AGF's New and Improved Archer Where-to-Train
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Last Updated: August 5, 2008 What is the EXP/HP ratio? 1-hitting vs 2-hitting Regarding FA archers and training Maps for Levels 10-25 Maps for Levels 20-30 Maps for Levels 25-40 Maps for Levels 35-50 Maps for Levels 45-60 Maps for Levels 55-80 Maps for Early AR/E, 72-90 Maps for Levels 80-1337 Party Quests Links This guide is intended to help bowmen find places to train, and tips on how to train there. Each map entry gives the map where the monster(s) can be found, ratings, and any important notes. Here is an example entry: Map Name and link to map on Hidden-Street.net List monster(s) that spawn in the map. (Those in parentheses appear in the map, but don't make a significant portion of the EXP.) Spawn: High/Medium/Low (this is how many monsters you'll see) Training Cost: High/Medium/Low (self-explanatory) Movement: High/Medium/Low (how much you have to move; for example Platoon Chronos is High while Flyeyes is Low) EXP/HP Ratio: 1/X (I will explain this later) Overall Rating: A, B, or C I Recommend: Skills, a certain amount of damage, added speed/jump, etc) that would help in training here. Notes: Recommended method(s) of training here, tips, important facts, etc. You will notice that the level categories overlap slightly. This is because the appropriate level to start training at any given monster is often flexible, as this depend largely on your individual stats, equips, skills, and playing style. If you want easier and cheaper training, go for the lower bracket; likewise, if you're looking for a challenge, try the higher one. This thread will never be 100% complete, due to the fact that new training maps are found, new monsters are released, and new training methods are developed. However, we will do our best to keep it as updated as possible. Tzk221's Simplified Archer Guide - basic overall quick reference for archer knowledge, go here if you're lost or new. Bluebomber24's Skill Build Guide - specifically for skill builds. If you need skill help, look here. The Forest of Wisdom - miscellaneous archer-related stuff, check it out. Also has a page that lists the EXP/HP of every monster that spawns regularly in GMS. Compilation of (other) Training Guides - this has some good ones, especially for specific areas. I link to some of these in their specific training entry. Sybaris's damage calculator - useful if you want to know what kind of damage you can expect to hit on monsters you train on. If I have a link to a specific area training guide, it will be under the entry for that area. Feel free to request a link to something, please post it here or PM me about it. This ratio is explained by LordMufasa as follows: LordMufasa said: "I calculate this ratio by dividing the amount of health a monster has by the amount of experience it gives. Here is an example: Brown Teddy's have 950 health, and they give 60 experience. 950 divided by 60 is 15.8. So essentially, it takes you 15.8 damage to get 1 point of experience. As you can imagine, the amount of damage it takes to get 1 experience adds up. For instance, in the Brown Teddy example above, it would take around 65 damage to get 4 points of experience, while a monster with only an experience to damage ratio of 1/11 would only need to do 44 damage. And it goes up and up and up, with the more you train on a monster, the worse this difference gets between a monster with a high ratio and a monster with a low ratio." An important note: any damage you do above the monster's HP does not count. For example, a Pig's EXP/HP ratio is 1/5. This apparently means that if you hit 2000 damage on a Pig, you'll gain 400 experience--but this is misleading. Most of your damage is wasted, hurting the Pig after it is already dead. This is why you wouldn't train on Snails all day even though they have the best EXP/HP ratio. The key is finding a balance between high EXP/HP ratio and a minimum of overkill. And in case of confusion, when I refer to high and low EXP/HP ratio in this guide, high means the denominator of the fraction is low. 1/5 is a higher ratio than 1/10. Think of it this way: a high ratio means you get more EXP for your damage, a low ratio means you get less. This is a tougher question than it seems. Both types of training each have their own merits, and it all comes down to your playing style. 1-hitting, or training at monsters you can kill in one hit most of the time, is often considered the most efficient type of training before 3rd job, and the most commonly used. Lower-leveled monsters, in general, have a higher EXP/HP ratio, less defense, and require less potions to fight. Usually, 1-hitting a monster consistently means doing so at least 70% of the time, although in first job it's acceptable to 1-hit only 40-50% due to the lack of Mastery. More time is spent moving rather than standing and shooting, so movement speed is an important factor in 1-hit training rate. 2-hitting is training at monsters you kill in 2 hits most of the time. Since you spend twice the time on each monster, less time is spent moving and more time spent damaging (and therefore gaining EXP). Higher leveled monsters tend to hit harder and have more DEF, but have more valuable drops as well. Damage is more important than movement speed here, because an increase in damage will increase the chance of a 1-hit and decrease the chance of a 3-hit. At around level 80, 1-hitting and 2-hitting become irrelevant. Level 80+ monsters differ from those in previous level brackets in that they take many hits to kill, have better EXP/HP ratios the higher you get, and hit much harder. The archer's training style changes, focusing more on survival and efficiency of killing. The use of an Archer's defensive skills and characteristics (which bluebomber24 has dubbed the 'Archer Seikûken' and explains in his article about it) is required to survive while maintaining the highest possible training efficiency. The general consensus is that Final Attack will allow one to tackle higher-leveled monsters sooner, while decreasing one's capabilities at fighting multiple weaker monsters. With this in mind, those with FA may find it more effective to train on monsters stronger than those recommended for their level. More information on the skill itself can be found here. Click here to continue to 10-25 training (if it doesn't appear below), or here to return to the table of contents. Replies
Maps for Levels 10-25 This first level bracket is simple. You can kill anything anywhere, as long as you hit it and it doesn't kill you, and regardless of what you choose these levels will pass quickly. The options listed below are generally considered the better options, though. Some people choose to raise STR and use a melee weapon during early levels. Their reasoning? Bows have short range without Eye of Amazon, are unstable, helpless at close range, and require arrows. However, bow range without Eye of Amazon is still usable, if shorter, and the distance may save some walking and taking hits. Also keep in mind that none of your main skills has any effect with a melee weapon. Henesys Hunting Ground I [first and second level] Snails, Shrooms, Slimes Spawn: High Training Cost: Low Movement: Low EXP/HP: Blue Snails 1/3.8; Red Snails 1/5.6; Shrooms 1/4; Slimes 1/5 Overall Rating: B- I Recommend: Any weapon at all Notes: The one major downside to this place is the sheer number of people training here. There really isn't much to say about this place, it all should be pretty straightforward. Ellinia: Dungeon, Southern Forest I (aka Slime Tree) Slimes Spawn: High Training Cost: Moderate Movement: High EXP/HP: 1/5 Overall Rating: B+ I Recommend: 20 or more STR if you're going to use a melee weapon Notes: Since this is a vertical map and unfavorable to ranged weapons, a popular way of training here is to use a melee weapon such as a Wooden Mallet, Long Sword, Metal Axe, or Stars and Stripes (especially favorable since it adds STR). Some players add 20-25 STR early