| Plane of Hate | ||||
| Type: | Outdoor | |||
| Continent: | Planes | |||
| Instanced: | No | |||
| Keyed: | No | |||
| Level Range: | 46 - 65 | |||
| EQ Atlas Link | ||||
| Connected Zones: | ||||
| Quests for Plane of Hate | ||||
| Mobs found in Plane of Hate | ||||
| Items found in Plane of Hate | ||||
| Description: | ||||
| ||||

| Plane of Hate | ||||
| Type: | Outdoor | |||
| Continent: | Planes | |||
| Instanced: | No | |||
| Keyed: | No | |||
| Level Range: | 46 - 65 | |||
| EQ Atlas Link | ||||
| Connected Zones: | ||||
| Quests for Plane of Hate | ||||
| Mobs found in Plane of Hate | ||||
| Items found in Plane of Hate | ||||
| Description: | ||||
| ||||
Edit: I tried ranger pacify (Drifting Haze Rk. III to be specific), and it worked here also. That is also an outdoors only spell.
Edited, Sep 18th 2008 4:51pm by Guyyug
Edited, Jul 9th 2007 11:32pm by wyldefyre
**update** went and tried to turn in a shaman breastplate for iksar only and he would not take it, kept saying i have no use for this. also tried turning in a pair of slippers for enc(dont remember what race) and he would not take those either so it is prolly just SK armor but i havent tried any yet so that is unconfirmed.
Edited, Jun 15th 2007 4:44pm by mtlhead
He takes the SK ones. I "think" he takes the other class ones as well.
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Here is a full map of New Plane of Hate . All the camps are marked with numbers and by tier . If this isnt working for you to find the camp then i don't know what will .
Currently been camping Overlord and Mistress for about 4-5 hours now and still no sign of either.
Good Luck in your Journey .
He takes all fear and hate class armors and trades them for gems.
Dark Elf Shadow Knight
Drinal (Tarew)
Retired after 500 days /played
Deleted
http://eqplayers.station.sony.com/character_profile.vm?characterId=455266869792
Back, and rebuilding, but not posting near as much.
Edited, Sun Apr 2 23:41:30 2006
Edited, Fri Sep 3 22:19:00 2004
Just my thoughts anyhow to add to this link
Syrasium 65 Arch Convoker
Pudissy 65 Beguiler
Shaman of the 85th season
_________________________________________________________
Officer of The Earthen Guardians
Officer of AfterHours Raid Coalition
Easist way would be make a level 1 Dark Elf alt and use the shared bank to get the Soulstone.
The cost is much higher this way, so a wizard port up is better for a full group. But, if you have new people joining your group or if you die, its easy to port back up now.
Edited, Mon Jun 21 12:45:13 2004
65th Arcanist
Lilliad
37th Cleric of Tunare
Rodcet Nife
I guess my question is - how do you zone out?
Edited, Sun Feb 29 03:27:55 2004
Edited, Mon Mar 1 01:17:53 2004
1) What are spawn rates of minis and ther PH's?
2) Rumor has it Inny can be pulled to a corner and not have adds spawn True or False?
3) What Are Raid numbers for successful Inny Hits? and was there Add Spawns when you did it?
4) What of this garbage Inny can Spawn in a different zone True OR False?
Edited, Fri Feb 27 02:26:25 2004
Hate
Crypt of Nadox
Time
Warder of Tunare
http://www.guildseofon.com/raidinghate.html
Kamgar
This would seem to confirm that the Hand is a 24 hour spawn, and that it spawns unrelated to whether or not the Maestro has been killed.
Kamgar
#1) Maestro of Rancor no longer spawns the hand upon his death. This was changed due to the upgrading of him from a lvl 58 Group Encounter, to a lvl 70 Raid Encounter.
#2) The Hand of Maestro (Warrior epic drop, not positive if this is the correct name of the item) drops off of the mob...well..named the Hand of Maestro.
Both these mobs are now on completely seperate timers. Again, not 100% on Maestro's spawn (7days? my guess), but Hand should be right around 3.
Check out the beastiary post regaring both these mobs (and make sure the date of the topics is later than April or May of 2003 (when did they revamp poh again?)) and you should come across some decent information.
(edit, added beastiary links)
Maestro - http://eqbeastiary.allakhazam.com/search.shtml?id=1596
Hand of Maestro - http://eqbeastiary.allakhazam.com/search.shtml?id=6413
Haven't done this fight yet (well...on pupose /rude ranager's pulling Hand through the wall) so I can't comment there.
Hope this helps a bit :)
Edited, Sun Oct 12 14:26:06 2003
Cafeen || Ioa
Numero Dos of <Cartel>
<Me>
TSUNNAMIE STORMFORCE tunare server RANGER
My impression is that the named mobs in the lower level part of the zone may be random dropping epic pieces for various classes. I have yet to see a post-revamp drop of the Paladin epic piece from PoH, nor have I yet heard of anyone else seeing it drop.
Kamgar
Good luck...
shouldn't be to hard with a tracker to find one. they run at 20% also *bleh* so have those snares ready.
Just kill that PH until you can get it to pop.
