Method wrote:
if you are below lvl 50, don't even show up. no one will want you. all the mobs in this zone are blue at lvl 60.
the camps,
corners and backroom camp can be handled without a cleric or chanter. as long as u got a nice shammy/druid or a few high lvl paladins to heal, you will be fine. The only loot in these camps is the common silks and velium blocks/bricks. and mabey 1 gem an hour. but never a diamond.
the safe-hall/fake-wall camp is easy.. and quite boring.. and u should have no problem holding it wihtout a chanter, since there are only a few mob spawns around this area u will find your tanks running around trying to pull from other parts of the ramps, thats where the adds can sometimes get nasty on the way back to your camp.. and cause a problem. Also u need to fight your way to this camp, invis backstabbing spiders can be a pain. I have been hunting in velks for 5 lvls now.. and i still cant manage running up the ramps backwards. so you will need to suck it up on the backstabs. the average is about 170 per stab. the loot here is about the same as the previous, except for the rare spawn crystal eyes, which can drop a few nice items. but it is possible to hunt for 4 hours and never see crystal eyes spawn.
the upper spider area. well the previous camps can be held with a balanced lvl 50 group, but US is different. Yes u can hold it, but to be productive, you should be pulling non stop, and pulling 2-3 at a time, so the cleric/chanter or high lvl bard is required. there are like 15 spawn points in this camp, and once you get the cycle down, you can roll this camp for constant exp for hours on end. Ocassionally u will fall off the ramps.. i have taken 600ish dmg from this.. but several folks have got killed via the 10K falling issue from here. just fyi. there are a few named mobs that can pop here, the frenzied velium brood, and crystal fang, and mabey 1 more i forgot the name. a shield, crystal chitin haste gloves, and other CC gear drops off of them. but once again.. u can go hours without seeing them pop... also the velium brood pops right up the top of the slippery ramp, that is near the safe-hall/fakewall camp. and since the spawns are slow down there.. that camp is known to try and steal that pop as soon as it spawns. this is my favorite camp. but its tough to get into due to the fact there is usually a waiting list.
the lower dogs/kobolds camp
this is a rough camp. to get here, you need to get to the fake wall, (safe hall/fake wall) and walk thru it. u will be in a large room, follow the ramp in front of you. it decend, start walking down it. when u get to the middle, just walk off the ramp and fall down. there are no mobs at this point. The problem is that there is a trap, that will dispell all your buffs. oh well. the next area has a large hole in the ground, u need to drop down again., but there can be a mob here if the group below has not cleared it yet. once you drop thru the hole, u are in the lower dogs/kobolds camp. u will see a small tunnel, go thru it, and this is the normal pull spot. against the wall is where u want to pull too. u will see several other tunnels, these are the spots where the kobolds spawn.
the kobolds are dam hard. and seem to give u the 'your target is out of range' message alot..if you are not right on top of them. there aggro range is average, and a chanter is pretty much required. as a 55 paladin they con blue to me. also i have noticed i can back them up quite easily, against the wall by using bash.
they have a large loot table, spells.. gems..spiderfur items.. and other decent goodies.
also if u can not gate or port, there is no way to get out. BUT there is an interesting camp trick.. u can push yourself as far into the wall as u can go, then camp. come back and u should be stuck about half way into the wall, sit and camp again, usually after the 2nd or 3rd try u will then be on the entrance ramp right near the zone entrance when u log on. kinda cheating.. but i have never seen it fail., personally i use the thurgadin gate potions, i got tons of the components for it..since i frequent velks so often. but for those that dont have another option.. that camp trick is kinda cool.
the other camps.. lower spiders and upper dogs/kobolds are really lvl 55+ camps.. and normally all lvl 60's or dam close to it. I have not go into those camps yet.
hope this helps.
have fun
Method wrote:
Ok a little bit of an update
i am a level 58 paladin now.
and i have explored the upper dogs/kobolds camp many times, now.
1st of all to answer the question about the lower kobolds area, and the option of just walking out. Remember that this map u are looking at is 1 dimensional. the way velks is setup is a 3-d environment.. thus u go up ramps.. etc. so although it appears to have a connection.. its not physically possible to traverse some areas. So yes, if u are in the lower dogs camp u need to gate/evac/port out. One other trick is to Duel, and have someone cast gravity-glux on you, that can possibly get you killed.. but it might get u out. i suggest don't enter that lower area, unless u know u can get back out.
But on a side note, there is a thurgadin gate potion that can be mabe with a potterty skill of about 120, and all the pieces u need are found in velks. silks, velium pieces..etc. so i usualy keep on handy for just such an escape.
Now on to the upper dogs/kobolds camp.
This is kinda hard to explain, on how u get there.. but i will do my best.
1st, u get to the safe hall/fake wall room. and walk thru the wall (same as u go towards the lower dogs camp)
As u walk down the little ramp (the one u usuaualy fall off of, to go to lower dogs) this time, keep following it, and eventually u will get to a ledge. There are no mobs here, so unless u fall.. u are perfectly safe, so turn off run and move slowly, some of the spots are quite icy.
