Plane of Hate

Quick Facts

Type:
Outdoor

Expansion:
Planes

Instanced:
No

Keyed:
No

Level Range:
46 - 65

Send a correction
The Plane of Hate is home to Innoruuk and his numerous minions. There are three ways to enter this zone, all of which require the Fuligan Soulstone of Innoruuk.

With this stone, a wizard can port their group to the plane, or you can see Relm M`Loch in the Plane of Tranquility, or you can get here from the Guild Hall portal.


Level 46 is required to enter the zone.
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Welcome to the Plane of HateAgents of HateExecutionOutside the CathedralSome of Hate's InhabitantsInnoruuk's ManorLeading to the Maestro...Some More of Hate's InhabitantsMaestro of RancorHand of the MaestroSteps to Innoruuk's ManorInnoruuk's Throne Room
Post Comment
#Anonymous, Posted: Sep 18 2001 at 8:57 AM, Rating: Sub-Default, (Expand Post) Yesterday i took down hate with only 33people it was great!
RE: 33people for hate
# Dec 04 2001 at 9:02 AM Rating: Default
Lol, I've seen Kuurus from Bristlebane lead his guild, Cry of War into a fully spawned Hate and kick a$$ with only 20 peeps. :)
Too late
# Sep 15 2001 at 5:46 AM Rating: Decent
Dam was hoping some Monk would have posted how to pull here. If there was any agro or specifics that could help a 53 monk on his first pull Raid.

Oh well too late for me now time to log on and kill some butt.

Hehe
HATE IS THE SHIAYT
# Sep 15 2001 at 12:10 AM Rating: Default
Our guild all 54+ went to hate and after 6 hours of garbage rezzing and stuff like that we finally got to work. We went to ne break. tore it up. We then marched and wentbuilding area after area and killed everyhting. Then we killed inny...he was easy as pie. Then we cleared the rest of zone. IT took us about 3 hours to clear whole zone. AWESOME. Every single person got something.
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
hate
# Aug 28 2001 at 11:48 AM Rating: Decent
I would advise no one to try SW corner, since one of the new mobs has placed on the second floor, He is a knight...aka SK, who will harmtouch anyone who gets too far up the wall, doing enough damage to outright kill any casters. He will also aggro to assist any creatures the get pulled/pushed too far up the wall. The imp trap really isnt that bad..but annoying. The big advantage of the sw corner was that everyone could sit high up on the wall and not get aggroed when the monk pulled...now that ability is gone. I guess Verant got tired of people using that spot, darn shame..because it was fairly simple. Also...dont use color flux over there or you will aggro upstairs stuff, lost our enchanter to that. Gonna try NE corner break next time...does anyone have any more pointers on how to do this, it seems very simple but would appreciate any more detailed instructions.
RE: hate
# Oct 24 2001 at 7:04 AM Rating: Good
30 posts
We always do the SW corner camp. We run the long north way however, never going more than halfway up the wall. Get sow & invis before you port up, then run north to the corner, turn west and run until you hit the next corner, turn south and stop and camp out about half way to the camp so you can clear any aggro you might be carrying.

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.
Break techniques
# Aug 14 2001 at 11:42 PM Rating: Excellent
40 posts
We normally break at the portal but there are several ways to break Hate.

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 **** 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.
RE: Break techniques
# Nov 10 2001 at 7:03 PM Rating: Decent
Awesome post! I myself finally got a chance to get to Hate this morning after so many other glitches on my schedule compared to my Guild. From just one raid attended, I can see that that your points are pretty much on the money. I will be using your Snarer OOC and your 'U' formation ideas. Everything else also applies, we just either already do it or it does not apply to me specifically (this is my only Planes-level character atm). I actually printed this out and also stuck a copy of it on my Guild posts for feedback.

