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.