I have only one point to make here, and will be brief to stress it: learn the rules of Fearplane. If you break a rule, YOU will cause the death of the entire party. YOU can potentially turn a successful raid into a ten hour corpse retrieval. YOU are not an asset, but a liability to the entire raid if you go into Fear without learning the rules. Education can make you useful. Please take the time to learn some key points in this guide. Not only will they save your life, but they will drastically increase the chances at having a successful raid. Having said that, we can proceed to the Plane and how to get in successfully.
To begin, you must be level 46 or higher to enter this zone, but you should
probably be a couple of bubbles into 46 before you come because you're going to
lose a lot of that XP, just accept that now. All of the MOBs in Fear can hit in
the 130+ range and range from levels in the high 40s to low 50s. They have an
abnormally high aggro radius and sometimes aggro from out of sight. For the most
part they drop class specific no drop armor, all of it no drop.
First, let's look at the MOBs that drop your armor.
Amygdalan Knights - The Amygdalan Knight is a Shadowknight as the name
implies. They come complete with useless (although annoying) pets. They drop
Umbral Platemail armor (Shadowknight only). Their special skills are Harm Touch
and Mana Drain. These can usually be seen guarding the temples of Fright, Dread,
and Terror.
Fetid Fiends (Male) - Resembles a huge zombie. They drop Valorium
armor (Paladin only). Their special skill is Disease.
Gorgons - Gorgons resemble Harpies from Steamfont Mountains but with
snakes coming out of their heads. Gorgons drop Vermiculated armor (Druid only).
Their special skill is a 15 second stun which can get pretty nasty if there's a
couple of them on you so having a high magic resistance for these things is
pretty essential.
Tentacle Tormentors - Tormentors resemble their weaker cousins from
Unrest and Najena. Chain stunning these guys is a good idea - it keeps them from
using their special skills. They drop Thorny Vine armor (Ranger only) as well as
a druid based belt. Their special skills are Lifetap, Throwback, and an area
affect debuf. Like the Glare Lords (see below), they're going to wipe out a lot
of your buffs which kind of sucks. Their knockback is quite nasty as well. If
you're fighting them with a camp against a zone wall, fight them with your backs
to the zone wall so that if you get knocked back, you don't go far and can
return to the fight quickly.
Shiverbacks - Looks like a big ape from Cazic Thule but hits hard and
fast. They drop Shiverback armor (Monk only). They have no special skills.
Frightfingers - Resembles a very small Reanimated Hand from Lower Guk
or Unrest. They drop Carmine armor (Wizard only). Their special skill is wizard
spells, which they cast a lot of.
Boogeymen - Resembles a huge Ghoul. They drop Blighted armor
(Necromancer only). Their special skill is Ghoulroot.
Spinechiller Spiders - Spiders are always fun. They drop Cryosilk
armor (caster based so it can be worn by wizards, enchanters, necromancers, and
magicians). Their special skill is a relatively tame cold based DoT spell that
hits for 300 in 30 ticks.
Phoboplasms - Often called "jello", these resemble gelatinous cubes
from Splitpaw of old, Runnyeye, or the Qeynos Aqueducts. They are located in the
temple of Cazic Thule. Jello are loved by all because they can randomly drop any
piece of planar armor in the game, including armor for classes such as rogues,
bards, clerics, and warriors which is normally found in the Plane of Hate. There
are conflicting reports as to whether jello can truly drop ANY piece or just 1
piece from each class (i.e. Cleric Boots, Bard Bracer, Paladin Bracer, Warrior
Gauntlets, etc.). Their special skill is an area effect debuff, but whereas the
Glare Lords and Tentacle Tormentors debuff four buffs at a time, these only
debuff 1 buff at a time.
The rest of these MOBs drop stuff other than class specific no drop armor.
Amygdalan Warriors - The Amygdalan Warrior is just a Knight without
the ability to harm touch or make a pet. This means they still mana sink and
because they're warriors, they have a much higher magic resistance than most
things in the zone. They are extremely common in the zone and you'll be fighting
an awful lot of these. They drop a warrior only shield and whip. A lot of these
are either found wandering the zone or protecting the main temple of Cazic
Thule.
