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Zentile's Level 59 Monk Solo Guide

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Introduction
Soloing level 59 is the ultimate melee test. Instead of grinding it out in one or two camps, I was looking for an adventure. My plan was to break it up by soloing 10% in 10 different camps, most of them spots I wouldn't ordinarily visit. At the time, I was an Epic/CoF/Fungi Monk with 2355hp and 1120ac self buffed. I also had both a WC cap and OT hammer as many of these spots were deep in dungeons or generally inconvenient (which, if you're like me, is the reason you made a monk in the first place). Since then, I've further refined this list to include my recommendations for the best monk solo spots at level 59. These are in order with Efreeti Trash in Sol B #1 and 2nd/Ramparts/3rd in CoM #10.

What Makes a Good Monk Camp
Well this is a combination of a lot of things, but the important ones are:

  • Speed - Are the mobs a predictable level before you engage? Is there a narrow level range of mobs in the camp? Are the mobs the appropriate level? Are there enough mobs? Do mobs CHs through walls?
  • Safety - How many casters are there? Do mobs run for help at low aggro causing adds? How many roaming mobs are there? Do the mobs proc or HT?
  • Availability - How crowded is camp? Is there usually a wait list?
  • Rewards - Are there any rare drops? Do the mobs drop coins or gems?
  • Convivence - Can the camp be easily reached? How close is the camp to supplies/bank?


A Note on Velious
Velious mob tables are different than Classic and Kunark. Mobs have more HP and hit much harder for their levels, making them inefficient. All mobs across Classic and Kunark have a fixed min and max hit for their level range, making all camps consistent and comparable. Mobs in Velious do not. For example, a level 46 Geonid in WL min hits for 20 but max hits for 144, whereas any level 46 mob in Classic or Kunark min hits for 24 but max hits for 124. It may not seem like much, but over time Velious mobs do considerably more damage leading to more downtime. I've spent time in a number of Velious camps and none of them are efficient enough to make the list.


Contents

Efreeti Trash in Sol B

LEVEL
Min Hit
Max Hit
L39
16
96
L40
17
100
L41
18
104
L42
19
108
L43
20
112
L44
21
116
L45
22
120
L46
24
124
L47
26
128
L48
28
132
L49
30
136
L50
32
140
L51
34
144
L52
36
148
Lava guardian - - - X X X X X - - - - - -
Imp Protector - - - - - X X X X X - - - -
Efreeti Lord Djarn (named) - - - - - - - - - - - X - -

Experience Modifier: 107%
What to Bring: Bandages, DS Pots, Root Nets, Pumice Stones
Repop Timer: 22:00
Summary: This classic camp was the best all-around spot I found. Incredibly close to the druid rings and gypsies for supplies, Sol B is by far the most convenient zone on this list. If you stick to the trash mobs the camp is very safe but not without its challenges. The Lava Guardians have a DS that must be dispelled with pumice stones to make this camp sustainable, and the Imp Protectors proc a Fire DD that's hard to resist with 240svF (so I never bothered) and backstab if you're not careful. Both mobs have a large aggro and assist radius, so the initial breaks can be difficult. I recommend bringing Root Nets for CC or pulling mobs well back from friends since it's hard to find a way to social root them. It's nearly impossible to run out of mobs when soloing and all but the two weakest Lava Guardians are blues. The lone downside is usually finding the camp open.

Now, this safe and predictable camp changes if you choose to kill Efreeti Lord Djarn - making this really two camps in one. The rewards are definitely there, as Efreeti drops the best loot on this entire list, but it's not without significant risks. For obvious reasons, picking a fight with a lvl 50 wizard can end badly. He usually leads with Ice Comet (1120 Cold-based DD) or Rend (784 Magic-based DD) and eating either one of those off the bat is likely enough to tip the scales in his favour. When he's not chain nuking you he max hits for 140 and if you do get him to 20% he runs looking for help. There are two pathers that patrol his hallway and two of the guards in his room are on a 20 minute repop timer that constantly mess up your splits. Now this doesn't sound like much, but with the rest of the zone on 22 minutes, a backstabbing add can pop at exactly the wrong time. This challenge is often overlooked and is one of the things which makes killing him so risky. However, there is some good news. Efreeti Lord Djarn can be reliably interrupted by a lvl 59 monk with decent haste and two epic fists. In all my time here, he never landed a big nuke on once and I still wear his ring today.

