Plane of Fear

Quick Facts

Type:
Outdoor

Expansion:
Planes

Instanced:
No

Keyed:
No

Level Range:
46 - 65

Send a correction
The god of fear himself, Cazic Thule, resides here in the Plane of Fear. Its rough terrain and bloodred sky are indicative of the horrors that await those who dare venture here.

Deathtouching golems, shadowstepping scarelings, mass-dispelling tentacles terrors and evil eyes, blinding nightmares, and other vicious creatures are just a few of the denizens which serve Cazic Thule, and which look to destroy any mortals foolish enough trespass into their realm.


Level 46 is required to enter the zone.
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Entering the Realm of FearThe West Wall, Site of Many Doomed Break-InsThe GraveyardFrightfinger HouseFrightDracoliche PatrolsA Boogeyman Looks Upon the Gorgon Statue and Tempest ReaverTerrorInside the Amygdalan TempleThe Broken BellThe God of Fear Himself, Cazic ThuleThe Ring of Fire
Post Comment
Tips for Fear
# Jul 23 2001 at 6:33 PM Rating: Good
OK heres some tips i have for fear from my about 30 hours of raiding it last weekend.

1. Prepare to die. You WILL die in fear, accept and it helps if you enjoy it.

2. I STRONGLY suggest having cleric bind in safe spot. By doing so you only have to breakin once. After that people can pull corpses and cleric can rez them.

3. If you get aggro, run someplace with few mobs and die. DONOT train the SS. If you die, the corpse puller can get you, cleric can rez and the downtime is non-existant. If you train teh SS, guess what it might be 8 hours before you get your corpse while clerics have to rez 40 people.

4. You must have following classes in my opinion for fear. 49+ cleric for rezes, a monk to pull with (he has FD), enchanter for crowd control because 80-90% of teh time you will get at least 2 mobs per pull if not more. A necromancer to summon corpses, cause sometimes you die and people just cant get your corpse. I suggest the following classes strongly, bring a bard to find corpses and give mana to cleric on CR, necros to dump mana in cleric for CR, mages to make mana rods for cleric for CR, enchanters with clarity for CR. As you noticed there is a lot of CR going on here. Unless you have a extreme luck, or LOTS of experienced people with fear, then you will spend a good amount of time doing CR. These classes can minimize the downtime ALOT.

5. Bring nukers, LOTS of them, we didnt have enough on our raid, and havign to kill a mob with 15,000HP is a pain in the *** with melee's.

6. Don't worry if you die, with a rezzer, exp loss is minimum. I personally died 10 ten times during this raid, but with rezzes i hardly lost any exp at 53.

7. Invis yourself when you are out of SS. My experience is that a couple types of mobs can't see you and it reduces the aggro of those that can. By the way, i've had stuff aggro on me that was so far away i couldnt see it, so don't go wondering around.

Well this is what i learned in my 30+ hours in fear, im by no means an expert but after all i've been through i think i know a bit about the place. This sounds like hell (and it is) but i had a lot of fun there even though i didn't get any items except money ones. Alot of people 46+ are too afraid to go to the planes, but just getting to see the zone and some of the mobs you wont see anywhere else is worth it. If you have any questions drop me an email at cryosleeper@gmx.net. And next time you are in fear call Cazic Thule a fat *** for me. )

Drammer 53 Cleric of Tallon Zek

Fear Raid on TZ
# Jul 23 2001 at 6:18 PM Rating: Default
We had a couple of pickup raids in Fear, Friday and Saturday-sunday. On friday night, we went in with about 20 people 46-55. Talk about a massecre, way to many newbs and everyone trained our Safe Spot (SS for those new to this stuff). We started at 10pm and didnt get to start hunting mobs till 6am. Once we managed to get all corpses to the SS we did fine for an hour or too before some moron trained us all and we gave up.
Saturday evening we went in again at 10pm. Again we went in with about the same number of people and lvls. Way to many noobs again, but fortunaly we had some luck and I (the cleric) managed to run all the way across zone without aggro. Rezed everyone who died and we were going within an hour. There is a good SS where only 1, yes 1, mob goes (its a glare lord). Zone in and turn left 90 degrees and run to the wall. Keep the wall on your left and run until you get to hill thats VERY close to the firewall. Its in the Northwest corner and is a great place to pull to. Well our raid would have been awsome, but unfortunatly people are afraid to die and trained our SS multiple times. We stayed in fear for almost 24 hours strait. Started at 10pm left at 9pm the next day. Well we had lots of new people join, but myself and one other were there the WHOLE 23 hours. Our raid spent half time doing CR the other half hunting. At one point we were taking mobs with 7 people, but we got VERY LUCKY we managed to pull solos. I think the most people we had was 24. As a cleric, there is virtuanly no descent loot off regular mobs so it was frustruating, but i had fun too helping out. By the way i was the only cleric on this raid so let me tell you CR is a *****. Our average downtime was 30min-hour with the help of some support classes . Well im going to do one more post i think with some tips .

