View Full Forums : Soloing in Fear


USAFknight
02-21-2003, 10:34 AM
At what level do you think one could solo or duo in Fear? I've been toying with the idea of going someplace challenging other than the usuals. And to go where I could nab a monkey would add to the fun!

Abru
02-21-2003, 11:32 AM
I think soloing in fear has more to do with skill than levels, though clearly higher leves will help you out. I bet a level 50 druid who was really on the ball could do fine. However, you may not find a charmable monkey until you get close to 60, and even then some are not charmable with level 52 charm.

Maporfic
02-22-2003, 02:16 PM
Abru,

What are the chances of us getting you or another experianced druid to write a detailed guide to soloing Fear? I have grown very friendly with charming but have only been on like one or two fear raids total, and I recal getting squished quite a bit during those times.

Tx,

Maporfick

Abru
02-23-2003, 11:14 AM
DRUID SOLOING IN FEAR


Intro

I first solod Fear back in the Velious era, once I found out that normal mobs in fear no longer summoned. Happily, I found out that they'd also changed fear so that very little saw invis. It took me seven hours to clear half the plane with the help of charm, which I did with no deaths and only my own buffs.

Today, at level 65 with 5khp self buffed, better nukes, 15FT, etc., doing Fear isn't nearly as challenging as it was then. I tried it recently just to see how much easier it was, and doing a quad was no problem, so I think this guide is more for people at 61 or below, or with few or no PoP spells. If you're 60ish, charm will be the way to go, and will be much faster than just dotting and nuking mobs to death.


Agro

The first thing you'll want to be very aware of in Fear is the huge agro radius each mob has. It's larger than your casting range, so you'll be pulling everything with "soft agro". You'll need to approach each pull with caution, because it's extremely easy to get a whole bunch of mobs when the plane is fully spawned, whereas you'll probably want just one or two.

If the plane is fully spawned (not including golems/CT), you'll want to start on the north wall, and bind there too. You want to bind there so you can clear agro and get back quickly when you get a messy situation you'd rather not deal with. I would always either gate out to lavastorm, or egress to the south west corner if that was clear enough.

Sometimes if you've messed up sufficiently, you'll find yourself with a lot of unsnared mobs running after you, and it'll look like you don't have enough running room to go anywhere that's cleared and clear agro. However, you can run up and down the west wall of fear in one big ellipse, and should eventually be able to clear agro at either the north or south end. I recommend the west wall because there aren't a lot of casters there -- you may just get the occasional turmoil toad, if you avoid the bridge with the tentacle terrors. You'll want good resists if you do run into casters, and wearing a fungi tunic is always a good idea in my opinion.

Notice that Exodus doesn't work in Fear for some odd reason, but quick evac skill can actually reduce your egress time down to half. The full five seconds should be fine, though, if you do it right. (I always carry that 1kpp instant gate potion with me just in case I find myself in a really bad situation somewhere where CR isn't going to be at all easy, though with the new Graveyard paradigm in PoP, I haven't found a use for it recently.)

A trick that might come in handy once in a great while is running under the TT or glare lord bridges, since pathing under them is really messed up and will buy you several seconds more than you would have had, before the mobs you're kiting around are beating you down.


Charming and Killing

Back when I did this, only the apes were druid charmable (about half of them), but now there are also those aligator types that drop BST armor. I still prefer the apes, as they don't waste time casting anything, and they regen pretty quickly. Of course, you'll want to keep your pet snared by resnaring every time it breaks charm, not only so that recharming it will be easier, but also so that if you find yourself in that situation where you have to clear agro, your pet won't wander off. Also, use your MR debuffer on your pet, as well as the ATK/speed pet buff - that seems kind of obvious, but it's amazing how often I get tells about how someone discovered the "big secret" with this, as if these spells were hidden from us. Also, don't forget the damage shield.

If you get more than one mob, you probably will want to keep the second (and third?) rooted away from your pet until he's done with the first mob. Sometimes you'll get an imp that won't agro onto your pet easily; that, combined with his better runspeed, even when snared, can cause some trouble, since he's also one of the more root resistant mobs. You can also running small circles around your pet, which will allow him to stay in mele range of the imp until agro finally transferes to your pet.

The fetid fiends and the tentacle terrors both have slow runspeeds. The TTs will give you some trouble because they AE dispell four of your buffs a lot if you're within the radius for that. Luckily, the radius isn't that big, and they won't AE if what they're primarily agro on isn't within that range. You can kite or dot at a distance, or if you want to use your pet for this, just make sure you stay higher on the agro list than your pet while you kite the TT around and your pet beats him up.

The glare lords will not only dispell you like a TT, but will also cast pretty significant DDs on you. Of the normal mobs in Fear, I think glare lords will give you the biggest problems.


Temple

If you get so far that you want to clear Temple, you'll need to get the Amygdalan Knights to use their harm touch before you start pulling. The easiest way is to get an earring of the frozen skull, cast DA, and run up close to the temple so they can all dump their HT on you. Just make sure you get yourself clear before your 18 second DA is over. :)


Good luck. Let me know if I missed anything.

