Talula Bloodroses
Unkempt Shawoman
Posts: 412
(2/20/01 8:08 pm)
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Guide to PoF
Plane of Fear
A tutorial by Rastaf Skycaster (Storm) of the Innoruuk server
Hey all, just wanted to throw some info, hints, and ideas about the PoF out to all
you Wizards looking for Carmine. I’ve personally been on 36 PoF trips now, and lead a
dozen of them. I’ve done everything from corpse retrieval to pulling, and just wanted
to share my knowledge with the community. My first PoF raid was at level 48, and I
am now level 56. This info is current as of 7/24/2000.
Levels:
The PoF is for people level 46 and over. I have seen people that are barely level 46
go in and die, and be back at level 45. They can be ressed back to the PoF, if they
have a ressable corpse there. I was with a Monk that was level 45 for ½ our trip.
However, due to the uncertainty of break ins, I would not go to the PoF unless I was
at least ½ way through level 46. I have also seen someone go back to level 45 and
have an unressable corpse. In my opinion, this is a good time to take advantage of
killing Cynderella, who guards the PoF portal. She gives very nice exp.
Maps:
Before you go, look at www.eqmaps.com/ and review the three Plane of Fear maps
they have. Print out the 2nd one, as it has the coordinates on it. It is also the most
correct map. Only the first of the three maps have the Minon temples all correct
(Fright, Dread, Terror). The other two have one or two in the wrong spots, but it’s
not a big deal.
Mobs:
As a general rule, almost all the mobs on the PoF have between 11K and 14K hp.
When you pull, everything should be Tishaned, Slowed/Togored, and Malsoied. Work
it out between your Enchanters, Mages, and Shamans as to who is going to do what
jobs. I can only speak about fire/cold/magic based damage, and have no idea how
well poison and disease spells work. As a general rule, it is a bad idea to DoT
something, as there is a chance that if it dies to a DoT, the corpse will immediately
disappear. I have seen it happen several times, take my word for it. Do not DoT.
Amygdalan Warriors and Knights. Being of the warrior class, these guys are highly
resistant to all of our Wizard spells of all three damage types (magic, fire, cold). Lure
spells usually hit for full, but are mana intensive. They usually come with weak
skeleton pets, since Amys are SKs. They also have Harm Touch, and it recycles
every 20 minutes or so. By the time you are pulling “Amys”, you should be in Camp 2
or Camp 3 (see below) and have plenty of maneuvering room. The way to kill Amys is
to snare/fear them, and let the tanks beat them up. Amy Warriors drop a warrior
whip or shield. Amy Knights drop Shadow Knight armor.
Boogeyman. Giant ghouls. You can hit these guys fine with any spells. They drop
Necromancer armor.
Fetid Fiend. They come in the Male or Female flavor. Look like large zombies. Not
particularly resistant to our spells. Males drop Paladin armor. Females can drop a nice
Cleric-only belt.
Fright Fingers. These guys are Wizards, and will throw Force Shocks as well as Ice
Comets. They look like miniature hands, ala the hand in Unrest or Lower Guk. They
don’t have high resistances, and sometimes have our O’Kiels Radiation on (2pt
damage shield). Dispell if the spam bothers you. There is a Finger house on the
middle of the east wall of the PoF, and there are also some wandering Fingers. On
occasion, Fingers can now spawn in the place of Phoboplasms in the NE corner area,
or in the Temple area. Fingers drop Wizard armor.
Glare Lords. These guys are Mages and come with an earth elemental pet. The pet is
about level 40. They look like Evil Eyes, and also cast an area effect Dispel that the
Clerics/Shamans/Enchanters hate (gotta rebuff). They have slightly higher
resistances then other mobs on the PoF. They spawn in the NE hourglass area, as
well as the graveyard. If anything is left alive on the PoF, it’s usually these guys.
