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Old 03-02-2016, 01:02 PM
Griffy Griffy is offline
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Default Saum's Guide to Quad Kiting velious

Saum’s Quad Kiting guide for 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.

If you have any additional info you think might be of use in this guide feel free to post it below for others to read.

Quad mobs I plan to cover are

Snow Cougars & Snow Dervishes in Iceclad
Tizmaks & Kodiaks In The Great Divide
Ulthorks, Walruses, & Giants in Eastern Wastes
Panthers, Geo's, Goo's & Suits in The Wakening lands
Wyvern, & Othmir in Cobalt Scar

Some write ups may be longer than others depending on the description needed of the pulls and mob movement speeds. As I finish each one I will add them as a separate post to this thread.

Saum
The Quad Kiting Kid
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Old 03-02-2016, 01:03 PM
Griffy Griffy is offline
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Default Tizmaks

Tizmaks
Level Range - 34-37
Zone - Great divide
LOC’s
1st Cave Loc -1515,1660, 2nd Cave Loc -2200,2260, Far 2 Loc -2560,2240
% 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

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.

Warriors, Furious Warriors and Champions all run at the same speed and are your primary targets.
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The 2 nasties which will spawn from time to time are both shaman mobs.
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Unfortunately if you spawn either of these 2 in your respawns you really only have 2 choices

1 [You must be logged in to view images. Log in or Register.] move to the other cave “preferred method”

2 [You must be logged in to view images. Log in or Register.] 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

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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
  #3  
Old 03-02-2016, 01:04 PM
Griffy Griffy is offline
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Default Kodiaks

Kodiaks
Level Range 38-43
Zone – Great Divide
LOC’s - Cave 1 -6050,2860, Cave 2 -6770,2675
% of times it will be camped 10%
Benefits: No competition for camp
Drawbacks: Almost no loot of any kind, occasional wurm

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 ¾ a blue. The exception of course would be level 40.
I only averaged a little more than half a blue per quad.

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.

1st is **Icetooth **. He 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.

2nd its 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.

Ent to cave 1
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Ent to Cave 2
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Cave 2 sweet spot
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Victims
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  #4  
Old 03-02-2016, 01:05 PM
Griffy Griffy is offline
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Default Ulthorks & Walruses

Ulthorks and Walruses
Level Range 43-48
Zone – Easten Wastes
LOC’s
Ulthorks 568,1480 walruses-8000, 3185
% 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

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. Here is a great pic of Tilluyen doing just that.

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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.

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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.
Here is a pic of what I like to call Walrus hill. The walruses like to hang out on it in mass and it is viewable from Icefangs hut.

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I found medding at Icefangs hut was relatively safe


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.
  #5  
Old 03-02-2016, 01:06 PM
Griffy Griffy is offline
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Default Panthers

Panthers / Haze Panthers
Level Range 44-45
Zone – The Wakening Lands
LOC’s All over
% of times it will be camped - 50%
Benefits: Cash from Panther Skins, Haze Panther skins and Yew Leaves
Drawbacks: Not a beginners Kite, RNG can go against you on pelts

If you are looking to try your hand at a kite that is not straight forward, You might give this one a try. The sweet spot for XP is 44-45 but honestly I still run this kite when I get a little bored just because it can be fun and profitable!

To begin with you need to know the secret to making this Kite profitable. Simply put its Spawning and killing Haze Panthers. The normal Black Panthers are their place holders. The other key thing to know is you NEED to have see invis up at all times. The Haze panthers run around invis’ed and you may not see them on track without it.

To begin our kite I like to start just outside the dragon ring. Now due to the Holgresh & Merc’s that roam the field, I ALWAYS start my kite with invis up. The goal is to simply find 1 Panther and snare it. It will be doing all our work for us.

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Once you have found your single panther do a quick look around to make sure there is not any KoS mobs around you and then snare him at max range. As soon as it is snared re-invis your self. This is key as it will allow you to go plodding through the field without picking up additional mobs you do not want.

As you are running invis through the field use your track to find additional panthers. You do not have to cast on them as they are social with your snared Panther. Once a panther agro’s you have a choice.
1: Switch and let the new unsnared Panther be your agro assist mob
2: drag it to the zone wall to snare it & then reinvis.