Drammer 53 cleric of Tallon Zek
sks
# Jul 12 2001 at 1:52 PM Rating: Default
In a fear raid.....what role can a shadow knight have. Is he better being part of the breaking group.......im just curious as to where an sk will fit in.
RE: sks
# Sep 26 2001 at 10:15 PM Rating: Excellent
*
66 posts
Well, playing an sk is much about finding your place in each and every situation. When it comes to the planes my guild has enough monks that act as pullers for that function to be filled.

One post here mentions taunt ability and it's absolutely correct. Chanters usually love sk's if they've seen them in action. With an initial cast of Shadow Vortex, one taunt and then follow up with Heart Flutter there is no way the mob goes for the chanter, no matter if he's already slowed it or not, and this is done at alot less time then it takes for a warrior to do all the taunts he needs to do to achieve the same effect. However, finding your role in multi group settings like the planes can be frustrating. Take my first time in PoH for example. Upon break in I noticed that us tanks weren't creating enough aggro, the mobs were bouncing from the casters and the main tank like jojos. Part of that came from the casters jumping the gun of course and casting high taunt spells too early. So, I broke out my taunt spells and of course the mobs were glued to me. Now this was effective on the break in since the room was real crowded and it just makes it easier and makes for faster kills when mobs stay in one place. The difficulty of the mobs progress as you move further into the plane and at last I couldn't keep this up. It burnt my clerics mana since I (at lvl 52) got hit for too much and since I didn't have the hp's of the main tank. So, I had to lay off with the spells and watch in helpless frustration as some mobs tore away from the main tank and tore into the casters. There are of course ways of preventing this too, among them letting the tank peel mobs from the puller a ways from the other melees and taunt it for about 15 secs before bringing it in. No system is fool proof though and sometimes they will get away from him. Then it might be a good idea to slap a taunt spell on them, stopping them and making them return to the melees. Once we reached the second floor I lay of the casting entirely, not casting even my self buff spells that siphon from the mobs. Reason being that I only encountered about 2 blue mobs up there, the rest were either yellow or red and hogging the aggro there is a suicide mission =)

Sk's do function very well in plane pulls. One method to pull is to have an sk or monk fd at a pull spot and let another monk/sk start pulling. Main puller brings a string of mobs to pull spot and the feigns. When enough mobs for your liking has walked away the sk stands up, gets aggro and brings it to the main camp.

Having played a lot with monks I have noticed a distinct difference in our fd's though. I usually have no problems at all at feigning three or even four mobs that are blue to me. When they are red or yellow though one might have problems, foremost because our fd is a spell. We have to channel it through the damage we are receiving and that is virtually impossible when the mobs are the afore said colors. We were raiding SG once and our monk had to bail out. Downtime ended and we discovered that the coldspine seahorses we were killing had respawned. Knowing I was pretty much comitting suicide I offered to fd pull them. Tank set up to tag and I went in. Got 2 horsies and started trying to fd. After I died I scrolled up and the screen showed like 8 lines of red, start casting fd, spell interrupted, 8 lines of red, start casting fd, spell interrupted and so on till death. I was actually laughing so hard that I wasn't to upset about the death. The seahorses did split nicely and the tank could pull one but it's just to illustrate the point. After talking to my monk friend I discovered that he has no problems with stuff like this. So, if your sk is going to pull, make sure that he cons and is comfortable with the pull as he might die fast else. Also, at level 60 sk's get an improved fd with lower cast time and lower recovery time. I haven't tested this one not being level 60 and all but I think it improves the sk's pull ability significantly.

