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Po Time Quick Ref

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This is a summary of the Phase 1 Trials. If you have any corrections or notes please respond with them. This information was mostly culled from the Science of War website.

First, know your way around. The zone in to Time takes you to a huge cavern with a big clock in the center and 5 tunnels at the edges of the cavern. The zone is separated into 5 separate areas by streams with 5 bridges leading from the zone in to each separate area. At the end of each tunnel is a small sundial, which is the zone into the 5 separate sections of Tier 1. You must be able to get to these sundials quickly while we are raiding and know their names.

MAPS for Plane of Time A and B are available here: www.tski.co.jp/baldio/map/

From the moment we click into Phase 1 we are on a timer. Each Phase has its own time limit. Any leftover time is added to the clock of the next Phase; the faster we clear, the more time we have for the next--so expect to be rushed at least until we are into Tier 4.

Fire is northeast past the mobs that look like they belong in Look for Halls of Honor looking mobs. Location to sundial: 1462.99, -118.83 - Follow the path to the sundial

Earth is east down a brick path, then off the path aiming southeast to the tunnel. Looks like PoE Zone Location to sundial:-654.74, -1624.40 - Follow the path to the sundial

Water is south from the zone and has pyramids. The tunnel is through one of the Looks like SSRA Pyramid, alot of sand. Look for griffins. Location to portal: -1836.84, -541.59 - No path

Undead is northwest and you?ll run into a fenced in area with gemmed golems to get to the tunnel. Like the Gem Enhanced mobs in PoEa Location to portal: 1652.98, 707.01 - No path

Air is southwest. Look for an Ice field. Location to portal: -1099.41, 1265.72 - No path

There is no zone out of Time . You?ll need a TL, port or gate potion/neck item to get out. BE SURE YOU BIND OUTSIDE TIME EVERY RAID, and BE SURE TO HAVE BUFFER XP. IF YOU ARE LEVEL 64 YOU CANNOT ZONE IN.

The GRAVEYARD for all of Time is reached by clicking on the dark gravestone with the glowing red eyes near the zone into Time. You get out of the graveyard by clicking on another gravestone like that.

The lag at the zone in to Time is intense even for those with good computers and connections. There is no fighting done in this area though unless you accidentally hit one of the indifferent decorative mobs (they are not very good for exping on from what I?ve heard but feel free). Tier 3 can also be a problem for some because it?s so huge, but the heaviest fighting is done in Tiers 4, 5 and 6 where there is very little lag.

PHASE 1
Time limit 1 hour, 5 trials, people per trial max 18.

There are FIVE Trials in Phase 1. Most trials are a variation of tank X amount of mobs then CC the splits/adds/repops. Problem here being... in some of the areas everything is named the same and cons the same... so you dont know which are mezzable and which arent without trying.

We divide into 3 groups of 18 for Phase 1, each with a separate channel. Each section of Tier 1 has it?s own boss and other mobs that must be killed in order to advance to Tier 2. Each is like a small ring event in that as you kill existing mobs more spawn until you get to the end. The event is triggered to start a few seconds after the first person zones in so everyone needs to try to zone in quickly when told to click in. You CAN replace people, but remember there is an 18-person maximum for each area. So don?t try to zone into an area if not invited. If you get a loot drop from a different area you should ask the person who awarded if it?s ok to zone in when you are ready to do so.

Teams 1 and 2 will handle TWO Trials apiece. To follow what we did last time:
Team 1 clears Air then Undead and uses a different chat channel.
Team 2 clears Water then Fire and uses another different chat channel.
Team 3 clears Earth and uses yet another chat channel.

Once your team has finished one section, everyone is TLed to their bind point and must zone back in immediately and head to your next objective. Earth Team can remain in Earth.

Two of the teams will have to transition to their second trial QUICKLY. This is also where we can switch some people in that couldn't get in on the first trials. If we do a switch they need to be waiting and ready to go.

--------------------------------------
AIR TRIAL (the hardest trial)
Southwest, Snowy Everfrost looking portion, location: -780, +1120
Resists to buff: Poison

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.
Spawns are distributed like this for wave one:
X X
X X

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:
Spawns are distributed like this for wave two:
X X O X X

The O is the boss, the boss (Neimon of Air) will engage you. Neimon rampages and flurries and has a pretty mean damage shield.

