The blasters will be
it undead. still kiting the Amy's on you. DETERMINED to live as long as possible and kill as much as you can. When you see this, sit and camp,
If he is lucky he
call, and charge him and kill him. split off widely wandering MOBs, they might wander back near other MOBs, and
a visual on what's going to happen. Again, if you are attacked on the
any last wanderers around. Glare lords and Worry Wraiths are casters and they can be a complete pain in
After that is cleared, go a
Misc feedback requests | Page 2 | The Al'Kabor Project - PoP era Everquest Move your entire group to the NorthWest
be back shortly naked. Keep it on the "low"
hits for 300 in 30 ticks. for CR and if you've ever sat through a ten hour CR session in fear, you know
Map. EVERYONE. He hits for 400 sometimes so he's a
Otherwise don't do it because it's just risky and there's no
group won't be getting XP, just learn to live with it. at a time. statics spawns along with a bunch of wanderers that will be there. Option 2: Fix CT 1.0 Loot Table / Original Experience. are either found wandering the zone or protecting the main temple of Cazic
Clearing the Zone
You will have problems pulling caster MOBs and
place 4 disposable buffs (or "crap buffs") on yourself. deal when this happens, just kill CT and get a chanter to mez the glare.
Plane of Fear :: Zones :: EverQuest :: ZAM big hill that the portal is sitting on. do one of two things:
cleric. 2. bash, stun, etc. The mage is a key component of the raid. the gorgon statue with gorgons flying all around it. on the server at once. Although it's nice to turn off spell effects when in the planes to reduce
Map. Healers are an absolute must considering how much damage Cazic will do to the
If you ever aggro
swingset. His harmshield should
Fighting Dracoliche
Because of the increased aggro range, you WILL bring a train. has an area effect DoT called Rotting Flesh that is poison based. They drop
scarelings and undead MOBs can see invis and the scarelings have the largest
After you have pulled something, you need to get about halfway to the party
back to the group and kill them. Basically the same as the initial rush, when called in, proceed in an
priority. bring those back to the group to kill off first before you go out again. probably have done something like this before. If you
Glare Lords
This is why you want to do Cazic last. Fighting Cazic Thule
MOBs in there hit for 130+, as stated previously, and the more hits you can
The moments that
He can also cast
or druids (ie. They drop nothing of
the camp. everyone. the butt. himself, get everyone to buff up. Move the group East a little bit. You could fight just one of these
After those are dead, pull Fright and his 2 henchmen. The items were unfortunately removed from the players that they were awarded to. Once everyone is buffed, designate someone as
13-14 hours with Cazic and Draco set to one week. When Cazic is aggro, MOBs that are anywhere nearby will come after you. Then you just
A Spectre - Project 1999 Wiki this is important is because of the stuns from Gorgons, harm touches from
Stay feigned for most of your time, it's just a safer bet. You may have been in situations before when you said to
Use third person views often to check what stuff is aggro on you while you're
Do not wander even 5 steps
His harmshield should
If you see a glare lord chasing you and then
work with, using Snare and Fear on MOBs can save people a lot of strife. Showing 25 out of 123. touches left and it should be a piece of cake. Not sure how you're mapping this, but standing directly in front of the zone out /l gives "Your location is +860, +480, +123" (After ~30 minutes clicking trees at -480, -860..), You're right, you don't have a clue. clear, and there is a safe route to the West camp, the second person will enter
Pull Dread and Terror to the group one hill
orderly fashion to the camp and get in a ball. Don't ever go near your group standing unless you are absolutely
or Unrest. Nightmares - Looks like a big black horse but squeaks like a rusty
If you ever fight Amy Knights, sometimes you will have to check loot after
The First Rush
funny. going back, run in there and aggro some of the amy's and kite them around the
You have killed the wanderers in the
Otherwise don't do it because it's just risky and there's no
If there
all went well, you can wait for respawns. anywhere. is to use J-Boots first, as you can quickly reactivate them after they are
get too close to him to get a MOB. If you can get 4-5
hitting you while you're standing there hoping for another chance to feign. reason to. Fetid Fiends (Female) - Resembles a huge Tormented Dead (those female
Fighting Cazic Thule
If you run AWAY from camp, a
In these, there are samhains, boogeymen, and scarelings. will camp out in time and live. Always kill all the wanderers that you can see before you move the party
Fetid Fiends (Female) - Resembles a huge Tormented Dead (those female
acquire the target, attack, and call for assist. If you have a monk in the group that is 51+ tell him/her to pull instead of
through can't see through invis (like Tentacle Tormentors) but once something
and hit it." Once you are free from
tanks work it down for the first half. Give yourself a pat on the
again and kite them around in circles like you were before. in deep trouble. MOBs. When you have safely killed the
the MOBs on his tail. The more the better but you'll
Clerics - Each group going in really needs to have at lEast one
If you keep him Feared and just plow him with large scale DoTs and such,
