Plane of Night

Cold, thin winds swirl around you as you step into the core of the Vault of Night. {{Quest
 * name=Plane of Night
 * level=10
 * duration=Long
 * xp={{xpcolors|normal=2,000|hard=2,100|elite=2,199}}
 * loc=Plane of Night
 * npc=Barrow d'Kundarak
 * zone=House Kundarak
 * patron=House Kundarak
 * favor=5
 * epic=yes
 * mappic=M_plane_of_night.png
 * maplegend=yes
 * overview=This quest sets you and your raid buddies transported to a pocket plane located high above Xen'drik. It consists of 5 island interlinked by bridges. You have to solve a puzzle in order to gain access to the island which contains Velah, the Red Dragon.

Flagging

 * Quest is entered via a gate at the end of the Vault of Night (flagging explained there).
 * This raid does not require reflagging after every completion.

This is a timed quest, you only have 45 minutes to complete it. The timer starts from the first person zoning into the quest, so if you need to discuss tactics, you should do this in the Vault of Night before entering this quest to save your time.
 * obj=
 * Slay Velah, the Red Dragon
 * Finish before time runs out
 * expect=
 * Timed quest (45 minutes)
 * Spawning/respawning monsters
 * Quest failure (if Velah is not killed before the time runs out )
 * Items that have to be destroyed simultaneously (mandatory: 3 pillars)
 * traps=None
 * misc=

There are three pillars that all need to be destroyed at almost exactly the same time in order to open up the gate.

Range 1st and 3rd base with precise shot. Send a tank and a crowd-controller for 2nd base.

Epic Strategy
At each of the three bases, there are not only three pillars that all need to be destroyed at almost exactly the same time in order to open up the gate, but also three Djinns, which like the other mobs, respawn. Thus, timing is even more important than on normal strategies. Each pillar is warded by a force field which goes away when the corresponding Djinn is killed.

The following is done by PUGs on Orien: A bard is used to CC the mobs at 1st base (Fire) and 3rd base (Ice), an Arcane is used to Mass Hold the Mephits at 2nd base (Air). Characters with Evasion and the Bard go to fire, Elementals are fascinated, Djinn is brought down to 10% of its health, Dimension Door is used to recall to home base. The whole group goes to Ice, Ice Flensers are fascinated, Djinn is brought down to 10% of its health, Air team and Fire team advance to Air, Ice team stays at Ice. At air, Mephits are held, Djinn is brought down to 10% of its health, Fire team advances to Fire. Fire team gives signal to kill all Djinns at the same time, taking all pillars down immediately after that. Dimension Doors are used to get back to home base. Team advances to Velah.

Unique raid loot rewards as per the raid loot mechanics at a successful end of this quest. }}
 * npcreward=Random item, 20th completion will result in a list of a little over half of all the raid loot listed below (all except epic only loot)
 * chest=Two
 * One with raid loot on the left.
 * One with standard loot on the right (currently bugged and not showing up on non-epic)
 * Epic Difficulty: The left chest is replaced with the Epic Chest, containing an epic raid token, a chance at a huge variety of items including the items on the list below, epic seals and epic shards.
 * unique=yes
 * monsters=Ice flensers (left-hand island), Air mephits (far island), Fire elementals (right-hand island), Djinn (Epic only), Pillars (at each island, True Neutral Constructs), Velah, the Red Dragon