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The Spirit Realm • View topic - Plane of Fear Strategy and Tactics

Plane of Fear Strategy and Tactics

Questions about quests with rewards for everyone. See class areas for Epic and other Class-Specific quests.

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Plane of Fear Strategy and Tactics

Postby Jandoleer » Fri Jul 29, 2005 10:20 am

Elders of Norrath, I beseech you...

As a shaman in my 61st season of service to The Tribunal, I am down to the last of my battles in my epic quest for the Spear of Fate. The hardest of which is the Plane of Fear. As all of you know, I must consolidate my forces and break in to kill Dread, Fright or Terror in order to spawn the level 1 NPC which holds the tear.

All advise would be appreciated. Much that I have read in the past few weeks has been rather dated and I'm not really sure as to whether the strategies and tactics are still valid.

Help me elders and share with me your insight and knowledge that I might join that elite band of tribal priests that have successfully endured that epic struggle.
Last edited by Jandoleer on Fri Jul 29, 2005 12:54 pm, edited 2 times in total.
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Postby Redribbit » Fri Jul 29, 2005 11:36 am

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Postby Samanna » Fri Jul 29, 2005 11:48 am

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Postby Brohg » Fri Jul 29, 2005 12:34 pm

If you have any 70+500 folks, you don't need groups. That one guy is probably enough. Someone should take DTs for him, but any character with that much exp can probably solo break PoFear. If it's a 70+500 shaman, and you give him time, all that will be left when the dust settles is Dread, Fright, Ireblind Imp, and Cazic Thule.

The problem is, this isn't playing honestly. Because there's no legitimate reason in the world for a 70+500 to be clearing PoFear. If he's there he's either twinking or farming or PLing. Even if the characters getting loot aren't his, he's still pulling way more than his fair share and they become the equivalent of begging lowbies for a little while. So, on to how to break Fear the real way, with no super high level collossi involved:

Firstly, not much has changed. Whatever you read is probably still accurate, as long as it was written after the release of Luclin. The last major change up there was the addition of the gators with BST class armors, which was both good and bad for the folks trying to break in. I'll explain later :)

A general piece of advice: know who you're raiding with. Know not only who's gear is solid and such, but who can be relied on not to mess things up. PoFear is much more forgiving than some newer zones, but doing things badly can make for a long night and very unproductive. People that don't freak out at a lot of mobs (6-8) would be good. On the initial break-in you'll want to take with you only your best crew. Hopefully that crew includes a tank and someone with mez :)

You can zone in safely with Invisibility. Break in isn't done at zone in, but directly west on the zone wall. Nice open area there, you can scout it by yourself one day if you like. Once you start fighting there, expect wandering adds to a total of about a dozen mobs, before having to actually pull anything. There didn't use to be so many, but the Gators were added in this path. That's the bad news about them. The good news is, they're ANIMALS. That means that along with chanters recruiting frogs and necros getting Kirakoi, you can have alligators working on your team, too, by having druids charm them. Charming works great for breaking since both beneficial ideas are fully in effect; with one spell you take out one of the threats and help kill the remaining threats that much faster. Note: never charm imps. The Scarelings proc Shadowstep on their enemies, which will cause havoc if they're popping away the guys you're killing. After the free mobs are dead, break the charms and kill the pets. A lot of dispellers are next, they'll dispell the pets and cause "adds", if you don't kill them preemptively.

The first time your camp is clear, call in everyone. Send out pullers. Monks , bards, druids , rangers, wizards, whatever floats your boat. Special mobs to be aware of are the Cubes and Glare Lords and Tentacle Terrors. Their favorite thing in the world is AE debuffing the whole raid, with chain five-slot AE dispells. For them, if you can, have the puller not come to camp. Just send a bunch of mag/bst/necro pets at them while they're far away, and nuke from long range. Their melee isn't turbo, so if your freinds are your level then their pets can handle it long enough np. If your pullers can't keep them out of camp, then eat the dispell and don't rebuff until they're done pulling that area.

There is a lot of pulling to do. You'll need to move the raid's camp 3-4 times, and eventually a tracker will have to make sure you don't miss monsters hanging out in dark corners. Clearing everything you can reach from the west wall (break camp and north camp) is the safe way to start, then you go along the south wall and up the East.

That's it, then you're ready for the golems. Someone is going to get DT on the pull, but don't freak out, the golems only have 16khp. I can't imagine any two groups that can't deal that much damage easily these days.