Bearpits in Permafrost

LEVEL
Min Hit
Max Hit
L39
16
96
L40
17
100
L41
18
104
L42
19
108
L43
20
112
L44
21
116
L45
22
120
L46
24
124
L47
26
128
L48
28
132
L49
30
136
L50
32
140
L51
34
144
L52
36
148
A giant polar bear - - - - X X X X X - - - - -
Giant wooly spider - - - - X X X X X - - - - -
A Giant Dire Wolf - - - - X X X X X - - - - -
An injured polar bear - - - - - - - X - - - - - -

Experience Modifier: 120%
What to Bring: Bandages, DS Pots
Repop Timer: 22:00
Summary: Outside of exp there really aren't a lot of tricks or perks to this camp, nor do you need any special gear. The mobs drop no coin and the only named is pretty outdated by this point. The biggest challenge is probably getting here since Perma is in the middle of nowhere. A port to NK and run through WK --> Qeynos Hills --> BB --> Everfrost --> Perma will take a good 25 minutes. The fastest way by far is paying a Shaman to make you a 1-dose Potion of the Frost but that will run you 300p. And once you're in Perma, you'll have to find your way to the Bearpits, FD and /q out before you can start your camp.

There are two separate camps in the Bearpits, top and bottom. The bottom camp has 11 bears whereas the top camp is a mix of three spiders (easiest), five wolves (easy) and two bears (a bit tougher). Long sought-after by druids, the bottom camp is nearly always taken but the top camp was my favourite anyways. It's a challenge to clear the 10 mobs up top in 22 minutes, so running out isn't really a problem. The spiders don't run and the bears/wolves will social root if there are any other bears/wolves in their huge social radius. You can use this to your advantage or FD/pop up to force them to flee below 20% as they all run for the ladder out. Since this place is always busy I've found myself killing Icy Terrors instead (lvl 48-50 mobs) which are far less efficient. Compared to other mobs on this list of similar level, the bears have pretty huge HPs (~8k) but their attack rating must be really low because they don't deal a lot of damage. As such, I've found this a perfect camp for combat bind wound as there is little chance for interrupt and the fights are long.

Maze Rats in PoM

LEVEL
Min Hit
Max Hit
L39
16
96
L40
17
100
L41
18
104
L42
19
108
L43
20
112
L44
21
116
L45
22
120
L46
24
124
L47
26
128
L48
28
132
L49
30
136
L50
32
140
L51
34
144
L52
36
148
A Ratling - - - - - - - X - - - - - -
Ratman Rager - - - - - - - - X - - - - -
A Ratfink - - - - - - - - - X - - - -
Teriling - - - - - - - - - - X - - -

Experience Modifier: 133% (TAKP link)
What to Bring: Bandages, DS Pots, Root Nets
Repop Timer: 72:00
Summary: Ok, lets start with the obvious: getting here is a pain. By far it's the biggest pain on the list and it's not even close. There are three ways to PoM. First, you can tag along a Triplets or Twins raid in NToV and then hope voiddance will get you there. Second, you can pay a mage to CotH you which is usually around 2k. Or third, and by God third is hard, you can sneak, flop and run here from the ToV entrance. That trip is an adventure in itself and shouldn't be tried without a DA idol, voiddance up and a corpse recovery plan (ex. die beforehand and leave a corpse at entrance so you can get rezzed back to ToV and then have a necro handy to summon your body). Once you make it, getting bound in PoM as a melee costs you 25k as you'll need to use a charge of locket of escape. If you don't plan on dying (and you shouldn't) then you can skip the bind and grind for as long as you need before hammering or clicking the tree to leave.

So by now you should be asking yourself "why the hell would I bother?". Well there are a few really great reasons. Each rat in the maze has exactly one level range and all con indifferent before attacking, making it the only camp in the game you can pick your target and know the exact level before engaging. Also, all of the mobs are blue, it's impossible to kill them all in 72 minutes and the ZEM is tied with the Hole for the highest on the list. In short, the exp is unmatched (it really should be the number one spot on the list, but I knocked it down a few notches for the incredible inconvenience). I've never seen a single person here so the camp is always available and there isn't a shortage of lvl 60 clerics, shaman and enchanters in zone willing to buff you before you fight. If you can find someone to show you around and pick up a Deck of Spontaneous Generation (4-slot container, 1-wt), then you can walk out of the maze with a +50svP and +50svD flower since the rats drop Squires and Knights. Now there are tons of roamers in the maze, so you might want to pull them to a consistent place (like the center of the maze - "A blue rectangle B" on the map) so you're not interrupted and may want to bring root nets since they all run at 20%. The map on the P99 wiki is great, but it needs to be rotated 90 degrees counter-clockwise since North is where East should be. Lastly, seeing PoM should be on everyone's bucket list as this zone might be the most unique in MMORPG history.

