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Guide - Fohpo's ToV Camp Quick Reference - WIP

What’s next?

  • Continue Expansion of ToV

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  • Older expansions (starting with TBL and working backwards)

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  • Nothing, it’s done idiot

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  • Total voters
    46
Joined
Feb 14, 2017
RedCents
2,664¢
THIS IS A WORK IN PROGRESS, I WILL BE UPDATING WITH IN-GAME SCREENSHOTS

First off, I want to say that this is my first "significant" post on RedGuides and I welcome constructive criticism (send a PM). I've surfed around a good bit and noticed the wiki was missing a lot of information regarding ToV. This is all from my personal experience and I'm going to be heavily relying on EQResource and RaidLoot for the information contained in this "guide."

A few things to consider before we jump into things:
  1. Always know your group's capability and adjust settings accordingly, some camps have multiple named around them and difficulty varies. In order to "hold" the camp or keep the puller safe, adjust PullRadius to keep a semi-clear path around where you set up.
  2. I always take time to go through and blacklist quest mobs or things that may interfere with my puller (like Froo Froo in EW), I strongly recommend doing the same.

LOOT CAMPS BY ZONE:

Eastern Wastes -
EW Named Overview
theeasternwastesnamed.png
Most of the camps in EW can give you access to multiple named, the key is positioning yourself so that your puller is in range of PHs. Coldears and Cadane are a perfect example (far east side, near Iceclad bridge), you can effectively pull PHs for both of them from very safe spots along the ice crown. EW is also one of the zones where it is very easy to get access to picks, so always be on the lookout for that. I have noticed that if you're camping returned/Servant, that the dracos can be wonky with hitboxes and you may want to adjust camp size on boxes.

The Great Divide -
GD Named Overview
thegreatdividenamed.png
Much like EW, GD provides you with multiple camps that have easy/safe access to multiple named in a single camp and again, as a high traffic zone, usually some picks. I'd avoid the southeast side of the zone, as the cave and Laima are probably for lesson groups in raid gear. GD also has a lot of mobs fairly spread out, so you can tinker with your pull radius pretty freely.

Crystal Caverns -
CC Named Overview
crystalcavernsnamed.png
CC is my favorite T1 ToV zone, with the southern camp near Crystal Grinder's spawn being reminiscent of MPG for me. From there, you can pull north towards Life Leech, west towards the named geonid, and south for named spiders/another Life Leech spawn.

Kael Drakkel -
KD Named Overview
kaeldrakkelnamed.png
Add live giants to ignore list, they will assist in some of the camps so be aware of that and watch AE settings.

Velketor's Labyrinth -
Velks Named Overview
velketorslabyrinthnamed.png
Starting with the top left and going clockwise, I camp devourer on the little platform down the ramp from PHs, tarantula in the wandering arachnid room on first floor, kobolds on either side of their room, and a few different named off the side from the little gazebo where the mission starts. I don't mess with the basement since it's too much of a hassle (risk vs reward is WAY skewed), and the other named I don't really have ideal camps for - I just hit them after the server resets since those are so common right now.

EXP CAMPS BY ZONE:
Not going to put too much effort into this section, as I feel when I'm going for purely XP loot and such is irrelevant for me. My top few choices include:
  1. SE caves in GD (Laima spawn area) if you can swarm (5+ mobs at a time, high kill rate)
  2. GMM, orcs in particular for me
  3. ST, but it's incredibly boring
TRADESKILL COMPONENT CAMPS BY ITEM:

Velium Infused Pelts -
thegreatdividetemplate.png
I feel GD is the best place to farm them quickly, although you could also go to Kael or EW. Going for the kodiaks in the south and southeast, or the wurm cave towards the center of the zone gives you good access to these.