on to help with this. Training with a bow here is also possible, and works decently. Henesys: Mushroom Garden Orange Mushrooms, (Red Snails), (Shrooms) Spawn: Moderate-High Training Cost: Low Movement: Moderate EXP/HP: Orange Mushrooms 1/5.3 Overall Rating: A I Recommend: Maxed Eye of Amazon Notes: At level 18 you should have no trouble here. Lower levels should do fine too however; this isn't a very demanding map. If you can, bring a friend to crank up the spawn, since there's a lot of ground to cover. Lith Harbor: The Pig Beach Pigs, Ribbon Pigs Spawn: High Training Cost: Relatively High Movement: Varies EXP/HP: Pigs 1/5; Ribbon Pigs 1/6 Overall Rating: B I Recommend: Enough damage to OHKO pigs (75 HP) reasonably well. And at least level 1 DS, if possible; it's more stable and tends to OHKO more. Notes: This is a very popular map, so crowding tends to become an issue. Also, as an Archer, you may find yourself hard-pressed to find room to shoot due to the nature of Pigs and the map. Watch out for the infamous Iron Hog; low-levels won't be able to kill it or even hit it, so keep as far away as possible. Train at the upper right platform if you can; no hog, flat, and snipable from the left if necessary. Henesys Hunting Ground I [third level] Orange Mushrooms, (Stumps), (Red Snails) Spawn: High Training Cost: Low-Moderate Movement: Low EXP/HP: Orange Mushrooms 1/5.3 Overall Rating: B I Recommend: A bow Notes: The third level of this map mainly spawns Orange Mushrooms. When comparing this map to Pig Beach, this map is even more crowded, and killstealing occurs often. However, this map IS flat, which makes it more bow-friendly. If you find yourself getting overrun (you really shouldn't if you're strong enough for this place, but in case you do), you can stand on either the hay bale or the platform to the left and just snipe without getting hit. Maps for Levels 20-30 By now, if you're following the standard skill build, you should have maxed Eye of Amazon and Critical, at least 1 point in an attack skill, and very unstable damage. With the funded build, you should have a maxed attack skill and some points in Critical at this time. Because of the instability in damage, I strongly recommend you start using 1+ DS if possible; more arrows is more consistency. Even if you're going Arrow Blow build, 1 point in DS could do wonders at this stage. Zipangu: Mushroom Forest Orange Mushrooms, Green Mushrooms, Blue Mushrooms Spawn: Moderate-High Training Cost: Low Movement: High EXP/HP: Orange Mushrooms 1/5.3; Green Mushrooms 1/9.6; Blue Mushrooms 1/10.9 Overall Rating: C+ I Recommend: Maxed Eye of Amazon, 1+ DS Notes: Most platforms here have some sort of safe sniping point, exceptions being the middle raised Green Mushroom platform at the bottom, and the upper left Blue Mushroom platform. Don't leave these two platforms unattended for too long or they'll fill up and become difficult to clear. Perion: Over The Wall Stumps, Dark Stumps, Axe Stumps, Dark Axe Stumps Spawn: Moderate Training Cost: Low Movement: Moderate EXP/HP: Stumps 1/8.1; Dark Stumps 1/13.9; Axe Stumps 1/10; Dark Axe Stumps 1/14.4 Overall Rating: C I Recommend: Nothing Notes: Good source of quest items like Sap of Ancient Tree, Firewood, Axe, etc. The training route is simple, circulate around the map clockwise or counterclockwise and kill the middle section while passing the bottom. The downside to this area is the bad EXP/HP, and the large difference in the monsters' HP. Henesys Hunting Ground I (fourth level) Green Mushrooms Spawn: High Training Cost: Low Movement: Low EXP/HP: 1/9.6 Overall Rating: B I Recommend: Nothing Notes: The Green Mushroom level. This map is flat, spawns quickly, and has sniping points on either side or on the bale of hay. If you could get an area like this to yourself, it would be perfect. However, its position and its popularity make this impossible. Not only do many people your level want to train here, high levels come to show off here as well. But if you happen to take, and hold, at least half the platform... enjoy the EXP. Ellinia: Dungeon, Southern Forest IV or Ellinia: Tree Dungeon, Forest Up North II (aka Mushroom Trees) Green Mushrooms, Horny Mushrooms, (Slimes), (Blue Mushrooms) Spawn: High Training Cost: Moderate Movement: High EXP/HP: Green Mushrooms 1/9.6; Horny Mushrooms 1/8.6 Overall Rating: B I Recommend: 1+ DS Notes: Green and Horny mushrooms are easy to cope with since they don't jump, move relatively slow, and knockback at 1 damage. This should make it fairly easy to attack without much difficulty, though since these are vertical maps you'll still need to climb a lot. Works best with two people to minimize climbing, as long as you split the map fairly. One way to reduce climbing when soloing is to start at the top, clear to the bottom, exit the map and walk back to the entrance at the top. The two maps listed above are usually the most popular Mushroom Trees, but any of the similar maps in the area will do. Kerning City: Subway Line 1 Area 1 Bubblings Spawn: High Training Cost: High Movement: Moderate EXP/HP: 1/9.2 Overall Rating: B I Recommend: As much firepower as you can, definitely an attacking skill Notes: Bubblings have high defense for their level, move quickly, and don't flinch if you hit 29 damage or less. These attributes make them quite formidable to low-leveled players, and even the stronger level 20's will find themselves using many potions. If they get close to you, your bow whacks won't knock them back, so stay as far away as possible. Snipe from adjacent platforms whenever possible. Don't leave the bottom alone too long, or it'll become packed with Bubblings that you won't be able to shoot at. An alternative map for Bubblings is the bonus in the B1 jump quest, which is flat. Disadvantages: you can't snipe, you get hit a lot, and you can't see your drops inside the car. Outside East Entrance of Ariant or Tent of the Entertainers Desert Rabbits (M)/(F) Spawn: High Training Cost: Moderate Movement: Low EXP/HP: Desert Rabbit (F) 1/10.9; Desert Rabbit (M) 1/11.8 Overall Rating: B I Recommend: 1+ DS Notes: Weakest monsters in Ariant. Flat map, good terrain, average EXP/HP. Not a lot to say about these things. Maps for Levels 25-40 This level range is a transition period. By now you'll have all or most of your main 1st job skills in place. As you climb from 25 to 40, you'll gain the ability to hit multiple monsters for the first time, gradually tighten your damage range until you never see a 1 or 2-digit number again (except on high DEF monsters), and stop restocking arrows for good. Exciting, eh? So meanwhile, grab a point in your job's mob skill so you can deal with the mobs in this section with ease. Dungeon: Ant Tunnel I or Dungeon: Ant Tunnel IV Horny Mushrooms, Zombie Mushrooms Spawn: I High, IV Moderate Training Cost: Moderate Movement: I Low, IV Moderate-High EXP/HP: Horny Mushrooms 1/8.6; Zombie Mushrooms 1/11.9 Overall Rating: B I Recommend: Maxed attacking skill and level 1 mobbing skill Notes: Ant Tunnel I naturally divides into 3 sections. The top-right, which spawns only Hmush; the middle, which is mixed and the most snipable section; and the bottom, which often has mass mobs of Zmush. Lower levels should start at the top level, making sure someone has the bottom so that the spawn stays up. Once you attain 2nd job and can mob, the bottom provides more EXP. In the event that Ant Tunnel I is overcrowded, move to Ant Tunnel IV, which has a similar structure. Bring a friend or two if you choose IV, or the spawn will be disappointing. Kerning City: Swamp of Junior Necki Jr. Neckis, (Slimes) Spawn: High Training Cost: Very Low Movement: Moderate EXP/HP: Jr. Neckis 1/7.5; Slimes 1/5 Overall Rating: B I Recommend: Level 1 mobbing skill, must have 92+ Accuracy Notes: To get here, press up on the wooden sign on the platform at the right end of Swamp of Despair I. Sniping spots everywhere, so you take practically no damage, high mobbability, and uncrowded. Method is to jump up onto a sniping spot, clear