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PostPosted: Wed Jan 05, 2011 7:49 am 
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whinywizard wrote:
Utdaan wrote:
jplflyer wrote:
First, the Mark of Justice is LORE so even if it's on your corpse you cant get another.


I seem to remember Rys or someone testing this, that once you had gotten a Mark of Justice, you could destroy it and just go to one of the guys and say the phrase and get another. Saves a bank/bag slot.

Correct. However, the quote above has nothing to do with what Rysia tested. The comment was directed at Sinnder's statement about just asking for another Mark to zone up to do a CR. For that to work, you would need to destroy the Mark of Justice after you zoned into the chamber and have all 6 trial Marks in the bank. I suppose I should have left out the word "even" to be clearer.
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First, the Mark of Justice is LORE so if it's on your corpse you cant get another.

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PostPosted: Wed Jan 05, 2011 11:08 am 
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Utdaan wrote:
First, the Mark of Justice is LORE so even if it's on your corpse you cant get another.

Huh?
Was this Copy/pasted?

I store LORE items on my corpse and have the same LORE item on my living body too.

This is easily proven/tested with mod rods.

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PostPosted: Wed Jan 05, 2011 11:19 am 
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Fanglore wrote:
Utdaan wrote:
First, the Mark of Justice is LORE so even if it's on your corpse you cant get another.

Huh?
Was this Copy/pasted?

I store LORE items on my corpse and have the same LORE item on my living body too.

This is easily proven/tested with mod rods.

I LOL'ed! :lol:

I guess I just don't die as often as others. :wink:

I assumed your corpse acts the same as your bank slots...if there is a lore item in.on it, you can't get another. /shrug

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PostPosted: Wed Jan 05, 2011 12:22 pm 
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Good luck, Sinnder! I'd come out to help, but as Pithy says, we raid on that day.

A word of totally unsolicited advice to prospective trial goers is that while all the other trials (except perhaps hanging) are harder than execution, only the trial of flame is significantly so.

Just about any combination of 6 people can beat the non-incendiary trials, but flame is difficult without a cleric, an enchanter (preferably with ancient rapture), and at least two people who can tank reasonably well (tanks work, but so do well-geared rangers, rogues, beastlords, etc). Some people also like a bard for flame, though I don't think the extra resists matter much unless your healer is very weak (say, a boxed alt).

That means that unless you do all the trials in succession with one strong group, your flame group is probably not going to be the same as your main trial group. It thus makes a certain amount of sense to think of flame and the other trials separately: getting flame (which takes the right people) out of the way makes it easy to come back and run the others at leisure with just about any group, and getting the other trials (which take time) done makes it easier to ask an "ideal" group, some or all of whom may already be 7th hammer flagged, for 20 minutes of their time to do a quick flame run.

As for the key itself - I think this has all been said, but just to get it in one place:

Everyone needs a Mark of Justice to click into the 7th hammer's chamber

To get your first Mark of Justice, say "I seek knowledge" to any of the Tribunals with all 6 marks in your inventory OR the bank. This results in the Mark of Justice and a yellow character flag message.

Once you've gotten your first Mark (and the character flag), you can delete the 6 trials marks - *and* your Mark of Justice, if you like. Repeating the line "I seek knowledge" to any of the Tribunals will get you a new Mark of Justice. Most people prefer to delete the Mark after using it and get a new one each time in order to save bank space. This also means you don't have to *remember* to get your mark out of the bank before visiting the 7th Hammer, which many seem to find difficult ;)

As a side note, the PoJ GY timer is 10 minutes, which is also about how long the 7th Hammer continues to fire off environmental AEs after smooshing a raid, so all 7th Hammer recoveries are GY recoveries, even if a cleric has a rez box or runs back. The lore issues with corpses are therefore largely irrelevant, though Fanglore is right that corpsed Lore items don't count.

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PostPosted: Thu Jan 06, 2011 5:29 am 
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Fanglore wrote:
Utdaan wrote:
First, the Mark of Justice is LORE so even if it's on your corpse you cant get another.

Huh?
Was this Copy/pasted?

I store LORE items on my corpse and have the same LORE item on my living body too.

This is easily proven/tested with mod rods.