Ratman Warriors in the Hole

LEVEL
Min Hit
Max Hit
L39
16
96
L40
17
100
L41
18
104
L42
19
108
L43
20
112
L44
21
116
L45
22
120
L46
24
124
L47
26
128
L48
28
132
L49
30
136
L50
32
140
L51
34
144
L52
36
148
A Ratman Warrior - - - - - - X X X X X X - -

Experience Modifier: 133%
What to Bring: Bandages, DS Pots, Root Nets
Repop Timer: 21:30
Summary: With a huge thanks to Wedar's Guide to The Hole, the zone is busier than ever. That means you'll need to venture a bit deeper in or try something new for a chance at the best-in-list ZEM (tied with PoM). My favourite camp at lvl 59 is the Ratman Warriors. I have yet to ever see anyone else here, and beside the exceptional exp, every mob has a random chance to drop IGS and you'll frequently see a smoldering brand. There once was a time that if you died, you'd likely just eat a death, but with the newfound interest in this zone, it's almost a guarantee you can find a rez. Also, if you've taken the time to build up your Paineel faction with repeat genocide in the Warrens this might be right up there with Sol B as the most convenient camp. You can buy bandages and bank in town before running 30 seconds over to the zone in.

To get here, just sneak/flop to the drop down, then take the first left inside the castle and open the doors on your right. I would kill the single roamer on the stairs and start my 21:30 repop clock. This is plain and simple a melee camp. No nukes, no ch's, no procs, no backstabs. Just a ton of mobs that all run at 20% so learn to position them at the base of the stairs for a social root, or drop a root net. If they leave there doors, there is a good chance of a backstabbing elemental or lvl 50+ golem waiting. Now there are two major drawbacks in this camp. First is the small probability that a ratman guard pops. If this is the case, your night is over as he hits for 82-310 and enrages. The second is the very wide level range of these mobs. Get a few of the lvl 45 or 46 ones and you'll feel invincible, but you'll need to be full HP and have both stonestance and mend up for the lvl 50 versions. In both cases, this is a small price to pay for an excellent camp.

West Charasis

LEVEL
Min Hit
Max Hit
L39
16
96
L40
17
100
L41
18
104
L42
19
108
L43
20
112
L44
21
116
L45
22
120
L46
24
124
L47
26
128
L48
28
132
L49
30
136
L50
32
140
L51
34
144
L52
36
148
A Bottomless Feaster - - - - - X X - - - - - - -
Greater War Boned Skeleton - - - - - X X X X - - - - -
An undead oblation - - - - - X X X X - - - - -
A Sepulcher Skeleton - - - - - X X X X - - - - -
A Pyre Golem - - - - - X X X X - - - - -
A sepulcher spectre - - - - - X X X X - - - - -
A Bile Golem - - - - - X X X X - - - - -
The Golem Master (named) - - - - - - - - - - - X - -
The Spectre Sepulcher (named) - - - - - - - - - - - X - -

Experience Modifier: 113%
What to Bring: Bandages, DS Pots, Elder Beads (or lots of Stalking Probes)
Repop Timer: 20:30
Summary: Charasis West is better than North or Entrance in every way except accessibility, so lets get that out of the way first. Soloing a key is possible but very daunting and frankly not worth the effort. My suggestion would be to ask your friends or just donate to a rogue to pick the door the day before you want to exp there. Then you can prepark inside the door and log-in at your convenience. With that aside, the Charasis West isn't perfect as the undead oblation is a wizard who chain casts Force Strike (625 Magic-based DD), Conflagration (625 Fire-based DD), Gravity Flux (330 Magic-based AoE) and Thunderclap (232 Magic-based PBAoE), and every skeleton Harmtouches. The key to making this camp sustainable is having your Elder Beads or Stalking Probes eat the HTs and avoiding the carpet pit traps down to the basement.

