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Black Mage Solo Guide

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From the original post on Allakhazam By Salacia
http://ffxi.allakhazam.com/db/jobs.html?fjob=3;mid=11643140656968310;num=106;page=1

Detailed Solo Guide -Lvl. 19-75

Introduction

This guide is aimed toward allowing fellow black mages to solo some (or all) of their levels, reducing party frustrations and exp limitations.

While I realize that there are a few threads about BLM solo here, I couldn't find one that went into detail about each camp and level. "Deatharu's Mini Guide for Easy SOLO BlackMage!" was the closest thing that I saw (and was the main resource I used to find some of my camps). I know a guide like this would have been extremely helpful to me when I solo'd my BLM, so that's why I'm writing this.

As a side note, this guide may apply to jobs other than BLM. If you can get it to work (BLU comes to mind), then by all means do so!

The Basics

In case you are unfamiliar with the way these strategies work, I'll give a brief breakdown:

  1. Find a BST or SMN mob with his pet out.
  2. When you are behind him (or slightly to the side and behind), blast your highest nuke at his pet.
  3. As long as the mob doesn't see his pet, he won't come after you, only the pet will. Run a short distance away to minimize the chance of the mob seeing his pet if he moves before you kill it.
  4. Simply finish off the pet with another spell or two, find a safe place, and rest.
  5. Rinse and repeat for some great EXP and chain 3-4 most of the time.


This is the basic way to go about killing, although you will have to tweak your spell casts depending on which mobs you fight, and at what levels. For example, once you hit 50 or 51, often times you will be able to 1-shot pets with Freeze.
Most of the time you will get just as much, if not more, EXP per hour than the average party, or leeching in Abyssea. Manaburns are an exception.

A few comments about the guide's contents before beginning:

  • This guide starts at level 19 because I could not find any worthwhile enemies to solo before then. You can try killing worms in Konschtat Highlands and Korroloka Tunnel for decent EXP, or Gigas's Leeches in Qufim Island if you're hell-bent on soloing all the way to 75. If you're not, keep in mind that lower levels have very small EXP requirements, so it shouldn't be too hard to get to 19 in a party before starting this guide.
  • I will be heavily focusing on being able to sub NIN. If your NIN isn't at least level 12 (with Utsusemi: Ichi), then this guide may not be for you. However, NIN is not necessarily the only feasible sub job for these strategies, but it worked out the best for me, which is why I'll be relying on it throughout the guide. Once you get to a higher level you may want to consider subbing RDM for Gravity, Blink, and Stoneskin, or other jobs for whatever reason you deem necessary. From 51 to about 60, /NIN is no longer the best option because of the way you can kill pets.
  • The camps listed may not necessarily have the corresponding BST-type mob in the exact area. Often times you will find that there is another beastman mob there instead. If this is the case, get a higher level job, or a friend, to come kill them and wait for the BST to spawn in its place. This is much better than wandering deeper into a dungeon to find a camp that may or may not be as good.
  • Most of the time I will list levels that show you should stay at a camp until decent challenges start popping up. Feel free to go to the next camp a level or two ahead of time if you want to, but be wary of resists. At higher levels it is much safer to skip few levels because of the wide assortment of +INT and +Skill gear available.
  • You will die. Many times. Set your Home Point nearby or get a Reraise item or two.

Preparation

Equipment

Up to Level 51

Focus on +INT, +Magic Attack Bonus/Elemental Magic, +HP/Defense/VIT, +MP, and -Spell Interruption *in that order*! +HMP is in a group of its own because all you need to do is use an equip macro for it while you rest, so you can get as much as you want without worrying about gimping your spells.

(Whether or not there is a cap to -spell interruption, I do not know, so it's probably better off going with +INT wands. Not to mention you're trying to focus on not getting hit at ALL, so only get spell interruption reduction when necessary.)

  • MP is also important, but should not be made priority. Due to the low HP of the enemies, you will almost never completely run out of MP during a fight. In fact, even on multiple resists, I always had quite a bit of MP left. Focus on increasing your maximum MP when you can't get INT, or HP/Defense/VIT.
  • HMP is very important because you will be casting your most powerful single-target spells each fight, and they take up a decent amount of MP. It's good to be able to have at least the MP you had before the fight took place, before the next fight happens. It should be noted that you only need this gear while you're resting, so save it for an equip macro.
  • At level 24 you will be able to use Reraise Earrings. While they do cost a penny or two, they can save you hours of work.

Definitely consider them. An alternative would be to purchase a Scroll of Instant Reraise with conquest points, use it immediately, purchase another, then go out on a leveling spree. Remember that you cannot change jobs after you use it, or your reraise effect will wear off. Something else to consider is the FoV Reraise effects as well as the Refresh options.

