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Time Info

 
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Shieara
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Joined: Mar 27, 2004
Posts: 2020

PostPosted: Sun Mar 26, 2006 3:45 am    Post subject: Time Info Reply with quote

Alright, so we are hoping to start Time on Friday. This will be a two day event. However, you are not required to park your character in zone after we finish on Friday. You should be able to play and do whatever you want and then return on Sat evening for the finish.

I'll have the key combiner available 45 minutes before the raid, as well as after Fennin. It is your responsibility to make sure your key is made and all hails are done before the raid begins. If you don't get it done I will let someone who has got it done take your place.

General things before we begin. There are 6 phases in Time. We will be looking to complete partway through phase 4 on Friday, and look to finish the rest on Saturday.

1. Phase 1 is limited to 54 people. After that, we can bring the raid up to a full number of 72.

2. Piggy priority will be class > flagged member > flagged guests/apps > unflagged member > unflagged guest/app.

3. For the moment, auras are bugged in Time. They for some reason are counting as extra mobs. So all auras will be banned until this is fixed.

4. All raid members will bind in PoTranq at the Time zonein. No exceptions. You will need a form of gate that is not origin related. If you are a melee buy a gate potion, then get with me for cash reimbursement. I will not be toting 30 potions to the raid so make sure you are prepared.

5. Pet users will need to buff and suspend their pets outside the zone. They should only be unsuspended after you have zoned into your phase 1 trial. For some reason pets are buggy in Time.

6. When you go to zone into phase 1 trials, click only once. Wait until you see a message before you click again.

7. Each phase of Time has a time limit. If we finish before the limit then we get to add remaining time to the next phase. So speed is of the essance.

8. Any movement from phase 3 onward must be done using invis. Timed is strongly preferred.

Strats: basic outline (detailed strats given during raid)

Phase 1

1. Raid splits into three groups of max 18 and buffs. We'll be using channels to communicate. They probably will be named /Shieara, /Korinne, /Culdahl for simplicity.
2. We will need to complete 5 trials: earth, water, air, undead, fire. Split will probably Fire/Water, Earth/Air, Undead. Groups that have been assigned two trials will need to gate as soon as they complete their first trial and zone in for their second. This is why gate is required. Most of these are wave events.
3. A piece of loot will drop in each trial. To save us from having to shuffle around and try weird stuff, you only bid on loot from your trial.

Phase 2

1. Raid will add any people we have over 54 up to the max of 72. Any rebuffs needed will be done quickly.
2. We need to do Undead, Water/Fire, and Earth/Air trials now. The undead group from before will likely remain the same. The rest will split into two groups of 36 max for the other two trials.
3. Each trial will drop loot as before. We do this quickly then move to phase 3.

Phase 3

1. Finally we are all together again. At this point we go back to using normal channels and raidsay. Groups will be reshuffled and we will have a short afk/rebuff/med break.
2. We move to pull spot.
3. We start pulling waves of mobs again and killing them.
4. Once final wave is dead we will have two mobs, Supernatural Guardian and Something of Elements to kill. We will Guardian first since it is unslowable.
5. We then do loot.
6. Then we do the alternate Time keys that have dropped. Priority will be to get piggies in raid keyed first, then hopefully we can add more people or, if needed, shuffle people in and out to assign any others.

Phase 4

1. First four gods: TZ, VZ, Saryn, TT.
2. At this point I think all bosses are unslowable except for Quarm.
3. Buff all resists for this phase.
4. We will kill them and loot.

Phase 5

In this phase we kill Rallos Zek, Bertox, Caziz Thule, and Innoruuk in that order. RZ first since we need room for Bertox fight. Then Bert cause he doesn't fear. Then CT cause he fears but is gimp. Finally Inny, the hardest of the bunch. We will do loot as each dies.

Phase 6

First a rogue, monk, or bard will go in, aggro Quarm, and feign, fd, fm to reset him to the back of his cave. Then the raid goes in. We use infusion. Then we beat the snot out of him, having enchanters deal with his adds. He AE ramps at first. He also needs to be re-debuffed every time he loses a head.

