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Message ID: 21133
Date: Mon Aug 28 17:21:00 BST 2000
Author: Adam Wasserman
Subject: The Mother of all Planes Posts, part 1: FEAR WEST WALL


This is a guide lifted from the Bristlebane Sever. It describes a West wall
camp. It has been edited for both format and some content that I deemed
irrelevant. The full version is here:
http://www.geocities.com/arconious_2000/Fear042100a.html

Draelon Stormsong
Bard of the 49th level
Tribunal Server

----------------------------------------------------------------------
The Plane of Fear

First of all a map is always nice. Here are two possible sources of Plane
of Fear maps:

┬À http://www.nx.sakura.ne.jp/~chizuya/index2e.html
┬À http://www.gameznet.com/eq/maps/pof.jpg

TERMINOLOGY crack - this is the time while killing the 15-18(number is
debatable) patrolling mobs. /q - quitting out of the game, if a mob is not
agroed already and you /q, you will not be agroed camp - sitting down and
actually camping out scare tower - a structure close to the SW corner that
contains typically 3 to 4 scarelings

STEP 1. INSERTION

The camp spot for this raid will be the SW most corner of the zone. This is
the 'normal' Bristlebane crack spot. This is NOT the ledge that people
fight from AFTER the Plane of Fear is cracked. It is an elevated area that
is the shape of a triangle, again in the SW most corner. Scouts will zone
in ahead of everyone and feign. They typically make a trail to the SW
corner. This allows them to watch the path to the campsite for the
patrolling mobs. Find out who is feigned on the hill and look for this
person and you will know you are in the right spot. Once you are sitting on
this feigner, /q and go to chat. Insertion groups will be of size 3. The
REQUIRED buffs you will need for insertion are:

1. Resolution/SLN
2. SOW
3. Symbol (Bring extra jaspers for your clerics)
4. Invisibility/Superior Camo
5. Dead Man Floating
6. Clarity (For casters)
7. Also, go /anon (hiding guildtag spam)

Note to the charm capable (druids, necromancers, and enchanters): Get
Adorning Grace from an enchanter and maybe even bring a crude stein. Reason
stated later.

NOTE: It is now rumored that charming a beast will agro the scareling tower.
This is VERY bad. Thus, charming will NOT be done. Feel free to pile on any
other buffs.

IMPORTANT: Casters bind at the rock in the cave near the portal. Tanks
bind in Oggok. The alternate plan for tanks if people arent killing
bouncers is to bind in the Arena and also have a druid bind in the Arena
that can port to the Feerrott.

Upon zoning in, head directly to the camp spot. Watch for route information
from the feigners in case a mob has snuck up to the camp. Two routes exist:
a) Straight West
(90 degree turn left from zoning in) and then South to camp spot (another 90
degree turn once at the zone wall) or b) turn left and run around the portal
until facing SW and run straight to the corner. The crack leader will tell
the 'preferred' route. Once there, sit on the feigner and /q. He will be
using the /yell command to help you locate him. OKAY, HERE IS THE MOST
IMPORTANT PART. If on the way you are agroed, YOU STOP AND DIE. Here are
the main reasons:

1. Don't run off where we cant find your body
2. DO NOT TRAIN THE HILL (This will be a reoccurring theme but cannot
be stressed enough)
3. This path will make your body easy to find and easy to retrieve.
Once /qed on the hill, go to the chat room

First camped, please create the room for everyone else to enter. Chat can
be boring while waiting for the others, but it is better than a painful CR.
Also, stay in chat as your main. Do NOT go play an alternate. This step can
take upwards of 2 hours for a large number of people, but it is also the
most important part of the raid.

Step 2. STARTING THE FIGHT

Once everyone is successfully camped inside, I, *Insert leader's name here*,
will come into chat and give the command to login. My chat handle is
*Insert leader's chat handle here*. Others have entered the chat room and
given false commands (chat room may require a password, make sure to get it
from your raid leader). This only results in lots of death. Please only
enter Norrath after my command. Now, lots of people wait a bit for the
others to enter first. This also only causes deaths. Please enter promptly
and find your group leader. Try to stay invis during this time. This must
be done quickly as we must be in groups to effectively fight.

Now, once formed up, we watch for rovers and try to pick off singles. Most
likely we will not get singles. This is where the fun starts. It is
recommended to switch to walk and take off SOW. Now three certain mobs
cause a large amount of trouble: scarelings, amys, and turmoil toads.

Scarelings port you a small distance away.
Amys are very high MR and therefore cannot be mezzed easily.
Turmoil toads fear you.

If feared or ported, YOU SIT DOWN FOR 10 SECONDS. If nothing is on you,
return to the camp SLOWLY. If attacked on the way, TURN and RUN AWAY FROM
THE CAMP.

DO NOT TRAIN THE CAMP.
DO NOT TRAIN THE CAMP.
DO NOT TRAIN THE CAMP.

You will NOT be rezzed back in if you do. Do get a /loc as you are dying.
During the crack, mob groups will be assisting as primary and as secondary.
Make your hotkeys before insertion. Enchanter groups are discussed below.
When multiple mobs, we will kill scarelings first, then amys, then toads,
then whatever is left. We must focus as a team on one mob (more on this
later).

