectly safe to rest on. If you look on the floor, just before the intersection breaks into the north leg, you will notice two dull red lines. Use these as a guideline when it comes to your limitations for resting. - At level 58, you can 1-shot the goblin's pets with Flood. The bats have anywhere from 980-1030 HP (usually the higher level ones will have almost exactly 1030), so make sure you're up to snuff with INT gear. - EXP is excellent at 58. - There is a zone directly behind you, greatly reducing your chances of dying.
CONS: - Pulls are complicated by the fact that you will have to move to and from the Goblin for every kill. Plus there is aggro on almost every side that you must consider. The enemies on the platform to the south CAN aggro you from below. Stay at the north end of the west-east legs pathway. - VT pets can be difficult to 1-shot without proper INT. - Lightning weather sometimes pops in this area. This may or may not interfere with your Floods (it's more or less random), so keep an eye out for it. Elemental Seal does NOT guarantee that your spell will be unaffected by the weather. The best thing to do when this happens is either wait it out or pull with AM only when the goblin has just stopped moving, and only if his pet is behind him. Then, if you get a weather resist, simply finish the bat off with a smaller spell, such as Blizzard. I've never done less than 988 damage on a weather-resist.
- Level 60-64 ***
Goblin's Rarab (Hobgoblin Animalier) - Bibiki Bay
NOTE: It may be possible to come to this camp as early as 57. I came at 60 and my resist rate was floored. Also, you may want to consider switching back to /NIN.
Camp Location(s):
I found only one camp.
CAMP #1: At F-7 in Bibiki Bay you will find a Catoblepas, a Hobgoblin Venerer, and a Hobgoblin Animalier near some cacti. Past them is a narrow passageway leading southward toward some more cacti, deeper into Bibiki Bay. Camp in the narrow passageway.
The method I used for killing was Water III (Thunder II if it was Lightningsday) > Sleep II > Freeze (Quake if it was Firesday). This resulted in consistent chain 4's. EXP here is better than any you have probably gotten up to this point, with 300 base EXP on almost every kill. The highest I have ever gotten was 562 EXP, chain 5, with ring, but I've heard of people getting over 700 a pop with their ring on.
PROS: - At level 60 your resist rates will be floored. I got resists on my spells maybe 10% of the time maximum. - Rabbits are usually very easy to sleep. They have about 1200 HP, so almost any combination of spells will work well. - EXP is insane.
CONS: - It is no longer possible to 1-shot pets, unless you have pretty good gear. If you do, you can 1-shot them with Flare. - There is no zone anywhere nearby. You may have to resort to sleep(ga) + log off to save your butt sometimes. - Unfavorable goblin movement may interrupt chains.
- Level 64-70 ***
For an alternate camp choice from 65-72, try Vitriolic's guide in his "Blm easy solo xp 65-72 Aydeewa." thread.
Goblin's Bat (Goblin Foreman) - Newton Movalpolos
Camp Location(s):
I found two camps, both of which rely on the same Goblin and his pet.
NOTE: Special items may be required to reach these camps. Study up on Newton Movalpolos and its particular dungeon obstacles before proceeding.
NOTE: It is still possible to 1-shot pets with Flare if you have good gear. Unfortunately I didn't, so I had to resort to Blizzard III > Waterga III, but I've personally witnessed other BLMs killing them with a single Flare for 1254 damage every time.
CAMP #1: The camp itself is at G-9. The fastest way to get to this camp is to enter Oldton Movalpolos at E-13. Shortly after entering you will find an NPC goblin named Twinkbrix. Get him to teleport you and you will be able to backtrack out of the mine and to the camps listed.
CAMP #1 is just behind the two Bugbear Watchmen. They will never turn around unless you attack them.
PROS: - There is a zone partway into the tunnel in front of the Bugbear Watchmen. You will, however, be hardpressed for survival should they see you. - The bugbears never turn around, making resting in this section very safe. - EXP will be very good your first few levels. - Pets can drop coffer keys.
CONS: - It is no longer possible to rely on sleeping the pets due to bats' high natural resistance. - You can only get to this camp if you meet certain prerequisites, which may be more hassle than the average player thinks they are worth. - Unfavorable goblin movement may interrupt chains. In fact, this is a very big CON. Often times I would have to wait several minutes between pops just for the goblin(s) to move into a favorable position.
CAMP #2: This camp is also at G-9, but instead of resting near the bugbears, you will be below the ledge that the goblins stand on.
PROS: - Pets can drop coffer keys, and a coffer can pop on the exact spot where you rest. - EXP will be very good your first few levels. - If 1-shotting applies to you, this camp is better due to the fact that you will never have to move. Simply stand up, Flare, then rest.
CONS: - It is no longer possible to rely on sleeping the pets due to bats' high natural resistance. - You can only get to this camp if you meet certain prerequisites, which may be more hassle than the average player thinks they are worth. - Unfavorable goblin movement may interrupt chains. - There is no zone nearby. - You have less room to run around due to the fact that there are goblins to the east that are quite often within aggro range should you wander too close. - Goblins can aggro from the ledge above. (Not 100% on this, need confirmation - rather not do it myself ^^;)
Just solo'd my hume black mage off of the ranger qiqirns in Aydeewa, these are the weakest mobs I have ever fought, even IT qiqirns are easily killed solo, for capped xp every kill.
These rng mobs suffer from the rng nerf XD, they wont melee you at all, they will retreat to a set distance and very, very slowly begin shooting arrows at you, these arrows never interupted my casting once, and they take forever to take down stoneskin, their magic resistance is also significantly lower than similar level mobs close to them.
Good place to start killing these is the BLU quest room, The RNG ones are the Qiqirn Enterprisers, blind a rat, run back to the center pool, and nuke away. They do link so take some care, also they are scent trackers so if they run over a pool of water they will stop following you.
Once the Xp off of Enterprisers begins to drop off, time to head deeper into Aydeewa, there are stronger Qiqirn Rngs called Qiqirn Archeologists, find them by entering Aydeewa from E-10 in Wajoam woodlands, these are a fair bit tougher than the enterprisers and still all check a T to a lvl 72, narrow tunnels and other mobs make these a slighty more challenging kill, still easy with practice.
Sometimes the mobs will run away from you if they feel they are not at the correct distance from you, often this will involve them linking with their friends, to avoid this, cast your first spell on them (blind or w/e) then run away some, they will chase after you and stop once they are in the sweet spot. This will minimize them needing to run off.
Do not be tempted to fight the Thf type Qiqirns >.<, these fight dirty ( they melee you, then drop a mine and run away, they drop more mines as they run daring you to chase them). Thf ones are called Liuters and Mosstroopers.
Watch out for chigoes down there and for the truly reckless amonst you you can even aspir the worms close by, (though my only deaths came from these worms so take care).