The camp itself is pretty wonderful and usually open. All the mobs are blue and within four levels of each other (except sperms are only two levels apart), making it quite predictable. The undead mobs never run and the goos/sperms/golems are social with every mob in the zone, so they get socially rooted below 20% too. There are so many mobs it's hard to get through a third of them before the best-in-list 20:30 respawn timer. I worked my way in and set up shop outside room #5 on wiki map for three chances an hour at an Adamantite Club (it's Lore, so this isn't worth it if you already have one). In doing so I found that the PH's are higher level than every other mob in West so you'll need mend up and stonestance to kill the named or their PH. Also, if The Spectre Sepulcher is up in North then he'll never pop in West so it's worth asking the North camp if he's around. Another thing worth mentioning is the key in the Skeletal Procurator room (too hard to solo, so left off this list) has one charge of clicky Chloroplast and it respawns near instantly, so if you train all the mobs out of that room with Elder Beads you can run in an grab it. Regardless if you go for a named or not, the exp here is top three on the list but I knocked it down a few spots due to the inconvenience and dangers.

Town Entrance in the Hole

LEVEL
Min Hit
Max Hit
L39
16
96
L40
17
100
L41
18
104
L42
19
108
L43
20
112
L44
21
116
L45
22
120
L46
24
124
L47
26
128
L48
28
132
L49
30
136
L50
32
140
L51
34
144
L52
36
148
An elemental capturer - - - - X X X X - - - - - -
An elemental wizard - - - - X X X X - - - - - -
An elemental harvester - - - - X X X X - - - - - -
A flighty fiend - - - - X X X - - - - - - -
A Ratman Warrior - - - - - - X X X X X X - -

Experience Modifier: 133%
What to Bring: Bandages, DS Pots
Repop Timer: 21:30
Summary: The second Hole entry on the list is another off-the-radar camp that ranks up there with LDC on a short list of best monk spots for lvl 56-58. Having said that, it can still pull its weight at lvl 59 and I know a monk that went lvl 55-60 just in this spot. Similar to the Ratman Warriors camp above, sneak/flop yourself to the drop down and take the first left inside the caste. Instead of heading right through the doors to the Ratman Warriors, make a left and follow the path down to the Observation Tower, then continue on to the Town Entrance. Wedar's Guide to The Hole outlines the spot quite well despite no one ever being here to take advantage of it. It does take a bit more time to get to and from town, but if you're Paineel factioned you benefit from a bank and bandages nearby.

Once you kill the rat and imp that patrol the ramp down from the Observation Tower, there is perfect path for fleeing mobs meaning every elemental has 20% less hp off the bat. All the elementals are within four levels of each other, so there isn't all that much variance to cause problems with your splits. There are two elementals at front, two roamers just inside the door, four statics in building on left, and one static upstairs behind building on left. I ignored the rock golem out front since he never adds and the revarant inside because he's much higher level (51-53). The Capturers all backstab so be careful when pulling (or better yet use Elder Beads) and the Harvesters all CH at 40% but can be reliably interrupted by an epic lvl 59 monk with a SoS in offhand. Otherwise the only challenge is the wizards who cast Force Strike (625 Magic-based DD), Conflagration (625 Fire-based DD), Gravity Flux (330 Magic-based AoE) and Thunderclap (232 Magic-based PBAoE), and weren't nearly as easy to interrupt.

LDC in Sol B

LEVEL
Min Hit
Max Hit
L39
16
96
L40
17
100
L41
18
104
L42
19
108
L43
20
112
L44
21
116
L45
22
120
L46
24
124
L47
26
128
L48
28
132
L49
30
136
L50
32
140
L51
34
144
L52
36
148
Lava duct crawler - - - - X X X - - - - - - -
Noxious spider (named) - - - - - - X - - - - - - -
Stone spider (named) - - - - - - - X - - - - - -

Experience Modifier: 107%
What to Bring: Bandages, DS Pots, svFire Gear, svFire Pots, svMagic Gear, svMagic Pots
Repop Timer: 22:00
Summary: LDC is a solo monk's right of passage on P99 with excellent exp here from lvl 56-58. Roughly a third of the mobs start to green out at lvl 59 but that shouldn't dissuade you from coming if haven't made the trip yet. There are three pathers (one is usually snagged by BnB) and six statics to clear in 22 minutes. This can be performed easily if you can manage your downtime. I recommend bringing a full svF set to resist the 32hp/tick Boiling Blood to make this camp sustainable. Since this proc has a -100svF check, I found the dot would only land 1 in 20 with ~240svF. Now how do you get to 240svF? Good question. On top of the usual monk svF set (Crown of the Froglok Kings, Wurm Scale Coat, Stone of Morid, Golden Diamond Mask, two Velium Blue Diamond Bracelet) I bought a Drakescale Belt and Hand Woven Leggings, had a master JC make me two Velium Emerald Ring and a master Alchemist make me 10-dose Greater Potion of Cold.

