I've tried all the camps, my observation is that yttrium ore drops about the same percent of the time off all the mobs, about 1 in 6.
The Grey - sun revenants
Pros - Easy single pulls, no casters
Cons - Only six mobs, have to wait a long time for respawns
The Deep - thought horrors
Pros - Enough mobs for a ranger to pull and kill constantly
Cons - Lots of dispelling mobs, usually an add or two during pulls, often camped, don't try pulling elder thought horrors (unsnareable unslowable 500+ hitters that come three at a time)
Akheva Ruins - mind burrowers
Pros - No dispellers, plenty of mobs, mind worm hides and meat can be used to get tailoring and baking up
Cons - They drain all your mana and run, they have lots of hp and are highly resistant to magic, need to have manaless snare to hunt here, usually 1-2 adds per pull, can get a big train if you pull from the right side
Sanctus Seru - mobs that are dark blue at 70 (mostly through the curtains)
Pros - Good experience, plenty of mobs
Cons - CH and dispel mobs, they dual-wield so they hit harder than the other options, magic resistant, can't avoid multiple pulls sometimes, occasional nasty mobs scattered among the normal ones
Grieg's End - shadow masters
I didn't get to try these out, I couldn't find out which mobs drop the key to the second level and I read that they swarm and dispel you like crazy, so I don't consider them a viable option.
I'd say the best two options are The Deep and Akheva Ruins. Akheva Ruins is slower farming and it's tricky to avoid roamer trains, but it's not camped as often as The Deep. Another thing I've had success with is farming Ssra shissar scales and ducking out every half hour to kill the sun revenants in The Grey. You get less yttrium this way, but the total amount of scales + yttrium is quite nice.
The Grey - sun revenants
Pros - Easy single pulls, no casters
Cons - Only six mobs, have to wait a long time for respawns
The Deep - thought horrors
Pros - Enough mobs for a ranger to pull and kill constantly
Cons - Lots of dispelling mobs, usually an add or two during pulls, often camped, don't try pulling elder thought horrors (unsnareable unslowable 500+ hitters that come three at a time)
Akheva Ruins - mind burrowers
Pros - No dispellers, plenty of mobs, mind worm hides and meat can be used to get tailoring and baking up
Cons - They drain all your mana and run, they have lots of hp and are highly resistant to magic, need to have manaless snare to hunt here, usually 1-2 adds per pull, can get a big train if you pull from the right side
Sanctus Seru - mobs that are dark blue at 70 (mostly through the curtains)
Pros - Good experience, plenty of mobs
Cons - CH and dispel mobs, they dual-wield so they hit harder than the other options, magic resistant, can't avoid multiple pulls sometimes, occasional nasty mobs scattered among the normal ones
Grieg's End - shadow masters
I didn't get to try these out, I couldn't find out which mobs drop the key to the second level and I read that they swarm and dispel you like crazy, so I don't consider them a viable option.
I'd say the best two options are The Deep and Akheva Ruins. Akheva Ruins is slower farming and it's tricky to avoid roamer trains, but it's not camped as often as The Deep. Another thing I've had success with is farming Ssra shissar scales and ducking out every half hour to kill the sun revenants in The Grey. You get less yttrium this way, but the total amount of scales + yttrium is quite nice.


Ngreth Thergn

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