Yep, I use mod rods to hold corpses for later rez all the time.

p.s. Dont forget that mage fireshield will give the group going to the trial some extra stack-with-everything fire resistance.

p.p.s. lol at lvl 46's already gearing up to get their execution flags during this


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PostPosted: Thu Jan 06, 2011 5:45 am 
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Fero, extended is a nice little buff you can use to up some dps while topping off FR. Generally I can keep it on 3 people in succession if their resists are weak. Unless the GF comes home early, I plan on being there to get my last 3 and get my final mark with Reksar.


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PostPosted: Thu Jan 06, 2011 5:48 am 
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Ryoku, great information. Thank you.

Okay, I have a ton of info on the trials. This is on the Destiny boards and I didn't post it originally because I waited to ask permission. Manlee said go ahead. The original info was posted by Helveticus. This is a raw cut & paste -- I don't have time to edit it with info as I know it, but I want to get it in here. Hopefully it will format properly without too much work...

Gathered from the net..
http://www.runen.co.uk/Everquest/PoJustice_Guide.htm
just in case the site goes offline:

Plane of Justice guide
Introduction


There are 6 different trials that can be done in the Plane of Justice:
Trial of Execution
Trial of Flame
Trial of Hanging
Trial of Lashing
Trial of Stoning
Trial of Torture.

Trial of Execution

In this trial you get ported to a room with an Agent of the Tribunal and a prisoner in it. The Prisoner stands on a stage with the Agent of the Tribunal at the other end of the room facing him. As soon as you enter run along the edge of the room with the wall to your right to the corner such that the Agent of the Tribunal is on your left and the prisoner is on the stage to your right. Mobs will spawn in the centre of the room, and your main tank should stand in the centre of the room to attract their attention. You have 30 seconds to get to your places before the first spawns occur. The main casting mobs are the dark nemesis who cast only magic based spells so a good magic resist buff is essential; cold/fire/poison and disease buffs will be less important as they may only come into play if a named spawns.

What will happen is that 4 waves of 4 monsters will spawn. After each wave spawns, you have about a minute to rest up before the next wave comes. Each of the waves consists of fierce nemesis (fungal fiend model) and/or dark nemesis (stonegrabber model) in varying proportions. Occasionally there is a named mob. The dark nemesis are not mezzable and can only be partially slowed, but can be 'banished'. Dark nemesis also cast the spells <Tashania> (reduces Magic Resistance by 33, cured with remove poison); <Gravity Flux> (376 total AoE damage); <Discordant Mind> (528DD + Stun); <Allure> (Charm); <Suffocate> (70DD, 11/tick DoT, reduces STR and AGI by 38), <Invoke Fear> (Fear) and <Pillage Enchantment> (4 slot dispel). Sometimes there is also named mobs in the waves. You should kill in sequence the dark nemesis, the named and the fierce nemesis. Enchanters can use the AoE mez spell fascination to mez the fierce nemesis which should be easy if the main tank has caught the aggro of all the mobs as he should. Dark nemesis can be rooted until you are ready to deal with them. Because mobs need to be killed quickly, I would recommend only using DD spells and not DoTs. Named mobs include a Priest of doom (enrages, casts <Ice Strike>) and Herald of destruction (casts <Torbas' Poison Blast>, <Plague>, <Envenomed Bolt>, <Insidious Retrogression>)

Now, with each wave an executioner spawns by the Agent of the Tribunal and starts walking towards the prisoner. You should not attack him. When he reaches the prisoner there is the message "an executioner intones, 'Do you have any final words before your sentence is carried out?'" and will shortly after execute the prisoner. I have killed a mob 4 seconds after this message and still passed a trial. The failure message is "The prisoners cry is cut off as his body crumples to the ground. You have failed." However, if you kill a mob this resets the executioner and he starts his walk again. So, the object is to concentrate on one mob at a time and kill it as quickly as possible to reset the executioner. With each wave of mobs, this all happens faster than the previous wave. The question is, how long have you got before the executioner executes the prisoner? My worst timings that I have done to kill a mob and still completed the trial are first wave 32 secs; second wave 29 secs; third wave 26 secs and fourth wave 33 secs. However, I have to say that I have evidence that the times allowed may be variable and dependant on the average level of the group as I have seen the executioners message after 22 seconds once on the second wave yet another time I have got to 26 seconds elapsed and not seen the message. I think that if you have a named in a wave then you get a little extra time as well.

