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A guide to the plane of timeFollow

#1 Jan 05 2004 at 10:17 PM Rating: Decent
43 posts
The lore in this zone is increadable, and altough I will likely never get enough manpower to go there(my guild is in the lower planes, not even near the elementals) I want to find out as much as I can about it. Now, I have looked over the internet about this zone, and although I have found many tidbits I have yet to locate a truely comprehensive guide to each teir. So if someone can point me to one, or create one, I would be very appreciative. Things I am looked for include (by teir)

Which mobs are in each teir
How they attack
Time constrants
Layout of the locations
Dialog between the gods.

Thank you very much.

#2 Jan 06 2004 at 2:20 AM Rating: Good
**
295 posts
The first three phases are kind of boring in terms of lore. When you first enter, there isn't any dialogue - just a series of independent trials that you need to complete. You get some lore at the end of each of the phases you successfully complete. You can probably find complete lists of the lore on something like Afterlife's page, or archives for most guilds that have completed Time. Anyhoo, the first three phases are the armies of the gods, the fourth phase is the demigods - Saryrn, Terris Thule, Vallon Zek, and Tallon Zek; the fifth phase is the larger gods - Innoruuk, Rallos Zek, Cazic Thule, and Bertoxxulous; and the sixth phase is Quarm, where the elemental gods pull a Captain Planet and combine their powers. After beating Quarm, you bust open an egg-shaped prison, and out comes Zeb to give a brief dialogue of how a great doom is coming to Norrath. Druzzil Ro shows up, gives all the assembled adventurers the mytical equivilent of an upraised middle finger, and reverses the timeline to put Zeb back in his cage (porting everyone back to Maelin in the Grand Library in PoK as our reversal in time, but strangely leaving our characters with our ill-gotten loot - score!). If you still have trouble tracking down all the lore, I'll see if I can find it myself later.
#3 Jan 06 2004 at 10:51 AM Rating: Default
Vestix wrote:

Which mobs are in each teir
How they attack
Time constrants
Layout of the locations
Dialog between the gods.


Time A zone in is a center isle area with the gigantic clock (and incredible looking funnel cloud) spinning above your heads. There's a circle of gravestones around you around the pillars reaching up above to support the clock. The area branches off into 5 different areas that look thematically different, and each has the zone in to it's respective tier 1 area- Fire looks like HoH, Earth looks like PoEarth, Undead looks kind of like Valor, Water is desert with Shissar, and Air is snowy with griffons. Each of the trial has a named, but no real lore behind them. You have an hour to defeat all 5 trials or you are porte into the graveyard- time left from tier 1 carries over to next trial (and all the time constraints work that way).

Tier 2 has the clock doors behind each tier 1 trial unlock, and 4 of the trials pair up with one another- undead is the solo one. Earth/air and fire/water are the trials that connect with one another, with the trial exits forming a Y. Since 2 trials are combined, the max players increases effectively from 18 to 36. There's a second clock door beyond each tier 2 area, which unlocks to a large tier 3 area (and the first area that supports the 72 raid maximum).

Tier 3 sees a bit of a jump up in mob difficulty, where you might gather from attack messages of the various nameds that they are lieutenants and so on of their respective deities. But not a ton of background there really. This is the first tier with a different timer than 1 hour, it's oddly 1:15, versus 1/1 for 1 and 2.

Tier 4's layout is an entry room where you click over, then cubby rooms to your left and right (saryrn on left and terris on the right), and a larger central room straight ahead with Tallon on the left and vallon on the right. Truthfully, each god in time could really warrant its own post, and is too lengthy to really post here. It'd be easiest to give short summaries of their abilities like- Terris and Saryrn summon adds, and have mana drain AE's. TZ is an extremely bulked up version of himself in tactics, with a new mana increase AE. VZ has an anti-maintanking spell that gives a lot of people headaches.

Tier 5's layout is similar to 4, with bert on the left cubby and cazic on the right, but instead of a forward central room, there's a door to quarm and a cubby on the top left with Rallos and a cubby on the top right with Inno. It's easiest to say that Bert has very damaging AE's and changes as you hurt him, Rallos has adds, much his old abilities, and grows stronger as he gets lower, Inno has a fear AE and some extremely frustrating adds, cazic has a silence ae and another damaging one. Quarm himself is really largely an AE fight, and is overall one of the least damaging mobs in actual melee, though spikes very high.

Tier 4 and 5 each have an hour timer extension for each god currently up, so you'd have 4 hours going fresh into each. Quarm gives 2 hours. The timer only expires early if zeb is freed, so some unethical guilds that can clear time in 5 hours will let the remaining 8 hours just run and block other guilds on the next time zone. Hope that pretty much answered your questions.
#4 Jan 06 2004 at 11:35 AM Rating: Default
If you want to walk around Time.. or any zone without the mobs try the zone viewer.

http://www.rpgexpert.com/85.html

Free and a lot of fun if you might like to see places I'll never get to. :) Like that GM zone in thing (or whatever it is) in Kurns Tower.
#5 Jan 06 2004 at 11:37 AM Rating: Decent
Sorry .. wrong link.

http://www.eqzoneviewer.com/

Try this

Krummy Button
#6 Jan 08 2004 at 4:47 PM Rating: Decent
43 posts
Thanks
#7 Jan 08 2004 at 11:11 PM Rating: Decent
*
161 posts
WOW, thank you for this link! I never knew such a thing existed. Not only will this help me see zones I may never be flagged for (at least not anytime soon), it will help greatly with things like raid planning. Might not show where mobs are, but at least you can sorta figure out the way around the zone =)
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