Burning Woods  

Quick Facts

HOT ZONE
Type: Outdoor
Continent: Kunark
Instanced: No
Keyed: No
Level Range: 35 - 50
Send a correction
A once-flourishing forest, much of these woods have been incinerated by what some believe to be a meteor, evidenced by a couple of giant craters and ongoing fires.

The Sarnak city of Chardok sits in the northeastern corner while Di`Zok followers roam what remains of the woods. Also residing in this smoldering land are the Kromdul, a nest of hornets, plenty of wandering undead, and highly aggressive tatterback gorillas.
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The Burning WoodsOne of the CratersA Wandering WurmGiant Fortress
Moldering GorillasHornet NestUndeadJeb Lumsed's Disguise
Passage to the Frontier MountainsKorasal Klyseer and CompanyInside the Giant FortChardok
Post Comment
EXP on the TLP Server
# Jun 17 2011 at 5:16 PM Rating: Decent
5 posts
Did the sarnak fort camp from 38-48 on and off. Spawns are fast and on the TLP server, it's about 1% exp per minute, if not faster earlier on.

Btw, gorillas see invis and there are lots of warping/pathing issues heres.
The old way...
# Jun 26 2008 at 7:30 AM Rating: Decent
15 posts
oops


Edited, Jun 26th 2008 11:35am by Roamming
Camp spot
# Dec 01 2007 at 10:02 PM Rating: Decent
2 posts
Is there a good spot to camp as a ench/mnk/sham combo at lvl 35-38? I think we are a bit to low for the giants and was wondering if there was some ape or sarnak camp.
Soloing Shadowknight
# Oct 31 2007 at 5:37 AM Rating: Decent
Great place to level up and gain AAxp. Been here since 51 and shot up by two levels and 6 AAs in 3 nights of moderate playing.

Very easy pulling single light blue wasps, giants, undead and gorillas. All pretty easy even with the odd add which was down to laziness not moving of the usual route they take. Even the greens are good fun and quick.

Lots of great places to set up as pulling spots. Still getting very easy xp so will plow on till 54 and then thrash some AAs before looking for a new fun spot.

Anyone know any for a 54th where lots of light blues/dark blues good xp?
Soloing Paladin (Level 55)
# Oct 18 2007 at 4:57 AM Rating: Decent
22 posts
I have found a great spot to grind AA'a (72 so far, with 53 more to go) that is totaly safe from adds. East of the Giant fort (loc 1200 m472) are some ruins with 6 undead spawns which are either Green or Light Blue to me at 55. Wipe everything out, med 15 seconds (sometimes!) and back to work. Paladin OWNAGE is an understatement.
____________________________
No Knight of Karana has ever fallen when Karana is watching over him.
Soloing Paladin (Level 55)
# Oct 18 2007 at 4:28 AM Rating: Decent
22 posts
I have found a great spot to grind AA'a (72 so far, with 53 more to go) that is totaly safe from adds. East of the Giant fort (loc 1200 m472) are some ruins with 6 undead spawns which are either Green or Light Blue to me at 55. Wipe everything out, med 15 seconds (sometimes!) and back to work. Paladin OWNAGE is an understatement.
____________________________
No Knight of Karana has ever fallen when Karana is watching over him.
Just in case anyone missed it
# Sep 21 2007 at 2:18 PM Rating: Default
Just in case anyone missed it, here's the story of Burned Woods.

http://everquest.allakhazam.com/forum.html?forum=1;mid=112292270025307499#m1122928253102031570
hot zone aug?
# May 22 2007 at 2:56 PM Rating: Decent
4 posts
Anyone know what the hot zone aug is for this zone?
hot zone aug?
# Jun 02 2007 at 5:30 PM Rating: Decent
The Aug for this zone is Spotted Lava Rock
+30 Mana +30 Endur
+10 save Fire

looted from wurm

Twigleaf
hot zone aug?
# Jun 07 2007 at 2:14 PM Rating: Decent
7 posts
I actually got one from hornets. Found a bunch on hornets. >_> Too many infact...
Kromdul faction
# Sep 18 2005 at 7:39 AM Rating: Decent
4 posts
I've been killing gaints at the fort and am getting Kromdul faction .... but can't find anything on it
Where is it this week?
# May 08 2005 at 7:17 PM Rating: Decent
Where is the Burning Woods this week?


I heard from a guildmate that it was zoned into from the Abysmal Sea, but then I heard somewhere else that it was somewhere off of Kedge Keep. Please help me!

/snicker
____________________________
Heheheh...it only hurts for a moment!
My theme song...totally.
Ultorbarbarice Mandragoran
52nd Warrior of Halas

Proud accomplishment: Been playing since 2002 and have only reached level 52.