1) Original armor drops are nerfed to hell. Its made to be exp group farmed over hours rather than cleared and hauled off. Even though we killed two minibosses we still only got Cleric Boots, Cleric Shield, Iksar Warrior Arms (no Iksars!).
2) A warrior can pull fine. Only one pull was a multiple in 5 hours and it involved a miniboss. This was with me, a SK, pulling.
3) EXP appears very nice.
4) The Greater Faydark range item quests are easy to get started on. In 5 hours we got more than enough Kir flesh, 2 vampire dusts, and 1 ghast fingerbone.
We got no crests or signets though.
Teachings of Innoruuk and Applications of Suffering?
Haven't seen any drop so I was wondering what I should be looking for?
The Relentless
Cazic-Thule
Foof
Im really suprised at how small the aggro range is - it is extremely small. You could have a non feign puller and do just fine. Im usually the puller and in 100+ pulls now, Ive had to maybe FD twice. A group of low 50s with a healer and slower could do quite nicely here - as long as you stay around the zone in area. I noticed the mobs do get harder the deeper you get.
Loot is funny here. Some nights have been fantastic with many armor and gem drops. Other nights have been totally crappy.
XP is quite nice as well. Not quite on the level of some tier 1 PoP zones, but still very nice.
Corruptor of Life. Yeah but bring a stong tank for yer group. One group could do it.
He spawns near a well on the EAST side of the Cathedral.
Sensei Quinnie Antissa
65 Monk Bish
Prexus
I spent 3hrs searching every house along the way, used 2 vials of swirling smoke to get out when i got jumped by loathing liches.. this has turned into a nightmare from hell..
does anyone know where they moved the book of souls to? i mean if they moved it to a mob. Maestro drop/innoruk drop.. fine but damn it's pissing me off. =-p anyone have any ideas?
crespis 55 rogue Tarew Marr
Korendier Whytstorm 52 Warrior
crespis 55 rogue Tarew Marr
Korendier Whytstorm 52 Warrior
http://www.meryddian.net/pohate.html
I have also created a very basic mod for the StoryWindow regarding the list of epic drops and a new set of quests that take place between Greater Faydark and PoHate, you can download it here:
http://www.meryddian.net/storywindow.html
I am updating it as I compile information, so please note it is not complete *yet* but there is enough information to get you started on questing.
* * *
Plane of Hate v.2 (aka New Hate) consists of 3 main areas:
North of the cathedral/zone-in: lowest level mobs of the zone, the "old favorites" from the original hate. If you have an epic piece that drops off a "common" mob from Old Hate, this is where to hunt. This is also the area you will need to hunt to get the Minor Signet and common drops for the first part of the GFay/Hate quests. Good exp hunting for 46-high 50's.
Cathedral/central/south: The center of the zone is dominated by the Maestro's Cathedral. Several of the named mobs in the zone spawn in/near here. Mobs that used to be on the second level of Old Hate are also found throughout this area. This is the area you need to hunt for the Crests and common drops for the 2nd part of the GFay/Hate quests. Good aaxp for those in their 60's.
Innoruuk's citadel: Home to the Big Boss of Hate himself, this is where Innoruuk spawns, and the highest level dark elf mobs are. Good aaxp for those in their 60's.
Maestro and Innoruuk drop the books needed to complete the 3rd step of the GFay/Hate quests.
The respawn rate of the common mobs in the zone is now about 8 minutes, which means that exp groups can now come up and camp parts of Hate. The zone can easily accommodate 6-8 groups (or more, depending on how readily your group is able to dispatch mobs) The minibosses seem to have varying respawn rates and at least one of them (Grandmaster) has a placeholder.
Hope this info gives a bit of starter info. :)
Sinikka Eversings - Guk, EQII
Meryddian B'Hala - Seventh Hammer - EQ
"It's not the years, honey, it's the mileage." - Indiana Jones
Respawn I have noticed is not 8 mins. It is 30 mins to the tee on most mobs i have come across including named (other than Inny and Maestro)
Sensei Quinnie Antissa
65 Monk Bish
Prexus
Wrazi Tidyng shouts, 'Come one, come all! Hear the tale of Lanys T`Vyl!'
Wrazi Tidyng shouts, 'The Child of Hate's story awaits you!'
Mercanus says, 'Hail, Wrazi Tidyng'
Wrazi Tidyng beams a smile at Mercanus.
Wrazi Tidyng clears her throat.
Wrazi Tidyng says, 'Gather around! The story is about to begin!'
Wrazi Tidyng welcomes everyone, and motions for them to take a seat..
Wrazi Tidyng says, 'Hear now the story of Lanys T`Vyl, who was conceived during the Festival of the Moon of Blood, who was born to high priestess Vendela G`Kal, and who was taken by Innoruuk as his own child!'
Swansilk bows before Wrazi Tidyng.
Tinytanker says, 'hiyas!'
Wrazi Tidyng says, 'Lanys was a special child, she showed remarkable abilities for her age. She was adept at combat, and showed great promise in the dark arts. She was exceptional, and this made her feared...'
Wrazi Tidyng says, 'Fearing her, many tried to end her life. Laarthik K`Shin, an ancient shadow knight, stopped the first such attempt and slew the would-be assassins. For his actions Innoruuk himself charged Laarthik with teaching and protecting Lanys.'