And that is all.
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Mewkus
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Joined: Mar 30, 2004
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PostPosted: Mon Mar 27, 2006 7:01 pm    Post subject: Reply with quote

Do we do something different in phase 2 than in phase 1 other than just adding 18 more people?
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Olidan
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Joined: Apr 27, 2004
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PostPosted: Mon Mar 27, 2006 9:31 pm    Post subject: Reply with quote

Phase 2 is different yes - other kind of trials where you pull mobs to you and kill them. Simpler then P1 imo.
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Dohi
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Joined: Jan 27, 2005
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PostPosted: Tue Mar 28, 2006 4:44 am    Post subject: Reply with quote

Mewkus wrote:
Do we do something different in phase 2 than in phase 1 other than just adding 18 more people?


big difference from p1, p1 has named mobs and trash mobs that spawn to trigger name, or when named is at certain %hp they will spawn trash, p2 is just 4 sets of mobs, lots of trash and 1 named per set of trash mobs, so 4 named mobs i believe it is.
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Krisstoff
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PostPosted: Tue Mar 28, 2006 12:32 pm    Post subject: Reply with quote

Do we do phases 1-3 (TimeA) each time we raid Time (no pun intended), or does completing TimeA permanently flag you for TimeB?
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Olidan
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PostPosted: Tue Mar 28, 2006 1:56 pm    Post subject: Reply with quote

Krisstoff wrote:
Do we do phases 1-3 (TimeA) each time we raid Time (no pun intended), or does completing TimeA permanently flag you for TimeB?


Time A is just the area where you zone in (kind of like Tranquility). It is a static zone.

I think once you start P1 that is already Time B. As far as getting to the gods and Quarm, each time we raid Time we have to do P1 & P2 to get to them.

Think of completing P1 and P2 as an excercise which unlocks a doorway to P3. Then completing P3 unlocks a doorway to P4, etc etc.

The thing is, the doorway to P3 gets re-locked everytime we leave the zone for the night, so we have to reopen it by completing P1 and P2 the next day.

The other doorways stay open for the duration of the instance (ie a few days), so once we open up the P3 doorway we can pick up where we left off.
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Celephane
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PostPosted: Tue Mar 28, 2006 5:34 pm    Post subject: Reply with quote

Correct, you have to do P1 each time you start again, the loots mob from will also be up each time. There is also some wierdness about where people will zone in that join later on too. If the raid has completed P3 and is in P4, then anyone joining the raid will click on one of the trial dials, but be ported to the P4 entrance. This is important if you are bringing someone in for loot too, don't let anyone port up to the next phase before you are ready or someone following won't be able to enter the phase with the loot...ie, if you wait on those Time Phases Quintesances and someone ports up to P4 before another person zones in to loot it, they will go the P4 and be unable to get any P3 loot.

Last edited by Celephane on Sun Jul 23, 2006 11:00 am; edited 1 time in total
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Shieara
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PostPosted: Thu Apr 06, 2006 4:28 am    Post subject: Reply with quote

Alright. With Fennin dead we do plan to hit this mob on Friday. Dohi has a walkthrough over in the library. Here is a more detailed version. Read either (or both). This one does take a good bit of time to get through. Make sure you do read at least one of the strats to know what you are doing.

Keep in mind that cons in this guide are probably off, since the info is from when the level limit was 65.

Time raids max out at 72 players. There is no way to run two seperate raids in the zone. For phase 1 we will only be able to get 54 players in. Phase 2 we can go up to full raid.

Each member will be required to bind outside of the Time zonein on nights that we do Time raids. Also, they will need a means to gate *to that bind spot*. This means origin is not acceptable. I'll get into why later.

For Phase 1/2 pretty much each named drops one piece of loot. Each named shares the same loot table. For the other phases see their individual entry.
----------
PoTime Phase 1 - 1 hour to complete

Potimea is basically broken into 5 segments of a pentagon:

SOUTH: Pyramids/desert
WEST: Snow
NORTHWEST: Marble desert
NORTHEAST: HOH style area
EAST: Earth looking area

In each section theres a cave towards the back, at the end of which is a dial that takes u to the trial for that area. The trials are:
Pyramids/desert - WATER (Loc to tunnel Entrance -1272, -546)
Snow - AIR (-763, 1128)
Marble desert - UNDEAD (1189, 697)
Hoh area - FIRE (1207. -911)
Earth - EARTH (-649, -1282)

The time limit to complete phase 1 is one hour. If we have any extra time we can apply this to winning phase 2, so keeping the raid moving is important. Each trial can have a maximum of 18 players. Minimum is, I believe, 10. We will be splitting the raid into three sections of 18 players each. Each mini-raid will communicate in its own chat channel, have it's own leader who is responsible for loot, etc.

