Table of Contents:
Meet the Enemy
The First Rush
Establishing the West Camp
Cazic Thule says BURNS
Clearing the Zone
The Man of the Hour, Cazic Thule Himself
I have only one point to make here, and will be brief to stress it: Learn the rules of Fearplane. If you break a rule, YOU will cause the death of the entire party. YOU can potentially turn a successful raid into a ten hour corpse retrieval that ends with GM intervention. YOU are not an asset, but a liability to the entire raid if you go into Fear without learning the rules. Education can make you useful. Please take the time to learn some key points in this guide. Not only will they save your life, but they will drastically increase the chances at having a successful raid. Having said that, we can proceed to the Plane and how to get in successfully.
Meet the Enemy:
To begin, all of the mobs in Fear can hit in the 130+ range. They have an abnormally high aggro radius and sometimes aggro from out of sight.
The Amygdalan Knight is a Shadowknight as the
name implies. It resembles a large Ricky Williams, dreadlocks and
all. They come complete with useless (although annoying) pets.
The Knights drop Shadowknight-only armor (Umbral Platemail)
Special Skills : Harm Touch, Mana Drain
The Amygdalan Warrior is just a Knight minus harm
touch and pet. These also Mana drain. The Warriors drop Warrior-only
Shield and Whip. Special Skills: none
*Fetid Fiend (male)
Resembles a huge zombie. Just a basic level 50
mob that drops Paladin-only armor (Valorium). Special Skills :
*Fetid Fiend (female)
Resembles one of those Tormented Dead from the
yard in Unrest. Basic level 50 mob. Drops Cleric-only Girdle of
the Diligent. Special Skills: none
Resembles a huge Ghoul. Basic level 50 mob. Drops
Necromancer-only armor (Blighted). Special Skills: Ghoulroot
Resembles an evil eye. Glare Lords are
enchanters, although I have never seen one charm anyone. They
come with Enchanter pets and drop wands for Mages and Enchanters.
What makes them annoying is the AE debuff that strips 4 buffs (sorry
Shamans). Special Skills: AE debuff
Resembles a very small Reanimated Hand from Lower
Guk or Unrest. Fingers use wizard spells and drop Wizard-only
armor (Carmine). Special Skills: Wizard spells
Resemble small Froglock ghouls that can be found
in Najena or Lower Guk. Toads drop Turmoil Warts (decent throwing
weapon), and Shaman-only belt (Flayed Turmoilskin). Special
Spiders are basic level 50 mobs with a cold based
DOT which only hits for 300 in 30 ticks. Spiders drop all caster
gear (Cryosilk). Special Skills: Spinechill (DOT)
These little critters look like little imps from
Solsek B Efreeti area or Kindle in Solsek A. They are rogues and
backstab for 400+. These are VERY deadly and always the first
target when one is in the camp. Another deadly tactic of the
Scareling is to teleport anyone to a random location (not too far
away) potentially starting a massive train leading to a total
wipe out of the raiding party. Repeat, Scarelings must die, and
die fast. Scarelings drop a rogue-only rapier (Eyerazzia).
Special Skills: Backstab, Teleport
Gorgons resemble Harpies from Steamfont
mountains, but with snakes coming out of their heads. They can
stun a target for over 15 seconds. Gorgons drop Druid-only armor
(Vermiculated). Special Skills: Stun
Tormentors resemble their weaker cousins from
Unrest and Najena. The use the normal throwback spell as well as
the normal lifetap spell. They also have that annoying AE strip
enchantment that removes 4 buffs. If there are enough Paladins in
the group, it is possible to keep these chain-stunned through the
entire battle, preventing them from using the AE debuff.
Tormentors drop Ranger-only Armor (Thorny Vine) and a Druid-only
Belt (Dreamorvine Garland). Special Skills: Throwback, Lifetap,
Phantasms resemble spectres. Normal level 50 mob.
Drops nothing of note.
