I corrected myself instantly once I realized that I'd gotten wires crossed somewhere along the line. Anyhow, since you're Beastmaster, I suppose you could do it slowly up in sky. I'm not coming up with any really bright ideas for Arcana, I'm afraid.
Edit:
I take that back. You could do the bomb path through Ifrit's Cauldron. You'll want to avoid Firesday as there are likely to be some Monks or other jobs killing them, but otherwise there's an infinite loop that, if you're solo, you should be able to run continuously.
Sky sucks, bombs suck. The key is to find low-EP mobs. Best I have so far is Ro'Meave fighting the hoards there, or hoping no one is on the 6? weapons and pots in the basement at GC.
The bombs (Volcanic Gas) in Ifrit's Cauldron are pretty trivial, you really ought to give them a try. Worst case scenario, bring LuckyLulush for Wild Carrot from time to time, but you'll be surprised at how quickly they go down and how infrequently the blow up.
Healing isn't an issue, i have a RDM and BST/DNC with me at all times, so by the time i get 100 TP it's time for the killshot. Just looking for a place with more mobs and less walking.
Bombs get a bad rap. Even if they blow up, by the time they have the TP to do so, they are 3/4 of the way to dead.
The reason that bombs and dolls are crap mobs for this is because of the suicide moves. Can only Feral Howl to stop it once every 5 minutes, which is 4-5 mobs needing to not self destruct before it is back up.
Dolls self-destruct very rarely because of how many TP moves they have access to. Bombs are generally so damn weak and Berserk so often that they die before they blow up 95% of the time. I consider that a non-issue. To Ifrit's Cauldron with you. Or struggle with the non stop swarms of THF/DNC/BLU that gut Ro'Maeve constantly.
You're nuts if you think it is a non-issue, it happens more than once every 5 minutes, which makes them not worth it.
You're really overestimating how difficult and how often those bombs blow up. I saw less than 25 self-destructs when I was doing hand-to-hand trials and honestly, that could've been close to zero if I had cared to stop them from blowing up. I have very mediocre gear on monk, and they weren't an issue to kill at all.
Even considering that, I don't know if they'd be my first choice for arcana. I think the most I killed in one Firesday solo was somewhere between 42-45, but I don't know if I used out the route everyone else is talking about.
As a mnk that just finished in cauldron, I totally support the bomb route. Even with 4-5 people beating on the bombs and them TPing every ~5 seconds, we only had 2-3 blow up on any given route. (mainly pups as well, so no subtle blow to help out) This is killing over 20 bombs per set of repops.
Edit - for TheTaru: the route I used gave 60-70 kills per game day, depending on how fast we killed.
Not trying to sound like a dick, but from the way some of you are talking... do you realize for relic magians 2/3/4 you have to killshot with the relic WS? I tribox when i go, so i can get exp on my other characters too, as BST/NIN (the relic, in case i have to actually tank random things), a BST/DNC for samba, and a RDM/WHM for cures. Anything much over 50 kills per hour seems impossible unless i go farm virtue stones since it takes about 45 seconds to get to 100TP and then finish the mob off.
I did Arcana in GC basement. 60/hour if you run the loop of Arcana (6 pots -> 6 Weapons -> 4 Bombs) Not the best camp in the world but it worked.
And?
Of course you'll kill less slightly less when you have to killshot with a shit WS, that's a given. Bombs have low HP and defense, shit acc, shit eva, and the lower-level ones DA very infrequently. With BST BST RDM, you should be getting around 50 kills per hour when you get used to the kill path. I'm sorry for not upgrading relic axe so I could give you the exact number of mobs you'll kill per hour.
I did bombs in mount Z right outside RP. They are DC so kinda hard to do solo or w/o a PL, but they are on 5min repop and you can basically never be limited on pops. They can use self-destruct, but won't die unless they are < 15~20% HP(only 1 of the 2-3 heads blows up if higher hp). But really when i decided to do this camp all i had in mind was IS for ISNM >_> but it worked out great.
Finaly finished augmenting my Death penalty and actually found its gone up from 20% increase to 25% not 30%.
Oberon's Bullets + Staff + /rdm no rolls and no obi effect. Mobs outside rolan
2(Gun+Bullet+AF)*(1+MAB/100)*Staff*25%
2(50+77+10)*1.55*1.15*1.25 = 610dmg I was doing 610dmg
Then tried with wiz roll (No hat to prevent augment) and rolled a V (MAB+10)
2(50+77+10)*1.65*1.15*1.25 = 649dmg I was doing 650dmg (sure there some reason they was 1dmg more)
So to me it looks QD effect II is an extra 5%
However a few times it did spike to doing 714dmg with the roll. Any of you other DP owners noticed random spikes in QD?
day of the week/weather proc that's a 10% bonus.
I'm sorry, do I see a bst complaining about not being able to solo?