The two inside birds are mezzable. The two outside birds are NON-MEZzable. Tank/mez and kill Neimon first.

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.
--------------------------------------
UNDEAD TRIAL
Northwest: Gemmed/stone ground ground looking portion, location: +1200, +700
Resists to buff: none

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
--------------------------------------
WATER TRIAL (the fastest trial)
South, Ssra/pyramid looking portion, griffins outside, location: -1525, -550
Resists to buff: Cold

WAVE ONE: 2 NON-MEZzable Regrua and NAMED (Anar of Water) pop 15 seconds from start.
Defensive warrior tanks named, kill 2 adds. Anar is UNSLOWABLE and flurries and rampages, but not often once crippled, hits for 1150. He is an enchanter so he can CHARM, TASH, and DISPELL.

WAVE TWO: At 90% health: 2 Triulians spawn (slowable), one is mezzable, one is not. Kill one, then the other. Hit for 880.

WAVE THREE: At 45% health: 2 Hraquis spawn (slowable), again one is mezzable, one is not. Kill unmezzable, then Anar, while keeping last one mezzed.

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
--------------------------------------
FIRE TRIAL
Northeast, Halls of Honor looking portion, location: +1200, -925
Resists to Buff: Fire

WAVE ONE: Three NON-MEZzable flame mephits spawn.
As each dies, TWO mephits spawn. One is mezzable, the other is NON-MEZzable. 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 HUGE damage shield that needs to be cancelled ASAP, and hits pretty hard but dies pretty fast.

WAVE THREE: At 75%, two mobs spawn. Kill any that are unmezzable. FLAME are mezzable and MOSTLY slowable. INFERNO are NON-MEZzable but fully slowable.

WAVE FOUR: At 50%, two mobs spawn. Kill any that are unmezzable. FLAME are mezzable and MOSTLY slowable. INFERNO are NON-MEZzable but fully slowable.

WAVE FIVE: At 20%, two mobs spawn. Kill any that are unmezzable. FLAME are mezzable and MOSTLY slowable. INFERNO are NON-MEZzable but fully slowable.

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

--------------------------------------
EARTH TRIAL
East, Plane of Earth looking portion and mobs, location: -645, -1275
Resists to buff: none

WAVE ONE: After port-up, 3 NON-MEZzable mobs (pile of living rubble) spawn. They are fully slowable.
As each dies, 2-4 mobs (a rock shaped assassin) spawn. These are MEZzable and slowable but very resistant. Finish each split before moving to the next pile of living rubble.

WAVE TWO: Kill the second pile of living rubble. It will split again into 2-4 mobs. After 6-8 total mobs die, NAMED (Terlok of Earth) spawns. Terlok is slowable and has no AE. He MUST be tanked immediately. Keep the other mobs controlled and kill the named.

WAVE THREE: Finish off the remaining assassins and the last pile of living rubble.

These rocks have tons of hitpoints.
"pile of living rubble" - 188k hp - Max: 986 Min: 193 (triples?)

"a rock shaped assassin" - 180k hp - - Max: 808 Min: 51 (doubles?)

"Terlok of Earth" or "Shadow of Terlok" - 225k hp - Max: 1155 Min: 232 (triples?)

--------------------------------------

TIME REQUIRED FOR EACH TRIAL
Assuming 18 peeps.

Earth
Total mobs: 9-15+boss
Boss tanking: short
Tanks required: 3-4
Total time: 25-30 min

Water
Total Mobs 6+boss
Boss tanking: medium
Tanks required: 3
Total time: 15 min

Air
Total mobs 8+boss
Boss tanking: short
Tanks required: 4-5
Total time 15 min

Fire
Total Mobs 15+boss
Boss tanking: long
Tanks required: 4
Total time 25 min

Undead
Total mobs 13+boss
Boss tanking: short
Tanks required: 4
Total time 20 min

This is a summary of the Phase 2 and Phase 3 Trials. If you have any corrections or notes please respond with them. This information was mostly culled from the Science of War website. The information for Phase 2 is not as complete as Phase 1. Any help in making this complete is welcomed.