towards the right, drop to the bottom, kill Slimes going left. Repeat. The spawn should be approximately 4~6 Neckis per platform. The map favors Arrow Bomb; Iron Arrow has difficulty hitting unless standing in a slight dip in the platform or at the very edge. You can make relatively good money by selling the Skins. Ludibrium: Eos Tower 71st~73rd floor Trixters Spawn: High Training Cost: Very Low Movement: None/Moderate EXP/HP: 1/10.7 Overall Rating: B I Recommend: Use of a maxed attacking skill if you circulate the map Notes: Trixters hang by a string, moving up and down in one place. Use this to your advantage! You can train for entire levels here while barely getting hit at all. There are even some spots on the 73rd and 72nd floors (most notably this one) where you can just stand and snipe endlessly. Doing this is slower than actively moving around the map, but it requires no movement, uses no HP potions whatsoever, and doesn't require you to pay attention to the screen. Unfortunately, getting here takes either an Eos Rock Scroll or a long descent down the tower. Excavation Site III Wooden Masks, Rocky Masks Spawn: High Training Cost: Low Movement: Moderate if soloing, Low if sharing EXP/HP: Wooden Masks 1/11.9; Rocky Masks 1/13.3 Overall Rating: A I Recommend: Maxed attacking skill Notes: Excavation Site III has three main spawn platforms: the floor, the middle, and the top. The middle and top both have smaller raised platforms to the right where you can snipe without getting hit (though 1-2 masks do spawn on these platforms). To lower pot usage when clearing these two rows, hit every mask once, lure them toward you, then jump on the snipe platform. Because of the map layout, the area works best with two or three people. Perion: Land of the Wild Boar I Wild Boars, (Jr Boogies), (Dark Axe Stumps) Spawn: High Training Cost: Moderate-High Movement: Moderate EXP/HP: Wild Boars 1/13.1 Overall Rating: B I Recommend: Maxed attacking skill, some higher-level friends in the area to help clear out Boogies Notes: Boars are similar statwise to Masks and Zmush. The map is not laid out especially well, Boars overrun you often, and Jr Boogies cast very annoying debuffs, which make this place generally worse than Ant Tunnel or Excavation Site. For the Boogie problem, there are two statues at the top that sometimes get rid of all the Jr Boogies on the map, though it doesn't always work and takes a bit of jumping. A number of quest items drop at this place. Perion: Land of the Wild Boar II Wild Boars, (Dark Stumps), (Axe Stumps), (Dark Axe Stumps) Spawn: High Training Cost: Moderate-High Movement: Moderate EXP/HP: Wild Boars 1/13.1 Overall Rating: A- I Recommend: Maxed attacking skill, level 1 mobbing skill Notes: Less crowded than Boar Land 1, and no Jr Boogies. This map is comparable to Excavation Site III in that they both have three rows of spawn. This place has more spawn and is more mobbable than Masks, but has less sniping points. Ariant: Jr. Cactus Desert Jr. Cacti Spawn: High Training Cost: Moderate Movement: Low EXP/HP: 1/12.2 Overall Rating: A I Recommend: Maxed attacking skill. Notes: Even though they don't give great EXP for their HP, the map is nice and small requiring you almost no movement - just like V/H. If you like mansion training, this is for you. Aquaroad: Big Fish Valley Bubblefish, Flowerfish Spawn: High Training Cost: Low Movement: High, though Aqua has mobility EXP/HP: Bubblefish 1/14.2; Flowerfish 1/13.6 Overall Rating: B I Recommend: Level 1 Arrow Bomb. Sorry crossbowmen, IA won't work here. Notes: The spawn here is made up of mostly Bubblefish, which swim freely and spawn in clusters of 4-5, and a few Flowerfish, which stay on platforms. The map has two platforms which are shaped like a fish (see map) and divide the map into 3 zones horizontally. Swim in a rough S-shape through all three zones, using Bomb or single attack skills to lure every Bubblefish you see. Once you have a sizable mob, spam Bomb at it. Repeat. Ariant: Royal Cactus Desert Royal Cacti Spawn: High Training Cost: Moderate Movement: Moderate-Low EXP/HP: 1/13.6 Overall Rating: A I Recommend: Level 1 mobbing skill Notes: Flat, relatively small 1-platform map. Best for soloing, in contrast with multi-platform maps like Excavation Site and Boars which are preferably shared. Outside North Entrance of Ariant, North Desert Road 1, North Desert Road 2, or The Desert of Red Sand Meercats, Kiyo, Sand Dwarves Spawn: High Training Cost: Moderate Movement: Moderate EXP/HP: Meercats 1/13.4; Kiyo 1/14.5; Sand Dwarves 1/16.7 Overall Rating: B+ I Recommend: Level 1 mobbing skill Notes: I've lumped together these maps because they all contain similar monsters. Notice that Meercats have a better EXP/HP ratio. However, North Desert Road 2 is perfectly flat and contains Kiyo and Sand Dwarves, so the choice is up to you. Orbis Tower <6th floor> Leatties Spawn: Moderate Training Cost: Low Movement: Moderate EXP/HP: 1/16.7 Overall Rating: B I Recommend: Level 1 mobbing skill Notes: The shortest floor of Orbis Tower (which is my reasoning for selecting this particular floor rather than any other). Unfortunately, this map isn't easily accessible, and since it's in a tower you can't use return scrolls. The floor and the long platform up top are very mob-friendly for both Bomb and IA. The middle area consists of two adjacent platforms that each spawn ~3 leatties. Once you clear one of them, the other becomes easy since you can just snipe across the gap. Ludibrium: Terrace Hall, Ludibrium: Sky Terrace <1~2>, Ludibrium: Cloud Terrace <1~3> Brown Teddies, Pink Teddies Spawn: High Training Cost: Moderate Movement: Moderate EXP/HP: Brown Teddies 1/15.8; Pink Teddies 1/16.1 Overall Rating: A I Recommend: Nothing special Notes: This is pretty much the standard for level 30-40 training. Any of the six maps listed above are trainable, and they're all quite similar, though Sky Terrace 2 seems to be a favorite. Easily accessible from Ludibrium, which also has PQ, speed/warrior pills, and maze (which means free pots if you have level 51-70 friends). Hauanted House: Vanity Room [2] or Haunted House: Toy Room [3] Psycho Jacks Spawn: High Training Cost: Low Movement: Low EXP/HP: 1/11.6 Overall Rating: A I Recommend: Apparently IA is good in Toy Room [3] Notes: There are two maps that spawn purely Psycho Jacks. To get to Vanity Room [2], go from Foyer > 2nd row door on the right > bottom left door (Hidden-Street maps should help you). To get to Toy Room [3], go from Foyer > 2nd row door on the left > door above the stairs > bottom right door. Vanity [2] spawns only the moving Psycho Jacks, which means you don't have to waste a shot breaking the box, but it also has a mirror that does 300 damage when you pass by it. Toy [3] spawns 2 Jacks and 2 boxes. Mobbing is helpful in this room since you can open all the boxes while damaging the moving Jacks. Orbis: Garden of Green I, Orbis: Garden of Yellow I, or Orbis: Garden of Red I Jr. Cellions/Lioners/Grupins Spawn: High Training Cost: Moderate Movement: High EXP/HP: 1/16.9 all Overall Rating: C I Recommend: 1 PKB may help minimally Notes: Slightly outdated, there are better options available as of recently. However, the spawn is good, they drop good items, and overall they are still trainable. Since the upper platforms are less suitable for archers, find someone to take the top 2 platforms while you take the bottom. Maps for Levels 35-50 As you level through this range, you will probably be leveling up Bomb, IA, FA, and/or PKB, depending on your build. This is essentially where bowmen stop sucking and become (kinda) worth playing. By the way, a lot of the maps in this section tend to be focused on snipability and user-friendliness rather than huge spawn and mobbability like much of the 25-40 and 45-60 sections. So if these are not your type of map and you're not satisfied with the other options, go ahead and skip to the next section. No one will kill you. Amoria: Purple Plains 1 Sakura Cellions Spawn: Moderate-High Training Cost: Low