After Level 51

Focus on +Magic Attack Bonus, +INT/Elemental Magic, +MP, *in that order* +HMP is still just as (if not more) important than at previous levels. Though, be sure to only start stacking MAB once you are sure you aren't getting a lot of resistance. Until then, you are best off focusing on either elemental magic or INT, with the prior taking priority over the latter.

  • Defense and -Spell Interruption are no longer needed because most of the time you will be 1-shotting pets. Getting your MP back as quickly as possible is important so that you can keep chains going.

Food

Here's a brief list of some types of food that may work out well for you:

  • Ambrosia If you have sky access and are able to get this is by far the best food out there 7 to int and 7 to hMP.
  • Pies: They give extra INT and MP, especially good for Galkas and Elvaans.
  • Cookies: Add to HMP. Also, Cinna-Cookies give you the Vermin Killer job trait, which could come in handy when fighting Bees and Flies.
  • Sweet Rice Cakes: these give INT, MP, HMP, +Evasion and more. They are usually very cheap at the AH, 3-5K per stack
  • Cherry Muffin and its high quality counterpart are a great choice as well. I've noticed many black mages around 67+ using marron glace, which isn't a bad choice, but the cherry muffins are stackable, also boost MP based on percentage, and give an intelligence boost that the Marron Glace does not.
  • Cream Puff: Gives INT+7...which is the largest INT boost of any realistic food. Readily available, stacks to 12, last 30 min.
  • Crimson Jelly is yet another nice food for higher lv BLMs. 6 INT, 2 hMP, 12% MP (Cap: 85@708 base MP), and lasts for three hours. It's also a bit expensive, so I recommend using it if you're going to solo for 3+ hours.

If there are any other useful types of food, let me know and I'll post it here. However, 90% of the time I didn't even use food and it worked out just fine.

Sub Jobs

Until you get to level 24, nearly any sub will do. I found /BLU to be the most helpful because of Metallic Body, Cocoon, and Pollen.
/WHM will work fine as well, but /BLU is probably your best bet.
24-51:
I can't see any other sub being better than /NIN. Absolutely nothing beats Utsusemi: Ichi, Tonko: Ichi, and Dual Wielding Yew Wand +1 (not even extra MP). Keep in mind that a /WHM sub will not give you more INT than a /NIN sub. /RDM is a different story.
51-60:
Consider switching to /WHM or /RDM for the extra MP, as well as Stoneskin and Blink. /NIN is not required due to the fact that you can 1-shot pets. /SCH Work on certain camps, and it's the best subjob for MP conservation, namely the Qiquirn camps are very good for /SCH (usually larger Chains are posible) if you don't mind the lack of Stoneskin/Blink. I have been experimenting with /SMN at this level and INT varies with /RDM sometimes the same sometimes higher but with this, Auto-Refresh and a large MP boost while one-shotting pets this is fantastic, can also use Garuda for Blink if you feel the need.
60-70:
At this point it is no longer possible to 1-shot pets unless you have exceptional gear (HQ staves, Sorcerer's Ring, etc.) so consider /NIN again.

Not agree with that point, /nin is good at low lev, but not after. Like you can see in following camps, this sub is useless (or situational)... /rdm is better to protect you (Stoneskin, Blink, Phalanx, Fast Cast, cures and Gravity which is your best friend).
Other important point : you have an enfeebling skill, don't forget it. you MUST have a macro which equip all gear with enfeebling magic skill (and magic accuracy). More you have, more you are safe. -- Gael77 12:50, 11 september 2008 (GMT +2)

