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Guide to the Plane of Growth

From Old Continent Guild of Xev. Page updated: 2001-08-10 15:45

Plane of Growth Map

Midgaard says this about Plane of Growth

Plane of Growth is a great place: great loot and good fun, but it has its hazzards.
The initial break is cake compared to hate/fear.
PoG looks much like fear in the sense that the mobs are spread over a large area, and thus easy to single pull (or atleast the chance of a train is vague).

  1. Everyone zone in with Invis and sow.
  2. Head the west wall or any other area without mobs.

Once there the Protectors of Growth will prolly be on the way to slay any persons KoS there. PoG's have zonewide agro and thus they intend to kill ANY person KoS there as long as they are alive no matter where they are in PoG.
PoG's usually come in pairs but u can be lucky and only 1 will come. PoG's vary in lvl from about 53 to 57 (is my estimate) and CANNOT be mezzed. Thus u'll need a tank to warrior mezz them - hence one person tanks the add while the rest of the people slay the other...preferably a person with a high ac and capable of using a defensive discipline.

After PoG's are killed u can proceed pulling "safely" to ur camp spot for about 20-25 mins(can't remember time excactly) until PoG's spawn again and come running to ya.

We've been using a warrior to pull which seems like the best to do. Why?

  1. Monk's FD works differently in PoG, mobs will remember agro after the monks get up etc.
  2. Pulls CAN be very long and the number of Hp's the puller has becomes crucial. There might be arguements for using other classes for pulls, but we've been very successfull using a warrior as bait .
  3. When pulling, be sure to spot adds quickly cuz else they will rampage right through the caster ranks. Mobs in PoG can be VERY hard to mezz or unmezzable.

After clearing the camp spot area for mobs, proceed to a new area with fresh meat. Preferably near a wall (where the chances of adds is smaller).
Rangers, druids and paladins can't..or rather shouldn't... kill in PoG. Druids and rangers are very usefull however, for scouting the area for mobs and telling the puller where he can find his prey. They can also be very efficient to pull corpses (invis offcourse). ALOT of spells drop up there so they won't come home with empty hands.

Its also very nice to have a PoG-friendly cleric up there for emergencies. Melee's should be bound in Kael just for safety so they can participate in the CR.

The tough part of PoG is the constantly returning PoG's, if u get wiped out it's very hard to recover the corpses and fend off those PoG's at the same time. Best thing to do is to "train" the PoG's AWAY from the CR spot and let the people there recover untill they have the strength to kill the 2 PoG's.
There are several named mobs up there that vary much in lvl, be carefull pulling those cuz some of them summon "friends" to join in on the battle. Best thing is to get comfertable with the zone first and then try out the named mobs. Besides every mob has a chance of dropping stuff.

This information is obtained from my own experiences up there (Been there 7 times now) and i'm still learning. There are prolly many ways to do this, but this is how we've done it so far.
Good luck friends!

Fekko have this to say about PoG

1. HARMONY

yes.. in capital letters... harmony owns up there when breaking mobs. And yes, most of the roamers are very easy to pull single, but there are also gathering of mobs that need to be split up and harmony does not mean faction hit.

2. training.

if a bad situation arises and all die.. is bad. As midgaard said is good if a non-kos cleric can be present to help out and make cr fast. In a real bad situation the pogs pops during the cr and that means problems if not tanks there to take care of them and manaless healers.

ergo.. druid or ranger snares (wich most probably wont take hold if you not high lvl) and then proceeds to train them around while cr is beeing done. Once all back, got more mana and stuff you either try to taunt pogs of the trainers or trainer plain and simply dies and gets a rez later on.

3. pogs

very true - cant be mezzed - but can, with problem, be charmed.

4. treants

theese are to watch out for, at least the big trees. if memory serves me right are 5 of them (might be 4, dont remember names). Good thing about them is they always drop bp:s. They are mean to fight tho and have some special abilities. all of them got guardians. For example rumbleroot (i think thats him) got all the sylvain protectors in zone to guard him. That means that the instant you hit him all theese mobs (usually aroun 10-15 or so) rushes you. solution is to train the tree around a long time while the rest picks off the other mobs till only tree is left.

Theese trees are hard to fight for sure, but it is doable.

One thing i dont recognize from midgaards description is fd pulling tho. I have been pulling with azzaz up there and even on 53 fd works just fine. Usually it is easier to train mobs tho or just die in spot and start over.

All in all is not a very hard zone to learn nor to fight in once you got the hang of the pogs and how the treants roam.