Hunter of the Plane of Fear: The Broken Mirror  

Quest Started By:Description:
Where:
Rating:
*****
Information:
Level:95
Maximum Level:125
Monster Mission:No
Repeatable:No
Can Be Shrouded?:No
Quest Type:Quest
Quest Goal:
  • Advancement
Related Creatures:
Era:The Broken Mirror
Recommended:
Group Size:Solo
Min. # of Players:1
Max. # of Players:1
Appropriate Classes:
  • All
Appropriate Races:
  • All
Entered: Fri Jul 22 16:33:36 2016
Modified: Tue Dec 5 05:21:04 2023
This is a Hunter achievement for Plane of Fear Revisited [The Broken Mirror Version].

This achievement is gained upon defeating the following named monsters in the Plane of Fear Revisited:


- an anxiety corpuscle
- a grim ruffian
- an ice encrusted spinechiller
- Koth the Lobe-gorged
- a scar-covered shiverback
- a trembling courier
- a trepid gazer
- a wailing wretch
- a wildly gesticulating digit
- a writhing maw of misery


Reward:
None
Rewards:
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Fear Revisited Lockout Timers
# Dec 09 2019 at 12:17 AM Rating: Excellent
***
1,312 posts
As DrusillaTheEnchanter mentioned, there are lockout timers for each type of trash mob in your expedition window, which is beneficial if you're doing Hunter achievement as a group, because restarting the mission will clear that type of trash mob from the zone. There are timers for 17 different types of trash mobs plus the 10 different Hunter mobs. If you got all 27 lockouts and started a new mission, the only mobs left in the zone would be the 5 raid mobs. Lockout Time is 4 1/2 days each.

Once you lock yourself out of enough trash mobs, you'll get this message every 5 minutes: "There are an insufficient number of minions in this plane to weaken the planar gods." which is only a problem if you're raiding.

These are the 17 trash mob types with lockout timers in Plane of Fear Revisited (TBM):

Amygdalan Knights
Boogeymen
Fetid Fiends
Frightfingers
Glare Lords
Gorgons
Nightmares
Phantasms
Phoboplasm
Samhain
Scarelings
Shiverbacks
Spinechiller Spiders
Tentacle Tormentors
Thought Bleeders
Turmoil Toads
Worry Wraiths
Fear Hunter
# Sep 21 2018 at 7:59 AM Rating: Good
Molo'ed this as a 110 enc with my animation and cleric merc.

I died alot of times, but took me about 4 hours to do every mob in zone apart from the raid mobs.

I found out once you kill any mob it gives you a lock out for that type of mobs. So if you can burn down one mob down you can drop mission and run get a new one and all of mobs of that type are gone. You cant use this method if you plan to do raid as it said after a few that there werent enough minions to make the boss vunerable.

Most mobs here are unmezable. The pumpkin mobs are mezable, nothing seemed to charm ... some frogs were mezable but others seemed not to be. Alot of mobs dispell all your buffs like the glare lords. The gorgons seem to stun you for along time. The agro range here is so big ...

To break in the zone like old fear i ran to south ... then i used self stasis and friendly stasis just to give mobs a chance to path away again even then it wasnt good all the time ... but after killing a few and working out that i could despawn them by re-getting the mission things got better. I had alot of difficulty getting a knight to come with out adding the dragon or a golem.

Nameds didnt seem that difficult really my animation tanked then ok with merc healing.

Good luck.



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