MAPS for Plane of Time A and B are available here: www.tski.co.jp/baldio/map/ . I highly suggest looking at the map for B to understand this trial.

PHASE 2

After Phase 1 is complete you have another hour to complete Phase 2. There are 3 Trials. Your diversified force now has to defeat 3 separate areas. You can zone in and out to reorganize your forces up to a max of 72 people 36 per area max (3 areas) but everyone has to be in raid. You have a new timer to defeat all the areas. Once again Mez/root is completely random. Some of the the mobs are mezzable, but you dont know till you try.

This area is fairly difficult to split without a full pull team because pacification does not work on anything. Monk Lull MAY work. Please confirm.

EARTH/AIR TRIAL (36 people)

You can combine forces by invising and running to the other team.
Split mobs, pull to camp, and kill. Pretty straightforward.

Mobs:

2 Champion of Korascian (some mezable)
- Max: 832 Min: 197 (doubles?)

4-6? Unholy Rock Fiend (some mezable)
- Max: 1048 Min: 91 (?hits?)

4-6? An Elemental Stonefist
- Max: ? Min: ? (?hits?)

NAMED: Windshapen Warlord of Air
- Max: ? Min: ? (?hits?)

NAMED: Earthen Overseer
- Max: 1345 Min: ? (?hits?)

Others?

FIRE/WATER TRIAL (36 people)

You can combine forces by invising and running to the other team.

--about the same as Air/Earth

No mob information, feel free to contribute.

UNDEAD TRIAL

WAVE ONE: 2 mobs spawn
WAVE TWO: 2 mobs spawn
WAVE THREE: 1 mob spawns
WAVE FOUR: 4 mobs spawn
WAVE FIVE: NAMED spawns, and spawns adds that are mezzable but resistant.


PHASE 3

After Phase 2 is complete you have 75 minutes to complete Phase 3. Your entire raid of 72 joins forces here.

Look at the map and you?ll see a large cavern to the west. Jump down into the lava but DO NOT RUN ONTO THE ISLAND. You can invis to ensure safety.
Back up QUICKLY to the wall.

The island is full of mobs. Each wave spawns ~8 mobs and 2 named. There are 8 waves total in this order:

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

These named can drop loot, but seem to have no AE?s or special information at this point.

After all 8 waves are clear, move onto the island. TWO named elementals spawn.

NAMED: Supernatural Guardian
AE: None.

NAMED: Avatar of the Elements
AE: None.
After Phase 3 is done, you can exit to the west and click into Phase 4: The Gods.

After Phase 3 is done, you can exit to the west and click into Phase 4: The Gods.

PHASE 4

All gods are leashed to their rooms. The center table, or the midpoints of the walls, are safe places to rez and rebuff. Mobs Single Target rampage, not AE, so need a rampage tank on all. Terris and Saryrn are basically buff up as high as you can and win, low resist people will do very little.

TERRIS THULE
--Buff up with high MR.
--The room has water in it. Do not be shrunk.
--Pin her on the right side of her room.
--Mobs spawn at 90%, 50%, and 10%.
Mobs that spawn on the LEFT side are NON-MEZzable. (A Summoned Guardian of Terris = (Skelly Model) , A Summoned Knight of Terris = (Horse Model) )
Mobs that spawn on the RIGHT side are MEZzable. (A Phantasm of Terris (Skelly Model), A Nightmare Knight of Terris = (Horse Model) )
--Kill or offtank the non-mezzable adds. Control the mezzable ones throughout the fight.
--Adds despawn after 30 min of not being engaged.

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


SARYRN
--Same as TT, but buff up with high PR/DR.
--Pin her on the right side of her room against the pillar.
--Mobs spawn at 90%, 50%, and 10%.
Mobs that spawn on the LEFT side are NON-MEZzable. (A Mouth of Insanity = (Lobster thingy), A Tormentor = (Werewolf? mob) )
Mobs that spawn on the RIGHT side are MEZzable. (A Mouth of Dementia = (Lobster thingy), A Twisted Tormentor = (Werewolf? mob)
--Kill or offtank the non-mezzable adds. Control the mezzable ones throughout the fight.
--Adds despawn after 30 min of not being engaged.

