Intro
Contents
The Planes of Power are full of dangers and challenges, waiting for brave players to defile and conquer them.
Ever since this expansion came out, players have been given the opportunity to come face to face with their specific deities in enormous battles of epic proportions, with a common purpose: to be able to set foot in the legendary Plane of Time.
Based on my gaming experience, I have gathered in this guide a number of strategies that work for all the confrontations I have been present for (hence why it’s missing certain encounters), and of course, lived to tell about.
This guide is a compilation of science and art, complete with maps, screenshots and loot tables, with the purpose to help you plan successful raids and progress effectively through the Planes.
Note: this guide was originally written at the time the PoP expansion was released, where the top level was 65.
Basic Tips for a Successful Raid
Large-scale fights in EverQuest require more attention to detail and organization than ever. There are a few basic guidelines that when followed will make everything go a lot smoother.
First of all, each class should have their own chat channel so they can communicate without cluttering raid or guild chat. This is a very important aspect of organization, since each person’s tasks during the raid will be assigned through these channels. For some classes it is very useful to have their own chat channel: clerics will decide in which order to heal, warriors will decide in which order to tank, enchanters and shamans should also gather in their own channel. Most of all, the pulling team will have a channel where they can communicate with the main tanks.
Always have a cleric Complete Heal rotation. According to the damage output of the boss and the number of clerics, this rotation will be faster or slower. (Recommended hotkey would go something like this: Complete Healing %T, <cleric name> is next.)
Set and announce a tank order before starting, so clerics know who to switch heals to when one falls. All tanks will be in defensive when main-tanking.
If you’re being hit by rampage, don’t forget to call it. Druids or any spare cleric should be in charge of healing rampage targets.
Hotkey what’s important: mezzes, slows, heals, rampage, cure request, and call them as needed. Make your key short and to the point, everyone needs to know what was cast and on what, no one wants to spend time figuring out what “Terris Thule has been given the finger!” means.
Form balanced groups if you have to move through a certain area to get to the preparation spot. Many people tend to die on the way to something because they either go by themselves or because their group has no healer whatsoever. This only causes delays, so take the initiative to make a reasonable group before you move out.
Always use top-of-the-line buffs. For fights where mana is the decisive point, casters and healers should use the highest symbol and druid “protection” or Armor of the Zealot series (instead of Conviction and shaman Focus) for mana regen purposes. Don’t underestimate the use of horses, and if clerics have time between heals they should also cast Yaulp VI. And remember to have a mage distribute mod rods for big fights, and use your first charge early in the fight.
NEVER train the preparation spot. If you have to die, die nearby and consent someone (preferably a rogue). Casualties lead to more delays and recovery time.
Don’t go AFK at crucial times. Waiting for someone to come back or having someone being left behind results in downtime and sometimes unexpected trains and deaths. Warn if you must leave your computer for a few minutes, and in the case of a possible move, have someone on auto-follow. Ninja-AFK is something common, and during raids everyone needs to keep their focus on what they’re doing.
For fights where AE’s are a great nuisance and you’re better off not being hit by them, casters and healers should have an Extended Range item handy, preferably ER IV. The following is a list of some of the best Extended Range items out there.
Ceramic Sword of War (ER IV)
DEX: +10, HP: +30, range and secondary slots, ALL/ALL, pottery item
Small Larvae Carapace (ER IV)
AC: 7, STA: +8, WIS: +10, SV MAGIC: +5, range slot, CLR/ALL, Plane of Valor drop
Diseased Ratskin Mask (ER IV)
AC: 8, CHA: +10, INT: +10, HP: +50, MANA: +50, SV DISEASE: +15, SV MAGIC: +10, face slot, NEC WIZ MAG ENC/ALL
Ivory Claw Necklace (ER IV)
AC: 7, HP: +25, SV MAGIC: +10, RNG/ALL, neck slot, Plane of Nightmare drop from a tar`dak hunter
Prismatic Belt of the Queztocatal (ER IV)
AC: 16, STA: +10, WIS: +15, INT: +15, AGI: +20, HP: +100, MANA: +100, SV FIRE: +12, SV DISEASE: +12, SV COLD: +12, SV MAGIC: +12, SV POISON: +12, PAL RNG SHD BRD BST/ALL, Plane of Air drop from Calebgrothiel, NO DROP
Wind Worn Luckstone (ER IV)
AC: 9, DEX: +10, WIS: +10, HP: +35, MANA: +35, SV FIRE: +5, SV MAGIC: +5, CLR DRU SHM/ALL, range slot, Plane of Storms drop from Dromok Tok Vo`Lok
Tempered Gold Mask (ER IV)
AC: 14, DEX: +4, STA: +4, WIS: +9, INT: +9, HP: +60, MANA: +60, SV COLD: +10, SV POISON: +10, ALL/ALL, Veksar quest from Garudon
Wand of the Ice Storm (ER IV)
DEX: +7, INT: +12, AGI: +7, HP: +100, MANA: +100, SV FIRE: +15, SV MAGIC: +15, NEC WIZ MAG ENC/ALL, primary and secondary slots, Bastion of Thunder drop from Auliffe Chaoswind
Last but not least, once you die, consent your raid/guild/group. Make a hotkey with several consents it makes it all easier. Many times people tend to AFK right after dying, or they sit and wait for someone to say something. Consenting saves times, makes resurrections faster and reduces the possibility of someone ending up in the graveyard.

