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Time Raid Walkthrough


Laeandoria

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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

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