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)


TALLON ZEK
--All resists should be buffed. See notes below.
--No adds on this fight.
--Tallon quads for 3040 max, rampages, and is unslowable.
--His AE is facing his front like an arch. He has multiple AEs that cover all resist types.
--Pin him in the corner of his section of his room.
--MT needs super high resists, the most important being disease and cold. If the MT can have 350+ on those resists ideally with bardsong they should be able to resist most of TZ?s frontal procs.
--Priests and Int casters need to buff MR, and equip MR gear to try to resist Planeshift AE.
--Have to kill him before Vallon Zek.
--Have to hug the wall farthest from Vallon. Vallon's aggro range is large and will aggro the raid if people get too close. HUG LEFT WALL!
--Main Tank NEEDS to have his buffs in the right order, Tallon can cast 4 debuffs. That leaves 11 slots.
--Portal goes to Plane of Tactics zone-in.


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


VALLON ZEK (more info needed)
--Procs FD on MT
--Tank him at TZ fight spot
--2 adds spawn off of him at 49%
--2 adds are kited away to the far side of VZ's room and chain rooted.
--After VZ dies, everyone runs out of the room and to the other side of the table, after 5 mins the adds despawn (dont have to kill them).
--Portal goes to Plane of Tactics zone-in.
--Has loose aggro; debuff at 98%.
--Rampages

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




PHASE 5

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.

Clear CT and Bert guards first. Typically, due to positioning, the order of kills for Phase 5 is CT, RZ, Bert, Inny. The reason is that Bert's room is full of water, which means he's often pulled out of the room and down to RZ or CT chamber.

CAZIC THULE (more info needed)
--Weak melee
--Need to dodge his AE silence. Casters can SNARE themselves to block the AE.
--MGB Heal Rotation needed.
--not slowable
--3 Nasty AE?s.
--Cazic is not leashed. Pull him to the zone-in chamber and corner him.
--Knight tank with Fearless suggested.
--Weak rampage
--Do not debuff until 97% as CT has loose aggro
--The portal near Cazic goes to the Plane of Fear

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

RALLOS ZEK
--Buff up with high FR.
--Pull RZ into position at the left of the portal.
--He is tethered.
--Clerics get into position against West Wall. CH rotation begins. Watch the range; clerics may have to move into the room.
--RZ gains melee abilities as he drops in health, and spawns sets of 4 adds in the middle of the room (at his original spawn point). There will be an Offtank Assist (OA) for these mobs.
--At 90% he spawns 4 adds, NON-MEZzable and NON-rootable
--OA calls raid off RZ, raid kills adds
--At ~75% he gains AE RAMPAGES, begins to hit harder, and spawns 4 adds, NON-MEZzable and NON-rootable
--OA calls raid off RZ, raid kills adds
--At ~55% he gains FLURRY, spawns 4 adds, NON-MEZzable and NON-rootable
--OA calls raid off RZ, raid kills adds
--At 25% he gains INCREASED DPS and possibly more RESISTS and spawns 6 adds, NON-MEZzable and NON-rootable
--OA calls raid off RZ, raid kills adds.
--Finish RZ.
--Warrior defensive should be saved until 75% so that it doesn't end at the same time RZ's melee abilities power up.

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

BERTOXXULOUS
--Buff up with high PR/DR.
--Bert is not tethered.
--Pull him into CT chamber. Puller blows the snare, then he's tagged in by RT.
--Spread out the shamans and druids. 1 Per group, minimum, to cure.
--MGB Heal Rotation needed.
--CH rotation begins
--Keep MT and groups cured/healed.
--He starts out with (relatively) weak melee abilities and near total immunity to spells. As he goes lower on health, he starts to get much tougher in melee combat but his resists go down.
--MT needs to save /disc until later in the fight and casters need to avoid AEs and not cast until he's down to like 85%

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

INNORUUK
--Inny casts a damage shield with a combo rune on himself. When the rune fades so does the DS. MoK will not remove the rune/DS. Dispelling would remove it and any other debuffs and dots he has up. Last option is to disengage melee and pets and just nuke him.
--He AE fears every 2-3 minutes.
--At 80% three adds spawn. They have a large amount of HP's and hit for about 1500. They are reported to have fairly low MR and can be rooted and snared. We keep them CC'd the whole fight and kill them after Inny is down. Root them along the west wall.
--At 20% three (or four?) adds spawn, identical to before. Keep them CC'd the remainder of fight and kill them after Inny is down.
--Inny Rampages
--Tethered

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)


PHASE 6 -- QUARM

After you complete Phase 5, you are granted two additional hours to defeat Quarm.

