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Trial of Destruction (Projection of Power)
Trial of Subversion (Projection of Tactics)
Trial of Fear (Projection of Mind)
Trial of Efficiency (Projection of Arcana)
Trial of Ingenuity (Projection of Realms)
Trial of Weaponry (Projection of Body)
Trial of Destruction (Projection of Power)
Description
This Trial lasts 15 minutes, and requires slaying 18-21 mobs minimum to spawn the Master of Destruction. Survive the waves of NPCs, and defeat the Master of Destruction to win. The lockout for a successful win is 24 hours.
Strat
This will vary depending on group setup. In the group I had, the bard used AoE slow & DOTs. We had a warrior for MT, a paladin for MA, ranger for extra DPS, and enchanter for nukes (and debuffing the final boss). You have 15 minutes to kill 18-21 NPCs. These range from dragorn models to girplans to skeletons. Just bring a LOT of DPS. The mobs usually auto-aggro but its best to have a player run out and aggro (we used the warrior, who kept all the mobs focused on him while the MA targeted a single NPC for the group to focus on).
Keep pulling & killing, until 1 minute remains, then relocate your group (+ any remaining NPCs) to the left corner wall between the entry-ramp (the ramp you entered the Trial from) and the first pedestal by the wall. Kill all remaining mobs and wait for the timer to expire. If you've killed enough mobs any leftovers regardless of their HP will poof. The Master of Destruction will remain and become targetable. If youve positioned your group by the wall, the Master of Destruction will not auto aggro. You have approximately 20-30 seconds to recoup. If you wait longer than 20 seconds though, he will become partially slowable and stronger. Have your MT use defensive (if warrior), enchanter will slow, and the rest is pure DPS.
Group-Makeup
1. Paladin, Bard, Enchanter, Warrior, Cleric, Ranger
2. Warrior, Warrior, Cleric, Enchanter, Ranger, Bard
3. Warrior, Paladin, Druid, Cleric, Enchanter, Rogue
4. Warrior, Cleric, Necromancer, Druid, Enchanter, Rogue
5. Warrior, Shaman, Necromancer, Druid, Enchanter, Shadowknight
Rewards
Horn of Doomcalling
Tri-Spined Spaulders of Destruction
Eye of the Lightning Lord (60/60/60 Type 8 Aug, Lore)
Greater Rune / Glowing Rune
Misc Info
NPCs will hit for around 6-800, and are immune to mez / root / snare, at least Dragorns are. AoE Tash is useful but not needed. Use Tepid Deeds occasionally to mitigate damage. You will pull aggro via chain nuking. There is no win / lose message either; if you fail the Master of Destruction will simply disappear, so keep track of the mobs killed. Generally you will kill 20 mobs if your group is good, sometimes more, before time is up.
Also depending on the groups DPS, you may / may not use Gather Mana. Scryers Trespass and Theft of Thought definitely provide their uses, due to the length of fight. While other casters rely on a bard or necro to recover mana as the fight wears on, we can simply click and refresh our mana pool and continue nuking. Many will disagree and say we are piss-poor wizards, but I work with what I'm given, and as a piss-poor wizard in Destruction I'm great.
Trial of Subversion (Projection of Tactics)
Description
This Trial lasts 15 minutes, and requires avoiding the NPC patrol while looting chests to spawn the Master of Destruction. Avoid the patrol, loot the chests, and defeat the Master of Destruction to win. The lockout for a successful win is 3 days.
Strat
The strat will vary depending on group setup. In the group I had, we used a rogue, a druid, and myself to handle the chests while the rest of our group remained on the center podium. You have 15 minutes to reach 300 points and must avoid the Dragorn Guard patrol that roams the Trial room during your venture. The Trial requires an INT caster, a bard / rogue, and a Priest (preferably druid) to open chests corresponding to their class -
Hexxt - Priest chest
Ironbound - Rogue / Bard picklock
Spellbound - Caster chest
The procedure for opening chests is detect, disarm, unlock, open, and loot. Failure to detect & disarm the chests can result in firing off one of two AoEs (listed below)
Hazy Cloudcurse
Jagged Rust
Our group had a paladin, cleric, and druid. It required several RGC, Radiant Cures, and Purebloods to remove the Effects. You can negate Hazy Cloudcurse with an alcohol tolerance of 130 minimum, however the DOT will remain and your temporarily snared. Jagged Rust is the worst of the two, doing 1500 dmg per tick for an hour, -350 poison resist adj, and requires IMMEDIATE cures and heals. The AoE are avoidable if by chance your out of Line of Sight; Because of the placement of chests, the only people standing a remote chance of avoiding AoEs will be other players who may be opening chests out of LoS of where the AoE fired. In the event an AoE lands, everyone should immediately rush to the center podium and begin removal.
