Plane of Nightmare

Quick Facts

Type:
Outdoor

Expansion:
Power

Instanced:
No

Keyed:
No

Level Range:
46 - 65

Send a correction
In the mists of the darker portions of the astral lurks the Plane of Nightmares, home to the horrors that crouch in the subconscious of all creatures' minds. A dense forest dominates much of the plane, pockmarked by many small clearings. The trees are gnarled, their bark twisted into patterns that resemble horrific faces.

These sentient creatures are powerful and malevolent, springing to life when any mortal being enters the realm. A river bisects the forest, eventually pouring into a great, murky lake. In the caverns beneath the earth live still more nightmares.

All indigenous creatures of the Plane of Nightmares serve the Dream Scorcher, Terris-Thule. The demi-goddess daughter of Cazic-Thule, she is the master of the subconscious who terrorizes those drawn into her realm as they slumber.


Level 46 is required to enter the zone without a key on the live servers.
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Upon Entering the Plane of NightmaresThe RiverThe HedgePatrolling the PlaneGargoyle CityMatriarch of the Nightmare ArachnidsGuarding the Lair of Terris ThuleThe WaterfallThe Open Mephit CavernThese Waters Aren't Safe for SwimmingVhaksiz the ShadeIn the Hobgoblin Caves
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Post Comment
mobs in PoN
# Jan 16 2010 at 12:23 PM Rating: Decent
these mobs agro like mad here ,then they run at low HP ,20% that makes lots of adds , i have no snare ability , that makes this zone suck for me

Edited, Jan 17th 2010 9:26pm by wesleydathrid
hot zone
# Oct 08 2009 at 3:36 PM Rating: Decent
Avatar
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53 posts
Hobgoblins summon and have a greater agro range and morph to Klinknar scout when aug comes up in the new hot zone.

Edited, Oct 10th 2009 11:43pm by Airydor
lowest lvl
# Jan 09 2008 at 6:34 AM Rating: Decent
Hello read over all the post very helpfull.
Just wandering what is the lowest lvl toon that can zone into pon.
is it 46 or 55.

Thank you
Diir.
lowest lvl
# Feb 15 2008 at 8:08 AM Rating: Decent
Level 46 can get into this tier 1 plane
PoN
# Feb 18 2006 at 4:24 AM Rating: Decent
Sage
Avatar
****
8,187 posts
THIS ZONE IS THE BEST
-pop/ethereal parchments drop off gobs
-most mobs are kitable but AGGRO nasty here, tanks remember that
-oh yeah some raid mobs also for those really bored power groups




Edited, Aug 16th 2007 4:24:05pm by Dyadem

Edited, Aug 16th 2007 4:24:53pm by Dyadem
____________________________
Things I sometimes play...

"What do you want to be when you grow up?"
"I want to be a unicorn!"
"Awww, why's that?"........
"So I can stab people with my face."
weird
# Nov 10 2005 at 12:02 PM Rating: Decent
i clicked on something to replay but i got the white screen that said You have died. LOADING, PLEASE WAIT anyone know anything about this??
RE: weird
# Nov 12 2005 at 11:16 PM Rating: Decent
Shouldn't be runnin around clickin on things you know nothing about ranger. Find a friendly bard to show you the way :)
from river to GY
# Mar 19 2005 at 11:16 PM Rating: Decent
Once you've jumped off the cliff, how do you get bckup up to the GY?
RE: from river to GY
# Aug 10 2005 at 6:24 AM Rating: Decent
You ahve to follow the wall around going East and around the Hedge there is a portal out there which takes you back to PoT .. zone back in and you are at the GY
RE: from river to GY
# Aug 24 2012 at 8:54 AM Rating: Good
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67 posts
The portal is a gravestone to the East of the hedges in the NE corner of the zone.
Flagging
# Aug 16 2004 at 12:40 PM Rating: Decent
First you must hail Elder Poxbourne. He can be found in "Sick Bay" (the area of PoTranq near beach with sick elders in it) Then hail Adroha Jezith and say 'tortured by nightmares' - this gives you a preflag. Now find the hedge inside of Plane of Nightmares - it is across the river along the left zone wall. Hail Thelin Poxbourne and get ported up into the maze (note he will only port up to 3 groups) At the end of this event you receive a flag for PoNB (Terris Thule's lair). Go back to Sick bay and hail Elder Poxbourne and Adroha again. Zone in to PoNB through the gate near the hedge and kill Terris Thule, this flags you for Plane of Torment.