Good hunting to you all, and make the Lord of Hate die screamin` like a girlie-man!
warrior armor
# Aug 13 2001 at 3:45 AM Rating: Default
Cleared hate last night with about 35 people, and i was one of 2 warriors (the other being competely pimped out with better stuff, told me i could have and indicolite that dropped). Well, 8 hours later, inny is dead, and no warrior armor dropped off a kirukuiawhateverthehellnameitis the whole time. Just wondering if this is a normal occurence as cleric armor seemed to drop off every second cleric.

Fonze Erellie
47 warrior of Terris Thule
RED EYES
Btw, should a 55+ mage be assigned to the pull group for CoH?
Hate
# Jul 29 2001 at 3:35 PM Rating: Default
Hate is real tough i would think.......my dad's guild which is Promedian Order which is a 50+ guild went on a raid there and a lot where slaugtered encluding my dad
Lame.
# Jul 21 2001 at 6:57 PM Rating: Decent
What is with everyone saying "you need 4 groups of 55+ to do anything here"? You DO realize these places were originally cleared by people no higher than level 50? Sure, Inny and the newer mobs need higher levels, but I'm pretty sure you don't need nine groups of 58+ to kill the regular spawns. Then again, I'm talking about a time when people used skill to kill stuff rather than smother a spite golem with high level morons. :(
Rogues in Hate
# Jul 17 2001 at 9:37 AM Rating: Default
I've seen alot of talk about Monks and Rogues in the Plane of Hate. Some posts will say "send the Rogue in to scout" or something like that. While I don't play a Rogue (Warrior, Monk and Druid), can someone explain their role here? Do they have a Sneak skill?


Thanks

RE: Rogues in Hate
# Jul 25 2001 at 8:55 AM Rating: Decent
Better than sneak, we get hide too. With both of these on, a rogue is effectively invisible to just about everything in Hate (sneak/hide combo gives invis and invis undead combined). Only things a rogue should be wary of on first floor are Scorn Banshees and Loathing Lichs, which can see through a rogues hide/sneak, though at 55, I notice that about 50% of the Lichs don't see me (the con message is reliable in Hate).

As to a role, it will depend on the makeup of the raid. For a raid where the puller has little experience in Hate, a rogue can scout ahead, and tell the monk (or whoever is puller), what is around the corner, or inside the house, giving the puller a better idea of how to pull that area. Rogues can also just watch the patrol routes, and let the puller know when the way back to the pull point is clear.

For raids where the puller is familliar with Hate, this is pretty obsolete - the puller knows exactly what they are doing, and how to do it. In this case, the rogue is back to their damage dealing and corpse recovery roles. This generally entails recovering bodies from around the port in house, or from along the wall somewhere. You may also have to go wander around Hate to find the body of anyone unfortunate enough to get feared or go LD during a fight, when they end up in the middle of the zone somewhere, though monks are also pretty good for CR if required.

Hope that clears it up,

Kral.
RE: Rogues in Hate
# Oct 24 2001 at 7:08 AM Rating: Good
30 posts
The aggro range of mobs seriously shrinks the higher your level is. Hence why at 55 it doesn't seem the Lich's don't see you, you have to practically be standing on top of them. A higher level puller can single pull mobs that a lower level would bring the room on.
Traps?
# Jul 13 2001 at 6:20 PM Rating: Default
I have heard there are traps that spawn Imps, can someone tell me where this is so i can evoid in on my first trip up there? Thank you in advance.
RE: Traps?
# Jul 24 2001 at 9:41 PM Rating: Default
i only know the trap behind S. There r a few more on 2nd floor
Untamed Armor
# Jul 12 2001 at 3:26 AM Rating: Decent
If anyone who has this armor would be so kind, can you submit some clear screenshots of it to Allakhazam for the Fashion Tables, or send the image to me if it is dark and I can lighten it up for you (zipped please). I am dying to see what it looks like vs Thorny Vine. Trying to decide which version I want to go after....

On a side note, why did I get rated like a dog on this post? All I did was ask for info that wasn't posted when I asked for it....
RE: Untamed Armor
# Dec 27 2001 at 12:21 PM Rating: Decent
*
85 posts
The thing is that if you do a stats total of both armors, Untamed armor has better stats in EVERY catagory except agi. I used the armor stats on Alla's to do a total.

