Shard's Landing - the lake area with "a coralspine goral" as the primary mob you will be pulling. There is a flat area to the south side (I think) were you can set up camp. Plaguespine is the namer that will pop from this camp and it isn't much tougher than the normals. Add Iremaw to your alert/do_not_pull list.
Good:
- mobs are spread out and there are enough of them that until you get really powerful, a new one will spawn at or before you clear the lake's shore of them
- the area is pretty secluded
- no wanderers
- fairly flat area (key for stressless automated pulling - just make sure you have levitate on)
Bad:
- open zone
- some mob warping happened to me pretty consistently (they usually pathed back far away enough from camp to not be a problem)