Frontier Mountains

Quick Facts

Type:
Outdoor

Expansion:
Kunark

Instanced:
No

Keyed:
No

Level Range:
22 - 45

Send a correction
The Frontier Mountains are the highest and roughest set of mountians located on the continent. These harsh mountains cut across the western half of the continent, and are inhabited by a variety of powerful, large creatures, for whom the peaks are mere hills. Many of these creatures operate vast mining operations in the mountains for the minerals that lie beneath them.
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Massive MountainTo the Burning WoodsMountain Giant FortBurynai CavesMountain ValleyTemple of DrogaMoonlightRuins
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Experience
# Apr 26 2001 at 2:08 PM Rating: Decent
I know that a lot of people hunt here, but honestly, I didn't think this place was that great for experience. (If you're just hunting there for the forest loop or other items, then this doesn't apply.) For the same amount of work, and better experience, I would suggest OverThere, Cazic Thule, or Rathe Mountains. However, there is something to be said for almost always being able to find a group in Frontier Mountains.

Crysandra Healwind
Priestess of Tunare
Dragon Warriors - E'ci
Experience
# Apr 26 2001 at 2:08 PM Rating: Decent
argghh.... ooc: damn work computer freezing and making me post twice.
something to really look out for...
# Mar 25 2001 at 12:02 PM Rating: Default
Posting this as Anonymous cuz i don't care to be tagged a tattletale but since i've seen it happen twice in 3 days in FM, thought i'd share it so you can look out for not only this person but others that may do it, as well.
Had a full, solid group pulling to outside the fort entrance and our primary puller (not mentioning names, SCOTTHOTT) was looting before the giant even hit the ground and did this after REPEATED requests to share loot. We were rolling on the axes, blades and caps just fine, though. This person (again not mentioning names, SCOTTHOTT) kept losing the rolls but kept saying "it's ok as long as i win the roll for a forest loop," which is understandable, right? Well, we had 3 on us, it was kinda chaotic and when the first one fell, this person (not mentioning names SCOTTHOTT) looted it right away when there was one on our cleric. that bad enough, right...except for the fact that he immediately sat down and camped. We looked back after the fight and saw that he looted the coin, disbanded from the group(so we could see no items looted) and camped. This person came back on (not mentioning names, SCOTTHOTT) and claimed LD even there was no log of it and left shortly after to join another group inside the fort. A good friend of mine was in that group and she told me he wouldn't shut up about a Forest Loop he had just gotten outside.

Beware of the 'instant-looters' for i saw him doing the exact same thing the next night and after a couple tells to his group, found out that he had just 'disband-loot-camped' on them and claimed LD again. Again, i'm not mentioning any names, SCOTTHOTT.

Just beware of those that seem to loot before the mob hits the ground.

RE: something to really look out for...
# Apr 06 2001 at 1:15 PM Rating: Decent
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190 posts
What i hate is groups that camp on the wall just inside the entrance. More often than not, and i don't blame them cuz it's smart although infuriating, they wait for someone to pull to outside the fort and when they see one with a weapon, they jump on it and steal it, thus saving themselves the trouble and danger of pulling on their own. All they have ot do is watch for your giant carrying a sword/axe/digger/hammer to run by and nuke it so it turns on them instead. It doesn't bother me all that much cuz that also happens to be train alley of the MG fort so i get the satisfaction seeing one of their runners aggro the two that spawn near the door thus creating a train that most times causes them to run for their lives or shout for rez's for their low-HP casters that can't get outta the wayz. Serves em right since those same casters are the ones casting the nukes to pull em awayz anywayz. heheee
New bind point?
# Mar 16 2001 at 11:53 PM Rating: Good
Does anyone know where the new melee bind point is in this zone? Am told it is near some ruins somewhere but none are sure its exact loc. Many thanks for your advice and time.
RE: New bind point?
# Mar 20 2001 at 1:04 PM Rating: Excellent
The binding spot is in a ruins at neg 2200 , pos 1500 . There is an NPC there who if prompted will confirm that that all may be bound there . Now if they'd only let the npc *sell* binds , imagine how much time meleers would save !
Windruned Dagger
# Mar 05 2001 at 7:34 PM Rating: Default
I heard this drops off the sarnak assassain, but i dont know if he drops it any more. Stats are 2 20 piercing procs careless lightening. If anyone can tell me if it drops, if it is rare, or if it is common loot please reply. I would also like to purchase one if you have one on the fennin ro server.