for more details See:
#REDACTED, Posted: Jun 23 2004 at 3:06 AM, Rating: Sub-Default, (Expand Post) aLL THESE POSTS ARE FULL OF USELESS INFO... hOW MANY GROUPS DOESD IT TAKE TO DO HEDGE QUEST? IS IT HARD? HELP!
Mephit Loc?
# Dec 30 2003 at 11:39 AM Rating: Default
Where are the Mephits?
PoNB
# Dec 06 2003 at 5:13 PM Rating: Default
Where is the zone to The lair of Terris Thule? Could someone give some directions? Is it near the hedge maze area? Can a single person Zone in there?
What?
# Nov 17 2003 at 2:40 PM Rating: Default
What is this? A strategy guide and discussion for PoN or a snipe session relating to kiting? Thank you to the idiots who spam these areas with there petty whines. Get a life and get over it - there are morons and arrogant jerks in EVERY class. Get each others email address and do your spamming privately, and leave these forums to USEFUL discussion! (Like the very well written post from kdsktan.
#REDACTED, Posted: Nov 21 2003 at 7:22 PM, Rating: Sub-Default, (Expand Post) Why are you spamming?
Hedge event
# Nov 17 2003 at 10:12 AM Rating: Excellent
Has anyone done the Hedge event more than one time? My guild is looking to do this and we have some ppl that are flagged already and need to know if they can do it again to help get others flagged.
RE: Hedge event
# Jan 03 2004 at 11:27 AM Rating: Good
You can do the hedge event as often as its available. it has a limit of a certain number of groups inside at once, but other than that, yes.
Fishing...
# Jun 16 2003 at 5:25 PM Rating: Default
30 posts
I was curious if there was a spot close to the zone out area that you could fish at without being in too much danger of getting agro?

Wenasa Masterchef 46 lvl Half Elf Ranger
Ayonae Ro
RE: Fishing...
# Jan 12 2006 at 8:41 AM Rating: Decent
Also, when you zone in head towards the hobgoblins. Once you get to them, turn right and follow the river just past the rock, look down and there/s a runway going to Slarghilugs. You can fish there out of danger.
RE: Fishing...
# Dec 25 2003 at 5:39 PM Rating: Good
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243 posts
There is a dock if you follow the water from the water fall out through the zone there is a lake just at the bottem of the hill. The lake has a dock that you can fish on safly out of agro range of any nearby mobs. You MUST be able to pacify harmony or FD to get there once you are there and you are SURE you have no remaining agro (camp and log back in only if using the FD and you did agro somthing)then you can fish there for hours with no worry of agroing anything. Just remeber to bring plenty of bait and fishing poles untell you get the fishermans companion ( love that thing )
Good luck to you and I hope this help everyone...
RE: Fishing...
# Dec 21 2014 at 8:51 PM Rating: Decent
43 posts
This zone is not fun. summon, see invis, crazy aggro range.
silentchapter is right about the dock, you can safely fish there...if you can get there. After a couple failed attempts to fight across the zone (too many adds) and run straight to the docks and camp out (mobs warped!) I ended up running kamakazi across the zone then running in circles above the lake till all the aggro "forgot" about me. This worked for my bard with selo's travel having SoW and lev as backup for when I took hits. Eventually all the mobs fell off the hate list and I was able to fish off the dock. I fished enough Nightmare Cichlid for ALL my alts because I don't plan on going back soon.
RE: Fishing...
# Dec 16 2003 at 10:14 PM Rating: Default
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99 posts
To the best of my knowledge there is no safe fishing local in this zone. Your best bet is to stay on your toes and be ready to run... fast!

Keep Snare (or Ensnare, or any other movement reduction spell) memmed and keep SoW up. In case of Bloodravens, have Spirit of Cheetah up, as well.
Whats in t tbe water?
# Jun 02 2003 at 10:52 PM Rating: Excellent
Has anyone every raided the river? I mean, is there anything at the bottom, or do any mobs drop loot?
Or is it just a death trap that only the uberest of guilds could possible deal with?

"Curious and curiouser.", said Alice.
Alice in Wonderland

RE: Whats in t tbe water?
# Jan 03 2004 at 11:30 AM Rating: Decent
Theres a large croc (named Untel`Dak) in a cave that drops loot.
RE: Whats in t tbe water?
# Mar 07 2004 at 4:00 PM Rating: Decent
Where is Untel Dak exactly? and any raid strategy would be appreciated.
WW and Pacify
# May 28 2003 at 12:21 PM Rating: Decent
Just a note I have pulled for our group at the WW camp aka-Stalkers multiple times and they are all pacifyable , which is great because I was able to clear the camp multiple times and only pulled one at time with an occasional burst of two. Its great loot overall -- and decent EXP also lots of fun for the puller -- make sure you over pacy a bit to keep the adds down and best of luck


Many Many exps to ye all

Ruggs!!
2nd part
# May 04 2003 at 2:55 AM Rating: Default
where is the entrance to the second part of pon did the construct already.
is the 2nd part a raid only zone ?
thanks
RE: 2nd part
# Jun 10 2003 at 1:05 AM Rating: Good
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113 posts
As Far as ive been told, yes, PoN B is a Raid only zone, The Entrance is Constructed (though i personally dont know where its at).
gargoyles
# Apr 08 2003 at 7:24 PM Rating: Decent
Has anyone done the gargoyle camp? If so, can they possibly write up a short guide w/ pulling tips, mobs, and hazards/potential disasters?
RE: gargoyles
# Oct 30 2003 at 7:41 PM Rating: Decent
18 posts
I have lately been aggro kiting the gargoyles on the west wall with much success, as a 59 necro i use augmented EoT and the following spells:
to pull i use Dooming Darkness.. very rarely get resisted.. gargoyles don't summon so don't worry about that. If they resist.. sow is a definite must.. keep running high along the west wall and FD until you lose aggro.. might have to do it a couple times i haven't managed to get comatose so until i get death peace i have to settle with FD. It seems to fail more often than succeed so be ready to get up right after FD if it fails.. i also use different camera angles depending on where i'm running.. once FD sticks.. let the garg get back to his spot and be ready to try again.. once you land dooming darkness its pretty much easy from there on out
keep engulfing darkness.. level 1 snare up and use that to build your primary aggro.. very fast cast and can build great aggro.. i cast that about 3 times and then send EoT.. after which i follow with a fresh dooming darkness and cessation of cor. recast dooming every 30 seconds and CoC when it wears off and vexing mordania if he hits you. keep liched up and vexing on him to keep up hps/mana.. kite along west wall not going far enough to aggro spiders and not going far enough down hill as to aggro othe gargs.. plenty of room to aggro kite and xp at 59 is roughly half a blue per kill. i keep dooming darkness, engulfing darkness, vexing mordania, cessation of cor, gate, augmentation of death, Feign death.. its all you really need. takes about 8 minutes per kill and good xp.. ep drops and gem drops.. and other vendor trash that sells for over 80p to vendors.. great camp for necros around that level. btw i usually end up with about 60-80% mana depending on resists throughout the fight.
Good hunting.

