Plane of Time

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[edit] General Information

The Plane of Time is the end-game zone of the Planes of Power expansion; the pinnacle of progression through the expansion. There are eight gods in the zone, in addition to a number of weaker bosses, plus Quarm. To this day it is the favorite end-game zone of many players who raided in that era, due to the lack of trash mobs and abundance of loot (three items per god).

The Plane of Time is divided into two zones. Both use Plane of Time for their long name, but their short names naturally differ; potimea (often referred to as Plane of Time A) is the entry zone for raids to form in, while potimeb (likewise, often referred to as Plane of Time B) is where all the action happens.

[edit] Gaining Access

Gaining access to the Plane of Time is relatively simple. The only direct requirements are to kill the four Elemental gods and collect the items that their projections give, then to complete a short quest. This, however, requires access to the elemental planes (whether via real flag or via push), and a real key to Ragrax, Stronghold of the Twelve.


Plane of Time A
A map of Plane of Time A

[edit] Plane of Time A

Plane of Time A is divided into six sections. First, the center, where players zone in from the Plane of Tranquility or Plane of Innovation; this section of the zone has simple granite for the ground, and has a giant hourglass on a pillar in the dead center. The other sections have non-aggressive trash mobs and scenery corresponding to their element; for instance, the earth trial has grass and sand all over the ground, with mud golems among the mobs in its section.

Each trial is marked by a large sundial; these sundials are how players enter Plane of Time B. Each sundial will zone players into a different part of Plane of Time B; each into one of the phase 1 trials. The trials are limited to a maximum of 18 players each, and contain mobs that correspond to their respective element.

Plane of Time B
A map of Plane of Time B

[edit] Plane of Time B

Plane of Time B is where all the action happens; all the gods and other raid mobs can be found in here. This zone is divided into six tiers, or phases.

[edit] Phase 1

Phase 1 consists of five "trials". Each trial corresponds to an element, and is limited to a maximum of 18 players (3 groups). Each trial is made up of a number of trash mobs, along with one named mob. The raid has one hour to complete all the phase 1 trials, otherwise they are kicked from the zone, forced to start over.



[edit] Earth Trial

In the earth trial, three large rock golems (all unmezzable, fully slowable) spawn to start. Each time one of the large rock golems dies, anywhere from one to four (random) small rock golems will spawn.

The named mob, Terlok of Earth, will spawn once six of the small golems are killed. Terlok is "mostly" slowable, and has no AoE. Once all the mobs are killed, the trial is flagged as complete.

[edit] Air Trial

Now for the air trial. In this one, four phoenixes (randomly mezzable, "mostly" slowable) spawn at the start, in a box formation at the gate to phase 2. The named also spawns, but at this point it's non-aggro. Each time one of the phoenixes dies, it will respawn (non-aggro) back where it started.

One the fourth is killed, all four will become active once again (this time the inner two are mezzable, outer two are not), along with the named, Neimon of Air. Neimon has Caustic Atmosphere for an AoE, is "mostly" slowable, and has a nasty damage shield that should be dispelled. Once the last mob dies, the trial is flagged as complete.

[edit] Undead Trial

Paladins shine in here, due to Slay Undead. This trial is divided simply into four waves; when the last mob in one wave is killed, the next wave will spawn. The first wave consists of three mobs, followed by two more waves of four mobs each. All mobs in the first two waves are unmezzable, while all four in the third wave are mezzable.

Once the third wave is completed, the named, Rythor of the Undead, will spawn, along with two guards (both unmezzable). He has Insidious Calamity for an AoE, and is "partially" slowable. Once all the mobs are killed, the trial is flagged as complete.

[edit] Water Trial

In this trial, the named (Anar of Water) spawns at the beginning, along with two adds, one of which will cast Dictate, an unresistable single-target charm, at the start of the fight. Anar is immune to slow; all adds are anywhere between "mostly" and fully slowable. Anar AoEs Aqueous flux.

Anar will spawn two more adds once his health reaches 90%, and again at 45%. Each of these pairs of adds has one mezzable, one not. The mezzable ones are also rootable. Once all the mobs are killed, the trial is flagged as complete.

[edit] Fire Trial

And finally, the fire trial. In this one, three flame mephits spawn at the start; unmezzable, but fully slowable. Each time one of these flame mephits dies, two inferno mephits spawn in its place. One is mezzable, one not; one is "partially" slowable, one immune (all randomized). These should be killed before the next flame mephit.