Now once u are onto the ledge, u follow it along the wall to the left. eventually u come to a landing, and a small ramp will lead down off of the landing, this is the icy section. move with caution, and traverse the little twisting ramp.. it will do a sort of elongated 'S' shaped curve, once u get to the top, u will walk thru another fake wall, and be in the Upper dogs/kobolds area. You will see several little huts, and about a dozen kobolds standing around.
(assuming no one has broken the camp yet) Also be advised that there are several dogs inside, or behind the huts, and will not be clearly in view.
My pulling tactics here, are to start on the far right corner, amd begin to pull one at a time, in a counter clockwise rotation.
Sometimes u will get 2 mobs at once. A good group can handle it. If u pull 3 or more. DO no pull back to the group. Just suck it up and die. U can easily wipe up here.
Realize that there are several mobs that can completely heal, also u will find that some of the healers will cast heals on your engaged mob from a distance.
ALWAYS kill he healing mobs "Prophets" are the CH'ers the priests don't cast CH. mez the others and do your self the favor and kill the prophets if u get more then 1. I have had times where we had to kill the same mob 3 times.. due to it being CH'd over and over.
A few named mobs pop up here, Gregendek Icepaw and Tpos Icepaw, Tpos drops the barbed ringmail, also a lot of spider fur stuff drops here, belt and collar, for sure. Some spells.. and a **** load of Silver. u will be destroying silver before long.. if u plan on hunting here for any length of time.
Also, an observation, several of the spiders now cast a nasty DOT poison spell on you.. it appears to be a save vs cold effect.. even though its called a posion... go figure.
But it also seems that the spawn time on the upper spiders named mobs,
frenzied velium brood, crystal fang, and the velium stalker seems to be a lil bit faster now.
hope this helps.
Yalammar Doh
Paladin on Quellious
Eternal Honor Legion
i am a level 58 paladin now.
and i have explored the upper dogs/kobolds camp many times, now.
1st of all to answer the question about the lower kobolds area, and the option of just walking out. Remember that this map u are looking at is 1 dimensional. the way velks is setup is a 3-d environment.. thus u go up ramps.. etc. so although it appears to have a connection.. its not physically possible to traverse some areas. So yes, if u are in the lower dogs camp u need to gate/evac/port out. One other trick is to Duel, and have someone cast gravity-glux on you, that can possibly get you killed.. but it might get u out. i suggest don't enter that lower area, unless u know u can get back out.
But on a side note, there is a thurgadin gate potion that can be mabe with a potterty skill of about 120, and all the pieces u need are found in velks. silks, velium pieces..etc. so i usualy keep on handy for just such an escape.
Now on to the upper dogs/kobolds camp.
This is kinda hard to explain, on how u get there.. but i will do my best.
1st, u get to the safe hall/fake wall room. and walk thru the wall (same as u go towards the lower dogs camp)
As u walk down the little ramp (the one u usuaualy fall off of, to go to lower dogs) this time, keep following it, and eventually u will get to a ledge. There are no mobs here, so unless u fall.. u are perfectly safe, so turn off run and move slowly, some of the spots are quite icy.
Now once u are onto the ledge, u follow it along the wall to the left. eventually u come to a landing, and a small ramp will lead down off of the landing, this is the icy section. move with caution, and traverse the little twisting ramp.. it will do a sort of elongated 'S' shaped curve, once u get to the top, u will walk thru another fake wall, and be in the Upper dogs/kobolds area. You will see several little huts, and about a dozen kobolds standing around.
(assuming no one has broken the camp yet) Also be advised that there are several dogs inside, or behind the huts, and will not be clearly in view.
My pulling tactics here, are to start on the far right corner, amd begin to pull one at a time, in a counter clockwise rotation.
Sometimes u will get 2 mobs at once. A good group can handle it. If u pull 3 or more. DO no pull back to the group. Just suck it up and die. U can easily wipe up here.
Realize that there are several mobs that can completely heal, also u will find that some of the healers will cast heals on your engaged mob from a distance.
ALWAYS kill he healing mobs "Prophets" are the CH'ers the priests don't cast CH. mez the others and do your self the favor and kill the prophets if u get more then 1. I have had times where we had to kill the same mob 3 times.. due to it being CH'd over and over.
A few named mobs pop up here, Gregendek Icepaw and Tpos Icepaw, Tpos drops the barbed ringmail, also a lot of spider fur stuff drops here, belt and collar, for sure. Some spells.. and a **** load of Silver. u will be destroying silver before long.. if u plan on hunting here for any length of time.
Also, an observation, several of the spiders now cast a nasty DOT poison spell on you.. it appears to be a save vs cold effect.. even though its called a posion... go figure.
But it also seems that the spawn time on the upper spiders named mobs,
frenzied velium brood, crystal fang, and the velium stalker seems to be a lil bit faster now.
hope this helps.
Yalammar Doh
Paladin on Quellious
Eternal Honor Legion