With that out of the way, the only real challenge is the Stone Spider and resisting his stun. With ~140svM (Crown of King Tranix, Wurm Scale Coat, two Velium Blue Diamond Bracelet, SoS Proc, two Velium Jacinth Wedding Ring, Earring of Essence and again had a master Alchemist make me 10-dose Greater Null Potion) it never lands and he's pretty trivial. As for strategies, I would generally leave the Northwest-most spider up in the room of three so he would social root the mobs (through the wall) I was killing in camp. Then they won't run at 20% unless I wanted them to via a quick FD and pop back up. One of the huge, often overlooked benefits of this camp is the narrow level range of the mobs, meaning the difference between hardest and easiest mob isn't that wide. This really helps to reduce downtime and keep your splits clean for hours. It goes without saying but the second Sol B camp on this list shares the same convenience benefits (close port and nearby bandage merchant) but without the same great loot table. The named rewards are mostly vendor trash, but the Stone Spider does drop Crystalline Orb which gives you 5-charges of Eye of Zomm so you can practice before being able to afford Elder Beads.

Turnkey in KC

LEVEL
Min Hit
Max Hit
L39
16
96
L40
17
100
L41
18
104
L42
19
108
L43
20
112
L44
21
116
L45
22
120
L46
24
124
L47
26
128
L48
28
132
L49
30
136
L50
32
140
L51
34
144
L52
36
148
Decayed prisoner - - X X X X X X - - - - - -
Decayed Soldier - - - - - - X X X X X - - -
Spectral Turnkey (named) - - - - - - - - X - - - - -

Experience Modifier: 113%
What to Bring: Bandages, DS Pots
Repop Timer: 27:00
Summary: Taking a step back, this camp really should be better than it is. There are no nukers, no runners, no CH through walls, no pathers and no HT/procs. Everything is plain and simple melee. The Decayed Prisoners are 50% green but all of the Decayed Soldiers blue and the ZEM is decent. You can single pull with ease and there is even a named with a reasonable loot table given how easy he is. At most hours of the day you can find buffs at the entrance before you run down, and both the camp and zone are easy to access. I chose the Turnkey because it has fewer trains and fewer people stealing your mobs, but it's still in KC.

Now that last point is an important one: it's still in KC. I can only stand this zone in small doses and I think that's clouding my judgement. The long repop timer, frequent trains and habitual overcrowding seems to bring out the worst in people. Everyone is stealing from everyone else and then taking it to /shout or /ooc, so you can't ever really relax here. If you do this zone before or after more solitary zones (like PoM or Perma), you'll see what I mean. There is constant drama during prime time which really spoils it for me, and as I result I knocked it pretty far down my list. I will admit this is the most classic experience I've ever had on this server as it instantly transports me back to leveling a warrior here in 2001. Perhaps I've been too critical and objectively this camp is underrated.

North/Ent Charasis

LEVEL
Min Hit
Max Hit
L39
16
96
L40
17
100
L41
18
104
L42
19
108
L43
20
112
L44
21
116
L45
22
120
L46
24
124
L47
26
128
L48
28
132
L49
30
136
L50
32
140
L51
34
144
L52
36
148
A Bottomless Feaster - - - X X X X - - - - - - -
Greater War Boned Skeleton - - - X X X X - - - - - - -
An undead oblation - - - X X X X - - - - - - -
A Sepulcher Skeleton - - - X X X X - - - - - - -
A Pyre Golem - - - X X X X - - - - - - -
A sepulcher spectre - - - X X X X - - - - - - -
A Bile Golem - - - - - - - X X X X - - -
Sentient Bile (named) - - - - - - - - - X - - - -
A crypt wurm (named) - - - - - - - - - X - - - -
The Golem Master (named) - - - - - - - - - - - X - -
The Spectre Sepulcher (named) - - - - - - - - - - - X - -
The Crypt Keeper (named) - - - - - - - - - - - X - -