You will need your highest level LDON chest spells. You cant win without. They are
For INT classes
Wuggans Greater Appraisal
Wuggans Greater Discombobulation
Wuggans Greater Extrication
For Druid & Shaman, you will need
Reebos Greater Augury
Reebos Greater Cleansing
Reebots Greater Exorcism
For Cleric, you will need
Ionys Greater Augery
Ionys Greater Cleansing
Ionys Greater Exorcism
The exception to this rule, is Necromancers, who benefit from the Priest & Caster spells. With a necromancer in group, you can have one person open Priest & Caster chests. The upside is freeing an Enchanter from joining. The downside is putting all your eggs in one basket. If your in a tight spot though, Necromancers are an excellent choice if the Priest chests become overwhelming. Don't forget to hotkey a /open button by clicking ALT+M and selecting Open from the hotkey list. Pay attention to chest messages, not all chests are trapped, but most are. You will need a minimum of 12 greater scrying stones per attempt, unless your a rogue or bard. These are purchased from the LDON Magus.
The procedure for opening chests is detect, disarm, unlock, open, and loot. The order that you use these spells will vary, depending if a chest is trapped or not. Approximately :30 to 1:00 will pass before the Dragorn Guardians patrol. These arent the NPCs next to the MoD himself (Ill discuss later). The roamers will come up the entry-ramp, and circle the center podium around the chests, and every so often step onto a pedestal
next to a chest. The cleric will pacify patrollers as they appear. I (the enchanter) pacified them afterwards, to allow our cleric time to med (in case of emergencies). You should be seeking out the appropriate chests to unlock & following the procedure outlined earlier to get the coins.
Copper = 10pts
Silver = 20pts
Gold = 30pts
You need 300 to spawn the Master of Destruction. In the event you aggro a guard, run to the center platform ASAP and begin killing. Everyone should assist. I want to mention though, if YOU do not have aggro you may continue to deal with chests. Only people with aggro (via melee, casting a spell on the NPC, or the initial aggroer) cannot loot chests. They can open, they just cant loot anything until the aggro is clear. Unless your group is desperate for points, its best that everyone assist in killing any aggro. The guards do NOT see invis, so a bard / rogue will have a higher success in avoiding. If you stay against the wall while the enchanter / cleric are pacifying the roamers every 30 seconds you will only aggro the dragorns if you run right next to them. You CANNOT mez or root the guards.
At 270 points, your group will move to the EAST wall (directly behind the Master of Destructions podium) and continue to loot the remaining coins (and kill any aggro you may have also). The MoD hits for 2k+ and has slightly higher HP than other Trial bosses. Failure to pull after 30 (or sooner) will result in a ramped up DPS increase (2k>4k>7k>etc) and a loss. Once ready, have the cleric (or enchanter) pacify the Guardians next to the Master of Destruction (he IS single-pullable). The guards hit for 800, and will mez. DO NOT AGGRO THEM. Next, the MT will pull MoD to the back wall and position him between the two pedestals where your group is. Engage with Furious to buy time on slows & debuffs, and aggro. Cleric & druid (or shaman) heal, and you can switch to cheal using assist heals after Defensive has begun.
Group-Makeup
1. Warrior, Cleric, Druid, Rogue, Enchanter, Paladin
2. Warrior, Cleric, Shaman, Bard, Enchanter, Ranger
3. Warrior, Cleric, Ranger, Rogue, Enchanter, Druid
4. Shadowknight, Cleric, Druid, Bard, Enchanter, Rogue
5. Paladin, Shadowknight, Cleric, Druid, Bard, Enchanter
Rewards
Emblem of the False Priestess
Bauble of Premonitions
Stalker's Shoulderguards
Greater Rune / Glowing Rune
Misc Info
If you have all 4 DOTs (Asphyxiate, Strangle, Arcane Noose, Torment of Scio) these will cycle 2x depending on your groups DPS. They are useful in preventing HP regen on MoD, and provide ample DPS due to the fight duration. The mob will not increase in power, like some are led to believe. The initial difficulty is based on how long you take to engage. MoD will enrage at 10% and is semi-resistant to magic spells. Make sure to re-apply slow and bard debuffs (if available) every so often. If you arent using a warrior MT, keep Mayhem & Rune of Sallik memmed (or Uproar / Zeb depending on your rune collection). Also, there is NO reason to aggro the two guards when you pull the MoD. If you do aggro, consider it a loss; if you have an enchanter though, you can charm the guard for extra DPS.
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