<Abanon Soulstealer> 59th Defiler, Luclin
RE: gargoyles
# Apr 23 2003 at 1:39 AM Rating: Decent
Scholar
21 posts
I don't claim to be an expert on this camp, but I'll report what I know. We do this camp with a group consisting of 60 Warrior (me), 61 Beastlord, 60 Cleric, 61 Enchanter, 60 Shaman, 59 Druid. You could do it with less, but be forewarned that this is a fairly dangerous camp. The XP is the best that we've found in any of the tier one planes, though admittedly we haven't tried everything.

Set up camp on the hill across from the cemetary. You want to stay away from the roaming bats out in the zone. They aren't tough, but they have a bad habit of adding when you least want it. If you're careful about group positioning, this will not be a problem. If a bat starts wandering nearby, just pull it and kill it.

Pulling is straightforward. There are gargoyles that spawn on top of the outer wall. They can be pulled with arrows. There are several more gargoyles that spawn on the graves just inside the wall. You will often get more than one, but they can be mezzed without a lot of trouble. The gargoyles are slowable, hit for around 400, and always Enrage. There are also some banshees inside the cemetary. The banshees are mezzable, slowable, and hit for somewhat less than the gargoyles.

The biggest dangers are (1) adds from the roaming bats, and (2) adds from inside the cemetary if the fight wanders too far down the hill and gets close to the wall of the cemetary. With a group of experienced players, those risks are manageable. I'm not sure that I'd want to do this camp with a bunch of strangers, though.
RE: gargoyles
# Jun 20 2003 at 8:40 PM Rating: Default
Revised Pullingn Gargoyls, If you hug the ZOne wall go as high as you can, just in front of the formost wall to the Cemetary. Stay high on the wall this will keep you away from wandering mobs, yes as posted above thee mobs are mezable,snareable,rootable,slowable, HOWEVER they are also VERY resistant. Hit for 500+ double and tripple. You can single pull the formost wall ONLY if you use Harmony of Nature or Wake of Tranquility, Note* when pulling the FIRST gargoyle on the Grave. You just about ALWAYS get a Banshee add that is hiding in the building. This can be done with a 59-61 tank 2 DPS, shaman, druid/cleric and enchanter No problem, all must be at least 55+ (can be lower but why...)

Edited, Fri Jun 20 20:59:47 2003
Crossing the River
# Apr 07 2003 at 7:35 PM Rating: Excellent
This post is a revised strategy for crossing the river. In summary, DON'T LOOK UP.

I'm really, really, really tired of people who follow that guy's advice who said to Look Up. I'm sorry, it doesn't work. So the following is the correct path to take to safely cross the river without getting agro on you, your party, or most especially the poor folks already camping hobgoblins.

I'm posting this because I saw an entire guild wipe themselves out and the group camping at the hobgoblins all because some folks insisted on using the Look Up method. They managed to pull six hobgoblins, a Tar'dak Hunter, and a Gloom Nightmare (one idiot using Look Up smacked into the Vak Plateau) onto the hobgoblin group.

1. From the GY zone in, head towards the dead tree.

2. Turn at the dead tree to face the mesa with Deyid the Twisted and run towards him (you can't get up there without talking to Seilaen).

3. Turn left and follow the Deyid mesa around towards the river.

4. You may have to mezz or pacify the static treant close to the mesa.

5. Continue straight towards the river. You can cross anywhere between there and the Two Rocks point. I like Two Rocks personally.

6. STOP, invis your party. Slarghilug's cannot see through invis (about the only mob in the zone that can't).

7. LOOKING DOWN head over the cliff and down towards the water. By looking down you will SEE where the Tar'dak Hunter static spawn points are located and are able to avoid them.

If you use this method you and your entire party ought to be able to cross safely without drawing agro on yourselves or the people at the hobs. The same holds true for heading to the docks or Terror Matriarch camp - just stay in the middle of the river invis on your way and you won't agro the Slarghilug's on one bank and the Tar'dak Hunters on the other.

Hope this helps fewer people die. :)

Edited, Mon Apr 7 20:01:40 2003
RE: Crossing the River
# May 24 2003 at 2:28 PM Rating: Decent
This is true. I've crossed the river in PoN several times with a group, and many times we looked up, we would get a hunter and sometimes a gloom nightmare.