Miscellaneous Hints and Tips

  • Sight aggro = 15' and sound aggro is 8'
  • If the pet is from a bst sight aggro you can start attacking the pet the second the bst cast it, the bst wont aggro you as long as the pet will not walk in the bst sight. This will enable you to hit up to chain 4 with proper timing (on one bst).
  • Before moving onto the next camp area, try to get at least one full buffer's worth of EXP. Enemies in the next areas are higher level, and therefore may resist more, which could mean death. Also, due to the odd locations of some of these enemies, you may not know the surroundings very well. A buffer can help alleviate much of the pain of getting to know a new area.
  • If your Elemental Magic skill isn't capped every level (i.e. if you don't have DRK or RDM leveled), then you will want to cap it before moving on to the next camp. Resists = death. This is especially true before level 51.
  • A lot of camps have outposts nearby, which can be used to set your Home Point and travel to. To avoid unnecessary trips, for the camps which you choose to set your Home Point at, simply use a higher level job to teleport to the outpost from your home country, then use the outpost to teleport back to your home country, and then use your BLM to Warp to the outpost (which = your HP).
  • Elemental Seal + Sleep(ga) + Logging off will probably save your butt countless times. Try to do this whenever you can't handle an enemy in other ways. Remember to recast Utsusemi after sleeping the enemy, and move a decent distance away from the enemy before logging off. ALWAYS use Elemental Seal if it's up. Without it, not only can the enemy resist sleep, but usually they will not be slept nearly as long even if it does go through. I've been killed when there was literally one second left on the log off timer.
  • Before Ancient Magic, fights go something like Nuke1, run away, Nuke2, Sleep, Utsusemi, run away, Drain, Nuke.
    • Fighting elementals, more like Nuke1, run away, wait for elemental to show up on /NIN radar, run some more until Nuke1 ready again, Nuke1, Sleep, Aspir, Utsusemi, run away, Drain, Nuke.
      • If Dark Elemental, use Bind instead of Sleep and don't bother with Aspir/Drain.
    • Try to choose your finishing nuke based on the mob's remaining HP in order to save MP.
    • The day, weather and mob elemental weakness make a significant difference in resist rates.
  • You can start running when your cast meter gets to about 65%, to give yourself more of a lead on the mob.
  • Common Etiquette: When setting up at a known camp, it's considered polite to edit your "Comments" tab to state which camp you are occupying; this allows other BLMs either to find another camp or to offer a duo, depending. The first place this starts is Pso'Xja pet camp in the level 60 cap area. Always be sure to set up a seacom to tell others that you're occupying a particular camp, regardless of level. Don't forget to put it back up after relogging.

Exp and Camps

NOTE: All of the camps listed here are from personal experience. I used every one of them at every level on my BLM. If you know of any other good camps at any given level, send me a message or post here, and I'll add it in. Be sure to include any relevant information, such as the surrounding territory, the enemies who inhabit it, etc.

Levels 19-29

19-22 - Lower Delkfutt's Tower

Prey: Gigas's Bat (Giant Sentry)
HP of Prey: 150-160~
Notes: It's a good idea to set your Home Point at the Qufim Island outpost to save time after you die.
Camp Location(s):There are four camps that I found that are easy to get to. This camp is good for a SCH lvl 20 Just time Correctly.
Camp #1:
The first is straight ahead upon entering the tower. At the first intersection, go forward, and you will come to a room shaped like a donut, with several gigas and bats wandering around in it.
Pros:

  • Extremely easy to get to.
  • May be workable if the Giant Sentry is close to the room's entrance.
  • Very close to the zone, so it should be pretty easy to zone if you get aggro'd or get a link.

Cons:

  • Very dangerous camp, as the bats and other gigas tend to aggro and link at the worst possible times. They move around and mingle amongst one another quite a bit, forcing you to wait for a better opportunity.


Camp #2:
At the first intersection, take a left. The room you'll see is very similar to camp #1, in that there are many gigas and bats inhabiting it.
Pros:

  • Bigger than camp #1, which makes pulling slightly easier.
  • Very close to the zone.
  • If you have the means to do so on the fly (PL), it is possible to get 2 BST Gigas up in this room.

Cons:

  • Like camp #1, it's very dangerous. Gigas and aggroing bats wander it constantly.


Camp #3:
Take a left at the first intersection, and go through camp #2's room, heading slightly right. Go up the winding stairs, and you'll find more gigas and bats in a room at the top of the stairs.
Pros:

  • Stairs offer a safe resting spot, with a good view of the gigas and bats in the room.
  • Like camp #2, can have 2 BST Gigas up at once.

Cons:

  • Like camps #1 and #2, it can be dangerous. Gigas and aggroing bats wander it constantly.


Camp #4:
At the top of the stairs, near camp #3, there will be a tunnel. The tunnel leads to a very small room with two gigas in it. If you're lucky, one of the gigas will already be a BST. Otherwise, you may want to convert one of these gigas into one. This is the best camp, so it's probably worth the time.
Pros:

  • No chance for aggro or bat links, as there are only two gigas in the room, and nothing else.
  • The tunnel leading to the room is perfectly safe, and can be used as a camp until you're ready to move on.


Cons:

  • Gigas BST may not be in the room, causing you to have to come back later or kill the two that are there and hope a BST pops.
  • Due to the small size of the room, you may find yourself waiting a little longer for the Gigas to turn away from his pet, since you can't maneuver around him and get to a good pulling angle.
  • Although exp may seem to lower at level 22, you may want to keep going. The mobs at the next camp may be a little tough without utsusemi. If you decked out gear, it should be no problem.