Once all three flame mephits and their respective inferno mephits die, the boss (Kazrok of Fire) becomes active. He AoEs Black Pyre, is only "partially" slowable, and has a huge damage shield that should be dispelled ASAP. Similar to the water trial, adds spawn at certain percentages of Kazrok's health (90%, 50%, and 10%? confirmation needed). Once all the mobs are killed, the trial is flagged as complete.

[edit] Phase 2

Once all five trials are complete in phase 1, the clock doors will unlock and the following dialog will ensue among the gods:

Ethereal mists gather at the far wall, causing it to fade in and out of focus.

Solusek Ro says, 'This is absurd, why are we wasting our time and energy on this?! Direct action is needed, now! Banishing Zebuxoruk will not stop the mortals from entering our planes. Their greed for power will have them soon trampling through our realms!'

Rallos Zek says, 'On this I agree! We must take action and the time is now. I will not have these mortals achieving the powers that we hold.'

Fennin Ro says, 'Calm yourselves, you need to appreciate the situation that is at hand.'

Xegony says, 'Please listen to reason, we are doing what we must. The mortals possess a direct tie to Zebuxoruk. If his stasis is finished their link will dwindle as well as their powers and knowledge.

Rathe says, 'The knowledge that was given to them by Zebuxoruk will fade from their minds. We must do this now, for if they were able to translate the divine language all existence would unravel. The balance of power in the universe would be destroyed.'

Solusek Ro says, 'This is exactly the point that I am making! So you agree we must show them now that we are the power above them, and not to be questioned!'

Rallos Zek says, 'You must see what he refers to; we must turn to Norrath and show them our power. What they are trying to accomplish cannot be allowed to come to pass.'

Fennin Ro says, 'My son, please understand we must stop this advancement of mortals without halting their existence. The balance of power must be maintained. Without the mortals the balance would fade.'

Solusek Ro syas, 'So they have made your decision for you too father. You are all wrong, this will only bring them further into our realms seeking answers! We must take action now. Have at your foolish games, I will not allow them to obtain my power.'

You look up and see a meteor burning through the sky; Solusek returning to his tower to brood over the matters at hand.

Rallos lets out a sigh of frustration that vibrates the ground at your feet.

Rathe says, 'Rallos still your warring heart. This is what must be done. We must place him in a stasis from which he will not be released. Come share your power. We must commence now.'

Xegony says, 'Mithaniel, Karana please record what you see here. With your good nature I am sure that your records will be impartial to any side. We must record this for the ages and learn from our mistake of allowing Zebuxoruk to gain so much power that he is easily passed on to mortals.'

With a sudden jolt the wall comes into crystal clear focus.

As the path before you opens up in a swirl of mystical energy, the faded image of an hourglass appears. You have one additional hour.

The respective groups can now begin Phase 2. Efficiency is maximized if groups in the connected trials (Fire/Water and Earth/Air) join up; none of the phase 2 mobs see invis.

Each of the phase 2 trials consists of a small grouping of trash mobs and one boss. They are all laid out in the same way; a pair of trash mobs, a line of three, and a line of four plus the named. They require intricate splitting to be safely pulled to the raid.

[edit] Phase 3

Upon clearing all the phase 2 trials, the clock gates will again open up, allowing the raid to completely reunite and move on to Phase 3, and the gods will engage in conversation again:

Ethereal mists gather at the far wall, causing it to fade in and out of focus.

A bright aura streaks through the sky. The power of it sends a surge through your body that makes your hair stand on end.

The Triumvirate of Water speaks as one voice. It says, 'Now step up tot he chambers. Give a part of yourselves to the bind on Zebuxoruk. Through our power, the bonds on him will never be broken. He will be eternally placed in stasis.'

Saryrn says, 'What of our weakened state. I refuse to return to my realm without the power to rule over my minions.'

Terris Thule says, 'Yes, how can I spread my touch over my lands if I lack so much of myself?'

Cazic Thule says, 'Do not worry daughter, we shall stay here until we are able to recover our strength.'

Rallos Zek says, 'Our armies shall serve us as we regenerate our abilities. We have nothing to fear.'

Bertoxxulous says, 'My soldiers of pestilence shall watch over us. Let us return to our chambers now.'

Innoruuk says, 'Are you enjoying watching this Hammer of the Tribunal? I hope your petty report will show my disdain for the Tribunal having no hand in this.'

The Seventh Hammer says, 'Do not waste your energy Innoruuk. You know they are eternally preoccupied with their trials. Surely even you understand many of these trials exist because of the hate you instill into the population of Norrath.'

