Burning Woods

Quick Facts

Type:
Outdoor

Expansion:
Kunark

Instanced:
No

Keyed:
No

Level Range:
35 - 50

Send a correction
A once-flourishing forest, much of these woods have been incinerated by what some believe to be a meteor, evidenced by a couple of giant craters and ongoing fires.

The sarnak city of Chardok sits in the northeastern corner while Di`Zok followers roam what remains of the woods. Also residing in this smoldering land are the Kromdul, a nest of hornets, plenty of wandering undead, and highly aggressive tatterback gorillas.
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The Burning WoodsOne of the CratersA Wandering WurmGiant FortressMoldering GorillasHornet NestUndeadJeb Lumsed's DisguisePassage to the Frontier MountainsKorasal Klyseer and CompanyInside the Giant FortChardok
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Ixiblat Fer
# Apr 17 2001 at 10:23 AM Rating: Default
Does anyone know if you can force Ixiblat Fer to spawn in BW without having to turn in your Cleric Epic Items? I see people with Cloak of Flames now and then and I just find it hard to believe that these people only gain this item by assisting in a Cleric Epic raid. Nonetheless, Ixiblat Fer must die, so any of you with knowledge of this mob, I would really appriciate it. (i.e.) Level of mob, resistances, hit points, damage it deals out, where it spawns, etc. Thanks in advance

Hakaf Stonesplitter
49 Cleric
Rathe Server
Ixiblat Fer
# Jun 04 2005 at 12:07 AM Rating: Decent
I am sorry to say, that they are correct. ixblat fir is a cleric epic spawn, in wich clerics must have given the blood soaked robe to Omat to give grimbloxes ring to natasha. there is, however good news, some other beasts drop it, mostly raid monsters but not item spawners. Nontheless hope you get one. lol im working on mine atm and im at that point. split between that and shards.
Gullerback: Chain cast pet summons
# Mar 23 2001 at 4:41 PM Rating: Decent
Couple of notes to know about Gullerback before you ever decide to engage Gullerback.

1) It's nearly 100% Magic Resistant. Meaning, Snares, Dark, Lifetaps line of spells do not work.
2) Gullerback's fire and poison resistance is extremely low. Even level 34 mage fire spells can hit is sometimes. Necro poison dots work too.

One tactic that we used that did work for sure.
2 necros and 1 mage, all 3 low 50s bring up pets and have a fire shields on all the pets. We killed Gullerback at least 5 times, with no deaths.

FYI. If anyone wonders why you even bother to kill Gullerback, it is because Gullerback is a PH for Azadalin, who drops one of the scales needed for the Wurmslayer (Ie Staminaslayer)
Druids versus Gullerback?
# Mar 11 2001 at 5:43 AM Rating: Default
Any advice on how a 54 druid can solo Gullerback? Is it possible?
Spawning Nezekezena?
# Dec 14 2000 at 2:53 AM Rating: Default
Anyone got any ideas on how to do this?
RE: Spawning Nezekezena?
# Jun 04 2002 at 1:44 PM Rating: Good
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59 posts
Kill his place holder. Look this up under the bestiary page for this zone and click on his profile.
Re: BW
# Dec 12 2000 at 10:20 AM Rating: Decent
I started hunting here around lvl 44 with my druid. But I found that hunting here with my necromancer is the way to go. At lvl 48 I am able to camp the giant fort with relative ease. Facing the giant fort go to the left of the ramp follow the crest of the hill just around the bend. I usually don’t camp any closer to the ramp then this when soloing, there are some statics that spawn at the bottom of the ramp and there is a pathing issue with a wondering wurm that cuts right though the giant camp that would put an end to any fun u are having. I park my pet and pull a mob when I reach my pet I lay a fear and he just walks down the hill to the giant fort making my life easy. The exp here at this lvl is ok but the chance of grouping and taking on a Gorgul Paclock is where its at. IMHO a shaman/Druid/Wiz with a necro combo works best.
Hope any of this helps happy hunting !!
The Zone is full what to do?
# Sep 13 2000 at 1:53 PM Rating: Excellent
Ok.. we all know about fighting at the zones and the giant fort, but what other places are there? I would suggest you take the path south of the giant fort south till it hits some hills and starts to go up. At this point you can sit and rest all you like. There is nothing that wanders though this area. I"ve sat there for hours upon hours and never seen anything that wasn't trained get close enough to the road to aggro on you. Ok.. so now you have your spot.. you can go back north up the road or west to the hornets to pull. Pull back here and you'll never end up with stuff you don't want. If when way out you do pull something nasty or more than you want.. you just take your little road south and when it ends keep going south you will find the Dread Zone there. So you can hunt in the middle of a zone with no problem with wanderes and you still have a easy to get to zone to use if things go wrong. Also this spot is usally empty on Xegony at least to I always have a place to go and critters to hunt since most the stuff here are a fair pull from most of the other standers hunting spots.

