So since there's so many questions about places to change, and since Trickster's traditional training grounds are currently in a state of upheaval, I figured I'd try and compile all of them into one compact thread. I'll do my best to keep this updated.
W h y Train?
This may not be an obvious question to the old-time (grind heavy) tricksters, but its a valid one. Since a character can level primarily through quests, why even bother grinding?
Grinding is slightly better for your TM level than doing keyquests.
Grinding helps you level when you're out of quests.
Grinding makes you money from mob drops, galders, etc.
Grinding levels you faster than questing, provided you pick an optimal training spot/have a party/have adequate equipment.
Grinding can be done in conjunction with questing - while training, pick up those annoying quest items!
C r i t e r i a for a good grind
Good Spawn density. You don't want to run miles in order to get a kill, because that cuts into your experience. On the other hand, unless you're AoEing, you don't want the monsters to be too crammed, because you will take more damage = more pots used = more repots = more time not training.
Close to repot. Most important for characters with a 1-2 in sense. If you run out of pots, it's a hassle to run 3-4 maps just to refill on elixirs. It's even more of a hassle when you have 3000 total weight and you have to do this every 5 mins.
Weak monsters. a) Ideally all monsters on the map are weak to your damage type, which lets you train on the map at lower levels. b) You don't want monsters that do a whole lot of damage, banish, etc. b/c these things increase repot frequency/transportation.
Size. In order to accommodate a 2.5 party, a map must be big enough for 6 people. Places like Phantom School bathroom may be large enough only for one party maximum, while Tap 1 can hold multiple ones.
Loot. Some places give items that are worth a lot of money, can be used for quests, etc. etc. This is a nice perk of training in a spot.
AFK location. Particularly important at higher levels, this allows your party members to stay in a party and in the field, and lets you have a high experience bonus while you train.
R u n n i n g your Party
Always post to the bulletin board (P -> View -> "Recruit Members" -> Write if you have a party already and need more people) (P -> View -> "Party Request" -> Write if you don't currently have a party).
Getting a party started is highly preferred as more people are willing to join if they see you've established a party first.
Special (ie. a gender party) is in most cases easier to keep up than a Royal, and offers precisely the same benefits.
I've estimated level ranges... please check my responses, and correct me if I'm off on any of them.
w h e r e 2 G R I N D...
Numbers like "70-" mean below level 70, while "35+" means at least level 35.
Levels are suggestions based on (and sorted by) difficulty of mob. You may be able to train there earlier or later depending on the quality of your gear.
More extensive descriptions of each training spot are in the spoilers below each section.
a * means i think the place is especially good for training in a party.
............
P. School 1f -- 35+ | 50-
Spoiler!
The most useful part of this map is the ghost book quest @ 31 (thnx Kyzuumi+ EDGE), which gives large amounts of TM experience for your level. Make sure to do this before your second job change (which will push you to level 51).
*Path to Oops -- 35+ | 70-
Spoiler!
One of the most popular training spots, this map has nearly everything: an AFK spot on the docks, mobs that are weak to every type, close proximity to repot, and useful drops (black herb medicine = hp pot, oops wharf quest items).
Oops Wharf Field 2 -- 60+ | ~88-
Spoiler!
Pretty much the only time you'd spend here is for the Crows PQ, which gives useful chaos feathers and hax experience for a level 60. After the 30th run, you stop receiving useful experience, but the items here are great: Crows Claws for oops quests, Dark Cloths for Ep. 2, and Bell Clusters for Ep. 1. Crow Cards are used in several mastery skills as well. The Crow spawns cluster near the houses in the SW, the NW area, and up the stairs in the NE
*Oops Wharf Field 4 --60+ | 84-
Spoiler!
Useful place to train as the Master Foe card retails for lots (Cap'n Skull entry - I'd pay about 100k for one, but lots of people sell 400k+, lol), and the drops are used in Oops Quests/Ep. 1. Pirate Coins can give you decent amounts of money for low levels too. Great spot for party training imho.