You just have to look down the cliff and see where the spawns are, then maneuver around them while running past. Looking up will hold you higher up longer, but it does nothing for agro.
RE: Crossing the River
# Oct 01 2003 at 6:18 PM Rating: Decent
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243 posts
Don't forget you have diffrant camera veiws. You can keep your head lev as to not lose altittue with SoE or DMF but change your camera veiw so that you can see the mobs on the ground...
Crypt of Terris?
# Feb 16 2003 at 9:49 AM Rating: Decent
37 posts
Does anyone know exactly where the entrance is to the Crypt of Terris (the second zone that makes up the Plane of Nightmare)? Is it throught he locked gate witht he Foreboding Guardians, or is it somewhere near the Gargoyle City?
RE: Crypt of Terris?
# Oct 30 2003 at 7:46 PM Rating: Decent
18 posts
Aye, thats ponb
#REDACTED, Posted: Dec 18 2002 at 9:03 AM, Rating: Sub-Default, (Expand Post) Edited, Mon Jan 27 10:38:02 2003
solo?
# Dec 16 2002 at 9:26 AM Rating: Default
I've heard some stuff about being able to get into some of the other planes by yourself (instead of using a raid force). Anyone have any info on this?
RE: solo?
# Dec 18 2002 at 5:16 PM Rating: Good
Yeah you can get into all the first tier planeds by yourself and there are planty of solo players running around training everyone.
RE: solo?
# Jan 13 2003 at 3:07 AM Rating: Default
LOL. That cracked me up. Good post.
#REDACTED, Posted: Jan 26 2003 at 11:53 PM, Rating: Sub-Default, (Expand Post) chuckle, same here
Guild to PoN
# Dec 11 2002 at 12:47 PM Rating: Excellent
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130 posts

Hello.

I wrote this guide for my guild and thought some of you may find it useful.

For the purpose of helping people out, I have assumed little or no knowledge about the planes so if you have been there before you may want to skip the introductory parts.

Also, this particular guide is not complete. There are spots in these zones I have yet to go to, so if you have been there, please post your experiences.


Plane of Nightmare

Getting There

To get to plane of nightmare you port in to PoT. Go outside the door, turn left (west I think) and run to the beach. Run along the beach and you will see a large building by the water. Along the front of the building by the water and underneath the steps is an entrance. Go inside and run along a bit and you will see a wooden tub. Jump inside and click on the green goo. This ports you to PoN.

When you get to PoN, you will find yourself by the graveyard next to a house. The zone out portal is inside the house. For those who haven&#8217;t been, if you are killed anywhere in a PoP zone, your body will pop back at the graveyard.

Most pick up groups start by the graveyard, on the zone wall. I would not advise you to go afk here though for long periods, as trains are common to the zone out.

Zone Trash Camps

If you have an incomplete group, then you can hunt zone trash as long as you have a good healer and a slower. The latter isnt exactly necessary though as long as the healer is good enough and you have at least 1 or 2 damage dealers.

From the graveyard, head south a little bit and you can basically camp anywhere along the zone wall an pull treants and spiders to you. There is also a regular raven which spawns at the waterfall, which is a little further south. However, given that a lot of people quad out in these areas, trains are frequent from the south side.

Alternatively, for a quieter experience, follow the zone wall north from the graveyard. This is a bit quieter to camp although the mobs are less frequent in the open and you may have to go further to find them.


Be warned though. I use the word zone trash in the loosest possible sense. Treants, spiders and the ravens are not exactly easy mobs. They are around level 54 or maybe a bit less and hit for up to 300 and have a reasonably large amount of HPs.

Loot is nothing to talk of, although the treants do drop nightmare wood staffs which are used to make the bows and I think these can be sold for around 100pp.

Stalkers

From the graveyard, head south along the zone wall, past the waterfall. Keep going south and eventually along the zone wall you will see big rocks and on these rocks are stalkers. Before you head there, I suggest you do a camp check as they are frequently camped.

Stalkers give good experience and also drop cash loot like diamonds. They also spawn very regularly. As far as spawns go, there are 3 &#8211; 4 single spawns around the large rocks. There are then about 4-5 of them which spawn in and around the rocks. If you are not feeling adventurous, or don&#8217;t have a good/high level ench, I would suggest you just pull the singles and zone trash. If you do want to go for the main pack, it would be useful to have a monk to split them. Be careful when pulling or tagging, as their aggro radius is quite large.

The last time I was there, we managed to clear all the spawns. However you will have to chain pull if you want any chance of keeping them broken. However, even with a good group, eventually we couldn&#8217;t keep up and eventually you will have to break the camp again.

Finally, you will get the occasional train from further south, so be careful.

Goblins

Some of you may think I am biased, but this is where I preferred to spend most of my time exping when I was getting to 60 as I found this camp the best for experience and its also safe, if you have a good puller. For instance, I was pulling for my group for 6 hours straight on Sunday and not once did I get an add.

To get there, you need levitate and a sow. Get your group buffed up too, as you may have aggro on your way there. Once you are sowed, head north along the zone wall. Also, do a zone check to see if anyone is camping the hobgoblins.

As you go north, you will see a cliff/ridge to your right i.e. you are in a kind of valley. Along the way are some static spawns of treants ond ravens. The best way to avoid them is to zig zag your way around them. However, there is one part where there are 2 treants which camp in a line across the valley so you will have to kill one to progress.