Often called jello, these resemble
gelatinous cubes from Splitpaw of old, or Runnyeye. They are
located in the temple of Cazic Thule. They also have an AE
debuff, but it only removes 1 buff. Jello are loved by all
because they can randomly drop any piece of planar armor in the
game, including armor for classes such as rogues, bards, clerics,
and warriors which is normally found in the Plane of Hate. There
are conflicting reports as to whether jello can truly drop ANY
piece, or just 1 piece from each class (i.e. Cleric Boots, Bard
Bracer, Paladin Bracer, Warrior Gauntlets, etc.) Special Skills:
Looks like a giant will-o-wisp with pet. If these
are not dispelled, they have a damage shield that can cause many
people to go linkdead from the amount of Billy was burned
messaages. Other than that, they are garden variety level 50 mobs
with a pet. Special Skills: none
Resembles a jack-o-lantern from the yard of
Unrest, or a scarecrow from the farms in West Karana. Another
normal level 50 or so mob. Can drop (rarely) Ranger-only Axe (Fluxbladed
Axe). Special Skills: none
Looks like a big black horse and squeaks like a
rusty swingset. They can blind as well as fear. Drop the
Nightmare Hide Cloak (garbage). Special Skills: Blindness and
Looks like a big ape from Cazic Thule. Hit hard
and fast. Drop Monk-only armor (Shiverback Hide). Special Skills:
This looks like a huge Ashenbone Drake from Plane
of Hate. If you have never seen one of those, you have never seen
anything that looks like a Dracoliche. All I can say is that it
looks like Vox or Nagafen died, decomposed, then returned to life
with just its bones. This is Cazic Thules number one
guardian. This bone dragon is a shadowknight with a pet.
Attacking the Dracoliche always aggros Cazic Himself, and
throughout the battle with Draco, Cazic will be death-touching
constantly, as well as sending in reinforcements. He has a mean
disease based DOT and dragon roar (AE fear). Leave it to Verant
to make a bone dragon, call it a liche, and NOT make it undead.
Although he sounds scary, I have fought him six times and he has
only gotten me once because he sneaked up on us when we were
unprepared. After the Draco fight, everyone will have to log out,
wait 1 minute and log back in unless other specified by the raid
leader. Draco spawns once a real-life week. Special Skills: DOT
and dragon roar.
Fright, Dread, and Terror
These are Cazic Thules little buddies that
have temples located around the zone. They are large golems.
Fighting any one of these will also aggro Cazic. They drop
nothing but some spare change.
Cazic is a God. Cazic is a vengeful God. Cazic
does not like people. Cazic does not like you. In general, he is
a level 55 mob that has several irritating quirks. First, he hits
for 400 and double attacks. Second, he uses gravity flux like it
is going out of style. Every time you are fluxed, it removes one
buff. (Put j-boots in top buff slot and reactivate after every
flux.) Third, Cazic has pets. Not a typo, plural pets. And they
are fairly irritating, although nothing to lose sleep over.
Special Skills: Gravity Flux, strong melee, debuff.
Last, but not least, the most fearsome of all of the enemies in Fearplane
Someone who does not follow the Fearplane rules This enemy is in your ranks. He could even be grouped with you. This enemy is fearsome because of its ability to kill 50+ people within 3 minutes. Special Skills: Trainmaking
First off, the raid should never exceed 7 full groups. The lag in a fully populated fearplane is incredible, and increases exponentially with over 42 people. If there are more people that want to go, there is ample opportunity for them to support the troops outside the portal.
Tanks (and a lot of them)
Tanks in the raid need to get out their old armor
class gear and dust it off. On the initial attempt, armor class
is key. Mobs in there hit for 130+, as stated previously, and the
more hits you can take, the longer you can stay alive to support
Each group going in really needs to have at least
one cleric. Druids and Shamans do not substitute in this instance.
They will be very occupied in other capacities inside such as
charming and blasting. You need a devoted healer that has only
one objective : Keep everyone alive as long as possible.
