Neat little kite path in NC by bone cracker [Archive] - Necrotalk.com

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Xislaben
04-04-2005, 02:07 PM
The good:
PoV WW camp quality xp in a group
2-4%aa/kill

The bad:
warping due to pathing and topography, grrrr

The ugly:
Agroing nameds on accident that summon and hit very very hard = insta squished gnome

I was running around NC bummed that all the kite paths were taken when I got a tell asking if I wanted to join the bonecracker camp. I thought the person was nuts, at 62 I wasn't going to play with the bone cracker, but no they said they were kiting murks. So I ran off. The XP there at 62 was comparable to PoV WW and EW camps. 2-4% aaxp per kill in group depending on the level of the murk. But it's kind of tricky there. You have to avoid the named mobs, one that paths up to the pulling point, and you have to deal with the annoying warping that happens there. Rune is a must.

Basically you pull murks from the ditch next to the Bonecracker's ditch, and pull them back to the ridge around the Bonecracker where you can kite to your hearts content, just make sure that the Battleleader is not pathing close to you when you pull. The murks you want are A Murkglider Deathgrime, A Murkglider Soulhunter, A Murkglider Soulstalker, and A Murkglider Spiritsipper. Do not pull A Poisonous Murkglider cause it's a summoning named and will eat most people alive. Needless to say, don't fall down the ditches either, that would be bad, and be careful about getting too far ahead of the murks around turns or nasty warping occurs. There's not much room to kite here, so you have to be quick, but the xp was good at 62.

Pulling the closest to you seemed to get singles most of the time, though doubles did happen. These guys move fast, I'd fd away from the battleleader pathing spot if doubles came, though nothing sees invis here, and you'd be fine fd next to battleleader, just have to wait longer, and may not be able to see him approaching.


http://img9.exs.cx/img9/594/nckite5mj.jpg

Felicite
04-04-2005, 04:09 PM
Nice guide.. you gave away my old secret backup camp. *teases*

Some of those Murks are 65.. others not. I found there to be two pairs of Murks I had to FD split.. the rest singled. Warping pulls are fun.. I kind miss them when I am not playing with Murks.

Xislaben
04-04-2005, 05:26 PM
Originally posted by Felicite@Apr 4 2005, 04:09 PM
Nice guide.. you gave away my old secret backup camp. *teases*

Some of those Murks are 65.. others not. I found there to be two pairs of Murks I had to FD split.. the rest singled. Warping pulls are fun.. I kind miss them when I am not playing with Murks.
Hehe sorry :P

Given the dificulting of learning the warping pulls (took a few deaths) I think this camp may well be available alot of the time. What's annoying is that the warping still happened even on the kiting path. It's annoying to be sitting medding for a sec only to find that now the mob's just dropped your rune. You really can't sit here much, and if darkness breaks you're in trouble, these move much faster than the DS ditch murks do it seems.

On a few rare occations we got a few of the doggies that came to play, though I'm not sure if a pull of them was attmepted or if it was some really odd warping agro range deal. Most likely a pull attempt by impatient groupies. But at least 1 other person in group is nice for tagging the double pulls as you fd.

boonees
04-04-2005, 10:11 PM
The up side to this is that at lvl 70 you will find the poisonous murkglider a cake walk, easy to do, as for pulling the murks from the ditch, i stand on the very edge, target the murk i want and turn around to the direction im goin to run, cast and as soon as its been casted run like hell, very rarely get hit by the warp mob.

You should also notice that the mobs always warp to the same place regardless of where you pull them from in the ditch.

Boonees 70 necro

Xislaben
04-06-2005, 07:20 PM
Originally posted by boonees@Apr 4 2005, 10:11 PM
as for pulling the murks from the ditch, i stand on the very edge, target the murk i want and turn around to the direction im goin to run, cast and as soon as its been casted run like hell, very rarely get hit by the warp mob.
Yeah, pulling them they warp and that can be a bit annoying though it's managable, but I've noticed them warping on the actual kite path, either that or I was lagging a bit, and I rarely lag outside of pok.