RE: Where is it this week?
# Feb 11 2006 at 9:35 PM Rating: Default
*
73 posts
You're confusing Burning Woods with Burned Woods.
RE: Where is it this week?
# Jul 31 2005 at 6:39 PM Rating: Decent
I think it is near Everfrost Peaks this week. mm could be wrong tho, perhaps The Arena maybe?
RE: Where is it this week?
# Aug 29 2007 at 1:45 PM Rating: Decent
Scholar
26 posts
check off of felwithe, some of the guards can give direction for you if you are of the Dark Elves.

good luck on finding Burned Woods and Blood Ninja says hi2u

NorthWest Crater
# Oct 20 2004 at 10:30 PM Rating: Decent
3 posts
Does anyone know where the 'NorthWest Crater' is? I am doing 'Rim Runner' task and it says to explore the Northwest Cratyer in Burning Woods, but I cannot seem to find it. Tried the crater with the meteor in it, the Giant Fort, & the crater next to the Giant Fort. None seemed to work. It only says explore. So, I assume I do not need to hunt anything....just get there. Any help would be greatly appreciated. Thanks in advance.
Mage epic drop
# Nov 12 2003 at 7:08 PM Rating: Decent
hunted there a few days in row adn found it quite a good time for a 52 mage. I Killed named wurms whenever i saw them and yet ot have a burning embers drop, but it is rated as a rare drop so it wil take a while i am sure. Mostly LB everything and 51 Earth pet (ds and BO3, fully equipt) does great. Soloed a few hour seach day, and was the only person in zone for 99% of the time..very nice place on FV server to play..
Any helpful info?
# May 13 2003 at 9:38 PM Rating: Default
**
251 posts
im level 48, hoping to hit 49 in the next week or so, and I've been told by multiple people to hit Burning Woods when I hit 49(i get new pet, DoTs, buffs etc.)Does anyone have any hints for the best xp or things to watch out for here?

P.S. If anyone has a good place to hit 49 it would be greatly appreciated. 8)
____________________________
Brother Kukick
Forged in Fire
WTF?????
# May 11 2003 at 3:29 PM Rating: Decent
13 posts
I was traveling through BW that other day to get to Cdok. And I saw the craziest thing ever. There were 25-30 Warboned Skeletons walking in a single-file line. I IVU'd up and went to see what was going on. At first I thought it was a train or something, but then I noticed that I was the only one in the zone. I followed the skelle's to see where they were going. They walked the zoneling all the way to the Sarnak fortress. Once inside, they split up and went to different rooms. There were about 5 in each room, and 5-10 roaming the open area inside the fortess walls. Being the nice Necro that I am, I decided to kill them all. Everyone of them con'd D.blue to me at 57. By the time I was done, I got 3%AA, and 7% REAL EXP. They have a ton of HP, but easy enough when you slow them and get out the monkey pet =)
Anyway, the intresting part is... I went back about 10 hours later. No skelles. I roamed around the zone looking for more and came across an empty ruin. It's the furthest north ruin in zone. And there they were. Standing in 2 groups. About 10 in one group and 15 in the other. My wife logged her 46 Cleric on, and we proceeded to wipe them out. I could single pull them with slow. One by one they all died, with A LOT of effort avoiding the massive amount of roamers there. I'ts like Wurm highway or something. After it was all said and done, I got another 4% Real exp and the Cleric had gotten 41%...yes, I said 41%. The exp on these guys is just plain sick.
SO, my question is...Is this Skelle army spawned? Is there a timer? Are they part of a quest? Maybe a game bug? I keep checking back to see if they are up again, but have not seen them since that day.
Anyone have any info?
Thanks.