Wrazi Tidyng says, 'Lanys grew into a strong, graceful, and deadly Teir`Dal. She learned the lessons Laarthik taught well, and cherished the will of Innoruuk. She became the embodiment of Hate upon Norrath.'
Wrazi Tidyng says, 'Her wrath was quick and deadly; her punishments were unforgiving and unforgettable. Lanys looked upon Innoruuk's creations as her own, she cherished them, but everlasting torment awaited all who betrayed her.'
Wrazi Tidyng says, 'When the time came that Lanys T`Vyl was prepared to accept her destiny, the time also came for Lanys to reclaim the Armor of Darkness.'
Wrazi Tidyng shivers in fear at mentioning the Armor.
Wrazi Tidyng says, 'Long ago, Innoruuk entrusted his sacred Armor of Darkness to an elite group of Teir`Dal so that they might spread hatred across the face of Norrath. They were known as the Crimson Teir.'
Wrazi Tidyng says, 'The armor granted unimaginable power to the Crimson Teir, but slowly fed upon their souls. They became corrupted in mind and body, but maintained their incredible power.'
Wrazi Tidyng prays to Innoruuk that such a fate would not be given to her..
Wrazi Tidyng says, 'Innoruuk bid Lanys T`Vyl reclaim the Armor of Darkness. This test would prove Lanys worthy to all, the coldest heart would tremble at the sound of her name!'
Wrazi Tidyng says, 'Lanys first traveled to Befallen to retrieve the Abhorrent Bracers of Darkness. She did battle with the Crimson Teir`Dal Jerak T'Shir she found there.'
Wrazi Tidyng says, 'Though the battle was fierce, Lanys slew him. She pried the bracers from his cold dead corpse.'
Wrazi Tidyng says, 'Several days later, the time for Lanys' second trial arrived. By now she had gained followers who were both enamored by and fearful of her power augmented by the armor she possessed.'
Wrazi Tidyng cackles at the memory.
Wrazi Tidyng says, 'They went onward through the dangerous Lavastorm mountains, and into the ruins of Najena. Through the twisted tunnels Lanys found the second Crimson Teir`Dal Tovin D`Rin.'
Wrazi Tidyng says, 'Tovin was a powerful magician, and had forged two imps, Agony and Strife, to protect him. So long as they remained alive, none could touch Tovin.'
Wrazi Tidyng says, 'Uttering prayers of hatred and malice, Lanys struck quick and true to slay the imps. Tovin, his eyes wide with shock, screamed, "NO! I am mortal again!!!"'
Wrazi Tidyng chuckles at Mercanus.
Wrazi Tidyng says, 'Tovin's shock changed to terror as he saw the blade of Lanys T`Vyl pierce his chest. He crumbled to the ground, no longer able to guard his sacred armor.'
Wrazi Tidyng says, 'Lanys smirked, and snatched the Abhorrent Boots of Darkness from Tovin's corpse, and added them to her own armor. She could feel the darkness flowing into her, and she cackled with glee.'
Swansilk looks shocked.
Wrazi Tidyng says, 'Laarthik was granted a vision that night, a vision of fire and gnomes. Innoruuk revealed the two remainizng Crimson Teir`Dal to be hiding in Solusek's Eye.'
Kombatt gasps at Wrazi Tidyng in amazement.
Wrazi Tidyng says, 'Trumpets were sounded, and the followers of Lanys gathered in the Neriak Commons. Lanys joined them, her power almost tangible about her. Onward they marched into the Lavastorm mountains once more!'
Wrazi Tidyng says, 'Lanys found the last Crimson Teir`Dal deep in the goblin infested tunnels, the Enchantress Mydraa K`syk and the thief Talia K`syk. Mydraa used her dark magics to set the inhabitants of Solusek's Eye against Lanys and her party, the twain escaped deeper in'
Wrazi Tidyng says, 'The clockwork workers Mydraa had coerced were formidable warriors, but were child's play to the Child of Hate. Lanys pushed further into the tunnel to confront her enemies. The Crimson Teir`Dal were fierce fighters, and they killed many.'
Wrazi Tidyng mourns the loss of so many loyal Teir`Dal.
Wrazi Tidyng says, 'Though many of Lanys' followers were slain, in the end victory belonged to Lanys. She ripped the remaining pieces of Abhorrant Armor of Darkness from the fallen, and affixed them to her body.'
Kombatt lowers his head and mourns the loss of the dead.
Wrazi Tidyng says, 'The ground shook, and a circle of black flame engulfed Lanys T`Vyl. Dark power coursed through her body, and she truly became the Child of Darkness and Hate.'
Wrazi Tidyng says, 'Proven, tempered like a sword in fire, Lanys returned triumphant to Neriak. It was decided that Lanys and her mentor would lead an army across the common lands, through Kithicor forest, and into the heart of High Keep.'
Kombatt cheers.
Wrazi Tidyng cackles evily thinking of the slaughter in store for High Keep.
Kombatt cheers.
Wrazi Tidyng says, 'Her army marched in step, armor gleaming. Woodland creatures fled from the metallic clang of their march, and they crushed all in their path. Unbeknownst to them, High Keep received aid from Felwithe in the form of a paladin army.'