Mermaid Palace 2 -- 60+ | 95-
Spoiler!
Since it takes ages to farm 25 sea herbs (Waterweed Witch drop/Mermaid palace quest), you might as well spend some time here farming. It's also a pretty good partying map too if you can get folks to come.
*Seabed 1 -- 60+ | 100-
Spoiler!
I think this is a great place to train, since Cash Boxes (bad anemone) take a similarly absurd amount of time. Not to mention, the experience is pretty good, and the mobs easy experience, particularly if you can OHKO.
Seabed 4 --60+ | 100-
Spoiler!
Another good place to train, it's close to Aquarius which means easy access to shopping/storage/comp/refine, and the mobs also drop several useful quest items. A worthy continuation from Seabed 1. You can even do the PQ on Siremaids for extra EXP (though you won't get chaos feathers).
P. School 2f Bathroom -- 60+ | 92-
Spoiler!
This is a wind (or other aoe) sheep's heaven, as an OHKO on the toilets levels you up insanely fast. It doesn't even matter if you have a booster, you can kill several enemies per second. Also, the cards sell well and drop fairly commonly. Kind of small, so probably at most you'd be able to fit one party.
*P. School 2-2 -- 70+ | 94-
Spoiler!
Someone suggested this to me. It's a great place for nearly everyone, as Egg Spectres are fairly weak, and drop Fried Eggs, which restore 3000 (!) HP. This reduces repots, and is a relatively easy place to train as the Maiden Ghosts don't do that much damage.
Mermaid Dungeon 1 -- 70+ | 110-
Spoiler!
Lots of mobs, and a great place to train for AoE's. It's amazingly close to a repot, too, and you can pick up quest items (sulaphat shell + chele claw).
*P. School Annex -- 70+ | 123-
Spoiler!
I think this place should be the next Bugbears (albeit a little smaller). Fantastic respawn rates, you're right next to pots, and keepers are easy kills for everyone. Lions can train on the slow-moving leader toys, and there's even a semi-AFK spot in the little nook of brambles. You'll need a higher level to tank the damage by the front of the brambles.
P. School Machine Room -- ??+| ??-
Spoiler!
I don't know anything about machine room, except all its mobs are gun weak making this a good training spot for lions. Train here if you can OHKO. To get here, Take P. School 2nd floor hallway to P. School Annex, then head down the stairs to Machine Room.
*Nora Sewer -- 70+ | 110-
Spoiler!
A great spot to train if you can ohko Nora Mummies/Bigs. Stick to the top, as the respawns cluster around there. Save all your drops, they're used in quests, and Nora Dolls are the Karan entry item.
MirageIsland 1 -- 80+ | 110-
Spoiler!
This would be a perfect map to train in. It's huge, has great spawns, easy kills, and super drops (Panaceas = lots of TM and sell for decent money). Not to mention you also pick up Ep. 2 items. Problem is, not too many level 80s wander around here b/c you need to kill Don Giuvanni in Ep. 2 to even get here. If you can get a party, by all means do so.
Mirage Island 2 -- 80+ | 110-
Spoiler!
This would be a perfect map to train in too - Panaceas and Chickensaurus legs = Fire Attr stones (from the quest reward). Not to mention you also pick up Ep. 2 items. Like Mirage 1, though, not too many level 80s wander around here b/c you need to kill Don Giuvanni in Ep. 2 to even get here. If you can get a party, by all means do so.
Mermaid Dungeon 2 -- 80+ | 110-
Spoiler!
I'd basically only do this map for the Mermaid Palace PQ - which, admittedly, gives amazing experience and CF 80's - and for hunting Ep. 2 items (Tanya's sword).
*P. School Dungeon -- 90+| 220- (several maps)
Spoiler!