They don’t drop any loot (except a mage wand with a few charges of Lava Bolt), and
are hard to pull since they are casters.
Gorgons. Just like the Harpies in Steamfont, but larger. Hard to pull because they
root and stun. Not resistant to our spells, use whatever you have handy. They drop
Druid armor.
Nightmares. Black horses. They proc Blindness, which sucks, hehe. Not resistant to
our spells. They drop a Nightmare Hide, which cures blindness. Not particularly useful.
They spawn in the NE corner of the zone, along with the Phobos and Phantasms.
Phantasm. Specter looking guys. Sometimes when you click on the ground, you
target one. It’s a bug, don’t worry, it’s not there. Use whatever spells you want on
these guys. They spawn in the NE corner. They can drop a Thulian Wand, with a few
charges of Cazic Portal, wizard only.
Phoboplasms. Large gelatinous cubes, ala Cubert in the Qeynos sewers. They spawn
in the NE corner, and can cast Dispel, but it’s not an area effect. Use whatever
spells you want on these guys. They can drop random armor pieces from either the
PoF or the PoH.
Samhain. Large scarecrows. Not particularly resistant. They can drop a Ranger-only
axe, the Flux Blade. If the mob has one, it will be wielding it.
Scarelings. Small imps. Very small, hard to see. What can I say about these guys. I
hate them. They are rogues, can backstab for over 400 damage, and if you get them
aggroed on you, it’s next to impossible to get them off. They have high resistances
to all our spells, especially the magic based ones. Do not cast on these guys until
they are over 35% dead. I have seen two of these guys wipe out 20 people, since
they are hard to mesmerize, and casters can’t do squat to ‘em. They only drop
Eyerazzia, a Rogue-only weapon. It’s not that great a weapon either. Feel free to
have your Necros, Druids, and Shamans DoT the hell outa these miserable creatures.
They spawn as wanderers, as well as have their own tower on the south wall, near
the SW corner. They also can Fear as well as randomly teleport people up to 400
feet away. I’ve seen many groups wiped out when someone was Feared or TPed into
an unclear area, and run back to the group whilst trailing a few more mobs. Very
nasty little things.
Shriverback. Large apes. Not resistant to our spells. They spawn only as wanderers,
there are no static Shrivers. They drop monk armor.
Spinechiller Spider. White spiders. They have a Spinechill DoT they can hit you with,
that does about 300 damage. They are a bit more resistant then your normal mobs,
and have a high cold resistance. Use fire spells. They only spawn as wanderers, and
drop Cryosilk armor (pure casters only, just a little less useful then our class-specific
armor).
Tentacle Tormentors. Look like those Tentacle-things from Unrest and Najena. Like
the Glare Lords, they have an AE dispel. Keep these guys stunned, or loose your
buffs. Not particularly resistant to our spells. They drop Ranger armor, or a Druid
belt.
Turmoil Toads. Look like small undead froglocks. They are casters and will root and
dispel (not AE). They only spawn as wanderers. They have a higher magic resistance
then normal mobs on the PoF, but not really that much. They can drop a
Shaman-only belt. Like the Scarelings, these things are hard to get off of you if you
cast on them too early (but not quite as hard).
Worry Wraiths. They look like willowisps. They are another useless mob. They are
Enchanters, and come with an Enchanter pet. They will Fear people. These people
may run to an area that is not clear, and train the group on their way back, bringing
extra mobs. WWs can drop an Enchater-only wand with a few charges of Allure.
Minions (Fright, Dread, Fear)
These guys each have their own Temples, along with two Any Knight guards. If CT is
up when you attack one of these guys, the guy that does the initial hit will get
DTed. See Getting DTed (below). The Minions don’t drop anything. They look like
large golems. They respawn with the rest of the Plane and are not rare spawns.
They spawn every time.