Within seconds of the last mob of the last wave being killed, the executioner will respawn as Prime Executioner Vathoch. He is level 65. He immediately casts an AoE spell <Armor Break> (reduces AC by 270, no cure) that will aggro all your pets, and will continue to do so periodically through the fight. As this will be a long fight, casting your DoTs on Prime Executioner Vathoch early on would be a good idea. Kill Prime Executioner Vathoch and each group member should loot a mark of execution. Prime Executioner Vathoch is a tough mob (hits for 720, rampages) and it is very important for the casters to pace themselves thorough the trail so that they have enough mana left for this final fight. I would suggest that you need to be half mana going into the final fight. Given that you can med between the fights, you should not be using up more than about one bubble of mana per wave of mobs.

Finally, say "return" to the Agent of the Tribunal to leave the trial. Note that if Prime Executioner Vathoch has spawned and is still alive, you will not be allowed to return although you may at any point up until then.

Trial of Flame (based on others reports on the web)

In this trial you get ported to a room. Around every 30 seconds there is an AoE spell that affects the whole room. It cycles between "Searing Heat" (100 point Fire Debuff); "Fiery Death" (400DD + 1 slot dispel) and "Wave of Heat" (200DD/tick DoT). There are 4 waves of 4 mobs and a final boss to be completed. The mobs will be either fire elemental models (which are mezzable) or imp model. They have a small aggro radius and will head for the centre of the room. If one stays in the centre for 60 seconds, you fail the trial. So, the mobs need to be mezzed/rooted to prevent them from reaching the centre and then killed one at a time. Finally a boss will spawn that needs to be defeated to complete the trial. Loot the mark of Flame from his body.

Trial of Hanging (based on others reports on the web - possibly the nastiest trial)

Report 1: You will be teleported into a small room with Benches and 3 hangmen. Each wave of mobs will contain 2 spirit's and 2 mobs. The spirits will have the air elemental model, and spawn 1 at a time back to back. 2 at most per wave. The spirits will begin to choke the prisoners, You will need to kill them before any of the prisoners die. Once you have killed the spirits you can work on the 2 mobs which have spawned. The razorfiends can be kind of mean as the have a very nasty stun and its best to root them away from the group/spirits until you are ready for them. They can cast a nasty stun. Razorbeasts are NOT mezzable; and air elementals are mezzable. You will need to go through 4 waves of this, The boss will spawn, However be warned. Any normal mobs left up once that 8th spirit dies, will STILL be there when the boss spawns. The boss, Gallows Master Teion hits for roughly Low 700's, rampages and casts a AE stun. Once you are able to spawn and kill him, loot your mark.

Report 2: You start in a room with 3 hangman platforms and 4 benches. Place your healer on TOP of the center platform - your melees just at the base of the stairs, and your enchanter in the center. Each wave consists of 2 normal mobs and 2 spirits. The spirits look like air elementals and they spawn 1 at a time back to back in pairs - 2 total per wave. The spirits always spawn at the base of the stairs, which set of stairs always varies. The spirits are the only NPC that can end this trial for when they spawn, the prisoners start to choke and die. Killing the spirits fast is absolutely essential so have everyone but your enchanter working on killing the spirits. Once the first spirit dies, you may have up to 15 seconds before the second one spawns. Meanwhile at the same time 2 normal mobs will spawn in the back of the room, one on either side of the center closest to the furthast back benches. Razorfiends are UNMEZZABLE and they SUCK. You must root them out of aggro range and once rooted, have your snarer break off from the spirit and quickly toss on a snare before going back on assist to your tank. The other type of normal mob is an elemental, NOT to be confused with the spirits. These are all mezzable and are all casters, as are the spirits, the razorfiends are NOT casters. If you have a serious DPS group - you can start in on one razorfiend between spirit spawns, but you must break off immediately and kill the second spirit once it spawns, then go back to the razor and clear as many as you can per wave. The reason the Razorfiends SUCK so much and also why you MUST snare and root them out of aggro range is that they proc the worlds longest stuns. They proc whirl till your hurl as well as a couple other stuns, and you will find yourself stuck in place getting beaten on for 5 to 15 seonds at a time totally helpless and also unable to contribute any DPS. The reason you have your enchanter in charge of rooting them, is that they cannot stun you if you have a rune up and enchanters with arcane rune have the best and most mana efficient means for dealing with them. SO keep your enchanter runed and keep rooting these bastards in the corners and snare them so when they break you have time to root them again before they make it to your tank or cleric and render them useless for 15 seconds or worse, kill them. Now I recommend you keep the mezzable elementals sleeping for the whole fight unless you are the most super DPS group in town, because the waves come fast and you must keep the razorfiend count down to a minimum. When the 8th spirit dies, at the end of the 4th wave, the boss will spawn... It doesn't matter how many normal mobs are still up and running around stunning you, he still spawns and must be killed. SO keep the elementals sleeping, try to clear all the razorfiends and be ready for the boss. Once he spawns, slow and kill him then clear the rest of the room. One more note that seriously helped us win this trial. The razorfiends are NOT immune to stun, even the level 4 cleric stun.. so We had our cleric mem 3 stuns - Tarnation, Sound of Might, and Stun - so when you do have time to kill one, the cleric would toss on all three stuns while your group beat him down, that way your tank isn't frozen for the whole battle and your DPS stays high.