This place is superb. Provided you can survive the mobs, it rewards you with superb item and money drops. The equips here have the potential to be some of the best in the game - you can sell the good ones for millions, and npc the rest for an easy 50k. Lots of people can train here too, from a large range of levels. I'd train here as soon as I can OHKO/2HKO the mobs. A party is handy in case a griefer tries to kill you, since it is a PvP zone. If you're a fox like me, I highly recommend 2-4 as an orgy of Fan of Knives goodness; I can train in 2-4 solo faster than I can at Tap 1 with a booster (!)
Quote:
Originally Posted by DarkMaverick(edited)
P. School Dungeon 3-1. It has Picture Ghosts and Haunted Prisoners. The Ghosts are physical weak and the Prisoners are gun weak. The only problem is that Prisoners banish, but they do give a warning message so if you can OHKO it's a great place to level for foxes. Not sure about other classes.
If you can't OHKO the Prisoners in 3-1 there's 3-2 which has Picture Ghosts and Haunted Straws that are both physical weak. The only difference being that Haunted Straws have Mana Arrow and don't banish. I like 3-1 more because I get hit less, but I can see arguments both ways. I'd suggest 3-2 if you can't OHKO Prisoners otherwise it's personal preference.
Path to Snow Hill aka Bugbears -- 100+ | 170?-
Spoiler!
Used to be really popular, has an AFK spot in the middle, but now it's not nearly as good as it used to be. The mobs got buffed in damage, etc. Their resistances got changed, and Jokers now have banish. Yuk. Still, not a bad choice if you can OHKO and find a 2.5 party (which is still fairly easy to do).
*Tap 1 -- 100+ | 289-
Spoiler!
you either love it or hate it, but you can't deny this is THE place to go to get a party. There's an AFK spot by the entrance, and mobs for everyone. Repots are just next door @ Gate to Tap. Gives solid experience for such a huge range of levels, making it friendly for everyone... but also extremely crowded and prone to ks-ing. A solid place to train, nonetheless, all drama aside.
Vamp Dungeon 4 -- 140+ | 170-
Spoiler!
There's a PQ here. It's got good compound item drops as well (Blue-green bead, wrist/finger protectors) and card drops (bone magician).
*Tech 4 -- ??+ | ??-
Spoiler!
It just got revoed. I don't know what the level ranges are since they just got changed, but it's a great place to train all together, and close to a repot (Gate to Tap). There's an AFK spot too nestled in a corner in the mid-area. I think it's good for all types as well except maybe magic types?
Karan Boss Trial 1 (Trench of the Dead) -- ??+ | ??-
Spoiler!
Good spot for AoE, I'm told, and very party friendly. It looks to me like the old SF3, which means you can pick an area with your type of mob and go wild. (credit to NakedImouto)
Count Blood Boss Trial 1 -- ??+ | ??-
Spoiler!
Kerberos are easier to kill than Bats, lots of mobbing.(credit to NakedImouto)
Count Blood Boss Trial 2 -- ??+ | ??-
Spoiler!
Bats are really nice if you can OHKO with strong AoE's. Buffalos (Chi+zerk), and haxxed sheep will go wild here, but other classes can train here too.(credit to NakedImouto)
Snow Mines Closed Lot 1 -- 170?+ | 280?-
Spoiler!
Popular place for high-level training, since ID3 is now dead. Mobs/experience are good, but beware if you don't ohko, the mobs can hurt a lot (thanks to Lendisa)
Do you meant do the Ghost Book quest at level 40, or when it becomes available? Because I know it's a minimum level of 30, if that's what you're trying to convey.
Karan Boss trial 1 and Vamp boss trials 1 and 2 are excellent grinding spots, solo with a bracer.
Karan boss trial 1 is more party friendly, but the Vamp boss trials has a very limited map space, but with excellent potential for afking training.\
EDIT :
These places are better than tap 1 IMO. Very quick EXP, no running for a kill. Tap 1 is okay for single kill EXP, but if you have ANY AOE, it's strongly recommended that you grind at the boss trials.
