Rygar
12-07-2018, 09:37 AM
Hey Y'all,
Have received a lot of PMs asking where a good spot for a monk is in the Hole. Firstly, when I did this camp, I had IFS, 24% haste item, and epic (I do not believe in Fungi's!). I also did not have my Velious invigorate BP until level 60. I would recommend the summoned shuriken velious bracer or some other method (hammers?) for infinite throwing items.
I went up here and leveled 57-60 solo, but could probably do 55 if you had better gear. I definitely needed in combat bind wound to be efficient.
I also recommend resist gear, try to get to 100 MR on harvesters, and 100 MR / 150 FR for wizards (they have a nasty fire nuke that can hit for like 600).
Some people like to carry a DS pot for hard fights, but I never used em. Would def make some of the named fights easier though.
Here is an image of the camp with the mobs mapped out:
https://i.imgur.com/Nu4kAao.jpg
Check out the general Hole map on the wiki to see where this is, it is the top of the castle you see when dropping in the pit. Sneak/Flop your way up there and get to the resting point.
The rest area is by a door that a pather comes out of, important to sneak while there because if you do he paths away and doesn't agro you, then you can flop for him on the way back if you aren't ready.
Also, is very important to fight along the ledge I outlined, if you don't and there are cleric mobs up in the building, they will CHeal the mob you are fighting. But at the extreme part of this ledge they are all out of range (you'll get the hang of it). Also don't worry, you can't fall off this ledge, there is an invisible wall preventing you from doing so.
My basic kill strategy was to use 2hb and unequip to do the extra hand to hand hit trick, and in combat bind wound. For casters, I would still do this but when they start casting unequip 2hb to use epic fists for push interrupts (can sometimes disrupt nukes, can always interrupt CHeals).
You can try and get the hang of it, and it doesn't always work... but for some cleric mobs, I find if you engage and feign at the right moment, they'll start casting a buff right away with a semi-long cast time. This allowed me to get a few free rounds of combat in.
I listed the kill order on mobs I used:
1 - Roamer out the door, fight on ledge
2 - Stationary guard, pull to ledge
3 - Roamer inside castle, pull to ledge
4 - Stationary guard inside room... to get solo SNEAK as you open door, then just melee him and run out to ledge. Mob across room shouldn't agro
5 - Mob inside room (is lower level than rest, but will agro as you walk past). Pull to ledge
6 - Guard inside room, pull to ledge
7 - Mob inside room, OK to fight on spawn point if you are ahead of repops
8 - Stationary mob, but careful as bridge pather roams past him. Could pull 9 instead depending on timing
9 - Bridge roamer. FYI fighting this guy on that long suspended bridge makes you feel like an ultimate bad ass, like you conquered the zone. Highly recommended.
If you want to skip mob 5 (the low level mob which may be green at 57-60). You could then do 1, 2, 3, 4, 6, 8/9.
Also, mobs will stay social rooted and not flee, I would typically flop at like 8-10% so they ran slower before reaching other mobs healing range, but feel it out for yourself.
All I can say is be prepared, bring lots of bandages (can used factioned toon to drop transfer, or brell mage to summon / drop) at least 3 root nets for when named mobs show up.
For named mobs, I would do as follows (Be sure you are full HP with mend and disc up to be safe):
Rocksoul / Muck Covered Elemental - These are rogue mobs that can backstab for 400+ so careful if pulling away. They are the easiest named and can generally be straight fought. But if things get hairy, root net and back away and bind wounds using in-combat trick. Pro tip is to continue throwing shuriken at them while binding (it won't break the binding). If you get a long root you can do some serious damage (I've done around 300 dmg or so).
Stonegrinder Minion - Warrior mob like Gibartik but less HP, basic root net style fight.
Gibartik - He's a warrior mob with like 10k hp, but can def take him out with root nets. Your call on disc, can pop damage or use stonestance as I did to reserve some HP.
Stonesoul the Unmoving - Cleric mob who can CHeal, and is actually one of the harder ones due to his HP and can't root net him (or he'll heal himself). I would basically need to gauge the fight as it went (be sure you are 100+ MR if possible), interrupt nukes where I could, then if fight seemed feasible pop damage discipline to get him to 40% range. At that point he spams complete heal and you can easily interrupt him until he's dead.
bejeweled elemental - Basically a harder elemental wizard with more HP and deadlier nukes. Can cast ice comet and land for full damage, so careful with this one and feign early if you thing it isn't going your way. Can root net to heal but get out of line of sight to avoid nukes.
Don't expect a ton of loot here, save Drops of Mercury for tunnel selling (at the time was 20p a piece from Stockmarket). But you can get ruby crowns and 50-100pp unstackable droppables. Can hammer and sell and get back to camp, flop to porters which is harder, or drop transfer to a factioned mule (I leveled a brell gnome wizard to give loam to so I could port and give to EC mule). I think after parsing logs I made around 34k from vendor trash + loam sales (leveling 56-60).
Its basically a nice exp camp you can solo if you are interested in exp. You will get some green exp cons starting 59 or so, but I still kept at it. If a 2nd monk shows at the camp group and you guys can wreck a ton more mobs, even golems. Hope you enjoy!
P.S. Camp isn't necessarily just for monks, I think if you had an enchanter there it would be super easy, even SK to some degree.