Warriors often get ticked off about the taunt of an sk and call it missmanagement of aggro. What you need to consider it this: are people dying when the mobs get away from the melees? Is it just an annoyance when they do and is your raid back on track without problems? If people are dying you need to start changing something. It could be casters jumping the gun and then they need to be told to hold for a few additional secs. If it's clerics that are making the mobs run away then you need to do something about the melee taunts since their heals are necessary. One way of getting more taunt is to have your sk cast a few spells preventing the mobs from running to the casters. When the warrior gets back aggro the mob is usually slowedand tashed and therefore it will stay on the warrior. If people aren't dying and it's mostly an annoyance then maybe you should let the warrior keep doing the main bit of tanking and worry about your clerics mana instead.

The important thing is to never do any of these things before talking it over with the raid leaders and before everyone know about the changes. There is nothing more annoying in the EQ world then people who think they know how to do things best and screws up all your planning with random ill conceived acts of stupidity =) If you play a shadowknight you're lucky as it is a very versatile class and you're not limited to one boring position in a group. Use what you learn in your levels to find ways to adapt to all kinds of groups.

You might find me overly cautious about tanking but bear in mind that the above is written with the planes in mind. The mobs hit hard and fast there and my equipment wasn't (still isn't hehe) the best. I have absolutely no problem tanking camps in Seb or KC and chanters love being able to do their stuff and actually sit down without being rushed by every other mob that is broken from a mez. I've actually met chanters that memblurred all mobs before allowing tanks to break mez, hehe. Well, now they know as long as an sk is doing the breaking they're safe.

Phew, this turned into a promo for sk's and it became a bit long. Hope you were able to glean some pieces of information though.

Good luck in the planes folks

Kamlatir Baresi,
52 Reaver of Far Seekers, the Rathe
RE: sks
# Apr 09 2002 at 5:35 AM Rating: Default

SK's rock for taunting - as a MT I have been saved by a power tapping/debuffing SK too many times to count now - so instead of MA splat followed bt a TWO the rune lands I stand and we win - best peelers around, hands down.

SK's also best pullers - combo of snare and fd makes them ideal for even red to 60 splits, and when working with a pro monk - there's little a sk/monk tandem cant split (almost) if they know what they are doing.

ADDED BONUS: New mob debuff/goup buff spells added with SoL make SK valuable with good stat/hp/ac and attack bonuses.

Hybrids - not just for ridicule anymore.

Breiz Bladebreaker
60 Warlord
Omerta - Xev

RE: sks
# Aug 26 2001 at 7:53 PM Rating: Default
shadow knights are by far the best tuanters in the game/they can play a very important role
example enchanter has a target mezzed other mob
is down sk pulls the target with disease cloud or shadow vortex tuant is on him/warrior breaks mez mob gets in a few hit's on chanter or kills the enchanter(with new npc tuant rules it's very likely)
RE: sks
# Aug 14 2001 at 11:08 PM Rating: Decent
40 posts
SKs often act as pullers if there are not enough monks. They also serve as superb CR people when the main monk puller goes down. Additionally, an SK who can drop a harm touch on that one extra mob in camp during the break can make a difference between living and dying.
Succor Point
# Jul 09 2001 at 1:51 AM Rating: Default
Does any one (druid or wiz) who is brave enough to try out the Succor/Evac Point in PoF?? I mean if you zone in PoF, and do a succor where will it take you to. Hopefully not to where you are, or right in front of CT. ;D
Whats a good strategy for killing Higher mobs in this zone?
# Jul 05 2001 at 3:49 AM Rating: Default
Whats a good strategy for killing Higher mobs in this zone?
What lv for Fear
# Jun 27 2001 at 8:49 AM Rating: Default
What is a "safe" level to go to the PoF. I wanna go but i dont wanna die and go through all that rezzing stuff.8)

Gluen Wolfbane
46th Druid
Elders Council
Terris Thule
RE: What lv for Fear
# Jul 02 2001 at 5:25 PM Rating: Default
No level is a safe lvl for any of the planes should you plan of fighting there, Ive seen 60's drop like candy in certain places. Rezzin is a common part of any high lvl dungeon raid. Unless your really lucky. Simple fact, if you go to a plane, expect to die. If you dont want to deal with that, stick to Crushbone, as it will happen.

Xith N'Shezbenon
Wizard of the 51st conclave
Wolves of War
Xegony
RE: What lv for Fear
# Aug 26 2001 at 11:28 AM Rating: Default
Safe lvl is 48/49+,but you WILL die unless lvl 60, and ony my server 12 lvl 60s cleared the zone, so your lvl 60s must be really bad at PoF...
RE: What lv for Fear
# Sep 01 2001 at 9:02 PM Rating: Default
Technically no "safe level" but the higher, the better.