Shortly after the 2 treants, you will come to a cliff edge. Look down and you will see a small lake. On the other side of the lake you will see a plateau on the left along the zone. Also on the opposite side down by the water you will see some goblins on the left and most likely a large crocodile by the water.

Basically, you want to run across to the other side (you cant run to the plateau as its too high, so aim for the lower ground beside it). Keep slightly to the left of the crocodile but not too far left as you will aggro the goblins. Make sure you keep looking up to stay as high as possible and do not go down.

Once you get to the other side, run along further for about 100 yards along, keeping the cliff face to your immediate left and that is now your camp. A note of warning here. On top of the cliff there is a level 62 spawn called gloomshade. More about him in a bit. If you sit near whenere he spawns by the cliff, he will aggro you. So, try and and a short way away from the cliff to med.

Ok. You&#8217;ve reached the camp. As I did not get exact directions before doing this zone, I will give directions as if you have your back turned to the cliff wall. Out ahead of you is a flat piece of ground and to your right (back in the direction of the graveyard) is the lake. Ok first, make sure you know how to zone out. You cant go back the way you came as you are on lower ground to the other side. To zone out, run further along and keep the zone wall to your left. Eventually, you will come to what looks like a hedge/maze by the zone wall. In between the hedge and the zone wall is a tombstone. Click on the tombstone and this will port you back to PoT.

Ok. Back to the camp. With your back to the cliff, to your front, you can pull vexed banshees and wraiths. They are melee mobs, hit for up to 300 plus. I think the wraiths are level 55-56 and the banshees level 54 &#8211; 55. If your not feeling adventurous, you can actually just pull these mobs alone. If you are the puller, head out and look for one. When you do see it, just hang on a second before u tag it as they have a habit of spawning new mobs in the vicinity which aggro. The pathing is also a bit strange. When you are satisfied that it is alone and nothing is in the vicinity you should be safe to pull it. Sometimes you have to go a bit deeper. When you tag it make sure nothing has spawned in your way heading back. If it has you will have tomake a detour. Single pulling is not difficult, as long as you take your time. BTW, the wraiths run as fast as SoW, so make sure you have a headstart on them. They also Back stab.

However, this camp is about hobgoblins. To pull hobbies, head down to the water. There is are 2 crocodiles which spawn along the waters edge to your left (as you reach the water front). The second one is much further along, but I suggest you keep the closest crocodile killed as much as possible. This is because groups often come across the water going to other camps and this will prevent the croc from aggroing them (and you as well).

The goblins are along the waters edge to your right as you are facing the water. There are 2 which spawn by the waters edge. After those two, then you can pull 2/3 more which spawn further up the side of the hill. I would stongly suggest you do not pull more than these 4 static goblins. With this 4, you can guarantee single pulls all the time. If you head any further in, you face the danger of having them aggro and also there is a caster mob, a scourge hobgoblin who you may also aggro.
Also, if you head far in and are on your way back to camp, as the spawn rate is quite short, they may spawn on your way back.

Therefore, for best experience, I established a pulling cycle as follows.

1. Pull the 2 crocodiles.
2. Pull 2-4 goblins
3. Pull wraiths and banshess (about 2/3 before the crocs & gobs spawn again).
4. Rinse and repeat.

On the mobs themselves, the crocs are level 55-56. They can enrage so be careful. The goblins are the meanest ones. They hit for 300 plus and also enrage. They are level 56-57 I think.

If for any reason you pull the scourge or you have him trained to your camp, make sure you try and mez and kill him last if you have any other mobs. He slows as well, so have cure disease and disease resists and MR up if possible.

Finally when hes low on HP he gates. To-date, ive come across him 3 times. The first time he wiped us out. Second and third times we got him to almost dead and he gated.For some reason I think we had a problem stunning him. Some casters found him unstunnable. So, I still have no idea how he can be killed. Anyway, once he gates, don&#8217;t hang around. Run straight for the hedge and zone out. I never stuck around long enough to see what happens.

Ok last mobs are the gloomshades. There is one which will pop on top of the cliff near where u camp. His spawn rate is about 1.5 hours. He is level 62, straight up melee mob, hits for up to 450 or thereabouts and enrages. He is slowable. Not sure about mezzable.
There are a couple of ways to pull him. As you cant go up to the cliff top where he is (actually you can but its just not worth the risk), you can either sit at the bottom of the cliff and this will aggro him. Alternatively, get a caster to cast on him. We found that an ench sticking tash on him and then slow was a good thing. Get the cleric to cast a celestial though on the ench as soon as he aggroes.

Once hes in camp, MA tank him for a bit and then ench/sham can slow. To make sure they survive, best if they are level 59 plus, although Ive had a lvl 56 shaman do it. MA can then hit defensive disc if hes a warrior. Once hes slowed, hes a piece of cake and damn nice experience. In fact, one time we pulled him accidentally and ench was LD, but we still managed as the ranger and I managed to proc slow on him.

I also found a way to pull a second gloomshade. To do this, run along the cliff face will towards the hedge till you hit the zone wall. You will then be able to go up the zone wall and look back onto the plateau, but you cant run on to it. When you are up there, you will see another gloom. Get the caster to target him, then to run back down to the cliff face nearest to where the gloom is and cast on him. That will bring him down.