Velium Infused Spider Silks -
crystalcavernstemplate.png velketorslabyrinthtemplate.png
Either CC or Velks are your best options, CC is relatively easy and I think the southeast part of the zone is by far the most consistent. You could also go over by Queen spawn, but there aren't as many spiders. Velks is definitely a better source, but will be slightly harder, either the ground floor "3-way" where tarantula spawns or higher up the ramps, just under devourer.

Raw Velium Ore -
Ry'gorr Mines (dead side by where Inspector spawns)
Great Divide (NW by Thosgromri, SE tunnels, at forgotten raid leader, or by Squire camp)
Eastern Wastes (the coldain huts, giant fort, or in SE part of zone killing goblins and other random crap)


SUGGESTED GEARING PATH:
This will not be absolute "best in slot" but an effort to gear as efficiently as possible.

Melee Group:
  1. EW - Cadcane/Coldears (far northeastern camp on my reference picture) - access to 2hb for zerks/ranger, 1hp for bard/rogue/war, back and shoulders
  2. EW - Bolman/Windchill (middle western camp) - access to melee belt (bard/zerk/bst/monk/rogue, rangers use caster belt), knight 2h, non-ranger bow, and neck
  3. EW - Mahaha (Vekboz/Sofia too if you can manage them)(northern camps) - access to tank mask, 1hs for bard/rogue/war, and ranged for non-tanks
  4. GD - Margidor/Squire (northeastern camp) - access to ranger belt, rogue 1hp, ranged for non-tanks
  5. GD - Gorul/raidleader (mid western camp) - access to ranger bow, non-tank mask
  6. GD - Gerton (southwestern, outside mines) - access to ring and healer primary
  7. GD - Laima (southwestern, inside mines) - access to ring and 1hp for bard/rogue/war
  8. GD - Thosgromi/augur (northwestern, outside caves) - access to 1hs for bard/rogue/war, bst ear, ranged, healer 2hb

Caster group:

A small disclaimer and my personal views on gear priority:
While I have an extensive background in competitive gaming (pushing content, MMOs, etc.), I am by no means an expert and some of the following is mostly based on anecdotal evidence with minimal data to support it.

Gear priority: Tank primary/secondary > tank belt (cripple > slow if you have enc/shm/bst), and then at this point the gearing breaks off depending on group makeup...

  • Melee: 2hb for melee dps (melee ranger) > 2hp (bow ranger) > 1h weapons for bard > Overdrive Punch belts on melee > Seress belts on ranger > 2hb on healer > bst pet focus > healer belt > rest of non-vis
  • Caster: Pet focus (if mage heavy) > 2hb > Seress belts > pet focus (not pet heavy) > healer 2hb > healer belt > rest of non-vis
  • Tank should be first dibs on all upgrades, end of discussion

CREDIT FOR CONTRIBUTORS:
  • zeusizgod
  • mark805
 
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Looks like a great so far... I’ll be following this guide as it evolves.

Since I don't camp in CC anymore i'll share a nice little spot. Life Leech camp... the lower #3. The little room below also has a PH as well and is an easy room to camp in. Need a little CC at first to break the room spawns but then its an easy constant supply of terrors with zero traffic. There are no quest mobs people come for here.

Crystal Grinder in CC as well: there is a PH that is near some tents. Thats the camp you'd want. Again quite a few spiders spawn there and drop the silks needed for the crafted gear. Can really stay pretty steady there.
 
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Magidor... in gd camp just north of ew zone in 3 ph's easy warrior mobs drops ore and few items...easy camp can single pull almost anything around or use cc..
 
Magidor... in gd camp just north of ew zone in 3 ph's easy warrior mobs drops ore and few items...easy camp can single pull almost anything around or use cc..
He’s part of my Squire of Narandi camp since I can keep both clear very easy. I’m hoping this week I find time to get some wire ups for each zone.
 