Edited, Sun May 11 22:54:53 2003
RE: WTF?????
# Jun 15 2004 at 8:50 PM Rating: Decent
Only thing I know, is that you can often see the skelle in these lands standing in rank and file. They are soldiers usually. So perhapse the undead of these lands are going on to have some march to the fort, for eternity.
Wow, Great apot to solo.
# Nov 20 2002 at 10:30 AM Rating: Decent
8 posts
I am a 47 paladin that is not well equipped, and I have just started soloing in this zone. I found a spot (cant remember exact loc) close to the ruin near giant fort where I can fear undead and they basically walk in a triangle around me until fear wears off. I just fear whack it 3 times, and recast fear. I managed one full gold there in roughly 2 hours without any of the mobs I was fighting hitting me more than a few times. This place is amazing for pallies. I do suggest getting KEi though. It allowed me to use expulse undead on the mobs till they were at 50% health, and I never had to med. With a cougar claw earring and KEI it actually seemed like I was gaining mana back everytime I cast Spook undead!
RE: Wow, Great apot to solo.
# Apr 23 2003 at 3:49 AM Rating: Decent
41 posts
I also found Burning Wood a great place to solo as a beastlord. When i hit 49 and got the new pet and spells, i head out for the giant fort. You can get to it by just following the dirt path north. I solo'd the giants there, including the named one, until level 51 when I wasn't getting so much exp anymore. All I had to do was slow the mobs and heal my pet, helps a lot with KEI and kitty crack stacked. I only spent two days there to get two levels, and I came out with over 2k plat as well.
____________________________
Kirkagi
Elder Feral Lord
<Eye of the Deceiver>
Vazaelle
A Paladin's Dream Solo
# Oct 29 2002 at 7:24 PM Rating: Excellent
*
78 posts
This zone is a 51 paladin's dream solo place. A large amount of Undead, the live monsters are great to melee, and the tempting Wurms.

2-16 people in the zone and it mostly free kills. You can solo this place easily. I have made 2 AA points already in 1 week.. I love it.

Also Higher level Undead I spook then kill.. spook and kill.. after about 10 spooks the higher level undead are more managable. I have a DW Helm and a DW Bracer that work fantastic together... and the a Cougar Claw Earing that lets me conserver mana on the Spook the Dead..

So, I will continue to do Burning Woods for a long time.. enough to gain about 30 AA points or so.. then I will start to level again..

Wow what a place to hunt... and when I get tired from this place, I just move into Skyfire and shout for a Group.. and in 3 seconds I normally get called by a group of mages, wizzies, and enchanters looking for a nice tank to help them for quick kills.

EQ has just become very exciting again.. and I think I will dread the 52 level duldrums (the magic level that takes 3 times as long to gain exp.. ugh!)

Anyway.. when I think EQ is getting too boring and mundain... hehe.. I wake up to a new zone.

Good luck all..


Edited, Wed Oct 30 03:35:32 2002
____________________________
Odosan of Mags Marauders
"Noble to the cause, humble to his abilities, and wishful to what maybe."
Windrunner Server
#Gildari, Posted: Aug 15 2002 at 7:12 AM, Rating: Sub-Default, (Expand Post) Take your druids and shove them straight up your a$$..that goes for all of you maggot anti-social pieces of crap soloers !
RE: Solo'rs make me want to puke
# Mar 24 2003 at 11:45 PM Rating: Default
Scholar
**
781 posts
ROFL! I'm a Druid... "No sow for you!"
Fooking whiney n00b. Go back to soloing Orcs in EC for belts, where you belong.
____________________________
Whiptail Warclaw - 62 Iksar Beastlord.
Drinal server...

"The Asylum: Only your Sock Puppets will hear you scream!"
RE: Solo'rs make me want to puke
# Mar 13 2003 at 12:45 PM Rating: Good
Soloing is by far the fastest way to gain exp I think. In a group you are bound to have at least 1 or 2 people die on you at one time or another and not all groups I've been in have a cleric handy so there's time right there wasted on waiting on rezzes and regen. Another thing that slows groups is that they are not very mobile. When I solo as a Beastlord, I go up to the mob and start whaling away with my warder and DD's then I melee it dead. I don't have to waste time pulling it to any large group and risking aggro while bringing the mob across the zone to the group. The ultimate group slow down is sharing the exp from your kills with the group. I know you get an exp bonus in a group but with all the other things that slow down a group, the bonus just doesn't make it worth it. The sad truth is that if you want to make any fast progress with a character, you need to solo. And BTW, you don't gain exp by socializing in groups.
____________________________
57 Beastlord Loyn <Order of the Sage>
53 Ranger Malbil <Order of the Sage>
26 Necro Hunglong
27 Cleric Shackira
11 Monk Gamera
Bertox Server
RE: Solo'rs make me want to puke
# May 09 2003 at 12:22 AM Rating: Decent
23 posts
Ok ill give ya that. And its true that you dont gain any xp by socializing.

But then again dont you think outside conversations to break up the EXTREME boredom is an experiance in itself?