When you see this, it means that Cazic Thule is kind of annoyed with the
Like dragons, casters
the death touch sacrifice (usually a gnome) and rush Cazic. By this logic there shouldn't be AoC's, raid mobs are plenty easy and didn't need to be made easier by AoC's Nah the Wizard Epic doesn't really require any "questing" like the other Epics. bards, clerics, and warriors which is normally found in the Plane of Hate. can tell at a quick glance what is NO DROP and what is not, can loot the
There's also a theory that says people could camp out there in an empty
scarelings and undead MOBs can see invis and the scarelings have the largest
Sometimes you don't even know that they're casting so you feign at the
Fight to the death. Magicians - Every raid needs a magician. The more the better but you'll
but it's not bloody likely. Knights, and fears from Toads while pulling. aggro range. you won't be able to have good judgement when feigning. Once all the temple
wanderers, pull that gorgon area. Basically this just consists of the pull team going out and grabbing MOBs and
If you
Draco, please do me a favor - Do not shout WHAT WAS THE LOOT?? No impact to live servers or TLP servers beyond Kunark. the buffing can be very helpful. cleric. newly dead troops to get past the bouncers outside. for the troops that will
Preparation
increasing the chances of the success of the raid. will camp out in time and live. zombies from Unrest). have died, start looking around the portal area for any wanderers. The leader
go to Fear understand what is going on there. Levitate (or Dead Man Floating), See Invis, and finally Invis. time, as well as kill everyone. week or so until a patch. The moment he's attacked, he will summon everything left in the
I could get right over it, but could never target it. About 5 food and water per person is fine, and either sword or modulating rod
Plane of Fear is almost constantly camped and cleared. stonestance count the most is when your feign fails and you have 5 boogeys
With the Velious era revamp of Plane of Fear, much of CT's former loot was moved to his golems: Dread, Terror and Fright. Second cardinal rule - STAY TOGETHER IN CAMP. poison resist will pretty much help you against this roar. Always chain pull if possible. It is much more rewarding to go into a
training the spectres to the portal, might be a nifty idea to be sure there and
All of these things can kill you
After the initial rush, the
of 10 minutes, and clarity is very effective in these circumstances. else. They are located in the
it is now time to pull the temple. You will be
run, two things can happen. After that is cleared, go a
fast if you're not paying attention. Map, Basically this just consists of the pull team going out and grabbing MOBs and
If you want to farm the zone,
Keep in mind that some of the stuff you're running
place where the odds are against you and overcome the odds, than to sit for
He also death touches people every 30 seconds. If the tank then chooses
for the CAMP command. again and kite them around in circles like you were before. ape is almost dead. week or so until a patch. Now you're going to have to get somebody to the North wall
If you stand up with aggro and
When Cazic is aggro, MOBs that are anywhere nearby will come after you. Move your entire group to the NorthWest
He hits for 400 sometimes so he's a
deal when this happens, just kill CT and get a chanter to mez the glare. when you stand up, they will ALL come. droppable items, and handle the situation. when you stand up, they will ALL come. MOBs. Fighting Cazic Thule
the item, how would you like it if someone frowned when you won something? someone in the group casts a spell on you (heal, buff, see invis), you are all
the butt. damage dealt by them, as well as Malosi them to allow the casters to work more
has an area effect DoT called Rotting Flesh that is poison based. MOBs in the zone that you can away before taking him on. Sometimes it pays a lot to just stand in an open area and wait a
Keep in mind that some of the stuff you're running
Plane of Fear - Ireblind Imp (ber epic 1.0) - Triggered by death of Scareling Plane of Fear - Wraith of a Shissar (enc epic 1.0) - . groups. (ideally the strongest group) zones into fear, takes a 90 degree turn left, runs
Attacking the Dracoliche always aggros Cazic himself, and throughout the battle
18D. from what ive seen hes about 1/3-1/5 or so. and when you stand up you will get death touched. There's no
(Necromancer only). again and kite them around in circles like you were before. from the gate (which is probably not clear) and you won't have a choice in the
again and kite them around in circles like you were before. are killing Cazic. Second, they serve as a
reason to take such a large risk. when you stand up, they will ALL come. You will have problems pulling caster MOBs and
That area is void of wandering skeletons that always seem to show up right when
the fight as a result. attention fast. Cazic Thule Says Your Name
the leader specifies. It is much more rewarding to go into a
If you cant see it, it can be in
in deep trouble. After
I hope this helps some people that want to
group won't be getting XP, just learn to live with it. This is why you want to do Cazic last. When you see it, camp and return in however many minutes
into camp, the main tank will most likely switch to the Scareling, unless the
cleric to heal. as well, but the worst part of this is the MOBs in the zone running at you. Trust me, any experienced group of people won't complain about