Wrazi Tidyng says, 'Clink Clank Clink. The Teir`Dal army marched forward with Lanys at its head. Swoosh Swoosh Swish. The Koada'Dal unsheathed their swords and let fly their arrows as Firiona Vie looked onward.'
Kombatt gasps at Wrazi Tidyng in astonishment.
Wrazi Tidyng says, 'The armies enveloped each other as ivory struck at midnight blue. In the center of the battlefield Lanys circled Firiona. Clink Clank Clink. Blow and counter blow, Lanys struck at Firiona. The weak fool only parried, and made no counter attack!'
Toggan cheers on his kin.
Wrazi Tidyng says, 'As the hours past, Lanys grew tired and Firiona took the offensive. Firiona glowed with the nauseating power of the do-gooder Tunare. Lanys was losing, and she knew it. She cried out to her teacher for help.'
Swansilk cheers.
Anzel chuckles.
Wrazi Tidyng shivers with fear..
Wrazi Tidyng sighs, clearly disappointed.
Kombatt shivers.
Wrazi Tidyng says, 'Laarthik K`Shin removed a glowing stone from his armor, raised his hand to the sky and cried out to Innoruuk. The sky darkened, and a portal opened in the sky. The sound of tormented souls filled the air, hatred was on the wind.'
Toggan cheers, go Tunare.
Wrazi Tidyng says, 'As the portal to hate opened Firiona struck a killing blow on Lanys. Lanys' soul was sucked from her body before it hit the ground, and taken into the portal. All manner of evil came from the portal, poisoning the forest as a mark of Innoruuk's hate.'
Kombatt gasps at Wrazi Tidyng in amazement.
Wrazi Tidyng says, 'The beaten Teir`Dal took every action to make sense of their defeat. They questioned the spirits of the dead, and learned of Lanys' true fate. They learned her spirit had been taken to the plane of Hate by Innoruuk, and her body destroyed by Tunare.'
Wrazi Tidyng says, 'The Teir`Dal acquired the services of Falrazim Zeftarnor, a necromancer who was experienced with transferring souls between bodies, to join Lanys soul with the body of a Teir`Dal sacrifice.'
Wrazi Tidyng says, 'The most loyal of Lanys' followers entered the domain of Innoruuk and, using a stone provided by Falrazim, captured her soul and armor.'
Bate wonders what's going on.
Bate has fallen to the ground.
Wrazi Tidyng says, 'They returned to Falrazim who instructed them on how to cast the ritual. The ritual began and the Abhorrent Armor of Darkness attached to the new body, and Lanys' soul entered its new host.'
Wrazi Tidyng says, 'Thus the Child of Hate was reborn!'
Wrazi Tidyng says, 'And that is my story, the story of Lanys T`Vyl. She has returned to us, and all shall tremble before her hatred and malice. All praise Innoruuk our lord and creator!'
Wrazi Tidyng says, 'Now, gather close and we shall toast Lanys and have a feast in her honor!'
Wrazi Tidyng passes out refreshments.
Toggan doesnt like Lanys much, but wants food...
Twork snaps to attention and salutes Wrazi Tidyng crisply.
Wrazi Tidyng says, 'If I have failed to give you drink, please come forth'
Fathomm raises her glass to toast the rebirth of Lanys T'Vyl.
Glug, glug, glug... Fathomm takes a swig of Bleeding Brain.
Chomp, chomp, chomp... Fathomm takes a bite from a Batwing Pie.
Kombatt says, 'Does Lany walk norrath now?'
Wrazi Tidyng says, 'Aye. Lanys is among us once more!'
Twork says, 'Where is Lanys now?'
Wrazi Tidyng says, 'In a far away land, protected my much magics and many forces. It takes a mighty band to challenge her now.'
Wrazi Tidyng says, 'Thank you all for coming to listen to my story. I may return to teach others of our history.'
Peryn puts away his pen and gets out his trusty semi clean mug.
Here ends his notes, with a rather large stain of some form. Not like a bard to spill a drink...
Edited, Thu Mar 6 07:25:52 2003
Hunter of 65 scars
Realm of Ages Guild
Fennin Ro
www.realmofages.com
"Beauty is in the eye of the Swordholder"
Priapus 53 Rogue
Anyways, I am looking for some advice on a path to the Book of souls via sneak/hide that will be the safest way to get the book. I have a gate potion to Thurg, so I can get out. I have a good map and know the stairs to take up to Rancors room, just not sure the best path. Any advice would be greatly appreciated.
Priapus, 53 Rogue
read through that link. Has some good info and a link to a map. A friend has a rogue and had to get the book twice. First time on a raid second time he did it solo and said he felt a much greater sense of achievement the second time by doing it the rogue way.
Officer of The Silent Minority a Prexus Guild
And while we're on about my server being freakish, is it just my server or is it always that if someone manages to survive a wipe and can't FD it means they can't rez? I've been through too many wipes and only the necros and monks survive and none of the clerics make it....
Wood Elf Ranger,
Tunare server
Machail Ironforge
Shadow of the Dragon
Tunare Server
Clerics cannot FD. Best we can do is cast Divine Aura and/or Divine Barrier and hope the melee types have gotten to the top of the hate list before our invulnerability wears off.
