Another source of exceptional quality fur

Eldorath

Dalayan Beginner
Just putting this out there because right now farming exceptional quality fur for augs means mass slaughtering light blues in Sorcerers Lab and getting lucky, or trying to pick off stormwolfs in WW. I'm wondering if an exceptional quality type of fur could be added as a rare drop from Rats in DN? Would be nice to have a place to get some exp while farming furs. Of course I don't have all of the facts on this subject, just bringing it up and if it sounds like it would work, that would be great!
 
The droprate is terrible in lab, I cleared out every kobold in the zone and got 0 furs the other day, and with the long respawn it kind of sucks. It'd be nice to lower the respawn on lab to like 10 minutes instead of 30+ or whatever it is now
 
I understand why it's so low, and why it's supposed to be hard to get the furs... Although I do kind of agree with Maimai.  Even if the actual drop rate of the furs never got any higher it would be nice to have the spawn rate a little faster for the kobolds, although a slightly higher drop rate would rock.
 
that would also be a viable option of groups fighting in lab, currently the respawn rate is something of 45 mins iirc. i've cleared up to upper dogs from ent, cleared upper dogs, and went down and started killing about half of the lower dungeon before the ent mobs started respawning, and i was just duo'ing with myself (65 necro) and my friends 65 druid. while mainly im there for furs and money, it would be nice if i just had to camp a static spawn area like upper dogs for exp, but being that the respawn isn't until say 45 minutes, im forced to move on and go fight other monsters.

litterly, i can by duo'ing just a necro and druid, clear upper dogs in about 15 minutes, leaving 30 (still assuming its a 45 minute timer) minutes to just twidle my thumbs. by changing it to 30 minutes, like many other zones, would give groups reason to hunt here again, as there are many "xp camps" in this zone (entrance, ledge spiders/dogs, upper dogs, lower tunnels, and fort) and each with a named to kill.
 
I agree again. (I am honestly not Maimai's parrot) 15 mins would give groups fighting there at the levels where it would be nice experiance time enough to clear their way up to the upper camps without to much trouble... Leaving the bottom respawning soon enough.
 
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though i'd rather see a third hunting ground open up, given that sorc's is a lower level zone with a slow repop and WW is an outdoors zone with fewer appropriate mobs.
 
Since this is a purposeful bottleneck I don't know what they would do. If they cut repop time to 1/3 then it would be the same as tripling the drop rate as well as tripliing the drop rate of items from the zone.

Maybe when they set the bottleneck up they did not think that the population would explode the way it has along with the great proportion of the population being 65 so suddenly.
 
Danku said:
Maybe when they set the bottleneck up they did not think that the population would explode the way it has along with the great proportion of the population being 65 so suddenly.

Why would they have any reason to think the great propotion of the population wouldn't be 65 given time
 
add crystal caverns back into the game as a war between the orcs and kobolds underground, and add back in those badass renders, and make it a high end xp zone thats rather dangerous being trap laden.  this would also give another area for ice kobold furs to drop.  would also be nice to somehow connect sorcs lab to the orc fort in EW.

another draw back of this zone is that there is no raid mob except maybe that one for the lifeward.  a wizard giant or dragon would be a nice addition to add in here, or maybe an enlarged ice golem (that has the heart and soul of a sorcerer inside it's iced shell) like the one in Sleepers Tomb on live in that huge circular room to the left of the main platform, or any other "Mad Wizard" type mob would fit in here, and switch the names of the controlled golems found in upper dogs to rogue golems, and the rogue golems to controlled golems (to add into that mad wizard controlling thing).  i mean, whats a sorcerer's labrinth without a sorcerer to laugh at all the adventurers?

just some idea's
 
Well, some of the reasons why there isn't a sorcerer left there are hinted at during the Lifeward quest, but I agree that Labyrinth does not seem to be a popular xp zone anymore, I've only seen farmers there lately, I don't know if someone like upping the zone modifier would help, but this is getting a bit off topic anyways :p

I still like Dragon Necropolis because AFAIK, it would be much easier to just add the fur as a rare drop to the rats, as opposed to designing and balancing new content.
 
A shorter spawntime would be SO welcome. Normally i solo in the Lab, pulling 6-8 kobolds at once and then i AE them. I can clear the main hall from bottom to the top in like 10-15 minutes and then i takes forever to spawn!

Normally a clear like this give 1 fur, 2 if i am lucky... but 0 per run isnt uncommon as well!
 
Arent the stormwolf faction kills anyways? Don't remember as its been ages since I soloed one. Decided they really werent worth it xp/timewise in the longrun and moved on to different places, weren't aware they dropped that fur :D
 
vistachiri said:
Arent the stormwolf faction kills anyways?

Do you mean like Giant/Dragon faction? They are NOT on either of those factions, as they are threatening to all my chars (who are all giant allies) except the druid, who is ally. I believe they are just factionless animals. Reasonable targets for dragon-friendly folks with tracking, but otherwise not a great option for fur farming.
 
Stormwolfs are factionless animals, confirmed.

And I also would like to see the respawn time in Lab significantly lowered.
 
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