Innoruuk says, 'Do not mock me! I shall seek you out after this is done and my power is restored. You will not be so smug after our next meeting.'

With a sudden jolt the wall comes into crystal clear focus.

As the path before you opens up in a swirl of mystical energy, the faded image of an hourglass appears. You have an additional one hour and fifteen minutes.

The raid can now move in to phase 3. The most common way to handle phase 3 is for the raid to invis up and run to the portal to phase 4, having the armies pulled to the raid. Phase 3 is split into eight waves (one for each of the gods in phases 4 and 5) of eight trash mobs and two named mobs. The named mobs randomly drop piece of loot, and all drop a Time Phased Quintessence, the bagflag for Plane of Time.

One all eight armies are cleared, two massive rock golems will spawn; Avatar of the Elements and Supernatural Guardian. The two share a loot table, and also drop the bagflags.

[edit] Phase 4

Once the two phase 3 bosses are killed, the raid can click the portal to phase 4, and the gods will break into conversation again:

needed

And now the gods begin. Phase 4 contains Terris Thule, Saryrn, Tallon Zek, and Vallon Zek. Each has its own unique strategy; Terris and Saryrn are considered the easier two, as Tallon pumps out some nasty DPS and shares a room with Vallon, which can cause him to add if the raid is not careful.

[edit] Terris Thule

Terris Thule is a simple fight. She has two AoEs (Phantasmal Torment, a DoT/mana drain, and Quivering Nightmares, a stat reducer) and spawns adds every 15 (confirmation needed) percent of her health. The adds cannot be mesmerized, and must be killed.

[edit] Saryrn

Saryrn is another very simple fight, similar to Terris. She has two AoEs (Horrifying Affliction, a mana drain/spell damage reducer, and Torrential Torment, another mana drain) and one single-target effect (3753, a 1500[[DD]], 40% [[slow]], and 60% [[hate]] reducer with 20 [[disease counter]]s) and, like Terris, spawns unmezzable adds every 15('''''?''''') percent.

====Tallon Zek==== {{Main|Tallon Zek (Plane of Time)}} Tallon Zek is generally considered the first real difficult fight (and, for that matter, one of the few) in the Plane of Time. Like in the [[Plane of Tactics]], he has four [[Special:SpellSearch?searchfor=Barb+of+Tallon|Barb of Tallon]] spells and [[AoE rampage]], which will both waste the [[melee DPS]] quickly if they don't avoid it. Unlike in the Plane of Tactics, however, he has way too much [[HP]] to make it a complete [[ranged fight]]. The easiest way to do it is to have melees what are confident they can avoid the rampage and Barb spells go in, and the rest simply range attack.

He also has 3758, an AoE which increases all spells' mana costs; Strategic Blow, a single-target 2000DD with a 500DoT and 0.5 second stun; and Tallon's Balance, an AoE that decreases all resists by 300. The combination of all these things, plus the close proximity to Vallon, make this fight a difficult one. If anybody in the raid strays too far across the room (staying at the top of Tallon's stairs is a good rule of thumb), Vallon will add, which can easily spell a wipe.

All that aside, Tallon is really just a spank-and-tank on steroids. If the raid can get down-pat to stay in that corner of the room, the melees can get stay outside the range of the Barb AoEs, and the healers/tanks can handle his massive DPS output, the fight is easy and should fall quickly.

[edit] Vallon Zek

Vallon Zek is not considered too difficult a fight. Similar to his event in the Plane of Tactics, he creates mirror images of himself, which will simply respawn if killed. Unlike in the Plane of Tactics, however, he only spawns two, and it's easy to figure out which one is the real Vallon (method needed).

Vallon has three spells in his arsenal. Blade of Vallon, a single-target DD that hits for anywhere from 4000 to 6000 (randomized); Vallon's Precision, an AoE 100 DoT that reduces AC by 60 and increases hate by 40%; and finally, Tactical Strike, a Feign Death/30 second stun. The combination of Vallon's Precision and Tactical Strike mean that aggro is an issue in this fight. Tactical Strike is cast once every 24 seconds, meaning that a bare minimum of three tanks need to be cycled through, as each one gets stunned. All the DPS will need to be careful; with tanks feigning death every 24 seconds, he's liable to spin around and start picking people off at any time.

[edit] Phase 5

Once the four phase 4 gods are killed, the raid can click up to Phase 5. In the meantime, the gods speak once again:

Rallos Zek says, 'Something is wrong. I feel Tallon and Vallon's spirits have weakened.'

Innoruuk says, 'Don't be a fool, that is just from giving a part of themselves to the bond on Zebuxoruk.'