Movement: Low EXP/HP: 1/16.9 Overall Rating: B I Recommend: IA, for crossbowmen Notes: THE moneymaking place. Sakuras have the stats of Jr Cellions and the drops (which includes meso drops) of Cellions. This makes it easy to make a few 100k in an afternoon just from meso drops alone, and more if you sell the tails. The problem with this as a main training place, however, is that it is notoriously difficult to find a free channel to yourself, and sharing is slow. However, if you do somehow find an empty map, it is a flat Kitty platform, so the EXP should be quite decent. Phantom Forest: Hallowed Ground Jr. Wraiths Spawn: High Training Cost: Moderate-High Movement: Moderate EXP/HP: 1/17.1 Overall Rating: A I Recommend: Good level Bomb/IA (especially IA), and/or FA Notes: This map consists of one long flat area (you'll run into several more of these). Maps like these generally have the same set of pros and cons. Since the terrain is flat, you won't run into the problems archers have with elevation and shooting. Also, having all the monsters on one platform makes it easy to manage mobs, since there are no natural partitions. However, this also means there are no safe/sniping points, and nowhere to escape from minimum range, which leads to taking more damage. Orbis: Cloud Park II Star Pixies Spawn: High Training Cost: Moderate Movement: Moderate EXP/HP: 1/18 Overall Rating: B I Recommend: Decent Bomb/IA, especially Bomb Notes: With a little imagination, you can see that the platforms in this map make a vague S shape. Starting from the bottom left, clear the bottom, go up to the small low platform with the structure and clear the platform to your right, then work your way up the S to the top right. Then jump down and mob the bottom once again. Ariant: The Giant of the Sunset Desert Giants Spawn: Moderate-High Training Cost: Moderate Movement: Moderate EXP/HP: 1/18.9 Overall Rating: B I Recommend: Perhaps 1-2 PKB Notes: Strongest monster in Ariant. Better EXP/HP than most around its level, except Nightmares. However, they're a bit obscure, so it may be inconvenient training. A small amount of PKB comes in handy when clearing the platform. Ludibrium: Whirlpool of Time Tick-Tocks Spawn: Moderate Training Cost: Low Movement: High EXP/HP: 1/20 Overall Rating: C I Recommend: Speed n jump Notes: Not the best EXP, but a nice fallback. People don't come here often, so you'll have no trouble finding or holding a map. Also, Tick-Tocks move slowly and don't hit too hard. All in all it's a pretty simple place to train at when the more popular areas are giving you headaches. Ludibrium: Path of Time <1> Platoon Chronos Spawn: Moderate-High Training Cost: Moderate Movement: High EXP/HP: 1/20.7 Overall Rating: B I Recommend: 1 or 6 PKB to lure, 2HKO and/or 10+ Arrow Bomb so they don't use their unavoidable attack, speed equips Notes: The map structure on this one is very interesting (refer to the Hidden-Street link). On the top 3 rows, you can provoke all the Chronos, jump across to the mini-platform to the right of the first ladder you see, and just snipe them down from there without being hit. The bottom rows, you could either take the Chronos down one by one, Bomb them if you're a hunter, or just provoke all the Chronos and mob while tanking (READ: very costly method). When splitting the map, you should take the bottom 2 while preferably a warrior, dit, or cleric should take the top 3. Ludibrium: Helios Tower 99th floor Retz Spawn: Moderate-High Training Cost: Low Movement: None EXP/HP: 1/17.9 Overall Rating: A I Recommend: Arrow Bomb. This is what this map is about. Notes: There is a peg in this map where you can just stand in one place and hit two platforms with Arrow Bomb. The spawn is self-sustaining, which means you won't ever have to clear the other platforms and your spawn will keep coming. Crossbowmen can try training here with AB/DS, but it isn't very effective. Ellinia: Monkey Forest II Lupins, Zombie Lupins Spawn: High Training Cost: Low Movement: Low EXP/HP: Lupins 1/19.4; Zombie Lupins 1/20 Overall Rating: A I Recommend: Arrow Bomb, once again Notes: A double Retz map, in a way. The majority of the Lupins spawn on two sets of three stacked platforms each, one at top and one at bottom (refer to the Hidden-Street link). Stand on the left of the middle platform of one stack and hold down Arrow Bomb. You should be able to hit all three platforms. When the spawn slows down, go to the tree and teleport to the other stack. If you have a friend who also has a decent Arrow Bomb, you can each take a stack and spam Arrow Bomb forever. Maps for Levels 45-60 Many new training opportunities now open up for you. As you will notice, from here on out, more and more of the monsters you attack can attack you back rather than simply ramming into you. Also, most monsters you've run into before have a KB rate of 1, which means they'll flinch back as long as you hit them. This no longer happens with higher-leveled monsters. These, combined with lower EXP/HP ratios and more EXP needed per level, mean that training is no longer a walk in the park. However, what the maps here lack in user-friendliness they make up in sheer spawn, mobbability, and/or just raw EXP. So... enjoy. Haunted House: Study [3] Nightmares Spawn: High Training Cost: High Movement: Low EXP/HP: 1/16.1 Overall Rating: A I Recommend: A bit of PKB Notes: Similar to V/Hoodoos, these have a high experience ratio for their level and spawn in a confined space that may cause you to get hit often. To get to Study [3], go from Foyer > 2nd row door on the left > door above the stairs > top left door. Aqua: The Dangerous Cave Flyeyes Spawn: High Training Cost: Ideally 'low', but depends on skill/equips Movement: Ideally 'none', but depends on skill/equips EXP/HP: 1/16.8 Overall Rating: B I Recommend: Reliably OHKO 1600 HP, PKB for backup. FA is a great asset if and only if it can also reliably hit 1600+ Notes: If training here I'd advise you first to practice the trip here so you get used to avoiding getting hit (which means death). Once in the cave, go across to where the Pianus portal is. Stand on one of the steps and just kill each Flyeye as it comes to you. This is why OHKOing is so important: if you fail to continuously pick them off, they will swarm you. If you are weaker you may snipe from the left instead, the spawn is less volatile there. Looting without a pet will mess up your rhythm, so don't loot mesos/ETC drops. Leaving the map: personally, I stand at the Pianus portal and quickly press up-esc-up-enter, which logs you out and returns you to Aquarium. Zipangu: A Night in the Forest Paper Lantern Ghosts, Dark Cloud Foxes Spawn: High Training Cost: High Movement: Moderate EXP/HP: Lantern Ghosts 1/20.6; Dark Cloud Foxes 1/23.6 Overall Rating: A I Recommend: High Bomb/IA, especially IA, speed equips, PKB if you frequently get overrun. Notes: This area carries most of the typical pros and cons of flat maps: easy to mob, easy to reach spawn, no safe/sniping points, relatively high pot use. Since it's in Zipangu, you can access it from any continent. The Lanterns have two magic attacks, but neither is overly damaging, and they are easy to KB. The Foxes don't have any magic attacks, but are harder to flinch. This combination can make training here slightly demanding for the lower end of this level range. Korean Folk Town: Entrance to Black Mountain Moon Bunnies Spawn: High Training Cost: Moderate Movement: Moderate EXP/HP: 1/23.6 Overall Rating: B I Recommend: High Arrow Bomb, though not necessary Notes: These have better spawn since 0.49, and are probably worth a try if other places aren't working. The main spawn exists on the ground floor and the low platform right above it; the high platforms don't need to be cleared. The low platform can get in the way of shooting, but if you clear the floor left to right and the low platform right to left (or vice versa) it shouldn't interfere too much. Orbis: Cloud Park IV Lunar Pixies, (Star Pixies), (Fierrys) Spawn: High Training Cost: High Movement: