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Plane of Growth
By: Effendi of Rallos Zek[Last Updated: February/2002]
Edited by: Xeonio of Rallos Zek [Last Updated: January/2003]


Editor's Note: You will see many of these underneath paragraphs throughout this document. They are meant to update information contained in the Paragraph directly above it as well as provide commentary and thoughts. If an "Editor's Note" appears and is in it's own paragraph it has replaced information that used to be there as it is extremely out of date. If one sentence is changed or words it will be in [THIS] color text to signify the change from Effendi to Xeonio's information.

Slight modifications have been made to formatting but other then that everything is still intact in its original form (thats even the original pics)


Rules of PoG:

NOTE: The protectors of growth no longer have zone wide aggro. Any rule of PoG listed that pertains them specifically can be ignored. For example rule number 1 & rule number 4 where it states you would get aggro from the PoG for dragging because of his zone wide aggro, wouldn't happen.

  • The protector of growth have zone-wide aggro.

  • Every 27 minutes up to two protectors of growth can spawn, so we get them down to one and kite that one around. As long as it's kited, no more will spawn.

  • Kiting the pog will work as long as no damage is done to it. If it is damaged more than 1%, it will begin to summon, making kiting impossible.

  • This zone has drag aggro, meaning if you have good faction and pull a corpse past a mob it will aggro on you. This also means that if you have good faction and drag a corpse while the pog is not kited, it will aggro you from across the zone (but you can do it invis). This ALSO means that if you are invis, only see invis mobs will aggro on you if you drag a corpse.

  • If there are two pogs up, you can split them and kite one without the kiter taking a faction hit by aggroing them onto a tank, everyone assists the tank AFTER he says go and the kiter targets the other pog and snares it away from the group.

  • If the pog is not kited, you can do a slow corpse recovery by understanding how the pog works. You can invis the cleric, zone in, get a corpse, rez the corpse and the rezzed person does not hit "yes" until the CR team says so. CR team then invises and camps quickly before the pog can reach them. Then they wait for the pog to return to it's static point and log back in invis. Then the person clicks yes on the rez, zones in, loots and the wizard TLs them out... or something similar to that and you have to do it over and over again. This is a horrible way to do it. but sometimes you have no choice.

  • A list of mobs that can see invis all or some of the time: Farstride Unicorn, tranquil treant, RumbleRoot, Whorl of Natural Energy, Tunare, & most of the mobs in her tree.

    Here is a map of PoG.

    Special thanks to Dredzed from Prexus for the map.

    Notes on locations referring to this map:

    The break in spot is at -3000, -1000 on the lake shore. From the portal, head due east to the lake on break in. Be invis and avoid horses and you should get there alive. If you get hit, feign, gate (if bound on the tower) or die.

    The spirit camp listed at 0, -3000 is actually at 0, 3000 on the other side of the zone.

    The entire area west of the river contains the following mobs:

  • Farstride Unicorns [mezzable] All class arms (rare)
  • rolling plains steed [mezzable] Wiz/necro/mag boots/gloves/helm/arms/bracers
  • glade stalkers [mezzable] Bard/Shammy Boots/gloves/helm/arms/bracers
  • Sanguine Kodiaks [mezzable] Monk/chanter/Beastlord Boots/gloves/helm/arms/bracers
  • gale wolves [mezzable] Cleric/SK Boots/gloves/helm/arms/bracers
  • Spirit Flux wolves [non-mezzable] War/Rogue Boots/gloves/helm/arms/bracers
  • Grohl Strongback: All class arms/legs (always)
  • Galail Spirithoof: All class arms/legs (always)
  • Named Wolf Fang: All class arms/legs (always)

    East of the river is the second pull spot at -3300, 700. This is the best spot to kite on break-in with a full spawn until an area in the west side is clear to kite.

    Mobs found on the southeast quadrant:

  • Feral Amalgyms <55 plus mezzable only> War/rogue Chest/legs/arms
  • Sylvan Protectors [non-mezzable] Chanter/monk Chest/legs/arms
  • Thiftlings [non-mezzable] Cleric/SK CHest/legs/arms
  • Serene Forest Spirits [non-mezzable] (yellow) Bard (green) Shammy chest/legs/arms
  • totems [non-mezzable] Drop nothing
  • Treah Greenroot: All class chests (summons sylvan protectors)
  • Ordo's Assistant: Cleric/SK BP

    Mobs found on the northeast quadrant:

  • Phase Pumas [non-mezzable, backstabbing] any class Chest/legs/arms
  • 3 kinds of entollings [non-mezzable] Wiz/mag/necro Chest/legs/arms
  • treants [non-mezzable, gating] any class Chest/legs/arms
  • Keeper of the Glades: All class legs (summons Phase Pumas)
  • Odongo Bodongo: All class legs (summons entollings)
  • Fayl Everstrong: All class chests (summons entollings)

    Strategy for mobs that "Call for aid":

  • At the exact location that it called for aid, all the mobs he called for show up at that spot.

  • If there is nobody there to aggro them, they look around for a while, get mad at their boss and go home, they don't go looking for him to get travel comp. This is why when you first pull him he calls for help but we never get any adds, because they are 30 yards away where we pulled him from.

  • At the end of a fight, he calls for aid *once*. When that happens, we run EVERYONE to a new location about 30 yards away so we are out of aggro range of where the summoned mobs will show up. A mob can only summon someone about once every 8 seconds, so if you get summoned, just keep running and in between summons he will move a little toward the group. Eventually you will get him far enough away from his "help me" spot that you won't get any adds.

  • This should work on any mob that summons other mobs. All we have to do is clear out the mobs of that type that are really close because we need enough time to get it moved without getting adds. If there are sylvans close to us when we pull Treah for example we will get adds almost immediately after he calls for aid rather than 30 seconds later.

  • If the mob can be killed before his friends arrive, kill it and just move to another spot so you won't aggro his train.