Western Wastes

Quick Facts

Type:
Outdoor

Expansion:
Velious

Instanced:
No

Keyed:
No

Level Range:
50 - 65

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The Western Wastes make up the northwestern part of Velious and are one of the most dangerous parts of the continent. Enemies of the Claws of Veeshan are best off coming here with a decent-sized party as you'll have your hands full with the dozens of roaming dragons and dragonkin.
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The Ice Drakes, Tranala and TravalaA Morning in the Western WastesThe Frozen LandscapeLeading Into Veeshan's TempleIn the Wyvern CavesDragon HuntersHechaeva's NestPortal to the Dragon NecropolisIn One of Veeshan's Claw ScarsA Dangerous Place to be ShipwreckedPortal to the Temple of VeeshanEntariz Lets Loose a Roar
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#Anonymous, Posted: Mar 02 2001 at 3:09 PM, Rating: Sub-Default, (Expand Post) Ok, to start off, I'm a crazy SOB. I did Karnors at 40, and Wakening at 42. But as crazy as I am, I'm not stupid.
RE: Levels
# Mar 10 2001 at 12:35 AM Rating: Good
WW is not a zone to be trifled with. You won't find a group: often the zone is empty(on Saryn anyway).I would STRONGLY urge a level 50 away from this zone. Karnors is a safe place. Imagine being summoned by venril sathir. The nameds in this zone are very rough at the very least. I reccomend ya go back to Chardok or Karnor.

You might consider surviving with a group in Wakening, but fighting here is a much different ballgame.
Faction
# Jan 11 2001 at 5:19 AM Rating: Decent
Do you start off neutral to the dragons, or do they hate you from the get go? Not sure if it is anything like the Kunark zone.
RE: Faction
# Feb 01 2001 at 9:40 PM Rating: Decent
<-- hated from the start
Maps
# Jan 03 2001 at 3:41 AM Rating: Excellent
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56 posts
I wish I was talented enough to do maps, but since I'm not, i'll just give links for those who are.

From Map Shop Norrath:
Map of Western Wastes
Few Notes
# Jan 03 2001 at 3:06 AM Rating: Excellent
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56 posts
This zone is meant for med sized raids, meaning two or three groups of 55+

Few things I have gleaned from my limited time in WW:

Fighting mobs in the tunnel from Sirens is dangerous because when mobs flee or are feared, they run through the walls of the tunnel and fall beneath the world wherein they begin summoning people down and killing them.
Since WW is a water based zone, you won't be moved to a safe point because you fall into water (Much like OOT, Dagnors, Lake Rathe, and I'm sure others). So you are basicly trapped to die to a high-regen mob that ran away.

So far, almost every dragon gates. Even the roamers, when the dragons gate, they gate to the far NE corner of the zone and begin to summon people. If your not fighting dragons at the NE corner and one gates, I recomend camping ASAP =D

Fighting named dragons may be best done in that NE corner.

Always have at least one cleric bound at the ent to Sirens in WW, trying to get a nekkid cleric through sirens is no easy task.
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