asgrimm Active Scriber
Posts: 133
(1/4/04 1:50 pm) Reply
Master Level 1 trials 1-9, my experience
I have done trials 1-9 with Byrhthelm, along with alliance members. We were 12 who finisihed all of the 9 trials. I wish to share my experience from then. We were formed in two groups of 6, but before each group encounter trial we reformed so we had a full groups when finishing them. Alas a few people jumped back and forth between the groups to help each other out.
I hope this can be of use.
We were guided through these trials by Montarion and Derraven, who have done these before. And alot of these can be read on www.visionsofsages.net as well.
We figured out why we did not survive the Fire trial...We were not offically in the island [zone]. Fireballs were sent our way as if we were intruders.
No one took notice, till many tries had been made. I guess that's why they are called trials. We'll get 'em next time. We also spent a lot of time watching folks do their Champion challenge, in hind sight that wasn't such a great idea either as most were bored mindless and not really into the trials after that point.
Overall though we had a good team, who kept trying and I think thats the most important thing.
asgrimm Active Scriber
Posts: 134
(1/4/04 2:00 pm) Reply
Trial 1 -- Lord Krojer, Conflict
Pretty straightforward solo trial, you are to duel one of krojers champions to finish it.
Very nice to have healer and shaman with you that can help heal from out of arena.
Strong ones can duel all champions to get a reward, a decent ring. Choosing opponent is crucial for support classes as some champions are tougher than others. For support classes i think Xalarian the caster is the best choice.
We had a shaman with us that kept dueling the wrong champions, and he died 3 times before he managed to melee down the caster.
asgrimm Active Scriber
Posts: 135
(1/4/04 2:06 pm) Reply
Trial 2 -- Thieves, Retrieval
This trial was annoying since those thieves were darn hard to find, eventually when you do range pull and the fight is easy. Don't remember how strong these thieves were, but people have done this solo, for a group it is a piece of cake. Just need to listen to the directions Lornas gives you.
asgrimm Active Scriber
Posts: 136
(1/4/04 2:11 pm) Reply
Trial 3 -- Chiefs, Greater Good
Easy trial as well, but the chief has many allies that will aggro so cc is a bonus. All of the tritons were yellow/blue to a 50.
Think we got a dozen or so when we did this one, both groups got credit for kill i think, though he respawned almost imideately so we had to kill them all twice.
Did this one again wednesday night. Tritons were blue/green to 50. Baffed like hell, so if groups isnt strong, clear adds before pulling chief.
Edited by: asgrimm at: 1/8/04 12:44 am
asgrimm Active Scriber
Posts: 137
(1/4/04 4:02 pm) Reply
Trial 4 -- Barrier
Been a troublesome trial. The time we did it we had two groups, where one attacked the barrier whilst the other killed aggro mobs.
Barrier is invulnerable to magic so at first you need to melee the barrier down. That whilst the mob inside Fadrin nukes, so keep healers and shamans out of his range. And have a tank guard your healers, since lots of blue con mobs will aggro whilst you melee the barrier.
Suggestion is to have shield tank guarding healers, and out of range of Fadrins nukes. He will kill all aggro that comes. Have other melee on barrier, and when barrier drops on Fadrin. Casters out of range from Fadrins nukes until barrier drops. So casters will first help shield tank kill blue aggro. Then when barrier falls nuke Fadrin.
Can only be done with a group, but if more are there other group can easily help clearing blue aggro. And with last patch, barrier will spawn more often.
Did this one as well wednesday, it worked very well. We had 2 shamans, 6 vikings. Went really smooth, tanks guarding shamans had lots of blue mobs to kill.
Edited by: asgrimm at: 1/8/04 12:46 am
asgrimm Active Scriber
Posts: 138
(1/4/04 4:15 pm) Reply
Trial 5 -- Fire, Survivor
This one we reorganized groups so we had at least 7 when doing it.
When trial starts it is imperative you dont walk too close to water since the inivisible barrier will kill you instantly, you must not walk up on bridges during trial as well.
Have groupleader only talk to ianetor on bridge and head to island north when told to.
On island the three firemobs will spawn after a minute. And trial will start.
Order to kill them are S first then Z and last A.
Have MA tank attack target first, dont range pull. Make sure you dont go too close to other firemobs. MA draws S away from other firemobs a bit before others join in.
When S is dead walk around A to Z, there you should kill off all purros. Avoid aggroing Z, the way to kill him is to kill off all the purros until Z falls.
When Z is dead have MA proceed to attack A, and just kill him off with melee and nukes.
We had no trouble doing this, though we had 3 shield tanks with us and people knew very well what to expect on this island.
Succesful wednesday trial as well, 4 skalds in group at this one <grins>, Piq aggroed first one S, and just kited him around the island, carefully so not to aggro other named ones. Rest of tanks just sprinted and stuck on him and beat him down from behind. Second one we waited on shield tank to stun purros, but they exploded anyhow. Best is to just attack them on sight trying to kill them off before they blow. Last one we just beat down slowly, taunting to keep aggro off healers.