Fear Thorny Vine: 110AC, 23str, 10sta, 28wis, 18dex, 23agi. Not very good.

Hate Untamed: 148AC, 36str, 17sta, 36wis, 22dex, 9agi. Getting better.

So I would suggest you get the fear armor if you can but then trade it in for hate stuff when it's available, it is much better armor.

Velondra Sedai
Ranger of the 51st
RE: Untamed Armor
# Jul 22 2001 at 12:49 AM Rating: Default
Go for whatevery you can get but in my experience it is easyer to get the TV than the hate armor cause the hate armor for rangers drops on the second floor. The TV armor drops from Tenticle Tormentors which are on the south end of the zone and get cleared quickly. on average 3 pieces will drop in fear. Cause my dice suck I only have one piece but they are very nice boots.
Repop time for Hate Plane???
# Jul 08 2001 at 9:08 PM Rating: Default
Whats the Repop time for Hate plane once it has been cleared?
RE: Repop time for Hate Plane???
# Aug 10 2001 at 4:11 PM Rating: Default
Repop time in Hate is 8 hours, although I think the demis are on a different pop time.

Caelynn Coppertrail
Monkette of Lanys
RE: Repop time for Hate Plane???
# Oct 24 2001 at 7:09 AM Rating: Good
30 posts
The 'wanders' spawn time is 4 hours and they have a lesser chance of carrying armor drops.
46
# Jun 20 2001 at 2:16 AM Rating: Decent
im a lvl 46 shammy
i wanna go on a plane raid, but is it a good idea at my lvl? will i just get slaughtered once i get up there? id appreciate some advice
RE: 46
# Jul 05 2001 at 9:56 AM Rating: Excellent
I've taken many low levels - even a few 46s on my raids to both Fear and Hate. To be honest as long as the first 4 groups are packed full of level 55+ - i.e. Chanter 56, Cleric 56, Tanks 56 you should be ok. Since the first few groups will cause the most agro, and you're hardly likely to out agro those people.

Ignor those people here who may post 'your too low - go fight in KC or sommet'. This is a game based upon courage, heroism and adventure. Don't let big mobs get you down - although they will prolly boot you somewhat...

If you have a good raid leader and groups then they should take you on board. Afterall, we do need more people learning the Plains at an early level so they are expert later.

Christ, on my raids I still have some people not knowing how to /loc, sense heading or even not train camp.

Key thing is, don't over agro, dont wander around, don't spam the raid or the leader. Just wait for orders, do your bit and enjoy the mobs. You will have a good time.

Also, if you loose 46, you can be ressed back in. I would however say you get one yellow into 46 so that you can die a good 4-5 times (with res on each) before you really get into trouble.

Majouth
57 Shaman
Leader Emissaries of Dread
Rodcet Nife
RE: 46
# Oct 24 2001 at 7:20 AM Rating: Good
30 posts
Even if you die and lose 46, you can still be rezzed back into the Planes. You just can't port up.

A 46 shaman will be a primary buffer and a secondary healer.

Suggestions; Coordinate with the other shaman on the raid. Find out who's the main slower, crippler/incapper, and if there's a mage handling Malo/Malosi (if not, it's the 2nd most important thing for the shaman to cast). The PT or Crowd Control Shaman will most likely be doing the slowing, he/she will also be buffing their group. They really dont' have mana for anythign else. 2nd highest lvl shaman will be crippleing/incapping and buffing their group, and possibly another group. Any additional shaman on the raid should buff their group and get a list of people in the groups without a shaman and split buffing duties for them.
IMO; the buffs of importance;
Enchanters/Clerics - Sta & Agi (Tuna/Kragg if they'll take it, ask first, some perfer their own ac/mr buff over the hps). But those guys will get summoned and beat on pretty often and any little bit helps.
Unless you've got the MT, ST or the PT to worry about, just ask the tanks in your groups what they want. Keep your buffs staggered so they don't all go at the same time and keep a timer buff on yourself so you know when they're going - but you should know this by lvl 46 ;)