Lets face it.. if i have to whack another zeniak with no interaction with human beings i might just crack up.
RE: Solo'rs make me want to puke
# May 17 2003 at 9:11 AM Rating: Good
You could allways talk to the other members of your guild wile killing. there is no rule that you have to talk only to ppl in the same zone as you. I Solo allmost allways. And I have even carried on a convesation w/ others in the zone. Just make a channel if you get sick of /r to talk w/ someone. Then you can set that chat channel as your default.
RE: Solo'rs make me want to puke
# Aug 23 2002 at 1:30 AM Rating: Default
1 post
Hahahaha...sour grapes little boy. With your sweet attitude I'm sure your an ASSet to the groups that allow you to join. Post something productive next time.
Good Exp
# Jun 23 2002 at 7:36 PM Rating: Decent
39 posts
I have been in this zone a couple of times with a small group and did well with the exp here. I usually hunt in front of Chardok. My ranger is level 51 and in about 90 minutes I got almost a gold out of it with an enchanter and druid as my partners the last time there. With that in mind, I wonder why this zone is not more populated than it is on my server?
45 sk
# Apr 28 2002 at 5:21 AM Rating: Decent
7 posts
So im really getting board of DL and I was wondering if a 45 sk cold get a group here, and if not could some one suggest a spot, Im looking for a spot like DL where there is always a number of people in the zone. I hate going to a cool zone and only finding 1 other person.


Dregg (Honored Circle)
45 SK Xev
RE: 45 sk
# Sep 16 2002 at 2:56 PM Rating: Good
*
126 posts
Sorry, Dregg but it looks like BWs is one of those BYOG (Bring Your Own Group). You're right too. It does look cool.

Coddington
lvl 48.9 Mage
Udead Ruins
# Dec 24 2001 at 12:20 AM Rating: Decent
24 posts
Anyone hunted the undead ruins near the sarnak fortress(pos 2 on Eqatlas map) Am a 51 cleric and looking for a place to solo during week, and was just curious if this spot regularly has greater plague spawns, if there is a spot nearby that is safe to med, and if it is ever camped?

Thanks
____________________________
Arrakeen Naed'Shoj
Cleric of Tunare
Tradesmith on Mith Marr
RE: Udead Ruins
# Jun 07 2003 at 4:38 AM Rating: Decent
*
156 posts
The Undead ruins to the West are great for any class that's good versus undead because no monsters wander west of the ruins on the zoneline so you can mediate without worrying about adds and 70% of monsters here are undead. Gorillas help each other, skeles don't. Higher conning skeles sometimes drop low to mid 50 Kunark spells. As a 51 Cleric (I have one too) I would recommend doing only skeles since they don't help. First root down, cast all your dots, med to full, nuke til root breaks, re root, re-dot, nuke ETC. Defiantly get KEI and maybe SoW potions though with enough AC you can pretty easily shrug off blows before landing another root and backing up. Also if it's low health and you don't wanna waste mana on nuke dear it and whack the crap outa it. I did this from 49-51 with no deaths. My Necro soloed here from 39-46
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54 Cleric - Daagen
65 Bard - Sellow
65 Necro - Saurom
58 Enchanter - Sraphim
RE: Udead Ruins
# Mar 11 2002 at 2:34 PM Rating: Decent
I personally hunt at the ruins just east of the giant fort. Large open area with little video lag and there are 6 static spawns that range from Plaguebone skellies (Green to me at 52) and Greater Warboned Skellies (which have a ton and a half hp's).....
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~Aliquess Blackthorn~
Erudite Wizard
Soloing/Grouping
# Nov 23 2001 at 12:16 AM Rating: Decent
10 posts
As a 51 Mage with shiny new Earth Pet and no Stave of Elemental Mastery:Earth, is it possible to solo OR get a group here?
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Meltem Elestorm 57 Conjuror, The Gryphons
Mithaniel Marr
Hunting Hornets any good?
# May 02 2001 at 8:17 AM Rating: Decent
24 posts
I'm a level 46 Mage, and found partnering in DL to be fairly good xp. The only problem is that DL is WAY over crowded. Looking at this site and seeing the tag 'summuned mob' next to hornets is kind of like a mages dream! Besides the Hole, I can't think of many other places where I can utilize the proc'd dmg of Swords of Rune. My question is, whats the best way to hunt these hornets? soloable? grouped? partnered?