Helped doing this one again, but failed both times. First time Burock aggroed Sun, but got hit too fast for Syn and Keh to heal him, all wiped after Burock was killed. Second time we had Payne (thane) aggroing Sun, he choose to cast lightning on Sun which ended in Sun casting fireballs and kill 6 immideately in group. (no no on spell pulling Sun from distance). Syngva wasnt killed immideately, probably since she stood further away from sun than the others. Suggest all move away from Sun so not to be in range for eventual bolts.
3rd time Sun casted bolts again and killed 2 in group when payne aggroed Sun. After first heal syngva got aggro and kited around. Not sure what happened but others managed to get themselves killed. Syngva kept kiting sun around island until time was out, and was only survivor. Kiting if done right, is rather safe. Syn didnt get hit, but as she was only healer alive, she couldnt rezz dead and others managed to get themselves killed by running into firebarrier and who knows. Edited by: asgrimm at: 1/12/04 9:38 pm
asgrimm Active Scriber
Posts: 139
(1/4/04 4:21 pm) Reply
Trial 6 -- Kirk, Curses
One group only, if more enters the island all will die.
And be sure you have the belt from trial 4 and gem from trial 5 within the group. (Byrhthelm has a belt if you will need it). These prohibits the meteorrain to fall on your head.
This one was tough, we lost a few people during the trial, but managed to get them on their feet again and beat the statue.
We had the one with the belt and gem walk first, but it seems the items have a range and will protect those that are within range from getting hurt by meteors or by triggering traps. So keep group together as you approach Kirk.
We triggered a few traps and lots of blue mob spawned and we had some trouble clearing it whilst beating on kirk. Though we managed to succeed the trial on our first attempt.
Succesful wednesday trial as well, though needed 2 tries for it. First time we moved up on pad in tight group before we attacked him, though we were not all on pad so a few got hit by fire balls. And tanks werent able to hold aggro from healers so Bella died, and as she had the belt, the trap went off on the pad and we got 4-6 yellow mobs that added. Second try went smoothly, we moved in a tight group up on pad, there we attacked kirk, and by taunting him all the time we made sure healers never aggroed, this time it went smoothly.
Edited by: asgrimm at: 1/8/04 12:52 am
asgrimm Active Scriber
Posts: 140
(1/4/04 4:29 pm) Reply
Trial 7 -- Rassa, The Monument
Think all of us did this at once, we had our healers and shamans on the pads, as well as a thane i think. The rest roamed the platform and killed off all mobs that spawned.
When trial starts, after 5 people have taken their stand on the pads, 5 waves of statues will spawn inside monument. These must be killed off, they start bluecon and get stronger each wave. About 6-10 came each wave i think. We had tanks and sm pbaoe in the middle clearing the mobs best we could. When needed we peeled off the healers shamans on the pads. One died on pad for us but was immideately raised, so trial was rather easily completed.
Not that hard as i remember it.
Wednesday trial failure. Only one try though, since a few had to leave, i played asgrimm as well as botted syngva on this one and that was our doom. I focused too much on asgrimm, only using spreadheals with syngva and in the end when rassa spawned, we were worn down by all fights and low on hits and power. If i had been more focused on syngva and had used aoe messes, and bg used MA, we would surely have succeded in this one. Lesson learned, when i did this with my spiritmaster i played syngva as bot as well, and used her to aoe stun when pbaoe the statues. So good pac healer is a bonus, will make this trial much easier.
Edited by: asgrimm at: 1/8/04 12:56 am
asgrimm Active Scriber
Posts: 141
(1/4/04 4:35 pm) Reply
Trial 8 -- Azures and Rubies, The Ruby
This is a nasty one, we were wiped just as we managed to gripe the ruby from the shark.
Alas we pulled the shark with glowing ruby to us, best is if battlegroup stays at surface and one person range pulls the shark to group.
When battling the shark be sure no one uses bleed styles as these makes the sharks go frenzy and will be upon in seconds. When we fought the shark, it managed to hurt lothlion with a bleed style just a few seconds before we killed it, and all sharks at bottom came up on us in frenzy. 5 seconds later all of us were sharkfood.
Luckily we managed to get it first time. And i think you need to see a broadcast message that sharks are going frenzy before being able to find the ruby shark.
asgrimm Active Scriber
Posts: 142
(1/4/04 4:43 pm) Reply
Trial 9 -- Harpies, The Crown
Nasty invisible harpies annoyed us. And Desmona herself was a tough fight.
When digging for coin, we were attacked several times by invisible harpies that tried to steal them from us. Luckily paboe for the win here, since when someone was attacked by a harpy i ran to them and started to nuke till the harpy was dead. We gathered 5 coins in each group, and you can only have one coin, so when you have found yours help protecting the others and try to kill the harpies when others are digging.
On our way to desdemona herself harpies tried to take coins, but we only last one or two on the way. We found desmona at her pillar and started beating her down. Shield tanks for the win here. She resisted all my spells i casted during the 15-20 mins fight we had <sighs>. But down she went after good beating.