Minor update. I added a little more praise for Phantom School Dungeon b/c it is an excellent place to train.
Also, I reworked the section order and added a "why do you train?" section.
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if the post above this is insightful/useful, rep me plz
--------------------------- fLick3r(main)/Cod(92%PvP)/Secretary(PvE)
Nice to see people have forgotten phantom school, its probably my favourite place The rooms aren't big but the spawns are super fast so it's a shame you don't see too many parties there.
I wouldn't say you need to be able to OHKO to do machine room though, my useless luck lions been ok there.. it makes the xp slower but I still liked it better than other places. For magic types once you can 1hit the keepers the 3rd floor toilet is like a little upgrade to the 2nd floor one, with keepers & inky muks it just gives a little more xp! Another room that I think used to be really popular for magics is the art room, they can hit hard but I don't think you need all that much MA to be able to OHKO. At 137 I still get decent xp there on my own so for someone 9-10x it should be really nice
*P. School Dungeon -- 90+| 220- (several maps)
This place is superb. Provided you can survive the mobs, it rewards you with superb item and money drops. The equips here have the potential to be some of the best in the game - you can sell the good ones for millions, and npc the rest for an easy 50k. Lots of people can train here too, from a large range of levels. I'd train here as soon as I can OHKO/2HKO the mobs. A party is handy in case a griefer tries to kill you, since it is a PvP zone. If you're a fox like me, I highly recommend 2-4 as an orgy of Fan of Knives goodness; I can train in 2-4 solo faster than I can at Tap 1 with a booster (!)
Once you out level the mobs in 2-4 I moved to 3-1. It has Picture Ghosts and Haunted Prisoners. The Ghosts are physical weak and the Prisoners are gun weak. The only problem is that Prisoners banish, but they do give a warning message so if you can OHKO it's a great place to level for foxes. Not sure about other classes.
With 117 HV and 126 LK I rarely get hit so I only stock MP pots and can stay there a lot longer since both monsters drop Elixer Extracts and Jewelry potions. Generally I only leave to unload Phantom equips or when I'm not paying attention and get banished.
Also, I'd like to say how much I appreciate this guide. I stopped playing for quite some time and was fairly lost about what to do when I came back and this was a ton of help.
Edit: If you can't OHKO the Prisoners in 3-1 there's 3-2 which has Picture Ghosts and Haunted Straws that are both physical weak. The only difference being that Haunted Straws have Mana Arrow and don't banish. I like 3-1 more because I get hit less, but I can see arguments both ways. I'd suggest 3-2 if you can't OHKO Prisoners otherwise it's personal preference.
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404 Signature Error
Last edited by DarkMaverick; 05-09-2009 at 04:15 AM.
thanks for the positive feedback! I've (slightly) edited your post (just to make the location a little more clear) and put the quote in the Phantom School Dungeon section.
__________________
if the post above this is insightful/useful, rep me plz
--------------------------- fLick3r(main)/Cod(92%PvP)/Secretary(PvE)
I was slow-grinding in Tap! solo and that made me look like a loner unless I form a party. (Which it's highly doubutfull for a hour-like online availability.) So now I know Snow Mines Closed Lots do somehow give me hope~ But I still love to loot at Tap1. (Sorry for those parties that saw me running back and fourth. ^^; I have other important gunk to carry too. X_X)
And Ice Dungen 3 scare the crap out of me with Great Coolems. (Makes you appreaciate magic-type players in your side.)
Maybe Black Ash Dungeon?
The monsters give decent exp (about 0.1-0.2% soloing with a booster at 210) and it's right next to a repot.
The items they drop are useful for quests in the dungeon, too (grinding there will help get those somewhat rarer items you need a lot of such as incense sticks and iodine pills).
I am lvl 9X foxy...have been solo in path of swamp after it has been revo'ed..
I can still 1 hit KO the monsters..
i think you can add that map in your guide for 90-110..