Don't fault a cleric of dying while trying to save their group. Q'ing out doesn't always mean you will survive and camping won't work if you have gained aggro.
Better off hoping your COTH Mage survives so they can call the Cleric back to the group easily.
Either way, good luck.
Oodi Healgiver
52 Vicar of Brell
"Respect Breeds Respect"
Cavalier of Tunare
By far the best thing to do when things go wrong is retreat down the wall a bit (AVOIDING ROOF!!), cast devine barrier and then /q immediately.
I have always survived to rez the dead.
Log on as an alt btw and get that helpful FD monk to check all cleer befor erebuilding group.
Good luck! Hate is great fun.
Hellisin, 25th Priest of WoW.
Officer of The Silent Minority a Prexus Guild
I am a troll warrior bowing only to innoruk.
Can I hunt here without losing faction?
If evil races cannot hunt here...then how do guilds with both evil and good races find a place to hunt?
Bumraz
53 warrior
Officer of The Silent Minority a Prexus Guild
SW camp, we use this all the time still. Cast See invis and invis jsut before port up. Have Rogues and Monks port up first and scout it out. We had a level 60 Rogue take out all traps prior to heading to SW Camp.. and its really more of a West Wall camp that we use. We do have a CR ru after port ups, but what break in to a Full popped PoH doesn't?
Ludah Grymtooth
55 enc, Veeshan
Edited, Sat Feb 9 04:03:38 2002
So on really big fights, after it starts i just have to hit kick every 12 secs
and watch to make sure we're not pushing the mob all over the place.
Monk crowd control ---> stay on opposite side of MT to make sure the Adjutant doesnt fall off the ledge and get us all summoned down to the wolf pit.
If first timers follow the outlook for the raid above they will either be dead right, or mighty happy with xp / loot / no deaths at the end.
Planes are not about loot, they are about killing hard mobs and working as a team.
*edit* lol, sig out of date, 51 reaver now =)
Edited, Sat Feb 2 18:54:41 2002
Your ad could be here!
1. Someone in the guild will get exp, most likely not you.
2. Someone in the guild will get loot, most likely not you.
3. Someone in the guild will die, most likely you.
Planes is about killing bad things, but also about loot. Not personal loot, but loot that will help your guild as a whole.
58 Paladin - http://www.magelo.com/eq_view_profile.html?num=105699
Mirth and Mayhem
http://www.mirthandmayhem.com
The Rathe
The stone( named Fulligans Soulstone of Innoruuk) can be purchased in the Cleric guild in Neriak third gate from the same vendor who sells necro coffins sorry cant remeber his name atm. I purchased the stone for 125pp if I remeber correctly. Hope this helps some of those looking for this info.
Devizal Lifeshredder
50 Dark Elf Necromancer
Povar
Edited, Thu Jan 10 21:23:10 2002
Post to the guild website that you are going to go, so that the raid leader can plan the groups in advance
Post to the guild website what loot you want, so that a loot-order table can be made in advance
Learn the terrain-find a good map and study it. Nothing is worse than having bad lag, turning around and realizing that you have no clue where everyone went, and you have no clue where you are. If you have studied the map and maybe have a printable version, you can possibly help someone to find you. Find out the route the raid will be taking from the port-in room to the first camp so if you fall behind, lag, or otherwise get left behind, you know which way to go.
Study your enemy. There are a whole slew of websites out there that can tell you almost everything you need to know about the creatures you will be fighting. The more you know, the easier it will be to bring them down.
If the information is posted, set up your hotkeys for MA, SA, heals, and clarity set up in advance. I will go into more detail on this later.
Stock up on things you will need for the raid. Purchase spell components, food and water, etc. Also don’t forget to have what you need handy in RL to be spending 6-12 hours at your computer. Food that can be grabbed from the kitchen on the go, a 24 pack of pop or a container to hold other beverages and keep them hot or cold, and cigarettes if you smoke. It is also handy to have paper/pen handy by your computer.
Log at the meeting spot the night before so you don’t have to worry about getting a port at the last minute. If you are a tank, get bound at the closest city, if you are a caster, at the meeting spot it’s self unless you are a porting class and can port to the meeting spot when needed. This will facilitate communications in the case of a wipe-out (and there will be at least one) especially if there are non-guild members at the raid. It also helps to have an alt guilded so that if you have to camp or /q you can keep in contact.
The day of the raid: Before the raid
Log on at least 15 minutes before the scheduled start time for the raid. An hour is preferable.
Contact the raid leader and let them know that you are there.
If you were unable to get to the meeting location the night before, do so now.
If you don’t know already, find out who the MA and SA are. Make a hotkey with 2 lines on it. The first being /target <main assist> the next being /assist. Do the same with the other hotkey, substituting <secondary assist> for <main assist>
If you don’t know already, find out who you will be asking for buffs such as clarity, symbol, speed, etc. Make a hotkey asking this person in /tell for the buff you need so that all the people on the raid don’t have any more chat to have to scroll through than necessary.