Trial of Lashing (based on others reports on the web - Maybe next easiest after trial of execution)

Report 1: You will be teleported into a small room with 3 paths. On each wave, 4 mobs will spawn, About 40 seconds after the spawn, an untargetable "Scourge of Honor" Will spawn and hit for 208 max. Along with him 3 spirits spawn. You must kill the 3 spirits to despawn the scourge They are found down the 3 paths, then finish killing the normal mobs that have spawned to finish the first wave. You must do this until you complete 4 waves to spawn the boss. However, on the last wave. Kill the mobs BEFORE you kill the spirits. When the last spirit dies, the boss will spawn weather they are dead or not. All of the normal mobs Are mezzable, so if you need to, you can mez the normal mobs while you kill the boss. Lashman Azakal. Hits for 720's Casts a 200 point DD. Once you are able to kill him loot your mark and you may leave.

Report 2: Ok here's the down and dirty on the trial of lashing. Mind you, this trial is not for level 53's that want access to POS/POV that is what execution is for, but if you have put together an elite team for trials clearing, this strat guide is for you. First off you port into a rectangular room with 3 exits and some prisoners on the back wall. Position your team dead center against the wall with the prisoners with your tank at either side. Shortly after port in, 4 mobs will spawn ALL of which are mezzable. Have your enchanter mezz 3 of them while the rest of the group lays into one. About the time that the first mob dies, an Untargettable Whip bearing dark elf spawns and starts smacking the group for around 200 a swipe. Also at the time UP to 3 Perma Rooted spirits spawn in the center of the 3 side rooms. The Spirits only have like 1k hp... and killing the spirits makes the whipper go bye bye. Send your highest DPS person (ranger or monk) after the spirits while the rest of your group never faulters from clearing the 4 mobs. We never had the whipper around for more than 15 seconds as the spirits die in 2 to 3 shots from a good 65 ranger. The spawn time between waves is incredibly long and we never had trouble clearing all 4 mobs and all 3 spirits and still had up to 30 seconds of down time between waves. NOW the strat guide is WRONG about the 4th wave. For wave # 4 - start as usual. Mezz 3, kill one but this time do NOT start on another mob.... Keep them mezzed and wait the 5 seconds or so for the whipper to spawn and have your High DPS ranger or monk once again kill the spirits and trigger the boss. Lay into the boss and kill him THEN kill the remaining 3 mezzed mobs. As a 65 chanter I was able to mezz all the normal mobs with the level 49 dazzle spell and on the rare occasion I got a named, Sleep landed every time on the nameds. If you don't panic and follow my strat guide, this might very well be the easiest trial yet.