Dracoliche
CTs pet. He is a huge undead necromancer dragon. Casters need to be in melee
range for their spells to hit him. He can do DragonFear, as well as Flesh Rot. Flesh
Rot is a nasty DoT, and has a huge range of 300-400 feet. Buff up with poison and
disease resistance (DMF is great). He is a week long spawn, and wanders the
graveyard area. If CT is up, the first damage-doer will get DTed. To pull him, pull his
pet, and Draco will follow. That way he can be pulled all the way to the group before
someone takes a DT. Draco is level 53 Cazic Thule.
Also a week long spawn. CT is level 55. He is a Shadow Knight and I’ve seen him with
up to 6 pets. He does not have Harm Touch, he has Death Touch (see below). He
hits for 400, and you need to be in melee range to be able to cast on him. You need
to clear the rest of the PoF before attempting to take CT. Use Fear (forget snare,
get him feared ASAP) on him, as he has a weak spot for magic based spell. So use
Rend or Voltaic Draught. Have a lower-level Wizard that can’t hit him (due to the 6
level limit) go agro him and take the initial DT.
Getting Death Touched (DTed):
If CT is up, expect to get several rounds of DTs each PoF trip, especially if you have
pullers that don’t know what they are doing. They way that DTs work are that the
puller will typically agro mobs and bring them back to camp. If one mob is outrun, it
will head back to camp and spread its agro list to other, surrounding mobs.
Eventually this will reach CT and he will start DTing people every 30 seconds. First,
the puller, then the person that typically heals or buffs the puller. He will also send
the four nearest mobs at the next person in his DT list. As soon as CT does his first
DT, you need to have everyone camp out for a minimum of 6 minuets (we have tried
2 and 4 minuets, and it is not enough). FD does not count as camping out. If
someone does not camp out, or does not camp out for long enough, then the mobs
that are/were heading for your camp will be there when you log back in. Too many
times I have logged back in after CT started DTing, and had some mobs in camp.
When people listen and camp for 6 minuets, everything works out great. Come back
in and res the two dead people. I say two people because CT will DT every 30
seconds. It takes 30 seconds to camp out, so he should only get two DTs off.
Unfortunately, the second DT is usually the pull groups Cleric, or Bard.
Insertion (Camp 1):
There is really only one good place to start at to clear the Plane of Fear. That is at
location 1350 by 500. This is the North Wall camp, aka Camp 1. On a full PoF spawn,
there is a good sequence to follow for getting in.
Have two FDers go into the PoF portal in Ferrot. One needs to FD on the north side
of the entry hill, the other on the south side. Don’t worry about re-entering the
portal on the Fear side… it’s only one way, so you can run through it and nothing will
happen. If a monk goes in, make sure he has a Coldstone or better yet, a Glowing
Stone Band (from the Goblin High Priest in SolA).
Once the FDers are setup, they can use F9 to look around them and get to know the
wandering patterns of the west wall wanderers and the south wall wanderers. Once
they agree that the zone in point will be clear in 20 seconds, your first insertion
group should enter the PoF.
Everyone should be massively HP buffed when they enter the PoF. Symbols,
Hero/Reso, SoW, and possibly Levitate or DMF. Also, see invis and either regular invis
or superior cammo. Mobs all do see invis, but it seems to lower their agro radius a
little. Take invis potions in with you, you don’t want a caster to stop and have to
invis you again, and then do himself. It takes way too much time.
The first insertion group should be Paladins, an FD corpse dragger, Clerics, and an
Enchanter. The point is to get the Clerics to Camp 1 and get them camped. When
you zone in, you will be facing due north. You can pretty much go straight, and cut
towards the right if you see mobs in your path. When inviso, the agro range is
typically about 300 feet, except for Scarelings. Those nasties agro at 400 feet or so.