Ebonmoon
Lvl 51 Gullerbacks + more, everything you need to know...
# Aug 29 2000 at 2:54 PM Rating: Excellent
How to kill a level 51 Gullerback that summons;

First off, you can't root or snare them, so you'll need several people to do them, Ice Comet lands full damage most all of the time. Make sure you hav jboots or sow on, and it's ideal for the wizards to have manaskin and or an HP buff up.

You'll want a healing class, a tank and 2 wizards ideally. Heres how it works;

Tank pulls, let tank hit it for a minute, wizards take different positions from opposite sides of the Gullerback, wizards watch each other closely for ping-pong nuking. Healer, stand ready to heal.

(Round 1)

Wizard 1 - Ice Comets, Guller will chase, kite around until Wizard 2 gets a nuke off.
Wizard 2 - Ice Comets, Guller will chase (same as wizard 1)
Tank - Chase guller taunting and hitting, occasionally will be taunted off one of the wizards, and buys time for 2 simultaneous nukes, last one to cast off is winner of the next chase.

(Round 2)

When the Gullerback is low on health, it will begin to summon, at this point the nukes from the wizards must be cast closer together. repeat the ping-pong tatics until the Gullerback is dead.

It can (and I have done) it with 1 Wizard (myself) in a group, so long as it is occasionally taunted off.

(Other mob's)

Wurms/Named Wurms can be solo'd by Wizards at 52+, figure on 6-7 Ice Comets. They will resist draught of fire, so don't bother using it.

Forest Giants can be easily kited, some of them have very little HP's. Gorgul Paclock and Ancients have significantly more HP's, and they also have a fast regen. The typical tatics with them is to pull left or right of the ramp at the fort, Druids appear to run around the fort while kiting, while purecasters run partway around and then back again (just an observation).

Ember/Scornai Hornets resist fire, so have Ice ready, but they can be snared/rooted, thus easily kited.

Greater Barbed Skeletons (etc.) can be snared/rooted, but note they hit hard and fast, they can occasionally resist snare, but I've noticed that they yield a nice chunk of XP.

Sarnaks (all kinds), can easily be snared and rooted, thus kited. But beware that they hit hard and very fast (enough to constantly stun you), and they run quite fast as well. I did not notice any fire resistance with them, so draught of fire kite them.

As mentioned in another post, there is a valley that leads to Skyfire, this is actually an ideal hunting spot for newbies to the zone, as they can zone out to safety if they did not guage the enemy correctly, and bit off more than they can chew. (TIP: Zone it to the extreme right or left, so you don't run into a skyfire train head on.)

I always bind myself to the far right or left corners in BW right before the skyfire zone when I hunt in BW.

Thomus
53rd Channeler of Brell Serilis
RE: Lvl 51 Gullerbacks + more, everything you need to know..
# Jun 07 2003 at 4:48 AM Rating: Decent
Gullerback has EXETREMELY low fire and poison resists and can be doued by a 40 Druid and a 40 Necro quite easily really. I know because my friend and I do it. Here's how ...

