Laeandoria Posted May 9, 2007 Share Posted May 9, 2007 The Plane of Time Ok, a lot of peeps don't know what is going on when we do plane of time so I thought I'd take the time to do a walk thru. Also, I do this kinda by the seat of my pants on a lot of stuff so if anyone has specifics, post them and I'll update this. Plane of Time B which is where the raid occurs is an instanced zone off of Plane of Time A. All participants need to bind outside of PoTime in PoTranquility for reasons that will be explained later. Generally we gather and buff and then move into the first Phase. The raid is split up into phases. Phase one are the trials of fire, water, earth, air, and undead. The entrances to these trials are in the corners and one is on the east wall near its center. Also this event is timed. I am not sure about the exact time for each phase. I think its an hour for phase 1. Then you gain an additional hour each for phase 2 and 3. Starting in phase 4 you get an additional hour for each god you kill. (If that is incorrect, someone let me know the correct timers please.) When the leader gets the instance by clicking on one of the trial entrances, the timer and the raid begins. Only 3 groups can go into each trial. Since we generally dont have 9 groups, the raid is split up into two sides of 3 groups each. One side will do fire and water and the other will do earth and air. The first to finish will do undead. Phase 1 During each trial in phase 1, it is imperative to have a main assist. EVERYONE except the tanks must be assisting the main assist. You start by killing the smaller mobs for that trial. After a certain number of mobs (Not sure the exact number), the named for that trial becomes targetable and agros. One tank will focus on the named while the rest of the groups on that side assist the main assist and take down the smaller mobs. This is imperative because at certain percentages of health, the named spawns more adds. When you finish each trial, the wizard will translocate that side back to bind and zone back into Time A and zone into the next trial. On the last trial for your side for phase 1, you sit tight until phase 2 starts. Once all 5 trials are complete, you are able to enter thru the clock in each phase 1 trial to phase 2. Phase 2 Phase 2 is split up into 3 areas. Fire/Water, Earth/Air and undead. Generally, the group that does phase 1 undead will stay there and do phase 2 undead and then move to the area opposite where the other group is. For undead you just pull the mobs thru the clock to the area you did phase 1 inside. For the rest, everyone INVISES and moves thru the clock of the trials where you will be doing phase 2 and moves to the back clock. This is where you will pull mobs to. A FD or bard puller is preferred here. If you are not the puller, no ae bard songs. You clear both fire/water or earth/air and wait for the other side to finish. Once all trials are complete, you move thru the clock, INVIS and jump off cliff. Move across the field of mobs and up the stairs to where the blue portal is. Generally there is a 10 minute break given at this point. Phase 3 We start this phase by rebuffing after the break. During this phase mobs are pulled in waves of 3 or 4. Generally, all will assist the MA so that the mobs go down a tad faster while the tanks tank mez the other mobs. It is important during this phase to pull the mobs back toward the portal. Otherwise other mobs in the field will agro. No AE bard songs during this phase. There are several waves of mobs in this phase (Post with exact number if you know please). Once all mobs in the field are dead except for one, the raid moves down and to the side opposite of the living mob. Once the last mob is killed, the 2 bosses of this phase spawn. It is much easier for monks to split on this phase or if you have the raid strength one can be tank mezzed while the raid kills the first. This phase seems kind of chaotic but it is one of the funner parts of the raid imo. To get to phase 4, simply click on the portal where we fought the mobs from the field. Then move out to the table in phase 4. Phase 4 We start this phase by rebuffing after a 10 minute break. There are 4 gods on this phase. Tallon Zek, Vallon Zek, Saryrn, and Terris Thule. We begin this phase on Tallon Zek and I will split the description into sections for each god. Tallon Zek We begin this fight by lining up on the wall just outside of his area. The rampage tank goes in first followed by the main tank. He is tanked to the right of where you come in to the left of the bookcase in the corner. When entering his area, it is imperative that we hug the wall to avoid agro from Vallon Zek. The hardest