22-24 - Middle Delkfutt's Tower

Prey: Goblin's Bats (Goblin Pathfinder)
HP of Prey: 160-180~
Notes: This camp is perfect for SCH/NIN or BLM/NIN. I soloed bats here on SCH/NIN until SCH25 + 2000xp buffer.
I have a 2nd character on another account which I 2-boxed as PLD57 to kill 3rd goblin at H-10 to make pulling faster.
Camp Location(s): I saw that the Goblin's bats here were a couple levels higher than the Giga's bat, so explored and stumbled upon this excellent camp.

Camp:
As SCH/NIN or BLM/NIN sneak and tonko required (or oils/potions works) I followed the map at http://www.ffxi-atlas.com/maps/delkfutts_tower/general/ on my laptop to get here.
It takes a little time to get here, but it's still easy to get to, especially if you were already on the 1st or 2nd floor until 21-22. It's a little out of the way, with no competition so it's probably worth the time to travel here.

  • 1st Floor - Enter Lower Delkfutt's Tower from Qufim Island, right at first intersection and follow around to stairs at E/F-6/7 (B) on Map.
  • 2nd Floor - Run thru large room to the door at I-7, then follow hallway to the south to stairs at I/J-9/10
  • 3rd Floor - Follow hallway North to big room, then follow right wall to the west until you reach the teleport device.
  • 4th Floor - Almost there - You will be around G-6, follow right wall to camp @ I-10. (East hallway out of H-10 room)
  • Enjoy!
  • If no Goblin Pathfinders are found you will need to kill the other gobs for them to pop.


Pros:

  • At SCH24+ one Thunder and one Blizzard was enough to finish most bats. Occasionally 3rd spell (Stone or Drain) was req'd.
  • Much better alternative than getting your face ripped off in Ranguemont Pass at this level, wait for 24+
  • As many as 5 Goblin Pathfinders can spawn in this area.
    • Two in the main room (H-10)
    • One in the west hallway (G-10)
    • One in the north, dead-end hallway (H-9)
    • One more in another group of 4 goblins around the corner behind you. Occasionally he will wander down to the corner and you can add him to your chain if you want. (I only pulled this bat twice in 3 levels)
  • The tunnel leading out of the room to the east (all of I-10) is perfectly safe until you approach the corner at J-10.


Cons:

  • The main room at H-10 has a 3rd Goblin pop (Shaman or Smithy) which may delay pull.
  • Additional Goblin Pathfinders (West and North) may be dangerous to access without aggro from the H-10 Goblins.

22-26 - Ranguemont Pass

Prey: Goblin's Bats (Goblin Pathfinder)
HP of Prey: ~209
Notes: It's a good idea to set your Home Point in San d'Oria (or have a way to get there quickly) to save time after you die. Sneak AND invis are required! Bring some silent oils and tonko tools.
Camp Location(s):I found only one camp, but it's a very good one.
Camp #1:
Take a chocobo to Ranguemont Pass, then head through the door that the NPC opens for you. Sneak and Invis yourself, then take a right at the next intersection, past the goblins. Make your way past the oozes, and take a left at the next intersection. You'll pass a couple seeker bats, then you'll come to a room with two goblins in it. Hopefully one of them will be a BST. (G-7). Rest at the elevated rock in the east tunnel.
Pros:

  • Three tunnels leading to the room allow you to maneuver quite well, making pulling pretty easy.

Cons::

  • Stirges live in the tunnels, they aggro. Seeker Bats link.
  • At level 22 and 23 it may be very difficult to survive here. Without Utsusemi you are going to take a true beating. Make good use of Bind, Metallic Body, Cocoon, and Pollen, and be very, very, careful.
  • If the BST isn't there, you'll need a higher level friend to kill the Gobbies until one pops. Even then it's random if one does pop.

Camp #2:
Once you have reached the Camp #1, take the West tunnel and you'll come to a huge room with 4~ Goblins and some Stirges in it.(F-7)
Pros:

  • 2 Goblin Beastmaster can live simultaneously in this room which is great to get experience chains.
  • Three tunnel are leading to this room : three possible camps.

Cons::

  • Stirges live in the tunnels AND the room, don't forget Sneak when you wish to cross the room.
  • This huge room allows Goblin to move a lot, so it might take long time until one BST Goblin's Pet gets in range.
  • These Pets seem to use Double Attack more often than these of camp #1(higher level?)which is very dangerous without Utsusemi. A great way to kill pets is to pull with Thunder, Bind, get out of range and cast Aeroga. Without resist they are immediatly dead.
  • If the BST isn't there, you'll need a higher level friend to kill the Gobbies until one pops. Even then it's random if one does pop.
  • Because of the difficulty and inconsistency with this camp I would recommend skipping it in favor of getting to 25 in Delkfutts and going straight to Yhoator. Worked well for me (SCH/NIN)

26-29 - Yhoator Jungle

Prey: Goblin's Bee (Goblin Pathfinder)
HP of Prey: 180-200
Notes: It's a good idea to set your Home Point in Kazham to save time after you die. Also highly recommended to /nin.