Now for the charm capable, have it loaded (the added charisma from adorning
grace will help loads). Nothing helps crowd control like charming a mob and
having it beat the snot out of another. Toads and fiends are necromancer
'charmable'. Shiverbacks and spiders are druid 'charmable'. The enchanters
will either charm or mez. It is their call.

AGAIN: Until the rumor of agroing the scareling tower is confirmed, NO
charming will be done. Necromancers can aid by using screaming terror. THE
PRIMARY TANK WILL BREAK ALL MEZZES. This does not mean if the primary tank
has a mob targeted to attack it, it means to taunt it. Once you see them
swing, wail away at it. Taunting before breaking is very important to
keeping your enchanter alive.

RESURRECTIONS

Resurrections during the first eight mobs will not be given, and you will be
expected to loot corpses completely. The litter of corpses makes it very
difficult for targeting during this critical time. If your enchanters cant
target the mobs, you will have extra corpses anyway. :P While killing the
next eight mobs, corpses will be dragged to the side and left for
resurrection later IF possible. After 16 mobs are dead, we will move down
to the normal fighting spot and begin normal operation. Several more rovers
will remain but can be dealt with.

FIGHT TACTICS

Multiple mobs are not what cause wipeouts. Uncontrollable multiple mobs
are. The crowd controllers try to control them, but a few resists and the
mob kills the crowd controller and then starts on the rest of the raid
party. Then, we have multiple mobs out of the control and no crowd control.
The end result is a wipeout. We will do this. Groups Mob #1 to #4 will
engage the primary target and destroy it as quickly as possible. This is 24
for one Fear mob--easy enough. Groups Enchanter #1 and #2 will watch crowd
controllers and protect/taunt off if they are agroed. Tanks in the
enchanter groups must assist their enchanter and have the discipline to stay
back and protect their crowd controller. This will put stress on the tanks
of the enchanter parties, trying to stop attacking when the enchanter is
mezzing, but it can be done. Also, WE MUST TRY TO KEEP THE MOB ON TOP OF
THE HILL. If the mob is knocked down the hill, begin to back up and draw
the mob up the hill.

CALLING CAMP

The chain of command for calling camp will be raid leader, primary enchanter
and secondary enchanter in that order. If someone dies, please state
'Whoever down' in /ooc. This is important whether or not to sacrifice some
lives to finish off a mob. This is reality of cracking Fear. If a mob is
weakened and we dont have enough to finish it, we call camp to salvage what
we can. If we have a chance at killing it, we fight to the bitter end.
There will be an 'early' camp cleric. If things appear to be getting close
to marginal whether or not we can make it. He camps. When one of the
leaders call camp, it is NOT a debate. If you wish to debate it, we will do
that in the chatroom. :P This is for during the crack and if Cazic-Thule
begins to death touch people.

DRACO and CT

Ok, first subject Dracoliche. This is a level 53ish bone dragon. He uses
Dragon Roar and a 'Rotting Flesh' DoT. Draco has a wandering pattern of Fear
and is required to die before the rest of the zone can be cleared, but it is
a pullers call as when to kill him. He drops some of the best items in the
game, some of which are no drop. Draco is tied directly to CT. First to hit
or cast on Draco gets DTed instantly. Then CT will continue to DT people
during the fight. Once Draco has fallen, CT will send mobs from the temple.
If a no drop item is on Draco, we stay and fight and die if we must until
the loot winner has looted the item. Something like a MONSOON will *NOT*
rot.

The big cheese is Cazic-Thule or CT. CT will not be attempted until the zone
is completely clear, normally about 10-12 hours after first mob death so be
prepared if you plan to stick it out to CT. He has a death touch or DT aka
cheese touch. Occassionly the puller gets too close to him and he will DT
the puller. This does not require a camp out but listen to your raid leader
for the decision. Now, if he is DTing people in the camp, we will camp out.
DO NOT /Q AT THIS TIME. If your name is on his list, you are gonna get it
anyway. The /q can possibly leave your body inside longer than desired and
when we return you could still be agro to CT. Thus, starting him up again.
This is most common for feigners to feign and /q. Please do not do this.

MOB LOOT

Frightfingers - Wizard
Shiverbacks - Monk
Phoboplasm - Any class
Fetid Fiend(male) - Paladin
Fetid Fiend(female) - Cleric only belt
Tentacle Terror - Ranger
Gorgon - dr00d
Turmoil Toad - Shaman only belt
Amy Knights - SK armor
Spinechiller Spider - Cryosilk Stuff
Samhain - Ranger only axe
Boogeyman - Necromancer
Scareling - Rogue weapon
Amy Warrior - Warrior weapon and shield

Final Thoughts

Your raid leader and puller want nothing more than to get you full plane
armor, but this is not realistic and the mobs must be cleared in an orderly
fashion. /ooc and /shout about your loot will probably only serve to insure
you wont be invited back. The puller cant talk while getting chased by a
lv50+ mob, and your leader, well, lets just say is very preoccupied. So,
please, sit patiently and quietly ready to kill. Also, please bring 20
peridots for your cleric.

Written by Arconious Spectrebane with valued input from Logoth Shadar.