High EXP/HP: 1/23.8 Overall Rating: A- I Recommend: Bomb/IA Notes: Easier than Lusters and give less valuable prizes (aww...) but the training method is similar. The map is structured a little differently; there are no lower long platforms, and the short platforms make a figure-eight shape with the bottom half of the figure spawning no monsters. After clearing the bottom, rotate in a circle around the upper half of the eight once or twice. When you're done, jump down to the bottom again. Be careful when mobbing the bottom; the pixies have a nasty habit of bumping you up to the tiny platform with Spirituna's door on it and trapping you there. For more details, check out WhiteAsIce's Guide to Pixies for Archers. Though it's outdated as of this writing, it's still a good reference. Ludibrium: Lost Time <2> Master Chronos Spawn: High Training Cost: Moderate Movement: High EXP/HP: 1/22.6 Overall Rating: B I Recommend: A boredom cure of some kind Notes: This map is nearly 100% sniping spots. Either go up and down the middle platforms and snipe left and right, or circle around the outside ledges doing the same thing reversed. With a few ranged party members (especially archers, sins, clerics) training here will be a breeze. Looting does slow your training a bit. Herb Town: 50-Year-Old Herb Garden Need input. This place has good spawn though, no kidding. It's like a 2-platform Dummies. I'd really appreciate if someone in this level range tried these out. Mu Lung Practice Field: Beginner Straw Target Dummies Spawn: High Training Cost: Moderate Movement: Low EXP/HP: 1/22.2 Overall Rating: A I Recommend: High Bomb/IA, especially IA; speed equips. Ironically also a good FA map Notes: Beginner Level is another flat area, and a crowded one at that. This map is well-known for having one of the highest spawns and providing some of the fastest EXP possible in mid- to late-2nd job. Sometimes it may be difficult to find a map, but partying is possible even though there are no solid partitions. Mu Lung Practice Field: Easy Level~Advanced Level Straw Target Dummies, Wooden Target Dummies Spawn: Moderate-High Training Cost: Moderate Movement: Moderate-High EXP/HP: Straws 1/22.2; Woodens 1/22.5 Overall Rating: B I Recommend: Speed; high Bomb/IA; also good FA maps Notes: This is usually where people go when the Beginner map is all full. Easy Level is good to split with a higher leveled player taking the bottom while you take the top, or vice versa. Normal and Advanced levels could potentially be great EXP when shared with 3-4 people, but since everyone's busy at the Beginner level, such parties seldom ever form. These last three maps are also soloable, though less so than Beginner. Henesys: The Entrance of Golems Temple Stone Golems Spawn: Moderate Training Cost: Low Movement: High EXP/HP: 1/23.5 Overall Rating: C I Recommend: Jump equips; FA and/or PKB Notes: +10 jump allows you to jump from the lower platforms to the higher ones, saving some movement. Since Golems move slowly, they are easy targets for bowmen. You won't get hit much here, which makes this an excellent low-on-pots fallback. Unfortunately, they can't really be mobbed, and combined with the high amount of movement, the EXP is often subpar compared with other options. Kerning City: Subway Line 1 Area 4 Wraiths Spawn: High Training Cost: Moderate Movement: High EXP/HP: 1/23.3 Overall Rating: C I Recommend: Speed n jump Notes: Somewhat outdated. The spawn is actually very good, comparable with most of the recent places, but the climbing is what does this place in. Since the map is fairly large, and the platforms have very little self-respawn (when you kill a monster on a platform and it spawns another), it forces you to move around in search of targets. Still, with a friend to minimize movement, Wraiths may be worth a mention. El Nath: Watch Out for Icy Path 1 Jr. Yetis Spawn: Moderate-High Training Cost: Moderate Movement: High EXP/HP: 1/27.4 Overall Rating: C I Recommend: Some PKB to lure, high Bomb/IA, snowshoes Notes: Somewhat outdated, there are better places to train now. But if other places don't work for you, this is still an option. To train here, use mob skills and PKB to lock a bunch of Jr. Yetis on to you, then fire away. Jr. Yeti training relies on mobbability, since the EXP ratio alone would make it inferior to other places. Maps for Levels 55-80 If you haven't noticed, this is a large level range. This is not a mistake; it's based on an observation that the monsters listed in this section can be trained on by level 55 archers, as well as level 80s. How could that be? Well, at level 55 all your main training skills are in place. This means that level 55's are perfectly capable of getting good EXP at these monsters if they deal enough damage to 2-3HKO, even though they are technically underleveled for them. And for the level 80's, higher monsters than these generally aren't worth training on due to bad EXP ratio, until the DT/Squid level. So until you're ready for that jump, you're left with this section - which you hopefully won't overkill too much. Because of the large range, I'll occasionally address 2nd and 3rd jobbers differently in the 'Notes' section. Mu Lung Practice Field: Beginner Level ~ Advanced Level Straw Target Dummies, Wooden Target Dummies Spawn: High Training Cost: Moderate Movement: Moderate EXP/HP: Straws 1/22.2; Woodens 1/22.5 Overall Rating: A I Recommend: High Bomb/IA, especially IA; speed equips. Ironically also a good FA map Notes: Dummies are still a very good option in this level range. The first map (Beginner) is a flat area, and a crowded one at that. This map is well-known for having one of the highest spawns and providing some of the fastest EXP possible in mid- to late-2nd job. Sometimes it may be difficult to find a map, but partying is possible even though there are no solid partitions. Easy Level through Advanced Level are good alternatives in case Beginner is too full; more details on those in their own entry in the 45-60 section. For early 3rd job, these get overkilled by Strafe, but because of their spawn it may be possible to IA or AR/E them effectively. Orbis: Cloud Park VI Luster Pixies, (Lunar Pixies), (Fierrys) Spawn: High Training Cost: Moderate Movement: High EXP/HP: Luster Pixies 1/25.8 Overall Rating: A I Recommend: Bomb/IA; PKB or 1 AR/E for clearing the first platform in the sequence Notes: An old place, but with newly improved spawn and layout this is comparable with the more recent maps. The map has a bottom floor, three level platforms near the floor, and a sequence of shorter platforms above them forming a '>' shape. My soloing method is to mob the bottom, clear the low platforms, then go up and down the platform structure once sniping from one to the next. After clearing the bottom, the platforms will be saturated leaving little room to shoot, so watch out for that. The luster pieces that drop are valuable exchange quest pieces. For more details, check out WhiteAsIce's Guide to Pixies for Archers. Though it's outdated as of this writing, it's still a good reference. Mu Lung: Foggy Forest Book Ghosts, (Reindeer) Spawn: High Training Cost: Moderate Movement: Moderate EXP/HP: 1/25.7 Overall Rating: B I Recommend: Bomb/IA, a training buddy or two Notes: Comparable to FoG, but less well-known. Like FoG, it has four platforms stacked on each other, like a pyramid shape. If you're bored of STDs, you can try to set up the equivalent of a traditional 3-person FoG party here. Soloing or sharing with two people is possible, in case suitable people are hard to find. If you solo, I recommend some speed/jump equips to aid movement and climbing. El Nath: Forest of Dead Trees 2~4 Coolie Zombies Spawn: High Training Cost: Moderate Movement: Moderate EXP/HP: 1/23.7 Overall Rating: B I Recommend: Snowshoes so you don't slide Notes: Previously the only good training for levels 60-80, there are now a number of alternatives to Coolies. This is still, however, a very viable place to camp for a few hours and train. If you can sell the teeth for 500 each, these can make you many times more mesos than Dummies. If you would like to elaborate, please do so at link Sleepy Dungeon: Forest of Golem Dark Stone Golems, Mixed Golems Spawn: High Training Cost: Moderate Movement: Moderate EXP/HP: Dark Stone Golems 1/24; Mixed Golems 1/28.5 Overall Rating: A I Recommend: For 2nd jobbers, maxed PKB and Bomb/IA; in 3rd, 1 AR/E Notes: This is another well-known one, and was once the 'Coolies II' until even more alternatives came out. The ideal configuration here is a 3-person party where one person is responsible for the top two platforms and the other two take a platform each, each person keeping up the spawn for the rest. Good FoG parties are some of the best EXP in this level period. As for soloing, a 3rd jobber can take the whole map with AR/E to clear the top two platforms, and Strafe to kill more quickly. 