  • Suggested spell combos are thunder>blizzard>thunder or stone2>thunder, depending on INT and resists.

Camp Location(s): I found only one camp, but it's a very good one.
Camp #1:
Take a chocobo to Yhoator Jungle through the "normal" experience points party route. At the first intersection in Yhoator, take a right. At the next intersection (the one with the big colorful plant in the middle), take a left. Now you can either stay forward or turn right, and you will bump into a Goblin Pathfinder and his pet bee!

This will be at Northwestern corner of G-8
Pros:

  • No possibility of aggro or links! Your only company will be a couple of lizards and a few mandragoras.
  • Three intersections allow very good maneuverability for pulling.

Cons:

  • Unfortunately, sometimes there will be EXP parties preying on goblins. Most of the time they will just kill mandragoras, but more experienced parties tend to pick on the goblins as well. If this happens, ask the leader if they would mind if you could just have this one goblin.
  • These bees can Double Attack, and they can wipe your shadows and kill you with ease if they double attack. Reraise earrings or instant scrolls help a lot in this camp.

Camp #2:
G-7 in Yhoator Jungle, one Goblin Pathfinder patrols there with mandragora
Pros:

  • Lots of places to kite and rest

Cons:

25-30 - Bibiki Bay

Prey: Goblin's Rarab (Goblin Pathfinder)
HP of Prey: 220~290
Note: It's a good idea to set your Home Point at the Buburimu Peninsula outpost to save time after you die.

  • Suggested spell combos are thunder>blizzard>thunder or stone2>thunder>fire/water, depending on INT and resists.

Note: Setting your HP in Mhaura is even better. If your country is not in control of Buburimu Peninsula, then setting HP at the outpost can cost a lot of gil.

Camp Location(s): Be very, very, very happy once you get to this point. This camp is so great that you may consider staying here even after the EXP gets low. I found only one camp, but it's a great one!

Camp #1: Enter Bibiki Bay and hug the right wall. You'll eventually come upon a small incline with a rock in the center of it, and a Goblin Pathfinder finding paths around it. Two Island Rarabs and one or two Marine Dhalmels are also in the vicinity.

Pros:

  • Nothing here aggros besides the goblin himself.
  • It is quite easy to zone. Much of the time, the goblin and his pet (or other Rarabs) will take awkward routes chasing you, making it very easy to get away without getting hit. Also, if you just get the goblin and his pet (Island Rarab links), amazingly enough, the goblin will sometimes turn around about 3/4 of the way to the zone, although this is not always the case, but the pet will keep chasing you! Even if you are forced to zone, the pet will not despawn. Rezone immediately then finish him off if you're strong enough.

Cons:

  • Ignis Fatuus (a bomb), will spawn during foggy weather. He won't be right at the camp, but you could run into him if you have to zone. Be wary, as bombs aggro by spell casting.
  • The one Island Rarab that inhabits the same territory as the goblin will link with the goblin's pet. However, it only links by sight, so keep this in mind when pulling!
  • Rarabs have Double Attack which may become probematic for spell casting.
  • Rarabs have more HP than the Goblin's Bee mentioned above so they may harder to kill if you are getting resists.

Levels 30-39

31-34 - Attohwa Chasm

Prey: Goblin's Gallinipper (Goblin Pathfinder)
HP of Prey: 350
Camp #1 Location: L-8. A good one. After you enter from Maze of Shakhrami you'll need Silent Oil to get past the Hecteyes in the tunnel. Cross the chasm, reenter the tunnel and follow the left wall. When you enter the open ground (I-9) head north and follow the left wall around to L-8 (don't enter the other tunnel). You need Invisible (or Tonko: Ichi) to get past the Goblins and Attohwa Coeurls here.

Pros:

Cons:

  • There is another Gallinipper that wanders the area to the south and it may link (sound).
  • A Doom Scorpion from the south may also wander close enough to aggro (sound).
  • Watch for the Attohwa Coeurl to the west.