Group 1: Will do Air and Earth trials.
Group 2: Will do Fire and Water trials.
Group 3: Will do Undead trial.

People will zone in by group. Zoning in can be a bit buggy so it is important to do it this way. Each member will click once, and only once, until they either zone in, see "crystal is drained of energy", or see "you don't meet the zone requirements". Also, all pets will need to be suspended until members are actually zoned into the Phase 1 trials. I thought this issue was resolved but I am hearing that pets can still take group member's spots.

Those groups with two trials assigned should immediately gate out to their bind and go back in for their second trial as soon as loot is done. It is important to move as a group to do this. Group three will wait until G1/2 are done and then we will all zone into phase 2 together.

Earth Trial

Three rockfiends pop at the beginning. Once a rockfiend is killed, four babies pop. So, the raid will kill one rockfiend, then the babies, then move onto the next rockfiend so as not to be overwhelmed. After eight of the adds die the named will spawn.

"Terlok of Earth" or "Shadow of Terlok" - 225k hp - Max: 1155 Min: 232 (triples). Slowable. No AE.

Undead Trial

This is a wave event consisting of four waves of mobs.

WAVE ONE: 3 NON-mezzable mobs spawn, blue con
WAVE TWO: 4 NON-mezzable mobs spawn, even con
WAVE THREE: 4 randomly mezzable mobs spawn, yellow con
WAVE FOUR: Boss + 2 NON-mezzable adds spawn

Boss (Rythor of the Undead) is partially slowable, flurries, and rampages.
Adds (Undead Protector) are mostly slowable. Adds can be rooted. Kill the adds first.

AE: Insidious Calamity
1: Increase Spell Mana Cost by 50%
2: Decrease HP when cast by 575
3: Decrease Hitpoints by 350 per tick
Recast Time: 180
Resist: Cold
Range 150
Target Type: PB AE
Duration: 3 ticks

Air Trial

Buff poison resist.

WAVE ONE: 4 mobs spawn at port up away from clock. They are randomly mezzable. May be able to mez 4 one time, 2 the next.

As each bird dies, it reappears at the end of the room in an untargetable form, Once all are dead, the next wave begins.

WAVE TWO: You get named plus the four mobs from before. Two of the adds should be mezzable. Offtank the others and focus on named. Named is Neimon of Air. Neimon rampages and flurries and has a pretty mean damage shield and AE.

AE: Caustic Atmosphere
1: Decrease Spell Haste by 25%
2: Decrease Attack Speed by 25%
3: Decrease HP when cast by 550
Recast Time: 180
Resist: Poison
Resist Adjust -150
Target Type: PB AE
Duration: 1 ticks @L1 to 2.0 mins @L40

It cannot be cured with a spell since it has no counters, however it can *sometimes* be cured with Radiant Cure.

Fire Trial

Buff fire resist.

WAVE ONE: Three non-mezzable flame mephits spawn.
As each dies, two mephits spawn. One is mezzable, the other is not. Kill these two before moving to the next flame mephit.

WAVE TWO: Once all three initial mephits and splits are killed, named spawns (Kazrok of Fire).

Kazrok has a mean damage shield that needs to be cancelled ASAP, and hits pretty hard but dies pretty fast.

He also casts...

AE: Black Pyre
1: Decrease Spell Haste by 50%
2: Decrease Hitpoints by 225 per tick
Recast Time: 180
Resist: Fire
Resist Adjust -150
AE Range 150
Target Type: PB AE
Duration: 30 sec

At 75%, 50%, and 20% two mobs spawn. Kill any that are unmezzable. Flame are mezzable and partially slowable. Inferno are non-mezzable but fully slowable.

Water Trial

The named in this trial pops 15 seconds after zonein, and attacks with two adds. At 90% and 45% the named spawns two more adds. Just kill them as they spawn. Buff cold and magic resist for this trial.

Anar of Water is the named. Anar is unslowable and flurries and rampages, but not often once crippled, hits for 1150. He also is an enchanter so expect charm, tash, and dispels.