You don’t have to see it for it to see you. Shriverback apes have a lower agro range,
about 200 feet. Cut to the right, towards the Tentacle Tormenter area to avoid
mobs, but not too close to them. If you are aggroed by one or two mobs, have the
Paladins taunt it (not attack) and the Enchanter mesmerize it, then reinvis using your
potions. If it’s a scareling, a Paladin must attack it and take it to the NW corner. He
will agro a lot of stuff on the way, but it’s ok. He will be dragged later. If it’s going
really bad, have a plan to either evac out, or the Clerics gate out.
After you have successfully inserted and all the first insertion group is camped, it’s
time for the Suicide Run. Everyone buff up like the first insertion group. Tanks zone in
first, followed by people with less HP about 15 seconds later. Run like hell for the
north wall, NOT Camp 1. The farther north you get, the sooner your corpse will be
retrieved and ressed. If you can make Camp 1 without training mobs there, think
again. It’s easy enough for an experienced person to pull corpses that are along the
north wall, to Camp1. Get a /LOC of where you died. Please note that there is a
FAKE NW corner that I see people get to all the time. It’s just north of the Fetid
Fiend house at about 600 by 1400. This is a BAD place to die, and it will take quite a
while to get your corpse from there. Beware the fake NW corner. After the Suicide
Run, just chill out. Patience is a virtue. Have an FD corpse puller drag the corpses to
Camp 1. Get the ones that are at the north wall first. Watch the north/south
roamers that travel the west wall. Shrivers, spiders, and scarelings can all come
north far enough to agro you if you are on the north wall, and not in the Camp 1
area. Fetid Fiends, Fingers, and Toads don’t wander that far north. Amys only
wander east/west, and they are south of the firewall. There are windows of
opportunity to drag corpses when the roamers are moving. Time each mob if you
have to. There should not be that many, about 6 of them. Scarelings are the worst.
The two FDers that are at the zone in point can move northward now, and should
have the north/south roamers timed.
Insertion can take one to five hours, depending on the skill of everyone involved.
This is a prime example of “the weakest link in the chain”. One wrong move, and you
can be massively set back. I have had a 9 hour insertion because of one dumbass
Necro that trained the group. She lived, unfortunately, because she could FD. All the
ressing Clerics and Paladins died.
Some people prefer to do a Naked Insertion. It’s understandable, especially after a
few bad PoF runs that I’ve been on. What you do is get killed in Ferrot at the PoF
portal and leave your body there. Then, you get something on you, like a bonechip or
a copper piece (several drybone skeletons around here can help you with this), so
that when you die, your corpse does not decay. When you do your Suicide Run and
die, you then re-equip your items and wait for a res. You will have all your items on
you when you are ressed. If by some miracle you survive insertion and make it to
Camp 1 successfully, either duel and get a revive within 10 minuets, or let one of the
first mobs kill you.
Camp 2:
The North West corner. Once you have pulled all the north/south roamers (about 6
of them) that go along the west wall (the ones that roam as far north as past the
start of the firewall), you can move here. It’s easier to pull to. There are a few
roamers that go east/west, along the south side of the firewall. These are pulled to
here, followed by the Tentacle Terrors, Fetid Fiends, and then the north/south
roamers that stay closer to the zone in portal. From Camp 2 on out, you can start
snare/fearing mobs. There really is not much room to do that in Camp 1.
Camp 3:
When you have cleared the above mobs, it’s time to move to the Fetid Fiend house
and pull the east/west roamers that travel along the south wall. Toads, maybe a
Finger, scarelings, and some Amys. There are also some Glare Lords and Amys that
wander east/west through the graveyard that should be pulled to here as well. Then,
pull the Imp and Worry Wraith tower, and you are then ready to move again. There
are usually a lot of Turmoil Toads that wander east/west along the south wall, so be
sure to get all of them before you move.
Camp 4:
Ahh, the infamous South West corner triangle. This is where most repop farmers pull
stuff to. To here, you pull the Fetids, Bogeymen, Samhains, Gorgons, Fright Fingers,
and the three Minions.
