I was in a group of folks in Earth-A (I got flagged for Earth-A the old-fashioned way), waiting for a time raid to start. The previous week I had been raided into Time and had the time phase quintessence with me, so I could return for this raid. When it was called, I accidentally clicked on the zone-in to Earth-B, rather than the zone out to PoT. In the past, I just got told I could not enter... this time I zoned in.
So I think the alternate Time access opened up Earth-B as well. I am not certain, but I cannot think of any other cause for this.
We had almost a full raid of people who had killed arbitor in POEa... i wasn't arbitor flagged but was able to zone in POEb due to 85 while everyone else was in poeA and i was only one in POEb... seems that this is now part of the new 85 system... also if you have a full group, 5 flagged and 1 can be unflagged and 85ed into any zone now too
Precisely 6 can be mezzed and 6 cannot be. I'm not positive on this, but I believe mezzable ones alternate in the circle with the non-mezzable ones. You can use bards to test what's mezzable and have them fading mem to avoid death. I was never involved in the actual pulling process, but I do know we used a tashacide enchanter bot on the pull along with some obvious assortment of rogues to scout and monks, SKs and bards to split.
Once you determine which are the mezzable ones, pull them one at a time to some designated location, a spot I will call the "cave" - even if you don't use the cave you fall down into for this purpose, I'm calling it the cave. When you have them at the cave beat them down to 1%. You need a normal raid-style cheal chain on a defensive warrior for at least some of this - the early portion of the fight for sure. I'm not sure whether the mezzables get easier over time, but the unmezzables ones definitely are heavily gimped by the time they are 1%. So gimp that one good cleric can keep up one good paladin on a "tank mez"-only councilman.
Once you have the 6 mezzables locked away in the cave using enchanters and maybe bards, ensure they are malosniad and otherwise debuffed at all times. Make sure your enchanters emptied their bladder before starting. It's not a bad idea to keep a bard in the cave singing AE debuffs. Ideally you want as much aggroing as possible of the councilmen to minimize the chance of mez landing, the blur component "working", and a server tick happening before the next aggroing event, causing them to regen slightly. Some people have the mezzing enchanters melee with non-magic weapons to facilitate this.
Now start pulling the TM councilmen. Assign teams beforehand, usually of the form: knight+cleric+cleric healer. Assign destination locations for each TM councilman. Walk your raid around to the locations so they know where to go, if for instance, someone shouts "need mana at 3". A configuation that spreads out around the circle of the zone makes the most sense. Pull councilmen one at a time and beat them down to 1%, then TMs maintain very strong aggro with stuns/spells. Might be a good idea to have backup healer stay out of range of AEs and focus on healing the cleric's AE damage, so the cleric can heal exclusively the tank. Get 4-5 councilmen TMed this way, one by one. Meanwhile, ensure all councilmen are having their debuffs refreshed appropraitely and that the people at each station are getting feeds/rods/buffs as needed. Another good idea is to not have your TMs get on the aggro list of councilmen they won't be tanking - you don't want to risk low-health aggro getting TM #3 summoned to the TM-councilman #2.
When you get down to the last councilman (or two), you can call: "TMs kill your councilmen!", thus your raid finishes the last unmezzables around the same time your 4 (or 5) TMs finish theirs. You only have something like 7 mins to get all 12 dead - the clock starts ticking as soon as the first one dies, so before you deal the killing blow, make sure everyone is ready, and when the first killing blow occurs, haul ***. If at any point something goes horribly wrong with your TMed councilmen, you can kill all the TM-only councilmen that have aggro, let them repop, and restart from the "everything locked in cave" phase. If you're lucky, the cave people will live and you can avoid a total wipe and the having to start over from scratch. Grats enchanters on another hour of crossing your legs.
When all the unmezzables are dead, or about to die, haul *** to the cave. One by one kill them. Ideally you want to kill them in a sort of "death touch" manner. I.e., get all of your nukers to land their volleys at the same time. It's a good idea to come up with some system that doesn't result in your necros landing all their 2 second nukes 4 seconds before your wizards and mages land their 6 second nukes, causing mass death on each mez break. You probably don't have time to have the tank stand there taunting waiting for heal rotations to start or whatever; by necessity of timer it's going to be a little less controlled than other fights.
By the way, throughout this entire encounter, any awake (one not currently mezzed) councilman can shadowstep someone in their AE range. That means that it is possible that while you are beating mezzable number 4 down to 1%, the enchanter holding down number 2 could be shadowstepped into the water way over on the other side of the building with the councilmen. Make sure your enchanters have the appropriate macros, awareness, and communicaiton infrastructure in place to handle this contigency. Likewise, your TMs or their clerics can be shadowstepped. Normally this just means your TM gets summoned back, but be aware of it. Unless you raid with 15 cleric and 90 people, I'm not sure how you can handle the case of a TM cleric being SSed. The backup healer ~might~ be able to keep the knight up, but I wouldn't count on it. You may just have to kill all the currently TM'ed and restart that portion of the event.
After all the councilmen die, the avatar of earth pops. Don't wipe. I don't know if his aggro range reaches the cave, but I think it does. Usually your guild will be so happy to have the councilmen dead they will be too busy WOOTing and/or going to the bathroom to be able to function intelligently. If you are lucky, you will have one person aware enough to kite the avatar around while your raid returns to its senses and realizes they need the tank to start tanking and the healers to start healing.
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Posted:May 12 2003 at 4:24 PM, Rating: Sub-Default, (Expand Post) Does this mean AL can try Plane of Time now? I know FoH got all mad because of something that plane of time was messed up or something
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Posted:May 08 2003 at 3:34 PM, Rating: Sub-Default, (Expand Post) The Rathe are DOWN afterlife did this go check out there site
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Posted:May 08 2003 at 6:32 PM, Rating: Sub-Default, (Expand Post) WOOT! i just checked the sight and was coming here to post but nooo, u had to beat me to it u bastage! ;p
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Posted:May 09 2003 at 5:05 AM, Rating: Sub-Default, (Expand Post) Hehe i just had a quick look at site while i was healing and saw it so i posted here lol hehe can't beat being first lol
To access it requires a Group key. An Earth-Infused Crystal
The key isnt Soul Bound. You will need 2. If you die here you will not get your corpes back unless you have another in the bank on a differnt toon. This is the final step to gaining access to The Plane of Time.
this key is soulbound and is aquired by killing all rings in PoE to pop the Arbitor of earth. Killing the Arbitor pops a PP. Hailing the PP gives you the key for PoEB. It shows up as Passkey of the Twelve on your keyring, no item associated with it just like carprin event.
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Posted:Mar 15 2003 at 11:08 PM, Rating: Unrated, (Expand Post) wait a second..... Mess with the best, die like the rest? Hackers was a dumb movie lol, have something like "Wake up and Pi$$, the worlds on fire"
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Posted:Mar 16 2003 at 4:23 PM, Rating: Unrated, (Expand Post) bah scr00 j00. this is an eq post not a movie critic site.