thing about this fight the aes. They increase spell mana cost, slow, snare, and do dd and dot dmg. This is the mob I usually use infusion of the faithful on. Vallon Zek We pull this mob to where the wall begins to turn on the side of the table we fought Tallon Zek on. Vallon Zek procs feign death so it is important that we allow the tank to build extra agro. When he is pulled, he will usually FD the puller and then the rampage tank will tag. His ae increases the agro multiplier on everyone hit by it so it is important to watch agro. At a certain percent (50 I think?), he will spawn 2 fake Vallons. Depending on raid strength, we will either have a tank on each while we kill the real one or kite them and when the real one dies run out. Tank mezzing is the preferred method. Saryrn Saryrn is tanked just to the right of where we come in at. There is a column there. She is tanked between the inside part of that column and the wall. The tanks wait in various spots scattered thru the room. Ever so often adds pop. All assist the MA on the adds and then back to Saryrn. Her Aes suck mana and increase agro from spells and bash. . Don't bother to redo mana buffs because TT's ae kills them anyway Terris Thule Saryrn is tanked in the corner behind her to the left. Once they have agro and call assist we engage. Her aes decrease mana, mana pool, and spell damage. Watch push on her so as not to push her over the edge. We have add tanks wait below. Ever so often, adds will spawn below. ALL except the MT and rampage tank engage the adds and kill them. Then back to bashing on TT. To get to phase 5, simply click the spool by the partition between the entrances to the VZ/TZ area. Once in phase 5, remain in the room where you zone up at. Phase 5 After a 10 minute break, we rebuff. We start phase 5 by bringing in 2 large groups of guards at the same time. There are 4 total so there are 2 different fights to start this phase. All will load their aes. The preferred tank is a Shadowknight but any high hp/ac tank can do this part. A druid must keep Reptile skin on the tank and a shaman must keep sloth on the tank. A shaman malo idol for this part is good. We fight in the corner to the right of the door. It is IMPERATIVE that none are sitting on the pull. If you do not have pet hold or pet discipline ae, kill your pet for these pulls. The tank or designated puller will pull 2 groups of mobs to the tank corner and we ae them down. If you get agro during this part run the mobs to the tank corner. Bards play ae slow and we all ae them. Once all of these guards are dead we can kill the gods in this phase. Cazic Thule Cazic Thule is tanked in the same corner as the first waves of mobs were tanked. His aes include fear, silence, dots, snare and dd. No adds on this one. Basically just beat him down. Bertoxxulous Basically the same fight as CT. His aes include a DD, snare, decrease mana, and a nasty dot. Rallos Zek At this point, we move to the wall facing into the RZ room. This is the only fight where fire resists come into play. Bards play elemental chorus on this one instead of purifying chorus. We tank him in the corner to the right as we come in. Ever so often adds will spawn. Again tanks will be at various spots in the room to pick up adds. When adds pop, all assist the MA til the adds are dead and then back to RZ. His aes include a dot and a mana dot. Innoruuk This is basically the same fight as Rallos with one exception. Inny casts ae fear. He is tanked to the left far corner coming into the room behind the bookcase. He also has a nasty DS. When adds spawn the tanks take them to the north wall to avoid the ae fear. Once the fight with Inny is done, someone will click up to "set" Quarm as he is at the spot where we zone up to initially. When it is called to click up, the door opposite the one we came up to phase 5 has a room with a spool behind it. Click the spool to get to Quarm's room. Quarm Quarm is pulled behind and to the right of us facing him. His aes include dots, dd, attack decreaser, snare, and spell dmg decreaser. During this fight several time vortexes will spawn. They don't do much dmg so we just ignore them and burn Quarm. Nothing special here except lots of aes. AFTER QUARM DIES NOONE APPROACHES THE EGG UNTIL ALL LOOTS ARE DONE. EVEN TOUCHING THE EGG WILL RESULT IN YOU BEING PERMA BANNED SO LEAVE IT ALONE UNTIL THE RAID LEADER SAYS KILL IT. General Tips 1. Max Melee range on all mobs. This helps you avoid aes and ae rampage. It also keeps us from pushing the mobs too much. If we push them too far into the corner, we end up turning the mobs and everyone eats rampage. 