If you don’t know already, find out who you will be asking for things such as cure poison, and make a hotkey informing them that you are poisoned and need a cure ASAP
Make a hotkey to tell your group and the MA that you are being attacked if you are not a melee
Find out which chat channels will be used for which purpose. Most guilds will have raid leaders, group leaders, pullers, and MA/SA use one channel, looters another, and have another channel designated for frivolous chat, /auction is good to use for this, as it can be turned off at will, and more than likely will not be being used by anyone else. If you don’t want to listen, and want to concentrate on the raid, turn this channel off now.
Find out which group you will be in. Find or make a designated spot for your group to sit. This will assist in finding each other and facilitate quicker buffing.
Find out who the designated looter for your group will be if it is decided by raid leader, if not, decide that amongst the group now.
If you are a buffing or porting class, get your spell reagents from the raid leader now.
If you are a mage, start passing out mod rods. Make sure everyone has one. These are for the clerics. This will allow you to get to FM before the port-up, and also if there is a wipeout on the break-in it will ensure there is mana immediately available for the clerics.
If you are a buffing class, find out from the leader which buffs you will be placing on people. Once the call to buff is placed, move from group to group, buffing in an orderly fashion. Once all buffs on groups are done, then the buffers can buff them selves and all the other buffers.
Once all buffs have been placed on you, log to the chat server. This will ensure that all the buffs are still there and will not wear off during the break-in.
Once everyone is buffed and logged out to the chat server, the call will be given to log back in. Do so immediately. Do not decide that you have a minute or two, so now is the time to do last minute preparations. These need to have been done before you ever logged on.
Once logged in, immediately get in your groups. Stay in your group areas. Once the call has been given for the port up, you don’t want the porter to have to ask if you are ready. Be ready.
If you are one of the porters, get to whichever group the leader tells you to port up first. Group with them, wait for the call to port, then port up. If you will be expected to port multiple groups, Disband and immediately gate back down.
Once you are in the portal room, stand in the center. Do not go near the walls, do not sit down. The room is small, more so when there are multiple groups in there. Be patient, put up with the sweat and the stench, it is better than being dead.
Once all groups are up, then it is time to do the most difficult part, the break-in.
The day of the raid: The break-in
If you are lucky, nothing aggroed upon port-in. If not, you got in a fight immediately. If this is the case, do not panic. Use your MA hotkey, and fight that mob. Trust your enchanters to mez the rest. I will detail more on fighting later.
If it looks hopeless, and you think you will not make it, keep fighting. Watch your raid channels. If the order is given for the clerics to camp out, protect those clerics at all costs. Once the clerics have safely made it out, then you can /q to get yourself out. If you are a Monk, SK, or Necro, feign death if you can. This will allow you to let others know when it is safe to come back. Once you have told the raid leader it is safe, you must /q out to clear agro. Unfortunately, sometimes agro stays after you have gotten out. Stay out for 3 minutes to ensure agro is gone.
Once everyone is ported in and any immediately aggroed baddies are dead, the puller will proceed to pull mobs from the route to the first camp. Do not sit down unless you have to, you might accidentally aggro the mobs from the surrounding buildings.
Once the route to the first camp is clear, the order will be given to move out. The raid leader or the puller will be the one to lead the raid to the first camp. The route is along the walls. Walk ½ way up the wall, no more no less. Any more, you might agro stuff from the second floor, any less, you might agro stuff from the buildings you pass.
If anything attacks you, stand there and die. Do not bring it to the camp with you. Better to have only one person dead than the entire raid. Get a /loc before you die, so that you can tell the corpse dragger where your body is. It will be brought to the camp and rezzed there.
If Innoruuk shouts your name, immediately /q out. That means that you have somehow managed to agro him, and he will either death touch you, or come down from the second floor, bringing the entire zone with him. Wait for 3 minutes, log back in, and then proceed carefully to the camp, as the rest of the raiding party will have already gotten there. If you get aggroed on the way there, see above on drawing agro on the way.
The day of the raid: The first camp
Stay at the camp. Now is not the time to wander or explore. If you want to do that, use an emulator that will allow you to explore the zone offline. Now is also not the time to practice your safe fall. Stay below the ½ way point of the wall.
The puller will proceed to pull mobs from around the zone. Get used to this spot, at least half the first floor mobs will be fought from here.
Watch the raid channels. If a pull goes bad, you need to know when the order is given for the clerics to camp out. If a mob drops no-drop armor for your class you need to know so that when /random starts to happen, you don’t have to ask what it is for, and if you are the only person of your class, or the only person of your class who needs that particular piece, you can loot it before it rots.
Once everything that is going to be pulled to the first camp has been destroyed, the order will be given to move to the Organ Hall.
The day of the raid: The Organ Hall
The rules for moving to the Organ Hall are the same as moving to the first camp. Follow the raid leader or the puller. If you are aggroed, stay and die. If Inny shouts your name /q
The Organ Hall its self is fairly safe. Now is the time to sit, med, heal, etc, staying away from the walls. Also, do not sit on the throne. I have yet to find out exactly why, but I suspect it has the possibility of aggroing something. Casters need to sit closer to the throne, melees closer to the door.
The puller will proceed to pull the rest of the first floor mobs to this spot. Once again, get used to it, you will be here for a while.