Fetid Fiends (Female) - Resembles a huge Tormented Dead (those female
zombies from Unrest). They drop a girdle that's quite good for Clerics. They
have no special skills.
Turmoil Toads - Resemble small Froglock ghouls that can be found in
Najena or Lower Guk. Toads drop Turmoil Warts and a belt for Shamans. Their
special skill used to be Ghoulroot, but recently this has changed to Fear. This
is why you want to have SoW and Run OFF when attacking these guys. If they fear
you and you start to run away from them quickly, you could run far enough to
start aggroing other stuff.
Glare Lords - Resembles a small version of an evil eye. Glare Lords
are enchanters, although I have never seen one charm anyone. They come with
Enchanter pets and drop wands for Mages and Enchanters. Their special skill is
an area effect debuff which is quite nasty. You could fight just one of these
things and find ten buffs are gone by the end of the fight.
Scarelings - These little critters look like little imps from Solsek B
Efreeti area or Kindle in Solsek A. They are rogues and backstab for 400+. These
are VERY deadly and always the first target when one is in the camp. Another
deadly tactic of the Scareling is to teleport anyone to a random location (not
too far away) potentially starting a massive train leading to a total wipe out
of the raiding party. This is pretty much why they're given the highest
priority. They're also very hard to target and see because of their size. They
also run faster than SoW so kiting them is pretty hard. Repeat, Scarelings must
die, and die fast. Scarelings drop a rogue-only rapier. Their special skill is
Backstab and Teleport.
Phantasms - Phantasms resemble spectres. The drop nothing of note and
have no special skills.
Worry Wraiths - Looks like a giant will-o-wisp with a pet. If these
are not dispelled, they have a damage shield that can cause many people to go
linkdead from the amount of "Billy was burned" messaages. They drop nothing of
note and have no special skills.
Samhains - Resembles a jack-o-lantern from the yard of Unrest or a
scarecrow from the farms in West Karana. These drop a ranger only axe. They have
no special skills.
Nightmares - Looks like a big black horse but squeaks like a rusty
swingset. They drop a cloak which is pretty much crap on a stick. Their special
skill is Blind and have been known to Fear as well.
Dracoliche - This looks like a huge Ashenbone Drake from Plane of
Hate. If you have never seen one of those, you have never seen anything that
looks like a Dracoliche. All I can say is that it looks like Vox or Nagafen
died, decomposed, then returned to life with just its bones. This is Cazic
Thule’s number one guardian. This bone dragon is a shadowknight with a pet.
Attacking the Dracoliche always aggros Cazic himself, and throughout the battle
with Draco, Cazic will be death-touching constantly, as well as sending in
reinforcements. He has a mean disease based DOT and dragon roar (area effect
Fear). Leave it to Verant to make a bone dragon, call it a liche, and NOT make
it undead. That's right, absolutely no undead attack spells work on Draco. After
the Draco fight, everyone will have to log out, wait 3 minutes and log back in
unless other specified by the raid leader. Draco spawns once a week (real time).
It's special skills are a DoT and dragon roar.
Fright, Dread, and Terror - These are Cazic Thule’s little buddies
that have temples located around the zone. They are large versions of the three
golems from Cazic Thule. Fighting any one of these will also aggro Cazic. They
drop nothing but some spare change. Their special skill is usually Blind.
Cazic Thule - Cazic is a God. Cazic is a vengeful God. Cazic does not
like people. Cazic does not like you. In general, he is a level 55 MOB that has
several irritating quirks. First, he hits for 400 and double attacks. Second, he
uses gravity flux like it is going out of style. Every time you are fluxed, it
removes one buff (put JBoots in top buff slot and reactivate after every flux).
Third, Cazic has pets. Not a typo, plural pets, and they are fairly irritating,
although nothing to lose sleep over. His special skills are Gravity Flux, phat
melee skillz, and debuffing mojo.
Last, but not lEast, the most fearsome of all of the enemies in Fearplane...
Someone who does not follow the Fearplane rules - This enemy is in
your ranks. He could even be grouped with you. This enemy is fearsome because of
its ability to kill 50+ people within 3 minutes. Their special skills are Train
Making.
