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User:Drotic/Drotic's LVL 65 XP hunting guide

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Revision as of 05:19, 30 April 2010 by Drotic (talk | contribs)
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This is a small guide for where to xp at 65. In this guide usually the harder the zone the better xp it usually yields per set amount of time. Be warned that you may not have what it takes to do xp there.

Notes: I am playing 65 Monk - Drotic and 65 Shaman - Buka. As of writing this I have about 170 AA and 3400hp / 1130AC on monk and about 110 AA 2400hp/4000mana on shammy
Update: Due to banning I am now playing monk - Zloy and Cleric - Svettoy. I am also as always member of raiding guild Phoenix Rising

Easy Difficulty Zones

Eldenal's Mansion Difficulty: Easy

Notes: This isnt really a 65+ zone. You must have been here already. I know I've hunted here from 55. Anyways. At 65 the best place to slaughter is the castle entrance with multiple accessible named's. I wouldnt really explore much of the castle beyond since there are difficult mobs and unless you need some quest shit or there to kill the lord of the manor isn't worth it. At 65 if you are 2 boxer or a hybrid/mana class you can xp at the entrance till you make yourself a pickup group.
Goods: Medalions - for Athica faction.
Bad: Ok loot and cash. I find it boring.


Dragon Necropolis Difficulty: Easy
Notes: you already know this place. At 65 do either rats or dragons. Both of these can be 2 boxed and are boring and eazy.
Goods: Easy difficulty.
Bad: everything else

Heartland Undercaverns Difficulty: Easy
Notes: just a shitty zone with mobs procking fear that if stick can make you run through closest wall and fall under the world. I hate this place. Wouldn't recommend for anything other then finishing MQ.
Goods: nothing
Bad: everything

Mielech's Lair Difficulty: Easy
Notes: frogs generally. Basic trash mobs hit about 150. If you decide to go into the sewers then expect 300+ hitters. Also the crypt has more difficult 55+ mobs that hit around 300 as well.
Goods: ok xp. Good drops. Ok cash.
Bad: hard to get to

Red Sun Mines Difficulty: Easy
Notes: havent spent much time here. Generally ez zone that is only persued at 65 at the time you need quest or trade skill drops. Goods: ok xp. ok cash.
Bad: not sure

Sorcerer's Labyrinth Difficulty: Easy
Note: at 65 it too freaking ez.
Goods: easy. ok drops. ok cash. trade skill items
Bad: too ez. xp is slow

Medium Difficulty Zones

Highkeep Difficulty: Medium
Notes: The place populated by undead. Trash 1st floor hits 150? I think. Expect some multiples in couple of rooms on the first floor. 1st floor easy. Basement, well if you are reading this - do not venture into the basement. 2nd Floor you can try after 1st floor become easy. 2nd floor mobs hit 300 and often multiples.
Goods: Nice cash loot. Nice drops. Good XP. Progressive difficulty.
Bad: Vale neck recast. Don't dally at the entrance and get summoned by The Earth TerrorTM

Siren's Grotto Difficulty: Medium
Notes: Dont have much experience with this zone. XP is ok all kinds of mobs sirens fish etc. Generally shitty multi pulls. Some places with vertical architecture can cause some bad trains. Generally gone to for quest and trade skill items.
Goods: trade skill stuff
Bad: xp kind shitty. I just dont like this zone

Stormkeep Difficulty: Medium
Note: no info since I am on giant faction.

Dreadfang SpireDifficulty: Medium
Note: first couple of floors are very ez with a good group. 4+ gets progressively challenging.
Goods: ok drops, cash and xp
Bad: shitty to get to without a porter.

Kedge Keep Difficulty: Medium
Notes: fish here. Mobs do good dps but have low hp which means bring high dps group and you are golden.
Goods: nice and ez xp. Good drops. Shit cash.
Bad: drowning when EB wears. Some shitty mobs - aka phinny clones.

Hard Difficulty Zones

Everchill Caverns Difficulty: Hard
Notes: The place populated by orcs all mobs hit 300+ some casters. Basicly at the cross roads take a right. Since you are reading this, set up camp by the first closed gate and pull from the 2nd closed gate(left) or straight but be ready for some multi pulls since often there are multiple casters there.
Goods: Good XP. Maybe if you are lucky Muruk will spawn. Orc Ears - for Newport faction.
Bad: Shit loot and cash. I find it boring.

Catacombs of Elthannar Difficulty: Hard
Notes: To get into here you need either a rog with maxed lock pick or to spawn and kill the named in the graveyard in the Eldenal's Mansion. All of the trash inside hits as hard as the named. The place populated by the undead. Trash hits 500+. Splits pretty easy. Need a good tank / healing. Do not try the spider named unless you have 6k+ tank with 100+AA. Long ass fight. Better try yourself on the lady.
Goods: Nice loot off the named. Good cash. Awesome XP.
Bad: Hard?


Cyrtho Malath Difficulty: Hard
Notes: This is a 6 man MAX zone aka Cmal. The place populated by snakes. If you've just hit 65 and have shit gear this is the place for you. Some ok drops from nameds geared to specific classes. The easiest mobs hit about 150. Do not touch the doors the starting locked doors till the whole group is ready to mo ve behind them. Otherwise you are screwed. Cant advance to other levels of this place till you get proper keys from the nameds.
Goods: Progressive difficulty. Ok named loot. Sense of real adventure and exploration the first couple of times you are there.
Bad: repetitiveness. Respawn times on the nameds.

Dragonhorn Keep Difficulty: Hard
Notes: With a a good tank you can xp at the East Wing. Need a proper puller - monk/sk/necro. Think trash hits around 500. With an even better tank can do North Wing for pristine gems.
Goods: Good cash.
Bad: everything else

Fire Grotto Difficulty: Hard
Notes: mobs hit around 300 have nasty DS. Good xp with a good group.
Goods: ok cash. shit drops. nice xp. easy to get to
Bad: dispelling every mob

Ruins of First City Difficulty: Hard
Notes: all kinds of mobs. The entrance is around 150 hitters and casters that usually come in pairs. Past entrace is nasty. I havent been able to xp here for more then 30 min without whipe.
Goods: Nice xp. Nice cash. Nice drops.
Bad: trains

The Rust Difficulty: Hard
Note: nice trains. bring a good group. Basically I liked the zone but it does have a lil unfinished feel to it.
Goods: xp, drops
Bad: shitty cash

Raid Difficulty Zones

Raid - zone that is meant for raiding parties but has mobs that can be killed by single group. Expect according difficulties. Basically your 6 man team has to be able kill mobs that usually require 18 ppl to deal with.

Prison of Admyrrza
Tasineth
Towers of Agony
Storm's Eye

Sepulcher of Darkness Difficulty: Raid
Note: raid zone. Heard that it is possible to xp here with uber tank and awesome dps. I myself am not uber and haven't done it.
Goods: hearsay that xp is insane if done with single group.
Bad: ?

Halls of Misery Difficulty: Raid
Note: Raid zone. Multi pulls are frequent. Bring CC. Havent xped here myself.
Goods: good cash. Don't think the nameds are one groupable by anyone needing anything from them.
Bad: ?

Outdoor & etc

Outdoor zone if you want ez solo or duo xp. I dont hunt there at all or much. WW is exception. At 65 you can 1 group nameds if you are good enough.

West Plaguelands
East Plaguelands
Eastern Waste
The Darkwoods
Western Waste
Red Sun Peaks

These are the zone where I couldn't find much to do at 65.
Tunnels of Lasanth
Freeport