Watch the raid channels. If a pull goes bad, you need to know when the order is given for the clerics to camp out. If a mob drops no-drop armor for your class you need to know so that when /random starts to happen, you don’t have to ask what it is for, and if you are the only person of your class, or the only person of your class who needs that particular piece, you can loot it before it rots.
Once all of the mobs have been pulled, it is time to take on the Maestro. Time to buff, heal, and med again. Some guilds have everyone log to the chat server at this point and re-log in after everyone is buffed. Mages need to start mass-producing mod rods again and dropping them on the floor. This will allow the clerics to be able to quickly replenish their mana during the battle, it might mean surviving or dying.
Once all the prep-work is done, the puller will pull the maestro. Casters need to stay back, as he grav-fluxes and this hurts. A lot. He will come down eventually, and you can congratulate yourself on a job well done.
If the goal of the raid is only the first floor, you are finished. You can wait for things to re-spawn and kill them again, or you can get your friendly wizard or druid to port you out.
If the goal of the raid is to do the entire plane, you will continue on to the second floor. I have never been to the second floor, so I do not have the knowledge to write a guide for it.
The day after the raid
The raid leader or guild vault keeper will have had a chance to get all the loot together, and anything that is not no-drop will be distributed at this time. All jewels or jewelry that was looted will either be sold to cover the costs of the peridots and port stones and to fund the next raid or made into jewelry for people in the guild.
General Plane rules
Do not use pets (except Wizard pets which do not draw agro)
Do not use AoE spells as they can draw agro from the second floor.
Do not use DOT spells, as they will make mobs unmezzable
Watch the raid channels closely for orders to camp or orders to move
If you have to camp, do not sit and camp, sitting will draw more agro than standing, use /q instead
Always, always protect your clerics. They are crucial to the raid. If all the clerics die, CR will be difficult if not impossible without a Necro to summon.
Do not fall asleep. Don’t laugh, it happens. If you feel like you are going to fall asleep, let the raid leader know and have a Wizard TL you out.
Do not gate or evac out. You will not be able to come back up unless you are prepared to pay 200-300 pp for a port stone and there is a mage present to CoH you.
If you show up and the raid has already started, do not ask if it’s too late to come unless you are prepared to pay 200-300 pp for a port stone and there is a mage present to CoH you.
Do not demand that the puller pull specific mobs. They will eventually be gotten to when it is time. The mobs will be pulled in an order that makes it more likely that you will live to tell about it.
Any questions you have, ask your group leader. They will relay them when appropriate.
Do not break mez unless you are the MA.
Come to the raid expecting to die. It happens to everyone, you can be rezzed.
Do not come to the raid expecting XP a raid is about taking down some hard mobs and possibly getting some cool items or armor.
If you don’t get something you wanted, don’t whine about it. There will be other mobs and other raids.
Write down on your handy paper who is in your group. That way if something happens and the group has to re-form, you know who was in it.
If you are a designated buffer, unless the tells for buffs are coming slowly enough that you can keep track of them, it’s a good idea to keep a list on the paper of who needs what buffs and cross them off when given.
General fighting rules
Watch the raid channels. The puller will let everyone know what s/he is pulling and the MA will let everyone know which mob they are attacking first. If the MA needs to switch targets, this will be announced in raid channels as well.
Do not attack the mob until the MA says to attack in raid channels.
Sprite Golems and Ashenbone drakes are highly magic resistant. As such, they cannot be mezzed. The MA will switch targets to these, allowing the other mob to be mezzed. If you are a caster, do not waste your mana on trying to cast on them, the spells will be resisted.
Casters, do not cast on a mob till it is about 70% dead. Allow the melees some time to build hate.
Do not let the mobs run. If you have been assigned to be the designated snarrer, snare the mob when it is at half health.
If you are attacked while in the camp, do not run around like a chicken with it’s head cut off. Either stand where you are, or run towards the melees. Use your “I’m being attacked” hotkey.
Always, always protect your clerics. They are crucial to the raid. If all the clerics die, CR will be difficult if not impossible without a Necro to summon. Did I say this twice? I meant to. It’s one of the most important things.
If the call has been given for the clerics to camp, watch until they are out. Once they are out, you have 2 choices. You can fight to the death, or take your chances with a /q /qing is better; it means less rezzes for the clerics to have to do.
If someone has handed their mod rod to a cleric, they should ask a mage for another. It’s generally a good idea to have a hotkey made for this to ask in /tell
If there has been a wipeout, upon respawning at the bind point, mages should start making mod rods and handing them to the others that have died. This way, there are some already made before rezzes since a rez drains all mana. After being rezzed, the mod rod should be handed to the cleric to regain some of the mana spent on the rez. After looting the body, the rezee should ask the cleric if they need the other rod that had been on the corpse.
General looting rules
Each group should have a master looter. When looting mobs, the looter should announce in the proper raid channel what it dropped. Example: /ooc %t dropped coin, gems, and no drop bard armor
If it drops no-drop stuff, during the next lull, it will be looted following guild looting rules.
If it drops something that is not no-drop, it should be looted and kept.
After the raid is over, all items and money will be handed to the guild vault keeper. The money will be used to pay for the raid and to foot the bill for the next one. Any items will be distributed the next day.