2. If you don't have pet hold or pet discipline ae, it is a good idea to kill your pet. A pet engaging while a mob is incoming is grounds to be booted from the raid. 3. LISTEN TO THE LEADERS. This is imperative. Not listening to the leaders or arguing is grounds to be booted from the raid. 4. Watch rampage. Everything here rampages. 5. Don't bug the leaders. While we all have questions from time to time, those should be directed to groups, guild, raid channel, and friends. If you can't find the answer in any of those, then ask the leader. Don't send the leaders tells about things that have nothing to do with the raid. The leaders are busy. 6. Don't whine. We all roll badly sometimes and have off nights. Whining is grounds to not be reinvited in the future. 7. Reserved loots are probably going away as soon as the current list is finished. If they are reinstated in the future, don't ask for one. If the leaders feel you have been with us long enough without problems to merit one, we will ask you. Asking for a reserved loot is a good way never to get one. 8. Generally we never mez mobs. We tank mez them. If a mob is mezzed though, don't wake it if you aren't a tank. 9. /Join Timeraid channel. Also listen up for the channel you need to be in if you are in group 1-6 for phase 1. Healers join timeheal 10. Stay out of raidsay. Chatter goes to timeraid channel. Tips for specific classes Bards - No ae songs during phase 1 and 2. Purifying chorus is used on all mobs except RZ. Use elemental chorus on him. Clerics - If you are on the complete heal rotation, that is most important. Tanks dying=bad. Only heal your group if you can do that without missing your spot in the rotation. ALWAYS rez the dead as SOON as the mob dies. Waiting for people to be rezzed sucks. Druid - Get Reptile skin. I hate having to log my druid on for this in phase 5. Enchanter - Don't mez unless asked to. Most of the time, everything will be tank mezzed. Necromancer - Don't turn the mobs into skeletons. This confuses some people and makes a certain gnomie bard mad. Shaman - Get sloth. It is imperative in phase 5. THE LOOTS 1. On phase 1-2, the bosses drop one loot each. 2. On phase 3, the loots drop randomly. 9 PoTime keys will drop in phase 3. These are called Time Phased Quintessence . 3. In phase 4-5 each god will drop 3 loots. Quarm drops 3-4 loots depending on how badly you have pissed off any gnomie bards present. Loot rules 1. You can roll for your alts. You can only roll for YOUR alts. You CANNOT roll for other people or THEIR alts. 2. Unlimited loot winnable in phase 1-3. Up to 2 loots winnable in phase 4-Quarm. 3. If you roll, whether you want the loot or not, it is counted toward your possible loots. Don't roll if you don't want it. 4. Don't ask about reserved loot. If you are eligible for a reserved loot, you will be asked. 5. DON'T WHINE! This will get you booted and banned. 6. Be patient with the person doing loot. That is probably one of the worst jobs when leading a pick up raid. 7. If you are caught cheating or trying to cheat, you will be booted from the raid and banned from future raids. 8. We don't play favorites. Everyone is treated the same. If my mom played, she would be treated like everyone else! (Unless she offered to make me pepperoni lasagna, chili chicken, or banana pudding! OMG A GNOMIE HAS WEAKNESSES TOO!) Phase 1-2 Wristguard of Keen Vision - Priest/Caster Pulsing Emerald Hoop - All/All Smooth Onyx Torque - Plate and Chain classes Mask of Conceptual Energy - Priest/Caster Veil of Warmth - Priest classes Gauntlets of Disruption - Plate classes Hoop of the Enlightened - All/All Shield of the Vortex - Priest/Caster Girdle of Restoration - All Melee classes Cudgel of Wrecking - Bst/Rng/Brd/Mnk/Rog/War Ring of Force - All Melee classes Drape of the Unending - Priest Classes Tiny Jade Ring - Priest/Caster Glowing Chains - All/All Cloak of Ferocity - All/All Wand of the Vortex - Bst/Rng/Caster/Priest Phase 3 Elemental Chain Pant Pattern - Chain Elemental Legs Mold Elemental Leather Pant Pattern - Leather Elemental Legs Mold Elemental Silk Pant Pattern - Caster Elemental Legs Mold Elemental Greaves Mold - Plate Elemental Legs Mold Pauldrons of Purity - Caster classes Mask of Strategic Insight - All Melee classes Earring of Xaoth Kor - All/All Fiery Crystal Guard - Plate classes Dagger of Distraction - Bst/Rng/Brd/Rog/War Faceguard of Frenzy - Plate classes Cloak of Wishes - All Melee classes Protective Sleeves - Bst/Dru/Mnk/Casters Necklace of Celestial Energy - All/All Time Traveler's Abandoned Notebook - Wizard Only Timeless Coral Greatsword - Ber/Rng/Pal/Shd/War Ethereal Destroyer - Bst/Rng/Brd/Mnk/War Ossein of Limitless Time - Necromancer only Tallon Zek Amulet of Crystal Dreams - All