Happy hunting!
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Postby Brohg » Fri Jul 29, 2005 12:36 pm

The easiest way to get the tear is to only kill Terror. He 'just' has Vox AE, no deathtouch. You'll miss out on two shots at good epic loot if you leave the others up, though :?
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Postby Scowls » Fri Jul 29, 2005 11:57 pm



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Postby Brohg » Sat Jul 30, 2005 12:58 am

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Postby Scowls » Sat Jul 30, 2005 6:45 am

yes ther are. buff them good, have the war click his 2.0, then monk clicks his 2.0...the 2.0 affect is Ive seen monks live thru DT's several times.

interestingly though, you assume its a exploit, cause you havent seen it.
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Postby Zethrir » Sat Jul 30, 2005 12:00 pm

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Postby Lickity » Sat Jul 30, 2005 12:27 pm

Last edited by Lickity on Sat Jul 30, 2005 1:31 pm, edited 1 time in total.
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Postby Scowls » Sat Jul 30, 2005 1:13 pm

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Postby Lickity » Sat Jul 30, 2005 1:29 pm

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Postby Zethrir » Sat Jul 30, 2005 5:05 pm

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Postby Yesak » Sat Jul 30, 2005 5:46 pm

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Postby Brohg » Sat Jul 30, 2005 6:58 pm

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Postby Jandoleer » Sat Jul 30, 2005 9:46 pm

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Postby siludorf » Sun Jul 31, 2005 8:30 am

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Postby Yesak » Sun Jul 31, 2005 9:53 am

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Postby ShiverMetimbers » Tue Aug 02, 2005 10:42 am

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Postby Brohg » Tue Aug 02, 2005 11:37 am

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Postby Exeley » Tue Aug 02, 2005 12:49 pm

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Postby Yesak » Tue Aug 02, 2005 1:07 pm

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Postby Pellaeon » Thu Aug 04, 2005 9:43 am

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Postby KB » Fri Aug 05, 2005 4:56 pm

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Postby KB » Fri Aug 05, 2005 5:34 pm

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Postby Yesak » Fri Aug 05, 2005 8:37 pm

Cazic is immune to slow btw. His dps shouldnt even phase high level toons though. His knockback and fear are bad but with two high level toons, its possible. Just make sure to bring a tracker to make sure EVERYTHING is dead. The summoning the rest of the zone is bad 8)
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Postby Baledan » Wed Aug 10, 2005 12:24 pm

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Re: Plane of Fear Strategy and Tactics

Postby Transen » Sat Jul 26, 2008 2:23 pm

Can Divine Intervention possibly save you from a Death Touch?
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Re: Plane of Fear Strategy and Tactics

Postby kuzko » Sun Jul 27, 2008 12:47 pm

I can't personally vouch for Divine Intervention, but I would think it does since I CAN personally vouch for Preincatnation saving me from a DT in PoSky while recently keying up a necro friend. (Vermillion Sky Ring will one day be mine hehe).
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Psicho (70 Gnome Enchanter): Master Tinker (7/7), Master Researcher (7/7).
Chiiki (65 Halfling Druid): Master Tailor (7/7).
Brahbra (65 Dwarven Paladin): Master Smith (6/7).
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Re: Plane of Fear Strategy and Tactics

Postby Vasei » Mon Jul 28, 2008 2:15 pm

That's surprising... but very good to know.

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Re: Plane of Fear Strategy and Tactics

Postby HawklordXegony » Tue Jul 29, 2008 12:54 pm

It shouldn't be surprising. Preincarnation fires when you die, right? Whether it fires or not shouldn't be dependent on how you die.
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Re: Plane of Fear Strategy and Tactics

Postby Brohg » Tue Jul 29, 2008 6:43 pm

Divine Intervention is totally different from death save DAs. DI has a low-hp trigger range. If you're never in that range and just go from "okay" to dead, it'll do nothing but point and laugh along with the rest of your friends.

Death saves do work on anything, I can verify as well. Death touches, lethal falls, whatever.
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Re: Plane of Fear Strategy and Tactics

Postby Vasei » Tue Jul 29, 2008 9:47 pm

...cannicide...
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Re: Plane of Fear Strategy and Tactics

Postby Transen » Wed Jul 30, 2008 6:58 pm

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Re: Plane of Fear Strategy and Tactics

Postby Vasei » Thu Jul 31, 2008 9:18 am

No. Doesn't matter if you have full hp or 1 hp. I belive what Brohg is saying is that the DI trigger range never comes into play. The condition is never met (Go to death, go directly to death. Do not trigger DI, do not collect $200).

It's like putting up a MR buff for a PR spell.
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Re: Plane of Fear Strategy and Tactics

Postby fendaann » Thu Jul 31, 2008 1:15 pm

So why cant you get DI due a /dual get DI to go off and then pull the mob!

Is an active DI that went off useless is what you are saying?
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Re: Plane of Fear Strategy and Tactics

Postby Funi » Thu Jul 31, 2008 1:49 pm

All DI does is heal a person when it's triggered. DI triggers at low health, I wanna say at below 15% heath. If you are dueling and you get below 15% health DI will roll a save against your charisma. If the roll is successful you will be completely healed and the buff will fade. If you are one rounded by a mob or DT'd then you are dead before DI is able to check to see if you are below the 15% health. That is why is won't work against a DT mob. You are never between 0% and 15% health. You are below 0%. You are dead...

FYI--I'm not exactly sure if 15% is the trigger point but it's real close to that I'm sure. Either way I hope this clears up what DI does.
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