Druid casts SoW and regen. Necro casts Aug death on pet. Necro pulls with Boil/heat/ignite blood whatever. This dot is exetremely hard to resist, period and Gullerback is weak vs. fire. This makes him pissed at Necro, necro kites around while Druid casts fire based nuke. Once he gets argo Necro send pet on him (Turn taunt off) and casts Venom of Snake (Or Chilling Embrace if you have it). It may take 1-3 casts but it will land and it's a huge dot. Once Necro gets argo druid continues to nuke ETC. It may take about 5 minutes but is very doable. Just have hotbutton to tell your buddy when you've gotten argo so he can turn around and start dotting/nuking.
A lvl 2's lame adventure ^_^
# Aug 27 2000 at 2:59 AM Rating: Good
Okay, so I create a level 2 iksar monk mule to go exploring around the zones. As I explore I somehow accidentally sneak through the invisible zone barrier (that wall that prevents you from running up a mountain and off the edge of the geometry to your doom). So now I can run along the very edge of the zones with no fear of monsters noticing me. I make it all the way through to the Burning Woods, a blazing accomplishment for a level 2 character ^_~. As I'm up on the mountain ledge I can see infinity below, but I noticed that there's a LARGE tunnel system underneath the Frontier Mountains zone that isn't in the maps -- this is your cue as mighty adventurers to find out exactly what this leads from. So anyway I keep on running along the wall's very edge until I hit a point where the wall slopes too steeply and I slowly and steadily slide down until I'm back through the invisible wall and back on the ground. This is unfortunately INSIDE the gates to the Sarnak City... Well, I'm glad the Sarnak's have pretty ordinary aggro range, but how to get OUT of the city since the entrance is guarded by (duh) Sarnaks. My only hope is to jump over the wall and continue my voyage... which results in me taking about 64 points of damage, 20 more points than my monk had in hit points. SPLAT. And thus ends my grand adventure ^_^.
#Anonymous, Posted: Jan 21 2001 at 2:10 PM, Rating: Sub-Default, (Expand Post) hehehe lol...i've been away from eq for 2 months now<big holiday from work>
#Anonymous, Posted: Dec 20 2000 at 7:35 AM, Rating: Sub-Default, (Expand Post) hehe... we need more posts like that here... made me laugh
RE: A lvl 2's lame adventure ^_^
# Aug 28 2000 at 11:06 AM Rating: Decent
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132 posts
lol, cool - the tunnels you saw in frontier mountins are the in-zone mines of the mountin giants and the buryani - there are about 5 entrances, and the reason no one goes down in them is that they are a real PAIN in the *** to deal with =) - too many spawns, too close together, to really camp inside those tunnels

siacay
BW for the low lvls
# Aug 24 2000 at 5:43 PM Rating: Good
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132 posts
hehe, i seem to have this obsession with doing a zone at lower lvls than are recommended. anyhow, it is possible for a full, well balanced group to hunt in this zone at around levle 35. you gotta know how to work together though.

i recomend hunting from the zone line at frontier mountins. yes it is hard to see the tunnel coming up from outside, but the handiness of a virtually unused zone line should not be ignored.

ok, i recomend goign after the giants, undead, and bees here at this lvl. save the wurms and sarnaks till a bit later - the undead are obviously weak to cleric's and pallys, but just in case you are wondering the bees are SUMMONED mobs - yes thats right, you druids now have a VERY useful nuke in your ******** also, mages... hehe runeswords proc that nice little summoned dd as well - hows that for being equiped to deal with this zone?
the wasps drop no cash to about 4plat, the giants drop some VERY nice things, like loops and tunics, and the undead are just good xp.

for a puller i recomend either a ranger with track, or monk / shadowknight. (feign death is REALLY useful).

btw, the most effective pets i've seen in here, for mages, are air pets.

siacay
cazic-thule
Beekeeping 101
# Aug 24 2000 at 2:45 PM Rating: Good
I, a druid, started hunting here at 43. My old anti-summoned spell was pretty weak, but I knew I was getting a powerful upgrade next level.

I found the best method, least mana consumptive, was the good old, root-dot-med. At 43 ash hornets seemed about right, cinders were a little tougher and embers were a bit out of my range (usually ended up zoning or dying).

I could park myself in the s/w most corner of the zone and was never disturbed by wanderers, and there were plenty of hornets nearby, usually spaced far enough apart to pull singles.

The key to root-dot-med is to be far enough away from the mob that you can quickly stand up and reroot when it breaks (put root on a hotkey).

Another technique, which I mastered in Overthere, is to multi-kite. For this, I recommend only ash hornets until you have a lot more mana (high 40's). Check out eqdruids.com for learning the multi-kiting technique.


A safe area to bind, start from (near sarnaks castle)
# Aug 24 2000 at 1:40 PM Rating: Good
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1,075 posts
A good strategy I have found is to bind fairly near the sarnacks castle on the left side of the zone border when facing north. You really need a map of BW to see what I mean.

No sarnacks or other mobs stick to the left wall, as they do to the right. You could bind a ways before the "neck" of this area which goes to the rest of burning woods. What my 52 druid does soloing, is run down the neck getting a creature, and bringing it back up the neck afterwards to fight it along the left side ( of course a ways away from her bind point. No creatures wander here making it a great way to solo once you get the creature (you will have no new creatures jumping you)

BW for 39+
# Aug 24 2000 at 10:29 AM Rating: Good

The giant fort and Skyfire zone are nice for high 40s and low 50s, but my druid began hunting in Burning Woods at 39 and blazed through several levels there.