He’s part of my Squire of Narandi camp since I can keep both clear very easy. I’m hoping this week I find time to get some wire ups for each zone.
Yes very easy camp to set up right in between the 6 phs. And do both specially if have a chanter
 
Updated main post, began adding tradeskill materials and started testing loot farms in the zones I'm still missing. Cleaned up the XP camp section since it seemed like overkill, really I don't think ToV is gonna outpace GMM or ST for the vast majority of players. Any suggestions for what should be added next are more than welcome.
 
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I’m looking at this and not sure where to expand next. I thought about going back and doing earlier expansions or more xp camps.
 
Added a poll and am actively looking at options to build upon guides/strategies since I can’t code. Looking at possibly adding a gearing section to ToV for both prestige and non-prestige accounts, expanding on zones, and talking about leveling/progression. Also thought about writing more in-depth mission guides with INIs included for those.
 
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Added a poll and am actively looking at options to build upon guides/strategies since I can’t code. Looking at possibly adding a gearing section to ToV for both prestige and non-prestige accounts, expanding on zones, and talking about leveling/progression. Also thought about writing more in-depth mission guides with INIs included for those.
Sounds great, I'm definitely interested in learning more about gearing progression. Have just come back after a good few years and working on bringing a team I have up from 85 so the best route to good gear would be of interest to me - will probably end up having just the tank as a gold account, so if it catered for silver that'd be good too.
 
Great guide. Thanks.

How tough are these camps for an average group of 110's geared in purchasable ToV gear?
 
Great guide. Thanks.

How tough are these camps for an average group of 110's geared in purchasable ToV gear?
Handling T1 names shouldn’t be a problem, some of the T2 can be nasty. I’d advise you to look up each one on EQResource to know what to expect. I box several different groups and have successfully killed everything with at least a melee centric and caster centric groups.
 
I’m less optimistic than the other guy about 110s in T1 ToV gear. You’ll kill some stuff, but you’ll struggle a bit until you get more gear. How are your augs in those 110s? How about AAs? It makes a big different in ToV.
 
I’m less optimistic than the other guy about 110s in T1 ToV gear. You’ll kill some stuff, but you’ll struggle a bit until you get more gear. How are your augs in those 110s? How about AAs? It makes a big different in ToV.
I dunno, I rolled through all of ToV in T3 TBL and GMM gear without much of a problem ... I didn't upgrade anything till I hit 115, and all progression was done before then.

T1 ToV is better than that
 
I’m less optimistic than the other guy about 110s in T1 ToV gear. You’ll kill some stuff, but you’ll struggle a bit until you get more gear. How are your augs in those 110s? How about AAs? It makes a big different in ToV.
Considering you can buy T1 vis and misc other slots dirt cheap if you really need upgrades, I’m not really doubting anyone boxing (especially 6 boxers on here) will have problems. I cleared all the missions with TBL T3 geared groups of various compositions.

Especially this late into the expansion, gearing is stupid easy. T1 ToV vis pieces on my server go for less than 10k (partly my fault most likely), and I sell ores for 100k a piece since they drop 2x per mission now. I can literally fully gear a toon in T3 group gear in like 4 hours of play over a little more than a day. I'll go through and write up some tips for gearing later this week and update the main post.
 
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Considering you can buy T1 vis and misc other slots dirt cheap if you really need upgrades, I’m not really doubting anyone boxing (especially 6 boxers on here) will have problems. I cleared all the missions with TBL T3 geared groups of various compositions.

Especially this late into the expansion, gearing is stupid easy. T1 ToV vis pieces on my server go for less than 10k (partly my fault most likely), and I sell ores for 100k a piece since they drop 2x per mission now. I can literally fully gear a toon in T3 group gear in like 4 hours of play over a little more than a day. I'll go through and write up some tips for gearing later this week and update the main post.

again, it depends on augs and AAs and type 5s and that shit. Slapping bazaar-bought T1 ToV on a tank and expecting it to tank T2 named in Kael could prove rough.
 
again, it depends on augs and AAs and type 5s and that shit. Slapping bazaar-bought T1 ToV on a tank and expecting it to tank T2 named in Kael could prove rough.
But that’s literally what I said in my reply... T1 shouldn’t be a problem and T2 could be nasty?
 