First off, the raid should never exceed 7 full groups. The lag in a fully
populated fearplane is incredible, and increases exponentially with over 42
people. If there are more people that want to go, there is ample opportunity for
them to support the troops outside the portal.
Tanks (and a lot of them) - Tanks in the raid need to get out their
old armor class gear and dust it off. On the initial attempt, armor class is
key. MOBs in there hit for 130+, as stated previously, and the more hits you can
take, the longer you can stay alive to support the casters.
Monks (at lEast two) - You need to have monks in at the zone in point
or you're never going to break this place. Two monks feigned on either side of
the zone in portal will be able to relay information back to the raid on when
the safest time is to zone in. If you can't get monks to do it, the onus will
fall on necros to do the job.
Clerics - Each group going in really needs to have at lEast one
cleric. Druids and Shamans do not substitute in this instance. They will be very
occupied in other capacities inside such as charming and blasting. You need a
devoted healer that has only one objective: Keep everyone alive as long as
possible. Finding clerics for fear raids is rough, but you really have to make
it a major priority. Raids have survived with one cleric, but not for long.
Druids and Shamans - Druids are essential for the raiding party. They
can charm animal MOBs that enter the camp without invitation, turning a foe into
a nice level 50 pet. Shamans can Togor MOBs and drastically reduce the amount of
damage dealt by them, as well as Malosi them to allow the casters to work more
effectively.
Necromancers - Necros perform a dual role in a break. First of all,
the break involves having some key positions occupied by characters that are
feigned; Second, necros can charm the undead MOBs that enter the camp without
warning, again turning a foe into a very nice pet.
Enchanters - Enchaters are the king of the debuffs, and this just may
tip the scales in your favor, allowing you to eliminate a few MOBs. They can
also mezmerize MOBs that enter the camp that cannot be charmed by either necros
or druids (ie. Scarelings and Amys). Clarity may also make the difference by
allowing that one extra blast, or that one extra heal. Some battles last upwards
of 10 minutes, and clarity is very effective in these circumstances.
Magicians - Every raid needs a magician. After the initial rush, the
melee types wont have gear any more. They will need many things summoned
including food, water and weapons. The mage is a key component of the raid.
1. All tanks need to be bound in Ogguk at the entrance. If the raid has
rangers, the rangers can spirit of wolf the people that arrive in Ogguk after
they are killed inside. If there are no rangers on the raid (although highly
unlikely), at lEast one druid or shaman needs to bind in Ogguk also to SoW the
newly dead troops to get past the bouncers outside. Also, someone that can cast
ultravision or infravision is needed, as Feerott is a dark place already, and
the humans and erudites that need to get back to the portal cant see anything at
all.
2. All casters that can bind, do so by the rock right outside of the portal.
That area is void of wandering skeletons that always seem to show up right when
you respawn back outside.
3. Cyndereela: She is the necro that guards the portal into Fear. Ideally, a
group of people may be camping her for experience. If not, designate a few
people to kill her when she spawns. She is dangerous only because she can see
invisible, and will attack people zoning in, thereby rendering them visible.
Being visible when entering the Plane of Fear = BAD.
4. Buffs: Every party must be composed of tanks and at lEast one cleric, and
ideally, one druid. On the initial rush, the buffs are as follows:
This is where some of the extra people can come in to the picture. If there
are more than 42 people, the extra people can stand outside the portal and hold
gems for symbols and shield skin, food and water, etc. for the troops that will
be back shortly naked. Extra people can also be buffers. All of the buffs take
time and mana away from the people going inside. Extra people outside to aid in
the buffing can be very helpful.
5. Feign Death: At lEast 2 people are going to need to get inside and feign
death in 2 key locations. The first person will go inside and feign death right
at the portal. This person is responsible for letting the people on the outside
know when the portal area is clear of wandering MOBs. When the portal area is
clear, and there is a safe route to the West camp, the second person will enter
and proceed to the West camp and feign there. This person serves a dual purpose.
First, they notify the raiders when the camp is clear. Second, they serve as a
beacon to let the raiders know where to go upon entering the Plane. Therefore
the second person who feigns must know exactly where the camp needs to be
established.