And Xegony 60's are not bad at PoF... in fact, I've led raids with 12 peeps, and it eventually whittled down to 8, and we still had fear down.. Now I'm not 60, just 50, and we only had 1 member under 50, but what it does take is a puller with some knowledge of what he/she is doing... One raid we didn't even have an enchanter, but it didn't matter cuz the clerics were doing a tits-on job of keeping the tanks (only had 2 warriors on that one) And even though we had 5 mobs on us with no crowd controll (except maybe some druid pulling one away and rooting it for a minute) no one died, and we cleared 5 at once (got my vermi arms from that little rukus too =)

All in all... I'd say, if you're all a bunch of level 46's... bring 2 groups more, because it will matter when your nukers can't land nukes, and your tanks keep whiffing... it can be done, but again, the higher the better =)
Silly Question...
# Jun 25 2001 at 5:36 AM Rating: Decent
lets say that you just hit lvl 46 and you die in fear and lose your lvl.....can you get back in with a rez or do you have to regain 46 in order to get back in?

sorry if this question has been answered before.
RE: Silly Question...
# Aug 14 2001 at 11:09 PM Rating: Decent
40 posts
As long as the rez timer is still up you can be rezzed back in. But if your raid wipes out and the rez timer expires (3 hours) then you are out of luck. You either get 46 back by powerleveling or kiss the corpse goodbye.
RE: Silly Question...
# Jul 21 2001 at 8:17 PM Rating: Decent
you CAN be resed back in no matter what your level as long as you have time left for a res
RE: Silly Question...
# Jul 04 2001 at 2:05 PM Rating: Default
yes you need 46 it happened to a cleric that was in my group on a Hate raid.
RE: Silly Question...
# Jun 25 2001 at 11:29 AM Rating: Decent
I dont know. I know that I was bound in fear, lost 46 and nothing happened.
Will drop ikars faction?
# Jun 15 2001 at 4:50 AM Rating: Default
I am ikar Shm. I think I hunt at Fear, I will drop Fear faction.
Will it lower Cabilis faction? Will I KOS in my home city?
Good PoF Guide
# Jun 08 2001 at 1:55 PM Rating: Good
34 posts
This is a really good Fear plane guide. It doesn't cover CT and the demis yet since their changes in March, but it will someday soon:

http://www.xegonyalliance.com/guides/pofguide.html

There's also a good printable drop table that IS up to date right here:

http://www.xegonyalliance.com/droplists/drops_pof.html
RE: Good PoF Guide
# Feb 07 2003 at 11:05 AM Rating: Decent
hmmm seem the link is not working now :(
RE: Good PoF Guide
# Oct 11 2002 at 4:05 PM Rating: Decent
"The connection was refused when attemting to contact to www.xegonyalliance.com" Smiley: cry

I hope this is a temporary problem?
RE: Good PoF Guide
# Jul 02 2001 at 5:32 PM Rating: Default
just my 2cp on XA raids... Xegony Alliance raids = 10 hour CR. Been on a few. Never again, the most poorly put together raid i have ever seen. all we did was end up losing exp, i think we may have killed one mob all night long. Someone went home with a 120plat cash item, but thats about it. Pick-up raids dont last too long, because the people dont know what they are doing usually. Just my 2cp. And for this fact, i wouldnt trust a Zone guide from an organization founded on "pick-up" raids

Xith N'Shezbenon
Wizard of the 51st conclave
Wolves of War
Xegony
RE: Good PoF Guide
# Aug 17 2001 at 11:23 AM Rating: Default
Yeah, your right. the wolves of war fear guid must be 10 times better than this one. so... wheres the link to your fear guide?
RE: Good PoF Guide
# Sep 01 2001 at 9:12 PM Rating: Default
Most "guides" are in the heads of the guilds... as in you ask, they tell.... no actual document =)

But I will AGREE with Xith on the XA raid thingy... take some immature 11 year old kids, get them to level 50, and then have them all join what IS a good idea, but fails in that anyone can join one, and those 11 year old kids ***** it all up by panicing and training the party...