2nd jobbers would have trouble doing the same, since when you're done with one platform, the others will probably be too full to shoot. Henesys: Golem Temple IV Mixed Golems, (Blue Mushrooms), (Lupins) Spawn: Moderate Training Cost: Low Movement: High EXP/HP: Mixed Golems 1/28.5 Overall Rating: C I Recommend: PKB and/or FA, high +jump Notes: An alternative to the more popular places. Like Stone Golems, the temple Mixed Golems are easy to kill without getting hit much but have no mobbability, unremarkable spawn, and a large amount of movement required. More geared towards 2nd job, as the movement and climbing simply isn't worth it for a faster-killing 3rd jobber. Excavation Site: Camp 1~3 Skeleton Soldiers, Officer Skeletons Spawn: Moderate-High Training Cost: Moderate Movement: High EXP/HP: Skeleton Soldiers 1/24.2; Officer Skeletons 1/31.2 Overall Rating: B I Recommend: Grab a friend so you only have to cover half the tower Notes: These maps are characterized by climbing (a lot of it), sniping points, minimum range problems, and being empty the vast majority of the time. Not the best EXP, but an alternative. Camp 1 has a high Soldier spawn and low Officer spawn, is fairly easy to get used to, and most suitable for 2nd jobbers. Camp 2 is similar but with a higher Officer spawn, and has an invisible hole in the top platform that you'll fall through and monsters won't cross when going right to left. Camp 3 consists of a single ladder leading up with platforms equally spaced on either side, and a high Officer spawn good for early 3rd job. Note that there are two entrances to these maps, top and bottom, so you could leave from the bottom and reenter at the top to reduce climbing. Zipangu: The Secret Spa (M/F) Firebombs, Red Slimes Spawn: Moderate Training Cost: Moderate Movement: Moderate EXP/HP: Firebombs 1/25.4; Red Slimes 1/25 Overall Rating: C I Recommend: Bringing antidotes Notes: Not too special. Training here is possible, although it requires more moving than the average map. Watch for vents on the ground that occasionally cough up gas that poisons you for 30 continual damage, twice the damage of Coolie poison. Either bring cures, or learn to avoid stepping over the vents, or the poison damage will amount to quite a lot in potions. An early Blizzard build gets honorable mention here. Haunted House: Sophilia's Bedroom [3] or Haunted House: Vanity Room [3] Voodoos/Hoodoos Spawn: High Training Cost: High Movement: Low EXP/HP: 1/20.3 all Overall Rating: A I Recommend: Either some Strafe, or good equips and lots of patience. Notes: The current #1 most popular training maps in GMS, due to their high amount of EXP and little movement required. To get to these maps, go from Foyer > 2nd row door on the left > door above the stairs > top right door (Hoodoos) or door-with-the-photograph (Voodoos). Hoodoo spawn is grouped towards the middle of the room while Voodoo spawn is more randomly placed, though finding an empty map of either one is difficult. Lower levels training here face the challenges of defending your map from KSers, overcoming high KB rate, and limited space to shoot. As you level though, all three of these become easier to deal with and the experience becomes better. The training itself is simple enough, just stand on one side and shoot as they come. Korean Folk Town: Fox Ridge Samiho Spawn: Moderate-High Training Cost: Moderate Movement: High EXP/HP: 1/24.3 Overall Rating: C I Recommend: Speed equips, enough damage to 2HKO, maxed Focus or avoid pills, lots of holy water/all cures Notes: Training here differs from other training in two important ways. One, instead of climbing to reach upper platforms, you use teleports. There is one teleport connecting each platform to the ground floor, which you will have to use to circulate the map. And the other: when attacked, Samiho will try to curse you, halving your EXP for the next 30 seconds or so. To avoid burning cures, either hit several Samiho at once and let them all use up their curse before curing yourself, or simply avoid mob skills and rely on being able to 2HKO monsters before they can curse. Avoid helps a lot against cursing. Masteria: Mountain Cliffs [without AR/E] Gryphons Spawn: High Training Cost: Freakin' High Movement: Moderate EXP/HP: 1/15 Overall Rating: C I Recommend: Probably FA or Strafe, maxed PKB for backup, money to burn Notes: Gryphons is typically a place for Arrow Rain/Eruption, but it's possible to train here without it. The idea is simply to single-attack Gryphons from a distance, treating it as any other map (besides the teleporters, see the AR/E entry for more on that), taking advantage of the high EXP ratio of 1/15. Although it's not nearly as efficient as AR/E training, this can be done as early as level 60. Take care not to hit too many Gryphons at once, since you won't be able to deal with a swarm except by PKBing it to death, which eats a lot of potions. For Gryphon training with AR/E, see the next section. Mu Lung: Wild Bear Area 1~3 or Mu Lung: Territory of Wandering Bear Grizzlys, Pandas Spawn: High Training Cost: Low-Moderate Movement: Low EXP/HP: Grizzlys 1/25.9; Pandas 1/28.9 Overall Rating: A I Recommend: Strafe, FA, or good equips Notes: Increased spawn since 0.49. These are especially good partied with a friend, but soloing is fine too. At Wild Bear Area 1, snipe with DS/Bomb at the two platforms on the side, and clear the center platform. IA, DS, or Arrow Bomb the bottom floor. Map 2 and 3, albeit slower experience, they allow for many platform-to-platform sniping opportunities, especially Map 2. The fourth map, Territory of Wandering Bear is best shared since it is a 2-platform map. If you do not have reliable PKB, try to kill them quickly rather than provoking too many; their walking speed increases dramatically once they are hit. Zipangu: Vanished Village [early 3rd job] Water Goblins, (Samiho) Spawn: High Training Cost: High Movement: Moderate-Low EXP/HP: Water Goblins 1/32.3 Overall Rating: B I Recommend: 130+ speed, maxed IA (also good for early-Inferno builds, but let's not get into that) Notes: Very mobbable, and flat. This means fast killing, but also high pot consumption. When you hit a Samiho, finish it off before it curses you or it'll halve your EXP rate. Despite the mediocre EXP ratio, this makes a good alternative to FoG, Coolies, or Dummies. Maps for Early AR/E, 72-90 The maps listed here are suitable for training using Arrow Rain/Eruption as the main attack, and are mainly directed to those with an early AR/E build. Some of these maps also appear in other sections because they can be done in different ways, as this section solely deals with using AR/E to train. Masteria: Mountain Cliffs [the real one] Gryphons Spawn: High Training Cost: High Movement: Moderate EXP/HP: 1/15 Overall Rating: B I Recommend: At least 1 AR/E and 1 Strafe Notes: There are two ways to train here. The first way is to rotate around the teleporters and kill the Gryphons as you go. The second is to provoke the Gryphons around each teleporter and then mob them all at once. The first is more efficient, the second is safer, and I don't know which one is faster. Either