AND Mob and Planar Progression Information File<br>
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<c "#FF00FF">PLANE OF NIGHTMARE B - Lair of Terris Thule</C><br>
<a href="file:///storyline/storyAND.txt">Table of Contents</a><br>
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Access to this Plane<br>
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Level 46, Completed Hedge Quest including preflag successfully<br>
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Progression in this Plane<br>
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<c "#FFFF00">Plane of Torment Flag</c> Kill Terris Thule and hail the planar projection to receive the flag for the Plane of Torment.<br>
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Mobs and Quests<br>
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<c "#FFFF00">Terris Thule</c> - Level 70, 150khp<br>
<c "#00FFFF">Special:</c> Full event mob - read strategy<br>
<c "#00FFFF">Slow:</c> Slowable<br>
<c "#00FFFF">Melee:</c> Max 620 Quad hit<br>
<c "#00FFFF">Spells:</c><br>
- <c "#FF00FF">Direption of Dreams</C> PBAE(200'), Unresistable, 12 slot debuff<br>
- <c "#FF00FF">Touch of Night</C> single target lifetap(720 hp) proc<br>
<c "#00FFFF">Strategy:</c> Getting to Terris Thule may be the biggest challenge.  Best place to meet is either in the Plane of Tranquility, or just outside the hedge in the Plane of Nightmare for safety.  Once outside the hedge, finalize groups and buff everyone up, but do not use MGB at this time.  Then kill the guards outside the entrance to the lair and zone in.  After you are in, be sure to kill all the mobs on the way to Terris Thule herself.  Due to extreme aggro ranges, it is virtually impossible to pick things off one at a time, so just expect to kill two at a time and crawl the whole raid down the path to Terris Thule.  There are no branches or anything to worry about, so it is impossible to get lost.  Once you get to Terris Thule's area, be sure to clear all the way around her lair to avoid adds later during the fight.<br>
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Once you have cleared all the mobs on the way, do any rebuffing necessary, but save all your MGBs.  When everyone is ready, the MT should call the attack, but have one person keep an eye on her health.<br>
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Just before her health hits, 75%, call out a warning.  At 75%, Terris Thule will spawn approximately 20 butterflies.  These butterflies are mostly mezzable, slowable, and stunnable.  As soon as they spawn, all melee except for the MT should switch to the butterflies.  If you have enough AErs, have the meleers push all the butterflies together, and just use AE to kill them all.  If not, have offtanks get the aggro for the butterflies, then kill them one at a time, as quickly as possible.  Once the last butterfly is dead, everyone should switch back to Terris Thule as quickly as possible.<br>
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Next, call out a warning just before Terris Thule gets to 50% (52-55% good time). Everyone in the raid except the MT and 2 clerics healing him should leave her lair.  Ranged attacks can still be used from outside the lair.  At 50%, she will set off a 12 slot debuff spell.  As soon as it goes off, everyone can rush back in and re-engage Terris Thule.  This is why you want to save MGB.  Now, have everyone with MGB rebuff the raid.  If you have any bards, they can use their DA song just before 50% to keep their group members from being debuffed - do not do this if they are in the MT group.  Spam heal the MT until he is rebuffed, as he is the most vulnerable during this time.  If possible, have the ST in a bard DA group so that he can click off DA and take over fully buffed if the MT goes down.<br>
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Final thing to watch out for is the 4 gargoyles in her lair to come alive and become targettable when Terris Thule reaches approximately 35%.  Designate tanks/kiters to kite the gargoyles around when they become targettable.  These guys can hurt - max 1100 quad hit, but are usually slowable.  At this point, you have two options - kill Terris Thule then deal with the gargoyles, or kill the gargoyles then finish off Terris Thule.  It is your choice, but may be easier to kill the gargoyles then kill Terris Thule.<br>
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Once Terris Thule is dead, kill the gargoyles if they are not dead yet, then rez anyone who needs it.  Nobody should hail the planar projection until everyone is ready.  The planar projection will stay around for 10 minutes after it spawns if nobody hails it, but despawns two minutes after it is first hailed, so make sure everyone is ready before anyone starts to hail it.  Everyone should hail the planar projection once and only once (each hail takes one of the 72 flags available for people).  Finally, you can finish up with any loot and head out.<br>
<c "#00FFFF">Drops:</c><br>
- <c "#FF00FF">Fearsome Midnight Cloak</c> Lore, No Drop, Back, AC15 Dex10 Wis10 Int10 Agi10 FR5 CR5 MR20 HP100 Mana75, Regeneration 2, BST RNG PAL SHD BRD MNK, rec55<br>
- <c "#FF00FF">Indigo Snake Bracelet</c> Lore, No Drop, Wrist, AC6 Dex7 Sta7 Cha7 Int12 MR15 PR15 HP85 Mana85, Anger of Druzzil (+23% Magic DD), MAG WIZ ENC NEC, rec55<br>
- <c "#FF00FF">Knucklebone Beaded Veil</c> Lore, No Drop, Face, AC12 Cha8 Wis12 Agi8 FR10 MR10 HP100 Mana75, Improved Healing 4, SHM DRU CLE, rec55<br>
- <c "#FF00FF">Nightmarish Bone Ring</c> Lore, No Drop, Finger, AC10 Cha20 Wis10 Int10 Agi10 MR25 HP90 Mana90, Mana Preservation 4, ALL, rec55<br>
- <c "#FF00FF">Sable Lined Mantle</c> Lore, No Drop, Shoulder, AC18 Str12 Sta10 Wis8 FR5 DR5 CR5 MR5 PR20 HP75 Mana75 Atk+5, RNG ROG SHM BER, rec55<br>
<c "#00FFFF">Unknowns:</c><br>
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<a href="file:///storyline/storyAND.txt">Table of Contents</a><br>