Ok. This took a bit longer than I expected to so I will deal with the others in a separate post.

Finally, loot. The wraiths and gobbys drop parchments. We also had a extended range neck item for rangers from the crocodile. Sometimes we had a blue diamond drop as well from the gobbys.

As far as exp, this was the best. Given that you are single pulling, its also reasonably safe. I found at level 59 (with ogre exp penalty) that I was getting 1 bub of blue in about 40 minutes of normally pulling.

Gulug
RE: Guild to PoN
# Apr 27 2005 at 2:33 PM Rating: Decent
since you just wanted to post to be an *** to the person who took their time in making a really informative post, i'll post one right back at you.

1) people quad here all the time /bonk
2) loot is nothing to talk of (correct). its all garbage if it doesn't sell for at least 10k. sure a few other items drop, its all pretty much nothing to talk about as was stated.
3) ever heard the word tag? and btw i have fd'd these mobs off me numerous times, you and your monk friend do know to wait for the agro to break right?
4) are you on the short bus right now? you have to repeat what was already said in a different way to make you feel more intelligent or something? keep looking up means, dont look down jerky. OH, and maybe you had to point out that they are in the PoN for them because you were so excited to find out how lev worked after all these lvls..
the origional post of this thread is a great help to people who are not familiar with PoN im sure, your add'd bit of input was a waste of time, just like mine is.
RE: Guild to PoN
# Aug 19 2003 at 10:55 AM Rating: Decent
The Scourge can be prevented from gating , as well as a ton of other mobs, by using the Enchanter spell : Torment of Scio at 15-20% look it up and you will see what I mean .Hope that helps :)
RE: Guild to PoN
# May 23 2003 at 5:15 AM Rating: Default
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113 posts
a few things I'd like to point out that need to be corrected on this "Guide".

1) You stated, Quote: <"There is also a regular raven which spawns at the waterfall, which is a little further south. However, given that a lot of people quad out in these areas, trains are frequent from the south side.">

I personally have NEVER seen anyone quad in this area. There's To many Spawn points and Wandering Mobs to be able to Quad. You would get to many Add's, or would even Run OOM before you could ever get the mobs killed by Quadding. You need to say "However, Given that a lot of people KITE/GROUP in these Areas...."

2) You stated, Quote: <"Loot is nothing to talk of, although the treants do drop nightmare wood staffs which are used to make the bows and I think these can be sold for around 100pp.">

Treants Also Drop a "Glowing Leaf" that sells to merches for 70+ pp, Dark Pages that Players will Pay to Loot (been payed anywhere from 50-200pp to loot em, Depending on the Rarity of the page), and the Nightmarewood Bow Staff's Sell for about 3pp to merches, and 20-50pp to PC's in the Bazaar, Since they are a Common Drop.

3) You stated, Quote:<"There are then about 4-5 of them which spawn in and around the rocks. If you are not feeling adventurous, or dont have a good/high level ench, I would suggest you just pull the singles and zone trash. If you do want to go for the main pack, it would be useful to have a monk to split them.">

I dont know why, but We've found out that Nightstalkers cannot, At this time, Be FD pulled. Im not Sure if its a Bug or its intentionally that way. A Monk friend of mine tried this. He pulled, 3 came.. he FDed, the last 2 went back toward the camp, and one was still near him. He Stood back up and All 3 again, Came after him. He even let all of them return to their Spawn points, and as soon as he stood up, they came after him again. You cant lose Aggro on Stalkers with FD, Its just cancled out till you stand up, and will give you a little more room to get between you and them. The best way to pull these is to have a Chanter mezz them all Before you start pulling, or have a Druid use "Harmony of Nature" to Reduce their Aggro Range drastically. You pretty much have to be nose to nose with them to get them to aggro you if a druid uses harmony of nature.

4) You stated, Quote:<"Make sure you keep looking up to stay as high as possible and do not go down.">

Looking up has no effect on Your higth with levitation. You will still slowly but surly fall lower at the same rate as if you were looking straight ahead and plus, you can see what your doing if your looking straight ahead. Only thing here is DO NOT LOOK DOWN. You WILL Fall at a Much Faster Rate if you do, Which, if your in PoN, im sure you know that.




