ToT Temple Flips (guide)

original work by Krolk, posted at Shadowpuma by Dosi

Continent: Qalia
Chunks: Tehatamani Harbor, Temple of Tehatamani (ToT) and Abammisi
Mob Level - Up to Level 50 6 Dots

Overview

Although this requires you to overturn a temple, it does not require super human strength or the physical turning of a temple upside down. The “flipping” relates to an event that the group triggers to drive out the current evil interlopers of the pyramid and replace them with Lucent Circle bastions of goodness. There are no requirements that individuals need to meet in order to take part in a temple flipping group. However, being level 48+ will greatly improve your chance of living (and the group’s ability to complete the task) and the main tank and healer will benefit from being level 50. There must be at least one individual in the group who can “flip” the temple.
There are four temples that can be “flipped”. Two are in the ToT chunk (Opudufi, Aromizo ) and two are in the Abammisi chunk (Umyebum, Ikwazon). Internally, they have different layouts – but the task is the same for all.

There are three main parts to this event: firstly, clearing the temple up to the main room inside the temple; secondly, clearing the main room within 20 minutes and performing the “flip”; thirdly, going back out front and defending the temple from the baddies who send six waves with three mobs in each wave to try and take it back again. The third part will continue until the group fails to defend the pyramid or gets overcome by the senseless slaughter.


What’s the point?

Apart from the warm fuzzy feeling you get from making the baddies homeless; there are a number of other benefits from completing this event: a goodly amount of experience points earned; Lucent Circle faction which is needed as part of the Lucent Circle quest line – the flipping is a small part of this quest line and ultimately gives you the ability to flip temples and the reward of a legendary necklace; at the end of each set of waves of mobs that you defend the pyramid against – there is a Platinum faction coin bearing mob and the ability to get up to seven “Lucent Medals”. The Lucent Medals can be used at the vendors in ToT Harbor to buy very nice heroic masks, cloaks, rings, earrings and necklaces.


“The Temple Run”

The tough part of this whole event is the timed clearance of the room inside the temple. The group should be able to chain pull mobs and burn them down quickly. This requires a main tank that has enough mitigation so that they do not drain the healer’s energy, a healer that can support the tank (and group) for twenty minutes non-stop and lots of DPS – crowd control (CC) can help although this group can periodically handle three mobs at a time without CC. Once the clearing has been completed, guild members can be swapped out for the defending part. Although the defending part is not as intensive as the clearing, it still requires a group that is focussed. An important point to note is that the waves of mobs that come during the defending phase cannot be CC’d.

So, having got our group together, we head for ToT Harbor. There is a NPC in the harbor that will give you quests to clear each of the four temples (Opudufi, Aromizo, Umyebum and Ikwazon). Doing these quests will give a great amount of Lucent Circle faction and a decent amount of experience. These quests can be shared in group and unless you are at maximum lucent faction – are worthwhile taking. The quests are of the kill one hundred variety and do not need to be completed in one run – although typically they are.

The next thing to do is to find a free temple to “flip”. This is done by heading into the ToT and Abammisi chunks and doing a \shout “crypt check”. This should trigger a reply of “Aromizo taken” (or similar). However, a temple group may be in the middle of fighting and not see the “crypt check”; doing a \who will let you see how many are in the chunk and give you an idea as to how busy it is. As of writing this Opudufi tends to be free, because although the event works, the named at the end of the defensive waves is bugged and does not drop platinum coins.

Having found our free temple, we need to clear into the main room. The temples have different layouts and include traps like falling floors and Gladiator style swinging pendulums that try to knock you off a bridge. The falling floors are handled easily if you have group levitate or a personal item like the ”xeno-dar cape”. Ensure that the entire group does a \consent group and that the healers give out rez stones. If you fall off the bridge or trip the falling floors, it is best to die close to where you fall. If the distance is too far to “rope” you, you will need to release. You can type or make a macro with \targ “name” and on the next line \corpsedrag. You can do this for the entire group. E.g.

