[Next Message in Time] | [Previous Message in Time] | [Next Message in Topic] | [Previous Message in Topic]

Message ID: 21154
Date: Mon Aug 28 21:11:45 BST 2000
Author: Adam Wasserman
Subject: RE: [eqbards] The Mother of all Planes Posts, part 1: FEAR WEST W ALL


I made the posts because people were asking for info. I've collected a lot
(both from this list and from other sources) and figured it was worth
sharing. I covered North Wall break in the second post, which on many
servers is the prefered method. Most people avoid west wall breaks because
there are more roamers to deal with.

> "But why run in, die, CR, camp off agro, etc etc etc when you can walk in
and kill
> them all?"

I can think of several reasons. But here's the best one: not all planar
groups are comprised of mid 50s folk. It's easy to forget how much harder an
approach like that would be for late 40s folk.

Anyways, please share your methods for breaking. I would love to read more
methods and try them out. I would also love to see some guides for breaking
Hate.

Draelon Stormsong

-----Original Message-----
From: Sylly Songsynger [mailto:jgs@...]
Sent: Monday, August 28, 2000 3:50 PM
To: eqbards@egroups.com
Subject: Re: [eqbards] The Mother of all Planes Posts, part 1: FEAR WEST
WALL


Uhm, responding before reading the full thread but - this guide is very
dated. There are at 3 least other better ways to break PoF. Some stuff is
pretty standard planes ops but SW is a great place to LOSE alot of exp with
multiple deaths if you so desire.

We setup outside PoF - make 4 groups or whatever. Send in first 2 groups,
10-20 seconds apart. They are sow'd and invised and they make a left turn
and run to the west wall - trying to avoid any agro - fairly easy to do.
Once they are set, if not agro'd, they can cal in the 3rd group. By then,
almost certainly agro'd and fighting. 2 or 3 mid 50 and up groups with
enchanters can easily handle the break. If they want some help and the route
from the portal is clear, they can call in the next and subsequent groups.
The key thing is controlling the amount and rate of agro by controlling then
number of folks running in. Less is more in this case.

I heard other folks like to run to a north wall camp and others insist a NW
wall run in is great. But why run in, die, CR, camp off agro, etc etc etc
when you can walk in and kill them all?

Sylly