Notes:

  • This is an amazing EXP camp. You can start at this camp as low as 28 depending on gear and food.
  • I personally have found this camp to be even better than Bibiki Bay. I actually experienced fewer resists and no issues with agro from the Coeurls/Scorpion or linking from the wandering Gallinipper from the south.
  • Bring a Reraise Earring and some form of Invisible because it is a very long trip to get to camp.
  • Ninja sub is recommended for Utsusemi.
  • Rest north of the rock at the north end of camp. It's safe, but go too far north and you risk agroing an Attohwa Coeurl.
  • Do not wander into the "hedgemaze" leading to the Parradamo Tor. There are more Coeurls and hidden blue Antlions that agro sound there.

31-34 - Beaucedine Glacier

Prey: Gigas's Tiger (Rime Gigas)
HP of Prey: 320
Note: It's a good idea to set your Home Point at the Beaucedine Glacier outpost or Xarcabard outpost to save time after you die. Be very careful when setting your HP at the outpost, as there are many mobs that wander near the area that will aggro you and are easily capable of killing you as soon as you warp in.
Camp Location(s): There is one decent camp and one good camp that I found here.

CAMP #1 (Decent camp):
Directly south of the Beaucedine Glacier outpost, you'll find a ramp leading downward, deeper into the glacier. At the bottom of the ramp, you'll find 2-3 Tundra Tigers, a Bat Eye, and a Gigas. Kill the Gigas and wait for a Rime Gigas to pop if you choose this camp. Pops are five minutes between.

Pros:

  • Right next to the outpost. You won't have to travel far if you die.
  • The ramp offers a completely safe resting point.

Cons:

  • Tigers link and aggro by sight. Bat Eyes aggro by both sound and sight. It may be difficult to pull because of this.
  • If the Gigas isn't near the ramp, or near the eastern ledge, then you will have a very hard time finding safe pulls.
  • I don't know about you but at my level (33) I couldn't get a Outpost warp (level too low), so big con for me getting to camp.
  • After the introduction of Fields of Valor Gigas are heavily camped.
    • Since the introduction of Fields of Valor to Zilart regions, the traffic in Beaucedine Glacier has lessened considerably.
  • Change to a higher level job, OP warp there, set HP (only works if one of the three nations controls the area; if it's beastmen-controlled, this won't work) and return. When you change to BLM, just use Warp to return to your HP. The challenge here will be getting back if you have not done the OP warp supply quest yet.

CAMP #2 (Good camp):
Head to (I-9). There is a ramp leading down into a large open area. One Gigas and one Tundra Tiger inhabit this area.
At the top of the (I-9) ramp a Goblin Trader walks for an extra pet to kill

Pros:

  • Since only one tiger lives here, you probably won't get aggro'd too much.
  • The area is very large, allowing great maneuverability.
  • The ramp allows a perfectly safe place to rest.

Cons:

  • Can be bothersome and expensive to get to, especially if you die. There is no faster way to get here other than to walk.
  • Be careful about resting in the tunnel that leads south of the area. A Tundra Tiger wanders back and forth along it.
  • Players who farm the Gigas might kill the Rime Gigas.
  • Gigas who spawns is not always Rime Gigas. (may require higher level to spawn)
  • Valdeaunia outpost warp is unavailable at level 31 so Xarcabard outpost may be unattainable without Teleport-Vahzl. *9/13/08 Nevyn-Bahamut
  • You can also enter Beaucedine Glacier from the (H-11) exit by doing the Lycopodium (NPC) Mini-quest, which is just a short walk from this camp. *5/24/09 Inspectorgadget-Shiva
  • I came here at 30SCH/NIN and both the gigas and goblin's tiger checked Tough. Got 200xp off each kill; was able to chain at the I-9 spot with two rime gigas's tiger. Sept. 28, 2009. Odin.Mogri

32-36? - Misareaux Coast

Prey: Gigas's Sheep (Gigas Warwolf)
HP of Prey: 395-474
Camp #1 Location: I-6 ~ I-7. Pretty safe camp if you are smart and patient with your pulls. The Gigas Warwolf can wander a bit, but not too much of a problem. Be sure to give the Gigantobugard plenty of room, as they aggro by sound if I remember right. Bring Silent Oil and Tonko: Ichi to get to the camp.

Pros:

  • Relatively safe pulls, and very rare competition from exp parties.
  • Bigclaw in the river do not aggro, so you can rest safely down on the water's edge, and the roaming Gigas and Gigantobugard will not aggro you.
  • You can outpost warp to Tavnazian Archepelago at level 30.

Cons:

  • The Gigas Warwolf does wander a bit, making pulls somewhat long.
  • If the target monster wanders too far south, you may run into an Orcish Bowshooter (sight) as well as other Gigas.
  • Players sometimes camp the Gigas here.
  • In foggy weather, Odqan can pop here. Although rare, it happened to me twice in the time I camped here.