As for pick up raids... a pick up raid's success lies IN THE LEADER! I've led a few pick up raids myself, and never disasterous... Just LEAD them (ie DICTATE) what needs to get done... now if the leader ISN'T familiar with how fear works at least somewhat... then yes, the raid will fail and CR will be a ***** of a long time...
anyway out?????
# Jun 07 2001 at 12:40 AM Rating: Default
Is there anyway to get out of fear with out porting????
RE: anyway out?????
# Jun 09 2001 at 6:55 AM Rating: Decent
34 posts
Yes, there's a portal out that's inside the temple. You need to climb up to the top, walk around to the back and step down a few levels. There's a hole in the back with some passages inside leading to the portal. The portal takes you back out in front of the fear portal in Feerott but far enough away that you're not aggro on spectres or the caster at the portal.
Fright Loot Question
# Jun 04 2001 at 10:51 AM Rating: Decent
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184 posts
My guild killed Fright yesterday and right after killing him I noticed that I had a stack of "Issued Water" in my hand. I didn't pick anything up from the ground and I couldn't have looted it from his body as my group did not get the xp. I was, however, the closest person to Fright when he died. Anyways the "Issued Water" is considered a Drink and is No Drop. Anyone have any idea what it is for? I've been posting on different boards trying to find out, meanwhile the water sits comfortably in my bank.
RE: Fright Loot Question
# Aug 11 2001 at 1:48 PM Rating: Default
i believe everyone that attacks him gets this in there inventory...we had a few meleers get this last time we took him
RE: Fright Loot Question
# Aug 11 2001 at 1:48 PM Rating: Default
i believe everyone that attacks him gets this in there inventory...we had a few meleers get this last time we took him
what about using a wizzy inter zone evec?
# May 29 2001 at 10:36 PM Rating: Default
hi never been to fear but was wondering couldent you break in and have the wizzys cast there same zone evac, if they get it off all party members are taken to SS and rezes can start? just an idea.
easy escape if you <46
# May 26 2001 at 3:20 PM Rating: Default
I used to fight Cyndi before 46 and it was really cool because if you get in trouble you can jump in the portal on purpose. If youre not high enough to get in it send you to the safe point in feerrott, kinda by town.
Erick
# May 17 2001 at 9:27 PM Rating: Default
Ok I got a question if you wanna enter fear with 3 groups (maybe 4) how would you go about clearing it. Go in and go nuts wacking guys right there at portal or run soemwhere or what?

Erick Smurf
RE: Erick
# Jun 02 2001 at 12:27 PM Rating: Default
Lizalfos is correct, as you zone in, do a 90 degree turn and go for the zone wall. However, before you do this, you should put at least one (2 or 3 even better) FD'ers out there. By the portal is ok, but the shrubbery blocks the view. Definitely one just downhill from the zone in spot on your way to the wall. We did our last breakin mostly with 2 groups starting, but they were all 50+, and included all the 55+ we could muster. If someone gets agro'd on zone in and aren't at the camp spot, they stand and die without training to the camp. I can't stress this enough. Many tricks to a succesfull zone in. Our last attempt led to wipeout on first zone in (I think mebbe we sent too many peeps in at once, and almost everyone went LD - 80%+ VERY bad). However our followup breakin went without a single death with the system detailed above.
RE: Erick
# May 18 2001 at 4:01 PM Rating: Decent
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89 posts
When you enter Fear, head west. Would recommend having a monk zone first and FD. He should tell someone to Zone when the area is at it's clearest. If you're going in with 3 to 4 groups, bring plenty of rezzers. You'll need them. Whatever you do, don't aggro CT. Everything in the zone will come to his aid. If he shouts, camp. He'll finger of death you quickly so I hear (not sure if that's what did me in or the 3 Nightmares I had aggroed on me when that happened). In a smaller group, have only one puller. You'll still probably get two or three mobs per pull. Otherwise, without knowing what you're bringing, I can only say be ready to die. Try reading my post further down. It should give you what you need to know. Any other questions, email me at Lizalfos80@hotmail.com
has any gods ben beating
# May 14 2001 at 2:33 AM Rating: Default
all my friends say that no god has been beating is it true i like to hear a story when fighting 1 too.=)
RE: has any gods ben beating
# May 16 2001 at 5:27 AM Rating: Default
Yes on terris thule Valon has killed cazic thule that i know of
not a teleporter
# May 12 2001 at 10:52 AM Rating: Default
the entry is just a regular zone with fancy effects around it....to use teleporters you usually need to click on them or have a key....unless you are running around in Erudin hehe...