Tanadak Stonecrusher, 22nd ranger of tunare
RE: Windruned Dagger
# Mar 20 2001 at 7:50 PM Rating: Default
If it still drops it must be a rare drop. I work on the rares quite abit (nice solo spot when I want to blow off steam) and I have killed this guy maybe 7-8 times in the last 2 months and never seen it drop.

If it does thought I'll give you a tell as I'm on Fennin :)
Jade Magma
# Feb 25 2001 at 9:22 AM Rating: Default
looted one of these recently from a Burnyai miner, any idea what this if for No drop lore.
RE: Jade Magma
# May 23 2001 at 9:02 PM Rating: Decent
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178 posts
Jade Magma is used for the Shackle of Bronze quest for Iksar Monks.
Trigger Sweep How-To Guide
# Feb 02 2001 at 6:12 PM Rating: Good
Link to the How-to
http://www.eqalliance.com/eq/trigger_sweep.htm

For more great Strategies go to...

http://www.eqalliance.com/eq/eqindex.htm

EQ Strategies section
level
# Jan 30 2001 at 1:58 AM Rating: Default
what can a lvl 24 kill in FM hehe
RE: level
# Feb 15 2001 at 1:59 PM Rating: Default
Go back to ill omen and camp at the windmill. kill outcast iksar and the skellies that spawn not far from there. when you get to 28 or 29, go to the giants in FM until 34 or 35, then the moles. of course, Great Divide in Velious is better. Tizmaks are great loot, and awesome exp. I ran from 33 to 37 in a couple weeks, with very little play time. Kodiaks are also great exp after 36 or so.

Merk
No Mezzing Giants
# Dec 18 2000 at 4:10 PM Rating: Good
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58 posts
Even though the Hillocks are just mid to upper 20s, and even Tumps only into very low 30s, none of these giants can be mezmerized. Enchanters are reduced to buffing, debuffing and maybe some DDs or DoTs. People still want chanters, but if you're used to crowd control, this is not the place to be. For that reason I do not expect to stay too long, I don't want my personal skills to atrophy.
The message says cannot be mezzed with this spell, for mezmerize, mezmerization or Enthrall. I am not 34 yet so have not tried Entrance, so I cannot say for sure it will not work.
But Charm is fine
# Jan 19 2001 at 3:40 AM Rating: Default
My first few attempts broke quickly but, especialy for Hillocks when you're 32 or so, Charm is a nice strategy on these. Hillocks last quite a while and tumps will typically last for the battle. Trouble is that you charm when things get nasty, and if it breaks fast you'll be whining for heals or you'll be dead before the cleric notices you're hurt.
This is with 180 + charisma, by the way, lower charisma hurts. When I let my buff drop and don't notice, charisma is 162 and charm is not that great.
RE: No Mezzing Giants
# Jan 08 2001 at 1:16 AM Rating: Default
Entrance doesnt work either, but fear works well. Just dont fear them in fort area.
Snap Pulling
# Dec 17 2000 at 10:13 AM Rating: Default
Hail this is a little method Used By our Guild for hunting the Giant Fort

the groups consists of one
Ranger(puller/secondary Tank)
Warrior(tank Primary)
Cleric(primary Healer-buffer)
Druid (Nuker+DoT)
Druid(Back Up Healer)
Shaman(Back up Healer/Buffer/Back up Tank)

heres how it works
med and buff everyone up then grab your first pull of One when he starts running let warrior finish off and go grab 2 (no Braes or Craigs in this rotation) Repeat except finish 1st one off then when second starts running go back and grab one during this pull let primary healer and the nuker druid med and back up healer and shaman take up there brunt pull one again this time let all 4 med through fight then start pull cycle over sans buffs keep SoW's up on everyone and keep this cycle going until buffs begin to wear off (depending on level of group about 30 minutes)
when buffs begin to fade finish off current pull(s) and then take 5-10 minute meditate rebuff break when everyone is back at one hundred percent (mana and hp's) start the cycle over again this will production Hellatious XP and Loot (had 2 loops drop in 4 hours not a bad ratio) plus to 30th's ding outta hell level 1 the main trick to this method is good communication don't panic and ALWAYS have a SoW if you get in situation you can't handle don't try to be brave run and lose em or zone this works best to be on the left side of the door where the pull run is slow and your out of the main traffic way
hope this helped yall in your pulling and hunting expeditions
Great Team in the Fort
# Oct 31 2000 at 9:14 PM Rating: Default
Last night I grouped with 1 war 1 shanman and 1 enchanter. (I am a druid) My teams really rock, first the war pull the Hilllock or Tump, I snare, Dot it, the enchanter fear it, the war just attack it from the back together with the shanman. The shanman and I both can heal and regen HP, plus the clarity from the enchanter, we saved a lot of mana so that we pulled much more. The loot is not bad too, I got a tunic and a blackpearl in 2 hours.(I passed the roll of those heavy weapons)
Necro Suggestions and Nurga
# Oct 13 2000 at 10:59 PM Rating: Excellent
Necro's...Giants are the thing...I've solo'd them fairly well from 33 through 38. Use Doom drag up the hill past the 2nd tree then Fear em...the reason to go past 2nd tree will become apparent if you don't. The giant will run back towards the Fort...and agro anything else that happenes to spawn at the gate.