Thanks ahead of time,
Stranzue 46th Mage
Heroes of Tomorrow
Sol Ro
____________________________
Stranzue
70th Mage of Sol Ro
RE: Hunting Hornets any good?
# Oct 10 2001 at 9:25 PM Rating: Decent
10 posts
I'd say partner up. I'm a druid and I hunt there with a late 40's mage. When I've seen him take on an ember or scoriae, his pet usually gets wiped out. Ash and cinder would be easily soloable though. Just partner up for the ember and scoriae or just avoid those two types of hornets.
RE: Hunting Hornets any good?
# Mar 21 2003 at 11:47 AM Rating: Excellent
*
85 posts
Hornets are easy to solo (druid here), just be warned they are ABSURDLY fire resistant. Even after lowering their FR, they still resisted every fire based spell I threw at them.
____________________________
Morrene Thistletoe- The Rabid Pink Druidess
59 Trees Hugged
Avital Ambereyes- The Somehow Sane Sidekick
52 broken nails
Ixiblat Fer
# Apr 17 2001 at 10:23 AM Rating: Default
Does anyone know if you can force Ixiblat Fer to spawn in BW without having to turn in your Cleric Epic Items? I see people with Cloak of Flames now and then and I just find it hard to believe that these people only gain this item by assisting in a Cleric Epic raid. Nonetheless, Ixiblat Fer must die, so any of you with knowledge of this mob, I would really appriciate it. (i.e.) Level of mob, resistances, hit points, damage it deals out, where it spawns, etc. Thanks in advance

Hakaf Stonesplitter
49 Cleric
Rathe Server
Ixiblat Fer
# Jun 04 2005 at 12:07 AM Rating: Decent
*
142 posts
I am sorry to say, that they are correct. ixblat fir is a cleric epic spawn, in wich clerics must have given the blood soaked robe to Omat to give grimbloxes ring to natasha. there is, however good news, some other beasts drop it, mostly raid monsters but not item spawners. Nontheless hope you get one. lol im working on mine atm and im at that point. split between that and shards.
____________________________
Whitman wrote:
Quote:
What's more fun than defeating opponents in your game and picking up Legends of Norrath booster packs, starter decks, and combo packs


Ummm.... Playing EQ?

PURE GOLD
Gullerback: Chain cast pet summons
# Mar 23 2001 at 4:41 PM Rating: Decent
Couple of notes to know about Gullerback before you ever decide to engage Gullerback.

1) It's nearly 100% Magic Resistant. Meaning, Snares, Dark, Lifetaps line of spells do not work.
2) Gullerback's fire and poison resistance is extremely low. Even level 34 mage fire spells can hit is sometimes. Necro poison dots work too.

One tactic that we used that did work for sure.
2 necros and 1 mage, all 3 low 50s bring up pets and have a fire shields on all the pets. We killed Gullerback at least 5 times, with no deaths.

FYI. If anyone wonders why you even bother to kill Gullerback, it is because Gullerback is a PH for Azadalin, who drops one of the scales needed for the Wurmslayer (Ie Staminaslayer)
Druids versus Gullerback?
# Mar 11 2001 at 5:43 AM Rating: Default
Any advice on how a 54 druid can solo Gullerback? Is it possible?
Spawning Nezekezena?
# Dec 14 2000 at 2:53 AM Rating: Default
Anyone got any ideas on how to do this?
RE: Spawning Nezekezena?
# Jun 04 2002 at 1:44 PM Rating: Good
Sage
*
59 posts
Kill his place holder. Look this up under the bestiary page for this zone and click on his profile.
Re: BW
# Dec 12 2000 at 10:20 AM Rating: Decent
I started hunting here around lvl 44 with my druid. But I found that hunting here with my necromancer is the way to go. At lvl 48 I am able to camp the giant fort with relative ease. Facing the giant fort go to the left of the ramp follow the crest of the hill just around the bend. I usually don&#8217;t camp any closer to the ramp then this when soloing, there are some statics that spawn at the bottom of the ramp and there is a pathing issue with a wondering wurm that cuts right though the giant camp that would put an end to any fun u are having. I park my pet and pull a mob when I reach my pet I lay a fear and he just walks down the hill to the giant fort making my life easy. The exp here at this lvl is ok but the chance of grouping and taking on a Gorgul Paclock is where its at. IMHO a shaman/Druid/Wiz with a necro combo works best.
Hope any of this helps happy hunting !!
The Zone is full what to do?
# Sep 13 2000 at 1:53 PM Rating: Excellent
Ok.. we all know about fighting at the zones and the giant fort, but what other places are there? I would suggest you take the path south of the giant fort south till it hits some hills and starts to go up. At this point you can sit and rest all you like. There is nothing that wanders though this area. I"ve sat there for hours upon hours and never seen anything that wasn't trained get close enough to the road to aggro on you. Ok.. so now you have your spot.. you can go back north up the road or west to the hornets to pull. Pull back here and you'll never end up with stuff you don't want. If when way out you do pull something nasty or more than you want.. you just take your little road south and when it ends keep going south you will find the Dread Zone there. So you can hunt in the middle of a zone with no problem with wanderes and you still have a easy to get to zone to use if things go wrong. Also this spot is usally empty on Xegony at least to I always have a place to go and critters to hunt since most the stuff here are a fair pull from most of the other standers hunting spots.