Edited, Fri May 23 05:34:47 2003
RE: Guild to PoN
# Aug 19 2003 at 10:52 AM Rating: Excellent
This reply comes off as arrogant, he did a good job. I think you need to work on your people skills (22)
RE: Guild to PoN
# May 30 2003 at 6:54 PM Rating: Decent
23 posts
I FD pull the stalkers all the time with my 61 necro. I do have to wait until the add gets back to its spawn point before I stand up to avoid additional aggro. Rarely, I will get the ones that have returned to come back but if I then wait for the original pull to go back and then stand up, I have lost all aggro. There is definitely a pattern in which they need to be pulled to not get an add or only one and that is basically working from the outside in.
RE: Guild to PoN
# Feb 12 2003 at 6:04 PM Rating: Decent
Almost wrote it assuming the person reading has no prior knowledge...someone with no prior knowledge of the planes though wouldn't know the lvl req and perhaps if they are new enough not even know there was a lvl req.
RE: Guild to PoN
# Dec 13 2002 at 7:05 PM Rating: Default
Excellent Guide. Thank you very much
&*%^* Kiters
# Dec 10 2002 at 6:41 PM Rating: Default
I never understood what people had against druids. I mean, some seem nice and some are jerks, like any other class. Well I spent a night in PoN and died several times to druids kiting more mobs than they can handle through our camp. I chastised the druid in OOC and the JERK basically told me to that they were kiting in the zone for 3 hours so we were the ones that camped in her kiting path and pretty much deserved what we got. I couldn't believe it. She didn't even bother to lie and say it was an accident. If I didn't know better, I would have sworn she did it on purpose to eliminate competition for the spawns. I couldn't believe it.
RE: &amp;*%^* Kiters
# Apr 27 2005 at 3:33 PM Rating: Decent
hehe, aye..its like when a group says they are camping your camp and then you fear your mob that they are killing and fd...its yer camp again and ***** the jerk camp stealers. /playnice off
RE: &*%^* Kiters
# Aug 26 2003 at 12:16 PM Rating: Decent
Ok it seems you may have only been to PON once, take notice that most trains are ran by non casters period. Yes I'm a druid and have kited much before 34 unlike the wizard says, as a druid i have soloed 90% of the way to 65 and did it in no time, kiting in POn , well most groups zone in and camp right in the kiting path. Sorry to say if I have been there for awhile kiting I will inform that group they need to move. f they give me a problem well Ikeep kiting , just shows how stupid people can be. I will never be sorry to a group who camps right in my kiting spot if i informed them. Now you bring up druids, i have never met to many if any at all who were jerks, it seems your group screwed up, Now a wizard shouldn't even talk about kiting cause there are to many wizards that are full of themselves and lose thier kite and wipe out groups, as the same for anyone who kites, so don't be self righteous thinking wizards are the bomb kiters and never ***** up a kite, necros are prob the best kiters around in my opinion, So if you meet some druids that are jerks it's going to happen by don't be stupid and caMP in a spot where someone is kiting, your the one that is not to smart. So remeber most trains tht come by are non casters and stay away from someone who is kiting. You can only be mad at yourself
RE: &*%^* Kiters
# Sep 03 2003 at 3:42 PM Rating: Decent
Kite is the thing for the necro ... Only diff ... it runs from us and pet beats it down... I appreciate the respect from the druid here- also respect due to thieves (Rogue) ALWAYS duo with a Rogue if u r able to fear Kite - for OBVIOUS BS bonus - he/she can improve their skill and u have less mana downtime and are preped to deal with adds (Screaming Terror or Root)- Far as jerk druids ... druids are like a gun ... they are not the jerk - the playa iz...
RE: &*%^* Kiters
# Jun 26 2003 at 3:22 PM Rating: Excellent
Aye,

Ive run into both sorts of druids. If they tell me im in their way, or they were quadding before i got there I move same as I would expect them to.

If I was there first and they refuse to respect my camp...out comes the old cancel magic. try quadding without snare or dots...

Edited, Thu Jun 26 15:41:01 2003
RE: &*%^* Kiters
# Jun 11 2003 at 2:57 PM Rating: Good
Quit ******* and move yer **** along, sonny!
RE: &*%^* Kiters
# Jun 10 2003 at 2:26 AM Rating: Excellent
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113 posts
My Personal Opinion here...

1) The Majority of 50+ Druids are Compitent. The Problem that everyone has is that Druids (Unlike Wizards) Dont get the Honor of learning how to Quad untill their level 34, So at level 34, their in zones with other players that are rather Experianced players, and have leanred the Greater Majority of things they need to know at their class, Where untill about level 44, Druid are still learning their Abilities, because their given so many. This Makes people think that all Druids are stupid, when thats not the case, their just still learning their class.

2) Since PoP came out, the Above has greatly changed. Now Druids are learning their calss up to about level 55. 90% of Druids didnt "Charm Kite" Untill PoP came out, because there were no zones that were Really "Effecent" enough for Charm kiting. Now, in PoN and PoD, you see Many Level 53+ Druids Charm Kiting With the Ravens, and they have never done this before. Once again, These Druids are Learning Something new about their Class.

3) I want everyone the Think back to when you were lower levels. Wizards, When you were learning how to Kite, Or when you were learning how to quad Kite Kodiaks in GD or where ever else.(this happens at 34 for Druids). Necro's, When you were learning how to Fear kite (Most Druids wont pick this up till about level 40 or so, in JP with the Basalisk), or Root Rot (Most Druids start this about level 24-29). Everyone else, Just think about everything that you head to learn for the First time. You Screwed it up quite a few times before you learned it. Most of you get the pleasure of being able to learn these things at lower levels, so everyone thinks "Oh, its just a noob, Learning how to...". When Druids have alot of things that they start learning at later levels, and Like everyone else, they ***** it up a few times. Yet, Druids Catch hell from people and they call Druids Bad/Inexperianced players, and say no druids know how to play EQ, etc etc, Just because their Mid leveled.

4) Cut Druids some slack. In PoN, Keep in mind that The Druid there might still be learning how to Charm kite Mobs. Or in other Places when a Druid Trains, That even though they are Mid level/High level, They Still might be learning something they have never done before. Everybody Screws things up when their Just learning how to do it. Unless you have a High level Wizard, High level Necro, High Level Enchanter, and High Level Cleric, Your going to ***** up quite often because your learning new abilities Up untill level 55. Now, if you do have all 4 of them Class Chars, and All 4 of them are high level, you need to make a Druid, because you'll be one of the best.