I normally liked to bring each panther to a zone wall for snare as I found them, but once you get the hang of it you can just let the unsnared panther do your drag work for you. Once you have a group of 4 panthers, It’s time to find the nearest wall and begin your quad on the other Panthers.
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*Note if you see a Haze Panthers on track you may want to stop adding mobs and just get it*

Once you get a little higher level and they do not drain your mana pool you may find that grabbing 5 or 6 panthers and dragging them to the wall to run multi kites can be very fun and profitable.


Be warned that there are some of the biggies that spawn around the ring. AVOID these like the plague !!
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Also remember to be foraging the entire time you are in zone. Yew leaves sell very well at 50p each. Between those, the Panther Skins “50p each” and the Haze Panther Skins “A whopping 1k Each” you may find if the RNG is with you, that you can make a lot of cash here. I know I did !


Here are some notes from my Friend Tadhg

There are 4-6 panthers up at any given time in the eastern half of the zone. They have three different set paths. One path travels southwest from Kael almost to the portion with the dragon portal and then around the east side of the lake (near where the mercenaries are all running). Another paths around the area of the dragon portal. The third is up north, near the ruined buildings close to the sentient suits of armor.

There is a 25% chance a haze panther will spawn upon the death of a panther. So kill 4 panthers and 1 haze panther should spawn. The haze panthers share the same pathing as the panthers.

Haze panthers will invis themselves, so have see invis up if you really want to find them.

A skin will drop approximately every 10 kills. Math-wise, that means you need to kill 40 panthers to get 1 skin to drop. Around 2 black panther skins will drop every 4 panthers.
Last edited by Griffy; 03-02-2016 at 01:21 PM..
  #6  
Old 03-02-2016, 01:07 PM
Griffy Griffy is offline
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Default Giant Fort

Giant Fort
Level Range 49-52
Zone – The Eastern Wastes
LOC’s -1780,2900
% of times it will be camped = 20%
Benefits: Faction and some cash
Drawbacks: Eastern wastes it can be hard to get a ress, have to work around the Captain

This camp is another one of my favorite camps. I leveled nearly exclusively from 49-52 using this camp.
The layout is very straight forward. There are 8 mobs in the camp along with the Captain. When I was doing this camp I like to split the 8 mobs into 2 different kites “using the captain as a separator”. The large area north of the giant fort is very safe and rarely do you see any mobs there.

Here is the safe spot north of the fort
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My first kite would begin by to waiting for the captain to leave the front of the fort "he paths towards the right building" I would pull the 2 front mobs and snare them. I would then run into the fort and snare the 2 mobs inside the left building. These 4 mobs I would bring towards the entrance of the fort and then run out of the fort to drag them northward.
Here are the 2 front guards
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here are the two in the left building
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For my second quad, I would pull the 1 Giant in the middle behind the fire pit, along with the 3 in the right building
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Again pull them out of the building and towards the front of the fort. Then run out of the fort towards the north to our kiting area.

And here is a simplified layout of that “not showing the 2 front guards that are part of quad 1”
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The only real issue with this camp is A Frost Giant Captain
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The Captain has a ton of hit points and can really throw a wrench in you kites. If you are smart though, you can learn to use him to your advantage. North of the Giant fort is a group of dwarfs. You can bring him to the center of that camp and snare him as he arrives. They will do the work of killing him for you. Alternately I give you this little gem. You can have the dwarfs do the work for you while you med and get the kill shot !!

If you bring the captain to the dwarf camp from the WEST side you can have 2 dwarfs beat on him at one. Once they have engaged him move further over towards the eastern hut and med. As soon as he has finished killing the cook and guard he will head towards you. At this point the other 2 guards will engage him. He normally is able to kill these as well. But will have extremely low health “usually 20% or less” I always rooted him to be sure he fought the second set of guards. Now all you have to do is stand up and finish him. You get credit for the kill and the dwarfs did all the work while you medded for your next kite! It takes a little practice but it can be done.