Ebonmoon
Lvl 51 Gullerbacks + more, everything you need to know...
# Aug 29 2000 at 2:54 PM Rating: Excellent
How to kill a level 51 Gullerback that summons;

First off, you can't root or snare them, so you'll need several people to do them, Ice Comet lands full damage most all of the time. Make sure you hav jboots or sow on, and it's ideal for the wizards to have manaskin and or an HP buff up.

You'll want a healing class, a tank and 2 wizards ideally. Heres how it works;

Tank pulls, let tank hit it for a minute, wizards take different positions from opposite sides of the Gullerback, wizards watch each other closely for ping-pong nuking. Healer, stand ready to heal.

(Round 1)

Wizard 1 - Ice Comets, Guller will chase, kite around until Wizard 2 gets a nuke off.
Wizard 2 - Ice Comets, Guller will chase (same as wizard 1)
Tank - Chase guller taunting and hitting, occasionally will be taunted off one of the wizards, and buys time for 2 simultaneous nukes, last one to cast off is winner of the next chase.

(Round 2)

When the Gullerback is low on health, it will begin to summon, at this point the nukes from the wizards must be cast closer together. repeat the ping-pong tatics until the Gullerback is dead.

It can (and I have done) it with 1 Wizard (myself) in a group, so long as it is occasionally taunted off.

(Other mob's)

Wurms/Named Wurms can be solo'd by Wizards at 52+, figure on 6-7 Ice Comets. They will resist draught of fire, so don't bother using it.

Forest Giants can be easily kited, some of them have very little HP's. Gorgul Paclock and Ancients have significantly more HP's, and they also have a fast regen. The typical tatics with them is to pull left or right of the ramp at the fort, Druids appear to run around the fort while kiting, while purecasters run partway around and then back again (just an observation).

Ember/Scornai Hornets resist fire, so have Ice ready, but they can be snared/rooted, thus easily kited.

Greater Barbed Skeletons (etc.) can be snared/rooted, but note they hit hard and fast, they can occasionally resist snare, but I've noticed that they yield a nice chunk of XP.

Sarnaks (all kinds), can easily be snared and rooted, thus kited. But beware that they hit hard and very fast (enough to constantly stun you), and they run quite fast as well. I did not notice any fire resistance with them, so draught of fire kite them.

As mentioned in another post, there is a valley that leads to Skyfire, this is actually an ideal hunting spot for newbies to the zone, as they can zone out to safety if they did not guage the enemy correctly, and bit off more than they can chew. (TIP: Zone it to the extreme right or left, so you don't run into a skyfire train head on.)

I always bind myself to the far right or left corners in BW right before the skyfire zone when I hunt in BW.

Thomus
53rd Channeler of Brell Serilis
RE: Lvl 51 Gullerbacks + more, everything you need to know..
# Jun 07 2003 at 4:48 AM Rating: Decent
*
156 posts
Gullerback has EXETREMELY low fire and poison resists and can be doued by a 40 Druid and a 40 Necro quite easily really. I know because my friend and I do it. Here's how ...

Druid casts SoW and regen. Necro casts Aug death on pet. Necro pulls with Boil/heat/ignite blood whatever. This dot is exetremely hard to resist, period and Gullerback is weak vs. fire. This makes him ****** at Necro, necro kites around while Druid casts fire based nuke. Once he gets argo Necro send pet on him (Turn taunt off) and casts Venom of Snake (Or Chilling Embrace if you have it). It may take 1-3 casts but it will land and it's a huge dot. Once Necro gets argo druid continues to nuke ETC. It may take about 5 minutes but is very doable. Just have hotbutton to tell your buddy when you've gotten argo so he can turn around and start dotting/nuking.
____________________________
54 Cleric - Daagen
65 Bard - Sellow
65 Necro - Saurom
58 Enchanter - Sraphim
A lvl 2's lame adventure ^_^
# Aug 27 2000 at 2:59 AM Rating: Good
Okay, so I create a level 2 iksar monk mule to go exploring around the zones. As I explore I somehow accidentally sneak through the invisible zone barrier (that wall that prevents you from running up a mountain and off the edge of the geometry to your doom). So now I can run along the very edge of the zones with no fear of monsters noticing me. I make it all the way through to the Burning Woods, a blazing accomplishment for a level 2 character ^_~. As I'm up on the mountain ledge I can see infinity below, but I noticed that there's a LARGE tunnel system underneath the Frontier Mountains zone that isn't in the maps -- this is your cue as mighty adventurers to find out exactly what this leads from. So anyway I keep on running along the wall's very edge until I hit a point where the wall slopes too steeply and I slowly and steadily slide down until I'm back through the invisible wall and back on the ground. This is unfortunately INSIDE the gates to the Sarnak City... Well, I'm glad the Sarnak's have pretty ordinary aggro range, but how to get OUT of the city since the entrance is guarded by (duh) Sarnaks. My only hope is to jump over the wall and continue my voyage... which results in me taking about 64 points of damage, 20 more points than my monk had in hit points. SPLAT. And thus ends my grand adventure ^_^.
#Anonymous, Posted: Jan 21 2001 at 2:10 PM, Rating: Sub-Default, (Expand Post) hehehe lol...i've been away from eq for 2 months now<big holiday from work>
#Anonymous, Posted: Dec 20 2000 at 7:35 AM, Rating: Sub-Default, (Expand Post) hehe... we need more posts like that here... made me laugh
RE: A lvl 2's lame adventure ^_^
# Aug 28 2000 at 11:06 AM Rating: Decent
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132 posts
lol, cool - the tunnels you saw in frontier mountins are the in-zone mines of the mountin giants and the buryani - there are about 5 entrances, and the reason no one goes down in them is that they are a real PAIN in the *** to deal with =) - too many spawns, too close together, to really camp inside those tunnels