/targ “Otif”
/corpsedrag
/targ “Scisso”
/corpsedrag
/targ “Rhoco”
/corpsedrag
Etc

This will enable you to drag up to five tomb stones at a time and not spend time trying to target people while you are possibly still in the thick of fighting. If the healer is down, a class that can drop aggro should do so and get the healer back up. It might be better at times to rope or move the tomb stone first so that the healer does not immediately die when they are rezzed.
During this phase all should assist the main tank. This can be done with the following macro:

/targetoffensiveclear
/assist “Main tank name”

The two macros above need to be altered if group members or the main tank changes.
If you are fighting a number of mobs at a time, the tank may have to switch targets in mid-fight in order to rescue other group members. They will normally advise you to stay on the first target and burn it down although they may be swapping targets. This can also be achieved by having a “main assist” who will select which targets to kill and in what order. If this is the case, people just need to add the main assists name into the macro instead of the main tanks name. This allows the tank to change targets to hold aggro on multiple mobs.

The first part of the run (from the start to just outside the main room), gives the group a chance to work together and gets a good portion of the kill one hundred mobs complete.

You know that you have reached the main room when you head down a corridor and see a set of steps leading down into a large room. At the far wall, you will see a raised platform with another platform above that as well. Now is the time for a quick break if needed -once the next part starts it will be twenty minutes of non-stop killing. The respawn time of the mobs in this area is twenty minutes. There are four sections within the room: the area from the main stairs down to the raised platform; the raised platform and the one above it; an area to the left of the main platform; an area to the right of the main platform. You should aim to complete each of these areas in less than five minutes each. There are two areas of water on the left and right hand sides of the room - the mobs are not required to be cleared from these areas.

During the clearing you may also come across a platinum bearing named, some of who drop nice heroic items as well. In one of the Abammisi temples the named on the platform (Basnaret) can be a multiple mob pull and one of the temples has a mob with “knock back” on one of the side platforms. Getting group levitation will help greatly against the “knock back” mob as it will tend to throw you into other mobs. If you get knocked into other mobs, do not train them back to the group – best to die in a cleared area out of the water where you can get rezzed. Also, if you get killed in one of the Abammisi chunk temples, it is best not to release – you will end up at an altar in the ToT chunk and have to run back into the Abammisi chunk before you can get rezzed. The DPS of the group will determine when you pull the next mob – typically twenty to thirty percent of life left (on the current mob) is a good pulling point.

Having cleared the mobs that are not in the water – you are now ready to “flip”. The group member who has completed enough of the Lucent Circle quest line (that enables them to flip), will click on the orb in the center of the platform. It is best to wait until the mobs that are left in the water start to path away before doing this. Any mobs that are left out of the water or, in the water and close to the platform will rush the platform and attempt to hit the globe. Do anything to stop this, including taking a death. If you aggro the mob, they will not attack the globe and you only need to hold them off for a few seconds before the temple is cleansed and populated with the Lucent Circle defenders.

Run up to platform above the main platform and get the quest from the NPC called “A Call to Arms”. Race back through the temple and get to the entrance to wait for the waves of mobs that are going to try to take the temple back.

A word of warning here, although the Lucent Circle mobs are yellow they will aggro if affected by AoE’s. This can at times include group heals from disciples as well. Whenever there are Lucent Circle guys on the main porch out front – do not AoE. Leaving the front porch area will also cause you to lose the quest. Groups tend to either let the front porch Lucent Circle guys die to the waves of mobs or actively kill them between waves, so that they can AoE. Tab targeting by the tank is also liable to cause problems (if people are assisting on the tank), as it will tab through the Lucent’s as well.

Each incoming wave consists of a name and two adds. The sixth wave has a platinum bearing name and two adds. There are many ways of doing this part of the event and guilds will swap out members at this stage so that they can get platinum coins and Lucent medals. A well kitted out pally will be able to tank the three mobs but even then a few crits in a row can make it hard work for the healer. I have found it best to have one tank for the named and one for the two adds – burning down the named first. I have done it in many groups (for hours at a time) with my monk tanking the named while it is burned down while the main tank has the two adds. Group members that have the ability to dump hate on whoever the tank is for the current mob – should do so.

Once the platinum bearing named with a capitalized name is killed (and his adds), everybody runs back inside to the NPC on top of the platform and hands the quest in and retakes it. As long as not too many Lucent’s have been killed, each member of the group will receive seven Lucent medals. Race back outside once you have the quest and rinse and repeat.

If new group members join during the defence part, have them take the quest from the NPC before joining the group, or if you have lost someone in the group have them wait until it is safe to go and take it. If you do not burn down each group fast enough, the next group will be on you while you are still killing - or the healer will run out of energy as they do not get enough time between waves to recover.

Finally, I really enjoy doing the temples – they require the group to work together and deal with whatever gets thrown at you.


Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License