way, the map rotation is the same: refer to [url=]this picture[/url] or [url=]this guide by player1or2[/url]. Looting is difficult, for obvious reasons, and without money drops this place can burn potions fast. For more details, check out player1or2's How To Train At Gryphons. Herb Town: Red Nose Pirate Den 2 Kru, Captains Spawn: High Training Cost: High without a pet Movement: Moderate EXP/HP: Kru 1/47.2; Captains 1/53.2 Overall Rating: B I Recommend: 11+ AR/E and a pet Notes: Notice the bad EXP ratio. That said, this place relies on constant six-mobbing for good experience, and drops for profit. This place works because AR/E can hit both floors at once. There are two ways to train here (do you see a pattern?). One is simply to jump in the mob and spam AR/E, which is more direct and faster, but burns more pots. The other is to gather the mob, jump onto the sail on the left, and snipe with AR/E there, less efficient but pot conserving. An alternative to this second method is the map below. Herb Town: Red Nose Pirate Den 3 Kru, Captains Spawn: Moderate Training Cost: Very Low Movement: None EXP/HP: Kru 1/47.2; Captains 1/53.2 Overall Rating: B I Recommend: 21+ AR/E and a pet Notes: A self-sustaining snipe point. Stand on the gray handrail right in the middle of the map, low enough to reach the bottom floor but high enough not to be hit by the swords. At 21 AR/E, the range is large enough to hit every platform on the map, except the smallest at the top. The best part: if you have a pet to loot, the profit here can easily reach 1 mil mesos per hour, and at almost no expense. The EXP is not as high as some more proactive places, but the money and the little effort required make it worthwhile. Haunted House: Vanity Room [3] Hoodoos Spawn: High Training Cost: Moderate Movement: Low EXP/HP: 1/20.2 Overall Rating: A- I Recommend: 11+ AR/E, ideally 21+ Notes: AR/E training works much better at Hoodoos than Voodoos, since Hoodoos spawn in a group of 4 near the middle. To get there, go from Foyer > 2nd row door on the left > door above the stairs > top right door. Now, if you stand right at the base of the chandelier, you can reach all four Hoodoos with AR/E. Simply kill them all at roughly the same time, and they'll all spawn again at the same time after a couple seconds. Repeat. As of .56, it may be viable until level 90 due to the increased spawn rate. With good AR/E at a Hoodoo channel, no one can steal your channel unless they have an area mob skill better than your AR/E. Zipangu: Parking Lot Leader B, Extra D Spawn: High Training Cost: High Movement: Moderate EXP/HP: Leader B 1/28.1; Extra D 1/32.5 Overall Rating: C I Recommend: 11+ AR/E Notes: This map in MSEA is much better than the GMS version, mainly because Extra D can't jump and don't have the GMS glitch where they are untouchable when they stand still. This allows you to train largely untouched, whereas in GMS you are vulnerable to their magic attack which does up to 1500 damage. Still, it has a great spawn, and is a possible training area with AR/E. NLC MesoGears: Wolf Spider Cavern [AR/E training] Wolf Spiders Spawn: High Training Cost: High Movement: High EXP/HP: 1/23.3 Overall Rating: B I Recommend: 21+ AR/E, 110+ jump, 2000+ HP, Puppet Notes: Almost the whole map is doable with only AR/E. The top pair of legs are only there for show. Walk up the second pair hitting every spider you pass, come back through the teleport and spam AR/E through the wall. Gather all the spiders on the third pair, then jump down to the platform with the fire and teleport back up where you can snipe with Arrow Bomb or Strafe. Lure the spiders from the bottom pair into the pit. Cast Puppet in the corner and AR/E them to death. Wolf Spiders have high 2HKO touch damage, so watch out for that. For more details and a more Strafe/Arrow Bomb-oriented training method, check out Otay's Guide to Wolf Spider training. If you would like to suggest more early AR/E training options, please tell us at link Maps for Levels 80+ This is where things start to get interesting. The majority of the monsters you'll be seeing from now on have high defense, dish out lots of damage, and have deceptively high EXP/HP ratios. Strategy matters now more than ever, as the monsters from now on can kill you in less hits than you kill them. Ludibrium: Forgotten Path of Time <3> Death Teddies Spawn: Moderate Training Cost: Moderate-High Movement: High EXP/HP: 1/24.6 Overall Rating: C to B (see notes) I Recommend: Level 75+ at minimum; Strafe, Puppet and/or Blizzard, speed equips Notes: A decent map to train on, and helpful for an archer to adapt to high leveled monsters, since they can kill a player in two hits. This is why it is initially ranked C, because the probability of dying or using pots is higher as one adapts, and at this time there are just other maps that have less risks. However, once a player adapts this could be ranked B, assuming the person utilizes snipe spots and Puppet. The best way to clear the bottom is to lure the Death Teddies with Rain/Erupt to one side of the map and place puppet out of reach on an above platform. For more details on sniping spots, check out Keone's Death Teddy Sniping Kit. Somewhat outdated, but I don't think the map has changed (much). Aqua Dungeon: Dangerous Sea Gorge I Black Squids, Risell Squids, (Goby House) Spawn: Moderate Training Cost: Moderate Movement: Moderate EXP/HP: 1/20.9 Overall Rating: B+ I Recommend: Level 75+ at minimum; Strafe at level 15+ Notes: Squids are a decent map to train on, and would help an Archer adapt to high leveled monsters, since they can kill a player in two hits. However, this is usually only by touch damage and not magic so the risks of dying and pot usage is smaller than other high-level places. If you are spawned on, swim out the way, because the second hit WILL kill you. There are three Goby Houses on this map; if you decide to attack them, stay far away from their magic as they can kill most level 80 archers in one hit. The best way to clear the bottom is to lure the Squids with Rain/Erupt to one side of the map and place puppet out of reach on an above platform. Leafre: Destroyed Dragon Nest [mid platform sniping] Jr. Newties Spawn: High Training Cost: Depends on your method Movement: None EXP/HP: 1/17.9 Overall Rating: B I Recommend: Level 85 at minimum; Strafe at level 20+, Hawk/Eagle Notes: Before level 100+, you will not have enough HP to survive a Nest Golem hit, nor will you have the damage to kill Jr. Newties efficiently. However, the 2nd platform is a self-sustaining snipe point which provides decent EXP with little to no effort. Stand on the left, face the first Newtie, and hold down Strafe until it dies. Wait for respawn and repeat. If you have a decent Hawk/Eagle, you can stand closer, which will allow you to attack the second one behind it once the first one dies. Getting there, however, is a problem, as well as any transformed Nest Golems which will OHKO you. Also, looting is very dangerous because of the Newties' magic attacks. Leafre: The Area of Black Kentaurus Black Kentaurus Spawn: Moderate-High Training Cost: High Movement: Moderate EXP/HP: 1/23.1 Overall Rating: B I Recommend: Level 85 at minimum; 2 second freeze and/or some Hawk/Eagle; decent Strafe, Puppet level 3+ Notes: Snipers and rangers take slightly different routes. The two pits are snipable from the middle raised area, although Kents spawn on that raised area. After clearing the bottom enough, the right platform can be sniped from the right most wall (they're spears barely hit you). Then the left side is agro them all, then puppet on that top platform. For snipers, you will want to freeze/strafe any single kents, especially when you are on the middle sniping the pits. Rangers need to hawk/strafe. Watch the gophers, they pop out of the ground at certain spots. You will get hit a lot, and they don't drop anything special. The map is nice and small, not too much climbing and also you can get 10 attack fruits at random that last for awhile which can help some