siacay
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Siacay Espseras
[62 warlord] Halfling
Cazic-Thule Server
BW for the low lvls
# Aug 24 2000 at 5:43 PM Rating: Good
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132 posts
hehe, i seem to have this obsession with doing a zone at lower lvls than are recommended. anyhow, it is possible for a full, well balanced group to hunt in this zone at around levle 35. you gotta know how to work together though.

i recomend hunting from the zone line at frontier mountins. yes it is hard to see the tunnel coming up from outside, but the handiness of a virtually unused zone line should not be ignored.

ok, i recomend goign after the giants, undead, and bees here at this lvl. save the wurms and sarnaks till a bit later - the undead are obviously weak to cleric's and pallys, but just in case you are wondering the bees are SUMMONED mobs - yes thats right, you druids now have a VERY useful nuke in your ******** also, mages... hehe runeswords proc that nice little summoned dd as well - hows that for being equiped to deal with this zone?
the wasps drop no cash to about 4plat, the giants drop some VERY nice things, like loops and tunics, and the undead are just good xp.

for a puller i recomend either a ranger with track, or monk / shadowknight. (feign death is REALLY useful).

btw, the most effective pets i've seen in here, for mages, are air pets.

siacay
cazic-thule
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Siacay Espseras
[62 warlord] Halfling
Cazic-Thule Server
Beekeeping 101
# Aug 24 2000 at 2:45 PM Rating: Good
3 posts
I, a druid, started hunting here at 43. My old anti-summoned spell was pretty weak, but I knew I was getting a powerful upgrade next level.

I found the best method, least mana consumptive, was the good old, root-dot-med. At 43 ash hornets seemed about right, cinders were a little tougher and embers were a bit out of my range (usually ended up zoning or dying).

I could park myself in the s/w most corner of the zone and was never disturbed by wanderers, and there were plenty of hornets nearby, usually spaced far enough apart to pull singles.

The key to root-dot-med is to be far enough away from the mob that you can quickly stand up and reroot when it breaks (put root on a hotkey).

Another technique, which I mastered in Overthere, is to multi-kite. For this, I recommend only ash hornets until you have a lot more mana (high 40's). Check out eqdruids.com for learning the multi-kiting technique.


A safe area to bind, start from (near sarnaks castle)
# Aug 24 2000 at 1:40 PM Rating: Good
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A good strategy I have found is to bind fairly near the sarnacks castle on the left side of the zone border when facing north. You really need a map of BW to see what I mean.

No sarnacks or other mobs stick to the left wall, as they do to the right. You could bind a ways before the "neck" of this area which goes to the rest of burning woods. What my 52 druid does soloing, is run down the neck getting a creature, and bringing it back up the neck afterwards to fight it along the left side ( of course a ways away from her bind point. No creatures wander here making it a great way to solo once you get the creature (you will have no new creatures jumping you)

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Kylathia, 59 Night Elven Priestess, Blackhand
http://wow.allakhazam.com/profile.html?8783
BW for 39+
# Aug 24 2000 at 10:29 AM Rating: Good

The giant fort and Skyfire zone are nice for high 40s and low 50s, but my druid began hunting in Burning Woods at 39 and blazed through several levels there.

When you zone in from the Dreadlands, go straight out from the zone and down the mountain till you reach the road. Follow the road left to the bottom of the mountain, and some pillars on the left. Your camp spot is by those pillars. This places you in between 2 hornet nests, in a place where there are no wandering mobs to harass you.