Zoning into Fear you just run through the fancy gate...simple as that....then you die


My corpse is still in there now....hope i get it back before it rots
#Anonymous, Posted: Apr 19 2001 at 5:04 PM, Rating: Sub-Default, (Expand Post) http://members.tripod.com/bervin0/
Spawn Time?!?
# Apr 07 2001 at 6:01 PM Rating: Default
I've been scouring the web and players brains in game and I still can't get any solid answer. Is the spawn time in fear 8 or 12 hours? I was pretty sure it ws 8, but a guildie was just as sure of 12. I asked in a few zones and got both answers again. does anyone know for sure? Thanks in advance.

-Hippastus Pythagoris
RE: Spawn Time?!?
# Jul 27 2001 at 12:55 PM Rating: Default
Actually there are 3 spawn times.
Normal mobs are on an 8 hour spawn
Boss mobs 12 hours
CT is one week
RE: Spawn Time?!?
# Apr 10 2001 at 4:16 PM Rating: Default
I have been told it is 8 hours as well
Nightmares
# Mar 25 2001 at 11:29 AM Rating: Default
Looks like Nightmares are the armor mob for Iksar Shadow Knights. Now the question is..if Cazic-Thule is up how do you pull them?

My first Fear raid and after 6 hours of watching everyone else getting stuff we leave without a single Nightmare pulled. All because Cazic-Thule was up and they didn't want to take the chance of agroing him.

So how is it done? Will they agro the big guy if you pull them..and if so then why is everyone elses armor mobs out of his agro range?
RE: Nightmares
# Jun 21 2001 at 5:38 PM Rating: Decent
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89 posts
If you are looking for Iksar Shadow Knight Armor, one would believe you are Iksar. They are not KoS to him, from what I hear. Still haven't gotten the nerve up to find this out for myself. Just wait till he's outta range (Far side of the temple) and pull then.
RE: Nightmares
# May 05 2001 at 4:08 PM Rating: Default
CT roams around. You just have to be carefull and pull them when CT is not near them is all. You have to pull them and the temple before CT unless you want to fight them all at once while fighting CT. When you agro CT he calls all the mobs in the zone to his side to help him.

RE: Nightmares
# Apr 03 2001 at 8:26 AM Rating: Good
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77 posts
My iksar warrior is non Kos to CT and I was able to pull right out from under him.
About Iksar.....
# Jan 25 2001 at 2:15 PM Rating: Default
Can someone please tell me why an Iksar of any kind would go here, besides because it is cool. What I am wondering is if there are any drops for my character worth dying for. I know I can't wear the armor. I have a shaman btw. Thanks for any input.
RE: About Iksar.....
# Jan 26 2001 at 12:13 AM Rating: Default
An iksar monk would go there for some shiver back armor, and i think there is a shammy belt that iksars can wear..but thats about it..i guess.. ..
RE: About Iksar.....
# Mar 19 2001 at 3:54 PM Rating: Default
Also, last weekend we found Iksar Shadowknight Armor dropping fromt he Nightmares. Looked pretty cool, but we dont have any IKS/SHD in our alliance.
Ha!!, not any more people...
# Mar 17 2001 at 7:39 AM Rating: Default
Well with the recent patch they have added all new goodies for iksars that cant wear plane armor that drops there (so no new monk and necro stuff for iksars since they can wear the regular stuff).

So if your an iksar warrior, shadowknight or shammy you better start heading up to fear and hate!!
mob map
# Jan 17 2001 at 5:48 AM Rating: Default
i have seen a detailed map with all the mobs listed and shown in their spots for hate. does anyone have any sort of map like this for the plane of fear that they can post a link to?