Trial of Stoning (based on others reports on the web)

Report 1: You will be teleported into a small room. Once you begin, 2 Archers will spawn and start shooting arrows at you and the prisoners which spawn in the room as well.. They are untargetable. If the prisoners die, you loose. 4 waves of 4 mobs will run in through the side doors. The Spectre model mobs are mezzable, Razorfiends are snarable and rootable. The waves will not wait until the previous wave has died to spawn. After a short amount of time if you have not finished the First wave before this time is up, another wave will spawn. At the end the boss will spawn. Yurae Zahaleem. Hits for low 700's, Slowable and casts and AE dot with snare. Once you are able to kill him, Loot your mark and you may leave.

Report 2: This is a fun trial that is a lesson in pain and punishment. This trial starts in a large square room with 3 chained prisoners on the back wall and one center door and 2 side doors. The trial begins when 2 unkillable archers spawn and start lobbing arrows at you or the prisoners. It is wise to try to position yourself in front of the prisoners to prevent their deaths or you lose the trial. At the same time that the archers spawn, 4 mobs spawn in the side rooms and head for your group. The spectres are mezzable so put them to sleep, the razorfiends are snarable and rootable, so root and snare them away from the group. Anytime you see an earth elemental model made pet, those are nameds and they must be killed 1st. Naturally the tank shoudl focus on a razorfiend or a named mob 1st and work your way to the mezzed ones. This is not a timed trial so the mobs will keep spawning regardless of how slowly you kill. If you clear all 4 mobs before the next wave spawns, then the archers poof until the next wave. I highly recommend shrinking your cleric and have them hug that wall tightly to the far left or right behind the pillar to avoid the archers. Be careful as the cleric will get aggro now and then and will have to move from side to side while rangers snare and root or enchanters mezz. Otherwise this is a simple trial, deal with the archer damage, use aoe heals, kill the mobs as fast as possible, and then kill the named boss at the end. Also the boss has a ridiculously long snare dot that takes 2 casts of RGC to take off. Ignore the dot till after you win and cure it later.

Trial of Torture (based on others reports on the web)

Report 1: You will be teleported into a room. Once your in, Head down the left path and follow it into the center room. 4 waves of 4 mobs will spawn, and run into the center room where you are now. Razorfiends are unmezzable, and the shades are mezzable. Once you complete a wave, an AE heal will go off. If the prisoners die, like all other trials, you will loose. Once you are able to clear all 4 waves the boss will spawn. if you need, on the fourth wave you can mez a mezzable and med up to be more prepared for the boss. Punisher Veshtaq Hits for low 700's and casts a small ae heal every 9 seconds with knock back which will interrupt spells. Punisher Veshtaq will also drop a Blessed Tailsman of Patience used for the Shamen 1.5 Epic.

Report 2: OK here's the down and dirty on THIS trial. This is NOT a timed trial which means that there is no pressure to kill them crazy fast like in execution however the down side is that the 4 waves of 4 mobs will just keep on coming if you take too long. Now at the start of this trial when you poof in, do not be on a steed or lizard because you have some running to do. Start running to the left and go around to the back and into the center room. Once in there, summon your pets and mounts and get ready for action. Place the healers and casters in the back of the room and the melees closest to the stairs. In this trial, 4 waves of 4 mobs spawn and head into the center room. The razorfiends are all casters and are all UNMEZZABLE, the Shades are non casters and are all mezzable. Because the razors are caster they sometimes take longer to wander into the room cuz they are buffing themselves or calling their mothers to pray for victory or whatever. You MUST resist the temptation to start killing the shades, have your enchanter mezz them and either wait for the razors or send your tank up to smack one and run back down. Kill the razors then start in on the shades. Never Ever kill all 4 mobs in the first round, killing too fast makes an extra mob spawn and who wants that? As an enchanter, I find a nice juicy shade to keep mezzed for the entire battle. Once you find your sacrificial mezz shade, then proceed with the trial by killing everything that moves.. Always mezz shades and kill razors first. These mobs have WAY more hit points than the execution mobs and they hit harder and faster too. NOW the wonderful trick and key to success for the trial of Torture is that once you clear wave 4 and as long as you have kept 1 mob mezzed, the boss doesn't spawn. Just keep your shade sleeping and your group can med up to full before triggering the boss which is a very good idea because this boss is hard. When you are good and ready, and have all medded back to full mana, Kill the last mezzed shade and the boss will spawn dead center of the room. This boss cannot be slowed or snared and he procs a 100HP aoe knockback every 9 seconds which makes Complete heal Impossible. As a caster you must WAIT for yourself to get stunned and cast immediately afterwards. Clerics need to mem their big fast heals and try to slip a heal in between AOE interrupts. Other than that, he's not that hard, expecially since you all are full mana going into it. So kill boss, Loot marks and run back to the port in and say "return" to get out. Oh one more thing, once this trial starts you cannot exit since it is not timed and you cannot fail without wiping out. So if someone dies, keep on trucking or have an evac ready.