AE: Aqueous Flux
1: Decrease HP when cast by 850
2: Decrease Movement by 70%
3: Decrease Attack Speed by 40%
Recast Time: 300
Resist: Cold
Resist Adjust 0
AE Range 150
Target Type: PB AE
Duration: 30 sec

Once all trials are complete we will zone into Phase 2 and reorganize.
-----------
Time Phase 2 - 1 hour to complete

At this point we will be quickly moving in any late comers or those we have waiting to a max of 72 people. We will then reorganize for the Phase 2 trials.

This phase consists of three trials: Undead, Fire/Water, and Earth/Air. The Undead trial maxes out at 18 people. The other two will take 36.

Note: Any movement during these trials will be done with TIMED INVIS ONLY.

Undead Trial

Another wave event. Armored skellies are mezzable, unarmored not. At 35% and 70% the named spawns two more waves of two adds during the fight.

WAVE ONE: 2 mobs spawn
WAVE TWO: 2 mobs spawn
WAVE THREE: 4 mobs spawn
WAVE FOUR: Named spawns

Ralthos Enrok is the named.

AE: Unholy Aura
1: Decrease HP when cast by 800
3: Decrease ATK by 90
5: Decrease AGI by 90
6: Decrease STR by 90
7: Decrease STA by 90
Recast Time: 300
Resist: Unresistable (0)
Range 150
Target Type: PB AE
Duration: 1 ticks @L1 to 2.0 mins @L20

Earth/Air Trial and Fire/Water Trials

Split mobs, pull to camp, and kill. Pretty straightforward. Kill 20 mobs and two named for each Trial

NAMED: Windshapen Warlord of Air
- Max: ? Min: ?
NAMED: Earthen Overseer
- Max: 1345 Min: ?

Not sure yet on names of Fire/Water guys.

After these are defeated we will meet up in Phase 3. At that point normal raid channels and functions will resume.
---------------
Phase 3 - 72 minutes to complete

Okay now the raid finally will be together. At this point we will have a short buff-rest break. Groups will be reshuffled if needed into final configurations.

This phase is another wave event. Each wave spawns ~8 mobs and 2 named. There are 8 waves total.

1. Zek army. NAMED are Deathbringer Blackheart, Ferocious Warboar
2. Bertox army. NAMED are Kraksmaal Fir`dethsin, Xeroan Xi`Geruon
3. Zek army. NAMED: Deathbringer Skullsmash, Deadly Warboar
4. CT army. NAMED: Herlsoakian, Sinrunal Gorgedreal
5. Zek army. NAMED: Deathbringer Rianit, Needletusk Warboar
6. Innoruuk army. NAMED: Dersool Fal`Giersnaol, Xerskel Gerodnsal
7. Terris Thule army. NAMED: Dark Knight of Terris, Undead Squad Leader
8. Saryrn army. NAMED: Dreamwarp, Champion of Torment

After all these are down, two additional named appear.

Supernatural Guardian
No AE. Unslowable and flurries.

Avatar of Elements
Fully slowable and gimp.

Once these are dead we have completed this phase. Loot for this phase includes 3-8 loot items and 7-8 alternate Time keys. Hopefully we will be able to get piggies flagged fast with this large number of key drops.
----------------
Phase 4 - Time to complete is four hours assuming all gods are up.

There are four gods in this phase. They are Tallon Zek, Vallon Zek, Terris Thule, and Saryn.

Note: Noone is to click any portals in this zone unless instructed. Some of them lead to places we do not want to go.

Tallon Zek

AE: Tallon's Balance
1: Decrease All Resists by 300
Resist: Unresistable
Range: 300
Target Type: PB AE
Recast Time: 60
Duration: 1.0 min

AE: Planeshift
1: Increase Spell Mana Cost by 50%
Resist: Magic
Resist Adjust: -200
Range: 300
Target Type: PB AE
Recast Time: 420
Duration: 3.3 min

Proc: Barb of Tallon
1: Decrease Hitpoints by 1750 to 3500 (random)
Resist: Poison
Resist Adjust: -100
Range: 300
Target Type: Single
Recast Time: 6
Duration: Instant

AE: Barb of Tallon
1: Decrease HP when cast by 1250 to 2750 (random)
3: Decrease Attack Speed by 40%
4: Decrease Movement by 40%
Resist: Cold
Resist Adjust: -100
Range: 300
Target Type: Targeted AE
Recast Time: 4
Duration: 3.3 min

AE: Barb of Tallon
1: Decrease Hitpoints by 1500 to 3500 (random)
Resist: Fire
Resist Adjust: -100
Range:50
Target Type: Targeted AE
Recast Time: 4
Duration: Instant

AE: Barb of Tallon
1: Decrease Hitpoints by 300 per tick
2: Decrease AC by 150
3: Decrease Agro Multiplier by 60%
Resist: Disease
Resist Adjust: -100
Range: 30
Target Type: Targeted AE
Recast Time: 5
Duration: 1.0 min

Needless to say, buff all resists. Also keep in mind that these are four debuffs. Make sure you have slots open for them and your buffs in the right order, or you could lose something important. At least one person will be assigned to cure Barb of Tallon on the tank.

