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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 youve 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 MoD 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 / 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 Im given, and as a piss-poor wizard in Destruction Im great.