This pic should give you a general idea of how to accomplish this
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bring him to area 1 if you want a dwarf assisted kill, and slide over to area 3 once the first 2 engaged him
bring him to area 2 if you just want the dwarfs to kill him directly

Side note, he can drop a decent melee tunic
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Between the tunic dropping from time to time and players looking for toes and heads for faction I made a decent amount of cash while I was here.
Not to mention when I left I no longer had issues with Woushi or ToV faction !
  #7  
Old 03-02-2016, 01:12 PM
Griffy Griffy is offline
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I still need to add my quad guides for Othmir, Tigerraptors and Bulthars but it may be a day or two

Saum
Druid of Tunare
The Quad Kiting Kid
  #8  
Old 03-02-2016, 03:24 PM
LethClaypool LethClaypool is offline
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Damn, I didn't even consider the tar goos. Smart thinking there.
  #9  
Old 03-04-2016, 07:27 PM
Griffy Griffy is offline
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Othmirs
Level Range 57-60
Zone – The Cobalt Scar
LOC’s - Beach part of the zone
% of times it will be camped = 10%
Benefits: Cash, Pelts, Crusty Armor
Drawbacks: Shaman buff the Warriors, Chief summons

The quadable mob that will take you all the way to 60 are Othmir’s. In particular Othmir Warriors!

The key here is that you really do not want to just jump the gun on this quad. Wait till you are 57. You will have a lot easier time pulling the mobs.

Before we begin here are a few notes for you regarding all 3 camps. First you must remember that the shamans in each camp have been buffing the Warriors so you should expect them to be Hasted and SoW’ed. If a pull goes badly or you manage to get a shaman your best bet is to run out over the water and gate out. “DO NOT BIND IN ZONE”. Lastly you will want to run your quad up top where the Wyvern are, So your CoV Faction is going to matter if you choose to do this kite. When i pull them up I use Lev and just run straight up the cliff. Its quicker than running to the ramp.

There are 3 camps on the beach to focus your attention on. My Preferred Camp is Camp 2 but camps 1 and 3 are easy to pull as well.

Map of the camps
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Camp 1
Camp 1 is fairly easy to pull and probably where you should start getting your feet wet with Othmir. The Harmony targets are the 2 named and the group of Shaman. I prefer to do my harmony casting from the beach side of the camp here.
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Camp 2 is my favorite camp. The mobs you will want to harmony are the chief and the shamans. I prefer to start my Harmony’s with the chief first. The shaman will all get hit with 1 harmony. On this camp I prefer to use Lev and be on the beach side for my harmony casting
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Camp 3
The final camp is closest to the ramp up, but my least favorite. This is mostly because in order to feel safe you really should cast 3 harmonies here. The 2 names are in different huts and for some reason do not consistently get hit with the Harmony on the shaman. Some people prefer this camp due to its closeness to the ramp. But honestly since I use lev and run up the cliffs it really doesn’t help that much.
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Our Victim
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The Warriors can drop Othmir Fur "25 plat per", Velious Class gems, Crustacean Shell Armor "3k a set !" That has always made me wonder why more folks do not hunt these. The only real down side is if you ever want to do the Othmir Prrexus Totem Quest or Lodi Shell Shield Quest. You will have some faction work to do on Walruses in EW.
Last edited by Griffy; 03-04-2016 at 07:37 PM..
  #10  
Old 03-04-2016, 07:50 PM
Griffy Griffy is offline
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Snow Cougars, Dervishes, Dire Wolves
Level Range
34-39 Snow Cougars
37-40 Dervishes
38-41 Wolves
Zone – Ice Clad
LOC’s Gnoll Island and Dragon Portal Island
% of times it will be camped = 10%
Benefits: almost none, occasional Cougar Claw Earring
Drawbacks: constant bickering from players hunting Lodi

Kind of a mixed Write up for these mobs since they are so closely associated
Snow Cougars are a relatively easy camp. You will want to set up on the beach around the Gnoll camp just south of Tower of Frozen Shadow. This is a straight forward quad kite. Just grab four cougars from around ToFS and drag them to the beach area. Keep an eye out for the Shadow Guardians that path by the tower and you will be fine. While there isn’t a ton of loot to be had here you need to keep your eyes open for cougar claw earrings. They sell very well ! Also keep your eyes peeled for Midnight. He is a named cougar. He is a little harder than standard cougars but once your 35-36 or so you shouldn’t have any trouble, just treating him like a normal mob. He can drop one of the two items you need for the Garou Bone Club quest. Any Cougar has a chance to respawn as him.

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Once the Cougars begin to green out it is time to move over to the next Ice clad mobs, Dire Wolves & Snow Dervishes”
Some folks like to do the Snow Dervish but honestly I found that by the time you are ready to do them the wolves are also quadable and better xp. For wolves you will want to set up on the beach or by the Bridge. They are social and it not a bad idea to have your harmony up for giants and other pathers. Grab four and either kite them down by the waters edge or at the flat area by the bridge. No real loot to speak of but they are decent xp.
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