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PostPosted: Thu Jan 06, 2011 5:50 am 
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Okay and now that we've determined:

1. Everyone needs a mark of justice (my original info was wrong)
2. You can have duplicate lore items with one on your corpse
3. But it doesn't matter because CR will be in the GY anyway

We can put those issues to bed and not derail the thread or let it turn into a rant. Well, until after Friday, please.

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PostPosted: Thu Jan 06, 2011 9:36 am 
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Zamiel (while I did trials with him and Lorelei) found out that having a charmed pet makes 3-4 of those trials trivial DPS wise. I would have to throughly read the walk-throughs to remember which, and the nature of the trials are diffrent too. They are not necessarily all "dps fights" in the conventional sense of the term...

To steal Lorelei's term, I think Exe and Hanging are "time bomb" fights. The others, the mobs don't necessarily have to die before the next wave.

Hanging... That one, ONLY the spirits actually have to die. The other mobs, you can take as long as you want to kill. Therefore: first wave, 2 spirits spawn + 2 random trash, 1 trash is charmed and used to kill spirits and the subsquent waves (don't have to get new pet per wave, like in say, Exe)

Addedum, I read the walkthroughs, sounds like you can keep the same charm pet throughout hanging, stoning, torture. Exe you have to get a new pet per wave if desired, Flame, has an AE that dispels charm if you don't preprare the pet, and Lashing.. I'm not sure, I dont remember/know if you can keep the same pet throughout, but failing that, in lashing when you kill the 4th wave's spirit(s) first, the boss spawns when mobs are active. The active mobs can be charmed for DPS on the boss :mrgreen:

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PostPosted: Thu Jan 06, 2011 2:04 pm 
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I'm going to add my comments and suggestions.

Casters can sit atop their mounts for all events. The only trial that we find is best with an enchanter is Lashing. A chanter can be used in all of them but it's less critical.

Execution

I do not fully agree with the writeup. The description is accurate. It doesn't really matter where you stand for this encounter except don't stay in the middle. Leave that area for the tank. On this server, people seem to stand on the platform. On my old server we stood at the back room. Whatever. Just be in range of the cleric and don't block the ranger's arrows.

The tank should SIT in the middle, not stand. Everyone else should be standing when mobs are expected.

The aliens can be mes'd. The rocks can not. Rocks can be rooted.

DPS casters should pace their mana to have enough mana to make it through the 4th wave ON TIME. Only the cleric's mana matters when the boss spawns. Once the tank clearly has agro and the mob is slowed, DPS casters can sit. So the cleric needs to manage his mana, but if a wizard goes out of mana killing the last mob of the last wave, I'm okay with that. WIth 4 waves that means you should start wave 1 with 100m, start wave 2 with at least 75m, start wave 3 with at least 50m and start wave 4 with at least 25m. Manage your mana accordingly.

I do like it if the cleric has 50m at the end of wave 4.

Killing waves faster *appears* to give you more time between waves, but I've never measured it.

Flame

I have only done this encounter successfully once. I played the cleric and have almost no idea what happened. We used a real tank and a pseudo-real tank. I'd love to get info from people who have done this event more. We did it without an enchanter.

Hanging

I played the cleric (no chanter) on this one too. Anyone care to comment?

Lashing

After Execution this is the one I've done the most and I think it might be easier than any of the others. But when I've done it, we had REALLY kick ass groups.

You start in a room. There are 3 exits from the room on one wall.

4 mobs spawn. They are ALL mesable. Use normal mes & kill tactics, no biggie.

Shortly, a Male DE will join the fight. He is untargetable and starts whipping the stuffing out of whoever is closest to him. At the same time, 1-3 mobs will spawn at the ends of the hallways from those 3 exits I mentioned before (0-1 mob at the end of each). The DE dude despawns when you kill one of these.