Another hint, play the /assist mob game. See who the mob is targeting and how bad shape they're in. Heal them as needed. I tend to babysit the enchanters, watching the mezs and healing them as soon as they get hit. Don't wait, by the time you get heal off, they can be down to 1/4 of their hps. GH and SH don't make a dent on a Tank's hps, but you'll see the enchanter's hp bar surge upwards (hopefully :). In a big pull, the enchanter's life is the raid's life. It's better that the mob come and beat on you and kill you than it kills the enchanter. Your sacrifice can give them the time needed to mez it out.
RE: 46
# Jul 06 2001 at 1:10 PM Rating: Decent
Go for it! I went on my first plane's raid this week, to Fear. I was 46 and half a yellow bub. I was in one of the break in groups. It was awesome.

RE: 46
# Sep 29 2001 at 11:47 PM Rating: Default
Problem is if you die and de-level.. very fun
Fun Stuff
# Jun 07 2001 at 8:51 PM Rating: Excellent
34 posts
Found out last night on Xegony during a corpse recovery for second floor that none of the MOBs there see invis (and I'm not counting Inno, etc. of course). Elite Dragoons, Sages, Knights, etc. walked right past me without blinking and conned indifferent. Same went for a ranger friend who was using Sup Camo. They see though IVU.

We've gotten a few drops, which we compile here at the Xegony Alliance web site on this drop table:

http://www.xegonyalliance.com/droplists/drops_poh.html

What I'd really like to know is what level the Corruptor of Life is like, what the fight is like and what he drops. I've heard he's involved with Paladins? Maybe the epic quest? Anybody know anything about this?
RE: Fun Stuff
# Jul 27 2001 at 12:12 AM Rating: Default
Corruptor of life is for the nature's defender quest for tunare paladins level 55+.
RE: Fun Stuff
# Jul 27 2001 at 12:13 AM Rating: Default
That's the paladin who has to be 55+, not the mob level.
RE: Fun Stuff
# Jun 20 2001 at 5:21 AM Rating: Decent
Yesterday we had a bad pull and the 2nd floor aggroed on us at the westwall ss. Clerics logged and then the Corruptor of Life came into the camp... tanks where ready to die but with shaman heals they could kill him...

Dropped a lore no drop book without any stats... dont know what it is for... all peopel had to log imediatly for aggroclearing then.
RE: Fun Stuff
# Aug 13 2001 at 3:31 PM Rating: Default
When you say clerics logged why would they not just gate out? i see laot about camping the site and loggin out then log back in akill mobs what is up with all of that??
RE: Fun Stuff
# Dec 17 2001 at 2:39 AM Rating: Decent
Another reason for clerics to camp in places like Hate is that you need expensive reagents to get there. If the clerics all gate then you have to get a wiz and the stones to port the clerics back up.
RE: Fun Stuff
# Aug 15 2001 at 9:44 AM Rating: Decent
When you fight you fight in a spot that no mobs pop at or a spot that you cleared, then you pull to there, when you see that group is about to die you camp the clerics in that spot, and a monk/necro/sk FD.
Then the clerics log on a dif charcter and wait for a signle from the players that FD that the camp spot is clear, at this point they relog the clerics and are ready to start the rez those saving the long time it will take to reclear the path to the camp spot so the clerics could get there.
Drops in Hate
# May 29 2001 at 7:21 PM Rating: Decent
Well I made my trip to hate hoping for some good chanter drops...none....we only killed 2 female reverants the whole time we were there and nada on both, Looks like to me Shamans make out really well here barbs and Iskars both the golems almost always drop shaman items, rare gems drops, statless jewerly we even killed mastreo looted a Euridn play only shield, great stats on it but went to general lotto cause who in their right mind has made a euridn paly? j/k to those that have :P Well rather dissapointing for my first trip but a leaning exp aswell, BTW I was loot master so I know every thing that dropped. My advice if your a shaman get your **** to hate and you will get phat lewt!!!!
Refreshing
# May 27 2001 at 4:00 PM Rating: Decent
I didnt have time to read all of the post here, but the ones I did seemed very informative and mature its rather refreshing to know that ppl who make it this far with their chracter also know how to act in the forums, I grow so tired of the childish banter ******** etc. that appears in so many of the forums of late.
#Anonymous, Posted: May 23 2001 at 1:54 AM, Rating: Sub-Default, (Expand Post) SKs getting boned in hate.....LOL!!!
RE: SK armor in hate
# Jun 25 2001 at 7:44 AM Rating: Default
Nobodys talking about pog or pof...this is about hate. I have an sk and see no reason to go. Aside from seeing a plane I havent been to yet, and a piece for epic.
RE: SK armor in hate
# Jul 27 2001 at 12:10 AM Rating: Default
Be prepared to spend a LONG time in hate for your epic peice. You may get lucky, or you may be one of the less fortunate who have to wait for 20 ashenbone drakes before your hide drops.
2nd Floor Strategy
# May 13 2001 at 7:25 AM Rating: Good
*
77 posts
Let's start a discussion on the second floor.