people save some money. Without a good level of Hawk or Blizzard, you will be tanking a lot of damage. For a more detailed approach to the map, check out Chrome's Black Kentaurus - Early Sniper training on Sleepywood.net. Ludibrium: Warped Path of Time <4> Spirit Vikings Spawn: High Training Cost: Low Movement: High EXP/HP: 1/23.8 Overall Rating: B+ I Recommend: Level 90 at minimum; Strafe at level 15+, Puppet and/or Blizzard, Rain/Erupt, and speed equips Notes: Rangers and Snipers are great at Vikings since there is a sniping spot for every single platform, and they can cover the bottom fairly easily with Blizzard/Puppet on the small platform in the middle. Theres a chance for really good drops like Ilbis and other stuff, and money won’t be too big of an issue. At 17xx magic damage and 15xx touch damage, carrying Barbarian Elixirs or Ramen + Grilled Cheese works really well. As of .56, the map is renovated, with new sniping and puppet points. Great alternative to squids. For a video tutorial of the sniping spots check out Pokgai's Level 120 Movie. Aqua Dungeon: Dangerous Sea Gorge II Black Squids, Risell Squids Spawn: Moderate Training Cost: Moderate Movement: High EXP/HP: Squids 1/20.9; Risell Squids 1/19.6 Overall Rating: A I Recommend: Level 92 (leech level) or 85 minimum soloing with required skills; Strafe at level 15+, Hawk and/or 11+ Blizzard Notes: Squids are a decent map to train on, and would help an Archer adapt to high leveled monsters, since they can kill a player in two hits. However, this is usually only by touch damage and not magic so the risks of dying and pot usage is smaller than other high-level places. This map mostly consists of Risell Squids and should only be trained on if you can perform well at Dangerous Sea Gorge I. If you are spawned on swim out the way, because the second hit WILL kill you. This map is more suited for parties and will gain you exceptional experience if you do so, assuming your party is good. The best way to clear the bottom is to lure the Squids with Rain/Erupt or other lure skill to one side of the map and place puppet out of reach on an above platform. For a more detailed training route, check out RoyalCat's Lethal Squid Soloing Guide. Aqua Dungeon: Deep Sea Gorge II Goby Houses, Gobies, Bone Fish Spawn: Moderate Training Costs: Moderate Movement: High EXP/HP: Gobies 1/12.1 Overall Rating: A I Recommend: Level 90+ minimum, unless with early Goby build; Strafe and Rain/Erupt both at level 11+ minimum (but as much as possible is recommended), Blizzard/Inferno 1, Eagle/Hawk may be of help Notes: Arrow Eruption/Arrow Rain is a must to train here. Snipers should have at least level 1 Blizzard and Rangers should have at least a Level 1 Inferno to cluster Goby’s. Soloing Goby’s can be better experience than a good Squid party and even Goby parties as you get closer to level 100. For more details... there are a whole bunch of guides out there. CrItiCaLSniper's (for Snipers), Googlesearch's (for Rangers), Devilry's (with purely AR/E) and more I haven't added at the moment. Leafre: The Burning Forest, Leafre: The Forest That Disappeared, Leafre: The Hidden Dragon Tomb II, and Leafre: Dragon Forest III Green Cornians, Dark Cornians, Brextons Spawn: High Training Cost: Moderate Movement: Moderate-High EXP/HP: Green Cornians 1/18.7; Dark Cornians 1/18.1; Brextons 1/22 Overall Rating: B I Recommend: Level 100+ minimum Notes: A collection of middle-Leafre training areas. Burning Forest is pretty flat and has a good spawn of Dark Cornians. Forest That Disappeared has a better spawn and better terrain than Burning Forest, saving pots, but has more Green Cornians which give less EXP than Dark ones. The Hidden Dragon Tomb has a lot of sniping spots but has less spawn, and is good if you want to save money. Dragon Forest III has a massive spawn of Brextons, and a lot of teleports that will save walking time. Leafre: Canyon: East Road Need information about this and other Wyvern maps if they're any good. If you would like to provide input, please tell us at link Leafre: Entrance to Dragon Nest Dark Wyverns Spawn: High Training Cost: High Movement: Low EXP/HP: 1/19.0 Overall Rating: B I Recommend: Reliable KB (sharp eyes), DB, maxed Puppet Notes: Dark Wyverns have an extremely fast spawn, as well as having a lot of unconfirmed drops. As wyverns move fairly quickly, Dragon Breath and puppet is a frequent combo here. Zipangu: Encounter with the Buddha Mong Ghosts, (Black Crow) Spawn: High Training Cost: High Movement: High EXP/HP: 1/21.3 Overall Rating: B+ I Recommend: Level 100+ minimum; Rain/Erupt, Puppet, Inferno/Blizzard, Phoenix/Freezer, Dragon’s Breath Notes: This map is flat and easy to navigate, but the spawn is massive and the enemies move very fast. The skills recommended above will make your life much easier here and are effective in slowing them down, but if you train here, plan to die a few times getting used to it. Bringing something that recovers 2000 HP is also recommended. It is also very difficult to kill Black Crow without an experienced party and it will kill an Archer in one hit even with HB (touch and magic damage 8000+). For more details, check out WhiteAsIce's Himes Guide for Archers. The Grave of a Wrecked Ship Sharks, Cold Sharks Spawn: Moderate Training Cost: Moderate Movement: Moderate EXP/HP: Sharks 1/21.7; Cold Sharks 1/21.6 Overall Rating: C I Recommend: Strafe, Puppet, Blizzard, Inferno, Hawk/Eagle, Arrow Bomb, Rain/Eruption (pretty much every 3rd job skill) Notes: Sharks are right next door to Goby’s/Squids so it makes it a good option if you fancy a change or can’t find a party. Soloing here is a little slower than Goby’s, but the maps are nearly always empty and the drops a little more exotic than what everyone else will be selling in FM. Sharks drop two high value scrolls and a lot of other drops not listed in the databases. Shark Fins are a difficult to obtain quest item, so you can sell them for 2,000 Mesos each. Sharks have a VERY nasty bite and some very annoying buffs, and you want to avoid getting hit here as much as possible. A high level of Silver Hawk/Golden Eagle is pretty essential. Sharks have dispel, which is not too much of a problem when soloing, but limits partying with a priest to cycling the map together. The high level ski New Blog: Quit
It feels bad to give a map an F, anyway. I should do more C's though, at the very least. And the links don't work, I'm aware of that. I'll fix in a moment. Hey Zyin. testing testing Hosht. I just remembered I was gonna do something with the 80+ section, which I forgot. -goes back to revising it- I'll keep the current version up though. kevvl13 said: "Ah, Finally posted. Im working on an early Blizzard build. Red Kents are really good exp." Any percentages? :] I wanted to go early Blizzard myself, but I got persuaded otherwise by the numerous PG hackers there. But now a lot of them are banned, so :/ Also, I think Sage Kitties should be put on the list. If you want, I'll try and put it in your format :] New Blog: Quit
Small typo at the end of the Pirate Den 3 notes. mke, should be "make". And there's a faster/better way to get to hoodoos/voodoos than the way you have written down. It's about 5-10 seconds faster, which DOES make a difference when you're racing a training competitor there. It's posted somewhere at AGF... And for 80+ Jewties, training cost is quite HIGH if you rely on Hawk/Eagle. For one: they will NOT have reliable stun at 8X, and probably not at 9X. You will get hit for 2K damage once every few Jewties, and you have to use pots immediately. For two: if you're going to have constant hawk/eagle out, the summoning rocks are going to start adding up. For three: you can't loot without seriously risking death. As for your comments about the Nest Golems... once you're on the "safe" middle two left platforms and after you've started training, you shouldn't have to worry about Nest Golems unless someone else kills the far right Newties.
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03/26/08 |