Plane of Innovation  

Quick Facts

HOT ZONE
Type: Outdoor
Continent: Power
Instanced: No
Keyed: No
Level Range: 46 - 63
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The Plane of Innovation is an industrial wasteland that surrounds a massive factory. Narrow valleys filled with refuse cut through tremendous heaps of junk. Small niches have been dug out of the junk by old, cast-off clockwork automatons that were long ago replaced in the Factory by newer, more efficient models. These derelict beings retain a built-in desire to exist, and so they scour the factory junkyard for spare parts to help maintain themselves.

Affairs inside the Factory are largely a mystery. The Factory buzzes as production teams work to produce an inexplicable machine near the center of the plane.

In order to improve themselves, the clockworks have taken an interest in humanoid biology. The steam-filled hallways are hazardous to all but the machines that created them.
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A Graveyard of SortsA Clearing Among the Scrap PilesNitram's WorkshopPath to the Factory
Upon Entering the FactoryXanamech the Clockwork DragonThe Greasy ClockworkOne of the Three Manaetic Prototypes
The Researcher's Testing ChamberThe Chronographer's Time MachineOne of the Behemoth's Defense MechanismsThe Manaetic Behemoth
Post CommentRoot Thread
Overview of Zone
# Nov 07 2002 at 10:38 AM Rating: Excellent
Scholar
28 posts
General Summary:

This zone contains alot of clockwork creations (obsolete, rusted, scrounging (rat), defective (spider), archaic (cannot be mezzed or slowed), tinmen (2 are outside the building - ramp to the factory and more inside) obsolete model, and scrapcollector; these are all random pops in all the regen places in the path which goes in a big circle and the ranges of the mobs go from 44ish (lowly obsolete model-wish you must hit to engage) to corrupted system (59). As you journey around the zone you will see doors that can be opened and inside you will see variable sized rooms which contain up to 7 static mob spawn points. Some of the rooms contain the same level mobs that you see on the path as random spawns and some of the rooms contain higher level content mobs - weathered clockwork (54ish in level), decayed guardian (level 58 - Enrages), corrupted system (Level 58-59) and summons. There are also some spots where you will encounter etheric pools (goos that are blue in color - they are near pumps outside some of the doors to the side rooms).

Groups:

Depending on far you want to go down the path... a quick killing group with an enchanter cleric and 4 melee or other combination can very likely dungeon crawl around the entire circle of the path. There is an 18 minute timer on respawns, so if you get sloppy and dont move along you will get backpops. Alot of people doublebox and play a cleric and high level melee for some good aaxp or overall group experience right at the zone. All the zone mobs are dark blue (cept for the obsolete model - small mob that is sleeping) until you reach level 62. XP if VERY GOOD however up to that point and when you reach 62 your options are the higher level side rooms or venturing inside the factory.

Named:

Several named appear randomly in spawn spots like malfuntioning system, rust covered model etc. These pretty much drop a nice drop if you see them up. You can also rarely see the Junk Beast up (he spawns near the entrance and takes @ 2 good level 60's groups to kill safely)

Factory:

If you know someone that has completed the dragon kill and received their flag to enter the factory you can get anyone flagged to open the door for you and let you inside the factory. If you make an immediate left you will open a door to a room that has a quest (ring type encounter) mob name Research Keon - he will port you to closed room for an endurance test. If you head right you can farm the multiple tin men guards that are up and have bout the same spawn rate at the yard trash clockworks. If you look directly ahead you will notice clockwork golems (59) that give MONDO xp if you can get a good enough group to hold this room. They are almost impossible to single pull, and if you have a good slower you can have one melee tank one while you get the other. If you can keep up with the spawn rate of the tinmen near the first room you can manage here and get alot of experience in a very small window of time.

Courtesy:

Due to the nice change that verant has made when you die your corpse will reappear at the zone in for all of the POP zones. That means that usually at this level you will get a 96 percent rez; so training the entrance is not a proper thing to do if you can help it.

with kind regards,

Tedahmeister
Eci
Warlord
RE: Overview of Zone
# Apr 01 2003 at 3:40 AM Rating: Decent
6 posts
QUOTE: If you make an immediate left you will open a door to a room that has a quest (ring type encounter) mob name Research Keon - he will port you to closed room for an endurance test.:QUOTE

Could anyone give some more details on this Ring event. What are the spawn cycles, what force is optimal or what king of mobs are faced there???

Any if is apperciated.

Koriztaja
61 Ikke Grandmaster
RE: Overview of Zone
# Jul 27 2003 at 4:03 PM Rating: Decent
1 post
We tried this last night. 65 enchanter 65 warrior, 63 cleric, 62 rogue, 63 rogue, and 60 ranger. Starts off with small waves of about 4 spiders.. easy to kill.. was mezzing with facination and dazzle.. however.. I dont know if spawn rate picked up dramatically or not.. but after maybe 4 or 5 min .. could have been longer.. we had maybe 11 or so mobs.. 2 different types of spiders, both mezzable with dazzle and facination. Our group could take mobs in about 20 sec or so but the problem was that mobs were either casting an ae or were just hitting everyone in group ( didnt have log on and was a bit busy to be able to tell, we're going to do it again and I'll let you know ), so cleric was at 50% mana from group heals rather quickly. Mobs hit somewhere in the 100 to 200's but there were alot of them in pretty short order.. Going to try a few new strategies and see what happens...Will post more when we succeed :)
RE: Overview of Zone
# Apr 08 2003 at 5:30 PM Rating: Decent
27 posts
i tried this quest to just test it with 65 enc 52 mage 55 cler 57 monk 60 paladin 64 ranger.. we wiped, on 2nd wave. Heres how it is - hail researcher kreaon (SP?) and follow dialogue. He says he will test 6 ppl at a time, have group leader say we are ready or whatever the NPC wants you to say. Group is then ported to the center of a square shaped room with alcoves on sides. On the roofs of these alcoves, there are little hatches that open and release spiders. seemed like 45 sec in between 1st and 2nd wave, and about 1-2 min between time you get in to the 1st wave (no exact times, wasnt timing). Hope that helps some of you.
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