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Saum's Guide to Quad Kiting Velious
Some druids prefer root rot, some prefer charm kiting, some prefer to group. As for me I have always preferred to quad kite. I’m writing this guide to give my fellow druids additional options to quad on their way to 60. In no way am I saying this is faster or easier than old world, or kunark quading areas. I just hope to give you options should your favorite camp be taken or if you need a change of pace. Since there was no guide for Druid quading in Velious I decided to make one.
Contents |
Level Range: 34-37
Zone: Great Divide
Locations
- 1st Cave Loc -1515,1660,
- 2nd Cave Loc -2200,2260,
- Far 2 Loc -2560,2240.
Percent of times it will be camped: 25%
Benefits: Occasional Velium and Tizmak armor drops. Close to dragon portal so its easy to pick up ports.
Drawbacks: Tizmak Augers and Spirit callers can break up the flow of your kites.
Description:
If you’re a young druid looking to get rolling on your quading this is one of my favorite camps! But before we get started on that a quick word of advice. Since you had to run all the way over here from Ice Clad be sure to pick up your great Divide tooth and BIND AT THE BANK IN THURGADIN.
Once you have that out of the way you are set to begin. As you exit Thurgadin you can ride the wall on your right to get to the Tizmak caves. First note that there are 3 primary caves as well as an outpost on the far west that we will be dealing with. They each have a large flat area out front to pull your quads to. If you can also pull down to the flatlands outside of Thurgadin if you are so inclined.
I preferred the eastern cave closest to Thurgadin “Cave1” I would pull the 1 wandering in front as well as the 2 at entrance. For my 4th I would run towards cave 2 and pick up the wanderer on the shelf a smidge below cave 1. You can just as easily pull 4 from inside the cave if it suits your style. If you do choose this method I recommend invising and passing 4 mobs. Snare the 4th and run to entrance. Worry about snaring the others once you are in the flat open area.
Cave 2 & 3 are just a little west of Cave 1 and if you need to pick up a couple mobs, you can find 2 mobs past cave 3 again headed west. They are handy if you happen to have an Auger or Spiritcaller pop in one of your normal pull spots.
The victims:
These two nasties which will spawn from time to time are both shaman mobs:
Unfortunately if you spawn either of these 2 in your respawns you really only have 2 choices
- move to the other cave “preferred method”
- pull it down with harmony and root rot it. If you chose this method remember to stay at max range since they are casters and have your magic, poison and disease resists up. They aren’t hard. Heck you can probably burn them down. But BE AWARE they can blind you so it’s important to know your surroundings. It’s one of the reasons I always pulled them all the way down to the Thurgadin basin area.
Some of the biggest benefits are you can make a little plat from the Tizmak drops:
- Tizmak SleevesTizmak Sleeves
Slot: ARMS
AC: 8
WT: 4.0 Size: MEDIUM
Class: ALL except NEC WIZ MAG ENC
Race: ALL except DWF HFL GNM
- Velium Great StaffVelium Great Staff
MAGIC ITEM
Slot: PRIMARY
Skill: 2H Blunt Atk Delay: 36
DMG: 9
Effect: Velium Shards (Combat, Casting Time: Instant) at Level 25
WT: 9.5 Size: LARGE
Class: ALL except BRD ROG
Race: ALL
Since you bound at Thurgadin bank you can empty your bags and bank in 1 spot ! “You did bind in Thurgadin didn’t you?
But more importantly you can pick up a ton of ports from both great divide and Thurgadin. You will make more bank from porting than from killing the Tizmak’s
Level Range: 38-43
Zone: Great Divide
Locations
- 1st Cave Loc -6050,2860,
- 2nd Cave Loc -6770,2675.
Percent of times it will be camped: 10%
Benefits: No competition for camp.
Drawbacks: Almost no loot of any kind, occasional wurm.
Description:
The Kodiaks were really good experience. I was getting more than 1 full blue per quad all the way to 42. Even at 43 you get 3/4 of a blue. The exception of course would be level 40. I only averaged a little more than half a blue per quad.
The victims:
There are 2 Kodiak caves to quad. I preferred the farthest cave heading south “cave 2”. The method I used was to pass 3 mobs and find this nice little corner between kodiaks 3 and 4. I would target kodiak 4 with snare and as it was casting switch to Kodiak #3 and start spamming snare. If I timed it right I could snare both before Kodiak 4 hit me. Then just run out of the cave and snare the other 2 kodiaks in the flat area in front of the caves. YOU WILL GET HIT just don’t panic. They do occasionally drop claws, but honestly this is a cash free camp. The good news is it’s RARELY camped so you pretty much have free rein here. Though if you decided to AFK be sure to use hide and check the Kodiaks to make sure they are indifferent. Also 2 things to look out for.
- Icetooth is a named Kodiak. Yes he can drop some loot but it is basically junk and he has way more HP than the other Kodiaks. If he pops in your quad area, just move to the other cave.
- It's rare but a Wurm can path up in front of the cave. He is not social with the Kodiaks so just give him a wide berth. There is plenty of room to do your work in peace.
Level Range - 43-48
Zone: Easten Wastes
Locations
- Ulthorks: 568,1480,,
- Walruses: -8000, 3185.
Percent of times it will be camped: Ulthorks 80%, Walruses 20%.
Benefits: Easy camp.
Drawbacks: light loot and ress’s are hard to come by in EW.
Description:
If you are just cutting your teeth when it comes to quad kiting the Ulthorks and Walruses are a great set of mobs to learn on. You will find that Eastern Wastes has plenty of room to quad along the walls and ocean front.
For the Ulthorks in the northern part of the zone you will find gathering and quading very easy. It also seems to be camped a bit more than the Walruses. Its pretty straight forward. Just snare four mobs and drag them to the ocean front. Circle them and begin your kite.
Side note: be warned the Ulthork Man-O-War’s are tougher than the normal warriors. Save these until your mana pool / level allows for efficient killing.
The Walruses on the South side of Eastern Wastes are usually uncamped. They are also my preferred camp of these two because of that. Once you enter Eastern wastes from Great divide. Head south “BE invis to avoid the Kromrif Death Squads” once you have made your way to Ice fangs hut you are ready to set up camp.
As you get started just run out and snare the normal 4 mobs. I chose to run my kite between Icefangs hut and the beach but you can run it however you like. There is plenty of room.
The walruses like to hang out on it in mass on Walrus hill and it is viewable from Icefangs hut.
Some advanced tricks for you:
Once you have enough mana or they start to green out. It is much more efficient to quint kite vice your standard quad kite. Remember that once you have damaged 4 mobs in a kite any additional mobs will NOT be hit until one of the original four dies. With this in mind what I liked to do is go our and snare a single Walrus. Run back towards Icefangs hut and use ES Vambs on it as it approaches. Go out and repeat that 5-6 times depending on how many were light blue vrs dark blue. Then gather then entire mass up and begin my kite. Once one of the original four mobs being damaged dies it will automatically start damaging one of the mobs that previously was not being damaged by our AOE. You folks that are lucky enough to own a Lumi Staff can really take advantage of that. This method comes in handy for just about any area where the mobs are starting to green out to you.
Credit
Saum
The Quad Kiting Kid