6. The Gathering: When everyone is buffed and the two inside are in place
safely, everyone must gather in front of the portal and await the charge
command. The raid leader must designate the order of the groups to enter, and
groups will enter 10 seconds apart. At this point, it is very important to be
camouflaged at all times as the charge command can come at any time.
7. The assist hotkey: The raid leader will announce who the main and
secondary tanks are. You may have been in situations before when you said to
yourself "I don’t need to make an assist key, I can see what they are attacking
and hit it." This is not one of those times. You MUST make your assist hotkey
for the tanks. If you don’t know how to make a hotkey, for the love of Mithanial
Marr, ask someone.
1. YOU WILL DIE!! This point cannot be stressed enough. Do not think that by
using some sneaky tactic or superior knowledge you can survive. This mentality
only hurts the group and causes the raid to fail. Go in there KNOWING that you
are about to emerge naked at your bind point. That being said, go in there
DETERMINED to live as long as possible and kill as much as you can.
2. When the people inside give the go-ahead, you must act fast. Group 1
(ideally the strongest group) zones into fear, takes a 90 degree turn left, runs
down the hill to the wall where the person is feigned. After group 1, group 2
goes in 10 seconds later and heads to the camp, repeat the process with all
groups. This is where the raid can succeed or fail. The first minute can
determine the success of the raid, as the two most important rules apply here.
They are:
A. If you are attacked outside of camp, STAND AND DIE!!! In case someone
missed that, let me rephrase it. STOP MOVING, DO NOT RUN TO CAMP, DO NOT RUN
AWAY FROM CAMP, DO NOT RUN ANYWHERE!!! If ONE single person disregards this
rule, the raid is a failure. I am not being overly ramatic, this is fact. If you
run, two things can happen. If you run TO the camp, you bring a nice train of
MOBs with you. Because of the increased aggro range, you WILL bring a train.
When this happens, everyone will die, including you. You might even lose your
corpse. For this reason, it is in YOUR best interest to stand and die, thereby
increasing the chances of the success of the raid. If you run AWAY from camp, a
phenomenon called chain-aggro happens and MOBs crawl out from under rocks and
behind trees and get all stirred up, resulting in a mass of wandering MOBs. This
will also get everyone killed. To reiterate, DO NOT RUN ANYWHERE - STAND AND
DIE. If it makes you feel better, turn away from the computer while you die.
B. Second cardinal rule - STAY TOGETHER IN CAMP. Do not wander even 5 steps
away from everyone else. You need to get into a tight little ball with your
friends. I don’t care if they smell.
3. At this time, hopefully everyone has followed the above rules, and
everyone is huddled in the camp, waiting for the onslaught. When the first
wanderer comes by, it will aggro, and can aggro from near the portal. If you can
see it, it could be in camp within 10 seconds. If you cant see it, it can be in
camp in 10.6 seconds. When the first MOB enters the camp, the main tank will
acquire the target, attack, and call for assist. Everyone attack the same MOB.
EVERYONE. Blasters blast, tanks tank, clerics heal, shamans togor and malosi,
enchanters tashani.
4. ADDs: If you are killing a MOB and see another come into the camp, shout
ADD to ensure that everyone knows there are more MOBs. If the tank then chooses
a new target, he will shout and you have to assist again to acquire the new
target. For instance, if you are fighting a Shiverback, and a Scareling wanders
into camp, the main tank will most likely switch to the Scareling, unless the
ape is almost dead. The main tank will decide what the proper target is, and you
need to follow the lead tank. Do not attempt to kite adds at this point.
5. Teleports: As mentioned earlier, Scarelings can teleport you away from the
camp. If this happens, regain you bearings, get the camp in sight, and then look
around. Make 110% sure you have not aggroed any more MOBs. If you have been
aggroed, STAND AND DIE. Do not run back to camp, as this will result in another
train.