Druids and Shamans
Druids are essential for the raiding party. They
can charm animal mobs that enter the camp without invitation,
turning a foe into a nice level 50 pet. Shamans can Togor mobs
and drastically reduce the amount of damage dealt by them, as
well as Malosi them to allow the casters to work more effectively.
Necros perform a dual role in a break. First of
all, the break involves having some key positions occupied by
characters that are feigned; Second, necros can charm the undead
mobs that enter the camp without warning, again turning a foe
into a very nice pet.
Enchaters are the king of the debuffs, and this
just may tip the scales in your favor, allowing you to eliminate
a few mobs. They can also mezmerize mobs that enter the camp that
cannot be charmed by either necros or druids (i.e. Scarelings and
Amys). Clarity may also make the difference by allowing that one
extra blast, or that one extra heal. Some battles last upwards of
10 minutes, and clarity is very effective in these circumstances.
Every raid needs a magician. After the initial
rush, the melee types wont have gear any more. They will need
many things summoned including food, water and weapons. The mage
is a key component of the raid.
1. All tanks need to be bound in Ogguk at the entrance. If the raid has rangers, the rangers can spirit of wolf the people that arrive in Ogguk after they are killed inside. If there are no rangers on the raid (although highly unlikely), at least one druid or shaman needs to bind in Ogguk also to SoW the newly dead troops to get past the bouncers outside. Also, someone that can cast a light spell is needed, as Feerott is a dark place already, and the humans and erudites that need to get back to the portal cant see anything at all.
2. All casters that can bind, do so by the rock right outside of the portal. That area is void of wandering skeletons that always seem to show up right when you respawn back outside.
3. Cyndereela : Cyn is the necro that guards the portal into Fear. Ideally, a group of people may be camping her for experience. If not, designate a few people to kill her when she spawns. She is dangerous only because she can see invisible, and will attack people zoning in, thereby rendering them visible. Visible = BAD.
4. Buff me! : Every party must be composed of tanks and at least one cleric, and ideally, one druid. On the initial rush, the buffs are as follows:
Tanks : Resolution, Shield of Words, Symbol of
Pinzarn or Naltron, Talisman of Altuna, Stamina, Levitate or Dead
Man Floating, See Invisible, and finally Superior Camouflage.
Strength and Agility are also nice, as is Dexterity for tanks
with weapons that proc.
Priests : All of the above buffs except strength and dexterity. They can get clarity instead.
Casters : Same as Priests.
This is where some of the extra people can come in to the picture. If there are more than 42 people, the extra people can stand outside the portal and hold gems for symbols and shield skin, food and water, etc. for the troops that will be back shortly naked. Extra people can also be buffers. All of the buffs take time and mana away from the people going inside. Extra people outside to aid in the buffing can be very helpful.
5. Feign Death : At least 2 people are going to need to get inside and feign death in 2 key locations. The first person will go inside and feign death right at the portal. This person is responsible for letting the people on the outside know when the portal area is clear of wandering mobs. When the portal area is clear, and there is a safe route to the west camp, the second person will enter and proceed to the west camp and feign there. This person serves a dual purpose. First, they notify the raiders when the camp is clear. Second, they serve as a beacon to let the raiders know where to go upon entering the Plane. Therefore the second person who feigns must know exactly where the camp needs to be established.
6. The Gathering : When everyone is buffed and the two inside are in place safely, everyone must gather in front of the portal and await the charge command. The raid leader must designate the order of the groups to enter, and groups will enter 10 seconds apart. At this point, it is very important to be camouflaged at all times as the charge command can come at any time.
7. The assist hotkey : The raid leader will announce who the main and secondary tanks are. You may have been in situations before when you said to yourself I dont need to make an assist key, I can see what they are attacking and hit it. This is not one of those times. You MUST make your assist hotkey for the tanks. If you dont know how to make a hotkey, for the love of Mithanial Marr, ask someone.