Tallon quads for 3040 max, rampages, and is unslowable. The way this works is the ramp tanks will pull Tallon and position him in the left corner of the room, where MT/melee are waiting. Healers will be outside the room on the wall to avoid his AE. Most of his damage AE are directional. This means it is vital that the tank keep him turned towards the corner, and not the rest of the raid. Anyone who overaggros should instantly stand in the corner. Other then that this is a straight dps fight. Important not to aggro Vallon accidentally.

Vallon Zek

Proc: Blade of Vallon
1: Decrease Hitpoints by 4000 to 6000 (random)
Resist: Magic
Resist Adjust: -200
AE Range: 300
Target Type: Single
Recast Time: 65
Duration: Instant

Proc: Tactical Strike
1: Decrease Hitpoints by 4000 to 6000 (random)
3: Feign Death
4: Stun(30.00 sec)
Resist: Unresistable
AE Range: 300
Target Type: Single
Recast Time: 24
Duration: Instant

AE: Vallon's Precision
1: Decrease Hitpoints by 100 per tick
2: Decrease AC by 60
3: Increase Agro Multiplier by 40%
Resist: Unresistable
AE Range: 75
Target Type: PB AE
Recast Time: 35
Duration: Instant

Quads for 2800, rampages, NOT slowable. This is an annoying fight because of the stun and aggro spells VZ casts. Debuffs need to wait until 98% or he will go all over the place. Pull him to same fight spot as TZ.

There will be two pullers for him. First is to eat the 30 sec stun, second is to bring him to raid. Waiting for him will be at least a 3-man tank team. As soon as he gets to corner tanks will engage. Pets will also be sent in at this time to pin him in corner. ONLY PETS, not players. Once engage is called players can start to damage him.

At 50% VZ pops two mirrors of himself. A kite team will be assigned to pull these to the opposite side of the room and chain root them. It is vital that they get them aggroed and controlled before they kill healers and tanks. These mobs are leashed to VZ though so they cannot be pulled too far away. If they do leash kite group needs to get aggro again right away.

We DPS real VZ down until he dies, then the raid huddles up until the two mirrors despawn ~3 minutes later.

Terris Thule

AE: Phantasmal Torment
1: Decrease Hitpoints by 200 per tick
2: Decrease Mana by 150 per tick
Resist: Magic
Resist Adjust: -400
AE Range: 300
Target Type: PB AE
Recast Time: 30
Duration: 1.0 min

AE: Quivering Nightmares
1: Increase Spell/Bash Hate by 25%
3: Decrease STR by 200
4: Decrease AGI by 200
5: Decrease STA by 200
6: Decrease INT by 200
7: Decrease WIS by 200
Resist: Magic
Resist Adjust: -400
AE Range: 300
Target Type: PB AE
Recast Time: 24
Duration: 2.0 mins

She quads for 1800, rampages, and is not slowable. When we are ready the ramp tanks will be the first to charge, drawing her into the right corner of her room. Rest will follow RT and MT will engage and get aggro.

TT spawns four adds at 90%, 50%, and 10%. Two of these, the ones that spawn in the corner the MT will be at, are mezzable. The other two spawn in the left corner and must be offtanked. As soon as these pop the raid will disengage TT and kill first unmezzables then mezzables. When the last adds spawn at 10% the raid will kill unmezzables then burn TT down before mezzables are finished off.

Saryn

Proc: Torrent of Agony
1: Decrease HP when cast by 1500
2: Decrease Agro Multiplier by 60%
3: Decrease Attack Speed by 40%
4: Increase Disease Counter by 20
Resist: Poison
Resist Adjust: -300
Range: 150
Target Type: Single
Recast Time: 24
Duration: 3.0 mins

AE: Horrifying Affliction
1: Decrease Spell Damage by 50%
2: Decrease Mana by 175 per tick
3: Decrease Mana Pool by 500
Resist: Disease
Resist Adjust: -300
Range: 300
Target Type: PB AE
Recast Time: 30
Duration: 4 ticks (24 sec)

Saryn quads for 1800, rampages, and is not slowable. This fight is identical to TT except for the AEs. The strat will be exactly the same.