You get tired of this...Go to Nurga with a group and hunt spiders....Nurga is a great little dungeon...it's loot poor but exp rich...very manageable with the right group. If done right a group of 4 people can get 11 mobs into a 12 minute spawn rotation. The spiders are all clumped in 2's or three's. Have someone feign pull or fear one and have someone Root one....then as you kill the first one let the second one linger for 30 seconds longer ...Voila...broken spawn. Once you've got 3 spawn rooms broken....go to the Burynai at the other end of the Dungeon. Pull those two....then pull a room of 3 spiders. This will complete your rotation of 11. You can make the exp roll in faster here than most places as well as get a Kunark Dungeo bonus on exp.




Mor Spawning locations
# Oct 09 2000 at 9:07 AM Rating: Good
Since no one thought to include it, I noticed decent huning conditions at the canyon to Lake of Ill Omen (brutes, Hillocks, a few tumps, some wandering goblins and the occasional burinay or sarnak) for soloing at lvl 27+ (druid) or groups of lvl 25+. Tracking is recomended although the canyon itself and some of the hills close by command a wide view and make hunting giants and brutes feasible for those without tracking as well. In my 2 levels in Frontier Mountains so far there were mainly small groups (up to 4) or solo players hunting here as most larger groups decide to move to the fort (and a lot of solo players decide to answer calls from fort groups sooner or later). The best spawn point seemed to be either at the bottom of the slope directly below the canyon or at the edge where the canyon slopes down to the main zone (giving the group a good view of incoming critters and some room to their back to kite and/or retreat from rooted mobs.
There are only a few wanderes up here and most trains from the fort wil not reach here (they either kill the ones who caused the train or if they are fast enough, the giants will return before they reach the canyon).

The entrance to the burinay mines is also a nice location (mainly burinay but anything else may wander in as well; group recomended because of wanderers). This place can support two or maybe even 3 groups if they also start rounding up mobs with tracking.
The Giant Fortress
# Sep 24 2000 at 5:05 PM Rating: Excellent
The Giant Fortress (at 0, -1450) in the Frontier Mountains. Oh how I love it. The spawn rate is
insanely fast, and it supports multiple groups with a seemingly endless supply of giants to fry. It can be hunted successfully by one group outside the gates, and a good puller can keep pulling singles all night long.

But the choice real estate is inside the Fort itself, setting up against one of the walls. You may
never be at full mana once you start, even with an Enchanter, but the stream of giants can be kept constant for a long time.

There are also the mine tunnels at the back of the fort, but I have not tried these yet. I am told
the exp is even more awesome there.

In the past week, I have gone from 31 to 34 (died once, & played six nights out of seven, avg: 6 hrs per night). I was always in a full group. Levels of group members ranged from 28 to 35. In the best group of these (great puller, alert cleric, nobody panicking & running) I was gaining exp at the rate of one bubble per hour With two tanks, we were able to handle pulls of up to 4 giants at a time - not including Craigs but including 2 Brae's on several occasions.

Finding a spot in a group never took long. If there are no spots, you can always shout in FM or the Lake next door to start a group, and in no time you will be on your way.

Levels/Hit Points of Giants as follows:

Hillock: 24 - 31, 1250 to 1550 hps
Tump: 27 - 31, 1450 to 1550 hps
Brae: 30 - 34, 1800 to 1900 hps
Craig: 33 - 37, 2450 to 2550 hps

Enjoy the hunt

Burning Woods zone line
# Sep 14 2000 at 1:04 PM Rating: Decent
17 posts
I've seen some folks posting that this is good until about 43 or so...