As of now I can't contribute a whole lot, having only been upstairs once. Here's what I observed:

The entry area to the second floor is mostly 1st floor type mobs. When we broke it had to deal w/ 2 ashenbones, a spite golem and a rev on the first pull, which was tough as hell.

After that we were able to single pull mobs fairly easily. However, they don't like to leave their spawn points and really have to be babysat all the way back to the group. Eventualy we gave up and had a rogue scout the next target then move en masse to it.

Most of the mobs were blue-yellow to me at lvl 54. Our lvl 57 enchanter was able to mez most, although we never had a double pull. He tried mid fight a few times just to confirm that he could do it.

The mobs didn't seem much more difficult than first floor pulls with the exception of the corruptor of life, who was read, hit for a max of 400 and aoe gfluxed.

We did have a lot of people experience seemingly random HT's, and always had them just camp out when that happened to avoid unpleasant surprises.

Loot rates seem to be about the same as POG, which I guess makes sense since this is essentialy POG type gear for the goody-two shoes.
#Anonymous, Posted: May 20 2001 at 12:44 AM, Rating: Sub-Default, (Expand Post) sk's really got boned in this plane...wheres the sk gear dammit? im just going on item list for plane and see ****** weapons and a nice shield that is comparable to the cgs selling for 1k5 on my server????
Loot and a Few observations
# May 10 2001 at 10:16 AM Rating: Decent
I hosted a Hate raid last night. Initially we had seven groups to go but were somewhat cleric short so we broke in slowly. I sent the first group in and got the all clear so the second group went up. Sometime around the arrivial of the 5th & 6th groups people stopped listening and sat down while uninvised.
So we got wiped. We would have been ok but the main assist waited to long to decide we needed to fight and most everyone got killed. One cleric camped out with no mana and a bubble of health. I got more stones and arranged for a 60 cleric with his clicker to come up. Again people did not listen and got the CR team wiped. At this point the cleric brought a few of us up and we looted our stuff to fight and he click rezzed and healed all 7 groups while those of us who were equipped but not rezzed kept him and everyone else invis.
After raid was safely rezzed and at full mana we began to pull at about 12am est. In 3 hours we only had a couple of deaths (we were a little cleric light) and got the following loot:

3 Rog legs
1 Warrior legs
1 BP for a paladin quest? (i've never heard of it but the pallys wanted)
1 bard bracer (rotted)
2 blue diamonds
1 diaond
2 Rune etched legs (1 rotted)
2 Mage boots
1 Enchanter legs
1 Iksar Warrior boots (rotted)
1 War Helm
1 War BP
1 sprinkler for pally epic (again a pally looted it)
2 druid bracers (off the same Haunted Chest)
1 Cleric Bracer
1 Revultant Whip

From the time of the 2nd wipeout (on CR) till when out puller introduced us to Maestro we were up for about 3 hours. It wasn't his fault and all the clerics camped out and CR was a breeze except for the poor warrior who ran down the hallway to get Maestro and all the other mobs out of the portal room. But after we got a rogue up and rezzed that wasn't too bad either.