Once this is done we continue to Phase 5.
---------------
Phase 5 - Four hours to complete assuming all gods are up

When all Phase 4 gods are dead, zone to phase 5 by clicking the sundial on the outside wall between VZ and TZ rooms. Be careful going through the door. This time, guarding the 4 God corners are 12 mobs. These mobs must be cleared before you fight the Gods.

In this phase we kill Rallos Zek, Bertox, Caziz Thule, and Innoruuk in that order.

Rallos Zek

AE: Rage of Zek
1: Decrease Hitpoints by 400 per tick
2: Decrease Mana by 50 per tick
3: Increase Curse Counter by 9
Resist: Fire
Resist Adjust -100
Recast Time: 35
AE Range: 200
Target Type: PB AE
Duration: 6 ticks (30 sec)

Proc: Vindictive Strike
1: Decrease HP when cast by 3500
2: Stun(20.00 sec)
Resist: Magic
Resist Adjust: -200
Range: 300
Target Type: Single
Recast Time: 180
Duration: Instant

RZ quads for 3k, rampages, and is not slowable. He also gets stronger with less HP. At 70% his ramp becomes AE. At 50% he starts to flurry.

The pull team will pull RZ into the right corner, followed by the raid. The MT will engage immediately followed by the rest of us when assist is called. Defensive should *not* be used right away. Wait until 70% when he starts getting harder.

Four adds spawn at 90%, 75% and 50%. At 25% a last wave of 6 adds pops. All adds pop in the center of the room. When this happens the raid will immediately turn and eliminate adds before going back on RZ.

This fight is all about tight healing and controlled dps to eliminate adds. His ae and single-target thing are not that hard to resist.

Bertox

AE: Black Plague
1: Increase Disease Counter by 18
2: Decrease Movement by 80%
3: Decrease Hitpoints by 700 per tick
Resist: Disease
Adjust: -300
Range: 300
Target Type: PB AE
Recast Time: 20
Duration: 8 hours 20.0 mins

AE: Rain of Bile
1: Decrease Mana by 275
2: Decrease Hitpoints by 975
Resist: Poison
Resist Adjust: -300
AE Range 250
Target Type: Targeted AE
Recast Time: 60
Duration: Instant

Bert quads for 2500, rampages, and is not slowable. Raid will wait on the west wall while pull team brings him into RZ room. There is no real strat involved in this fight other then just "get him". If people can get out of his AE and do ranged damage they should do so.

Cazic Thule

AE: Call of the Faceless:
1: Decrease Hitpoints by 200 per tick (Total of 1k dmg)
2: Decrease Movement by 40%
3: Silence
Resist: Poison
Resist Adjust -150
AE Range 300
Target Type: PB AE
Recast Time: 180
Duration: 5 ticks (30 seconds)

AE: Timeless Panic
1: Fear(1)
2: Decrease HP when cast by 1000
Resist: Magic
Resist Adjust: -350
AE Range: 100
Target Type: PB AE
Recast Time: 42
Duration: 3 ticks

AE: Aura of Fear
1: Decrease HP when cast by 2000
2: Stun(6.00 sec)
3: Decrease Hitpoints by 550 per tick
Resist: Poison
Resist Adjust: -150
AE Range: 300
Target Type: PB AE
Recast Time: 180
Duration: 5 ticks

CT quads for 1450, rampages, and is not slowable. This is a simple fight. The main thing we have to deal with is his fear. We will have either a monk or sk engage first and trigger his beginning AE, then FD. After that he will be pulled, engaged, and smacked down.

Innoruuk

Spell: Barrier of Hatred
1: Increase Damage Shield by 225
2: Increase ATK by 175
3: Increase AC by 135
4: Increase Absorb Damage by 1800
Target Type: Self
Recast Time: 420
Duration: 40.0 min

AE: Seething Hatred
1: Decrease Hitpoints by 550 per tick
2: Decrease Agro Multiplier by 75%
3: Fear(1)
Resist: Fire
Resist Adjust: -200
Range: 100
Target Type: PB AE
Recast Time: 240
Duration: 4 ticks (24 sec)

Inny quads for 2k, rampages, and is not slowable. This mob is the most annoying in this phase due to his combination of fear, hitting hard, and strong adds. At 80% he pops three 1k hitters. Then at 20% he pops four that hit for 1.2k.