6. Death: Eventually the clerics will run out of mana. The blasters will be
out also. The tanks will start dropping one by one. Fight to the death. Every
MOB killed on the initial break is a huge accomplishment. If you can get 4-5
MOBs dead on the first rush, consider yourself in. Might take a few more deaths,
but you can get in. Another tactic that is also popular is to make sure you have
two groups fighting at your first break camp with an evac druid in each group.
You fight off as much stuff as you can until you know it can't go much further,
then evac. This way you save the groups without having to do CR. Then you just
buff up again outside, re-enter the gate (this time with less MOBs at the
entrance) and repeat the cycle, evacing again if necessary.
1. So you died. You land in either Ogguk or right outside the portal. If you
land in Ogguk, get a SoW and get back to the portal. DO NOT ZONE IN. Before
training the spectres to the portal, might be a nifty idea to be sure there and
people there to derail the train.
2. Get summoned: Get the mage to start summoning swords and food and water.
About 5 food and water per person is fine, and either sword or modulating rod
for a weapon. Sit down and start getting buffs together for the second try.
3. Basically the same as the initial rush, when called in, proceed in an
orderly fashion to the camp and get in a ball. Again, if you are attacked on the
way, STAND AND DIE.
4. Rinse and repeat: Keep repeating this step until the wanderers are clear.
Conflicting reports, but I think there are 12 wanderers that need to be
dispatched.
Not really much to be said here, except that you must still follow the main 2
rules. This is not a time for exploration. You have killed the wanderers in the
area, and your camp is relatively safe. If you wander, you WILL train, and trust
me, there are still enough MOBs in the zone to kill every level 46 - 50 person
on the server at once. Wanders basically consist of scarelings, shiverbacks,
fetid fiends, spinechiller spiders, worry wraiths, and turmoil toads. The
scarelings and undead MOBs can see invis and the scarelings have the largest
aggro range.
There are some people that will say a better camp area is the North Wall near
the North West corner of the zone. It's a great idea in theory and it has its
advantages but a lot of down sides as well. On the good side, if you can get
people to the North wall, it's a safer spot, with no roamers most of the time.
The down side is that you have to run through an entirely spawned zone to get
there, which kind of sucks. Keep in mind that some of the stuff you're running
through can't see through invis (like Tentacle Tormentors) but once something
else sees you, you're toast. There is a high chance you will run into something
else. There's also a theory that says people could camp out there in an empty
zone and come back the next day when everything is spawned. That's a nice idea,
but if you log on the next day and the clerics die during your raid, who's going
to res the people? Now you're going to have to get somebody to the North wall
from the gate (which is probably not clear) and you won't have a choice in the
matter.
Yes, the West Wall isn't the easiest, but it's generally considered the best
for CR and if you've ever sat through a ten hour CR session in fear, you know
how important it is to make the corpses easily accessible.
Once the initial camp has been set up and you have some breathing space to
work with, using Snare and Fear on MOBs can save people a lot of strife.
When you see this, it means that Cazic Thule is kind of annoyed with the
entire concept of people "raiding" his plane, and he decided to take matters
into his own hands. If the person who gets the death touch was in the West camp
at that time, Cazic Thule now is aggro on the entire camp and will begin to
death touch someone every 30 seconds or so. When this happens, you will have to
do one of two things:
If you are fighting something, kill it and kill it fast. After that, watch
for the raid leader to call the CAMP command. When you see this, sit and camp,
and pray you save your ass. Leave the game for 3 minutes, then return to the
game. This will clear the Cazic aggro on the party. If you are not fighting,
just look for the camp command. Do not camp until requested to do so. The leader
makes that decision, and you will look like a cowardly fool if you camp out with
no command only to find that the person that caught the death touch was not in
the camp. Save some embarrassment and wait for the signal.
Basically this just consists of the pull team going out and grabbing MOBs and
dragging them back to the camp for a slaughter. Do not go after MOBs, let them
come to you. If you see the puller run by with a huge train, do not attack the
train. Let the pull team pick them off of the train one-by-one and take them to
the camp. I repeat, do NOT attack the train.
As a puller, have a lot of magic resistance. The more the better but you'll
have pretty good luck pulling with about 75 MR. If you can get an enchanter in
your group to cast Group Resist Magic, that would be best. The main reason why
this is important is because of the stuns from Gorgons, harm touches from
Knights, and fears from Toads while pulling. All of these things can kill you
fast if you're not paying attention.