5) Unless you are going to make a Char of that Class, and you are going to play that Char up to level 60+, Dont Bash them. You DONT know what their Doing, and 90% of the time, you will have a hand in the Bush if a Druid Trains you, unless they Train a Zoneline because they have to many mobs on them (and dont Say a damn thing about a Druid Overpulling. Everybody over pulls at one time or another). I personally have Killed Many of people that decide to try to Take a Camp because they have a Full group that Wants to do what IM able to do by myself. The Worlds worse is 2 Boxers that will sit within a few feet of you while your medding, and they will start pulling, and Then you Start your Kiting up again (in the Same Area that you've been exping at for the last 3 hours), They get aggroed and get killed by one of the Druids Mobs. Who gets blamed for that? the druid. Who's Falt Was it? the 2 Boxer for sitting in the Druids Kiting Area.

People as a whole are Ignorant. Persons as individuals are Smart. Think about these things before you go bashing someone for Training or Making a Screwup or what ever else.

Edited, Tue Jun 10 03:00:12 2003
RE: &*%^* Kiters
# Dec 19 2002 at 5:51 PM Rating: Default
Dun worry bout how u feel. Where ever theres a druid quadding, you know to expect trouble AND attitude. Even I told off a few in my time.
RE: &*%^* Kiters
# Jan 29 2003 at 9:39 PM Rating: Default
You two just need to quit ********* If someone IS quading and u see them do it, dont go plant yer *** right where they just ran by. you are askin for it then. If she did it on purpose well then thats F'ed up. But dont be sayin expect attitudes from druids, unless u go first like this post and whip your attitude out and throw it on the table. wah wah wah. hehe
RE: &*%^* Kiters
# Feb 11 2003 at 12:45 PM Rating: Excellent
I agree that you shouldn't plant your butt in the middle of their kite path, but I also play a druid, and quite frankly I'm amazed at how much room some less polite/competent druids require to quad. It really doesn't require an entire zone edge to quad, it can be done in a small space.

I only quad if there is room, if not, root/rot is fine.

I also play other characters, and I'm amazed when a druid sets up right beside our existing camp and starts quadding around us and tells us - too bad, this is how I fight. Just rude individuals.
RE: &*%^* Kiters
# Apr 10 2003 at 11:10 AM Rating: Excellent
I play a druid...all the time in fact. If someone plants their but in my kite path it's really simple to get them to move...simply ask. Most people don't know they are in your way and wouldn't have camped there in the first place if they had known.

Also, because we druids are solo, it is very easy for us to adapt. You shouldn't be quadding in tight spaces anyhow and if you don't have room for adjustment then you need to learn how to quad properly. If someone insists on camping a spot simply angle your path in a different direction. It's not like you type in coordinates and travel in a perfectly straight line from point A to point B. Sometimes I could just smack a dr00d down the way they act...not everyone can or choses to solo =P
RE: &*%^* Kiters
# Jul 13 2004 at 5:53 AM Rating: Decent
True, or sometimes just give it up, but on the other hand sometimes people are so ignorant to sit in paths even fellowdruids afk-ing in a spots where mobs are frequently parked or root/rotted. Any ddruid who did elysians knows that the bottom corner is unsafe as it is a good place to root from about 3 different angles, yet those same druids sit exactly in that place to med while high on the wall in the corner is a much safer place to med./idle. In PoN despite overpulls if your pet is up to it you can handle several mobs by snare rooting them. I've zoned quite a few times cause i had to, 3 spiders and 2 trees is a bit too much for 1 raven handle and the rootbreaks don't give you much rest, but with a few circles aroiund pulling the mobs initianally further away from the zone, you can make a dash for the zoneline without running them into other ppl. If you zone to egress/gate and you've ran your mobs past ppl you can warn them, that's what hotkeys are for or even better check their mob if they are fighting one or 2 circles to goive them time to finish mob(s) can give them time to choose either to pick up the mobs from your train or head to safety.

It's so easy to say sorry you were in kite path, but even if they were, you could maybe have prevented things, and if it ain't preventable warn them that they are in an unsecure spot. And next time you are there again and ppl start taking that potential deathspot tell them instantly so they can start looking for another place. (by that time you should also knw what is a safer spot for them) without interfering too much with eachother.

And if they don't want to move, don't let things go wrong for them on purpose but warn them if things happen. If they are prepared for it maybe they can handle it or find safety and they figure out that the place was indeed not so good afterall without dieing, and if they die you at least warned them it really makes a difference in their attitude towards you.
Any Good Spot to Solo?
# Dec 06 2002 at 4:57 PM Rating: Decent
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76 posts
Are there any spots in PoN that would allow a necro to solo? In fact, are there any spots in PoN that has a good enough pathing to let a necro fear kite?
RE: Any Good Spot to Solo?
# Dec 07 2002 at 5:35 AM Rating: Decent
I have been partner to a Warlock 63 north of the hobgoblins. We killed banashes. He usually do it alone so i think it might be posible for u to solo there too. Problem is to get there, but i am sure u will find that one out urself =)

Slouchhat, 57 mage, Zebuxoruk
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