Notes:

  • Recommended to bring /NIN and a Reraise Earring.
  • Blm/Nin with 64 int, pulled with Stone II, Blizzaga for the kill most times. Drain or Thunder needed to finish some times.
  • Suggested spell combos are Stone II>Firaga>Stone II or stone2>blizzaga, depending on INT and resists
  • Possible for SCH to camp here as low as 31 with good INT and /NIN. Suggested to use Parsimony>StoneII>Thunder>StoneII(shadows usually wear about here) > Stone/Aero. At 32 you can upgrade INT even more and the lower range pets will start dying on the 2nd StoneII.

34-36 - The Sanctuary of Zi'Tah

Prey: Goblin's Leech level 35-40 (Goblin Trader)
HP of Prey: 370
Notes:

  • It's a good idea to set your Home Point at the The Sanctuary of Zi'Tah outpost to save time after you die. If you are about to die, try to die within view of the outpost. Then, before you HP, make sure there are no aggro'ing monsters within 10 yalms of the front of the outpost.
  • Once you hit level 25 you'll be able to use the outpost warp.
  • With Fields of Valor you can get reraise at OP if you can't set HP because region is under beastman control.
  • Leeches resist water spells.
  • Suggested spell combos are stone II>blizzard>thunder or aero II>blizzaga (watch for surrounding mobs), depending on INT and resists
  • Possibly not suitable for SCH until 35 due to high resist rates
  • If a pull goes bad, you can gain ground on the chasing mobs by running around the outpost building.

This allows the goblins and flies to eventually despawn.

  • This place is awesome for duoing 31+ (might even be possible at a lower level) when we dinged 32 I had 38+42 INT and we could easily solo the leeches, yet the exp was still very good duo, which made some high chains very easy to pull off. I recommend this camp over Misareaux Coast (solo 32+) if you have HQ gear as I rarely got resists and generally the camp is much safer. ~Rhadiell (Cerberus)

CAMP #1:
Everything in the vicinity of the outpost is your camp. Ogreflys and Goobbue Parasites link, but do not aggro. Goblins and Lesser Gaylas aggro and link. There is a Rock Golem east of the outpost that aggros to sight and magic. The bats start appearing around 16:00 and go away at 8:00 the next day.
Pros:

  • Your Home Point will be right at camp, so there will be no unnecessary travel time.
  • You can rest safely behind the outpost without fear of aggro.
  • Several Goblin Traders can spawn in this area. If you have extra MP after killing a pet, and another goblin is within easy access, you could pull off some pretty high chains.

Cons:

  • The BATS! These things will be quite the nuisances. They aggro and link, sometimes stopping you from a great pull. If you find yourself getting aggro, do not try to sleep them. Bats are highly resistant to sleep, even with Elemental Seal. Instead, simply move away from the outpost if you're close to it, then Warp. You'll lose any hate/aggro you had on them, and still be right at camp.
  • Sometimes the Goblins can wander away from the outpost, and at night the bats may prevent you from getting close to them

36-40 - Eastern Altepa Desert

Prey: Goblin's Spider level 38-40 (Goblin Trader)
HP of Prey: 500
Camp #1 Location: F-8/9. Not so good. North of the Outpost there is a ridge running north-south. From here you can see two Goblin Traders, one to the west and one to the east. You have your choice of pulls but there are other Goblins wandering about so aggro can be a problem. Lesser Manticores (high movement speed) wander by and there are Lost Souls at night (20:00-04:00).

  • A PL, like a RDM, can kill the Lost Souls and other Goblins for safer pulls, making this camp pretty good.

Camp #2 Location: F/G-8. Good Camp. Run north from the Outpost and you will find a sand trap with a Doom Scorpion standing nearby. Immediately northeast of this is a valley (east half of F-8) surrounded by dunes. Two Goblin Traders wander here with a Desert Dhalmel, some Lesser Manticores (sight aggro) and sometimes a Sabotender (sound aggro). The Goblin traders sometimes wander up the slope into G-8. Since the area is so wide open it is easy to move around and find a good pull while avoiding aggro. One or two Lost Souls appear at night but they are also easily avoided if you keep your eyes peeled. Don't go too far north or you'll meet an Antican Faber, Sabotender or Flesh Eater (all sound aggro). To the west of the valley over the ridge running down the middle of F-8, there are another 2 Goblin Traders between the ridge and the sand cliff. One tends to wander around the northern 2/3 of that plateau and the other the southern 2/3. The area west of the ridge is not as safe due to some Goblin Reapers roaming around in addition to the hazards in the valley, but can be a nice place to pick up some kills if the Manticores and such in the valley are not cooperating for a bit.