Moral of this story is that the hot portal insertation worked. But later people did not listen and almost caused the raid to fail completely so here are the rules for HATE:

1)DON'T SIT IN THE PORTAL ROOM (until it is well cleared and everyone is up)
2)DON'T TOUCH THE WALLS (again until the area is pulled and fairly clear)
3)MANY MOBS (undead) SEE THROUGH INVIS standing there and hoping that they won't see you is a BAD plan and destined to fail.
4)IF YOU CANNOT FOLLOW THE RULES YOU ARE OUT (it is not worth it to have people hang on if they will not listen)


--Whew

50 Ranger, Bristlebane
RE: Loot and a Few observations
# Jul 28 2001 at 11:26 AM Rating: Default
1)DON'T SIT IN THE PORTAL ROOM (until it is well cleared and everyone is up)
2)DON'T TOUCH THE WALLS (again until the area is pulled and fairly clear)
3)MANY MOBS (undead) SEE THROUGH INVIS standing there and hoping that they won't see you is a BAD plan and destined to fail.
4)IF YOU CANNOT FOLLOW THE RULES YOU ARE OUT (it is not worth it to have people hang on if they will not listen) BEST RULE to have


yes follow these rules very good
Listen dont talk dont emote dont ooc let group leader talk to pull group/raid leader group and everything should go well. The room you port into is going to be tight with 6 or 7 groups try not to get frustrated because you can't hit the mob
it is also smart to have a third or forth assist hot key just incase you hear /shout cleric's camp NOW do not panic!
we were in this room and they shouted cleric camp because the two main assist guys and 2 of the 4 chanters ate it on nasty pull when it was all over 1 chanter was alive because we did not panic we and we only lost like 6 people. if you panic prepair for a lengthy cr. oh and one more thing dont fall asleep like i did if you cant stay awake ask to be xloc it is ***** to get you body back hehe i woke up 15 min after the raid was over and raid had kept going for 1 hour. i woke up with guide in front of me askin me if i was ok and after i wiped the drool from my face i asked him am i in eq heaven? btw 2nd floor rocks
question about 2nd floor
# May 07 2001 at 10:00 AM Rating: Default
i'm a half elf warrior under lord innoruuk.. will i be KOS to second floor of hate? or will i be barely tolerable since i've seen the wisdom of innoruuk? and finally.. is there a way (if i'm barely tolerated) to raise 2nd floor faction?
Quest for Evils on 2nd
# May 02 2001 at 4:55 PM Rating: Default
I'm a Erudite Cleric from Paineel. I've heard that some Evil Races have some quests on the 2nd floor of Hate. Yet it seems most people just go up there to kill the mobs. This is fine as I go to PoG to kill.. not to quest.

Is there any Evils that can confirm Evil Quests up on 2nd floor of hate. And since I've fought there before the Chages.. will my faction be adjusted or are the mobs on 2nd on a different faction now? I'm going up to hate for the 1st time since the change in a few weeks.

Tekara Grimmhealer
54th Vicar
Hailing from Paineel
How is exp determined
# Apr 25 2001 at 12:32 PM Rating: Default
How is it determined which group gets the experience? When you have 5 or 6 groups wailing on a MOB it doesn't always seem to be the group that inflicts the most damage. Was there a few nites ago and at times our group would inflict 8-10k of damage and still not get exp. One other time I was with 1 other person and we got the exp. I was just wondering if anybody knew the formula for who gets the experience. Thanks