Cazic Thule says, 'No. It is more than that, I can feel the force of Terris has been drained as well.'

Bertoxxulous says, 'This is not possible, could mortals have reached us here? Call in our armies, we are too weak to fight now.'

Innoruuk says, 'You are all incompetent! I knew you all could not be trusted. If we are defeated in our weakened state, I do not know if we will be able to coalesce again. I will never forgive you all for what has transpired today!'

Rallos Zek says, 'Now is not the time to bicker! We must focus our strength on these puny mortals! Minions of the army, come to our sides. Your gods beckon you, we need you now!'

With a sudden jolt the wall comes into crystal clear focus.

As the path before you opens up in a swirl of mystical energy, the faded image of an hourglass appears. You have four additional hours.

At the beginning of phase 5, there will be four small armies (one corresponding to each god) of trash mobs in the main portion of the room. These need to be pulled and killed. They are, however, weak; generally one or more entire armies can be safely pulled at a time. Once the armies are cleared, the raid can begin on the gods.

[edit] Bertoxxulous

Bertoxxulous is a simple fight. No adds, no insane DPS output, just a simple spank-and-tank with a couple AoEs. He casts Black Plague, which is an 80% snare and 700 DoT; and Rain of Bile, which drains mana by 275 and HP by 975 when it hits. With these taken care of, however, there really aren't any big hitches to deal with in the fight. Simply get him locked in a corner and beat him down until he drops.

[edit] Cazic Thule

Cazic Thule is another simple fight. Again, no adds, but there are a couple minor hitches; he has three AoEs. Aura of Fear, a 2000DD, 550DoT, and 0.5 second stun (not too much to worry about); Call of the Faceless, a 200DoT, 40% snare, and silence, which can make healing difficult at best; and Timeless Panic, a 1000DD with fear that lasts one tick (six seconds). The fear AoE makes Paladins preferable as tanks, due to their fearless AA. That and the silence aside, however, this is another relatively simple fight.

[edit] Rallos Zek

Rallos Zek is where phase 5 starts to get tough. Being the god of war, he naturally puts out some pretty serious DPS. He also has two spells up his sleeve. More than one exact match found for "Rage of Zek"; please use the spell search and identify the spell by ID, a 400DoT and 50 per tick mana drain with 9 curse counters; and Vindictive Strike, a 3500DD with a 20 second stun attached. On top of that, he has AoE rampage. And on top of that, he spawns adds every 20(?) percent; a bunch of boars, like the ones in Plane of Tactics.

Put all that together, and there's a lot to deal with. The DPS needs to stay out of AoE rampage or they'll get ripped to shreds; anyone who can cure needs to be ready to cure the mana drain on the healers and other casters; tanks need to be ready to switch every 3 minutes, because of the stun; and the offtanks and DPS need to be ready to pick up the adds when they spawn.

[edit] Innoruuk

Innoruuk is another difficult one. He spawns adds, like Terris, Saryrn, and Rallos; except he spawns far more of them, and they're considerably more difficult to kill. Generally the adds should be pulled away from the raid and rooted around the main room, rather than taking the DPS away from Innoruuk to kill them.

Innoruuk also has two AoEs, both called Seething Hatred; Seething Hatred reduces hate by 40% and hits for a 325DD, while Seething Hatred reduces hate by 75%, hits for a 550DD, and fears the raid. Because of the fear, Paladins are preferable for a main tank, and it's generally a good idea to spread the adds out as much as possible, that way they don't kill feared people.

And to top it all off, Innoruuk casts Barrier of Hatred on himself; an attack/AC buff with a 225 damage shield, that absorbs 1800 damage (like a rune spell) before fading. This can cause the melee DPS to take some nasty spikes of damage periodically, so plan accordingly.

[edit] Phase 6

At the end of phase 5, the gods speak one final time:

Fennin Ro says, 'Impossible! How could the races of Norrath have traveled this deep into the Planes?!'

Xegony says, 'I regret that it has come to this. They leave us with little choice, however. We must fuse our powers together. Separately we are weakened, together we will halt their advances.'

Triumvirate of Water says, 'Unfortunate as it may be, I agree. We must call upon the beast we swore would never be needed.'

The Rathe says, 'Then let us begin. Let our abilities and powers meld into one. It shall be our final protector and savior. The only thing standing between us and non-existence'

Your head pounds from the amount of raw energy that begins to coalesce throughout the plane. Bright flashes of red, blue, green, and brown begin to come into focus on one single point. A large towering beast begins to manifest itself. A horrible creation with all the powers from each elemental realm. Your body begins to shudder by the mere presence of this being.