Camp 1 (again):
Yes, back to the north wall, behind the firewall, to take on the Phobos, Phantasms,
Nightmares, and Glare Lords. You can do these before you leave Camp 1 to go to
Camp 2, but I recommend against it. Your primary goal at this point is to clear a path
to the zone in portal for reinforcements to come in later.
Pulling:
Some notes about pulling:
You are going to be pulling dispellers and casters. It’s best for the puller to have the
ability to Snare as well as have JBoots. Glare Lords are the worst thing to pull, since
they like to cast a lot, and have that damn earth pet. When you pull something and
CT is up, you must not outrun any of your pulled mobs. See Getting Death Touched
(above). FD pulling will get you DTed, eventually. Never put a Bard in the pull group if
CT is up. They will be the first that gets DTed, every time (after the puller, but
sometimes even before the puller). Not fair at all to the Bard. You need to chain pull.
By that I mean that you have a puller that gets multiple mobs, and have someone
tag mobs off of him. The puller runs the mobs around in large circles away from the
camp, and the tagger takes one mob at a time off of the puller and brings it back to
camp. Please note that you cannot do this when you are still in Camp 1. There is not
enough room. You can do this when you move to Camp 2. If you time the mobs right,
you can single pull to Camp 1 anyway, and should not get multiples. Tentacle Terrors
and Glare Lords have that AE Dispel. If you have another mob mesmerized near one
of these, the AE Dispel will remove the mes. In bad overpulls and a train in camp, the
Clerics need to camp out first. If they don’t, then chances are you will have a hard
time getting resses =) If you are in Camp 3 or farther, then the casters should gate
out and re-enter 8 minuets later. Let the melee people die and the mobs return back
to their home point. If you are in Camp 3 and have not finished clearing the
east/west roamers along the south wall, then gating out is also risky. Buff up and do
a run like the Insertion run. Outrun the mobs if you are aggroed, and camp to clear
agro. Then log back in and head to Camp 3 and start resses.
Pulling the Temple
I have only done this a few times, and have more to learn about this. I’ll tell you how
we have done it so far. First, clear everything else out of the PoF, including the NE
corner. If CT is up, then you need to pull the Temple while he is wandering far to the
south.
The best thing is for a Necro to go through the east side of the firewall, then Harm
Shield. Someone should be waiting on the far side of the firewall, just standing there.
Once the Necro has Harm Shielded, he runs up and aggros a bunch of the Amys. All
the Harm Touches bounce off the HS. The Necro then runs back to the firewall and
FDs. The second person that is waiting outside the firewall gets aggroed by the
Amys that were going after the Necro, and he then kites them around. A tagger
single pulls them back to the group, just as has been done before. You can pull the
Temple this way in two or three series of pulls. The second agro pull should be either
at the SW corner of the Temple, or the NW corner, since you should have aggroed all
the east Amys out in the first pull.
Wrap Up
I’ve had fun on all of my PoF trips except the first two break ins, in which we were all
PoF newbies. Not fun leaving your corpse on the PoF overnight, with a few hours of
time before it decays. To date, I have not seen anyone loose his or her corpse on
my server. I never in my wildest dreams thought that I would learn all this stuff
about one zone, or that I would be pulling these kinds of mobs. I first entered the
PoF when I was level 48, when it was clear, and we were doing repop farming. I
thought it was easy. How naive I was!
Be nice to your Clerics. Give them the sell items (fire emerald rings, opal bracelets,
etc…) that drop, in order to help cover the costs of Peridots and Jaspers.
In all the trips I have done, I still have not really figured out the respawn time. It’s
somewhere between 12 and 16 hours, but I am leaning towards the low end (12
hours). With a group that follows the plan, works well together, and with CT not
causing problems, you can clear the PoF in 9 hours. Each train will set you back
about 45-60 minutes.
That’s it!! Go have fun in your new playground, the Plane of Fear.
Sometimes you're nothing but meat...
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