Have received a lot of PMs asking where a good spot for a monk is in the Hole. Firstly, when I did this camp, I had IFS, 24% haste item, and epic (I do not believe in Fungi's!). I also did not have my Velious invigorate BP until level 60. I would recommend the summoned shuriken velious bracer or some other method (hammers?) for infinite throwing items.
I went up here and leveled 57-60 solo, but could probably do 55 if you had better gear. I definitely needed in combat bind wound to be efficient.
I also recommend resist gear, try to get to 100 MR on harvesters, and 100 MR / 150 FR for wizards (they have a nasty fire nuke that can hit for like 600).
Some people like to carry a DS pot for hard fights, but I never used em. Would def make some of the named fights easier though.
Here is an image of the camp with the mobs mapped out:
https://i.imgur.com/Nu4kAao.jpg
Check out the general Hole map on the wiki to see where this is, it is the top of the castle you see when dropping in the pit. Sneak/Flop your way up there and get to the resting point.
The rest area is by a door that a pather comes out of, important to sneak while there because if you do he paths away and doesn't agro you, then you can flop for him on the way back if you aren't ready.
Also, is very important to fight along the ledge I outlined, if you don't and there are cleric mobs up in the building, they will CHeal the mob you are fighting. But at the extreme part of this ledge they are all out of range (you'll get the hang of it). Also don't worry, you can't fall off this ledge, there is an invisible wall preventing you from doing so.
My basic kill strategy was to use 2hb and unequip to do the extra hand to hand hit trick, and in combat bind wound. For casters, I would still do this but when they start casting unequip 2hb to use epic fists for push interrupts (can sometimes disrupt nukes, can always interrupt CHeals).
You can try and get the hang of it, and it doesn't always work... but for some cleric mobs, I find if you engage and feign at the right moment, they'll start casting a buff right away with a semi-long cast time. This allowed me to get a few free rounds of combat in.
I listed the kill order on mobs I used:
1 - Roamer out the door, fight on ledge
2 - Stationary guard, pull to ledge
3 - Roamer inside castle, pull to ledge
4 - Stationary guard inside room... to get solo SNEAK as you open door, then just melee him and run out to ledge. Mob across room shouldn't agro
5 - Mob inside room (is lower level than rest, but will agro as you walk past). Pull to ledge
6 - Guard inside room, pull to ledge
7 - Mob inside room, OK to fight on spawn point if you are ahead of repops
8 - Stationary mob, but careful as bridge pather roams past him. Could pull 9 instead depending on timing
9 - Bridge roamer. FYI fighting this guy on that long suspended bridge makes you feel like an ultimate bad ass, like you conquered the zone. Highly recommended.
If you want to skip mob 5 (the low level mob which may be green at 57-60). You could then do 1, 2, 3, 4, 6, 8/9.
Also, mobs will stay social rooted and not flee, I would typically flop at like 8-10% so they ran slower before reaching other mobs healing range, but feel it out for yourself.
All I can say is be prepared, bring lots of bandages (can used factioned toon to drop transfer, or brell mage to summon / drop) at least 3 root nets for when named mobs show up.
For named mobs, I would do as follows (Be sure you are full HP with mend and disc up to be safe):
Rocksoul / Muck Covered Elemental - These are rogue mobs that can backstab for 400+ so careful if pulling away. They are the easiest named and can generally be straight fought. But if things get hairy, root net and back away and bind wounds using in-combat trick. Pro tip is to continue throwing shuriken at them while binding (it won't break the binding). If you get a long root you can do some serious damage (I've done around 300 dmg or so).
Stonegrinder Minion - Warrior mob like Gibartik but less HP, basic root net style fight.
Gibartik - He's a warrior mob with like 10k hp, but can def take him out with root nets. Your call on disc, can pop damage or use stonestance as I did to reserve some HP.
Stonesoul the Unmoving - Cleric mob who can CHeal, and is actually one of the harder ones due to his HP and can't root net him (or he'll heal himself). I would basically need to gauge the fight as it went (be sure you are 100+ MR if possible), interrupt nukes where I could, then if fight seemed feasible pop damage discipline to get him to 40% range. At that point he spams complete heal and you can easily interrupt him until he's dead.
bejeweled elemental - Basically a harder elemental wizard with more HP and deadlier nukes. Can cast ice comet and land for full damage, so careful with this one and feign early if you thing it isn't going your way. Can root net to heal but get out of line of sight to avoid nukes.
Don't expect a ton of loot here, save Drops of Mercury for tunnel selling (at the time was 20p a piece from Stockmarket). But you can get ruby crowns and 50-100pp unstackable droppables. Can hammer and sell and get back to camp, flop to porters which is harder, or drop transfer to a factioned mule (I leveled a brell gnome wizard to give loam to so I could port and give to EC mule). I think after parsing logs I made around 34k from vendor trash + loam sales (leveling 56-60).
Its basically a nice exp camp you can solo if you are interested in exp. You will get some green exp cons starting 59 or so, but I still kept at it. If a 2nd monk shows at the camp group and you guys can wreck a ton more mobs, even golems. Hope you enjoy!
P.S. Camp isn't necessarily just for monks, I think if you had an enchanter there it would be super easy, even SK to some degree.