Brauch the wizard!
RE: How is exp determined
# Jul 28 2001 at 5:29 AM Rating: Default
I was told by some casters while in hate that the mobs hatewipe themselves. dunno if this is right or not
#Anonymous, Posted: Apr 19 2001 at 5:06 PM, Rating: Sub-Default, (Expand Post) http://members.tripod.com/bervin0/
recomended groups
# Apr 19 2001 at 6:10 AM Rating: Default
I would love to hear from people who have lead raids, how they like to assemble groups. who is in pull groups , and who is in the other groups .
RE: recomended groups
# Nov 17 2002 at 1:24 AM Rating: Decent
After reading the replies to this post, I'd like to add having a mage in that first group. It's always good to have COH for when the puller makes a little boo boo...i know I've been in G1 a lot lately just for that fact.

Mathaleus Spellweaver
56 Conjurer of Ayonae Ro
RE: recomended groups
# Jun 29 2001 at 7:40 AM Rating: Good
My name is Majouth of Emissaries of Dread (Leader) - Rodcet Nife.

I have done many many raids, I do about 3 per week and have done Fear about 20 times and Hate about 5 times amongst other zones like Sky Shrine, Dragon Necro, PoG, Seb Juggs etc.

My groups are based on this:
Group1: This is the pull/break group. This group has the puller, the leader and high level enchanter and cleric in it. Also a slot maybe for an evacer/harm/snare. Always shaman in g1.

Basically group 1 ensures that the pull is sorted.

My typical group would be:
Shaman
Monk (puller - could be tank puller)
Tank
Cleric
Chanter
Wizard/Druid/Ranger - Snare/Evac combo.

Basically g1 has the leader and the pullre in the same group so that they can communicate fully. Also the main tank (the assist) knows what to peel before anyone on the raid does.

i.e. Leader tells puller to pull (monk mebbe)
Monk tells tank to peel a puller %t named
Tank pulls it, does the /shout assist on %T.
...the raid kills the mob..

This works 100% always. Leader, Puller and Main tank all in g1. G1 also has higest chanter and cleric for mez, and puller heals. Shaman in this group ensures target is slowed and defbuffed sufficiently.

G1 is the lead group. Doesn't actually matter on raids who gets xp. Raiding is actually about killing high level mobs - you may not get xp - so what - it's not a grind session. You are there for equipment and the thrill/adventure.

The rest of the groups are based upon:
Mana fueling
Heals
Snares
Debuffs
Slows
Tankage

These are the 6 factors you need to consider.

Now consider this, Slows, Snares & Debufs can be done from any group - so it's not important these are actually in a single group - they could be in any.

So what is the heart of each other group then?
Tanks
Healage
Mana

Why Mana? Healers need mana. Note I'm not talking about Enchanters - these actually fall into the above category of being in any group.
Since they can crack/c2 from anywhere.

So what is mana fueling? Necro/Bard is mana fueling. They can sing and feed clerics in addition to any C2.

Generally speaking a good group could consist of:
2 Tanks (tankage)
1 Cleric (healage)
1 Druid/Shaman (backup heals)
1 Bard/Nec (mana fuel)
1 Spare...

Lets discuss the spare. The spare can be anything but it can be configured based on what kind of mob. If its a high MR mob I'd suggest another tank. If its a high dmg mob I could suggest another cleric. If its a low mr mob maybe a Wizard/Mage.

Generally speaking you don't always have a cleric in every group and you don't always have enchanters/bards for each group.

Minimum required for Hate/Fear/PoG. 1 56+ Chanter. 2 56 + Clerics, 4-5 Tanks, 1 Shaman, 2 Wizard, 2 Druids.

Basically 2 groups can break any zone and kill stuff using mez and evac technique to break in.

Any groups in addition to this makes it easier. Having said that if you get people not assisting and don't know how to follow the rules - you get mahem and can cause the primary group to die - bad news.


The important thing is keep you tanks healed, clerics with mana and not mobed, your mobs slowed and snared. Line up the mobs and take them out ont at a time.

Assist is the golden rule. Calling debugs in /ooc. Calling targets.


