NaturesParadox wrote:
What exactly do you guys mean by "breaking into Fear"? You can't just zone into it like normal?
Just to add on this a bit:
There was no key or flagging required to get into Fear. Just a level restriction. However, the portal you arrived at was in a spot where a number of roamers wandered. Combine that with a "large" social agro, and "unusual" pathing, and you were going to get agro. Lots and lots of agro...
There was no way to avoid this. There were some adjustments made over time to the zone to make it a bit less nasty, but the basic problem was unavoidable. Even if all you did was step into the zone and not move at all, you could reasonably expect to agro and have to fight upwards of a dozen mobs. If you moved, you'd just increase the number of mobs you came into agro range of and due to pathing often *massively* increased the number that would ultimately agro on you.
And just to make matters worse, there were these mobs that would proc a shadowstep on their target, randomly teleporting raid members some distance away from the raid.
So basically, if you just zoned into the plane and tried to stand and fight, your entire raid force would likely die to massive trains resulting from the combination of all of these things. However, the plane has a respawn time of like 7 or 8 hours, so once you clear out the mobs that are in the area, you have "broken" the plane. You can now safely travel around the areas you've cleared, and (most importantly) anyone else can simply hit the portal and safely join the raid in progress.
There were lots of different tactics involved in breaking into PoF. Some involved carefully and meticulously clearing the portal area (a more successful tactic later on), most involved basically a mad lemming run to one of the "safe" edges of the zone (west wall or north wall typically), and camping out to clear agro. Those usually involved a "sweep team" that would zone in first and run off in a different direction hoping to grab as much of the agro from the portal area as possible, while the rest of the raid zoned in and ran to the designated camp spot. Everyone then attempts to camp. Some will die. Some will make it. If you get at least one cleric and one FD class, you can then begin dragging bodies to the safe area and rezzing anyone who died.
That was what was usually involved in "breaking Fear". It was arguably one of the most terrifying things anyone has ever had to do in EQ. Because if things went wrong, there was no way out. If you failed to camp the right people, your raid was stuffed. This is where people would eat multiple (often unrezzed) deaths. Because you had to keep trying. So you'd have to get the same people (now ungeared since their stuff in on their corpses) to keep trying to clear the portal area and get a cleric camped in a safe spot inside the zone. If you didn't, then you couldn't recover the corpses and everyone lost everything. I remember a particular bard who literally died over a dozen times doing this (bards were good choices since they could do the "sweep" job without being worried about being dispelled. They always died though...).
While we managed to always succeed at this (sometimes with a lot of deaths involved), I have heard of some guilds failing so badly and so often (hours of attempts and failures) that they'd have to beg another guild to form another raid just so they could get their bodies back. It happened.
Can you imagine anything like that happening today? A guild sending a tell to a rival guild's officers asking them to form up an raid something just so they can clear it and save your guild's members from losing their corpses? That was not unheard of back in the day with Fear though.
Fear was really an aptly named zone IMO...