In my experience working this zone, I've been able to do about a bub of exp a night (4-6 hours) pulling to here at level 45... (Was working with my guild last night, or would have dinged here last night... ) :)

I am a Magi, so I make a pet (usually a fire pet) give him weapons, buff him, and then med to fom. R-Click the Jboots, and take off looking for blues... I Malise/Malisement pull so it certainly helps things a bit... :)

Most Craigs are blue, and every once in a while a Brae will be as well... The Burynai Rock-thingies are sometimes blue, too...

hunting spots
# Aug 31 2000 at 5:38 PM Rating: Excellent
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132 posts
ok, two of the posts already here deal with the burning woods zone line, so i won't go there - however!

at about lvl 28, i suggest you leave the lake of ill omen and come to the mountin giant fortress in this zone - pickup groups are incredibly common, and despite the sheer numbers of giants, pulling them is fairly easy, since they have a low aggro radius. the giant fort's entrance is set up quite nice for pulling as well. to either side of the entrance, there is a hillock or tump spawn, and occasionaly one that is patrolling inside the fort will walk out the gates, stop, stay for a min , and head back into the fort.

pulling from the fort just about requires a sow, but that you can get from your local (and hopefully group) shamen or druid. going in, there is on the right wall, a line of three houses - each of these has a spawn, just outside the door, and the middle one has a spawn inside the door to the house as well - so watch it, you'll pull two from that one half the time. my suggested pulling route for these is to run along the wall behind the cottages - to reduce the chance of a train from the center mass of giants. in the center, there are 7 or 8 spawns, ranging from hillock to craigs - the craigs ALWAYS spawn near the entrance to the mines. on the far wall of the fort - another line of houses. the first, nearest the entrance, has one spawn in front, and another behind the house, so watch out on that one. the next farthest usually has a tump, sometimes a brae spawn in it. the house in the corner usually has a craig in it, along with at least one other giant. i always, if possible, suggest you run along the walls of the fort to make pulling multiples a rarer occurence. outside - your group should be standing around waitng on the hillside near the entrance. kill, loot, repeat. =)

ok, for those who don't want to do exclusivly giants - at low lvls, there is a nice flat spot against the zone wall, to the right of the ill omen zone/canyon, that works great for pulling. mobs vary for that one, but usually nothing too nasty.

at higher levels, repete this at the tunnel to burning woods.

ok, if you are hunting giants, but don't want to go to the fort. between the zone for droga/overthere andthe fort, there is a really rockey feild. low hills, all rocks, but mostly flat - a LOT of the wandering craigs in zone spawn at this area

note - one bonus on hunting the giant fort - the cash is excellent, and you have a chance of getting that nice (if ultra-rare) drop of a forest loop.

happy hunting
siacay
cazic-thule
#Anonymous, Posted: Jan 16 2001 at 7:15 PM, Rating: Sub-Default, (Expand Post) are u kidding me the fort and gaints in general SUCK in exp and loot im lucky if i see 2 gold on a giant and as for exp i can get the same amount off a sabertooth grimm?? and they hit for alot less. Plus the lagg at the fort is unreal.
RE: hunting spots
# Jan 20 2001 at 6:44 PM Rating: Default
That might be the case for you, but not for others. No big reason I can see to come in and bash a well written post about how to hunt the fort if you dont have anything real to contribute to the discussion rather than arguing. Opinions are always welcome, but negative rants with no upside are a little heavy handed. On the topic of opinions, i will freely offer you two of mine. Firstly, Sabretooth Grimalkins become piddly xp by level 28. Secondly, i humbly set forth the idea that your lag problems could be due to your connection and or computer. If the lag is in part due to your physical hardware or connection, then that hardly qualifies as 'lagg at the fort is unreal'. Maybe its not good for you, that doesnt mean the above poster doesnt get good xp and lags out like you do.
RE: hunting spots
# Feb 07 2001 at 6:57 PM Rating: Default
From my experience the fort can be a nice place to hunt IF you have a good group. Too many times I have been in a pick-up group that contained members who did not know how to "play the giants".
When this happens, xp can be very slow, and the situation can turn fatal if not careful.