Experience Modifier: 113%
What to Bring: Bandages, DS Pots, Elder Beads (or lots of Stalking Probes)
Repop Timer: 20:30
Summary: If the West isn't open or you can't find a way in, the North or Entrance usually is. These share many of the same dynamics as listed above including HT'ing skeletons, mobs that social root and don't run, carpet pit traps and fast respawn timers. The North is pretty similar to West but nearly all the mobs are level 42-45 making them half green, with the exception of the goos which are much harder. This dynamic of overcon goos makes North much harder to keep split versus West and is a subtle but important detriment of the camp. There are a few more names too, so the chances of grabbing an Adamantite Club (reminder: Lore) is much lower. On the upside it's much easier to access, there are far fewer undead oblations chain casting nukes on you and less roamers to be weary of.

The Entrance camp consists of 6 golems (north, west and south) and two random pathers at the zone in. The staircase to East has a false floor that drops you into the basement so those mobs aren't part of the camp. Once you've killed a sperm, you'll have the ability to open the North door for four more mobs. Since there are far less HT'ing skeletons per round, Elder Beads or Stalking Probes are not required to make the camp sustainable like they are in West or North. As stated above, the goos/sperms/golems are socially rooted by every mob in the zone, but due to the positioning of the golems and entrance pathers, they are outside of social root radius and therefore run. This running leads to the biggest danger at the Entrance: the East Pather. The East Pather's aggro radus is huge and will add if one of the South golems or entrance pathers runs just a little to far, or you forget and kill any mob near the base of the East stairs. Due to the false floor he can't come for you directly and instead takes the longest route possible through East and the Basement before warping up the floor with 20 HT'ing friends to remind you of your mistake. The East Pather was the one of the two deaths I took while soloing all of level 59, so please take this warning to heart.

2nd/Ramparts/3rd in CoM

LEVEL
Min Hit
Max Hit
L39
16
96
L40
17
100
L41
18
104
L42
19
108
L43
20
112
L44
21
116
L45
22
120
L46
24
124
L47
26
128
L48
28
132
L49
30
136
L50
32
140
L51
34
144
L52
36
148
Greater Plaguebone X X X X X - - - - - - - - -
A Phantom X X X X X - - - - - - - - -
A Fog Golem X X X X X - - - - - - - - -
Gyrating Goo X X X X X X X X X - - - - -
Greater War Boned Skeleton (quads) - - - X X X X X - - - - - -
A Wraith - - - X X X X X - - - - - -
A Mist Golem - - - X X X X X - - - - - -

Experience Modifier: 113%
What to Bring: Bandages, DS Pots
Repop Timer: 22:00
Summary: The only camp on the list that's truly past its prime, I lived in CoM on the 2nd/Ramparts/3rd floor solo from level 54 to 57. This camp is about 50% green by level 58 and noticeably slower at 59. Between the 2nd/Ramparts/3rd there are always mobs up to be killed and I found myself hiding out in the ramparts a number of times on busy nights. Nothing in this camp runs, nukes or CH's making it very straightforward. The Phantom/Wraiths proc a small lifetap but even that is useful because you can subtract 1 from it to find out the mob's level (47 lifetap = level 46 mob). This is also a very forgiving camp for monks without top gear as you don't need anything special to make the trip and always have the option to jump off if you fail a FD or get a few too many. Being two zones away from Cab, it's close to supplies if you’re an Iksar and is considered an outdoor zone so you can always be sow'd.

As for the drawbacks, there really aren't any named mobs to speak of as everything has a small chance to drop pretty bad loot. The level range of mobs in this camp is the worst on the list, with the goos being particularly nasty as some are blues and others no-exp greens. And the Greater War Boned Skeletons are also worth mentioning because they innately quad and are huge undercons. Finally, no write-up on the 2nd/Ramparts/3rd would be complete without discussing how to reach the camp. My preferred method is via jump from the Temple. The night I tried the temple --> curtain rod --> 2nd floor jump I failed 20 straight times. Given some practice and more experience toggling to 3rd person overhead view, I've got it down now. But best bet is to kill the two mobs in the top of the Temple before trying the jump, as they will following you around the zone otherwise. I'm told there is an easier way by standing on the structure to the right of the SK epic house in Arena, levitate over to the closest house roof, then to the arena roof and finally to the ramparts.