When the DE despawns on the 4th wave, the boss spawns.

So... We sent Gnostica after the mobs that despawn the DE. She ran around, found whichever ones were up and killed them. She has to pass through the main room to get to the other hallways, so she can do a quick scan to see if the DE despawned -- this lets her know if there are more to kill.

In the meantime, all you have to do for success is make sure the DE is smacking the tank. He doesn't really hit that hard, but it can be a huge distraction to the cleric or enchanter. So if he's whipping you, just train him off onto the tank. That's it, easy peasy!

For the final wave, we didn't kill the side mobs right away. Instead we just lived with the dude smacking away at Thuule until all 4 mobs were dead, then killed the side mobs to despawn the DE and spawn the boss.

Stoning

I played the cleric. The writeup provided seems pretty good though.

Torture

I'm very unclear on this one. The writeups suggest you kill the 4 mobs fast and an AE heal goes off. But don't kill all 4 cause that causes an extra mob to spawn. You lose if a prisoner dies. It doesn't indicate what's killing the prisoners in the first place.

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PostPosted: Thu Jan 06, 2011 2:43 pm 
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jplflyer wrote:
Flame

I have only done this encounter successfully once. I played the cleric and have almost no idea what happened. We used a real tank and a pseudo-real tank. I'd love to get info from people who have done this event more. We did it without an enchanter.


Round room, pillar in the middle, you lose if an un-tanked mob stays at the pillar too long, if it's tanked your ok.

If resists are good enough, don't really need the bard. Some of the mobs can be mezzed, some can't, having the ancient mez just means higher chance for success. Everyone should be ready to tank if a mob gets near the pillar, pull aggro however you can. Have enough DPS so you don't have waves spawning on top of each other (and more chance for mobs to make it to the pillar), enough healing to keep whoever tanks up.

The other 5 are very close in difficulty (meaning not very), this is the one that may take some practice.

The Alla descriptions of the trials were very accurate and helpful.

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PostPosted: Thu Jan 06, 2011 8:57 pm 
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The way I've mostly done Flame (and I'm sure there are many ways to do it successfully) is to spread four members of the group around the room to catch the spawns before they walk to the center. Like the piglet in Tactics, these mobs have a small pursuit radius and will often "forget" a player out of melee range and just head for the pillar, so it's important to get close.

An enchanter immediately mezzes two elementals, if there are two non-named elementals (more often than not this is the case), with rapture and ancient rapture. Nobody damages an elemental (you'll want to start with imps and named anyways) until it's clear that it's not supposed to be mezzed.

The group then kills everything one by one, starting with the unmezzed mobs, especially those being tanked by squishy people. Nobody walks away from an unmezzed mob if it's aggro on her, but tanks and semi-tanks can take over from casters if their mobs are mezzed or killed.

I've only done it once without an enchanter, and we used a similar approach and just tanked everything (I think our "tanks" were an SK, a monk, a druid and a wizard), killing mobs on squishies first. You could also screw around with trying to root some of the imps or use resistable mezzes, but high MR makes this irritating. I've never had much luck sticking charm for more than a few ticks here.

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PostPosted: Fri Jan 07, 2011 4:26 am 
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This is an interesting read.

I'd like to mention that we recently did the Trial of Flame and while we started out having an enchanter along, we ditched him to make room for a ranger. As a magician, I mezzed the elementals and when ready to kill, used destroy summoned on them. I used my air pet (chain casting it if needed) to help with tanking the imps or keep me from dying if mez broke while I was busy.

It's my understanding that mage mez (elementals only) lasts longer than enchanter mez. It's something to consider when forming your trial groups.

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PostPosted: Fri Jan 07, 2011 7:41 am 
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That's a good point! Forgot about mage CC on the elementals. I s'pose a mage or druid could banish the elementals in a pinch, too (just bring some star rubies).

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PostPosted: Fri Jan 07, 2011 12:19 pm 
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I have used banish in the past during Execution, although it has a long recast. I could basically use it once per wave. I've never bothered on this server because Execution flagging teams typically have a cakewalk anyway -- only time I've had one fail is if the tank or cleric go LD. And I think Mourner went LD once and we still won.

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