The First Rush
1. YOU WILL DIE!!! This point cannot be stressed enough. Do not think that by using some sneaky tactic, or superior knowledge you can survive. This mentality only hurts the group and causes the raid to fail. Go in there KNOWING that you are about to emerge naked at your bind point. That being said, go in there DETERMINED to live as long as possible, and kill as much as you can.
2. When the people inside give the go-ahead, you
must act fast. Group 1 zones into fearplane, takes a 90 degree
turn left, runs down the hill to the wall where the person is
feigned. After group 1, group 2 goes in 10 seconds later and
heads to the camp, repeat the process with all groups. This is
where the raid can succeed or fail. The first minute can
determine the success of the raid, as the two most important
rules apply here. They are :
A. If you are attacked outside of camp, STAND AND
DIE!!! In case someone missed that, let me rephrase it
STOP MOVING, DO NOT RUN TO CAMP, DO NOT RUN AWAY FROM CAMP, DO
NOT RUN ANYWHERE!!! If ONE single person disregards this rule,
the raid is a failure. I am not being overly dramatic, this is
fact. If you run, two things can happen. If you run TO the camp,
you bring a nice train of mobs with you. Because of the increased
aggro range, you WILL bring a train. When this happens, everyone
will die, including you. You might even lose your corpse. For
this reason, it is in YOUR best interest to stand and die,
thereby increasing the chances of the success of the raid. If you
run AWAY from camp, a phenomenon called chain-aggro happens and
mobs crawl out from under rocks and behind trees and get all
stirred up, resulting in a mass of wandering mobs. This will also
get everyone killed. To reiterate, DO NOT RUN ANYWHERE
AND DIE. If it makes you feel better, turn away from the computer
while you die.
B. Second cardinal rule : STAY TOGETHER IN CAMP.
Do not wander even 5 steps away from everyone else. You need to
get into a tight little ball with your friends. I dont care
if they smell.
3. At this time, hopefully everyone has followed
the above rules, and everyone is huddled in the camp, waiting for
the onslaught. When the first wanderer comes by, it will aggro,
and can aggro from near the portal. If you can see it, it could
be in camp within 10 seconds. If you cant see it, it can be in
camp in 10.6 seconds. When the first mob enters the camp, the
main tank will acquire the target, attack, and call for assist.
Everyone attack the same mob. EVERYONE. Blasters blast, tanks
tank, clerics heal, shamans togor and malosi, enchanters tashani.
4. Adds : If you are killing a mob and see
another come into the camp, shout ADD <blank> to ensure
that everyone knows there are more mobs. If the tank then chooses
a new target, he will shout and you have to assist again to
acquire the new target. For instance, if you are fighting a
Shiverback, and a Scareling wanders into camp, the main tank will
most likely switch to the Scareling, unless the ape is almost
dead. The main tank will decide what the proper target is, and
you need to follow the lead tank. Do not attempt to kite adds at
5. Teleports : As mentioned earlier, Scarelings
can teleport you away from the camp. If this happens, regain you
bearings, get the camp in sight, and then look around. Make 110%
sure you have not aggroed any more mobs. If you have been
aggroed, STAND AND DIE. Do not run back to camp, as this will
result in another train.
6. Death : Eventually the clerics will run out of
mana. The blasters will be out also. The tanks will start
dropping one by one. Fight to the death. Every mob killed on the
initial break is a huge accomplishment. If you can get 4-5 mobs
dead on the first rush, consider yourself in. Might take a few
more deaths, but you can get in.
1. So you died. You land in either Ogguk or right outside the portal. If you land in Ogguk, get a SoW and get back to the portal. DO NOT ZONE IN. Before training the spectres to the portal, might be a nifty idea to be sure there and people there to derail the train.
2. Get summoned : Get the mage to start summoning
swords and food / water. About 5 food and water per person is
fine, and either sword or modulating rod for a weapon. Sit down
and start getting buffs together for the second try.