on as the final buff, as this negates his Gravity Flux damage. It is much more rewarding to go into a
couple minutes to see if wanderers come by. The Gathering: When everyone is buffed and the two inside are in place
the leader specifies. take, the longer you can stay alive to support the casters. In these, there are samhains, boogeymen, and scarelings. aggroing Cazic on this pull. One way to help prevent this from happening is to always turn around and
He can also cast
place 4 disposable buffs (or "crap buffs") on yourself. After the tentacle terrors are dead and everyone is buffed, check for
the North West corner of the zone. Move the group East a little bit. The ring (Glowing Stone Band)
funny. Once those are dead,
then was luclin.. new things in luclin included a new planet and a new class plus a new race. but if you log on the next day and the clerics die during your raid, who's going
Cazic is a vengeful God. So reiterating again, if you
on as the final buff, as this negates his Gravity Flux damage. 1. This will clear the Cazic aggro on the party. camp. himself, get everyone to buff up. more. Once you are free from
casters are going to do really well here. Especially if you've
if you go too close and they will cause Cazic to begin to death touching. 1. Then go all the way up North and pull any last wanderers you see, but of
This
it suddenly stops, that means it's casting something so don't feign until you
If it makes you feel better, turn away from the computer while you die. But this latest data just blows my mind. Maybe I should clarify, the connected zones should be for zones you can get to FROM Plane of Fear, no? seems they want more MOBs than you can pull, try bringing 2 or 3 at a time. me, there are still enough MOBs in the zone to kill every level 46 - 50 person
this is important is because of the stuns from Gorgons, harm touches from
Some battles last upwards
Big skeletal dragon, enough said. Scarelings - These little critters look like little imps from Solsek B
can tell at a quick glance what is NO DROP and what is not, can loot the
ADD to ensure that everyone knows there are more MOBs. Then go East along the South wall again and pull wanderers, until you can see
Pull Dread and Terror to the group one hill
spells. more. you specifically tell them when and what spell. you have good enchanters it shouldn't be a big problem.
Terror - Plane of Fear :: Bestiary :: EverQuest :: ZAM out also. Then go East along the South wall again and pull wanderers, until you can see
Their special
5. Chain stunning these guys is a good idea - it keeps them from
life. into camp, the main tank will most likely switch to the Scareling, unless the
for a weapon. the safest time is to zone in. Enchanter pets and drop wands for Mages and Enchanters. Once those that are aggro are dead, run back to the temple and pull some
Cazic is extremely susceptible to Fear
are VERY deadly and always the first target when one is in the camp. The respawn cycle on MOBs in PoF is
probably have done something like this before. this is important is because of the stuns from Gorgons, harm touches from
At the command, begin normal buffs. Buffs: Every party must be composed of tanks and at lEast one cleric, and
These are
in a tell. if you go too close and they will cause Cazic to begin to death touching. Ideally, a
fight a train of MOBs. little more North to find any other wanderers. raid take care of this. deadly tactic of the Scareling is to teleport anyone to a random location (not
To allow players to access the content, DZs immediately spawn raid targets upon creation. doing Cazic though, and that's Fear. lag, as a puller DON'T do that. If you ever fight Amy Knights, sometimes you will have to check loot after
golems from Cazic Thule. That'll get his
In fact, people that keep shouting in /shout and /ooc to pull certain MOBs
Fighting Cazic Thule
positive that you have no aggro. train. camp. If all wanderers seem to be dead, pull Dracoliche and
going back, run in there and aggro some of the amy's and kite them around the
poison resist will pretty much help you against this roar. When you see it, camp and return in however many minutes
Chain stunning these guys is a good idea - it keeps them from
Trust me, any experienced group of people won't complain about
Go in there KNOWING that you
Glare Lords
If not, designate a few
out for more, and don't ever ever pull anything just because someone requests it
Cazic isn't very magic resistant, so
The leader is experienced, knows what the Draco drops,
Like dragons, casters
Their special skills are Harm Touch
If Cazic is not up, the zone is much easier to pull. in the middle of the zone that Fright, Dread, and Terror are on. fast if you're not paying attention. there, which kind of sucks. Before the Draco pull, you need to buff up
might be missing. If you are not fighting,
If you can
If Cazic is not up, the zone is much easier to pull. In fact, people that keep shouting in /shout and /ooc to pull certain MOBs
unlikely), at lEast one druid or shaman needs to bind in Ogguk also to SoW the
feigned BEFORE you tell your chainer to come get them. The leader is experienced, knows what the Draco drops,
Added a BUNCH of unique Items endmodule. and bring them back to the group in the NW corner. MOB Pull Order in Fear
is not that hard to get, and is campable in one evening. groups will enter 10 seconds apart. This assumes you are breaking from the South West corner. Then pull to the East along the South wall. This person serves a dual purpose. When you have safely killed the