As for the lag, many people I have talked to experience rather extensive lag in this zone. (But if you don't like it you don't have to hunt there.) (=

Buuyah MojoMaker
Wizard Soloing
# Aug 28 2000 at 11:59 AM Rating: Excellent
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121 posts
Near the Burning Woods zone is an excellent place for a wiz in the low 40's to solo. Lot's of blues all over, and a place to run if it gets bad. Mountain Giants and Brutes root well, and Lightning Shock takes them down fast. Be careful of the goblin and burynai casters though - whatever spell they throw will clear your Steelskin and take down a bubble of health per shot. They would still be killable, if not for the fact that they also throw you back a few feet, interupting your attack. If I get aggro's by one of these by mistake, I will try too stun and root, then I head for the zone.
RE: Wizard Soloing
# Aug 31 2000 at 5:25 PM Rating: Decent
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132 posts
indeed - i have a wizzie friend who soloed at that spot from 37 through 45. the tactics she used were stun, run to the cave, but not to far in, stun again, root it, and blast away till it croaked or was "blackend". very effective stratagy!

sia
cazic-thule
Great way for 32-43 zone
# Aug 26 2000 at 4:23 PM Rating: Default
16 posts
Grouping for those classes that need to group will get you from level 30 to 36 minimum.

Bug solo classes like necro, druid, mage can easily reach 43 in frontier mountains.

39-43 is quick and godly near the tunnel to burning woods where the best mobs walk by.
Hunting the names =)
# Aug 22 2000 at 7:29 PM Rating: Decent
alrighty, get out yer compass or your direction sense..and get ready to track.

The spawn tables for ALL named in fronter mountains follows a simple rate that can easyly be camped by either a druid or ranger (or multiples to make sure noone else gets a named).

Ok here it is:

monster spawn pathing 1 consists of:
South east spawn is either a named goblin (wandering stone healer, blugtugin,dustcryer,etc.)
or a regular goblin raider. If a named dosnt spawn and your doing the rotation corectly kill all raiders and then head to next location

Ater SE spawn, head to the southwest corner where a named giant will be up or a regular Hillok giant

Once the SW spawn is delt with head to the north west corner for a named mole (gemeye, eboneyes, grand cenobite, etc.) or a burnaniny miner as its common PH

The best way to get this spawn going as a druid is to bind in the se corner and once down at nw, gate to se and get your goblin


Monster spawn pathing 2 consists of:
SE corner has named brute up, no PH, always a named one like rabid, diseased and such

Sw corner will have a random goblin, giant, brute, or sarnek spawn

Nw corner will have a sarnek spawn

this rotation used to produce the whip and twig and has the hardest monsters to fight but as of now its not worth the effort to camp this rotaion and people usualy only do it if they see the named up and their already doin rotaion 1



To effectivly hunt this rotation as a group can only be done if you have atleast 2 people with some kind of trackin ability, as the gaint spawn is easily visable anyone near it can see and attack it.
RE: Hunting the names =)
# Feb 18 2001 at 1:17 AM Rating: Decent
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93 posts
My guildmates and I did this for 6 hours one day, we had a total of 3 ppl at each spot, wiht the higherlvls at the NW (which for some reason is more difficult) each of us walked away with about 15 rare items and had a blast doing it. I would recomend doing it in this way as running all over this zone is not very fun.
RE: Hunting the names =)
# Feb 03 2001 at 10:15 PM Rating: Default
Been in this zone long time ,saw rotation go by and still have not see Varithyx spawn, have his location spawn site. Is there more then one cycle?
RE: Hunting the names =)
# Feb 24 2001 at 12:54 AM Rating: Default
There are 2 cycles. I forget which mobs are on the same cycle though as its been months since I did it. It was very easy to solo the cycle as a low 40s Bard. Bards are so fast they dont really need a group. Running across the zone only takes 30 seconds.
RE: Hunting the names =)
# Jan 07 2001 at 6:50 AM Rating: Decent
Was just curious is there exact Loc for spawns??
RE: Hunting the names =)
# Sep 13 2000 at 12:32 PM Rating: Decent
Actually, bards excel at this cycle. A ranger would have to be pretty high level in order to do it.

Relatively accurate otherwise, if lacking info.
RE: Hunting the names =)
# Nov 17 2000 at 8:56 AM Rating: Decent
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93 posts
Spent 2 hours in the zone this morning. The brute > sarnak cycle seems to be stopped. Not a single diseased, rabid, or mangy brute was to be found.
Something I'm missing? Changes since the patch?
Will return there tomorrow )
Auldian
____________________________
Grupp of The Combine - Druzzil
Broogan of Firiona Vie
Auldian of Druzzil Ro - Retired
RE: Hunting the names =)
# Jan 20 2001 at 9:09 AM Rating: Default
Killed a rabid brute recently near giant fort...
Hope this will help
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