3. Basically the same as the initial rush, when
called in, proceed in an orderly fashion to the camp and get in a
ball. If you are attacked on the way, STOP AND DIE.
4. Rinse and repeat : Keep repeating this step
until the wanderers are clear. Conflicting reports, but I think
there are 12 wanderers that need to be dispatched.
Establishing the West Camp
Not really much to be said here, except that you must still follow the main 2 rules. This is not a time for exploration. You have killed the wanderers in the area, and your camp is relatively safe. If you wander, you WILL train, and trust me, there are still enough mobs in the zone to kill every level 46 50 person on the server at once.
Cazic Thule says BURNS
When you see this, it means that Cazic Thule is kind of annoyed with the entire concept of people raiding his plane, and he decided to take matters into his own hands. If the person who gets the death touch was in the west camp at that time, Cazic Thule now is aggro on the entire camp and will begin to death touch someone every 30 seconds or so. When this happens, you will have to do one of two things:
If you are fighting something, kill it and kill it fast. After that, watch for the raid leader to call the CAMP command. When you see this, sit and camp, and pray you save your ass. Leave the game for 3 minutes, then return to the game. This will clear the Cazic aggro on the party.
If you are not fighting, just look for the camp command. Do not camp until requested to do so. The leader makes that decision, and you will look like a cowardly fool if you camp out with no command only to find that the person that caught the death touch was not in the camp. Save some embarrassment and wait for the signal.
Clearing the Zone
Basically this just consists of the pull team going out and grabbing mobs and dragging them back to the camp for a slaughter. Do not go after mobs, let them come to you. If you see the puller run by with a huge train, do not attack the train. Let the pull team pick them off of the train one-by-one and take them to the camp. I repeat, do NOT attack the train.
Big dragon, nuff said. Before the Draco pull, you need to buff up as usual and throw on some sv disease and magic buffs. Kill the dragon, you probably have done something like this before. After the dragon is dead, wait for the camp command. When you see it, camp and return in however many minutes the leader specifies. Do not check the Draco for loot. Let the leader of the raid take care of this. The leader is experienced, knows what the Draco drops, can tell at a quick glance what is NO DROP and what is not, can loot the droppable items, and handle the situation. When you have safely killed the Draco, please do me a favor : Do not shout WHAT WAS THE LOOT>??>>>>>?? And WHAT DID HE HAVE??? It really annoys everyone and you will find out soon enough. It is considerate to wait for everyone to be back into the Plane before you announce the loot.
The Man of the Hour, Cazic Thule Himself
Pretty easy for a God if I do say so myself. Buff up for him like any other Dragon or God. This is done by :
1. Dispelling ALL buffs you have on you at the time
2. When given the signal, place 2 disposable
buffs on yourself. My personal preference is to use J-Boots
first, as you can quickly reactivate them after they are debuffed.
At the command, begin normal buffs. Put Dead Man Floating as the
final buff, as this negates his Gravity Flux damage. Wait for the
call, and charge him and kill him. Not really much to it. Please
see above comments about asking what loot was.
You have killed the entire Plane of Fear. Give yourself a pat on the back. Please congratulate the winners of the prizes. Even if you really wanted the item, how would you like it if someone frowned when you won something? If all went well, you have about 1-2 hours before the zone pops again (13-14 hour cycle). If you want to farm the zone, head back to the west camp and proceed to pull mobs as they pop for the next week or so until a patch (or recently, till tomorrow as we get patches almost every day). Or, something that is a little more fun, wait till tomorrow and do the entire thing again. It is much more rewarding to go into a place where the odds are against you and overcome the odds, than to sit for hours and hours arguing about loot and waiting for one poor mob to spawn so 40 people can beat the mess out of it. I hope this helps some people that want to go to Fear understand what is going on there. I hope this takes some of the Fear out of Fearplane, and removes the panic factor which can ruin everyones time, as well as kill everyone.
****All of this information comes compliments of Burns, of E'ci. If you see him, thank him for his time and effort on this manuscript.*****