Have your puller (druids are awesome here because hornets are summoned and their Dismiss spells are very effective) range to the left to clear the hornets there, up to the lava area. There is a nest at the top of the mountain there with additional spawns, but it's easier to just cross the road to the right of the camp spot now and pull from the nest on the low hill over there.

You can also pull Sarnaks, various Skeletons, Giants, and gorillas by heading straight from the camp spot in the direction the road goes (toward the giant hut), but do so carefully, the mobs get much harder quickly.

Fildarith
51 druid
You cant reach that from here
# Aug 24 2000 at 6:40 AM Rating: Default
There are several trees that if you click on them you get that message. one of them is on fire near the crater. apparently you have to be near the top of the tree. anyone got any info?
bug
# Feb 01 2001 at 8:28 PM Rating: Decent
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141 posts
This is a bug that exists in alot of zones. theres nothing really there but the game engine thinks there is. It'll happen sometimes when you click the sky as well.
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Xitara Du'Vie
Undead Priest
Tunics, Forest Loops, and Platinum, Oh My.
# Aug 23 2000 at 4:16 PM Rating: Good
13 posts
Ingreedients:
1 Level 49 Mage.
1 Level 49 Mage Pet. (Earth Preferably)
1 Giant of varying strenght.


Start at the Forest giant fort, near the ramp, stand back as far as your spell range will go.(Pull with SOS (shock of swords)) The giant at the base of the ramp, have your pet parked a fair ways back. This will only pull the giant on the side closest to you if you are at max spell range.

Then med up and pull the other. Arbors will still be some xp. With a DS your pet can finish with minimal dammage. With Verdants use one SOS to pull, malaize, and two (well spaced) lava bolts. With Ancients, you may have to pet kite. Simply start like you would with a verdant, nuking till your down to one bub of mana, then run about a quarter of the way around the fort. Target your pet, soon as it dies cast summon, then dammage shield, then run for the giant, putting the pet on it. Return to about the same distance sit, and keep pet targeted. Usually 1 pet is enough but sometimes 3 will be necessary.

For Gorlugh: Eithour avoid or if you have a half hour to kill pet kite him, dont bother to nuke just summon, summon, summon. Oh and for gorlugh switch to water pets. Be sure to dammage shield them. Dont even try if you dont have jboots. He drops the TreeWeave (ac 25, str 10, wearable by druids and melee classes) which sells well, his common drop is an opal.

When its extreemly camped use the same pulling technique, on whichever giant is closest to the ramp, (Use lev to get far enough away.)

NOTE: PULL THEM DOWN THE RAMP.. otherwise they will be stuck on the wall and drop on your head when they break through.

NOTE: Arbors DO drop the forest loops so even when they turn green at 51 kill em. They are not pulled as often, and are easier to get.

XP rocks here and the Loot is kiler too. Giant lord tunics sell for 75-80p to merchants. Same with the giant foremans tunics. Xp should last you to 55 by which time you will have several forest loops to help offset the fact you couldnt get groups in sebalis :)

Serves 1.
RE: Tunics, Forest Loops, and Platinum, Oh My.
# Dec 14 2000 at 1:53 AM Rating: Default
/agree

the forest giant fort is definitely the B.e.s.t

Voydent Darkhagen

but i like sebilis too =P
Burning Woods Hunting
# Aug 23 2000 at 11:02 AM Rating: Default
1 post
Simple. There are 2 ways to hunt in BW. One requires Fear Kiting at the base of the slope near the Skyfire zone. There is a bit of a pathing error there, nothing that could be an exploit as the mobs do not get stuck but they do tend to folow a sertain path when feared, when fear breaks however they follow another path.. .right to you.

The other way is Root DOT. This is more dangerous but effective. Root the MOB then DOT DOT DOT DOT DOT. Keep it rooted because when it breaks its gunna be MAD and its gunna be FAST.
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Shadowulf DarkWeaver
52nd Lvl Tier'Dal Heretic
RE: Burning Woods Hunting
# Aug 23 2000 at 3:45 PM Rating: Default
i think that the giant fort is a great place if you have a good puller, (ranger or druid for harmony and snare) and 2 petcasters (necro preferred for fear and mage with water fire or air pet)

i a ranger, my mage friend, and an enchanter or necro would be able to empty the whole fort before they started respawning usually.

you pull to the left side of the ramp back where the end of the one tree is, then when snared, fear it. fear path back there takes it back farther instead of close to the ramp. a dangerous thing if another ancient spawns there.
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