With a sudden jolt the wall comes into crystal clear focus.

As the path before you opens up in a swirl of mystical energy, the faded image of an hourglass appears. You have two additional hours.

In the meantime, the raid can click up to phase 6. Phase 6 of the Plane of Time consists of one mob; Quarm. Quarm is the manifestation of all four elements, the gods' final defense of Zebuxoruk's prison.

[edit] Quarm

Quarm is a massive dragon with four heads, one representing each element. Every 25% of his life, one of the heads explodes, progressing the raid into the next "phase" of the fight. All in all, the fight is rather simple; throughout the whole thing, he spawns some weak adds (a time vortex) that hit for almost nothing, have next to no HP, but proc Time warp, which slows spells and melee by 50%, with 36 disease counters. Quarm doesn't put out particularly nasty melee DPS. He has AoE rampage, but rarely uses it, and doesn't hit for more than 400 or so with it.

He does, however, have eight AoEs; two per "phase" of the battle. The list consists of the following:

All these effects hitting the raid at various times can be a bit overwhelming. However, taking the fight slow and steady should prove to be a win. Quarm's DPS output isn't all that bad; he shouldn't be too much for the healers and tanks to handle for a somewhat long period of time.

Once Quarm is killed, the raid may notice a large pod behind where he spawned. This pod has no name; when targeted, its name field is empty. Same thing when it is attacked. Once the raid has finished doing loot, break it open. Do not break it open before then, else the raid may be expunged from the zone before looting is complete.

The pod turns out to be Zebuxoruk's stasis chamber. When it is broken open, he will spawn out of it and walk to the center of the large chamber, right around where Quarm spawned. As he does, he will talk about the situation between the mortals and the Pantheon:

Zebuxoruk staggers about and looks at you, drowsy from his weakened state. 'My thanks to you. I am surprised to see you have made it here. We must get back to Norrath. The time has come for me to share my knowledge. Something is coming, a threat to us all, and the sands in the hourglass are thinning. Make haste and take me back the way you came.'

Zebuxoruk says, 'I am surprised at the gods for taking such drastic measures, though I suppose all of the creations of the Nameless are capable of displaying poor judgment and irrational behavior. These gods are burdened with powers and responsibilities beyond our comprehension, yet at times they do not understand the eventual effect of their actions. I am compelled to share the knowledge of the gods with the populace of Norrath, so that I might save their creations. They do not realize that if mortality ceases to exist... if they are not worshipped and held aloft by the beliefs of those that they now have grown to fear... they will fall from power and a new age of darkness will wash over existence as they know it. I did not seek to interfere with them or their realms, only to free them from a fate that awaits all of us. It is this fate that now stands ready, greedily gathered on the edge of the void, ready to test the will of all mortals.'

Zebuxoruk says, 'If they have taken measures these extreme I must rethink what I have done, and what I will do. If there was this much cause for conc...'

Suddenly in a bright flash a feminine figure appears before you. Your ears ring from the loud burst as she slowly materializes.

Druzzil Ro speaks with no movement of her mouth. Her thoughts flow through you, calming you as you begin to comprehend what she is trying to communicate to you.

Druzzil Ro speaks to your mind, 'Zebuxoruk, my student I cannot allow this to happen. If you were to escape from another prison the will and power of the gods will have been compromised.'

Zebuxoruk says, 'Druzzil, I have missed you. Wasn't it you that taught me in your own realm to seek knowledge and share it in all forms?'

Druzzil Ro speaks to your mind, 'That I did, but I also taught you not to share your wealth of knowledge if it would affect the fate of others. I cannot allow this to happen. I must set things back to how they were before you and these mortals arrived here, I believe that you cannot understand this and I am sorry.'

Druzzil Ro looks upon Zebuxoruk one last time, as a wave of sadness comes across her gentle face.

Druzzil Ro begins to chant an incantation; mana flows out from her body in all directions. Things begin moving slowly in reverse. You become dizzy from the experience and fall to your knees. As you look up the last thing you can see is Druzzil Ro smiling in your direction. She then waves her arms gracefully and points at you. There is a brilliant flash and you find yourself displaced through time and space. For a moment you lose touch with yourself. As you wake, you find yourself back in the Plane of Knowledge, moments after talking to Maelin with the information of retrieving the Quintessence of Elements. Druzzil has preserved the timeline, an restored existence back to its normalcy.

LOADING, PLEASE WAIT...

You have entered The Plane of Knowledge.

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