This should help you..
Majouth
57 Shaman
Emissaries of Dread
Rodcet Nife


RE: recomended groups
# Jun 29 2001 at 12:59 PM Rating: Default
i.e. Leader tells puller to pull (monk mebbe)
Monk tells tank to peel a puller %t named
Tank pulls it, does the /shout assist on %T.
...the raid kills the mob..


I am a 49 Warrior and want to start heading into the Planes.. Can you explain the Peeling part? Does Monk run back to group and tank assists monk to Peel (using low delay and taunt) Mob off of Monk, then should Assist me with %t?

Thanks

ZimaBC, 49th Warrior
Bristlebane
RE: recomended groups
# Jul 04 2001 at 10:14 AM Rating: Default
Our tank will target either using assist (on the monk) or plain targetting if only 1 inc. The tank will then shoot or bash the mob directly and pull it to the group.

The monk prior to heading to the tank will try to split what he can. The tank usually only ever gets one inc, being between the group and the monk shooting.

Majouth.
RE: recomended groups
# Apr 20 2001 at 7:08 PM Rating: Decent
*
77 posts
Well, for me it changes depending on where the raid is, but since I'm assuming we're talking about Hate, here's how I set it up.

Group 1 is the pull group.

Monk
Rogue
Warrior
Cleric

Those are the minimum 4. The other 2 usualy include either a druid/shaman and an enchanter. We don't use 2 monk pulls, and we don't use a rogue to scout. Our monks know the zone, they know where to pull from. The warrior tags off the monk.

Group 2 is a tank group. Usualy 3 warrior/sk/paldins, 1 monk/rogue, 1 cleric, 1 enchanter.

Groups 3-? Depending what the mix is, I usualy have a secondary tank group and then caster groups. Tanks need clerics to keep them alive, while caster groups can usualy be supported by druids w/superior heal, so if we have more groups than we have clerics, I'll bunch the casters together. If we have enough clerics for 1 per group, then I'll spread the casters out among the various groups.

We have 1 enchanter designated as lead crowd control, and he directs the other chanters. 1 enchanter is designated to dispell mobs. 1 shaman designated to slow mobs. The only task that is deliberately overlapped is snare, and everyone snares until someone lands it.

Any spell that changes a mobs buff line is /ooc'd. For example... %t has been dispelled, %t has been slowed, %t has been tashed, malaised, snared, etc... That way there is less overlap and negative spells aren't dispelled.

Hope that helps.
RE: recomended groups
# Aug 04 2001 at 6:00 PM Rating: Default
Through most of the first floor in Hate you can get away with a monk pulling and a tank picking, however, on big pulls like Maestro house and Second floor it's good to have two monks. One one runs in and pulsl what is needed, then FD's haflfway to camp. Other monk is there and then pick of a few from that train, maybe even a single then pulls near camp, FD's and tank picks. Just a precaution to get fewer mobs. Oh, and monks... DO NOT stand up and coem fight, stay FD as aggro in Hate can be a royal *****.

Hachidan
59 Mage
Pale Riders
CT
cannot get to PoH at lvl 3 =)
# Apr 17 2001 at 3:38 AM Rating: Default
Hehe, I was playing with my lvl 3 ogre warrior "Bubbles" and saw a lot of high level players in the zone I was hunting, Ferrott. I thought I would check it out. I knew the PoH zone was accessed through a hidden cavern so I went over to see what all the hupla was. Turns out a guild was getting ready to do a raid on the plane and all the spectres that guard the entrance were dead so i just wandered on in. Hehe, it was the coolest thing I ever saw. All the players in there just laughed at me. Finally they all zoned in. I tried to go back but the specs had popped again. Whoops. I figured what the hell, so I jumped in the portal and it put me back at my bind spot. Haha, I'm glad it did. Well, I got some nice scythes off the spec corpses and some pp. Can't wait till I get my lvl 29 necro high enough to go on a plane raid. That would be seriously cool! I'm excited now. =) --Homer Simpson-- (_80(|)
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