Rolloss
02-24-2003, 01:08 PM
How do you break in? I usually run straight in, past the fire wall, and set up camp there. There are many see invis mobs usually between those two spots, is there anywhere else you would recommend? I forget which is north/south etc :)

Abru
02-24-2003, 05:27 PM
North wall behind the fire wall is pretty much the only place there is when it's a full spawn.

Trist McHairfoots
04-01-2003, 10:07 AM
Alright, I tried this today and had a few troubles. The main problem was the scarelings as the would always warp my pet somewhere far away and hed come back with an add or 15... I cant really figure out how to avoid this other than maybe just to avoid attacking the scarelings with my pet and just root/dot them. any suggestions on how to nullify this problem?

Abru
04-03-2003, 07:56 AM
You probably don't want scarelings to be hitting your pet. They're one of those mobs you want to agro kite. Just keep him agro on you, while snared, and have your pet wack his back side. Castng a debuff or two, maybe a dot, and then snare over and over should keep agro on you.

Trist McHairfoots
04-03-2003, 09:23 AM
Okie dokie, thank ya kindly

Len the druid
04-04-2003, 07:35 AM
&nbsp &nbsp &nbsp &nbsp So are you making the run to the north wall..camping out and then beginning the process of soloing?

I was thinking, zone in and egress..takes you to sw right into a mobs lap but you’d break whatever aggro you had coming in. That mob you root/rot. I’ve never done fear except full raid force and AOE so we’re actually trying to bring swarms of mobs to us at break in.

I have made that run to northwall though and camped out (coth anchor-painfully slow method we used back in the days when we hadn’t figured out aoe:P)

Anyways, I think there’s always a scareling chilling in that sw corner, what else?

Bottomline..PoN, PoD are boring me to tears and this sounds like a fun challenge..I would think with the armor turn ins the xp wouldn’t be too bad (it would be awesome who am I kidding..but PoP has kinda screwed up what one thinks of as good xp)

Anyways..level 59. No exodus, fast evac. Plenty of mana and resists. Think egress/sw corner would work or just stick with high tailing it to the northwall camp?

Sglanton33
04-04-2003, 12:40 PM
armor turn ins are for Harmony items (PoHate drops), and not the vermiculated if memory serves.

Egressing is a 5sec spell (2.5sec if you have quick evac). you think you could pull off a spell being beat on by a number of mobs?

Len the druid
04-04-2003, 01:06 PM
there would definately be an element of luck involved. I've zoned into fear and had 5 seconds, and I've zoned into fear into the lap of the patrollers... /shrug

if i am getting beat on i run, kite and get myself some breathing room.

as far as turn ins..you can turn in any classes stuff to the approp trainer..this i know as fact..as far as druid armor i believe the fear armor is the turn-in-able as hate is consider our PoG level armor.

Utaluuar
04-11-2003, 11:38 AM
Vermi can be turned in in PoK.

This seems like fun, but at 59....hmmmm maybe ill wait a little bit :)

Rydex of Bristlebane
04-11-2003, 08:59 PM
Has anyone tryed to charm in fear recently? With the 63 charm I am still geting the message that the apes and lizzards are too high for me to charm.

To break in, I invis up before running in, run directly to the west wall, then head to north wall, if I get a large train that I cant outrun enough to camp out, aka scarlings, I try to snare the mobs, then egress back to sw corner, run to nw corner and camp out (you might need to egress a couple times. Inate camo helps a good deal for not picking up as many adds this way. All class armor can be turned in to the guildmasters in PoK. I have found no use for the spinechill silk armor though.

Hewl
04-14-2003, 10:12 AM
About how many hp's dop the mobs in fear have?

Kenny Smith
04-14-2003, 11:56 PM
<blockquote><strong><em>Quote:</em></strong><hr>armor turn ins are for Harmony items (PoHate drops), and not the vermiculated if memory serves.[/quote]

<strong>ALL</strong> PoF armour can drop in in PoHate and all classes can turn in their class armour to thier Guild Leader in PoK. Not a great deal of XP for 1 item but ANY class can hand in ANY pof/poh armour as long as the armour is handed to the relevant Guild Leader in PoK.

This is a link to the Haunted treasure chests in Hate confirming what i say about the armour dropping there.

eqbeastiary.allakhazam.co...ml?id=3788 (http://eqbeastiary.allakhazam.com/search.shtml?id=3788)

Elder Kensmith Jellotoker
Storm Warden of Stormhammer
92 AA's and counting
www.magelo.com/eq_view_pr...?num=48951 (http://www.magelo.com/eq_view_profile.html?num=48951)

Gonnie
04-15-2003, 05:31 AM
I have recently turned in 17 armor items from POH. around 4k pp in gems plus 40% pct AA at 100% AA set.

In sum we got 23400pp in one evening in POH, gem drops, jewelery loot and armor turn ins.

POF armor can also be turned it, but there are extra NPCs for the armor for iksar - the normal warrior, shammy, ... Guild Masters in POK wont take em.

/bow
Gonnie