If you haven’t noticed, the keys here are being prepared, keeping your clerics safe and supplied with mana, and keeping screen-clogging chat to a minimum.
I hope this guide can be of use to people, and possibly make their experience raiding hate much more enjoyable-or at least keep the bad stuff to a minimum.
Oh, yeah. Have fun while you are up there, cause if you aren’t having fun, then it’s not much of a game, is it?
Calandria Incendre
Wizard of the 51st Level
Member of Dark Nightshade
Innoruuk server
Jen
47 Shaman
Bristlebane
[75 Exemplar] Jenarie the Babysitter (Dark Elf) Test
[65 Archon] Ariene Everlost (High Elf) Bristlebane
[62 Oracle] Jenina Icemyst (Barbarian) Bristlebane
Sorry can't find this info anywhere.
"Warrior of spirit,wisdom,strength,and loyalty"
Sorulak
Veteran
EQ, DAoC, Eve, WoW x2
Oh well too late for me now time to log on and kill some butt.
Hehe
Hate is a cool plane but my guids fav plane is sky. VERY NEAT PLANE.
Mischief is okay,,,not that much fun.
Growth is coll yet can get boring.
Fear is for chickens.
GO ELITES GOrgoths
We usualy get a couple deaths, but very seldom see that many any more except from people who don't listen.
And for the camp, just don't sit more than halfway up on the wall and keep all bard's singing on the floor. It's not that hard.
If someone gets HTed, have them camp immediatedly, if anyone healed them, have them camp. If a Bard gets HTed, have their entire group camp out.
Judge of Ice
Proud Member of the Sacred Brotherhood of the Wolf
Here are some tips to remember about raiding Hate. This list is not exhaustive but is representative of the most common mistakes I've seen in almost a year of Hate raids.
1. If you lose invis and cannot reinvis in time, just die. Also make sure there is always at least one invis caster in each group.
2. Make sure you have good crowd control enchanters on the break.
3. Melees form a "U" shaped arc. The tagger will pull into the arc while at the same time announcing via hotkey what mob is the target. Melees adjust position to make sure the mob does not get pushed into a wall, up a slope, or out a door. Rogues can forget about being on the backside of the mob. Just pitch in and deal as much damage as you can. If you can backstab, great. If not, get over it.
4. EVERYONE has a hotkey setup to assist the tagger (main assist). NO ONE ever breaks mez or hits anything first except the puller, main assist or second assist.
5. Spite Golems are NOT mezzable. If a Spite Golem gets into camp main assist has to switch and then has to announce new target via hotkey. EVERYONE has to switch to the golem. Even if something is half dead, SWITCH. It's more important to kill that golem.
6. Have one shaman/druid designated for Poison Cures. People send tells to this priest when they need a cure. Priest finds them with /target Name and then cures them. Have another person designated as Cure Disease contact.
7. Have one enchanter designated for PRIEST clarities. Have another for all other clarities. Priests get priority on C2. If you are dead, C2 does you no good.
8. Raid leader and raid communications are in shout channel. No one else uses shout! Don't laugh and joke in OOC either unless you want to miss important messages.
9. Snarers should have OOC hotkeys to announce when snare lands successfully on a target. Enchanters will have OOC hotkeys for all sorts of crowd control situations. Shaman should have OOC hotkeys to announce slows.
10. NEVER EVER DOT MOBS. If you get an unmezzable add and cannot mez the first mob, then you may end up wiped. Just drop your dots for the duration of the raid.
11. Clerics of appropriate level can Mark of Karn the target designated by the main assist. This will reduce mana usage by all priests except the main assist who should be the only one holding aggro.
12. You will NOT get experience on a planar raid. If you want experience, go somewhere else. Raids are about kicking the arse of the mobs that you aim at, not about leveling. If you are lucky and end up in a group that gets lots of kills be happy but NEVER come to a raid and whine about experience unless you want to be blacklisted.
13. Don't demand that the pullers pull specific mobs. The rangers and druids will be queried by the raid leader if there is any question about which mobs are up and where. The mobs will be pulled in an order that makes it likely that you will all LIVE to tell about it.
14. Be prepared to reimburse the raid leader for the cost of the Hate stones. (One hate stone per group is needed as a reagent for wizards to port up here.)
15. Bring peridots, lots. Your clerics should not have to pay through the nose to symbol you. If you want symbols, bring peridots and give them to your cleric when you need symbols.
16. If the raid leader yells "CAMP!" then camp out as instructed if you can. If the raid leader yells "CLERICS CAMP!" then do NOT camp unless you are a cleric. Keep those mobs OFF the clerics so that they can rez you once the train clears. If you don't then CR in Hate can be nasty.
17. Every cleric on the raid should have a hotkey with 2 parts - First, target the main assist name and then cast the spell slot that contains complete heal. It may take more than one cleric to keep the main assist standing through a big pull.
There are tons more points to consider but this forum is terrible for writing out long posts so I will stop there for now.
Night Elven Hunter of Azeroth
The adventure is in the journey itself.
Good hunting to you all, and make the Lord of Hate die screamin` like a girlie-man!
Free account required to post
You must log in or create an account to post messages.Forum system by Zam