--Max. Hit: 3800

--Pre Fight: Wait for Quarm to path to his lair; send in a rogue or monk to watch him get in position. Then, zone in.

--Quarm Rampages intermittently. Light healing needed.

--Quarm is pulled SW to the wall before the right alcove. MT is the only person there with Quarm. A group of clerics/rot will be in the SW alcove, with the casters and melee waiting near zone-in. With the new changes, he can be pushed into the wall so that he can't be hit, which is bad.

--Adds spawn during the fight. Enchanters are on all adds, called "time vortex". They don't seem to hit for much, but they cast the AE Time Warp. This slows down melee and spells.

--Casters and clerics can dodge some of the AE's by staying along the right wall. It appears as if the 3kdd AE's and Time Warp cannot be avoided; the 3kdd goes through the wall. Time Warp comes from the adds, so if they are controlled quickly, that may be solved.

--Melee are on Quarm until AE is called. AE is called 20 seconds before it hits, and enables you to run to zone in/right wall to dodge it. AEs come relatively fast. Speed not sure yet.

--Paragon at clerics at 90% so that you can use it twice.
--Pair up necros with cleric groups for Mind Wracking.
--All groups need a healer and curer of some sort.
--Patch Hard every 25%.
--Debuff every 25%.

Explaining Quarm's AE's

--Quarm has 4 heads.

--At 75%, 50%, 25%, and 0%, a head 'dies'.

--We believe there is a Cold, Poison, Disease, and Fire head, responsible for each set of spells based upon that resist type listed below. There is no Magic head; that class of spells, the adds cast.

--The startup time for the first cast from each head seems random, but approximately 30 seconds apart. Therefore, once a head starts casting, it casts every 60 seconds and picks its associated element DD or DoT. What this means is we most likely need to keep track of 4 different timers.

--Fire, Ice, Poison, Disease is believed to be the order they go away, based upon Nedis' info (see below).


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


Information from Nedis, not sure if this is every time, or just an example. Any clarification on if this is the pattern every time?

4-head Quarm :
Avoidable:
Glacier Breath, SvC-300 Move-20% 100DoT 5tick
Venomed Mist, SvP-300 500DoT 50ManaDoT PoisonCount36 1.5min
Plague Earth, SvD-300 500DoT 50ManaDoT DiseaseCount36 1.5min

Not avoidable:
Infernal Flames, SvF-250 3kDD
Epoch Conviction, SvM-300 SpellDMG-20% ATK-280 100DoT 50ManaDoT CurseCount36 1min

3-head Quarm :
Avoidable:
Venomed Mist, SvP-300 500DoT 50ManaDoT PoisonCount36 1.5min
Plague Earth, SvD-300 500DoT 50ManaDoT DiseaseCount36 1.5min

Not avoidable:
Glacier Blast, SvC-250 3kDD
Epoch Conviction, SvM-300 SpellDMG-20% ATK-280 100DoT 50ManaDoT CurseCount36 1min

2-head Quarm :
Avoidable:
Plague Earth, SvD-300 500DoT 50ManaDoT DiseaseCount36 1.5min

Not avoidable:
Venom Blast, SvP-250 3kDD
Epoch Conviction, SvM-300 SpellDMG-20% ATK-280 100DoT 50ManaDoT CurseCount36 1min

1-head Quarm :
Not avoidable:
Plague Seism, SvM-250 3kDD
Epoch Conviction, SvM-300 SpellDMG-20% ATK-280 100DoT 50ManaDoT CurseCount36 1min
 
Adds spawn during the fight. Enchanters are on all adds, called "time vortex". They don't seem to hit for much, but they cast the AE Time Warp. This slows down melee and spells.

Time warp is actually a proc not an AE, the stupid lil adds will run around and tag you with it, but this is an easy way to tell if your chanters are ninja afk
 
Sorry just seen it with them cast with spell awareness.
 
Po Time Quick Ref

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