This works like so... we engage Inny and dps him to 80%. As soon as the first three adds pop kiters pick them up. The raid turns dps off of Inny and elminates adds one at a time. Once adds are dead dps goes back on Innoruuk. At 25% we start FULL BURN on Inny. When the adds pop at 20% they will be snared, aggroed, and root parked on the west wall until Inny dies.

Important for this fight are good fear resists and excellent add control. We cannot underestimate this guy.

If we win that is the end of Phase 5.
------------------
Phase 6 - 2 hours to complete

This is Quarm. The first person to zone in will be a monk or rogue. They will aggro him and then drop aggro, causing Quarm to reset to the back of his lair. Once that is done the raid zones in.

He can cast lots of AE, but he will randomly pick four to cast during the fight. There needs to be at least 4 buff slots open for everyone.

AE DoTs

CURABLE WITH PUREBLOOD, BLOOD OF NADOX, or ABOLISH
AE: Venomed Mist
1: Decrease Mana by 50 per tick
2: Decrease Hitpoints by 500 per tick
3: Increase Poison Counter by 36
Resist: Poison
Resist Adjust: -300
AE Range: 400
Recast time: 60
Duration: 1.5 mins (15 ticks)

AE: Plagued Earth
1: Increase Disease Counter by 36
2: Decrease Mana by 50 per tick
3: Decrease Hitpoints by 500 per tick
Resist: Disease
Resist Adjust: -300
AE Range: 400
Recast time: 60
Duration: 1.5 mins (15 ticks)

AE: Timewarp (AE FROM ADDS)
1: Decrease Spell Haste by 50%
2: Decrease Attack Speed by 50%
3: Increase Disease Counter by 36
Resist: Unresistable
Range: 200
Duration: 1 ticks @L1 to 1 min @L20

CURABLE WITH RGC
AE: Epoch Conviction
1: Decrease Spell Damage by 20%
2: Decrease ATK by 280
3: Increase Curse Counter by 36
4: Decrease Hitpoints by 100 per tick
5: Decrease Mana by 50 per tick
Resist: Magic
Resist Adjust: -300
AE Range: 400
Recast time: 60
Duration: 1 min (10 ticks)

NOT CURABLE
AE: Glacier Breath
1: Decrease Movement by 20%
2: Decrease Hitpoints by 100 per tick
Resist: Cold
Resist Adjust: -300
AE Range: 400
Recast time: 60
Duration: 30seconds (5 ticks)

3K DD AE's

AE: Infernal Flames
1: Decrease Hitpoints by 3000
Resist: Fire
Resist Adjust: -250
AE Range: 400
Recast time: 60
Duration: instant

AE: Plague Seism
1: Decrease Hitpoints by 3000
Resist: Magic
Resist Adjust: -250
PB AE Range: 400
Recast: 60
Duration: Instant

AE: Glacier Blast
1: Decrease Hitpoints by 3000
Resist: Cold
Resist Adjust: -250
PB AE Range: 400
Recast: 60
Duration: Instant

AE: Venom Blast
1: Decrease Hitpoints by 3000
Resist: Poison
Resist Adjust: -250
PB AE Range: 400
Recast: 60
Duration: Instant

Quarm will be pulled to the raid and surrounded. He quads for 3800, is fully slowable, and at first he does AE rampage.

There are a few special things about this fight. First, there are gimp adds that pop, depop and repop around Quarm during the fight. These need to be handled by enchanters. The rest of the raid stays focused on Quarm.

Every 25% Quarm loses a head. We will need to redo debuffs at this point.

Other then that just kick his ass. The key is to kill him before his AE can kill us. Once he is dead noone should roam around or they risk triggering the end script which ports the raid to PoK.