thanks again
sothe evilsmasher 53 troll reaver on the innoruuk server
RE: mob map
# Jun 21 2001 at 5:40 PM Rating: Decent
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89 posts
E-mail me, I can send you one.
no more plane raids? =(
# Jan 14 2001 at 2:23 AM Rating: Default
Hi, I'm kinda worried that there wont be any more (or very few) plane raids, well hate, fear and maybe sky. Beacause with velious and the new planes out I think people will tend to ignore these zones because they maybe too hard to assemble a proper raid or they just wana go explore velious, and dont get me wrong i wana explore there too but I'd really like to go to these old planes at least once (and not for just the loot). So what do you high lvl people think? are you going to trade in your fear raids for growth raids?
RE: no more plane raids? =(
# Jan 17 2001 at 7:40 PM Rating: Decent
On our server, Tribunal, we book planes dates on a message board. Bookings for Hate and Fear have increased significantly, and Sky has seen some increase. As long as there are people who haven't done the planes and gotten their class armor, there will be guilds and alliances in the planes. What you describe could happen on an old server with few new players joining the server, but probably still not for some time yet.
RE: no more plane raids? =(
# Jan 16 2001 at 2:25 PM Rating: Decent
35 posts
Well I do not know about other classes, but if you want to find people more than willing to go to fear then I would go looking for some high lvl wizards. Part of the Wizard epic quest involves killing Cazic-Thule himself and getting his skin. So many many raids will be made by wizards to fear for quite a long time to come.
RE: no more plane raids? =(
# Jan 27 2001 at 11:40 PM Rating: Default
Enchanters also need Cazic to die to force a spawn for their Epic.
RE: no more plane raids? =(
# Feb 22 2001 at 12:25 PM Rating: Default
so do necros
RE: no more plane raids? =(
# Mar 02 2001 at 6:33 AM Rating: Default
and bards - though they only need an amygdalan tentacle for their epic. Basically, it seems most epic quests involve a trip to fear hate or sky to get something.
RE: no more plane raids? =(
# May 14 2001 at 11:20 AM Rating: Decent
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75 posts
And shamans, we have to ... well, kill a level 1 ixar ... but that does require a trip to Fear :p

Dementieva of Tallon
Breaking vs Camping
# Dec 16 2000 at 2:45 PM Rating: Default
No disrespect - but camping "respawns" is not the same as breaking fear.

Cazic up and Cazic down make a world of difference.

#Anonymous, Posted: Dec 06 2000 at 8:12 PM, Rating: Sub-Default, (Expand Post) My main is a 51 Cavalier by the name of Caeelar Grailchaser. I am wondering if someone could consider me for a naggy, vox, or Fear raid. I have some of the standard resist gear in my bank, but never had a chance to use it. I am very a very competent paladin and play my class quite well. I have read just about everything I could find on the web about the plane of Fear and I follow raid leader instructions well. If you have a raid planned and have a spot open for a tank, pls consider me ;). I can be reached in game or by ICQ 265008. My character and equipment can be viewed on Casters Realm player list (Although alot of my equipment isn't listed cause I wear diff stuff for diff occasions).
RE: Raids
# Dec 11 2000 at 6:47 PM Rating: Default
Just wanted to post a link to my profile so show equipment currently owned...

http://eq.castersrealm.com/players/view_profile.asp?Id=37441

That should take you straight to my profile..

Caeelar Grailchaser
51st Paladin of Tunare
Infinite Realms on Erollisi Marr
RE: Raids
# Jan 02 2001 at 2:43 AM Rating: Default
it just shows a picture of your equipment. where's the list ??
RE: Raids
# Dec 27 2000 at 2:23 AM Rating: Default
Wow - that is some great equipment. You shouldn't have any probs in finding a grp, esp if you follow orders well (are you German btw?? - JK)
RE: Raids
# Jan 10 2001 at 7:54 PM Rating: Default
Hehe nah, I am American ;). Thanks for the vote of confidense, but I still haven't found a pickup Fear raid. Although I do believe my first dragon raid is just around the corner :):). I also finally got in on a Hate raid.

Caeelar Grailchaser
51st Cavalier of Tunare
Infinite Realms on Erollisi Marr
Divine Aura
# Dec 05 2000 at 8:47 PM Rating: Default
Would Divine Aura work for a break? ie Cleric casts divine aura, runs to corner and hits /q.

Caeelar Grailchaser
50th Paladin of Tunare
Infinite Realms on Erollisi Marr
RE: Divine Aura
# Jun 01 2001 at 3:40 PM Rating: Default
No, this doesn't quite work. The reason being is that hitting /q takes about 3 minutes for your body to disappear from Norrath, even though you are not controlling it. Hitting /q in any place where there are aggressive mobs is a sure way to experience at least one death. (I have bad memories of trying the /q strategy when Kizdean Gix aggroed on me after killing another newbie while I was near my bind point at the toll booth in WC. I died 4 time. Damm those fast loading times.)

Qalarea Telenatheril
Cleric of the Drinal Server
The Gathering of Shadows
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