Always prepare to die a lot. Just expect it to happen. If you can't take a
death with a ressurection, just don't volunteer to pull. Especially if you've
not been up there much. Your XP will fall down because most likely your pulling
group won't be getting XP, just learn to live with it.
If you think you have SUPER aggro on you and you better quit out while
feigned, do it. Trust me, any experienced group of people won't complain about
the 3 minutes that they have to wait while you're gone. When you feign pull and
split off widely wandering MOBs, they might wander back near other MOBs, and
when you stand up, they will ALL come. In the worst case, a MOB may be near CT
and when you stand up you will get death touched. So reiterating again, if you
think you are in big trouble, play it safe and /q while feigned. There's no
reason to take such a large risk.
If you have a monk in the group that is 51+ tell him/her to pull instead of
anyone lower because stonestance will save sooooo many deaths that it's not even
funny. A monk that is 50- will die so many more times. The moments that
stonestance count the most is when your feign fails and you have 5 boogeys
hitting you while you're standing there hoping for another chance to feign.
Glare lords and Worry Wraiths are casters and they can be a complete pain in
the butt. Sometimes you don't even know that they're casting so you feign at the
wrong time and they will break your feign and you will die. That's a fact of
life. One way to help prevent this from happening is to always turn around and
look back at the MOBs before you feign to the ground, so that you can sorta get
a visual on what's going to happen. If you see a glare lord chasing you and then
it suddenly stops, that means it's casting something so don't feign until you
get hit with a spell.
Although it's nice to turn off spell effects when in the planes to reduce
lag, as a puller DON'T do that. You will have problems pulling caster MOBs and
you won't be able to have good judgement when feigning. Keep it on the "low"
setting.
Don't ever let anyone in your group cast a spell on you no matter what unless
you specifically tell them when and what spell. If you are feigned and someone
casts a beneficial spell on you, it's fine. If you stand up with aggro and
someone in the group casts a spell on you (heal, buff, see invis), you are all
in deep trouble. IF you see this happen, figure out who casted on you FAST and
tell them to run AWAY from the group and start camping out. If he is lucky he
will camp out in time and live. If that person stays with the group, prepare to
fight a train of MOBs. If he is unlucky a horde of MOBs will kill him, but at
lEast 30 people don't have to die.
If you ever fight Amy Knights, sometimes you will have to check loot after
they are dead and log out, because they aggro Cazic himself about half the time.
If Cazic is not up, the zone is much easier to pull. If you ever aggro
Dracoliche when you didn't want to, quit out. He's not fun to toy with.
Always kill all the wanderers that you can see before you move the party
anywhere. Sometimes it pays a lot to just stand in an open area and wait a
couple minutes to see if wanderers come by. If they don't, then you can think
about moving the party up a little to make the pulls easier on yourself.
Don't ever get too confident and move the group too quickly. You will be
surprised by how many wanderers come by. If your group is doing so well that it
seems they want more MOBs than you can pull, try bringing 2 or 3 at a time. If
you have good enchanters it shouldn't be a big problem.
Never ever train your group. Ressing you is 30 times faster than ressing
everyone. Don't ever go near your group standing unless you are absolutely
positive that you have no aggro. For example if you just got back from quitting
out, it's probably safe to go back, get grouped again and get a couple buffs you
might be missing. Otherwise don't do it because it's just risky and there's no
reason to. Stay feigned for most of your time, it's just a safer bet.
Always chain pull if possible. It's safer and faster than trying to split
MOBs. Anyone who has pulled the scareling tower will agree with me here.
After you have pulled something, you need to get about halfway to the party
and hit the MOB a couple times while you test to see what else you have aggroed.
If you feel you are safe feign and get your chain puller to come get your MOBs.
Use third person views often to check what stuff is aggro on you while you're
feigned BEFORE you tell your chainer to come get them.
When you are the main puller, group with the event leader, an enchanter and a
cleric to heal. The enchanter does not have to be the main enchanter because
that would give the cleric too much work to do.