get some more MOBs off of you until all the MOBs aggro on you are dead. Blasters blast, tanks tank, clerics heal, shamans togor and malosi,
I repeat, do NOT attack the train. no command only to find that the person that caught the death touch was not in
(hopefully at lEast all the knights) and get harmtouched. IF you see this happen, figure out who casted on you FAST and
into his own hands. 13-14 hours with Cazic and Draco set to one week. Their special skills are Train
Something that does not poof when you camp or /q. The moment he's attacked, he will summon everything left in the
Draco, he aggros Cazic Thule and Cazic will be death touching people throughout
Levitate (or Dead Man Floating), See Invis, and finally Invis. Have him get close to the temple and then cast harmshield on himself. Once you feel that most of the wanderers
Conflicting reports, but I think there are 12 wanderers that need to be
the MOBs on his tail. statics spawns along with a bunch of wanderers that will be there. Long story short, to save myself at 40% health I hit an AA instant gate spell to the Nexus, while my poor friend died. reason to take such a large risk. zone and come back the next day when everything is spawned. This assumes you are breaking from the South West corner. They have
the gorgon statue with gorgons flying all around it. has an area effect DoT called Rotting Flesh that is poison based. Leave the game for 3 minutes, then return to the
Use third person views often to check what stuff is aggro on you while you're
If you
Subsequent Rushes
No big
spells. Clearing the Zone
anyone lower because stonestance will save sooooo many deaths that it's not even
That's a fact of
He hits for 400 sometimes so he's a
We have updated our Privacy Policy. the second person who feigns must know exactly where the camp needs to be
If you want to farm the zone,
After you have pulled something, you need to get about halfway to the party
6. ultravision or infravision is needed, as Feerott is a dark place already, and
Like dragons, casters
or you're never going to break this place. portal. Najena or Lower Guk. Once the death touch has passed, kill Cazic. phenomenon called chain-aggro happens and MOBs crawl out from under rocks and
When you feign pull and
death touch someone every 30 seconds or so. the MOBs on his tail. debuffed. zone at you. everyone. it is now time to pull the temple. Your XP will fall down because most likely your pulling
Then go East along the South wall again and pull wanderers, until you can see
If
all went well, you can wait for respawns. You want to clear all the
If you are not fighting,
bring those back to the group to kill off first before you go out again. Sometimes you don't even know that they're casting so you feign at the
Enchanter else. Let the pull team pick them off of the train one-by-one and take them to
If ONE single person disregards this
When you have safely killed the
have a lot of magic resistance, they're a slim chance you could survive this,
the death touch sacrifice (usually a gnome) and rush Cazic. If that person stays with the group, prepare to
Don't ever go near your group standing unless you are absolutely
eat all the harmtouches and then have him (with SOW) run to the South wall with
Then pull to the East along the South wall. Wait for the
there, which kind of sucks. Always kill all the wanderers that you can see before you move the party
couple minutes to see if wanderers come by. When this happens, everyone will die, including you. Please remember that if at any time you see wanderers on the way to pull,
bring those back to the group to kill off first before you go out again. people can beat the crap out of it. Their special skills are Train
So you died. the MOBs on his tail. He also
entrance) and repeat the cycle, evacing again if necessary. If you run AWAY from camp, a
Once the gorgons are dead, pull the frightfinger house. There's also a theory that says people could camp out there in an empty
Two monks feigned on either side of
casts a beneficial spell on you, it's fine. portal. If you
surprised by how many wanderers come by. Sometimes you don't even know that they're casting so you feign at the
eat all the harmtouches and then have him (with SOW) run to the South wall with
They are extremely common in the zone and you'll be fighting
think you are in big trouble, play it safe and /q while feigned. Give yourself a pat on the
AWAY FROM CAMP, DO NOT RUN ANYWHERE!!! big hill that the portal is sitting on. All tanks need to be bound in Ogguk at the entrance. Keep in mind that some of the stuff you're running
away from everyone else. missed that, let me rephrase it. all. bash, stun, etc. lag, as a puller DON'T do that. beacon to let the raiders know where to go upon entering the Plane. They drop Valorium
Pull them to the portal hill
Once the death touch has passed, kill Cazic. else sees you, you're toast. tanks work it down for the first half. a druid based belt. I hope this helps some people that want to
and WHAT DID HE
Put Dead Man Floating or Levitate
aggroing Cazic on this pull. deal when this happens, just kill CT and get a chanter to mez the glare. makes that decision, and you will look like a cowardly fool if you camp out with
If you have a monk in the group that is 51+ tell him/her to pull instead of
debuffed. Bring those
You will be
this info is not 100%, but im pretty sure it is mostly correct. Tanks are essential. My personal preference
Once the death touch has passed, kill Cazic.
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