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Message ID: 21135
Date: Mon Aug 28 17:29:58 BST 2000
Author: Adam Wasserman
Subject: RE: [eqbards] The Mother of all Planes Posts, part 2: FEAR NORTH WALL


This time the guide is lifted from a great site run by Banzeye. It has been
edited for both format and content. I recommend reading the buffing section
from the first guide as well as the info on mobs. The full version can be
found at: http://www.anthonybackman.com/war/eq/

Draelon Stormsong
Bard of the 49th level
Tribunal Server

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BREAK IN STRATAGY

Depending on the numbers we can get more specific on strategy. Aegis Terra
on Tarew Marr (thanks to Thumpa and Saerli) was able to break the patrol
with around 16 folks so weather or not it's possible is really a moot point,
it's just how fast you can move from there. If you have numbers in the 50's
you could make short work of it as long as most of the casters split into 2
or 3 groups and alternate the burn cycle.
Feign Death (FD) pullers will be a factor, Enchanters will be a factor,
Clerics will be a factor, all are encouraged to come.

West wall camp is too dangerous. It may be a possibility if we have 4+
enchanters and a good working grasp of the assist key.

The default plan is a north wall camp. This plan calls for a very seasoned
crew of Fear terrain at least for the patrol break up. If you don't know
Fear well for the love of God wait until the patrol is broken. I imagine
that safe time would be around 3-4 hours after the initial zone in.

Objectives:
Kill patrol
work toward the Gorgan tower
use gorg tower as a base to kill the 3 mini bosses
Kill lower Mobs
kill temple
work to Cazic
Kill Cazic

If you get a glut of folks I hope that they will cooperate and do rounds in
waves non-stop. If this is the case you can assign wave leaders once patrol
is broken. If you're not up, sit down, don't move or cast. Every bit
contributes to link death after 50 people so be warned.

SUICIDE RUN

A very fat tank needs full armor, spirit of the wolf, and lots of buffs on
to pull the entire patrol with him/her on a wild goose chase to the north
thus claering the port for the wave behind. 2 or more may be used but it is
better to save extra tanks to be buffers near the North camp in case a
cleric pulls some heat and is getting hit.

This was the plan I posted for a raid on Tarew Marr that was able to break
and hold the zone with minimal casualties:

I will do a suicide run to the north wall and draw fire (patrol mobs) until
we have a good core of folks in the camp spot 12:00 of the fire ring at the
temple. The second wave should have a few clerics and a few tanks, if I miss
mobs on my first pass the other tanks should grab the mob and join me in my
suicide circle in the NW. Once the core clerics make it to the north camp,
camp. I will die in the NW corner and wait for my FD puller to get my
corpse. Other groups should follow immediately after the core clerics for 4
reasons.

1) More fodder for the patrol to get distracted on while the clerics camp
2) More of a start up team to take down the glare lord should he be there
when the re log procedure starts
3) More people to to relog on before the clerics to make sure the coast is
clear
4) The window of opportunity to run in free of a patrol will only last about
90 seconds before the patrol closes up again. After that window you must die
at the patrol to join the break in or wait until the patrol is clear.

If you agro the patrol go die in the NW corner and don't train the camp. Go
in invis. because if I do my job right all the see invis mobs will be
chasing me around the north end of the zone.

If you go in the first wave here is what to expect:
I will get some buffs and wolf and port in. About 10-20 seconds later
someone in my group will give a GO! This means zone in.

Once you zone you will see an hr glass to the right of you hovering in the
air. Make a b-line for it. When you get close to it (not too close mind you,
that tower has crap that wants to kill you) head north toward the fire wall.
Once there skirt the outside of the firewall to the left (clockwise) until
directly 12:00. There is a glare lord that cycles through this spot once
every 2 hrs or so, but is the only real obstacle here. If a scarling happens
to get there by negligence run, don't walk with it to the west corner.
Scarling is the only monkey wrench in this as they can port you into the
firewall and bring the whole Amygalian Army on top of us.

Once we stabilize the North camp we can proceed to take down the shiverbacks
and spine chillers first. Then move on to scarlings proceeding with extreme
caution. Scarlings should be mem blured because once you get high on the
agro list they start porting you around.

About getting ported: You will always be able to see the camp from where
you are ported or feared. Don't panic. Look around 360 to check your agro,
if you picked something up go kite it in the NW corner until we can eat it
or you die and we rez you later.