melee classes Band of Prismatic Focus - All/All Bracer of Precision - All except silk classes Circlet of Flowing Time - Caster Classes Cloak of the Falling Skies - Priest/Caster Hopebringer - Paladin only Mantle of Deadly Precision - All Melee classes Serpent of Vindication - Enchanter only Tactician's Shield - All/All Winged Storm Boots - Chain Classes Vallon Zek Bow of the Tempest - All Classes that can use a bow Cord of Potential - Priest/Caster Earring of Temporal Solstice - Priest/Caster Globe of Mystical Protection - All/All Hammer of Holy Vengeance - Cleric only Helm of Flowing Time - Plate classes Shinai of the Ancients - Mnk/Bst Shoes of Fleeting Fury - Leather classes Temporal Chainmail Sleeves - Chain classes Wand of Temporal Power - Caster classes Saryrn Cap of Flowing Time -All except casters Edge of Eternity -War/Rng/Brd/Rog Girdle of Intense Durability - Plate classes Gloves of the Unseen - Caster classes Ring of Evasion - Priest/Caster Runewarded Belt - War/Rng/Bst/Mnk Shroud of Provocation - Pal/Rng/Shd/Brd/Bst Symbol of the Planemasters - All/All (Melee roll only when I am leading. The proc is one of the best agro tools in the game) Time's Antithesis - Shaman only Veil of Lost Hopes - Magician Only Terris Thule Armguards of the Brute - Plate classes Cape of Endless Torment - All/All Coif of Flowing Time - Plate and Chain classes Cudgel of Venomous Hatred - Shadowknight only Earring of Corporeal Essence - All melee classes Hammer of Hours - Priest classes Orb of Clinging Death - Druid only Talisman of Tainted Energy -All/All Vanazir, Dreamer's Despair - All melee classes except Brd Cazic Thule Belt of Tidal Energy - All/All Bo Staff of Transcendence - Mnk/Bst Cloak of Retribution - All melee classes Earring of Unseen Horrors - Priests/Casters Greaves of Furious Might - Plate classes Mask of Simplicity - Priest classes Padded Tigerskin Gloves - All except Caster classes Staff of Transcendence - Mnk/Bst Timeless Silk Robe Pattern - Caster Time BP Mold Timestone Adorned Ring - All melee classes Wand of Impenetrable Force - Nec/Wiz Wristband of Echoed Thoughts - All melee classes Zealot's Spiked Bracer - Caster classes Bertoxxulous Belt of Temporal Bindings - All/All Boots of Despair - Plate classes Celestial Cloak - All/All Collar of Catastrophe - Plate and Chain classes Eye of Dreams - All/All Greatblade of Chaos - Pal/Shd/Ber Leggings of Furious Might - Chain classes Pulsing Onyx Ring - All/All Symbol of Ancient Summoning - Nec/Mag/Bst Timeless Leather Tunic Pattern - Leather Time BP Mold Timespinner, Blade of the Hunter - Ranger only Veil of the Inferno - All/All Rallos Zek Band of Primordial Energy - All/All Darkblade of the Warlord - Warrior only Greatstaff of Power - Priest/Caster Pants of Furious Might - Leather classes Pauldrons of Devastation - Plate classes Platinum Cloak of War - Plate and Chain classes Ring of Thunderous Forces - Clr/Pal/Shd/Caster classes Sandals of Empowerment - Caster classes Shield of Strife - War/Pal/Shd Timeless Breastplate Mold - Plate Time BP Mold Ton Po's Mystical Pouch - War/Mnk/Brd/Rog/Bst/Ber (Monk/Rogue only roll when I am leading) Visor of the Berserker - Plate and Chain classes Innoruuk Barrier of Freezing Winds - Dru/Shm/Caster classes Bracer of Timeless Rage - Leather and Caster classes Earring of Celestial Energy - All/All Girdle of Stability - Plate and Chain classes. Gloves of Airy Mists - Plate and Chain classes Jagged Timeforged Blade - Rogue only Mantle of Pure Spirit - Clr/Pal/Rng/Dru/Shm/Bst Necklace of Eternal Visions - Plate classes Serrated Dart of Energy - All melee classes Shroud of Survival - All melee classes Songblade of the Eternal -Bard only (Best item in potime) Timeless Chain Tunic Pattern - Chain Time BP Mold Quarm Bracer of the Inferno - Chain classes Cord of Temporal Weavings - All melee classes Earring of Influxed Gravity -Priest/Caster Earthen Bracer of Fortitude -Plate classes Ethereal Silk Leggings - Caster classes Hammer of the Timeweaver - War/Rng/Mnk/Brd/Rog/Bst Prismatic Ring of Resistance - All except Caster classes Shawl of Eternal Forces - Priest/Caster Shroud of Eternity - All/All Silver Hoop of Speed - All Melee classes Spool of Woven Time - All/All Stone of Flowing Time - All except Caster classes Talisman of the Elements - All/All Timeless Breastplate Mold - Plate Time BP Mold Timeless Chain Tunic Pattern - Chain Time BP Mold Timeless Leather Tunic Pattern - Leather Time BP Mold Timeless Silk Robe Pattern - Time BP Mold Whorl of Unnatural Forces - Priest classes Wristband of Icy Vengeance - Leather classes Link to comment Share on other sites More sharing options...
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