Always tell your event leader that you are looking for a pull before you go
out for more, and don't ever ever pull anything just because someone requests it
in a tell. Don't play favoritism, always do what you feel is most comfortable.
In fact, people that keep shouting in /shout and /ooc to pull certain MOBs
should be told to STFU.
If you are the puller or chain puller, make sure you have something that
gives you infra or ultra vision, like the ring from the High Priest is Sol A.
Something that does not poof when you camp or /q. The ring (Glowing Stone Band)
is not that hard to get, and is campable in one evening.
This assumes you are breaking from the South West corner.
Once everyone is rezzed/buffed/ready, stay there for about 15-30 minutes
killing any wanderers that come nearby. Once you feel that most of the wanderers
have died, start looking around the portal area for any wanderers. Bring those
back to the group and kill them.
Please remember that if at any time you see wanderers on the way to pull,
bring those back to the group to kill off first before you go out again.
Then pull the fetid fiend house to the North. After that is cleared, go a
little more North to find any other wanderers.
Then pull to the East along the South wall. You will see a couple towers and
a house. In these, there are samhains, boogeymen, and scarelings. These are
statics spawns along with a bunch of wanderers that will be there. You should
probably chain pull this area, but make sure that when you feign you are still
kinda far from the group, because otherwise they might see your group and train.
Once this area is done, go past the portal area and pull the tentacle
terrors. After the tentacle terrors are dead and everyone is buffed, check for
any last wanderers around. If all wanderers seem to be dead, pull Dracoliche and
kill him.
Then go all the way up North and pull any last wanderers you see, but of
course don't go past the fire wall.
Then go East along the South wall again and pull wanderers, until you can see
the gorgon statue with gorgons flying all around it. Once you are free from
wanderers, pull that gorgon area. Be careful to not run too close to the hills
in the middle of the zone that Fright, Dread, and Terror are on. They will aggro
if you go too close and they will cause Cazic to begin to death touching.
Once the gorgons are dead, pull the frightfinger house. Once those are dead,
check for any last wanderers again.
Move the group East a little bit. Pull Dread and Terror to the group one hill
at a time. Each of these will have 2 Amy knights or warriors with them.
After those are dead, pull Fright and his 2 henchmen. Be careful about
aggroing Cazic on this pull. Try to time the grab when Cazic is farther away.
Once that is done, another tougher part of the game comes into play because
it is now time to pull the temple. Move your entire group to the NorthWest
corner and situate them there. Then get your best necro and have him go to the
portal. Have him get close to the temple and then cast harmshield on himself.
While he is harmshielded, get him to run into the temple and aggro every MOB
(hopefully at lEast all the knights) and get harmtouched. His harmshield should
eat all the harmtouches and then have him (with SOW) run to the South wall with
the MOBs on his tail. Once he's there, get him to gate out ASAP.
Hopefully he will live and the MOBs will be scattered. Once the MOBs start
going back, run in there and aggro some of the amy's and kite them around the
big hill that the portal is sitting on. Make wide circles. While you are kiting
in circles, get another melee in your group, hopefully a monk, aggro a couple
and bring them back to the group in the NW corner. Kill these while you are
still kiting the Amy's on you. When those are dead, get the other monk to come
get some more MOBs off of you until all the MOBs aggro on you are dead.
Once those that are aggro are dead, run back to the temple and pull some
more. By this time if you did it right, none of the knights should have harm
touches left and it should be a piece of cake. Pull them to the portal hill
again and kite them around in circles like you were before. Once all the temple
MOBs are dead, you are almost done.
Now you need to ask your friendly ranger what MOBs are still up, and pull
them to the group until they are all dead. Watch out for Cazic's aggro and don't
get too close to him to get a MOB.
Once you have pulled as many MOBs as you possible can without aggroing Cazic
himself, get everyone to buff up. Once everyone is buffed, designate someone as
the death touch sacrifice (usually a gnome) and rush Cazic.
When your sacrifice gets there, he will be death touched first thing. If
Cazic doesn't seem to be awake, have him cast on Cazic. That'll get his
attention fast. Once the death touch has passed, kill Cazic.