When you zone in from the Dreadlands, go straight out from the zone and down the mountain till you reach the road. Follow the road left to the bottom of the mountain, and some pillars on the left. Your camp spot is by those pillars. This places you in between 2 hornet nests, in a place where there are no wandering mobs to harass you.

Have your puller (druids are awesome here because hornets are summoned and their Dismiss spells are very effective) range to the left to clear the hornets there, up to the lava area. There is a nest at the top of the mountain there with additional spawns, but it's easier to just cross the road to the right of the camp spot now and pull from the nest on the low hill over there.

You can also pull Sarnaks, various Skeletons, Giants, and gorillas by heading straight from the camp spot in the direction the road goes (toward the giant hut), but do so carefully, the mobs get much harder quickly.

Fildarith
51 druid
You cant reach that from here
# Aug 24 2000 at 6:40 AM Rating: Default
There are several trees that if you click on them you get that message. one of them is on fire near the crater. apparently you have to be near the top of the tree. anyone got any info?
bug
# Feb 01 2001 at 8:28 PM Rating: Decent
This is a bug that exists in alot of zones. theres nothing really there but the game engine thinks there is. It'll happen sometimes when you click the sky as well.
Tunics, Forest Loops, and Platinum, Oh My.
# Aug 23 2000 at 4:16 PM Rating: Good
Ingreedients:
1 Level 49 Mage.
1 Level 49 Mage Pet. (Earth Preferably)
1 Giant of varying strenght.


Start at the Forest giant fort, near the ramp, stand back as far as your spell range will go.(Pull with SOS (shock of swords)) The giant at the base of the ramp, have your pet parked a fair ways back. This will only pull the giant on the side closest to you if you are at max spell range.

Then med up and pull the other. Arbors will still be some xp. With a DS your pet can finish with minimal dammage. With Verdants use one SOS to pull, malaize, and two (well spaced) lava bolts. With Ancients, you may have to pet kite. Simply start like you would with a verdant, nuking till your down to one bub of mana, then run about a quarter of the way around the fort. Target your pet, soon as it dies cast summon, then dammage shield, then run for the giant, putting the pet on it. Return to about the same distance sit, and keep pet targeted. Usually 1 pet is enough but sometimes 3 will be necessary.

For Gorlugh: Eithour avoid or if you have a half hour to kill pet kite him, dont bother to nuke just summon, summon, summon. Oh and for gorlugh switch to water pets. Be sure to dammage shield them. Dont even try if you dont have jboots. He drops the TreeWeave (ac 25, str 10, wearable by druids and melee classes) which sells well, his common drop is an opal.

When its extreemly camped use the same pulling technique, on whichever giant is closest to the ramp, (Use lev to get far enough away.)

NOTE: PULL THEM DOWN THE RAMP.. otherwise they will be stuck on the wall and drop on your head when they break through.

NOTE: Arbors DO drop the forest loops so even when they turn green at 51 kill em. They are not pulled as often, and are easier to get.

XP rocks here and the Loot is kiler too. Giant lord tunics sell for 75-80p to merchants. Same with the giant foremans tunics. Xp should last you to 55 by which time you will have several forest loops to help offset the fact you couldnt get groups in sebalis :)

Serves 1.
RE: Tunics, Forest Loops, and Platinum, Oh My.
# Dec 14 2000 at 1:53 AM Rating: Default
/agree

the forest giant fort is definitely the B.e.s.t

Voydent Darkhagen

but i like sebilis too =P
Burning Woods Hunting
# Aug 23 2000 at 11:02 AM Rating: Default
Simple. There are 2 ways to hunt in BW. One requires Fear Kiting at the base of the slope near the Skyfire zone. There is a bit of a pathing error there, nothing that could be an exploit as the mobs do not get stuck but they do tend to folow a sertain path when feared, when fear breaks however they follow another path.. .right to you.

The other way is Root DOT. This is more dangerous but effective. Root the MOB then DOT DOT DOT DOT DOT. Keep it rooted because when it breaks its gunna be MAD and its gunna be FAST.
RE: Burning Woods Hunting
# Aug 23 2000 at 3:45 PM Rating: Default
i think that the giant fort is a great place if you have a good puller, (ranger or druid for harmony and snare) and 2 petcasters (necro preferred for fear and mage with water fire or air pet)

i a ranger, my mage friend, and an enchanter or necro would be able to empty the whole fort before they started respawning usually.

you pull to the left side of the ramp back where the end of the one tree is, then when snared, fear it. fear path back there takes it back farther instead of close to the ramp. a dangerous thing if another ancient spawns there.
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