But that’s literally what I said in my reply... T1 shouldn’t be a problem and T2 could be nasty?
Even T1 depends on the other stuff this dude’s 110s are bringing to the table. AAs, augs, type 5s will dictate whether T1 is even doable.
 
AA's are decent, but augs not so much ... need to find a good guide to camp them.

How does ToV T1 stuff compare to say Howling Stones? I have no problem with multiple white/yellow con mobs in HS with my group.
 
AA's are decent, but augs not so much ... need to find a good guide to camp them.

How does ToV T1 stuff compare to say Howling Stones? I have no problem with multiple white/yellow con mobs in HS with my group.
Debuff mobs, don’t swarm pull, have discs ready for named
 
I've gone ahead and turned on collaborators, if you are going to contribute, I ask that you include notes at the bottom about what was added/changed and you leave yourself credit in the contributors section.

I've also begun to add a gearing progression section for ToV, I'm splitting it into a "melee group" and "caster group" subsection since that's usually how I setup box groups for synergy (bump mixing the two, that's for amateurs). Currently in the process of getting ideas down and I'll go back later to organize them so that it flows and prioritizes slots/gear appropriately - I will NOT be adding augs into these. If someone who's more eloquent than I am wants to format and textcode (color, italics, bold, underline, etc.) the gearing section to help make it easier to read, then please take my RedCents.
 
Looking for a little help with the Crystal Caverns Crystal Grinder camp. I'm at the arrow right by the 1 on fohpo's map. My pulls are getting aggrod massively (like 5-7 mobs) and wiping the camp. Is this just the way it is in CC or is there an AoE doing the aggro? My group is:

Pally, Bard, Shaman, Zerker +2, Rogue

I use CWTN plugins for the Zerkers and Rogue (AoE is off) and KissAssist for the rest. I have zero trouble in Eastern Wastes and my team is ToV equipped with 25K or more AAs. I've tried to shut down the AoE (Languid bite, turgur's for Shaman as an example) but I'm still getting aggrod like crazy. Any help with better understanding the AoE's I need to be careful with for my team would be greatly appreciated.

I haven't tried the other Crystal Ginder spawn points so maybe there is an easier spot that I should move to but the guide calls out this one as the place to be for this camp.
 
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The other issue I'm having (though much less painful than getting wiped :)) is my puller won't grab the PH spider under the bridge if I'm camping in the hallway. He just won't go down the ramp to grab those mobs. I have the MaxZ range at 200 and the height difference from the bridge to the under the bridge is about 100. Any idea how to get my pally to pull under the bridge while in tankpuller mode?
 
The other issue I'm having (though much less painful than getting wiped :)) is my puller won't grab the PH spider under the bridge if I'm camping in the hallway. He just won't go down the ramp to grab those mobs. I have the MaxZ range at 200 and the height difference from the bridge to the under the bridge is about 100. Any idea how to get my pally to pull under the bridge while in tankpuller mode?
that sounds like a break in your mesh.
 
I think my bard's AoE was the issue. He was getting jumped and killed first so I turned off the AoE on his KA ini. I'm using Sic's (and it is fantastic).

Is there a better mesh file for CC (I'm a noob and never messed around with changing mesh settings)?
 
I think my bard's AoE was the issue. He was getting jumped and killed first so I turned off the AoE on his KA ini. I'm using Sic's (and it is fantastic).

Is there a better mesh file for CC (I'm a noob and never messed around with changing mesh settings)?
have you run the mesh upater? i pushed a CC mesh from cwtn 2 weeks ago
 
Just updated and when I render the mesh now I see a lot more area included. Thanks Sic.
 
Guide - Fohpo's ToV Camp Quick Reference - WIP

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