When Cazic is aggro, MOBs that are anywhere nearby will come after you. So if
you haven't killed some MOBs yet, prepare to mez the train that comes when you
are killing Cazic. Sometimes you'll have 1 glare lord that's still alive. No big
deal when this happens, just kill CT and get a chanter to mez the glare.
Big skeletal dragon, enough said. Before the Draco pull, you need to buff up
as usual and throw on some sv disease and magic buffs. Kill the dragon, you
probably have done something like this before. After the dragon is dead, wait
for the CAMP command. When you see it, camp and return in however many minutes
the leader specifies. Do not check the Draco for loot. Let the leader of the
raid take care of this. The leader is experienced, knows what the Draco drops,
can tell at a quick glance what is NO DROP and what is not, can loot the
droppable items, and handle the situation. When you have safely killed the
Draco, please do me a favor - Do not shout WHAT WAS THE LOOT?? and WHAT DID HE
HAVE??? It really annoys everyone and you will find out soon enough. It is
considerate to wait for everyone to be back into the Plane before you announce
the loot.
Draco's special skills are an area effect Fear which is quite nasty. He also
has an area effect DoT called Rotting Flesh that is poison based. Having a 100%
poison resist will pretty much help you against this roar. He can also cast
other necro spells like Shock of Poison. Make sure you CAMP after fighting
Draco, he aggros Cazic Thule and Cazic will be death touching people throughout
the fight as a result.
Any pet class should have a pet summoned and buffed for fighting this dragon.
To prepare, cancel all the buffs you have on and, when given the signal,
place 4 disposable buffs (or "crap buffs") on yourself. My personal preference
is to use J-Boots first, as you can quickly reactivate them after they are
debuffed. At the command, begin normal buffs. Put Dead Man Floating or Levitate
on as the final buff, as this negates his Gravity Flux damage. Wait for the
call, and charge him and kill him. Not really much to it. Like dragons, casters
want to wait until the halfway mark to begin casting on Cazic Thule while the
tanks work it down for the first half. Cazic isn't very magic resistant, so
casters are going to do really well here. He hits for 400 sometimes so he's a
pretty rough melee MOB. He also death touches people every 30 seconds. If you
have a lot of magic resistance, they're a slim chance you could survive this,
but it's not bloody likely. Tanks are essential. They MUST interrupt him using
bash, stun, etc. Casters, when not casting, have to stay out of melee range.
Healers are an absolute must considering how much damage Cazic will do to the
tanks and how long they have to fight him. He has the ability to dispell buffs
as well, but the worst part of this is the MOBs in the zone running at you.
That's right. The moment he's attacked, he will summon everything left in the
zone at you. This is why you want to do Cazic last. You want to clear all the
MOBs in the zone that you can away before taking him on. There's a big trick to
doing Cazic though, and that's Fear. Cazic is extremely susceptible to Fear
spells. If you keep him Feared and just plow him with large scale DoTs and such,
you can't fail.
You have demolished the entire Plane of Fear. Give yourself a pat on the
back. Please congratulate the winners of the prizes. Even if you really wanted
the item, how would you like it if someone frowned when you won something? If
all went well, you can wait for respawns. The respawn cycle on MOBs in PoF is
13-14 hours with Cazic and Draco set to one week. If you want to farm the zone,
head back to the West camp and proceed to pull MOBs as they pop for the next
week or so until a patch. Or, for something a little more fun, wait until
tomorrow and do the entire thing again. It is much more rewarding to go into a
place where the odds are against you and overcome the odds, than to sit for
hours and hours arguing about loot and waiting for one poor MOB to spawn so 40
people can beat the crap out of it. I hope this helps some people that want to
go to Fear understand what is going on there. I hope this takes some of the fear
out of the Plane of Fear and removes the panic factor which can ruin everyone's
time, as well as kill everyone.
The MOBs
Raid Requirements
Preparation
The First Rush
Subsequent Rushes
Establishing the West Camp
Cazic Thule Says Your Name
Clearing the Zone
General Strategy on Pulling In Fear
MOB Pull Order in Fear
Fighting Dracoliche
Fighting Cazic Thule
Epilogue
Map