And that is all.
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Klaanu
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PostPosted: Thu Apr 06, 2006 11:45 pm    Post subject: Bah! Reply with quote

I am going to miss it as I don't get off work untill Midnight Sad
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Celephane
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Joined: Jan 21, 2005
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Location: Seattle, WA

PostPosted: Fri Apr 07, 2006 5:55 am    Post subject: Reply with quote

I am not exactly sure why, but we have always done the Earth trial seperately, one force joins an earth channel and only does that one. Then our other two forces would typically do like Air/Undead-Fire/Water or Fire/Undead-Air/Water. I'll ask Striding and see if he knows why we do Earth that way.
For P2 we've always pulled the Undead part to the P1 fight spot, rather than move...think this may be due to see invis or the fact that Undead only has the one set of mobs.
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Shieara
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PostPosted: Fri Apr 07, 2006 6:58 am    Post subject: Reply with quote

It's because Earth mobs have a decent amount of hps. So that trial is normally a bit longer than the others.

However, with the group setups I have in mind I don't think that will be a huge issue, and it will be easier to just have the same 18 people do both Undead trials then have to switch around.
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Elrico
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PostPosted: Fri Apr 07, 2006 9:08 am    Post subject: Reply with quote

At what point are the piggies able to zone in? I think I remember some mention of a limitation regarding piggies entering for the first couple of phases.
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Olidan
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PostPosted: Fri Apr 07, 2006 10:13 am    Post subject: Reply with quote

Some piggies can enter at the beginning, when we are doing P1 and P2.

Then when we get to P3 we can add more, one by one, as our pigs loot their keys.
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Krisstoff
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Joined: Jun 19, 2005
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Location: Littleton, Colorado

PostPosted: Fri Apr 07, 2006 4:50 pm    Post subject: Reply with quote

Just had a quick question about the timing of this raid. Since each phase has a timer limit, it seems we would run out of time if we did this raid on 2 different nights (as we are planning to). Maybe I'm overlooking something, but just seemed rather perplexing to me.

Wdarby /confused
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Celephane
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Location: Seattle, WA

PostPosted: Fri Apr 07, 2006 6:34 pm    Post subject: Reply with quote

the only places where time is really a factor is P1 and P2. After that your time just keeps adding on to the other phases to a point where it will be rediculous. Many times I've gotten to Quarm with 8 hours remaining.
Even if you run out of time during P1 and P2, you can just repeat them. In fact when you come back the second night to do the later phases you will have to repeat them anyway.
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Divinax
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PostPosted: Fri Apr 14, 2006 8:25 am    Post subject: Reply with quote

One strat I've seen for Phase 5 is to pull all the trash into the Phase 5 entry room, then pull Cazic into this room and kill him there. That way whoever is feared has nowhere really to go. Even with a full raid, the room is bigger than areas we fight in Ikkinz dungeons. The raid then moves into the large room. Then kill RZ, Bert and Inno last. Anyone do it that way?
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Olidan
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PostPosted: Fri Apr 14, 2006 11:42 am    Post subject: Reply with quote

Vdaen wrote:
One strat I've seen for Phase 5 is to pull all the trash into the Phase 5 entry room, then pull Cazic into this room and kill him there. That way whoever is feared has nowhere really to go. Even with a full raid, the room is bigger than areas we fight in Ikkinz dungeons. The raid then moves into the large room. Then kill RZ, Bert and Inno last. Anyone do it that way?


When I have done this before we always brought CT and Bert into that room and killed them there - then moved out to do RZ and Inny in there own rooms. But I am sure there are other ways to go about it just as effectively.
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Wendaen
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Joined: Mar 27, 2004
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PostPosted: Sat Jul 22, 2006 7:02 pm    Post subject: Reply with quote

bump because i'm lazy )
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Southpaw
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PostPosted: Sat Jul 22, 2006 11:18 pm    Post subject: Reply with quote

wow thats a very nice write up
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Korinne
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PostPosted: Tue Jul 25, 2006 11:08 pm    Post subject: Reply with quote

I have to add to this thread with saying that we ALL need to review the fights here. Everyone should know about each fight before t he raid leader reviews the tactics.

Lately we have seen alot of sloppiness and inattention to the tactics and it is hurting us. I know that we have alot of new people and there is a learning curve but I think that the next time we do Time we should all bring our A game and not only kick butt and take names but remind everyone (including ourselves) why and how we have gotten this far!

Time is not just a farming ground but a tactics practice ground. There are many mobs that we will be doing in the future that will require precision tactics (like Yar Lir) and we need to remember that. We should not be satisfied with a near wipe. Always strive to be better and look forward to new things!

I will be raiding again on our normal schedule starting next Wednesday and I look forward to kicking big booty in Time Smile
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