Pros:

Cons:

  • Lost Souls at night.
  • Multiple Goblins can cover for each other and kill a chain.
  • Spiders double attack and can take down your shadows really quickly. Always recast Utsusemi after each fight.
  • might be tough at level 36
  • New Fields of Valor book leaves this area open for higher level characters to kill Goblin Traders.

Notes:

  • As of June 2007 update, you can teleport here at level 30.
  • A Spider is strong to Earth (Stone II might get resisted)
  • Rest invisible in the middle of camp to monitor the Goblins and Manticores.
  • The spider may take awkward routes to reach you, beware he doesn't bring his master. Warp to the Outpost if you catch Goblin aggro. It counts as zoning and sheds hate.
  • Works well with a duo at 34-36, you can bounce Spider hate. Once one of you hits 37 exp takes a dive.
  • At level 39, your enemies will start to become decent challenges. While this usually signals that it's time to get to a new camp, you may not want to just yet. The enemies at the next camp jump up a few levels higher than you're used to when switching camps. Level 40 along with some pies or other INT food should allow you to minimize resists, as well as use the outpost in Xarcabard.

36-40 - Yhoator Jungle

Prey: Tonberry's Elemental (Tonberry Harasser)
HP of Prey: ~500
Note: It's a good idea to set your Home Point at the Yhoator Jungle outpost to save time after you die. If you are about to die, try to die within view of the outpost. Then, before you HP, make sure there are no aggro'ing monsters within 10 feet of the front of the outpost.
Camp Location(s): In the immediate area of the outpost, you'll see two tonberries (sometimes a third wanders close by) and a crawler. Convert one of the tonberries into a Tonberry Harasser if necessary. The tonberries will summon only fire, light, and water elementals. Elementals do not drop clusters or crystals.
CAMP #1:
Everything in the vicinity of the outpost is your camp. Worker Crawlers and Young Opo-opos link, but do not aggro. Tonberries aggro and link to sight.
Pros:
- Your Home Point will be right at camp, so there will be no unnecessary travel time.
- You can rest safely down inside the hole directly in front of the outpost without fear of aggro. You can also rest in the tunnel near the outpost.
- Several Tonberry Harassers can spawn in this area. If you have extra MP after killing a pet, and another tonberry is within easy access, you could pull off some pretty high chains.
- In case of a link, it's very easy to lose aggro by falling in the hole furthest from the exit of the same tunnel and heading to the back of the tunnel. It may seem like a dead end, but as the Tonberry will not drop down the hole, he will instead travel to the exit, which is well over 50 yalms away. He'll often lose interest in the process and de-aggro. If not, it should still give enough time to recast Utsusemi and give another chance to Sleep.
- Elementals can be Aspired, and the Light Elementals are particularly weak to both Drain and Aspir.
- If you're subbing WHM or RDM, Silence may come in very handy here.
Cons:
- Be wary of the Tonberry that walks up to the OP npcs. It can be deadly!
- If you're subbing WHM or RDM you have no protection from melee hits and will be interrupted in your casting, even with Aquaveil up. Stick with sub NIN
- The elementals have very high HP - most are around the 500 range. This is quite a big jump from the previous camp (you'll notice it right away), so plan on using up a lot more MP per fight than you're used to.
- Elementals can and will use -ga spells. If you get hit by one, your best bet is to sleep the elemental, recast Utsusemi: Ichi, Aspir, then nuke again. ALWAYS begin running away from the enemy as soon as you are about to cast (between 70% and 100% usually). You've probably figured this out already, but it's still a good method to remember.
- The moment your magic first hits an elemental, it will move a few inches, then cast a spell. This delay might be just enough time for its master to randomly turn around and see its pet being hurt, so plan accordingly.
- New Fields of Valor book leaves this area open for higher level characters to kill Tonberry Harassers.
NOTE: At level 39, your enemies will start to become decent challenges. While this usually signals that it's time to get to a new camp, you may not want to just yet. The enemies at the next camp jump up a few levels higher than you're used to when switching camps. Level 40 along with some pies or other INT food should allow you to minimize resists, as well as use the outpost in Xarcabard.

CAMP #2:
Prey: Goblin's Bee (Goblin Trader)
HP of Prey: ~500
- Entrance to Den of Rancor Will be your camp. 2x Goblin traders there, but also a Master Coeurl so watch the visual aggro.
- If Woodland Sage is up then be wary of its aggro range as it has twice the normal radius of aggro.

Source entry: Black Mage Solo Guide. Cached on this server on 5 November 2026.

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